Jak II
Development Gallery
Various pictures and videos we took while working on Jak II.
[2022-10-15] Time-lapse of ctysluma/ctywide
[2022-10-17] Ziemas testing out sound effects
[2022-10-23] Some enemy sound effects
[2022-10-26] Haven Forest ambiance
[2022-11-01] Sound integration!
[2022-11-19] Resurrecting Naughty Dog's cursor functionality
[2022-11-20] Target is spawning and we can see bones!
[2022-11-20] A little off...
[2022-11-20] Better! Collision and camera both coming along
[2022-11-20] Hat Kid gives a sneak peek of the JET Board
[2022-11-20] Testing out Jak's movement around the city
[2022-11-20] Hours later Hat Kid has earned the pleasure of doing the first OpenGOAL hover glitch!
[2022-11-20] Debugging edge grabs
[2022-11-21] Orange Lightning
[2022-11-22] It's that dark eco freak!
[2022-11-23] Ziemas gives us live sound effects and sound positioning
[2022-11-27] water111 making progress on the merc renderer
[2022-11-27] So Jak 2 is done, yeah?
[2022-11-28] "I love that the opening level for Jak 2 has so many things to immediately test with (platforming / enemies / etc). The amount of times I had to run to the beach to test the nav-mesh stuff before..." -Vaser
[2022-11-30] Sliding state works now
[2022-12-01] Flashing lights
[2022-12-02] Rated T
[2022-12-02] Gun morphs
[2022-12-02] Vulcan Fury might need some work...
[2022-12-30] "this was basically all Hat Kid, I just fixed a single function asm branch thing and it works" -water111
[2022-12-30] Naturally the first priority is a turbo mod
[2022-12-31] Guns
[2022-12-31] JET Board
[2022-12-31] Dark Jak
[2023-01-01] First functional enemy! Plus some nav-mesh debug tools
[2023-01-01] Collectables
[2023-01-01] Early version of Vaser's debug text filter
[2023-01-01] Can also filter processes by their distance from Jak
[2023-01-01] Guards, Jak!
[2023-01-02] Titan Suit
[2023-01-02] Spray and pray
[2023-01-02] Vaser making it look easy to get Gold in the JET Board challenge
[2023-01-02] Enemy #2
[2023-01-03] Metalheads
[2023-01-03]
[2023-01-03]
[2023-01-03] Scouts mission with debug path tools
[2023-01-04] Protect Site in Dead Town mostly playable
[2023-01-07]
[2023-01-07] The playable Daxter state is working
[2023-01-08] Vaser demo-ing the first 2 Sewers missions, minus the water
[2023-01-09] Meanwhile in Mar's Tomb, Hat Kid sees very little except for water
[2023-01-09] Good thing collision renderer works (oh and so do tombstones!)
[2023-01-14] Sig mission coming along
[2023-01-14] Totally normal intro cutscene
[2023-01-15] This mission and a couple others were plagued by a troublesome gui-control bug for some time
[2023-01-15] "Some hacks to get str's to play, but the animation playback/decompress stuff in GOAL is working. It's 16/17ths of the right speed, I think." -water111
[2023-01-15] Mar is still alive!
[2023-01-15] 2nd Praxis fight
[2023-01-18] Minor bug in ocean-far where it moved with the camera
[2023-01-18] Missing transition between ocean-near and ocean-mid, but close!
[2023-01-21] Vaser blessing us with the THPS-style trick display
[2023-01-22] Drill mission with the Titan Suit
[2023-01-23] Metalhead Mash
[2023-01-24] Dark Eco animations
[2023-01-24] 1st Praxis fight
[2023-01-30] Water ripple effect
[2023-02-04] Lightning effect! ...but it should be blue
[2023-02-05] Initial zoomer functionality
[2023-02-05] Zoomer mods, of course
[2023-02-05] No, Jak 2 is not done.
[2023-02-06]
[2023-02-07] "I am incredibly surprised that this works considering how annoying this hover-nav and nav-network code was to figure out" -Hat Kid
[2023-02-07] "Nice to see the rescue-vin end trigger being inconsistent as usual" -Vaser
[2023-02-07] "It's interesting how they spawn vehicles and citizens. Once they die, they aren't returned to the actor pool - instead they get added to a reserve list and are eventually reused. I guess this avoids constant allocation/free of vehicle/citizen actors." -water111
[2023-02-08] Everyone's favorite autoscroller mostly working
[2023-02-08]
[2023-02-10] The final boss fight against metalkor!
[2023-02-10] Zedb0t gets warp gates functional "(kinda)"
[2023-02-11] 3...2...1...
