Jill @jill.scrungus.club · 13/08/2026However, in a very short time both this tool and my understanding of the game have improved significantly. Most importantly, it actually *works* now, and I've already been learning a LOT of interesting quirks and oddities about the game that I'm not sure were documented before. 140 4
Jill @jill.scrungus.club · 13/08/2026For some reason one of the first things I ended up working on was making a level select tool to teleport around the game. My first attempt at this... was not exactly a success but the ways it broke the game sure were interesting. (Why yes I did jump when I first saw this horrific thing) 141 4
Jill @jill.scrungus.club · 19/06/2026When they switched the protagonist to Raz, they kept this art but humorously edited to feature a polaroid of Raz taped over Dart. This, we *do* have. 1255 25
Jill @jill.scrungus.club · 19/06/2026The background being used here has some fun history. I've talked about it before, but I'll gladly do so again. Originally, this had been a render of D'Artagnan fighting some enemies in Gloria's Theatre. We don't have the original render, but it was based on this concept art. 1123 12
Jill @jill.scrungus.club · 19/06/2026This one from the gallery is fun though! This is the debug level select screen. It's extremely difficult to make most of the entries out, but it starts with a couple entries prefixed "FRED". There's references to "FRED" all over the place in many of the game's scripts. 161 6
Jill @jill.scrungus.club · 19/06/2026This one shows up in the actual article. It's clearly in the "Nightmare" level (which evolved into "Brain Tumbler Experiment") and it's on "build 0175". Too blurry to make much else out though. 160 6
Jill @jill.scrungus.club · 19/06/2026Apparently the Mojo Psychonauts screenshots page was broken at some point but is fixed now, which is great because it's a nice source of old P1 screenshots (all of which I have archived already and many of which are watermarked, but still!) "What’s that brain truck all about?!" That's Telekinesis! 2308 30
Jill @jill.scrungus.club · 22/04/2026I didn't have time to comment on it when it was posted, but this concept art that was posted by DF on this site is quite interesting. Not sure I've seen it before? 1171 17
Jill @jill.scrungus.club · 17/01/2026Finally, you might've noticed that for being "enemies" they don't do damage. That's because they're using an old version of the health system from when Dart's health was still represented as his "mood" on a scale. The functions still exist for this but do nothing in the final game. 120 2
Jill @jill.scrungus.club · 17/01/2026The code that chooses the size hardcodes it based on the name of the entity. This is a pretty archaic way of doing things in this engine, and they would later introduce a system that would let them set variables on entities via Maya (apparently planned, but not yet done when this entity was made). 220 2
Jill @jill.scrungus.club · 17/01/2026The smallest being the default is explicitly noted as being because it's the favourite of the code's author. The file isn't signed, so I can't say with any certainty who said author is, but my bet would probably be on this being an early bit of Schafer code. 110 1
Jill @jill.scrungus.club · 17/01/2026It's not entirely clear if this test enemy truly was at these scales or if something changed with the scale during development. If you're curious, here's how all 3 look relative to each other. I did try to record a video showing all 3 but they get stuck really often... 210 2
Jill @jill.scrungus.club · 17/01/2026"orbiting_enemy" is found among some of the oldest entities in the Psychonauts scripts we have. An early version of what'd become the thistles, the code predates a lot of the engine's later sensibilities. This basic fixup isn't perfect, but gives an idea of what it did. See below for more info. 1141 14
Jill @jill.scrungus.club · 06/11/2025A lot of particle effects in Psychonauts have this "Start pasting PE Room output here." comment. I can only imagine "PE Room" (Particle Effect Room? Particle Edit Room?) was some kind of tool that'd let them easily put together particle effects. A bit of a shame we don't have whatever it is. 1100 10
Jill @jill.scrungus.club · 20/08/2025Oh hey! We actually have the file for this! I don't know if I've ever posted about it before but I thought it was really neat to see. 110 1
Jill @jill.scrungus.club · 23/06/2025With some determination, I've managed to staple on support for loading textures from PNG, BMP and for some reason JPG files. TGA also works, though was technically already supported by the engine. 3326 32
