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- Tomb Raider The Angel of Darkness - Definitive Edition (Demo)
Tomb Raider The Angel of Darkness - Definitive Edition (Demo)
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Demo of an unofficial, PC exclusive, all-encompassing remaster of the sixth entry in the Tomb Raider series. The graphics, sound, controls, gameplay and storytelling have all received major overhauls, alongside an astounding amount of bug fixes, and last but not least: restored cut content!
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Version 1.0.2
- Tomb Raider: The Angel of Darkness - Definitive Edition (Demo) v1.0.2 Changelog
- First I’d like to give a HUGE thanks to:
- Reborninshadows - For the fully integrated Restoration Project with all of its EXE Fixes and Tweaks and all of the level-specific non-audio and non-texture & geometry related fixes and changes.
- PlagueDoctor - For doing all the 3D model-related character edits included in the Definitive Edition.
- Gh0stBlade - For developing audio modding tools for this project.
- AuspiciousDefiance - For various audio edits, testing and feedback.
- Josh - For text fixes/improvements, testing and feedback.
- Nakamichi680 - For fixing graphical issues in certain levels and for developing modding tools.
- To see the full credits for the Definitive Edition, see the ‘Definitive Edition Credits’ chapter in the included manuals.
- NOTE:
- The Definitive Edition incorporates all the best and recommended mods. This includes the Restoration Project (version 1.3.0 + Hotfix), ‘SLAYER's Ultimate Patch’, ‘Nakamichi680's AoD Levels
- Definitive Patches’ and ‘EXE Multi-Patcher’ and LateRaider’s ‘English PC Text Cleanup Mod’.
- All Definitive Edition exclusive features are colored purple.
- V1.0.2 CHANGELOG
- Setup Wizard Fixes:
- • Fixed the controller type radio buttons not working correctly in the v1.0.1 release, which broke the controller support for the Playstation controllers.
- • Did some improvements on EAX activation to hopefully prevent as much problems as possible with getting it enabled.
- • Added a check system to avoid players from installing the demo either without installing the original game first or installing the demo in the wrong directory
- • Added 2 new default installation directories corresponding with the newest GOG release of the original game + recommended not using them as they have some specific issues.
- • Added registry keys to force AntiMicroX to run as an administrator, when installed in one of the default installation directories (mainly to avoid as much as possible that the controllers won’t work for players who have the newer GOG releases installed).
- V1.0.1 CHANGELOG
- EXE CHANGES – FIXES:
- General Fixes:
- • Fixed an issue where volumetric distance fog in all levels that have this effect would disappear when reloading from saves, including when you quit the game and restart. (Thanks to Nakamichi680)
- Controls/Animation Tweaks:
- • Lara will no longer do the "one hand ledge grab" animation after a standing “vertical” jump since this only made the gameplay slower and didn’t add much.
- Werner’s Notebook Fixes:
- • Fixed an extra broken entry being added at the start of Strahov Fortress if you started this level after talking to Luddick. (Restoration Project Bug)
- Text/Subtitle Fixes:
- • Fixed an additional incorrect subtitle (“Unbelievable! That glove must have some kind of alchemic power.”) being displayed in the cutscene where Luddick gets killed. (Restoration Project Bug)
- LEVEL-SPECIFIC FIXES & TWEAKS:
- Paris2_1: Parisian Ghetto
- • Fixed the game crashing when dying this specific level (Restoration Project Bug).
- Prague1: The Monstrum Crime Scene
- • Fixed an extra broken entry being added at the start of Strahov Fortress if you started this level after talking to Luddick. (Restoration Project Bug)
- V1.0 CHANGELOG
- EXE CHANGES – FIXES:
- General Fixes:
- • Fixed changing the graphics settings through the in-game menu resetting the resolution.
- • Fixed crashing near the lasers in Strahov Fortress.
- • Fixed disabling the Launcher Setting ‘VMR9’ making the game crash, however please note that it is still required for FMV’s to play properly!
- • Fixed a crash regarding AI pathing that could happen when reloading a save.
- • Fixed an bug where volumetric distance fog in level would disappear after reloading from a save during gameplay. Note: The fog still disappears when restarting the game and loading a save. This can’t be fixed at the moment.
- • Fixed conversations not progressing under certain situations.
- • Fixed inconsistencies where Lara would suddenly wear sunglasses during several cutscenes. Lara's sunglasses will now always be turned off by default (please note that existing methods to force glasses on will still work).
- Menu Fixes:
- • Fixed crashing in main menu after opening certain number of sub menus.
- • Fixed the menu select/cancel buttons doing the ingame actions assigned to those buttons upon exiting the pause menu or the inventory while using a controller.
- • Fixed useless & duplicate devices showing up in the in-game controls menu.
- • Fixed periapt shards being added to the inventory in Eckhardt's Lab instead of Lost Domain.
- • Fixed periapt shards being removed from the inventory in Vault of Trophies instead of Aquatic Research Area.
- • Fixed periapt shard not being removed from Kurtis' inventory in Boaz Returns.
- • Fixed periapt shards duplicating in inventory after reloading save.
- Audio Fixes:
- • Fixed sounds not working on the Sell & Buy menu in Rennes’ Pawnshop.
- Werner’s Notebook Fixes:
- • Fixed Werner’s notebook not having the correct aspect ratio, causing text and images to fall of the notebook’s pages.
- Text/Subtitle Fixes:
- • Fixed many text errors in the game. LateRaider’s ‘English PC Text Cleanup’ mod has been taken as a base for this and has been built upon further.
- • Fixed subtitles being displayed for too long (they appeared around 3 times longer than they should).
- • Fixed subtitles still being displayed when pausing the game.
- Controls/Animation Fixes:
- • Fixed Lara’s running animation speed being too slow.
- • Fixed walking when hugging walls animation speed being too slow.
- • Fixed unwanted swerving left/right when performing a ‘hop’ jump.
- • Fixed Lara's torso getting bent when aiming with dual pistols.
- • Fixed stealth movement when using camera-relative controls.
- • Fixed stairs movement when using camera-relative controls.
- • Fixed Lock-On mode during combat nog being enabled when on stairs.
- • Fixed bullets going towards enemies even if you aren't facing them.
- • Fixed the 360 camera behaving incorrectly after reloading from saves.
- Visual Effects Fixes:
- • Fixed snow not being visible in the Monstrum Crime Scene.
- • Fixed the gas effects not rotating like they should (and do on the PS2 version).
- • Fixed Kurtis’ farsee camera effect not being visible.
- • Fixed the proto ‘vision’ camera effect not being visible.
- • Fixed the shapeshifting morph camera effect not being visible.
- • Fixed underwater effects.
- EXE CHANGES – TWEAKS:
- General Tweaks:
- • Loading screens have been disabled for a smoother playing experience and to avoid having dated looking loading screens in 4:3 format.
- • The game’s Launcher has received a full make-over with new website links at the bottom.
- • Remove fade-in and delay on loading on foot has been reverted from Restoration Project because it can make zone transitions look glitchy.
- • Cubemap reflections resolution, dynamic shadows resolution and water reflections resolution have been increased by default to 2x, 4x and 2x respectively (using Nakamichi680’s EXE Multi-Patcher).
- • A 4GB exe patch has been applied to allow the game to run with HD textures properly.
- • The game’s default graphics settings now won’t cause an immediate crash when launching the game. By default the game is set to use 16:9 aspect ratio and neutral Gamma settings.
- • The ‘Default’ profiles have been renamed and reworked to allow players to set working presets ranging from LOW to HIGHEST. Clicking HIGHEST will set the optimal and best graphical settings with just one click. The only settings that you have to set manually after clicking HIGHEST are the ‘Screen Res’, ‘Multi-Sampling’ and possibly the ‘Monitor Aspect’ settings.
- • Lara will now always say "How much for these?" in the Pawnshop level and the game will always open the pawn menu even if you have no pawnable items.
- • Kurtis riding away on his bike cutscene will now play both in Pierre’s and Bernard’s route (made to go along with Parisian Ghetto level changes).
- • Reduced the number of shotgun shells per pickup to better balance the ammo in the game.
- • Reduce number of Impactor batteries per pickup to better balance the ammo in the game.
- • Increase amount of ammo in Dual Vector's per clip to better balance the ammo in the game.
- • Remove conversation/cutscene start fade and delay.
- • Remove fade-in and delay on loading.
- • Made level transition fades faster.
- • Allowed quick loading at any time.
- • Corpses are now persistent.
- • The health/grip bar now behaves like the classic TR health bar (it only appears during combat or when changes occur in one of the bars).
- • Items shown in the upper right corner right after picking them up will now rotate.
- • Added unused "death" theme that is present in every level. The current music will stop playing and the death theme will play upon dying by any means (and also if you get arrested).
- • Changed "Roll" text in the bindings menu to "Roll / Switch Targets".
- • Changed "Sprint" text in the bindings menu to "Sprint / Look".
- • Multithreading option in the Launcher is now obsolete and can't be enabled as it did nothing impactful besides making the characters look glitchy. It’s been replaced with a Cam-Relative option that allows to permanently enable camera-relative controls mode.
- • Voice lines are unskippable except in conversations, only the control lock will be skipped. This has been done to prevent accidental skips altogether and to allow completely free movement when a voice line is playing.
- • Dying will stop the playback of a playing voice line & subtitle.
- • Lara will start the game with the amulet, fax and sunglasses items.
- • Kurtis will start with Boran X & 10 clips, periapt shard (retail) along with the chirugai and 2 small health kits.
- • Footsteps on snow will last drastically longer.
- Menu Tweaks:
- • The yellow pulsing effect has been removed from the ‘The Angel of Darkness’ text to accomodate the implementation of the Definitive Edition logo to the main menu.
- • The music and sound effects are no longer muted when opening any menu during gameplay, to make gameplay and menu usage feel more seamless and more connected.
- • Exiting any menu no longer fades through black to allow for more responsive return to gameplay.
- • Items no longer rotate in the inventory to make reading map items properly possible.
- • Remade all textures from inventory items of the levels before Louvre Storm Drains.
- • Adjusted the main menu element sizes to look better when playing in widescreen.
- • Remove "build" text on the main menu.
- • The "Press Any Key" text on the main menu now uses the Viner Hand font.
- • Added "Story so Far" option to the main menu, which will play the Myth of El Hawa short film made by Tomb of Ash and written by Murti Schofield.
- • Added ‘Extras’ option to main menu, which includes three new videos: TRAOD Definitive Edition Trailer by TRJTA, Making of (same as on the PS2 version), Developer Interview Video.
- • Added a new option for switching between Tank controls and Camera-Relative Controls (with 360 camera) to the in-game Options menu.. Note: This setting is not saved when restarting the game.
