Luminar Light
Playing As 2 Jaks At Once! #2
updated
My modelling skills are still questionable, but I am looking into the code, trying to research how actors work, and trying to replicate them in custom levels. The water is possible thanks to Hat Kid, who showed me a kind of workaround that makes it possible to have them in custom levels.
When the custom levels functionality was implemented into OpenGOAL, I created LLTEST, which was technically my first level: youtu.be/Tx_uLWmkVBQ
This was a long time ago, and a lot more things are possible now. I have decided to create LLTEST2, leaving LLTEST in peace.
Possible thanks to OpenGOAL: https://opengoal.dev/
#opengoal
#jakanddaxter
#customlevel
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Available here: opengoal-unofficial-mods.github.io
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I tested the patches with PCSX2 Sanity, so I recommend it: github.com/LuminarLight/pcsx2-sanity/releases (choose the -windows-64bit-Qt.7zip package from latest version if you are on Windows)
PCSX2 Sanity is a WIP project of mine, and it already has a working auto-updater. I have great plans for it.
The patches should also work with the "128MB Build", though I haven't tested them with it: github.com/xTVaser/pcsx2-rr/releases
You can download the patches themselves from here: mega.nz/file/G8FxzKzB#dD1vO0HmOHtC2VXp_2i5uTf74EYnd0d8pfl-94ZjPqo
Put the pnach files into the 'cheats' folder, then enable cheats in the settings. I will integrate the pnach files into PCSX2 Sanity eventually, but currently I am working on a way to handle patches differently. For the 128MB Build I will probably just open a pull request soon. Once that happens, you may find that the pnach files are already present in the cheats folder.
L3 + Start: Open Debug Menu
L3 + Select: Open Quick Menu
I hope you will find this useful. I certainly will... 😉
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---
Old description:
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Debug Mode unlocked in Jak X! It required huge effort and was really painful, but now it is here.
Streaming using the NTSC Greatest Hits version of the game.
Private for now, because it needs some cleanup and it may even work in multiplayer - in which case it would be irresponsible to share it with the public.
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There are hints in both code and assets that the roboguard was planned to appear in the city. Though unfortunately we had to wait until Jak 3 for that, and in that game it has some new animations again.
Recorded in OpenGOAL.
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Recorded in OpenGOAL.
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#jakanddaxter
#opengoal
#funny
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It feels kind of weird and non-fluid. But regardless, I find it interesting that they were experimenting with this. Strangely there are no signs of this in Jak II, which means they only started implementing this in Jak 3 (and never finished it).
I set up hotkeys in Cheat Engine to easily toggle it while recording. Cheat Engine hotkeys feature has text-to-speech for some reason, so I enabled it - this way you are aware when I toggle strafe mode.
#jakanddaxter
#cutcontent
#secret
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Donations are also welcome, to keep me motivated to work on this tool.
You can download the trainer here: jadtech.miraheze.org/wiki/Downloads#Jak_and_Daxter_-_Universal_Trainer
#trainer #pcsx2 #opengoal
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PART 1: youtu.be/nz9a-yQ7A2I
00:00 Intro
00:39 The Content
10:09 Outro
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OpenGOAL: open-goal.github.io
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Main improvements since the previous video:
*Level is present in the menu, and has fully functional tasks (2 for now). It is funny that all of the strings I used for the menu entry were still in the files (red vent switch task name, and the ingame name of Yosemite - Rock Lake).
*Red Eco Vent Switch was created, I even found some unused dialogue that I could use for it. I saw no reason to place a red eco vent though, since it is so useless. I will think of something.
*Added 7 scout fly boxes, will have to hide them to make it more fun.
*I found some help, str-Luke created a cave (he calls it Foyer) that kind of tries to connect Yosemite to the game world. It is still WIP, but already looks cool. The hole in the ceiling is going to be the entrance. We just don't know yet how we will get here - either through Volcanic Crater, or Snowy Mountain. It will require dark tricks though.
*The Zoomer works now.
*Crates are present.
*Things should have sounds now.
Issues:
*Due to custom level limitations, some actors have garbage as texture. Fixing this is most likely beyond my capabilities.
*Yosemite can corrupt the game somehow, causing crash when loading levels after we loaded Yosemite at least once.
*Not all Yosemite actors are restored yet. The water-vol is probably the most obvious one.
All music was added during editing, as I wrote in the video. Can't really add custom music to Jak yet.
Here is this restoration project on Github, nicknamed "Yosemite Two": github.com/LuminarLight/jak-project/tree/yosemite-two
Sadly, it can not really be used by the public since the TPL September 2001 Preview build is still not released, and it contains the essential YOS.DGO file.
