github LostArtefacts/TRX trx-1.8
TRX 1.8

latest release: latest
one day ago

1.8 – 2026-06-13 - 4e95d38 · Diff · History

Video

  • added French translation (thanks to Wronschien)
  • added an option for Lara to pick items up more quickly, similar to TR4+ (Gameplay → Controls → Fast pickups) (#1365)
  • added an option to allow Lara to push/pull movable blocks continuously across tiles without stopping each time, similar to TR4+ (Gameplay → Controls → Continuous pushblocks) (#1354)
  • added O_DOLPHIN, which behaves in the same way as O_ORCA but has collision underwater
  • added O_ANIMATING_EXT_1…10
  • added a new console command - /burn - to toggle whether or not Lara is on fire
  • added trx.assault Lua functions to control the Assault Course and Quad Bike timers
  • added poison Lua property to O_DART and O_DISC, so that they can poison Lara just like O_POISON_DART
  • added Lara's TR2 alpha bomber jacket outfit (#5594)
  • added the ability for skidoos and quad bikes that are inside or on top of lifts to move when the lift itself moves (#4353)
  • added the ability for skidoos, quad bikes and kayaks to activate heavy triggers (#4354)
  • added the ability to configure exposure zones (including above water) and visible breath separately per room
  • added the ability for fish shoals to be affected by surrounding lighting and fog via a use_room_lighting property (#5618)
  • added animated interaction support to keyholes and puzzle slots (#4471)
  • added an option to control snap interactions for targets such as pickups and switches (Gameplay → Controls → Snap interactions)
  • changed /music to show the current track, deferred ambient, and any active overlay tracks when used without arguments
  • changed /music to accept stop and list playable track ranges for invalid track IDs
  • changed vehicles to allow defining in Lua whether or not they can activate heavy triggers; refer to migration notes
  • changed the Skidoo and Quad Bike to allow defining in Lua whether or not they should collide with static meshes (#4285)
  • changed Assault Course Lua record access from trx.assault_stats to trx.assault.stats
  • changed hard-coded music tracks from Snowmobiles, mine carts, and RIBs to be configurable via Lua
  • changed hard-coded fish and piranha setup to be configurable via Lua
  • changed hard-coded small Cobra radius setup to be configurable via Lua
  • changed the hard-coded creature melee and hitscanner damage values to be configurable via Lua. Exemption: visible projectiles.
  • changed the hard-coded traps damage to be configurable via Lua. Exemption: one-shot traps such as crushing boulders.
  • improved injected gun/ammo model consistency between each game
  • removed the hard-coded movement speed and moved it to Lua instead for the following objects:
    • O_CEILING_SPIKES
    • O_LAVA_WEDGE
    • O_SPIKE_WALL
  • removed the limitation of only having two fish sprite types in any level
  • removed the limit of at most 8 fish/piranha shoals per level
  • removed O_DISPOSABLE_ANIMATING_1…10 objects (use O_ANIMATING_EXT_* with kill_on_trigger property set to true instead)
  • fixed missing and incorrect textures on Lara's TR2 bomber jacket outfit
  • fixed being able to start the Quad Bike track timer without Lara getting onto the quad bike first (regression from 1.1)
  • fixed missed Assault Course targets not penalizing player's time if Lara crosses the finish line before they collapse (regression from 1.2)
  • fixed fish sometimes disappearing when crossing room boundaries (OG bug)
  • fixed fish shoals not picking up the underwater tint correctly
  • fixed Lara's underwater hue being retained when re-entering a RIB and the responsive mesh tint is disabled
  • fixed a crash with old custom levels that have sectors pointing to invalid floor data (#5568)
  • fixed O_SCION_ITEM_3 items exploding at inconsistent times if multiple are used in the same level
  • fixed O_KILL_ALL_TRIGGERED not fully disabling enemies, allowing Lara to continue targeting them (OG bug)
  • fixed the enemy health bar disappearing later than Lara's own bar when holstering weapons (regression from Tomb1Main 0.2)
  • fixed crystal totals being shown incorrectly after loading a save (#5589, regression from 1.5)
  • fixed a very rare crash when loading saves from console during a pause or photo mode
  • fixed Lara embedding into walls during the sprint-slide animation if she tried to interact with a keyhole or puzzle slot at the same time (regression from TR1X 4.14, TR2X 1.4)
  • fixed recording replays from different mods on the same engine as last played loading the wrong mood
  • fixed recording replays switching the last played mod