- • Added 2 purchasing options to the pawn menu, one for purchasing the MV-9 Pistol (€1000) and one for purchasing MV-9 clips (€100 per clip).
- • Player's money and selected weapons will always be visible on the pawn menu. Previously it was only visible after selecting "items".
- • The game will no longer exit from the pawn menu once you pawn all of your items.
- • Enabled gaining dual pistols by allowing multiple number of the same weapon in the inventory.
- • Replaced multithreading button functionality in the launcher settings (now named "Cam-Relative") with a switch for movement type, so that your preference can be saved (yet to be added for the ingame movement type switch buttons).
- Audio Tweaks:
- • All pistols have new, improved sound effects.
- • Replaced notebook browsing sound effect with a new one.
- • Replaced menu sound effects with higher quality versions.
- • Conversations on certain levels will have reverb (The Sanitarium).
- Werner’s Notebook Tweaks:
- • All notebook entries have been rewritten to better explain certain things and to improve the story. These improvements were made on top of LateRaider’s ‘English PC Text Cleanup’ mod.
- • Re-ordered notebook entries so that Von Croy's entries are now at the beginning and new entries will always be added afterwards in proper order.
- • Pressing the inventory button while the notebook icon is visible will immediately open up the notebook with the latest added entry. If multiple entries are added, the first one will be opened up.
- • Added new diary counter (with dynamic positioning) next to the notebook icon to indicate how many new entries have been added.
- • Notebook icon will no longer remain visible if you reload a save and other minor tweaks.
- • Added tweaks to make Lux Veritatis, Eckhardt, Luddick entries possible & work correctly.
- • Images in the notebook have been replaced with better looking ones that actually look like they are polaroids and scraps of paper that are physically present in the notebook, also matching the changes made in the storytelling to make the story more clear.
- Text/Subtitle Tweaks:
- • Multiple item names and/or descriptions were improved. These improvements were made on top of LateRaider’s ‘English PC Text Cleanup’ mod.
- Controls/Animations Tweaks:
- • The default keyboard control scheme has been improved for more intuitive gameplay using the keyboard & mouse.
- • An intuitive control scheme has been set by default for both Xbox and Playstation Controllers. Note: The controls are linked to the keyboard bindings via AntiMicroX, so if you still wish to change the key bindings for the controllers (not recommended!) you have to both change the control scheme in AntiMicroX and the keyboard bindings.
- • The Controller binding menu has been removed from the in-game menu to avoid accidental breaking of the controller keybinds and to avoid confusion.
- • Improved mouse handling, lowering the mouse sensitivity a lot is no longer needed.
- • Look camera is no longer inverted and can be controlled properly with the mouse.
- • Various tweaks to ensure both camera relative controls and the 360 camera behave similarly to the PS2 version.
- • Added 360 camera when hanging from ledges and swimming.
- • Improved the default camera position in camera-relative mode when loading into an area for the first time or after a cutscene plays.
- • Increased camera movement speed of the 360 camera compared to the PS2 version.
- • Added proper right stick input reading when playing with a controller.
- • Added right stick input to the look camera in camera relative mode.
- • Lara & Kurtis should no longer slow down when running on some controllers in camera relative mode.
- • Kurtis can now sprint, this previously did not work due to the strength upgrade checks since Kurtis has 2 lower and upper body upgrades only. Sprint jumping is kept disabled since Lara does not have that ability during this section of the game either.
- • Increased speed of Kurtis’ getting back up aimation after an enemy attack (mainly seen in Boaz Returns) to make this boss fight less frustrating.
- • Increased Boaz targetting distance to around 3x of the current distance to make targetting Boaz less frustrating in some cases.
- • Replaced Lara’s animation files in all levels with the NTSC PS2 animation files to make Lara’s grunts when jumping less extreme like in that version of the game.
- • Enabled the ability to draw and holster weapons while sprinting.
- • Enabled skipping conversation lines by pressing the Look button.
- • Enabled the possibility to skip FMV’s and cutscenes both by pressing ESC.
- • Improved Lara's ending position after jumping into water.
- • Enabled running directly after all forward jumps.
- • Enabled consecutive jumps.
- • Look mode can now override fixed cameras.
- • The look camera is now initiated lag-free.
- • The Walk Mode is now initiated lag-free.
- • You can now enter Walk mode at all times.
- • Lara & Kurtis should never walk before running anymore when not intended in both tank control mode and camera-relative control mode.
- • You can now enter Look mode during many more actions such as running, walking, hanging, shimmying and stealthing. It is still kept disabled during some actions due to bad camera behaviour.
- • You can now move in Look mode if using camera relative controls.
- • When leaving the look mode, the camera will always reset to be behind Lara.
- • Lara will now be less likely to do "one hand ledge grab" animation as upper strength upgrade increases.
- • Kurtis will never do the long pendulum swing animation anymore.
- • Control locks are now always skippable by pressing the Look button.
- Combat Tweaks:
- • Remove combat camera delays.
- • Better left/right strafing during combat.
- • Drawing weapons will no longer alert nearby enemies.
- • Enabled drawing/holstering weapons while wading in water.
- • Enabled the possibility to use weapons in stealth mode.
- • Enable having a weapon drawn while hugging walls (Drawing/holstering weapons when hugging a wall is disablked to prevent animation issues).
- • Added a manual Lock-On system to combat with weapons. Hold the Look button to focus on one enemy and strafe around them (like in the retail game). You can only change targets using the Roll button while in this mode.
- • To make sure this new lock on system does not make sprinting near enemies impossible, you now start sprinting by tapping the Look button once. You can tap it again (or just stop moving) to stop sprinting.
- • Improved Lara turning her head while using two handed weapons and made it consistent with Dual Pistols.
- • Enable shooting in midair and when rolling.
- • Slightly improved animations when jumping sideways while using two handed weapons.
- • Improved aiming animation angles with dual pistols.
- • Fixed Lara/Kurtis sometimes targetting incorrectly when not having line of sight with enemies.
- • Combat strafing will be cancelled when not having line of sight with enemies, therefore Lara/Kurtis will run everywhere rather than doing the strafing animations.
- • Improved movement/animation of running forwards + left or right in combat strafing mode.
- • Slightly improved animation of moving backwards/sideways in combat strafing mode.
- • Lock-on will now work on bats.
- • Viper SMG will make less noise (for alerting enemies).
- • Reduce enemy stagger when they’re getting shot at.
- • You can now perform stealth takedowns on moving enemies.
- Bossfight Combat Tweaks:
- Boaz Second Form:
- • Flying boaz will no longer get stunlocked by shots.
- • Flying boaz will start off with the electric attack phase & will regain 6 shots worth of health per electric attack.
- • Reduced number of attacks required for the electric attack phase to begin from 8 to 2.
- • Reduced number of electric attacks per phase to 3 from 4.
- • Flying Boaz is now more aggressive with melee attacks.
- • Added damaging & knock back to Boaz's electric attack.
- • Added max cap to Flying Boaz's health due to the new health regaining addition.
- Eckhardt:
- • Added new Eckhardt boss attack animation which needs to be avoided by jumping.
- • Eckhardt's blast attacks will now do more damage.
- • Reduced delay before Eck's blast attacks.
- • Reduced delay after Eck does a blast attack.
- • Eckhardt's summoning clones phase will now take less time.
- Karel:
- • Karel's attacks will knock back Lara directionally rather than always backwards.
- LEVEL-SPECIFIC FIXES & TWEAKS:
- Paris1: Parisian Backstreets
- • Fully remastered the level’s textures and visuals.
- • Fully remastered the look of of the characters present in the level.
- • Fixed many flipped texture and material issues, causing holes in the level’s geometry or weird visual glitches.
- • Replaced ‘Top Part of Fax’ item given at the start of the game (introduced by Restoration Project) with a Scrap of Paper with Carvier’s address. This is the scrap of paper Werner gives to Lara in the intro FMV, and the one that Lara looks at after falling down the drainpipe at the end of Industrial Rooftops.
- • Removed "Hmmm, that bin looks climbable" trigger and combined it with bin climbing tutorial.
- • Added multiple cop lines during gameplay for extra immersion.
- • Fixed glitching DAB interior lobby object in cutscene.
- • Replaced the intro music with another official piece of music to add more variation (the original intro track was the exact same as the last track in the FMV right before the start of the level).
- • Removed the club bass loop sound effect as it was very loud and distracting when using EAX.
- • Replaced multiple sound effects with higher quality versions.
- • Made it impossible to jump above gates leading to beta area.
- • Adjusted position of the key to lay on the ground to accompany the new ‘crawl’ tutorial line.
- • Various control lock adjustments (some unnecessary ones have been removed).
- • Totally overhauled all tutorial lines: Improved the lines, their placement and their sound quality and added new lines.
- • Improved the sound design of the cutscene where the police spots Lara and Lara runs into the Derelict Apartment Block and added multiple cop lines + subtitles.
- • Replaced commando crawl tutorial with a crouching tutorial.
- • Various cutscene fixes for widescreen.
- • Changed model of cop next to the key.
- • Fixed disappearing geometry during the ending cutscene (thanks to Nakamichi680 for the fix).
- • Added "use key" animations to the walkway gate.
- • Added scrap of paper with Carvier’s address item into inventory immediately at the start of the level. This is the scrap of paper Werner gives to Lara in the intro FMV, and the one that Lara looks at after falling down the drainpipe at the end of Industrial Rooftops.
- • Replaced tutorial line “To move around, use the cursor keys. You can also use the mouse to steer me left or right.” with a different line that doesn't teach mouse controls.
- • The key leading to ZONE1 has been removed and replaced with a big medical kit item to prevent access to the unfinished area that has missing level geometry.
- • Fixed missing collision of the two black metal gates in the unused tutorial area (this fix was ported over from Sasho’s modded PARIS1).
- • Disabled fixed camera showing drainpipe in the unused tutorial area due to being buggy.
- • Added missing wall mounted lamp in unused tutorial area.
- • Replaced the tutorial line "I'll have a look around whilst I'm here…" with another take.
- • Added a line that teaches players how to switch between run and walk mode. This replaces another line that teached the player to hold down walk to prevent from falling of ledges (which has already been explained earlier).
- • Replaced "Great, there's the key!" line and the camera angle showing the key with a line that teaches the player how to commando crawl.
- • The level now doesn't end immediately when going down the ladder and will now only end when approaching the apartment door closely and interacting with it.
- • Added an unused camera angle when climbing down the ladder.
- • Added Lara line "I could hide in that building, I’ll head for the doorway." when approaching the derelict apartment block.
- • Fixed gap between derelict apartment doors.
- • Street area in front of the bookstore: Added various objects within the invisible collision to make it look more natural and so that collision there makes sense.
