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  1. New Zyk Mod

    Welcome to the New Zyk Mod, a re-imagined version of the original Zyk OpenJK Mod.
    This is a RPG Mod with skills, quests, mini-games, admin commands, and more.
    This new mod is intended for a more balanced PvP and PvE experience.
     
    Features:
    Players can upgrade skills and play quests.
    An inventory system where items have weight.
    A Stamina system where player loses stamina over the time and can regen it by using bacta items and meditating.
    Some Single player maps have support to CTF in Multiplayer.
    There are cvars to set saber damage and blocks/parries in private duels.
    Entity/Building system that allows add, edit, remove and list entities in a map. It also allows to save them.
    It is also possible to remap shaders and save the remaps.
    There are some mini-games for players, like the Duel Tournament, Sniper Battle, Melee Battle, and Racing Mode.
     
    You can see more info about the mod in the README.txt file.
    You can see info about the installation, commands and other features in the documentation files.
     
    Feel free to give suggestions to improve the mod! 🙂
    THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™
     

    74 downloads

       (0 reviews)

    0 comments

    Updated

  2. opensaber

    Created by Kaldor (and inspired by Hugo)

    This modification is no longer being developed.
    Find the project on GitHub here: https://github.com/KaldNL/opensaber-JKA

    Licensed under the GNU GPL version 2.

    Installation:
    Place the "opensaber" folder in root directory of the JKA server.
    About the mod:
    This is a specialist mod for some JKA players, specifically Terminative 3. However, by keeping the source public we hope it will help other JKA players just the same. JKA is an old game. Those of us who are dedicated to this game should have the freedom to continue the game's evolution. opensaber is, and always will be, fully Free and open under the terms of the GNU GPL v2. This means you are free to modify opensaber (and even rebrand it) to fit your server's needs.
    Purpose:
    The intention is that the opensaber mod will provide a better experience for the saber system. Hit detection is better, block rates are altered slightly, and some extra (optional) serverside features are available. This mod is not developed by Star Wars fans. The people who are creating this modification are people who have spent years playing basejka in various forms from TFFA (pugging) to CTF (ctfpug). We know how the gameplay works, and we understand its flaws. Think of this mod as JKA's saber-only equivalent to Quake III modifications like CPMA. We also include a setting which can disable dual and staff sabers, meaning you can run a server with standard-saber only.
    The problem in basejka is that people tend to get kills by doing simple tricks. There's nothing wrong with the "exploits", but it detracts from the gameplay when players abuse the same tricks repeatedly. One such example is the extention via running toward the enemy with your back turned. This mod lessens the effect of this by allowing users to parry/block the saber while it is behind you. However, this does NOT mean that this mod will not allow the abuse of the blocking system like other mods do. This way, if you understand how the saber system (read: not OUR saber system, but the game overall) works you'll have an advantage over players who stick to one thing that they happen to be good at. The custom saber settings still maintain the "physics" and "feel" of basejka, but improve them. Skilled players should have absolutely no problem adjusting. If you complain about the blocks being too high on this mod, then it means you're most likely rushing too much and relying on spam. Clean, precise hits will not block at all. Just like on basejka.
    The changes to the sabering makes it so that good habits are rewarded while bad habits are discouraged. Spins or inaccurate wiggles mean that your saber will easily be knocked away. Proper timing (positioning, movement, mouse movement) will be more effective than in basejka. The damage at the very end of the swing is increased, so smooth, well-timed extensions/pokes/wiggles will do more damage. Fanning with yellow is more difficult due to the saber being solid through the entire swing. Yellow requires more accuracy than on base, and spam will be much less effective. Playing effectively on opensaber should help players develop better habits in basejka.
    Before brushing this off as just another JKA mod, please consider a few things. Remember that every player will always have room to improve. Remember that skill means more than winning fights and getting a positive K/D ratio in TFFA. Remember that you may be winning because the other player doesn't know how to counter your tricks; not because you understand the way you play. Finally, remember that nobody is unique in this game. Your "style" is just a slightly different way of doing the typical tactics.

    Note:

    Thank you for choosing opensaber mod. Hopefully it will make your JKA saber-only experience better.

