Tomb Raider 4.5 Engine Patcher
English | German

 

Main page
Downloads
User's Guide
DRACO patches
eSSe scripting
FAQ
Anti-TREP
Bugs memorial
Preset archive
Contact authors

 

HEY, GUYS! %)

Well, this site is now almost 5 years old, and things are indeed changed. In the past 3 years, NGLE saw rocketed development, and at the same time, I was consumed by other (sometimes completely not good) things, so, in contrast, TREP development was halted. I am really sorry for my absence.

Despite its architecture being completely open, no one tried to seriously carry on with new patches, updates and so on, but it's even good, because there was no point in it, when Tomb4 NG saw the light of the day.

As you understand, TREP won't be updated anymore THAT massively as before. Mostly, it's finished program with finished set of features. Even if it'll be updated with something new sometimes, it will be just for fun, not for covering any needs of all TRLE builders over the world. No hard feelings here, it's just the way it happened.

I really want to thank everyone who's still using TREP for their custom levels. I saw (and still see) GREAT new custom levels with great custom patch usage ideas, like I am Legend, Beyond the Scion to name a few. Thank you very much!

That's all about TREP.

Now...

The Big Thing that made me moving again and write this statement is, finally, first alpha release of FexEngine. As you can see, this thing is almost 5 years in development, all these years I watched for updates on Dxtre3d's site, but there was scarce info, sometimes I thought that development stopped, but suddenly, playable demo was released, and this fact brought me back to life in some way. That's why you should always hope for better things, because better things are indeed happening! :)

Believe me, even if it seems like that nothing is going on, it's not like that. FexEngine is actively developing. Why so long? Well, because this is a COMPLETELY new engine, written from scratch, without relying on existing render engine and object / level structure of old Tomb Raider 4 engine. To name a few, there is different collision calculation (climbable diagonal walls, thinner squares, rounded squares), skeletal animation (instead of separate meshes you'll be able to transform whole mesh, which eliminates any need in joints, and this is actual for ANY movable you have in your level), ability to use normal maps for relief mapping, plugins for various professional animation and modelling programs, and so on.

Of course, many things are still needed to be coded (traps, doors, enemies, AI and UI), but I have very high hopes for it for a number of reasons, and I really hope that TPascal will let us to participate in its development. If you're reading this and also think that you can participate, I STRONGLY ADVISE YOU TO HELP. TPascal needs help from animators and people with CAD skills, there are a lot of wise guys and gals in TR community, why not help? Just visit Dxtre3d.com website and write a letter!

Good luck!

TREP is freeware and not a registered trademark and is not protected by any moronic copyright laws.