Jill @jill.scrungus.club · 05/05/2025I've been working on a small side project recently, unrelated to Psychonauts. However, it's really been selling me on the potential for using Godot as a frontend builder for tools. Better than WinForms/WPF by a long shot. Considering it for a potential GUI for Oatmeal. 150 5
Jill @jill.scrungus.club · 26/04/2025Progress, continued. It's occurring to me that it's been a long time since I wrote a technical post on solving a new issue and this might be a good candidate for it. 070 7
Jill @jill.scrungus.club · 25/04/2025Believe it or not, this is what "progress" looks like when working on Astralathe. 2131 13
Jill @jill.scrungus.club · 24/01/2025multi_prim_test. This was a very early test level that I built while developing custom level support for Psychonauts last year. It originally started as just 2 differently textured platforms to test multi-primitive support in Oatmeal. This version was built on the 19th of April 2024. 160 6
Jill @jill.scrungus.club · 18/12/2024Deadlock ended up being recorded as my most played Steam game of this year, but I know for sure that if had been launching Psychonauts through Steam while working on Astralathe and such, it would have certainly dethroned it. A shame, would have been fun to see it here. 040 4
Jill @jill.scrungus.club · 06/12/2024And that's all we need to do. If we implement those changes then both machines now always work, and show the expected portrait! 130 3
Jill @jill.scrungus.club · 06/12/2024We can prove this is the issue - if we head to Ford's lab while in state 7 but before meeting up with Lili (i.e. when he's standing on the entrance platform to the obeervation area) and PSI blast the core machine while closer to him, he speaks! 120 2
Jill @jill.scrungus.club · 06/12/2024Here's the code the PSI core collector uses to set up its own reaction table. Ignore the "DIALOG" comment - it's incorrect. This code is generally a lot nicer and more maintainable though, I like it. And you'll notice we have the owner override set here! 120 2
Jill @jill.scrungus.club · 06/12/2024Let's check the Cobweb Loom's code. Action actors such as the loom use a shared system for reaction dialogue like this. Here's the cobweb loom's reaction table in all of its redundant glory. 120 2
Jill @jill.scrungus.club · 06/12/2024Furthermore, if you listen to the loom vs. the core collector, you can kind of tell that there's something different. The loom's dialogue seems to play in 2D whereas the dialogue when you hit the core collector seems to actually be coming from Ford. Hmmm... 141 4
Jill @jill.scrungus.club · 06/12/2024First off is that this is of course resolution agnostic. With or without the widescreen patch, this bug happens. It's not a display issue - there really is no dialogue icon being shown. 120 2
Jill @jill.scrungus.club · 06/12/2024🧵 I was idly messing around in Psychonauts and managed to find a mildly interesting bug. In this case, I was messing around in Ford's lab and happened to bump the cobweb loom. I got a line from Ford but... his dialogue portrait isn't there. 1141 14
Jill @jill.scrungus.club · 01/12/2024Back to quality of life, I've decided just for fun to add full Discord rich presence support to the entire vanilla game. This was inspired by something I've been meaning to write a thread about but I digress. In the future, this'll be exposed to modders in some way. 130 3
Jill @jill.scrungus.club · 01/12/2024This one's back to being more developer oriented, but I've also merged in my reimplementations of the game's debug rendering features. This restores some features of the debug menu and grants modders access to debug rendering for the sake of... well, debugging. 120 2
Jill @jill.scrungus.club · 01/12/2024This version of Astralathe fixes that, patching the game so the game renders them to appropriately sized buffers for your resolution. You can even set a scaling factor that allows you to increase or decrease the size of said buffers (such as for performance reasons). 130 3
Jill @jill.scrungus.club · 01/12/2024To start, I've finally gotten around to merging in my fix for the game's various effects being low resolution. If you never noticed, some effects like the PSI hand or entity fading were quite... crusty, because the game was rendering them to a 640x480 buffer. 120 2
Jill @jill.scrungus.club · 01/12/2024Before we get to those though, the final tool in the F10 menu is the console. This is a window that lets you view the game's log output and even enter and execute any Lua code you wish. This is great for both developers and just messing around. 110 1
