Yet another case of the PS2 getting insanely lucky with buggy ND code,
the eco vents send an event to Jak to make him go into the powerup
state, but do not pass any event arguments which determine what
animation to play and at what speed/start frame. For the dark eco vents,
PS2 manages to somehow get the correct value of `7`, but we are not so
lucky.
As a side effect of this fix, we also get the originally intended
behavior for the light eco vents of playing the full powerup animation
from the start at a slower speed, rather than the much shorter one you
see on PS2.
Closes#4268
Adds support for exporting animations for foreground models. It's not
perfect and doesn't handle the Jak 2/3 animations very well in some
cases (scale can often get messed up, especially for the LZO compressed
ones, I have no idea what is going on with the data in those art groups
sometimes, so that'll have to be revisited later...), but it does a
decent job on Jak 1.
Additionally, the `build-actor` tool has also been changed to support
setting the `master-art-group-name` and `master-art-group-index` fields
to allow for custom art groups to link their animations to a different
master art group, which lets you add custom animations to vanilla art
groups.
Closes#1496
This brings back the SCE splash screens. Also adds a runtime flag
`-nosplash` to skip it. Right now, it's on by default, but open to
changes on that (maybe always disable in debug to speed up start times,
etc.).
fixes#3150
the scoring system counts up to 16 (point-scoring) tricks, but the
opengoal-secret display system was ignoring the 16th one, causing score
discrepancies
This bit of ff-squad-control code is trying to sort guards based on
their distance from some shared target. In some cases the
`vector-vector-distance` returns NaN. In the bubble sort below this
change, the < operation always returns #t when NaN is involved, so the
NaN guard gets swapped back and forth endlessly, causing an infinite
loop.
ported the implementation from jak 2 into jak3 pretty much exactly.
added a new color for L2 tricks, and shrunk the text/width a bit so it
wouldn't end up covered by the minimap.
also fixed small bug in jak 2 (and 3) where dismounting jetboard
wouldn't reset the trick display, so displayed score wouldn't match the
granted score
---------
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
addresses:
- starting new game from title screen with speedrun mode on -> shows
intro cutscene, doesn't start autosplitter, verification text not shown
- resetting run during intro cutscene leaves weird desert state across
training course (not an issue if we fix^)
- reset in hero mode after completing training course -> verification
text not shown
- resetting during tentacle grab leaves the water bubble sound playing
forever
Three fixes for fullscreen map screens:
**1. Expand scanlines to cover whole screen**
Instead of just the 4:3 square, scales dynamically without overshooting.
**2. Fix map icon stretching**
On a real PS2, map icons squash incorrectly at 16:9, gets worse with
custom aspects. Fixed but preserves original game bug at PS2 16:9.
**3. Stop fast map scrolling at high FPS**
Same map scroll speed regardless of framerate.
Fixes#4195
Fixes#4177
Also additionally fixes the setting not doing anything to the
terraformer tentacles. Tentacles are no longer considered 'solid' when
dead while the setting is on.
- `visvol-edit`
- `editable`
- `editable-player`
- `mysql-nav-graph`
- `nav-graph-editor`
- `nav-mesh-editor-h`
- `nav-mesh-editor`
The SQL data is not filled in yet.
Closes#4183
Jak 2 didn't have this logging call so its fine, but jak 3 added this
which is a nice idea. TLDR - there's some settings we stopped loading
from the memcard as the source of truth, this function (`load-game...`)
skips said portions of the save file and in jak 3, includes a helpful
log message.
It constructed that log message by calling a `defun-debug` function,
which means that in retail mode, that function is gone, instead of that
being a straight forward crash, it returns garbage, which is passed to
`format`, which causes the crash. Fix is simple, make it a non-debug
function so it's always available.
Feels like something that could be improved about `goalc` but,
be-careful with debug only functions is the take away.
This would seem to impact any save file that wrote these related tags
(and thus, triggered the logging code) but it might also be semi-random
with how unlucky you get with the returned garbage addr
Hopefully the excluded languages are correct, it's a bit hard to tell
without testing since there seems to be some languages/localization in
the original game that was abandoned / not complete.
So some of these (depending on the version you use as well) may only be
partially done in the final games and will require translation -- which
is a perfect job for a translator to investigate.
Similar changes as have been done in the previous two games. Test the
following things:
- normal gameplay
- defend spargus turret
- satellite
- that desert mission where you shoot the gun
- that turret mission in haven forest
At a glance, i think that's everything...?
~~Didn't debug the crash yet either, hoping this is sufficient~~ (fixed,
thanks hatkid, needed to disable some blit related code)
Closes#4160
There was some bad manual decomp in `wasdef-manager` that caused the
mission to sometimes softlock, preventing Jak from exiting the turret
after destroying all Makers.
Also adds stick sensitivity setting from Jak 2 and fixes a regression
with the Light Jak freeze screen overlay on PC aspect ratios.
Closes#4179Closes#4154
Was investigating https://github.com/open-goal/jak-project/issues/3012
and found out it's no longer an issue, fixed at some point.
Updated the method name, it actually looks like quite a few methods were
nicely named / documented in jak 3, so i might automate backporting that
documentation (likely a bunch that can go all the way back to jak 1 as
well).
Closes#3012
Implement PC camera inversion toggles, for first/third
vertical/horizontal controls
Reuses vanilla placement of Camera Options menu (as opposed to under
Input Options like jak1/2)
fixes#4158
Took @ManDude 's suggestion to make the sandstorm's push effect on Jak
slightly less aggressive, to better match the effect on PS2 where it
never hits 60fps. This was especially noticeable in finalboss. Tested at
higher FPS as well
- Fixed font scaling for main menu options and auto save info box
- Removed surround sound option (we probably won't be implementing this
any time soon)
Discord RPC fixes/additions:
- Now shows what gun you currently have out
- Fixed outdoor levels not showing their icons
- Added icons for vehicles and various other states
- Fixed glider mission not displaying