OpenGOAL website: https://opengoal.dev/
#opengoal
#jakanddaxter
#yosemite
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#jakanddaxter #modding
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OpenGOAL: open-goal.github.io
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Metropolis (planet Kerwan) is a level in the first Ratchet & Clank game (it also appeared in the third game, but I used the one from the first game). In OpenGOAL, you can import levels, though it is still very WIP. I made real custom levels before, and I saw people importing PS1 levels from other games. I wanted to try something like that, but nicer, going one console generation further, so I randomly picked a Ratchet 1 level that was available on the internet ( models-resource.com/playstation_3/ratchetclankhd/model/49167 ). I quickly realized why people stuck to PS1 (or similarly-detailed) levels... the custom level tools can't really handle large levels. And even if it succeeds, the game itself may refuse it, because the level heaps have their sizes (limits). A few days ago I managed to optimize it so much that it was slightly smaller than the two level heaps combined. Of course the level heaps' sizes could be increased, but I was too foolish to figure that out properly in reasonable time. So my plan was to split the level in two, which would have worked. But meanwhile some optimizations were made to OpenGOAL's custom level tools, so splitting the level was no longer necessary, I just had to be very smart and careful - the level you see in the video actually fits into one level heap (barely), so I could safely load another level if I wanted to.
Jak was extremely huge compared to the level on its original scale. I increased its scale 20-fold, and this looks okay. I used the weird Qwark robot thingie, comparing it to Jak, to see if the scale was okay-ish.
The Fisherman's boat isn't there in the original level. I added it myself to give some kind of lore explanation for how Jak managed to get here. The sky (actually a sphere) was also added by me.
OpenGOAL: https://opengoal.dev/
00:00 Main Path
07:18 Fitness Course
10:49 Flying Around
#OpenGOAL
#JakAndDaxter
#RatchetAndClank
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PART 2: youtu.be/ZHeqvQzNeDs
00:00 Intro
00:35 Jak II March Build
06:50 Text section 1
07:15 Jak II Final Build
08:05 Text section 2
08:28 TPL Final Build
10:28 Outro
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OpenGOAL: open-goal.github.io
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Chapters:
00:00 Intro
00:47 Basic exploration
09:10 Level boundaries
09:48 Comparing to Kras City
10:48 Intro to car section
11:01 Trying to get a car there
11:55 Outro
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OpenGOAL: open-goal.github.io
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This was a fun learning experience for me, since I had zero 3D modelling experience before this (and zero experience with Blender). I made the green thing myself, made that weird rock in the sky as well, and imported a wall segment from Haven City.
I will definitely keep working on this level in the future, and do some experiments there! More videos about this are definitely coming soon...
Maybe if I get a bit better at Blender, I will make proper custom levels. I haven't really seen any so far, just imports of levels from other games.
Possible thanks to OpenGOAL: open-goal.github.io
#opengoal
#jakanddaxter
#customlevel
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--------------------------------
Now Yosemite is really there, and most of its actors are working fine! I was able to collect all 69 orbs of the level, and the cannon is functional. Swingpoles are also good.
Trying to use the Zoomer crashes the game, and the big water does not want to appear. I should fix these issues. I may also be able to substitute the 'plainbox' actors with normal crates. For 'cavewater' and 'stagdrip', I have no idea what to do - they don't exist anywhere.
Music was added during editing. There are no sounds in OpenGOAL yet.
OpenGOAL website: open-goal.github.io
Since the last video, I published my 'yosemite' branch to GitHub. You can't really use it until the TPL Preview build is released, but it is available anyway: github.com/LuminarLight/jak-project/tree/yosemite
Eventually I want to make it into a proper mod/thing.
#opengoal
#jakanddaxter
#yosemite
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OpenGOAL: open-goal.github.io
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--------------------------------
In this video, you can see Yosemite, though it is not really there. But it looks like it is there. I would not be able to tell, if I did not know the truth.
OpenGOAL is a nicely progressing PC port of the first game, and will probably be for all the real Jak games. In the past few days I played around with it, making my own fun changes. Here is the project's website: open-goal.github.io
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--------------------------------
🠗🠗🠗 PLEASE READ WHOLE DESCRIPTION 🠗🠗🠗
-----------------------------------
Jak and Daxter Technical Wiki article: jadtech.miraheze.org/wiki/Research:Yosemite
There is no music for this level in the game, I added it during editing!
This level was found in the Jak TPL September 2001 Preview build. The build itself is 2 months older than final version, and this level (in file YOS.DGO) is 3 weeks older than the other levels in the build. So it is nearly 3 months older than final version.
It is no longer defined anywhere in the game, and thus has no checkpoints either, making it a bit more challenging to load. On top of all that, it is just simply incompatible with the preview build (because it is 3 weeks older). Though with some tricks, I managed to make it load somewhat nicely. The textures are a bit corrupted-looking, and all the actors are missing. Hopefully these issues will be fixable in the future.