- • Added gates there too to prevent access to the unfinished part of the level.
- • Placed a cop downstairs of the apartment courtyard that will patrol the street.
- • Improved the duration of multiple existing control locks during the tutorial lines that were either too short or too long.
- • Added control locks to the newly added tutorial lines.
- • Fixed an arm stretch glitch on COP_A.CHR and a flashlight sticking through his hands.
- • Made the CS_COP_A.CHR cops look like COP_D for better consistency with the cop with the gas mask that enters the Derelict Apartment Block (Credits to “Dark Legend”).
- • Adjusted the placement of certain items to better reward players for exploring.
- • Removed shotgun ammo pickup: There are way too many in this game so this one was useless.
- ● Replaced MV-9 pickup in cabinet in rooftop shed with health item.
- ● Removed money pickup, replaced it with a chocolate bar.
- ● Restored unused Cop & Cop behaviour near the key, the cop here now occasionally turns around and hears sounds much more easily.
- ● Replaced 2 lines with their PS2 variations (“This looks like a safe area…” and “Don’t keep me hanging around…”).
- ● Added new voice line: "Press the Roll button, to perform a 180 degree roll."
- ● Locked the door leading to the unused area in the beginning courtyard.
- ● Fixed "This gap looks easy..." line being unskippable.
- ● Fixed "I need to move quietly..." line being unskippable.
- ● Fixed "Hmm... it looks like I need something to force this open." line not playing.
- ● Removed duplicate inside of derelict apartment object.
- ● Removed most tutorial lines in beta area due to it now being only accessible at the end of the level.
- ● Some item pickup adjustments for balancing purposes.
- ● Removed trying to unlock invisible door trigger leading to the beta area from the street with the cop.
- ● Removed door opening tutorial as it was unnecessary.
- Paris1A: Derelict Apartment Block
- • Fully remastered the level’s textures and visuals.
- • Fully remastered the look of of the characters present in the level.
- • Fixed many flipped texture and material issues, causing holes in the level’s geometry or weird visual glitches.
- • Fixed the visors of the cops not being transparent.
- • Increased duration of camera showing cops breaking open the door in both cases.
- • Added multiple cop lines during gameplay for extra immersion.
- • Replaced all Lara voices lines with higher quality, remastered versions.
- • Replaced multiple sound effects with higher quality versions.
- • Added "use key" animations to the door leading to the roof and the second floor door.
- • Added control lock and tutorial for using the elevator.
- • Re-worked how the cops behave in the level. Previously, they would break the door open in specific areas, now this is based on a timer system. They will break open the apartment door in a short amount of time, pushing the wardrobe will grant additional time.
- • Adjusted specific fixed cameras to work better with this new system.
- • Added a new health item to the bottom floor to take advantage of this new timer system.
- • The cop will now progress further in the level rather than waiting at the ground floor
- • Removed camera and lock when the ceiling collapses.
- • Fixed the police officer throwing the smoke bomb into the wall, causing it to bounce back.
- • Fixed flashlight sticking through hands of COP_DGAS.CHR (Credits to “PlagueDoctor”).
- • Removed all health items except the health pills from the hallways, which has been moved to a slightly more well hidden location.
- • Removed 2 shotgun shell pickups.
- • Replaced single Vector-R35 in one of the blue cabinets with a health item.
- • Moved the key to the rooftops from the tech room to lying on a crate in one of the apartments. This way there is more gameplay in this level: You now must use the elevator and fetch the key here to proceed.
- Paris1B: Margot Carvier's Apartment
- ● Fully remastered the level’s textures and visuals.
- ● Fully remastered the look of of the characters present in the level.
- ● Fixed Lara having popping issues with her facial animations.
- ● Fixed rigging issues and stretch glitches on the cops in the level (Credits go to PlagueDoctor).
- ● Fixed many flipped texture and material issues, causing holes in the level’s geometry or weird visual glitches.
- ● Removed the music from this level as this music is very overused throughout the Paris section.
- ● Added new music to the intro and outro cutscenes of the level.
- ● Fixed a few words of a Carvier line not being audible during the cutscene when Carvier doesn’t give Lara the notebook.
- ● Replaced all Lara and Carvier conversation lines with higher quality remastered versions and improved their timing so the lip sync is correct now.
- ● Added one cop line to the cutscene where the cops arrest Lara inside the apartment.
- ● Improved the sound design of multiple cutscenes in the level.
- ● Rebalanced various sound effects.
- ● Added Lara line "You're all heart" right after conversation with Carvier.
- ● Adjusted placement of ring item on the table to properly lie down.
- ● Re-enabled pawnable hip flask item in the kitchen (was originally intended to be in one of the cupboards).
- ● The conversation no longer starts immediately, you have to start it manually.
- ● The police won't arrive before you start the conversation.
- ● You can't search drawers before you start the conversation.
- ● Lara's spawn position has been adjusted for better flow with the cutscene.
- ● Made both cops that enter the hallway look the same for consistency with the cutscene when they barge through the door and arrest Lara (Credits go to PlagueDoctor).
- Paris1C: Industrial Rooftops
- • Fully remastered the level’s textures and visuals.
- • Fully remastered the look of of the characters present in the level.
- • Fixed many flipped texture and material issues, causing holes in the level’s geometry or weird visual glitches.
- • Added voice line "Suspect on roof!"
- • Added voice line "This is your last warning. Give yourself up!"
- • Added new music right at the start of the level, that transitions more seamlessly into ‘The Duel’.
- • Replaced tutorial for grabbing the cable with a more fitting version.
- • Various cutscene fixes for widescreen.
- • Improved the sound design of the cutscene where Lara jumps towards the drainpipe and falls.
- • Fixed Lara’s starting position: She starts this level in front of the door facing the industrial roofs.
- • Re-enabled light and steam effects from the PARIS1 LOD.
- • Re-enabled a couple of light effects on lamps.
- • Replaced MV-9 ammo pickups with Vector-R35 pickups (changed texture of pickup in world too, by TRJTA).
- • Added a timer for the chopper & music, now the chopper will spawn earlier overall no matter what rather than a predetermined position like in retail.
- • Removed useless interact trigger with fence gate.
- • Fixed several texture issues.
- • Item pickup adjustments for balancing purposes.
- Paris2_1: Parisian Ghetto
- • Fully remastered the level’s textures and visuals.
- • Fully remastered the look of of the characters present in the level.
- • Fixed Lara having popping issues with her facial animations.
- • Fixed the Tramp having popping issues with his facial animations.
- • Fixed many flipped texture and material issues, causing holes in the level’s geometry or weird visual glitches.
- • Changed the Restoration Project line “What did von Croy get himself into? Perhaps his notebook will help." to “What on earth did Werner get himself into? I better check his notebook. Let’s see if I can find any leads”.
- • Added new voice line "Damn. That was uncomfortable. I should complain to the concierge."
- • Tweaked the voice line "What did von Croy get himself into? Perhaps his notebook will help." to play automatically after a short time.
- • Added voice line “Well, well. Someone's been very careless. See Paris, and die…”.
- • Replaced a part Janice’s line: ‘across the road’ with ‘here on the street’ to make more sense with her actual location.
- • Swapped the chocolate bar and the health kit for balancing purposes.
- • Added "This door is locked, I'll need a key" voice lines to both club entrances.
- • Removed unnecessary optimization that hides the water.
- • Fixed incorrect frame on "kurtis runs away on his bike" cutscene.
- • Added police siren ambient sound to the ambient track.
- • Replaced all Lara and Tramp conversation lines with higher quality remastered versions and improved their timing so the lip sync is correct now.
- • Replaced all Lara and Dealer conversation lines with higher quality remastered versions and improved their so the lip sync is correct now.
- • Replaced all Lara and Janice conversation lines with higher quality remastered versions and improved their timing so the lip sync is correct now.
- • Replaced the ambient bird sounds with new ones.
- • Replaced the (much too loud) fire barrel sound effect with a new, softer sound and added dog and tramp ambient sound effects to it.
- • Rebalanced the music track’s volume.
- • Added Lara line "What did Von Croy get himself into?"
- • Added Lara line "Perhaps his notebook will help."
- • Added Lara line “I’m going to need cash.” after approaching the homeless people at the start.
- • Removed money pickups in this level to make pawning items more worthwhile.
- • Added a small radio on the crates next to the truck that plays a newcast when used.
- • The stage entrance of Le Serpent Rouge has been moved to the disused metro area where the drug dealer is (where the level starts). This is where it was originally meant to be and how the interior was designed. To accompany this change the original Stage Entrance sign has been replaced with a general Le Serpent Rouge sign, and a stage entrance sign has been added to the window of the new stage entrance door.
- • Removed the fixed camera after leaving Renne’s Pawnshop as it didn’t add anything.
- • Simplified the notebook entries gained from talking to Janice.
- • Added animations for the tree that can be seen above where Janice is.
- • Disabled triggers that would make the game load back to the first level.
- • Made the fruit juice poster less recognisable during the cutscene where Kurtis drives off on his motorcycle to make it less obvious that Lara is actually standing on the street and not on the emergency exit of Le Serpent Rouge (by TRJTA)
- • Adjusted spawn position when entering from paris2_2.
- • Adjusted location of cutscene of Kurtis driving away on his bike, now it plays when exiting the Serpent Rouge instead.
- • Added dead Cabal guard with modified mesh made by PlagueDoctor to the Serpent Rouge exit.
- • Added new notebook entry that can be gained from interacting with the corpse. Note: The adjustment of the cutscene and the new added dead body were inspired by Murti’s story ideas.
- Paris2_2: Parisian Ghetto (Zone with Café Métro)
- • Fully remastered the level’s textures and visuals.
- • Fully remastered the look of of the characters present in the level.
- • Fixed many flipped texture and material issues, causing holes in the level’s geometry or weird visual glitches.
- • Added tutorial for using the keypad.
- • Fixed geometry issues when entering from 2_3.
- • Changed Francine's code.
- • Added police siren ambient sound to the ambient track.
- • Shifted the music track’s starting point to make the track feel less repetitive when running around the multiple zones of Parisian Ghetto.
- • Replaced the ambient bird sounds with new ones.
- • Rebalanced the music track’s volume.
- • Removed money pickup with wrong texture applied to it, it fixes this glitch and also makes pawning items more worthwhile.
- • Door leading into Francine’s Apartment had a small seam on the right side: moved door a bit to the right.
- • Fixed trees & tree shadows not moving when entering the level from certain areas.
- • Added animations for a tree and its shadow which were previously static.
- Paris2_3: Parisian Ghetto (Zone with Parc du Lune)
- • Fully remastered the level’s textures and visuals.
- • Fully remastered the look of of the characters present in the level.
