OpenTomb
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Completable TR1 and UB levels
I'll record the engine progress here. It reflects an average state, not necessarily the bleeding edge.
The levels which I was able to complete (sans enemies):
- Caves
- City of Vilcabamba ( #339, ~~#344~~ )
- Lost Valley ( #102, ~~#201~~, #407 )
- Tomb of Qualopec ( ~~#448~~ )
- St. Francis' Folly ( ~~#201~~, ~~#259~~ )
- Colosseum ( #449 )
- Palace Midas ( ~~#308~~, #449 )
- The Cistern ( ~~#99~~, ~~#340~~, ~~#343~~, ~~#388~~, #450 )
- Tomb of Tihocan ( ~~#102~~, ~~#308~~, ~~#343~~, #451 )
- City of Khamoon ( ~~#89~~, ~~#99~~, ~~#308~~, ~~#343~~ )
- Obelisk of Khamoon ( ~~#37~~, ~~#95~~, #102, #375, ~~#424~~ )
- Sanctuary of the Scion ( #231, ~~#308~~, ~~#453~~ )
- Natla's Mines ( ~~#9~~, #90, ~~#340~~, ~~#344~~, ~~#426~~ )
- Atlantis ( ~~#9~~, ~~#38~~, ~~#94~~, ~~#308~~, ~~#344~~, ~~#424~~, ~~#455~~, ~~#456~~ )
- The Great Pyramid ( ~~#9~~, ~~#201~~ )
- Return to Egypt ( #197 )
- Temple of the Cat ( ~~#9~~, #223, #449 )
- Atlantean Stronghold ( ~~#9~~, #38, #197 )
- The Hive ( ~~#9~~, #449, #458, #466 )
The levels which I tried but they can't be completed because of a bugs or unimplemented features:
- none at this point
Features that are needed for full functionality but currently not implemented:
- enemies' AI and pathfinding (partially implemented)
- enemy spawners (partially implemented)
- flame, lightning bolt and lava particle emitters
- some hardcoded animations and effects (mostly effects like gun flashes, smoke, bubbles, splash, ricochet, blood, explosions)
- flipeffects
- working GUI
- weapons (partially implemented)
Palace Midas ( Midas' hand doesn't turn lead into gold ) fixed in ac90033