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A new list of issues and suggestions #351

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8 of 28 tasks
TheNipperOfFigs opened this issue Dec 2, 2024 · 6 comments
Open
8 of 28 tasks

A new list of issues and suggestions #351

TheNipperOfFigs opened this issue Dec 2, 2024 · 6 comments
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bug Something isn't working

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@TheNipperOfFigs
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TheNipperOfFigs commented Dec 2, 2024

shinyquagsire23 - I did a run of the game on the light side to see what I could come up with. Some of these points I've made previously.

Issues

  • 1) The disparity in the audio settings is profound. Putting all of the audio settings on full, the cutscenes are still low-medium while the in-game engine audio is extremely loud. To compensate, I set the in-game audio to the lowest value and then lowered the EXE in Windows audio to 20%. This makes the audio acceptable but then the cutscene audio can barely be heard. Thankfully the cutscenes have subtitles on them.

  • 2) While the text messages at the top are better quality (smaller and yellow), they still appear numerous times i.e. "Game quicksaved", and randomly as well, say between 2 to 5 instances. These duplicate messages are also reflected in the CMD.

  • 3) The vertical part of the crosshair is misaligned.

  • 4) The "Disable Weapon Waggle" option does nothing, either enabled or disabled.

  • 5) Unknown CMD: "Loaded GOB file episode\JK1.gob... Premature 'END' found after only 140 lines in 'misc\cogStrings.uni'. Check number in 'MSG xxx' header." (shinyquagsire23 note: LEC bug)

  • 6) Unknown CMD: "stdMci: play track 13 to 13, stdMci: Error in Mix_LoadMUS, Couldn't open 'MUSIC/1/Track13.ogg', stdMci: Playing music `MUSIC/Track13.ogg'". Looking at the folder structure for the music, the game seems to first look in the "Music/1/" folder which is empty, then backtracks one level up to the "Music" folder, finds the ogg file and then plays it. (shinyquagsire23 note: LEC bug)

  • 7) Unknown CMD: "OpenJKDF2: Script weap_strifle.cog attempted to call randvec, which doesn't exist...". (shinyquagsire23 note: LEC bug)

  • 8) Unknown CMD: "libsmush: Invalid magic! SMK2". (shinyquagsire23 note: Might be intentional on my part, I don't think I limited Smush decoding to the MoTS compatibility flag)

  • 9) Sometimes when Imperial officers have their pistols taken from them using Force Pull, they run around as if still holding their weapons, with a dark block shape floating in front of their hands.

  • 10) The lightsaber tip is malformed and the glow is too wide, but I think you've pointed out that fixing this may conflict with other mods or something. The yellow lightsaber looks better than the green in this regard (shinyquagsire23 note: LEC bug, but worth fixing maybe)

  • 11) Not much of an issue, but at the start of each level, the PC will often pull out the Imperial Repeater, rather than the last weapon used at the end of the previous level. Perhaps the default should be the lightsaber after L4. (shinyquagsire23 note: Might have to be a mod, not sure)

  • 12) SSAO results in faint outlines around the PC, weapons and NPCs. It doesn't work properly, so recommend removal.

  • 13) In L12 Escape With The Map, there are troops trying to shoot at the PC through the wall just before opening the large door near the beginning. If you go into the passage on the left, the soldiers are shooting aimlessly at the wall, before finally noticing the PC.

  • 14) According to the JK Wikia/Fandom, Protection and Deadly Sight are only available if no neutral powers are taken. Both of these powers are available, however, even if stars are assigned to neutral powers. I remember this been the case playing the original JK when it was released. (shinyquagsire23 note: intended behavior for SP, see LEC/Vanilla Bugs #216 (comment))

  • 15) In L15 The Falling Ship, in the corridor where the PC flips the two switches, there is a mouse droid that emits a very loud repeating noise, which isn't natural. (shinyquagsire23 note: Side-effect of FPS de-limiting, needs mitigation)

  • 16) In L17, the objectives don't trigger correctly. Around the middle of the level when crossing the chasm on the floating cart and the PC goes through the outer perimeter, the objective sound triggers but no tick is made in the objectives panel. The second and third objectives trigger properly, though.

  • 17) In L18, once the first objective is met, it gets ticked but the text is in yellow for some reason. The remaining objectives are in the normal green colour. (shinyquagsire23 note: Intentional behavior, used for secret objectives)

  • 18) The loud "spring" noise that triggers upon reaching an objective doesn't seem to always play once the last objective is achieved at the end of a level.

Suggestions

  • 1) Is it possible to redo the menu background images? I know they're iconic from back in the day but perhaps they could be redone at higher resolutions or redone completely in widescreen format, including the menu items. This also applies to the in-game HUD.

  • 2) What does the code under the "v0.9.5" mean? If it doesn't mean anything to the average user, then perhaps it should be removed. (shinyquagsire23 note: it is the git commit ID, if you look at the list of commits you'll see similar IDs for each code change)

  • 3) What does the "restore inconsistent physics" and "restore 50Hz midair player physics" mean? (shinyquagsire23 note: "Restore inconsistent physics" restores physics to be framerate-dependent, most notably on sloped surfaces. "50Hz midair player physics" was a multiplayer workaround that ticked player physics at 50Hz regardless of the current framerate, but consequently often made the camera judder when the display FPS was unlocked)

  • 4) I used the mods AKyleHD3-Xtreme-HighRes-Tan-Shirt.gob, AWeegeeFix-JKR-3.2.gob and EnhancementMod.gob. I would suggest at least incorporating the first two simple mods as it makes the Kyle model look much better and the second fixes up the WeeGee texture.