- • Fixed Lara having popping issues with her facial animations.
- • Fixed Bernard having popping issues with his facial animations.
- • (DE only): Replaced Bernard’s “Janice? What did she speak to you for?” with “Dang it! What did she speak to you for?” (to make the conversation sound more natural).
- • Fixed many flipped texture and material issues, causing holes in the level’s geometry or weird visual glitches.
- • Changed the Restoration Project line “What did von Croy get himself into? Perhaps his notebook will help." to “What on earth did Werner get himself into? I better check his notebook. Let’s see if I can find any leads”.
- • Added police siren ambient sound to the ambient track.
- • Shifted the music track’s starting point to make the track feel less repetitive when running around the multiple zones of Parisian Ghetto.
- • Implemented a workaround to fix Bernard’s missing facial animation for the line: “What’s in it for me?
- • Rebalanced the music track’s volume.
- • Replaced all Lara and Bernard conversation lines with higher quality remastered versions and improved their timing so the lip sync is correct now.
- • Replaced all Lara and Doorman conversation lines with higher quality remastered versions and improved their timing so the lip sync is correct now.
- • Rebalanced the music track’s volume.
- • Improved the sound design of the cutscene where the Doorman lets Lara pass through.
- • Made the area in which a fixed camera is used smaller (in front of Willowtree Herbalist), so the player can properly see the newspaper dispenser with the newspapers in it.
- • Replaced the money pickups with Vector-R35 clip pickups to better reward players for exploring that area.
- • Removed Desert Ranger clip.
- • Ensured the tree and its shadows will always move.
- • Fixed vector clip pickup being under the floor.
- • Fixed a loading trigger being able to be skipped.
- • Fixed multiple spawn positions.
- Paris2B: Le Serpent Rouge
- • Fully remastered the level’s textures and visuals.
- • Fully remastered the look of of the characters present in the level.
- • Fixed many flipped texture and material issues, causing holes in the level’s geometry or weird visual glitches.
- • Extended the dance music mix with two additional dance tracks from 2003 (‘Libertine’ by Kate Ryan & ‘I Can Feel The Beat’ by Darude).
- • Added line "At last, some firepower. To draw your weapons, press the draw button. Press again, and I'll holster them. With weapon drawn, press and hold the look button to lock onto a target. Press the switch target button to switch between targets" when Lara picks up the desert ranger (in both routes).
- • Added line "Hmm, classy joint" when going up the stairs in the dance floor.
- • Remastered the dance music track to add more ‘oomph’ to it.
- • Rebalanced the ambient track’s volume.
- • Restored gameplay seen in the E3 2003 version of bridge raising back up after obtaining the box.
- • Removed strength upgrade restriction from the control room door.
- • Pickup item balancing and tweaks.
- • Improved shadows in some areas: Pierre's route, Bernard's route (near switch).
- • Added key using animations to several doors.
- • Removed optimization causing visibly missing geometry.
- • Added voice recorder to the office and garage (so one on each route for Bouchard or Pierre) that, when picked up, shows transcripts of voice messages on it in the description that make it clear that the baddies in Le Serpent Rouge are not cops but that they work for the Cabal and that they are in Le Serpent Rouge to look for Bouchard. In the world the money pickup will be used and retextured. The item that will be re-purposed for this in the inventory is the ‘Mobile Phone’ item.
- • Replaced money in the ticket office with a health kit to make pawning items more worthwhile and exploring that area more rewarding.
- • Added a tutorial text that teaches played how to switch targets right after entering the main club area.
- • Removed strength upgrade limitation from the door in Bernard’s route as the gun is necessary to pick up in the mod.
- • Removed interaction prompt with unused lever in the control room. This lever has no functionality even if the interaction is restored.
- • Removed all gun pickups that the Cabal guards drop. The Desert Rangers are preserved. You can find 4 clips max for it per route. This limits the chance of Lara leaving the club with a working lethal weapon.
- • Fixed and adjusted Lara's spawn positions.
- • Fixed various texture issues, z-fighting issues and other visual issues.
- • Removed unnecessary strength upgrade.
- • Removed unobtainable pickup.
- • Changed the model of various doors to make sure they are more compatible with TRJTA's Definitive Edition.
- • Fixed door not being properly aligned.
- • Adjusted various pickups to make sure they aren't floating.
- • Changed textures of Cabal enemies to make it more obvious that they are not cops (by TRJTA.
- Paris2C: Rennes' Pawnshop
- • Fully remastered the level’s textures and visuals.
- • Fully remastered the look of of the characters present in the level.
- • Fixed Lara having popping issues with her facial animations.
- • Fixed many flipped texture and material issues, causing holes in the level’s geometry or weird visual glitches.
- • Added voice line "Perfect! There's everything I could need here. It feels like Christmas... Werner obviously never had chance to collect it."
- • Music will now start playing once the cutscene Eckhardt plays.
- • Fixed passports visibly floating without cutscene black bars.
- • Added tutorial for using the keypad.
- • Added new explosion sounds at the end of the level.
- • Replaced all Lara and Rennes conversation lines with higher quality remastered versions and improved their timing so the lip sync is correct now.
- • Replaced multiple sound effects with higher quality versions.
- • Rebalanced the explosion fire sound effects’ volume.
- • Improved multiple Lara lines and replaced them with high quality, remastered versions.
- • Improved the sound design of the cutscene where Eckhardt walks past Lara.
- • Improved the sound design of the cutscene where Kurtis watches Lara jumping out of the pipe with the explosion behind her.
- • Fixed the lasers leading to the pawnshop entrance not making explosion sounds.
- • Reworked the explosion in the hallway beneath the trapdoor to be more realistic.
- • Fixed disappearing geometry issues in the hallway beneath the trapdoor (thanks to Nakamichi680).
- • Lara’s starting position is changed so she stands right in front of the door with her back to the door.
- • Added unused texture for dead Rennes.
- • Adjusted items on the shelves to make sure they aren't floating or clipping.
- • Adjusted the water seen in the cutscene so that it looks and behaves more realistically.
- • Adjusted lighting inside the pawnshop so that shadows are being cast more realistically.
- • Replaced two seperate Louvre maps (“Map of Archeological Dig” and “Map of Sewers Around Louvre”) with a new map item. This allows one of the maps to be viewed better (the original one was very tiny in the inventory).
- • Replaced one of the seperate map pickups with Dart Gun ammo.
- • Moved the pickups on the floor of Rennes safe onto the shelf.
- CS_2_51A (Eckhardt addressed the Cabal)
- • Cabal cutscene: Screen now shows the 3 paintings they already found and 2 ‘empty slots’ of the 2 paintings they have yet to recover (by TRJTA)
- Paris2D: Willowtree Herbalist
- • Replaced all Lara and Herbalist conversation lines with higher quality remastered versions and improved their timing so the lip sync is correct now.
- • Rebalanced the ambient track’s volume.
- • Improved Lara's starting position. She now starts right in front of the door instead of in the middle of the shop.
- • Adjusted lighting to fix Lara's shadow rapidly changing directions.
- Paris2E: St Aicard's Church
- • Fully remastered the level’s textures and visuals.
- • Fully remastered the look of of the characters present in the level.
- • Fixed Lara having popping issues with her facial animations.
- • Fixed many flipped texture and material issues, causing holes in the level’s geometry or weird visual glitches.
- • Disabled reverb effect introduced by Restoration Project as the effect is too extreme and distracting.
- • Made the radio station sound more realistic by adding 2003 commercial blocks and several popular 2003 songs (‘Overprotected’ by Britney Spears, ‘Lose Yourself’ by Eminem and ‘All I Have’ by Jennifer Lopez).
- • The hand to hand combat tutorial is now voiced.
- • Added the English Monstrum newscast to the radio.
- • Replaced all Lara and Anton conversation lines with higher quality remastered versions and improved their timing so the lip sync is correct now.
- • Rebalanced the ambient track’s volume and equalised it to have less distracting bass.
- • Lara can now practice her melee abilities on a punchbag, this was made possible by replacing the boxer practicing there. So he’s no longer there.
- • Added a tutorial text there describing how to do the different melee moves.
- • Adjusted placement of ring pickup to properly lie down.
- • Added an additional vector clip pickup.
- • Removed the strength upgrade gained in this level as it does essentially nothing and makes the upgrade system more complicated.
- • Adjusted spawn position when entering from Bouchard's Hideout.
- • Adjusted lighting to make characters cast shadows.
- • Ported over level script from the NTSC PS2 version to avoid potential softlocking issues caused by the “ring camera” activating and looping infinitely upon reloading from saves, now this camera always plays once.
- Paris2F: Café Métro
- • Fully remastered the level’s textures and visuals.
- • Fully remastered the look of of the characters present in the level.
- • Fixed Lara having popping issues with her facial animations.
- • Fixed many flipped texture and material issues, causing holes in the level’s geometry or weird visual glitches.
- • Made the radio station sound more realistic by adding real French commercial blocks and an extra French Classic song (‘Padam Padam’ by Édith Piaf).
- • Removed “No sign of the Monstrum though.” From Lara’s line “You were right about the place being staked out. There were gunmen all over the place. No sign of the Monstrum though.” to make Kurtis’ appearance when driving off on his motorbike more mysterious to the player.
- • Added Lara & Kurtis dialogue (will be disabled once Kurtis leaves the cafe via exe modification).
- • Added the French Monstrum newscast to the radio.
- • Replaced all Lara and Pierre conversation lines with higher quality remastered versions and improved their timing so the lip sync is correct now.
- • Replaced the phone ringing sound effect with a higher quality version.
- • Replaced Pierre’s conversation with the person on the phone with a conversation that better fits into the game’s storyline.
- • Adjusted lighting to make it appear less harsh on Lara and Pierre’s faces.
- Paris2G: St Aicard's Graveyard
- • Fully remastered the level’s textures and visuals.
- • Fully remastered the look of of the characters present in the level.
- • Fixed Lara having popping issues with her facial animations.
- • Fixed many flipped texture and material issues, causing holes in the level’s geometry or weird visual glitches.
- • Added voice line "I do love a place with atmosphere."
- • Replaced all Lara and Francine conversation lines with higher quality remastered versions and improved their timing so the lip sync is correct now.
- • Added indoor ambient track to Francine’s apartment.
- • Added owls and cars driving by ambient sounds to graveyard ambient track and also added cop siren sound effect.
- • The music will now start playing after leaving Francine's.
- • Fixed minor camera issues.
- • Reworked the strength upgrade & requirements. Now the upgrade will be gained from pushing the statue, players can choose to backtrack and open doors requiring the strength upgrade.
- • Replaced multiple sound effects with higher quality versions.
- • Improved the sound effect of the statue crashing into the grave to make it sound more impactful.