Jill @jill.scrungus.club · 01/12/2024Also in the F10 menu you can find the shiny new in-game settings menu. I'll be deprecating the old settings tool eventually because this menu is just a lot better in every way. There's some spoilers for a few new features in this image... 110 1
Jill @jill.scrungus.club · 01/12/2024The mod list. Astralathe has a fancy new in-game UI accessible via the F10 key and inside it you can find this menu, which lets you view and manage every mod you currently have installed. This has been a very long time coming, and I'm really proud of it. I've spent a while polishing it up. 131 3
Jill @jill.scrungus.club · 28/11/2024Oh actually there is one last thing I couldn't fit in. For some reason in this frame from Gloria's memory vault one of the hands has 4 fingers and the other has 5?? I don't really know what to make of this one. Gloria only has 4 fingers on each hand. Interpret this how you will. 230 3
Jill @jill.scrungus.club · 28/11/2024And then in December 2002 we have Augustus' concept art. Again, 5 fingers. It seems that after all the theory was correct. There is seemingly some cutoff point in 2002 where Double Fine decided that characters should have 5 fingers. 130 3
Jill @jill.scrungus.club · 28/11/2024This @scottlava.bsky.social concept art for Lampita, with 5 fingers. Dated August 2002. Right between our previously established date of E3 2002 and May 2003. Just 3 months after E3 2002 we have a 5-fingered character design. 140 4
Jill @jill.scrungus.club · 28/11/2024Even his texture sheet still only has 4 fingers on it. So, which finger on his hand is the odd one out? His ring finger. His ring ringer is just mapped to the same part of the texture sheet as as his index finger. I can only conclude this was the finger that was added later. 162 6
Jill @jill.scrungus.club · 28/11/2024The answer is predictable. Of course, D'Artagnan had 4 fingers. Of course he did. 140 4
Jill @jill.scrungus.club · 28/11/2024And this *does* seem to have been some kind of explicit design choice made later on. If we review Raz's concept art we see 4 fingers there, too. So it was the original intent and for reasons currently unknown to us it was changed later on. 1123 12
Jill @jill.scrungus.club · 28/11/2024If we jump ahead a bit and examine some materials from a press kit, images from which were uploaded by IGN some time around May 2003, we can see that Raz has grown an extra finger. So, some time between E3 2002 and May 2003, Raz's design was updated. 162 6
Jill @jill.scrungus.club · 28/11/2024You can also see this here and there in the E3 2002 trailer for the game so this 4-fingered design was definitely part of his model. Rather than show a blurry screencap from the trailer though here's an image showing some renders of his 2002 model at various angles. As you can see, 4 fingers. 151 5
Jill @jill.scrungus.club · 28/11/2024This is most prevalent in media from 2002. The clearest example is this key art which was included in the Xbox E3 2002 Media DVD. It's a posed render of Raz which very clearly shows his hands in all of their 4-finger glory. 172 7
Jill @jill.scrungus.club · 28/11/2024For now let's stick to the easy answer. If we look at Raz's hand in Psychonauts 1, we can easily count and see the the "true" answer is 5. Raz has 4 fingers and a thumb which, for our purposes, can just be counted as 5 fingers. 100 1
Jill @jill.scrungus.club · 24/11/2024But in the reception, well... it's *technically* there. If you look up to where it would be, you see... a giant piece of floating errant geometry which was almost certainly at some point part of a low LOD version of the classroom. Oops. 100 1
Jill @jill.scrungus.club · 24/11/2024If you somehow get past the initial bridge transition and make your way all the way to the low LOD representation of the cabins area, there is, for whatever reason, a big ol' transition trigger that will actually bring you to the cabins. I have NO idea why. 100 1
Jill @jill.scrungus.club · 24/11/2024fromCAKC2 though... well, that one *is* catastrophic. If you load in from one of the triggers that uses it then all you can see is grass. This is because Raz spawns outside of the world, where the camera can't follow him. To be specific he spawns vaguely behind and to the left of the waterfall. 100 1
Jill @jill.scrungus.club · 24/11/2024fromCAKC1 is positioned near the truck, in such a way that you end up slightly stuck inside the tree that's eating it when you load in. This isn't catastrophic though and you can still escape just fine. 100 1