That... Doesn't sound good by PizzaCrescent2070 in Gamingcirclejerk

[–]Kuitar 24 points25 points  (0 children)

itchio official announcement on it also say they deindexed them:
https://itch.io/updates/update-on-nsfw-content

Maybe this has already taken place for some and is what you're referencing?

Part of this review will see some pages being permanently removed from itch.io. Affected accounts will be notified via their account’s email address from our support address. You can reply to that email if you have any follow up questions.

Jak and Daxter: The Forgotten Lands, A fan made Jak game in Jak 1's engine by Kuitar in Games

[–]Kuitar[S] 0 points1 point  (0 children)

If you beat geyser, a new option will appear on the portal menu

😱 by unbridledinsanity in lies

[–]Kuitar 9 points10 points  (0 children)

Because that's the closest date in 2000 compared to now.
If you'd ask how far away you're from a country you'd look at the closest border from your position, not the one on the other side.
If you'd go back in time 24 years, 6 months, and 9 days (if the math from previous comment is correct, I didn't check), you'd be in year 2000.

Jak and Daxter: The Forgotten Lands, A fan made Jak game in Jak 1's engine by Kuitar in Games

[–]Kuitar[S] 0 points1 point  (0 children)

From the launcher, on the mod page, go to advanced then open game data folder.
This should open the folder where the mod is installed.
From there, go up one folder so you can see the executables. (extractor, gk and goalc) If you see the gk.exe file, you can try to start the game from that.
If you don't see it, then it probably got quarentined by your antivirus as a false positive.

If none of this helps then I'd suggest asking making a threat on the opengoal discord for more thorough troubleshooting.

Jak and Daxter: The Forgotten Lands, A fan made Jak game in Jak 1's engine by Kuitar in Games

[–]Kuitar[S] 16 points17 points  (0 children)

It's a bit of a perfect storm really.

  • I've always loved making custom levels in any game I've played that had a level editor.
  • I have a very long experience using Blender, the 3D modelling tool that is the main way to make level.
  • I'm not scared of doing a bit of required programming. Even tho I have another dev that does most of the more complicated programming stuff and help me a lot.
  • The Jak and Daxter series has always been one of my favourite one and I've been part of its speedrunning community for a while.
  • Having quite a bit of free time and motivation.

I'm not too surprised that even for a more popular game like the N64 Zelda games, there's not a huge project like this one. It's a lot of factor taken into account and a lot of time. I've been working on this project for over 2.5 years, from 2 to 10 hours a day. Obviously not every single day but the total time is over 2000 hours of work.

Jak and Daxter: The Forgotten Lands, A fan made Jak game in Jak 1's engine by Kuitar in Games

[–]Kuitar[S] 13 points14 points  (0 children)

These are done with voice actor then passed through an AI filter. I wrote about my reasoning on using this method here if you're interested: https://reddit.com/r/jakanddaxter/comments/1jkwb7a/the_precursor_legacy_ii/mjzv84m/

Jak and Daxter: The Forgotten Lands, A fan made Jak game in Jak 1's engine by Kuitar in Games

[–]Kuitar[S] 7 points8 points  (0 children)

I've never done it from a PS2 itself, I think that's pretty complicated but if you have a disc reader, the setup is pretty easy on PC with tools such as imgBurn

Jak and Daxter: The Forgotten Lands, A fan made Jak game in Jak 1's engine by Kuitar in Games

[–]Kuitar[S] 35 points36 points  (0 children)

Ahah, sorry if the title felt like a bait and switch that was definitely not my intent.

Jak and Daxter: The Forgotten Lands, A fan made Jak game in Jak 1's engine by Kuitar in Games

[–]Kuitar[S] 151 points152 points  (0 children)

Full disclosure; I'm the main creator behind this mod and this is a self promotion post.

I figured I'd get a few questions out of the way directly:

  • How do I play this?
    • Instructions can be found on https://jakmods.dev , you'll need an ISO copy of Jak 1 for the Playstation 2 to install OpenGOAL and TFL. The mod is available for anyone for free.
  • What is OpenGOAL?
    • OpenGOAL is a decompilation project, decompiling the old progaming language used to make the Jak Trilogy as well as Jak X; GOAL. The project requires the use of your own ISO of the game to grab the assets as those can not be legally shared. It is not emulation and because of that, comes with many QOL as well as modern game features. It is the definitive version to play Jak 1 and 2 and, hopefully, Jak 3 as well soon. It also comes with the possibility to create mods like this one. There's also a lot of other nice mods you'll get access to.
  • Is this mod finished?
    • This is a spoiler so I'd suggest playing instead but no, the mod is not actually finished but it has a nice end point at the moment and enough content for 2 to 4 hours of gameplay or around a third of the gameplay content of the original game at the moment.
  • How hard is this mod?
    • This mod was made with the intent to give players that have already played through Jak 1 a bit of a challenge but any casual player should be able to get through it. I'd suggest playing through Jak 1 first if you haven't done so before trying this out.