The following actors are placed in the level (but none are currently present due to the incompatibility):
*camera-start: This is usually used for checkpoints, which implies it probably had checkpoint in the past. There is only one placed in this level.
*cavewater: No idea what this is, the asset is not present anywhere. There are 6 of them placed in the level.
*mistycannon: The cannon from Misty Island and Sentinel Beach. The asset is present, and there is only one placed in the level.
*money: Precursor Orbs, they are present in "game engine", so orbs should appear once the issues get fixed. There are 69 of them placed in the level.
*plainbox: No idea what this is, the asset is not present anywhere. May have been an earlier version of chests/crates? There are 38 of them placed in the level.
*racer: The Zoomer, the asset is present. There is only one placed in the level.
*stagdrip: No idea what this is, the asset is not present anywhere. May have something to do with stalagmites? There are 12 of them placed in the level.
*swingpole: The actor that is essential for making swingpoles work. They should be fine once the compatibility issues are fixed. Level has 9 of them placed.
*water-vol: Water volume, it should be fine once the compatibility issues are fixed. I have a strong feeling that the big blackness surrounded by the level is supposed to be a lake.
The internal name of the level is 'yosemite', and it has strong resemblance to concept art in the design bible that is labelled as 'SIERRA'. Also, I asked the composer if this was the mysterious "Unsnowy Mountain" that he composed music for, and he said yes. And it is also worth mentioning that in the old TPL world map in the Design Bible, a 'SIERRAS' area is there, connected to hub3.
TPL Design Bible: https://jakanddaxterarchive.home.blog/2019/06/28/jak-and-daxter-the-precursor-legacy-design-bible/
The article that mentions Yosemite: gameinformer.com/b/features/archive/2011/07/01/past-present-future-naughty-dog.aspx
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#JakMonth
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*Cutscenes and long travels will be skipped.
*Missions where playing as Daxter is impossible will be skipped (since they can only be completed with Jak).
*Cheats will be used when there is no other choice (for example high jumps).
*Cheats will be used (like healing) at very difficult parts to preserve my sanity.
*Many things (enemies, dark eco droplets, communicator, etc...) behave weirdly when the player is Daxter. They will target the last position where Daxter jumped or attacked. I can do nothing about this, most actors were never meant to interact with Daxter. I will try to handle this issue in a funny way.
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It was discovered that these chains have always been in the level, but have been intentionally prevented from spawning. After a long time, I finally found a way to make them spawn properly. My methods modify only the chains, and don't break anything. And the only tool I used was Cheat Engine.
They disappear when their top part goes outside the camera's view, which is bad, since they are very long. I believe that during development, the pizzas were more "compatible" with the chains, but later the chains were abandoned and the pizzas changed. We will never learn the truth.
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*Cutscenes and long travels will be skipped.
*Missions where playing as Daxter is impossible will be skipped (since they can only be completed with Jak).
*Cheats will be used when there is no other choice (for example high jumps).
*Cheats will be used (like healing) at very difficult parts to preserve my sanity.
*Many things (enemies, dark eco droplets, communicator, etc...) behave weirdly when the player is Daxter. They will target the last position where Daxter jumped or attacked. I can do nothing about this, most actors were never meant to interact with Daxter. I will try to handle this issue in a funny way.
----------------------
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► My website: luminarlight.github.io
High quality version of the map with the level names: luminarlight.github.io/images/Jak%203%20haven%20city%20sections%20labelled.png
If you have any questions, or suggestions for future tutorials, be sure to let me know in the comments!
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0:00 Final Boss Fight
6:22 Credits
11:59 Final Boss Area
13:28 Gol and Maia's Citadel 1
14:13 Lava Tube
18:50 Volcanic Crater
19:28 Rock Village 1
21:58 Boggy Swamp
23:32 Rock Village 2
24:26 Sandover Village
26:39 Gol and Maia's Citadel 2
28:38 Secret Ending
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0:00 Spider Cave
14:38 Volcanic Crater
15:40 Lava Tube
22:25 Gol and Maia's Citadel
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► Jak and Daxter Technical Wiki: jadtech.miraheze.org
► My website: luminarlight.github.io
0:00 Snowy Mountain
21:40 Volcanic Crater 1
22:20 Mountain Pass
24:05 Volcanic Crater 2
27:40 Spider Cave
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► Donate: ko-fi.com/luminarlight
► Discord: discord.me/LightCathedral
► Twitter: twitter.com/Luminar_Light
► Jak and Daxter Technical Wiki: jadtech.miraheze.org
► My website: luminarlight.github.io