- • Added Francine line when entering her apartment: "Come in, Pierre said to expect you."
- • Removed action where Lara can open a drawer in the china cabinet and steal a sports watch. Because it is no longer possible to pawn items from this level onwards and it doesn't make sense for Lara to be stealing from Francine right next to her.
- • Minor lighting adjustments inside Francine’s apartment and fixed an issue where the lighting on Lara would suddenly change on the balcony.
- • Removed action where Lara can open a drawer in the china cabinet and steal health pills from it. It doesn’t make any sense for Lara to steal right in front of Francine’s face without her saying anything about it.
- • All desert ranger clips have been replaced with Vector-R35 clips.
- • All shotgun ammo pickups have been replaced with Vector-R35 clips (so when using the alternate version the shotgun ammo pickups have been replaced with Vector-R35 clips instead of Desert Ranger clips like in the regular version.
- • The gate below Francine's apartment no longer requires a strength upgrade to open as it was difficult to get back to that area after gaining the upgrade.
- • Re-enabled 2 unused fixed cameras.
- Paris2H: Ghetto Underground (Zone of Bouchard's Hideout)
- • Fully remastered the level’s textures and visuals.
- • Fully remastered the look of of the characters present in the level.
- • Fixed Lara having popping issues with her facial animations.
- • Fixed many flipped texture and material issues, causing holes in the level’s geometry or weird visual glitches.
- • During the conversation with Bouchard, replaced Lara saying the word ‘stunpacks’ with ‘the usual’ because stunpacks aren’t actually even a thing.
- • Added tutorial for swimming.
- • Added voice line "The types you have to deal with these days..."
- • Replaced all Lara and Bouchard conversation lines with higher quality remastered versions and improved their timing so the lip sync is correct now.
- • Replaced the word ‘then’ in the Bouchard line “That was then. We need all the firepower we can get.” With a version that sounds like ‘then’ instead of ‘Rennes’.
- • Fixed a strange sounding glitch at the start of the word ‘Easy’ in the Lara line “Easy Bouchard, I lost that friend yesterday.”
- • Removed busy street ambient sounds coming from above in the tunnel part of the level, because the streets are actually deserted.
- • Replaced the music track with a higher quality version and rebalanced its volume.
- • Replaced multiple Lara lines with high quality, remastered versions.
- • Improved the sound design of the cutscene where Bouchard shoots down Lara and added two Bouchard lines to the cutscene.
- • Adjusted position of level ending trigger.
- • Added new character as Bouchard's bodyguard.
- • Reworked interaction with Bouchard, now you must approach him first and once he gets up from his seat, you can start the conversation by interacting with him.
- • Added the voice lines: “Found an intruder, Bouchard.” and “Well, tell her I’m busy and throw her out.”
- • Fixed various texture issues.
- • Removed various voice lines of Lara saying "I can climb up on that".
- • Fixed and adjusted various spawn positions.
- • Adjusted position of a rat which would previously stuck in a gate.
- • Renamed this level to ‘Ghetto Underground’ to not spoil to new players that Bouchard is actually in there and to avoid a spoiler and confusion when players enter the tunnels section of this level where Bouchard can not be found.
- • Replaced money pickup (in tunnel section of this level) with vector clips.
- • All desert ranger clips have been replaced with Vector-R35 clips.
- Paris3: Louvre Storm Drains
- • Removed optimizations causing visibly missing geometry.
- • Added a text at the start of the level, making it clear that some time has passed since the cutscene in the river and what time it is right now.
- • Added Lara line "Wall to wall vermin, yuck! I hate rats…"
- • Adjusted water to look more realistic in many areas.
- • Adjusted a fixed camera to make sure the water doesn't cover the screen when climbing the ladder.
- • Fixed many texture issues in the second zone.
- • Removed Lara line “That drainpipe will take my weight.” as the player has already been taught this.
- • Removed Lara line “I can climb up on that.” as the player has already been taught this.
- • Removed Lara line “I think I can make that jump” as this is very obvious she can.
- • Removed 1 fixed camera in the round room where Lara climbs the ladder from out of the water.
- • Adjusted one steam effect position and increased the damage Lara receives from it. Crouch to avoid damage.
- • Re-enabled 3 steam effects, added high damage trigger on them. Crouch to avoid damage.
- Paris4: Louvre Galleries
- • Added dialogue near the vector pickup "An automatic! I need that gun."
- • Added static radio effect to the voice line of guard talking on the radio.
- • Added voice line "I can crawl through that gap. To commando crawl, press and hold the Duck button, then press the Stealth button."
- • Replaced code for carvier's office.
- • Changed Lara’s starting position in the beginning of the level a bit further down, right in front of the first steps.
- • Added line "I have a non-lethal weapon, this will help me get past the guards.”
- • Removed cheap looking “light” effects from the horizon behind the balcony of the wide gallery with the many arches.
- • Added line for a guard in the Louvre talking about a male intruder.
- • Removed a fixed camera in the hallway that Lara enters by climbing through the window.
- • Re-enabled an unused guard at the outside area. One of the doors that lead to an empty room had to be removed due to issues with the guard's AI.
- • Replaced the crowbar pickup with another item that is worthwhile picking up. The crowbar here is useless because Lara already must obtain it in Parisian Back Streets to progress.
- • Removed a fixed camera in the fenced off area just before Lara enters the vent.
- • Fixed the glass of the X-Ray machine not being transparent.
- • Added line “That X-Ray machine may come in useful later.”
- • Added a notebook entry corresponding with the line described above.
- • Fixed textures for the lamps in the X-Ray room.
- • Enabled interaction with the X-Ray machine (nothing will happen as Lara has no painting to scan here yet).
- • Added tutorial subtitle text line when using the security camera looking into Carvier’s office that teaches how to move the camera and how to stop using the camera.
- • Changed and remastered images and PC screen in Carvier’s office where Lara gets her information from, to actually show that information (by TRJTA).
- • Fixed time on digital clock in one of the offices to correspond with the time on the computer.
- • Increased the duration of the fixed cameras showing the objects Lara gets the information from. (PC screen, painting of the Black Alchemist and the plaque on the angled table). So that the player has less chance of skipping the explanation accidentally and so the player has more time to look at the objects in close-up.
- • Removed z-fighting glitch of keyboard from Carvier’s computer by moving the keyboard object up/down a tiny bit.
- • Added notebook entry when Lara approaches the computer closely: “Found a Fax from Carvier to Von Croy pinned onto Carvier's computer screen. It mentions Mathias Vasiley. I should check on him.”
- • Turned the paper on the top right of the screen into the Fax Carvier sent to Werner (that now has the security code written on it).
- • Removed and adjusted the positions of some health items for item balancing purposes
- • Adjusted position of Vector pistol pickup to make it harder to miss.
- • Slightly moved a guard so that stealth takedowns can be used.
- • Adjusted various lights to make characters cast realistic shadows.
- • Various notebook entry adjustments.
- Paris4A: Galleries Under Siege
- • Replaced sprinting tutorial with new line teaching the mod's sprinting controls.
- • Fixed glitch where jumping quickly up the stairs in the first Louvre area stairs in this level would crash the game by triggering the cutscene a bit earlier.
- • Swapped the ‘Can’t breathe!’ and ‘G-gotta find a gas mask, quick!’ lines so the context of them makes more sense.
- • Removed cheap looking “light” effects from the horizon behind the balcony of the wide gallery with the many arches.
- • Fixed a texture on the X-Ray machine not being transparent.
- • Enabled interaction with the X-Ray machine. Changed X-Ray interaction to it showing the actual scan results on the screen, rather than breaking the screen.
- • Re-done X-Ray machine interaction, now the painting must be placed first before the machine can be used.
- • Added 3 voice lines for enemy soldiers.
- • Replaced 2 guard near the beginning with Strahov soldiers.
- • Fixed light above a door being on before getting the gas mask.
- • Made X-ray scan result screen, which now shows an actual software interface, the right obscura painting (showing both the painted over brother obscura image and the original sanglyph painting image and an actual part of the sanglyph inside).
- • Fixed time on digital clock in one of the offices: it is now actually later in the evening, whereas in the original game the time was the same as in Louvre Galleries.
- • Fixed painting that Kurtis steals from Lara’s backpack to look like the right painting Lara actually collected.
- • Fixed incorrect outfit on Lara at the cutscene in the end.
- CS_6_16 (Lara meets Kurtis in the Louvre)
- • Fixed Kurtis coming out of the wall on widescreen and other minor issues.
- CS_6_21A (Lara chases after Kurtis)
- • Fixed certain characters visibly standing frozen during certain shots on widescreen.
- • Fixed camera clipping on certain shot on widescreen.
- CS_6_21B (Bouchard drives Lara to Von Croy’s Apartment)
- • Adjusted camera fov for widescreen to hide Lara & Bouchard clipping into the car.
- • Cutscene audio has been remastered by TRJTA with new sound effects.
- Paris5: The Tomb of Ancients
- • Added alternate lever pulling animation.
- • Fixed Knight enemy behaviour.
- • Improved the knight enemy's default spawn rotation.
- • Removed the notebook entry for "ULTRICES ATRIUM CUSTODIUNT" at the end of the level. It has been moved to the start of Hall of Seasons.
- • Added ULTRICES ATRIUM CUSTODIUNT to the doorframe leading into the Hall of Seasons.
- • When entering the level from Hall of Seasons, Lara will no longer spawn in midair.
- • Adjusted the trigger to make water rise & warp Lara to be in the water to work better and more consistently.
- • Adjusted the water to look and behave more realistic.
- • Moved the end level trigger (trigger to load Hall of Seasons) forward a bit so the Hall of Seasons is loaded before Lara can bump into the door. This is because the starting point in Hall of Seasons is more in the middle of this transition hallway.
- • Removed the fixed camera showing the blocks coming out of the wall when using the lever switch halfway down to make this puzzle less easy.
- • Removed the fixed camera showing the blocks changing wall when using the lever switch on the bottom of the area to make this puzzle less easy.
- Paris5_1: The Hall of Seasons
- • Reworked location of the strength upgrade to make it more logical. Now it’s simply gained upon reaching the upper level.
- • Reworked location of the lever and door that were originally used to gain the strength upgrade.
- • Improved shadows in the upper levels of the main hall.
- • Fixed light glow not being enabled for the first real painting on the Brother Obscura chamber.
- • Fixed the Knights behaving incorrectly.
- • Adjusted locations of the knights on the main hall since they now move properly.
- • Trapdoors leading to the lower levels will now immediately close upon falling down.
- • Added voice line "Burning oil, fire... earthquakes! What's next?"
- • Improved several loading triggers to work better with seamless loading set to “On”.
