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
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
Exact same changes as jak 2, except I have the left trigger effect moved
from `target-darkjak-get-on` to `target-powerjak-get-on` (the crouching
state before he goes to dark or light jak)
a bit of a hack but I'm not sure what else to do besides completely
unload/reload wasstadb-obs. open to suggestions
here is the bug
https://youtu.be/C1KZlRFbjys?t=50
The `Split Boxes` option in jak2/3 currently crashes as soon as you
select it because of the `*debug-region-hide-empty*` code added in
openGOAL. The split boxes aren't true regions, but they reuse the
`debug-draw-region` functions, and crash trying to access `(-> this
region on-enter)`.
<img width="2160" height="1620" alt="image"
src="https://github.com/user-attachments/assets/e8753fcc-8234-40fa-9278-d2dca4dff71a"
/>
yay split boxes
Based on [similar changes we made awhile back for
jak1](https://github.com/open-goal/jak-project/pull/3902) - this way
runners don't need to figure out the -0.3s offset or whatever, and it
won't vary based on where they reset from.
If the `arg0` vector has extreme values, `a2-0` and `a1-1` can end up
being negative, which leads to out-of-bounds access when using these
values to read from the `xz-height-map`'s `data` array, and crashes the
game (you can pretty easily reproduce this in jak 3 by overcharging the
"superfasthoverbikeglitch")
The `min` here already makes sure these values don't go too high, but
doesn't cover the case when they go negative.
As I understand it, this `data` in the `*traffic-height-map*` functions
as a 2d array, bucketing x/z coordinates into heights for the vehicle.
Massive overhaul of Finnish translations
I guess it's time to finally push this out
I'll go insane if I have to proofread one more time :P
Every time I just realize my translations sucked and I keep tweaking
everything
---------
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
So `target` has some logic here which checks if the pending attack has
the same ID as the last attack, and if so it checks for a 2s grace
period `(-> *TARGET-bank* same-attack-invulnerable-timeout)` before the
attack will actually count:
https://github.com/open-goal/jak-project/blob/7320bfc068acfa385f929b176f61caf3b7aabbbe/goal_src/jak3/engine/target/target-util.gc#L1664-L1674
This `same-attack-invulnerable-timeout` check uses `time-elapsed?`,
which under the hood references `(current-time)` AKA `(-> PP clock
frame-counter)`, which makes sense.
However the code that actually stores the `attack-time` uses a different
clock `(-> *display* base-clock frame-counter)`:
https://github.com/open-goal/jak-project/blob/7320bfc068acfa385f929b176f61caf3b7aabbbe/goal_src/jak3/engine/target/target-util.gc#L1765-L1768
So if these two clocks get out of sync - say the `target` process clock
falls behind the `*display*` clock - then we can end up storing an
`attack-time` that's "in the future" from `target`'s perspective,
effectively increasing the `same-attack-invulnerable-timeout`.
This clock drift can happen in real gameplay - Usual today was having it
happen consistently with the route he was attempting for NoOOB. I was
able to reproduce it consistently in OpenGOAL as well:
- get "invuln 2" (i.e. you have `(target-flags disable-attacks)` but not
`(focus-status dead ignore)`)
- restart mission at the top of temple before the glider mission trigger
- immediately go into the trigger and fall off the cliff (during the
black screen)
- you'll get the glider cutscene, but should respawn back at the bottom
of temple
Somewhere in this^ cutscene/blackout, the two clocks drift apart -
presumably `target`'s clock is paused but the other is not. Later in the
speedrun, this causes the extra long invuln timeout bug, which wastes
time while trying to intentionally lower health.
https://www.youtube.com/watch?v=WD2MLj8ccfg
As far as I can tell, any other code interacting with `attack-time` also
uses `(current-time)` or one of the wrapping macros like `set-time!` or
`time-elapsed?`
Very similar to https://github.com/open-goal/jak-project/pull/4068, but
adjusts the scale based on the process clock. I think this approach is a
little bit better since it shouldn't depend on frame timing at all.
Rename `Language` to `Audio Language` in the menu, and connect it to
`audio-language` instead of `language`.
After this change, we have:
<img width="559" height="322" alt="image"
src="https://github.com/user-attachments/assets/d928a91b-6184-4bde-b147-aa08f22b02d2"
/>
where
- Subtitle Language controls `subtitle-language` on both PC settings and
the normal setting control (unchanged)
- Audio Language controls `audio-language` on setting-control
- Text Language controls `text-language` on PC settings and `language`
on setting control. The game looks at `(-> *setting-control*
user-default language)` to determine text scaling sometimes, so I think
it's good for this to set both.
I realized this `temple-defend-door-4` was getting triggered twice, once
during the temple skip % warp, then again when entering palace ruins %
warp (because it's un-closed by a restart mission, since the overall
`temple-defend` task isn't closed). `temple-defend-introduction` remains
closed after the restart mission, so works better here.
Fix Generic2 bug where a tricky way to disable z-buffer writing wasn't
being detected. This should fix some lightning or other effects:
<img width="968" height="982" alt="image"
src="https://github.com/user-attachments/assets/cf3225c1-9ea4-45ed-86e3-2ad3b9a6b1ee"
/>
Also fixed an original game issue(?) where a hud box could be used
uninitialized . Sometimes this would end up drawing a really large box
area which would overflow the DMA buffer and cause confusing crashes.
Adds some additional autosplit points that I think will be useful.
Also tweaks the `errol-dead?` condition to update immediately on the
final hit (there's a sec or so of animation before it returns to
`initial-state`, where it was being updated previously)
Corresponding autosplitter updates:
https://github.com/open-goal/speedrunning/pull/27