TR1:

  • added support for fish and piranhas without sacrificing explosion sprites (refer to notes in migration guide) (#4358)
  • added support for bat emitters without sacrificing explosion sprites (refer to notes in migration guide)
  • added the abilty to use animated spikes
  • added support for Lara's breath to show in cold rooms (requires O_SPARKS_GFX)
  • fixed bad visibility bounds on palm trees throughout the Egypt levels, causing them to be clipped out of view too eagerly (#5648)
  • fixed Lead Bars not being examinable after picking them up (regression from TR1X 4.6)

TR2:

  • added support for fish and piranhas without sacrificing explosion sprites (refer to notes in migration guide) (#4358)
  • added support for bat emitters without sacrificing explosion sprites (refer to notes in migration guide)
  • added the abilty to use animated spikes
  • added support for Lara's breath to show in cold rooms (requires O_SPARKS_GFX)
  • fixed TR2:GM missing opening Eidos Interactive / Core Design FMV (#5609)
  • fixed Lara wading in shallower water compared to OG (#5574, regression from 1.3)
  • fixed Lara shifting too far down in 60fps after grabbing a ladder (regression from TR2X 0.10)
  • fixed the lighting on the submarine at the start of 40 Fathoms not flickering as it falls (regression from 1.2)

TR3:

  • added the ability to define the flame interval of O_FLAME_EMITTER_SIDE objects
  • added an option to fix animated spikes resetting when loading a save (Gameplay → Fixes → Fix animated spikes)
  • changed spark effects to no longer cap their screen size, so they scale more naturally when zooming in photo mode
  • changed spark effects to use O_SPARKS_GFX rather than O_EXPLOSION_1
  • changed piranhas, tropical fish and bat emitters to use dedicated sprite objects; refer to migration guide
  • changed artefact pickup end-level behavior in specific levels to be configurable via Lua
  • changed O_ORCA special collision in Sleeping with the Fishes by introducing a O_DOLPHIN instead
  • changed lava swamp burning behavior to no longer reference specific levels
  • changed the longer O_FLAME_EMITTER_SIDE interval in level 7 to be configurable via Lua
  • changed the strobe light alarm behavior in level 15 to be configurable via Lua
  • changed animated spikes sound effects in specific levels to use animation commands instead
  • changed animated spikes to work outside levels 5 and 7
  • changed O_AI_PATROL_1 behavior in High Security Compound and Area 51 to be configurable; refer to migration docs
  • improved the scaling of the grenades item inside the inventory
  • removed the hard-coded Aldwych drill speed override and moved it to Lua instead
  • removed the option to fix animated sprites, which has no relevance in TR3/TR3LA
  • fixed handheld flare sparks appearing inside the flare instead of above the tip
  • fixed TR3:LA referring to a non-existing FMV in the startup logs
  • fixed texture bleeding and missized textures on piranhas, tropical fish and bats
  • fixed Security Guards 81 and 212 in Thames Wharf and 17 in Lud's Gate not following their patrol paths correctly (OG bug)
  • fixed bats disappearing after flying out of the room where they spawned
  • fixed the drill in the Shakespeare Cliff not rotating
  • fixed the animating diver in Sleeping with the Fishes remaining visible in a default pose after diving into the water
  • fixed the animating diver in Sleeping with the Fishes disappearing before jumping into the water
  • fixed seeing the fish in Coastal Village spawn due to delayed triggers, most noticeable when fades are disabled
  • fixed hissing SFX in RX-Tech Mines and water SFX in Sleeping with the Fishes not looping properly
  • fixed visible gaps in Nevada room 31 where the waterfalls meet the ceiling below the water line
  • fixed dropped pickups not keeping their original facing (regression from 1.2)
  • fixed Sophia not aiming at Lara properly in Reunion (regression from 1.4)
  • fixed Lara becoming immune to Puna's attacks after getting zapped once with the fly cheat (regression from 1.3)
  • fixed Lara snapping to keyholes, puzzle slots and switches instead of waiting to be at a complete stand-still first (regression from 1.1)
  • fixed wasps that spawn from emitters having incorrect shading, especially noticeable when they are killed (regression from 1.6)
  • fixed Lara shifting too far down in 60fps after grabbing a ladder (regression from 1.1)

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