- • Fixed Lara being rotated after moving forward in the beginning room.
- • Added Lara line "ULTRICES ATRIUM CUSTODIUNT".
- • Added Lara line "The wrathful sentinels guard the halls within".
- • Added notebook entry for "ULTRICES ATRIUM CUSTODIUNT" + the translation (now combined into one entry instead of 2) right when Lara says the lines.
- • Added ULTRICES ATRIUM CUSTODIUNT text on doorframe of door leading into the main hall.
- • Re-enabled 2 knights in the main hall.
- • Improved all four of the zone transitions between the main hall and the trap cellar below. The zones now transition when Lara slided down the slopes instead of right before the slope. This prevents the player from seeing a black void above.
- • Re-enabled missing torch effect in the hallway leading to Brother Obscura.
- • Combined notebook text entries for "ULTRA VIGILIS UMBRAM, ECCE VERITAS" and "Through the spirit of the keeper, behold the truth" into 1 entry.
- • Fixed Lara's position after the brother obscura cutscene.
- • Replaced "ULTRA VIGILIS UMBRAM, ECCE VERITAS" text with higher quality texture made by TRJTA.
- • Adjusted Brother Obscura's spawn position.
- • Adjusted water to look and behave more realistic.
- • Fixed brother obscura room gate opening/closing triggers being able to be triggered multiple times.
- • Fixed water filling/camera trigger being able to be triggered multiple times.
- • Rotated the texture of the calendar in the middle of the hall to make the elements more accurately aligned with the months and seasons on the calendar (thanks to LateRaider for the modified textures).
- PARIS5_2 - Neptune’s Hall
- • Replaced one shotgun shell pickup with a vector clip.
- • Replaced 2 health kits with vector clips.
- • Fixed metal grates not being double sided.
- • Adjusted water to behave and look more realistic.
- PARIS5_3 - Wrath of the Beast
- NO CHANGES HAVE BEEN MADE
- PARIS5_4 - Sanctuary of Flame
- NO CHANGES HAVE BEEN MADE
- PARIS5_5 - Breath of Hades
- • Replaced shotgun shells with vector clips in the small secret area.
- • Quality of Life improvement: You now have a bigger time window to reload your save after missing a jump, previously if you didn't reload immediately you would be forced to watch Lara fall and complete the death animation.
- Paris5A: The Archaeological Dig
- • Big gate leading to the geo thermal device will no longer automatically open or close
- • Added voice line "Hmm, interesting... Perhaps Werner's notebook will help."
- • Added voice line "Bingo! Another automatic. Boy, I could use that." next to the Vector pickup.
- • Moved Lara’s starting position. It was very far in front of the gates, Lara now starts the level closer to the doors.
- • Transition to Galleries Under Siege now requires players to interact with the gates.
- • Re-enabled 2 guard enemies.
- • Fixed various texture issues.
- • Moved position of one of the guards to make targetting him less frustrating.
- • Replaced MV-9 dropped by the guard with a Vector pickup, this pickup is now placed next to the switch to activate the scanning machine.
- Paris6: Von Croy's Apartment
- • Re-enabled various RAIN_WINDOW effects in Von Croy's apartment.
- • Re-enabled smoke effect on staircase.
- • Added voice lines of apartment residents in distress after the Cleaner’s arrival.
- • Tweaked voice lines of distress to sound muffled.
- • Added voice line for picking up the cane "The four obscura engravings! Good old Werner."
- • Added voice line "This guy is good, but not good enough."
- • Replaced "symbols" line with "Those symbols again, but not ones in the notebook. What really happened here?"
- • Added voice line for picking up Von Croy's cane.
- • Changed Lara’s starting position to right in front of the mirror (where she last stood before the flashback FMV right before this level).
- • Changed the painting (that is actually supposed to be the mirror) into a mirror, like it is in the FMV’s. Because the mirror shared its material with the big breakable pot, the pot had to be replaced with another object (by TRJTA).
- • Moved Von Croy’s walking cane to the right place where it lies in the FMV’s.
- • Added “Fax from Carvier to Von Croy” item to the desk on the lower floor. This is now the second item you need to pick up for the Cleaner to show up instead of the gun. A health item had to be repurposed to make the fax show up on the desk (texture by TRJTA). As a result, the health kit in the bathroom also had to be replaced with a different health item.
- • Added Lara line "Those symbols again, but not ones in the notebook" when approaching and interacting with the symbols on the wall.
- • Removed Rigg 09 clip in the level that Lara can pick up infinite times.
- • The walking cane pickup now gives you the 4 engravings item + 2 faxes from Vasiley.
- • The description for the 4 engravings inventory item (that now also includes the 2 faxes) has been adjusted to explain that this was all inside the cane and describes the content of the faxes. Also the engravings no longer are semi-transparent.
- • Changed and remastered books with info + PC screen where Lara gets her information from, to actually show that information, and in English too.
- • Added sound clips from neighbours in the apartment complex in distress.
- • A newscast now plays when using the radio in the bathroom.
- • When first leaving Von Croy's apartment, The Cleaner will now disappear after moving further into the hallway.
- • Replaced one health kit with a chocolate bar for item balancing purposes.
- • Removed one normal map for better visuals.
- • Adjusted some items to make sure they aren't floating.
- • Adjusted various lights to make sure characters cast more realistic shadows.
- • Fixed incorrect outfit on Lara at the cutscene in the end.
- CS_7_19 (Lara talks to Bouchard after killing the Cleaner):
- ● Replaced the vector model with the rigg model for consistency (as seen in dev videos).
- Prague1: The Monstrum Crime Scene
- • Lara will get €100 at the start of Monstrum Crime Scene for story purposes.
- • Removed useless diary entry (which was already bugged) that could still be gained.
- • Adjusted the strength upgrade and removed voice line for it, now it will be gained automatically rather than having to push a random drawer.
- • Moved the drawer that would give the upgrade to Vasiley's office and moved the fax containing the code to create a new mini puzzle.
- • Adjusted loading trigger in the sewers to prevent potential bugs.
- • Added key using animations to the cellar key and the key will now be removed from the inventory upon using it.
- • Fixed Bouchard still being visible before the handcuffs cutscene starts.
- • Removed audio of the handcuffs cutscene since they aren't visible.
- • Added workaround to hide the missing facial animation when Luddick says “Sellers market I’m afraid”.
- • Tweaked the "Let's see if he's got keys to this place" line to sound more natural.
- • Dual Vectors will now be given automatically at the start of the level.
- • Added various basic props to the inaccesible area behind Lara's spawning position.
- • Added the "Assassin's Car Keys" item automatically to Lara's inventory.
- • Added text at the start of the level to make it clear what the time is (it’s morning).
- • Changed the brightness of the sky to match the time of day it is. Also fixed the dark patches of vertex coloring on the sky box.
- • Moved the ‘Don’t you just love this weather’ line trigger a bit forward to give space to the time of day subtitle described above.
- • The conversation with Luddick now starts automatically when coming near the alleyway where the hammer pickup is located and is therefore mandatory to finish the level. This way player won’t be able to miss the story info from Luddick.
- • Added new notebook entries with info gathered from Luddick's dossiers that’s gained after talking with him (3 new entries).
- • Changed Luddick's dossier textures to include all members of the Cabal, to make it clear how Lara knows who Karel and the other members are.
- • Fixed the enemy next to the hammer pickup trying to walk through a wall. Now he does a small patrol around the area.
- • Removed strange looking normal map in the back rooms/hallways.
- • Re-enabled various lighting effects in the sewer/cellar areas.
- • Lara now says "Vasiley has some excellent artifacts here" when entering the room rather than looking at the clock.
- • Removed a trigger that would suddenly change the position of the oval window without Lara doing anything.
- • Restored missing light beam effect when rotating the oval window to solve the puzzle in Vasiley’s by porting script file from the PS2 version. (Thanks to Nakamichi for providing info about the cause of the issue).
- • Improved the look of the Periapt Shards info plates to actually show the info that Lara reads (by TRJTA).
- • Changed painting texture in Vasiley's office with the painting of Vasiley and Morgau.
- • Changed the location of the fax item to a more hidden and more natural location instead.
- • Added HD texture to the fax item (by TRJTA).
- • Added HD texture to the obscura engraving item (by TRJTA).
- • Addes Lara lines “What the…?!” & “Where’s he gone?!” after Lara discovered Bouchard is gone from the room she locked him in.
- • The cutscene where Lara opens the door and dead Bouchard falls out isn’t triggered automatically anymore. The player has to press action near that door to activate the cutscene.
- • The keys Bouchard drops no longer float above the ground.
- • Added delay to the line “Let’s see if he’s got keys to this place.”
- • Changed the card Luddick gives Lara with another card to prevent players from skipping the first area of Strahov Fortress without needing to get a new card from a soldier.
- • Hammer item will now be dropped after killing the guard.
- • One of the cabal guards will now drop a vector ammo pickup.
- • Fixed sewer sounds being active before entering the sewers.
- • Added new trigger to disable sewer sounds when entering Vasiley's.
- • Fixed unnecessary diary entry being added in Vasiley's office.
- • Lara will now be rotated towards Bouchard after the cutscene.
- • Lara inspecting the items in Vasiley's office now requires pressing the action button.
- • Adjusted the water in the sewers.
- • Fixed some texture issues in the sewers.
- CS_9_1 (Luddick drives Lara to the Strahov Fortress):
- • Fixed missing geometry being visible on widescreen.
- Prague2: The Strahov Fortress
- • Added new health kit to a new hidden location.
- • Some camera trigger adjustments.
- • Fixed keycard dropped by Strahov Soldier standing up.
- • Adjusted "I can climb up on that" voice line and camera trigger to not interrupt another voice line.
- • Fixed propane tank not making any sound upon exploding.
- • Removed optimization causing visibly missing geometry in certain areas.
- • Fixed extremely loud reverb in the vents when EAX is enabled.
- • Removed two fixed cameras in the third hangar space on the large walkways. These camera angles serve no purpose and are only inconvenient during combat.
- • Re-enabled an enemy in the third hangar, he will spawn after the crane is turned on.
- • You now need to press Action to start the cutscene of Lara using the crane.
- • Added line "Those crates are from Turkey, Cappadocia".
- • Changed texture of crates to show the name Cappadocia on them alongside ‘Turkey’.
- • Removed a Viper SMG ammo pickup that could be picked up infinite times.
- • Added additional ammo for Scorpion X.
- • Re-enabled 2 strahov guard enemies, they will spawn after Lara shuts off the power and returns to the main area of the second zone.
- • Fixed Lara switching to shorts during the cutscene.