[2023-02-13] "Lurker rescue mission seems to work! Now if only I had the minimap lol" -Hat Kid
[2023-02-18] Hat Kid and water111 get the races working, and port over a memory stats debug tool built for Jak 1 OpenGOAL
[2023-02-19] The debug menu has lots of fun camera settings to play with
[2023-02-20] "Obviously some problems, but the effect seems to work. Jak is standing in front of a light there, and it blocks that glow from drawing entirely" -water111
[2023-02-20]
[2023-02-20] "I also think the original VU program has a bug. The brightness of the glow is set by how much green there is inside the red square. If you look on the right border, the red boxes get shifted so they never go offscreen. The green boxes don't. This makes the sprites fade out gradually as they move offscreen. But, the math for upper border is accidentally using the x limit, not the y limit, which is way off screen" -water111
[2023-02-23] Jak's warp gate animation is working finally
[2023-02-25] Debugging sprite-glow alignment
[2023-02-25] Just wait, speedrunners will find a use for this glitch
[2023-02-25] Janky but playable underport centipede section
[2023-02-25] Palace cutscene playing prematurely
[2023-02-28] Playlist of videos from the Feb 2023 Progress Report
[2023-03-08] An environment mapping bug is fixed across both Jak 1 and Jak 2, so shiny surfaces look less dull (such as ammo)
[2023-03-17] "I like how [water111] said 4 days ago that etie would take a few weeks" -Hat Kid
[2023-03-17] Stadium minimaps are working too
[2023-03-17] Vaser drops a preview of the SDL branch (replacement for GLFW)
[2023-03-22] There's no texture morphing at this point anyway, but rest assured OpenGOAL won't have the 'Kor blackface' issue that happens in the PS3 port
[2023-03-25] Warp gate texscroll
[2023-03-25] "I think all the messed up turning stuff is a nav issue unfortunately" -water111
[2023-03-26] These airlocks are meant to hide load times on PS2. ManDude plays around with speeding them up, since this is less of a concern on modern hardware.
[2023-03-29] "Vortex renderer works! Just missing the textures..." -water111
[2023-03-31] Shuttle missions are working
[2023-04-04] Hacking around that pesky gui-control issue, the Daxter chase sequence is pretty playable, though the streaming animation speed is too slow
[2023-04-14] Making sure Mars Tomb skip still works with faster load times
[2023-04-15] More shadow debug tools
[2023-04-16] Boom shadows
[2023-04-16] This lighting effect actually uses shadows too
[2023-04-16] water111 gets generic-merc and the warp effect working
[2023-04-16]
[2023-04-16]
[2023-04-17] "The ripple distortion effect in water breaks around the screen edges" -Hat Kid
[2023-04-17] Similar issue with the security wall's effect
[2023-04-17] "I just reimplemented the missing target-yellow-jump-blast that is still called in Jak 2 but not defined anywhere and made it spawn the yellow gun blast instead" -Hat Kid
[2023-04-23] Streaming audio! "Overlord was programmed by insane people" -water111
[2023-04-24] More streaming audio fixes
[2023-04-24]
[2023-04-24] "Hey at least we made it to the third mission" -water111
[2023-04-24] Other languages work too, though volume is off
[2023-04-26] A fix in the decompilation finally gets the streaming animations working for this section
[2023-04-26] Amusing bug with missing face animations
[2023-04-26] A NaN bug was causing the 'excitement' level and audio to increase when it shouldn't here
[2023-04-28]
[2023-04-30]
[2023-04-30] Level Select and Restart Mission are working now
[2023-05-01] "I improved the aiming" -water111
[2023-05-01] WARNING: LOUD
[2023-05-01] "They changed literally nothing for Jak 2 [sprite distort], our shaders just needed some modifications" -ManDude
[2023-05-01] "I somehow entered this cursed state" -Hat Kid
[2023-05-03] Progress menu clean up
[2023-05-06] "Some progress on a rewritten Shadow2 renderer. It's still using the EE mips2c stuff from shadow-cpu, but the Shadow_PS2.cpp VU1 stuff isn't being used" -water111
[2023-05-07] "For some reason the noboard flag is used as extra wall for cars and stuff (instead of nopilot) and these walls lack that [so you can drive right through]" -ManDude
[2023-05-10] OpenGOAL exclusive secrets?
[2023-05-20] Unused voicelines when Jak hijacks a vehicle
[2023-05-30] Each audio line gets queued, and originally it was showing the subtitles prematurely
[2023-06-08] Misc voicelines
[2023-06-08] "Behold the high precision floating point blerc" -water111
[2023-06-11] Hiphog mirror is breaking the new blerf renderer
[2023-06-15] The vortex effect actually speeds up time in-game (watch the stars in Sandover), so you get this weird side effect in the Discord RPC
[2023-06-19] Originally once you beat the game, the carrier wouldn't return to the port here. In OpenGOAL this is fixed, allowing you to return to the metalhead nest!
[2023-06-21] An unused variation of the racepoint side mission.
[2023-06-21] "There's meant to be an elec gate visible from the krew boss but it's too far away on PS2" -ManDude
[2023-06-23] "I just softlocked the game... wait... the game is just running at like 2fps... I'm in an infinite loop of mission fails" -ManDude
[2023-06-25] Clouds!
[2023-06-27] Another original game bug - if you exit out of the stadium races too quickly, you can softlock yourself out of the orbs.
[2023-06-29] Progress menu transitions at 150% speed
[2023-07-08] Long-awaited texture animations!
[2023-07-14] Texture morphing gives Dark Jak his purple color
[2023-07-14] Works in cutscenes too
[2023-07-15] Skull gems use texture animations as well
[2023-07-15] Conveyor belt animation
[2023-07-21] Easily overlooked texture animation in the waterfall (sprites turned off here)
[2023-07-23] Billboard sprites get fixed!
[2023-07-29] water111 fixes up the progress menu so it doesn't flash with a single all-black frame