    Our server configuration files:
    opensaber.cfg - Main config, suitable for FFA servers
    duel.cfg - Made for duel servers
    duel_singleonly - For single-saber only duel servers
    tdm.cfg - Standard European TDM PUG server configuration
    1o1.cfg - Standard 1 on 1 server configuration
    Client commands:
    manual: List available commands
    uname: Display server's version of opensaber
    about_sabersystem: Explains the reason behind the new saber system
    readlicense: Display brief summary of the mod's license
    contactinfo: Contact info for the developer(s)
    date: Show what time it is in the server's location
    t3settings: Standard player settings used by the creators of this mod
    credits: Who did what for opensaber
    Server commands:
    g_SingleSaberOnly: Kick dual/staff users 🙂
    d_SaberSPStyleDamage: Alter the saber system. 1 = Regular basejka, 0 = Touch damage and higher blocking with lower damage
    d_SaberInterpolate: Lowers the damage and makes blocking more accurate. Warning; it causes ghosting
    g_allowBlackNames: Enable/disable the use of ^0black names
    g_allowMultipleDuels: Enable/disable the ability to have more than one duel at a time
    g_duelHealthRestore: Enable/disable HP reset for dueling in FFA
    g_duelShieldRestoreLevel: The amount of armour that is given in a duel
     

    613 downloads

       (3 reviews)

    3 comments

    Updated

  3. Asteroids Mod (Siege_Destroyer2)

    Originall released: 02/19/2003
    Asteroid Field (version 1 and 2) by MCG (gameplay, sounds), Mike Majernik (map), Manquesa (vehicles) & 7IM (vehicles)
    thanks to Andy867 & Kurgan of jediknight.net for their server, testing and suggestions!
    thanks also to Amidala for the use of the linux server (and for writing an awesome manual!) and to Jim Drews for compiling the mod for linux!
    Found and uploaded by @keta 
    Title: Asteroids
    Authors: ChangKhan, Zer0-L0gic, Manquesa, 7IM
    File Name: asteroids.zip
    File Size: 14.10 MB
    Date Released: 2/19/03
    Description: This is the Asteroids map that has the new vehicles, new maps and new hyperspace effect.
    OS: Windows and Linux
    Mod Type: TFFA ONLY *YOU CANNOT RUN THIS OUTSIDE OF THE TFFA gametype*
    Included in Asteroids Mappack:
    - Imperial TIE Interceptor
    - Imperial Prototype TIE Advanced (Vader's TIE)
    - Rebel A-Wing
    - Rebel Y-Wing
    - YT-1300 (Millenium Falcon)
    - .Map files for Mappers to see the structure of Asteroids
    ************************************
    Installation:
    ************************************
    Method 1(WINZIP):
    Just unzip into your gamedata directory with the option Use Folder Names enabled. 
    It will create a directory asteroids which is the directory of the MOD.
    Method 2:
    Create a folder in your gamedata folder called asteroids and unzip the contents into that folder.
    Either way, the .pk3 and .cfg files should end up in GameData/asteroids and the .bat files should end up in GameData.
        
    ************************************
    Running the mod:
    ************************************
    Start up your JKA server with +set fs_game asteroids in the startup line.
    OR
    Use the Asteroids.bat that is enclosed with will essentially do the same thing, but more convenient and is located in the gamedata folder. 

    ************************************
    START FILES EXAMPLE For Beginners
    ************************************
    USING THE RAVEN DEDICATED SERVER
    ****FOR WINDOWS : Use the supplied asteroids.bat file that will be extracted to your gamedata folder to start up JA with the Asteroids Mod
    .\jampded +set dedicated 2 +set fs_game asteroids +exec "server.cfg file"

    ****FOR LINUX : Create a file asteroids in your gamedata directory then write in this file
    ./linuxjampded +set dedicated 2 +set fs_game asteroids +exec server.cfg
        
    For linux don't forget to give execution right to all ==> chmod +x start_asteroids
     
    READ THE MANUAL PDF HERE
    Two simple TEAM FFA asteroid-field vehicle combat maps.
     
    asteroids - Has 2 spawn hangars that hyperspace into the asteroid belt.  There are small asteroids (which you can shoot) and one big asteroid (which you can't shoot, but can fly through).
     
    asteroids2 - Has small asteroids but no large asteroid in the middle (for those who just want to dogfight without a bunch of asteroids getting in the way).
     
    Included is a asteroids.bat file that will start MP with the asteroids mod loaded.
     
    Max of 16 players at one time (only 8 ships for each team).  Ships will respawn when one is destroyed.
    As a bonus, a re-tweaked version of Siege Destroyer (with 5 new ships!) is included.  It is "Siege Destroyer 2.0".
     
    NOTE: if you are not running a professional server, read the rate_readme to see how many players your server's upload bandwidth can support!
    NOTE: space vehicle combat is pretty CPU-intensive (lots of long, large ghoul2 traces, heh...) so running it on a commercial server that is running 7 other servers is not going to be pretty.  You'll notice that the game isn't eating up lots of bandwidth but people are still getting laggy performance.  This is because the server has no more CPU cycles available to it and it's running at *less* that 20 frames a second, which is very bad.  A dedicated machine or a very robust machine is recommended for hosting more than a few players.
     
    NOTE: even though the map appears as a playable FFA map, it is *not* playable in normal FFA, only *Team* FFA.  I had to make it available in FFA for it to show up in the Team FFA map list... 😞
     
    Also included are the A-Wing, Y-Wing, and TIE Advanced (Vader's TIE) vehicles made by Gregory (Manquesa) Birmingham and the TIE Interceptor vehicle made by Tim (7IM) Oliver.
     