- • Changed the textures of the blue control panel screen in the cutscene to actually show the fifth obscura engraving overlayed on the screen with the map within it lighting up. Also the close-up of the section of which Lara needs to shut the power off now looks correct and only shows lasers in the places that have them in-game (by TRJTA).
- • After the control room cutscene, now a ripped-out sheet of paper from Werner’s notebook with a drawn copy of the engraving map (drawn by Lara) is added to the inventory. It is later used during the second cutscene with Kurtis in the airlock (by TRJTA).
- • In the room where Luddick’s corpse is: Moved the single Scorpion X pickup from the bed into the cabinet (because the Scorpion X is not there either during the cutscene where Eckhardt kills Luddick), and replaced the health item that was originally within it.
- • Simplified/improved certain notebook entries:
- • "Find the security control room." to "Find a way past Strahov's defences. Check main security control room?"
- • Removed unnecessary notebook entry "Shut down power to clear a route through the Biodome to the Vault of Trophies."
- • Changed "Gain access to the Biodome." to "Find a way to access inner Strahov facilities." and moved its location to the beginning of zone 2.
- • Fixed Lara targeting the propane tank even after it's exploded.
- • Adjusted various death triggers that cause Lara to get crushed (container and box) to make sure they are disabled when they are no longer needed, to avoid making the player die for no reason.
- • "That's not any script that I know" line now requires pressing action.
- • Adjusted the Strahov soldiers in the cafeteria section to make them no longer float above the chairs.
- • Adjusted some lights (very minor changes).
- • Fixed sky not being visible due to texture not being double sided (can be seen after the saw is used and it breaks the glass window).
- Prague3: The Bio-Research Facility
- • Added voice line "Dressed for the job, I had forgotten how much I missed this."
- • Added voice line "Great, Broccoli with attitude."
- • Added voice line "Come on, let's see what you can do."
- • Muller conversation tweaks to prevent plot issues. “She deserved to pay for her stupidity” has been removed.
- • Moved strength upgrade to a more logical position and it is now gained naturally through gameplay.
- • Moved the position of the health kit (where the strength upgrade was) and re-added collapsing to the platforms near it.
- • Area with Muller in it: Activated multiple GAS_BAG.CHR animated plants.
- • Area with Muller in it: Added multiple animated LICKER.CHR plants which can also attack Lara.
- • Activated various animated plants in large Bio Dome.
- • Added additional Vector-R35 clips.
- • Conversation with Muller happens as Lara approaches him, without need for interaction. This makes it more like Lara catches him off guard.
- • In the large arboretum zone where Boaz gets eaten by the Pod, removed fixed camera angle as it could interfere with combat and its line "This ledge looks too far. I don't think I'll make it yet." Moved this line to the ledge itself instead, to prevent Lara from repeating it.
- • Triggering cutscene of Kurtis abandoning Lara in the airlock at level end will require Lara to interact with the door to Aquatic Research Area, discover it doesn't work, and attempt to turn back around. This fixes cutscene inconsistencies.
- • Replaced health pills in the secret area near the end of the level with a vector clip.
- • Adjusted positions of certain items so that they aren't floating anymore.
- • Re-enabled light beam effects at the big dome area.
- • Adjusted all water in the level to look and behave more realistically.
- • Moved GAS_BAG at the start to avoid constant sounds during the conversation.
- • Re-enabled 3 enemies.
- • Adjusted Lara's starting position.
- • Re-added unused flyby intro to the level.
- • Changed which enemy drops medium access keycard.
- • Disabled useless interact trigger for a wardrobe that no longer exists in the level.
- CS_10_8 (Lara watches Eckhardt,Muller,Karel and Boaz):
- • Pistols on Lara's holsters will be visible.
- • Fixed the pod briefly being visible earlier than intended on some shots (widescreen issue).
- Prague3A: Aquatic Research Area
- • Shooting and exploding the electrical box should now be easier.
- • Removed camera showing the explosion due to buggy shooting behaviour.
- • Removed voice line "Wear what's comfortable, I always say."
- • Slightly tweaked a camera angle in the hallway leading to the main area due to geometry issues.
- • Added Lara line “It’s good to be back” right after exiting the airlock she had been locked inside of for a long time.
- • Removed fixed camera that shows the elevator going up and down, you can now see the inside of the elevator when going up and down.
- • Moved trapdoor that had z-fighting issues down a little bit to solve this issue.
- • Reactivated “beetle” enemy and replaced it with a guard enemy.
- • Added Lara line “Wear what’s comfortable, I always say.” when she surfaces in the room where she gets the wetsuit.
- • Adjusted the waters to make sure they are sized properly.
- • Adjusted the waters to make them look and behave more realistic.
- • Re-enabled unused camera angle.
- Prague4: The Sanitarium
- • Added voice line "My god! They've actually created a proto nephilim hybrid. This looks bad, real bad."
- • Fixed texture issues on railings at the beginning area.
- • Fixed an enemy in the cafeteria spawning by default rather than spawning via its intended trigger.
- • Tweaked the voice line in the inital proto encounter cutscene to match the lip sync.
- • Added "And I thought this would be one of my easy days." voice line after the cutscene ends instead.
- • Fixed the keypad being able to be triggered at the same time as the farsee cutscene.
- • Removed the propane tanks due to targetting issues and instead added new animation of Kurtis destroying the ladder with his power.
- • Added voice line "Why are things never easy?" when destroying the ladder.
- • Adjusted position of one of the enemies that normally went completely unnoticed.
- • Added an alternate vent opening animation to the second vent.
- • Reverted various pickup items due to them being moved to the exe.
- • Some minor camera tweaks.
- • Fixed a texture issue and visibility issue on the cafeteria.
- • Fixed "proto corpse" texture issues.
- • Added the Chirugai item automatically to the inventory (no gameplay, only for the plot/visuals).
- • Removed fixed camera when Kurtis opens the hatch from the lift and drops into it: Without fixed camera this looks less confusing and less glitchy.
- • Replaced chocolate bars with health kits to give Kurtis more health items. (Other health items are removed.)
- • Fixed textures for the lamp above door that is opened after entering a code.
- • Moved the trigger of the cutscene to the zone transition.
- • Fixed all grates not being properly aligned with the walls.
- • Adjusted the spawn position to be closer to the doors at the beginning.
- • Kurtis is now given a Small Health Kit as Kurtis' levels have very few health items.
- • After the cutscene where Kurtis encounters the Proto, he will now be warped and properly rotated to where he last was in the cutscene.
- • Disabled fixed camera near the fans as it was impacting gameplay.
- Prague4A: Maximum Containment Area
- • Fixed boss music not looping properly.
- • Added the need to press the Action button near the cell door to start the cutscene of the farsee ability.
- • Added Kurtis line "What the hell were they up to in here?" inside the isolation cell office.
- • Added Kurtis line a bit further into the lab: “What have they been breeding in here?” (referring to the glass tubes with humanoid creatures in them), followed by: “How far did they get with this stuff?”.
- • Added Kurtis line in big proto cage area "So this is where they kept the proto, until they lost power. Good work Lara."
- • Added Kurtis line in big proto cage area in front of the control room. "I must have been real bad to deserve all this."
- • Fixed gameplay oversight that allowed players to bypass a big chunk of the level by using the keycard from the previous level. Now the card reader won't accept the keycard from the previous level.
- • Added Kurtis line "End of the line, let's dance." at the start of the proto boss.
- • Replaced map Lara shows to Kurtis in second airlock cutscene with an Engraving map Lara drew herself on a ripped-out page from Werner’s notebook.
- • Added music to the Proto battle, it will end after Kurtis stabs it with the Shard.
- • Fixed some texture issues.
- • Kurtis will now be properly rotated after the proto boss intro cutscene.
- • Added new voice line "Time to get the power on again." once proto is defeated.
- • Fixed Eckhardt's facial animations in the cutscene where Kurtis goes back to Lara after turning the power back on (his mouth being constantly open) by replacing blendshapes.
- Prague5: The Vault of Trophies
- • Added voice line "Wear what's comfortable, I always say." after Lara returns to wearing shorts.
- • Re-enabled flying bats on the cave area leading to the vault.
- • Added new HD book textures (by TRJTA).
- • Restored "Lux Veritatis" notebook entries with images.
- • Fixed sound effect that plays upon solving the underwater puzzle.
- • Replaced "statues" line with "something" instead for consistency.
- • Removed line of Lara saying “The brothers reunited see the gates thrown open” when interacting with the huge stone book because Lara is underwater with an aqualung in her mouth so she can’t talk. The accompanying notebook entry is preserved and the latin text + translation are merged into one notebook entry.
- • Improved texture of the pieces of ceiling that fall down when the puzzle is solved. They now blend nicely with the rest of the ceiling (by TRJTA).
- • Removed fixed camera right after cutscene where Lara changes back into her shorts outfit.
- • Added Lara line “I’ve seen this before” at the spot where there’s a fixed camera showing the book and Lara gets a notebook entry update.
- • Added new information that can be read from the book on the table (text taken from the subtitle files).
- • Combined TRES PERIAPTI latin and translation notebook entries into one.
- • Added Lara line "Just for once, it would be nice to walk into a room and not have the statues try to kill me." when Lara climbs up the wall, out of reach of the undead statues.
- • Fixed Obscura Painting pickup vertex color issues and flipped textures.
- • Moved the Obscura Painting up a bit, it was sunken into the wooden table it sits on.
- • Added Lara line "All I need to do now is destroy it." (after pickup up the Obscura Painting).
- • Removed the round Boaz arena platform residing at the water surface at the end of the level, as it should actually be beneath Lara (where there is one too). This one needed to be removed so the player can actually look into the arena while swimming up.
- • Removed dead Boaz monster from the arena that could now be seen when swimming up.
- • Corrected the painting that Lara throws to Eckhardt in the cutscene in the arena. This was another, wrong painting (by TRJTA).
- CS_13_9 (Eckhardt releases Boaz):
- • Pistol on Lara's left holster will be visible.
- • Fixed painting floating and spinning in midair before Lara throws it (widescreen issue).
- • Fixed Lara and Muller visibly floating and t-posing in midair on certain shots (widescreen issue).
- Prague5A: Boaz Returns
- • Replaced music with Dance of the Lux Veritatis.
- • Fixed both open and closed versions of the big gate in the background being visible at the same time in one of the cutscenes.
- Prague6: Eckhardt's Lab
- • Fixed Knight enemy behaviour.
- • Restored full "Eckhardt's Journal" notebook entries with images.
- • Added new textures to the book on the table (done by TRJTA).
- • Adjusted death trigger at the beginning pit to stop Lara from dying upon grabbing the ledge.
- • Removed ugly normal maps.
- • Adjusted game ending trigger to be slightly smaller to prevent it from being activated without jumping to the sleeper.