  • 5) What is the point of the three Display settings "FOV", "FOV is vertical (HOR+)" and "Use 1:1 aspect"? The second and third options just seem to offset the extreme distortion from choosing too low or too high FOV values to begin with, so perhaps just limiting the FOV to a range between 80 to 120 would do the job (I find that 100 is ideal), and the second and third options could be removed.

  • 6) Does the "Enable A3D Sound" option do anything on modern PCs? (shinyquagsire23 note: yes, it uses OpenAL Soft for 3D sound positioning)

  • 7) Is it possible that when alt-tabbing to the desktop, the game music stops immediately? The GPU stops running the game which is good, but the music continues until the end of the ogg file. (shinyquagsire23 note: Makes sense as an option)

  • 8) When weapons are pulled from soldiers using Force Pull, the soldiers run around aimlessly even if weapons are on the ground nearby. They should be scripted to pick up a weapon and use it. (shinyquagsire23 note: Might have to be a mod, not sure)

  • 9) On the issue of generating subtitles when the PC makes a comment, there's an instance of it on L9 Fuel Station near the beginning at the fuel chart once the PC enters the facility. If you do eventually put in the subtitles, is is possible to have the text linger for a while so that players can read it, rather than it disappearing quickly? Also making the text slightly larger would be good. On my 1440p setup, the text looks rather small.

  • 10) Perhaps it would be useful to put a note somewhere on the mod page that the best AA method is GPU-enforced FXAA and in-game SMAA of 2.0. I've tested various techniques and combinations and this is the best there is so far.

@TheNipperOfFigs
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TheNipperOfFigs commented Dec 5, 2024

Addendum

  • 1. On L13, when the PC reaches the big force field near the end where the AT-ST is on the bridge, the alt-fire of the Rail Detonator can shut down the field when it shouldn't be able to.

  • 2. It turns out the PC can go through the level without completing the first objective (which is to turn on the internal cargo transit), so when the PC continues forth, the objectives panel screws up. (shinyquagsire23 note: Might be intended behavior and/or an LEC bug?)

In L17, the objectives don't trigger correctly. Around the middle of the level when crossing the chasm on the floating cart and the PC goes through the outer perimeter, the objective sound triggers but no tick is made in the objectives panel. The second and third objectives trigger properly, though.

  • 3. The issue with the large door not opening with the AT-ST at the end of L19 still occurs. I managed to defeat the AT-ST by swinging the lightsaber through the door, and then it opened.

  • 4. Did you change the physics in this mod? I've noticed the TD and Rail Detonator jumps observed in the speed run videos on YT aren't possible in this mod.

  • 5. I see that you removed all the parts with Jan that occurs on the Dark Side after she was killed at the transition of L14/L15, including the part at the start of L20 with Boc. It's crap that the DS run got such poor treatment in terms of cutscenes and voiceovers as Rahn ceases his guidance. (shinyquagsire23 note: Dark Side progression was bugged for a while, but now it's as it was at the game's release, hopefully)

@shinyquagsire23
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pls make separate issues, these mega issues are so hard to track 😭 like literally spam my issue tracker with 20, greatly preferred

Anyway num 3 on the addendums, yes the physics are no longer dependent on FPS, and FPS is no longer throttled and there are options to restore the old physics under General > Advanced. I normalized the default physics to 25FPS since that seems to be what the devs targeted (everything is based around 50Hz for whatever reason). Currently no option to restore the old FPS throttling, which on 60Hz monitors would result in an inconsistent 30ishFPS, perhaps I should add one if it accidentally turns out to be load-bearing on speedruns lol

@TheNipperOfFigs
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I'm sure I've managed to discover all the bugs that I can, so it's unlikely I'll post a list like this again. I didn't know that you would've preferred the bugs to be itemised separately.

Look at the insane moves the speedrunners pull: https://youtu.be/mGqzybSBPrI?t=646

@shinyquagsire23 shinyquagsire23 added the bug Something isn't working label Dec 5, 2024
@shinyquagsire23
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Edited your posts with checkboxes to help me keep track of things, and also added shinyquagsire23 note to explain some of the bullets

@TheNipperOfFigs
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Here's something out of the blue: the cutscene videos are old and poor quality given they were made in the 1990s. So why not update them?

There have been several attempts by people on YT to upscale them, and this one is the best of the lot: https://www.youtube.com/watch?v=xljdX-j07sE

Is it possible to take this YT vid, cut it up into matching segments as per each SMK file, and use them instead? Is your mod capable of running modern MP4/MKV files, or would they have to be reconverted into SMK/BIK files?

@Vortikai
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Vortikai commented Feb 6, 2025

1.) This is an LEC issue. It's exacerbated with digital releases, as sound quality is horrible on such releases. Have you tried hi res soundpacks to see if there are any differences? For MOTS you could use mots+ which has hires audio
3.) Unable to reproduce, but I don't use a crosshair much and never mess with LEC auto aim stuff, so it might be real.
4.) Unable to reproduce. Weapon waggle is disabled when disabled, and enabled when enabled.
9.) Unable to reproduce using whiteflag on and force pulling around on different stormtroopers.
10.) Notes: @nikumubeki and I worked on the saber alignments with jkgfxmod/emissive texture projects. I recommend trying with jkgfxmod enabled to see if there are differences and possibly just leave it up to mods, like jknup annex. Otherwise yeah, LEC issue. Fixing it requires editing each individual level IIRC, but I might be confusing that with the bug that happens when saber proportions are changed when starting a level, dying, and restarting.
11.) I am pretty sure this is LEC behavior. A mod can fix this.

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