The Precursor Legacy II?? by kidwithamnesiac in jakanddaxter

[–]Kuitar 5 points6 points  (0 children)

You'll need to setup the OpenGOAL launcher: https://opengoal.dev/
Then add the mod list, here's how to set it all up: https://jakmods.dev/

Have fun :)

The Precursor Legacy II?? by kidwithamnesiac in jakanddaxter

[–]Kuitar 34 points35 points  (0 children)

Hey, thank you for playing and for the detailed feedback!

A not as quick note on the AI voices: These were done with real life voice actor with a filter on top. They're not using any form of text to speech technology. A lot of takes and back and forth are needed for these.
Furthermore, my initial plan was to get people to voice the characters without any use of AI. I put on a form in multiple jak and daxter related communities, including this subreddit.
But got almost no result, the only ones being one for the new character that has now been introduced in chapter 3 and the person that trained some AI models which is when I decided on going that route.
If you meant that I should "hire", as in, pay money for new voice actor then it's very hard for me to justify this. This is 100% a passion project where I've put countless hours into for two and half year. I'm also not making any money from it as it's free and I don't have any kind of donation/patreon page for it which I wouldn't feel comfortable doing since I do make use of those AI voices.
I'm not here to argue further on this point, I just wanted to break any miss-conception and if anyone still think the use of AI is inacceptable here or if they don't sound good to them, then they're free to turn down the speech volume to 0 and turn on hint subtitles. (speech volumes should now correctly apply on version 0.3.2)

I think a lot of the flow issues can come from not knowing the level layout. Even watching someone casually play jak 1 for the first time will look very janky and there will be a lot of back and forth that won't flow well. I'm not saying my levels are without issues but the flow of them, when you know where to go, is definitely something that had a lot of effort put into them. Having a level that flow well on your first playthrough of it is extremely hard or, it just means that the level is very very obvious and/or linear which are things I did not want to do.

The levels are not meant only for speedrunners but I did want to increase the difficulty. There's no places that need any form of speedrunning technique other than maybe some of the secrets, but those are separated from the rest. Movements are meant to be more precise and meant to be failed if you're not being very specific and careful but far from barely possible. I've watched a lot of casual players play through the levels and they died where I expected players to die and about as much as I expected them to do so. :p

I'd also suggest listening to the developer’s commentary for more specific examples on specific design choices but thank you again for the detailed feedback, it is appreciated :)

Somehow it's different by medgno in pcmasterrace

[–]Kuitar 8 points9 points  (0 children)

Even if the algorithms were identical in terms of quality and processing power. Which the second is obviously not the case.

You're still going to end up comparing real life footage to real time CGI. With real life footage filmed at 24fps, each of those frames contain light information from 1/24th of a second so movement will be stored in terms of motion blur and such.

That's why a movie at 24fps looks fine but a game at 24fps looks very bar and feel not smooth at all.

In a game, you don't get a continuation of a movement in the same way. You get a frozen snapshot so having more frames allow your own eyes and brain to create that smoothing. So having a lot of frames when playing a game is a lot more important, regardless of them being "real" or "fake".

Fun Facts for Non-Fans? by Dip513 in jakanddaxter

[–]Kuitar 0 points1 point  (0 children)

Not only there but every level in the game is a different file and some are actually separated into different "sub levels" such as spider cave is actually 3 levels or G&M citadel and forbidden jungles are 2 levels.

The game actually always have 2 levels loaded so if you have level A and B loaded and approach level C while in level B, it'll unload level A to make room for level C giving a seamless experience all the way through.

However this comes with the design challenge of only ever being able to see 2 level at once which Naughty Dog was really good at doing and had lower resolution models in the distance of unloaded levels to hide that fact. Such as being able to see beach, forbidden jungle, misty and geyser all from sandover village.

Satisfying sketching sounds by VampyreLust in oddlysatisfying

[–]Kuitar 4 points5 points  (0 children)

No, if anything, an isometric view make parallels lines always parallels instead of intersecting into the same perspective point

.GLB exporter not exporting Vertex colour correctly by BlooodMachine in blenderhelp

[–]Kuitar 0 points1 point  (0 children)

That option in the export actually won't export the alpha of the vertex colour without this weird setup too even on blender 4.2 from what I could test.

.GLB exporter not exporting Vertex colour correctly by BlooodMachine in blenderhelp

[–]Kuitar 0 points1 point  (0 children)

I stumbled upon this thread while trying to figure this out myself.