- • Added new HD book textures (by TRJTA).
- • Added alternate lever pulling animation.
- • Fixed circular lighting effect surrounding the 3 Eckhardts that Eckhardt spawns. These originally had alpha channels implemented that weren't visible in-game. This has been fixed. The bottom edges of this effect have also been smoothed to look better (by TRJTA).
- • The bottom edges of the forcefield around the Eckhardt battle arena have been smoothed out to remove the polygonal harsh look the forcefield had. The texture quality has also been improved (by TRJTA).
- • Fixed music not playing upon completing the lab puzzle due to issues with events.
- • Fixed some texture issues.
- • Added readable Eckhardt's Journal to the book on the table.
- • Added a line from Eckhardt during the boss battle: “Surrender to your fate!”.
- • Added Karel line: "Nothing can stop us! Our time has come."
- • Fixed weird looking shadow effect and glowing of Lara's eyes in the cutscenes where Lara stabs Eckhardt for the last time (by TRJTA).
- CS_15_10 (Eckhardt is ready to revive The Sleeper):
- • Pistol on Lara's right holster will be visible.
- • Removed ugly normal maps.
- CS_15_14 (Lara is ready to stab Eckhardt):
- • Removed ugly normal maps.
- • Fixed handcuffs and a pistol showing up on Bouchard.
- CS_15_24 (Lara says Karel killed Werner):
- • Removed ugly normal maps.
- • Fixed Eckhardt’s force field being visible.
- Prague6A: The Lost Domain
- • Replaced "My legs feel stronger" with "My legs feel stronger. To jump far, tap the sprint button to run faster and then press the jump button."
- • Adjusted certain death triggers to stop Lara from dying upon grabbing ledges.
- • Removed ugly normal maps.
- • Removed optimization causing visibly missing geometry in the starting area.
- • Tweaked various sections to make the level more interesting and challenging: In the beginning section, replaced the lever that opens the way leading towards the lab. In the “lava room”, there will be massive burst of flame that can kill Lara.
- • Changed text of ‘My legs feel stronger’ to ‘My legs feel stronger. New ability unlocked: Press jump while sprinting to jump farther’ to teach the player how to perform the sprint jump.
- • Removed fixed camera showing the timed gate opening.
- • Added Lara line ‘This looks dangerous, I’d better be careful.’ when Lara enters the big room with lava below.
- • Removed fixed camera on the wooden walkway in the big room with Lava below.
- • Removed fixed camera and control lock when the gate with the lava running through opens.
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“Accused of the murder of her mentor Werner von Croy, Lara Croft becomes a fugitive on the run. To clear her name, Lara has no choice but to confront the secret alliance whose destiny is to take over the world.”
Tomb Raider: The Angel of Darkness – Definitive Edition an unofficial, PC exclusive, all-encompassing remaster of the sixth entry in the Tomb Raider series. The graphics, sound, controls, gameplay and storytelling have all received major overhauls, alongside an astounding amount of bug fixes, and last but not least: restored cut content!
During the development of the Definitive Edition, Core Design’s and Murti Schofield’s original visions have always been studied and consulted religiously. This truly is the ultimate and definitive way to experience The Angel of Darkness, delivering the compelling adventure Core Design always envisioned it to be.
To read more, and to view slider-based comparison screenshots, go to the official website at www.traodde.com

Tomb Raider: The Angel of Darkness – Definitive Edition an unofficial, PC exclusive, all-encompassing remaster of the sixth entry in the Tomb Raider series. The graphics, sound, controls, gameplay and storytelling have all received major overhauls, alongside an astounding amount of bug fixes, and last but not least: restored cut content!
During the development of the Definitive Edition, Core Design’s and Murti Schofield’s original visions have always been studied and consulted religiously. This truly is the ultimate and definitive way to experience The Angel of Darkness, delivering the compelling adventure Core Design always envisioned it to be.
To read more, and to view slider-based comparison screenshots, go to the official website at www.traodde.com
How is the Definitive Edition different from the Restoration Project?
Though they are two different projects, they are very much intertwined and they are a collaborative effort. Reborninshadows made a lot of content that’s included in the Definitive Edition, and I made a lot of content that’s included in the Restoration Project. The Restoration Project aims to finish up and improve the vanilla game, while retaining its original graphics, but does include some content that was originally made by me for the Definitive Edition (mostly improved audio and improved textures for story-related things only). The Definitive Edition includes everything that’s included in the Restoration Project + a lot of more additional content: HD remastered graphics and HUD, loads of additional bugfixes for levels and characters, additional audio improvements, Immersion Mode, remastered FMV’s, a custom Setup Wizard, rewritten manuals, improved default keyboard bindings, instantly working pre-configured controller support and a new look for the Launcher. The Definitive Edition will always include the content of the latest release of the Restoration Project: When the Restoration Project is updated, the Definitive Edition will receive an update too.
Though they are two different projects, they are very much intertwined and they are a collaborative effort. Reborninshadows made a lot of content that’s included in the Definitive Edition, and I made a lot of content that’s included in the Restoration Project. The Restoration Project aims to finish up and improve the vanilla game, while retaining its original graphics, but does include some content that was originally made by me for the Definitive Edition (mostly improved audio and improved textures for story-related things only). The Definitive Edition includes everything that’s included in the Restoration Project + a lot of more additional content: HD remastered graphics and HUD, loads of additional bugfixes for levels and characters, additional audio improvements, Immersion Mode, remastered FMV’s, a custom Setup Wizard, rewritten manuals, improved default keyboard bindings, instantly working pre-configured controller support and a new look for the Launcher. The Definitive Edition will always include the content of the latest release of the Restoration Project: When the Restoration Project is updated, the Definitive Edition will receive an update too.

The visuals of the game have been carefully remastered. The levels, characters, menus, fonts, the notebook and actually just everything you can possibly think of received a major facelift to bring the game to a modern standard, while always retaining the aesthetic of the original game. All textures have been recreated by hand. You won’t find automatic AI batch upscales here! In some rare cases the visuals have deliberately been changed from the original game, to either fix inconsistencies in the game’s visuals or to further improve the art style. Compare the graphics of the original release to the Definitive Edition yourself in the Gallery!

Movement controls have been enhanced majorly. The game’s controls are now more fluid and responsive than ever before! The usual keyboard & mouse controls have been retained and refined and the game can now also properly be played with a controller with camera-relative controls, just like the original PS2 version! The Definitive Edition supports the usage of Xbox 360, Xbox One, Xbox Series, PS4 and PS5 controllers out of the box, with tried-and tested intuitive controls schemes automatically set and ready to start your adventure.
To complement these two ways of playing the game, two fully rewritten manuals are included. One dedicated manual for Playing with Keyboard & Mouse, and one for Playing with Controller! Learning the control schemes for the controllers will also be a breeze with the included Printable Controls Guides for both the Xbox and Playstation controllers.

Aside from the controls themselves, the gameplay within the levels has also been improved! The gameplay has been expanded in many levels and has been improved to better complement the game’s storyline, to restore Core Design’s original vision for the game, to reimplement cut content and to deliver a more interesting and overall more immersive experience.

Murti Schofield, the original writer of The Angel of Darkness, wrote a fascinating and very detailed story including a plethora of background information and lore. Sadly, a lot of this never got implemented into the original game or got implemented incorrectly. The Definitive Edition corrects this and implements as much of the original story into the game as possible. The storytelling is further improved by restoring a huge amount of cut dialogue, totally overhauling von Croy’s notebook and by integrating the award winning short canon movie ‘The Myth of El Hawa’.

The original PC release of The Angel of Darkness contained heavily compressed dialogue and sound effects. This has been fixed by implementing many original uncompressed sound effects and by porting over dialogue audio from the PS2 version, which has better sound quality. The sound quality of the dialogue has even been further improved upon by manually improving and remastering it. The delayed off sync facial animations have also been fixed!

The cutscenes and some parts of gameplay in the original game could sometimes sound a bit empty. The sound design in the game has been revised majorly to make the experience more immersive and to improve the storytelling.

In addition to all the aforementioned sound improvements, the Definitive Edition also introduces a completely new option to the game: The Immersion Mode! When playing with this option enabled, characters will initially speak in their native language, and only switch to English when they know Lara speaks English. Another interesting way to improve the immersion when playing the game.

The FMV’s in the original release were of very poor quality with very low resolution, washed out colors, distracting aliasing, incorrect aspect ratio, and with a strangely cropped, non-full screen image. The FMV’s also lacked subtitles, while the game itself and the in-game cutscenes did have them. All of this has been fixed for the Definitive Edition. On top of that the sound design in the FMV’s has also been improved. Compare the old and new FMV’s yourself in the Gallery!

A lot of cut content has been restored. Ranging from cut gameplay and enemies to a fully functional shop function, a plethora of voice lines and pickups. At long last, Lara can now officially and organically obtain two of her dearest trusty old friends during the adventure. Yes, that’s right! The Dual Pistols are now fully functionally and properly integrated into the game!

An astounding amount of bugs have been fixed and the game received tons upon tons of Quality of Life improvements. Every aspect of the game received this treatment: Controls, gameplay, menus, audio, graphics, storytelling, character animations and even the manuals. No stone has been left unturned to make the experience of playing the Definitive Edition as smooth and stable as possible!

The Definitive Edition is installed with a beautiful, immersive and easy to use Setup Wizard. During the process the player can choose the preferred way to play the game and whether to use the new Immersion Mode or not. The download package comes with concise Installation Instructions to guide you through the installation process.
With the Definitive Edition there’s no need to download and install any third party software, no need to fiddle with game files, complicated graphical settings or registry edits. You’ll be playing in no time!

The original manual for The Angel of Darkness missed a lot of and even contained incorrect information. The manual has been rewritten from scratch and is optimised for digital viewing. It contains a clickable table of contents, is searchable, and is provided in two different versions: One for Playing with a Keyboard & Mouse and one for Playing with a Controller.

Last but not least, the Definitive Edition comes with many extras! The Extras menu option from the PS2 is back and includes not one, but two remastered making of videos from Core Design, and the Definitive Edition Demo teaser trailer. ‘The Myth of El Hawa’ is implemented in the Main Menu as the new option ‘Story so Far’ and perfectly fills the gap between The Last Revelation and The Angel of Darkness.
The Demo download package also includes the new and exclusive ‘Definitive Music Collection’. A huge soundtrack album compiled by Bob Smolders containing each and every single piece of soundtrack from The Angel of Darkness in chronological order of the game. The collection includes all Abbey Road Orchestra tracks, all in-game tracks and cutscene mixes, and many unused tracks and multiple bonus tracks. All 89 tracks are in splendid CD quality and have been normalised for an enjoyable listening experience.