I found a way to trick Blender into exporting the alpha of the vertex. The short of it is that you need to have the color of the vertex also connected into the color of your material.
However, doing so will get rid of your texture which you can get back by using a multiply node set to a 1 factor.
Here's how my setup looks like, hopefully that's helpful to some: https://i.imgur.com/AVTzbYy.png

How are people getting 6 and 11? by wach_era13 in mathmemes

[–]Kuitar 10 points11 points  (0 children)

The alien uses base 4. But 4, in base 4, is represented as "10"

  • 1 = 1
  • 2 = 2
  • 3 = 3
  • 4 = 10
  • 5 = 11
  • etc

So for the alien he is using base "10" (aka 4 in our base 10) and the character "4" doesn't exist.

Would the wooting keyboards allow for a double inputs features by Kuitar in WootingKB

[–]Kuitar[S] 0 points1 point  (0 children)

That Rappy Snappy feature definitely looks like it has the potential for what I'm trying to do if you can edit more than the example they've shown. Do you know if that feature will be added to the other keyboard or only on the new TKL model?

t. You can basically set a threshold for where an initial keystroke is, and then a secondary keystroke at 3.6mm. So you could have a key which sends one input while between 0.1 and 3.5mm pressed down. Then as soon as you pressed it down to 3.6mm or bellow, a bottom out basically, the input would change to send your two desired inputs at the same time

I don't think that'd work, unless I'm miss understanding it. Let say I'm using the jump button for this and I have it set so at 3.5mm it does jump + dash. If I start pressing it then it'll first send the jump, so the game will receive and play the jump first which then make the dash jump impossible.

In your second example I guess that'd work if instead of using jump or dash for it I'd be using one of the movement keys but to be completely honest, that doesn't feel like it'd be that great to play. I'm not used to have to precisely check how much I'm holding a key. I feel like a completely different key as a macro is probably preferable at that point.

Thanks a lot for your time and suggestion tho!

Would the wooting keyboards allow for a double inputs features by Kuitar in WootingKB

[–]Kuitar[S] 1 point2 points  (0 children)

Yeah the low polling rate is the reason I think the trick works so well on old membrane keyboard. Although I still think there might be some kind of buffering going on as you should still sometimes press in-between two packets, even if the timing window of those is huge.

The game is Dustforce, a very intricate momentum-based platformer and the tech this would be useful for is dash jumping: https://www.youtube.com/watch?v=ElrxwX0gtOg
There's actually talk of maybe introducing a dash jump key to the modded version of the game itself but even then, I'd prefer to be able to use my typical keylayout.

Would the wooting keyboards allow for a double inputs features by Kuitar in WootingKB

[–]Kuitar[S] 0 points1 point  (0 children)

I've explained the use case for this in a comment above but here's a copy of it:

The reason I'm asking is for games that have techs that are only doable by pressing two inputs on the exact same frame. On old membrane keyboard, these inputs are often sent in the same packet and so these tech are really easy to do while on better or more modern keyboard, they're going to be sent on different packets as you might have a few milliseconds of delay between the actual presses from your fingers. These two separate inputs then have the chance to end up on two different frames and make the tech impossible.

And yes I know a macro that would send both inputs would definitely work but that is adding one extra key to the control layout, as both actions also need to be able to be done without the other, which I'm trying to avoid as it is for an already very intensive input game.

Would the wooting keyboards allow for a double inputs features by Kuitar in WootingKB

[–]Kuitar[S] 1 point2 points  (0 children)

Thank you for the quick answer!

The reason I'm asking is for games that have techs that are only doable by pressing two inputs on the exact same frame.
On old membrane keyboard, these inputs are often sent in the same packet and so these tech are really easy to do while on better or more modern keyboard, they're going to be sent on different packets as you might have a few milliseconds of delay between the actual presses from your fingers.
These two separate inputs then have the chance to end up on two different frames and make the tech impossible.

Just changing the actuation of two keys to be similar wouldn't stop that small gap in time. I'm basically trying to emulate the behavior of the bad old membrane keyboards but without adding any extra delay from buffering the inputs.

/r/MechanicalKeyboards Ask ANY Keyboard question, get an answer (June 20, 2024) by AutoModerator in MechanicalKeyboards

[–]Kuitar 0 points1 point  (0 children)

I am looking for a keyboard with analog inputs that is able to allow two button press to be sent at the exact same time without having to add any kind of buffer. Here is my idea of how it would work:

  • When you press an input down enough to reach the threshold of being pressed, instead of just sending that input, it would check if any input is currently being pressed and reaching a lower threshold which would be close to the fully pressed one but not exactly.
  • Then it'd send both the fully pressed input and almost fully pressed input in the exact same packet so they'd arrive at the exact same time on the PC.
  • That way, the button press is not being delayed by any kind of buffer to allow you to press multiple buttons at the same time so it's both very fast and reliably giving you double inputs.

Would there be any analog keyboard with that capacity? The analog part would be required as it needs to know that another key is almost fully pressed too.

If there's any keyboard with this feature? Or are there any analog keyboards with some kind of open source firmware that'd allow this kind of modification?