    I tweaked the stats on these ships, though, to balance it with the other ships and to make them more like other games have described them (the A-Wing, for example, is super fast and maneuverable, but very fragile).  
     
    To keep things clear, I left the awing and other vehicle files in seperates pk3 files from the asteroids maps.
     
    Finally, I included the working YT-1300 vehicle in a pk3 file, but it's not placed in the map as it's a bit crazy and very unbalancing... 🙂  But you can spawn one if cheats are on by typing "\npc spawn vehicle yt-1300".
     
    Have fun!
     
    *VEHICLE ESSENTIALS*
     
    First, know your HUD:
    RADAR:
    In the top-right of your display.  You are in the center, allied ships are green and enemy ships are red.  The larger they are, the more likely it is that they're above you.  The smaller they are, the more likely it is that they're below you.  Sometimes you will see an asteroid on the radar and you'll hear a collision alarm sound.  That means you're very close to an asteroid.  Also, enemy tracking missiles show up on the radar as a red star or dot.  The closer the missile gets, the faster the missile alarm will beep.
     
    If you don't see a radar, bring down the console and make sure cg_drawRadar is set to 1.
     
    HUD:
    In the bottom center of your display is the vehicle HUD.  This displays the armor, shields (if you have any) and ammo of your ship.
     
    All Rebel ships have shields.  Only Rebel ships with Astromech droids (X-Wing and Y-Wing) can recharge their shields (the shields will slowly regenerate unless they're completely gone).
     
    The only Imperial ship that has shields is the TIE Advanced (Vader's prototype TIE Fighter).
     
    All Rebel ships have a secondary missile weapon of some sort.  Only the Z-95 cannot lock its missiles onto a target (straight-fire only).
     
    The only Imperial ship that has a secondary weapon is the TIE Bomber.  It, too, can lock it's missiles onto a target.
     
    DAMAGE INDICATOR:
    On the bottom left of your view is a diagram of your ship.  The green ring around the ship is your shields (if you have any).  It will flash red when hit and fade to white as they are depleted.  Your ship, itself, it divided into 4 quadrants: front, back, left and right.  As a part of your ship takes damage, the color will change from green (undamaged) to yellow (lightly damaged) to red (heavily damaged) to black (completely blown away).
     
    CONTROLS:
    Move Forward - accelerates
    Move Backward - slows down
    Strafe Left - moves left
    Strafe Right - moves right
    Jump - Turbo boosts.  The small red vertical bar on the bottom left of the HUD (see the vHUD.jpg for a diagram) indicates green if the turbo is ready to use, red if it's recharging.  Turbo lasts different lengths on different ships and has a different top speed for different ships.
    Crouch - Brakes (if you need to stop very quickly, you can use this in addition to Move Backwards)
    Use Item - Toggles the weapons into synchronous firing mode.  What this means is: if your ship has more than one muzzle for a weapon (like the X-Wing, it has 4 muzzles for the laser cannons), they will all fire at once instead of one at a time.  But they will fire at a slower rate than normal.  Good if you know you have a good shot - more shots will hit and you'll do a lot of damage.
    Use Object - Gets in/out of a vehicle
    Attack - Fires the primary weapon
    Alt-Attack - Fires the secondary weapon (if there is one).  If the weapon can lock onto a target, hold down the button with the crosshair over the target and you'll see a sectional red disc appear over the target.  When the circle is complete, let go and the missile will track.  Some missiles track better than others, so a good pilot may be able to lose the missile.  Firing a locked-on missile at someone moving directly towards you has a good chance of being evaded.
     
    Note that, once you take a good amount of damage on part of your ship, the controls may be less responsive or you may lose speed or even wobble as you fly.
     
    TARGETING:
    Enemy ships are bracketed in red and there is a lead indicator on them.  A dotted line will connect to a red circle.  If you line your crosshair up with that circle and fire, your shot has a good chance of hitting the enemy ship.
     
    Enemy ships, if they pass under your crosshair, will also display a damage indicator, on the bottom left of your display.
     
    STRATEGY TIPS:
    * Different ships are better/worse for different kinds of missions.  Fast, rapid-fire ships are the best interceptors & dogfighters.  The A-Wing and TIE Interceptors are about equivalent in this respect.  But for objective-based missions where you have to take out a target, bombers are better (the TIE Bomber and the Y-Wing are tough and have a lot of firepower, but are very slow).  The remainder of the ships fall somewhere in-between (The Z-95 and TIE Fighter are generally more interceptor-style fighters, the X-Wing and TIE-Advanced can inflict damage but have decent value in a pure dogfight as well).  So you may find that the A-Wing and TIE Interceptor are the best for the asteroids dogfight, but the Y-Wing and TIE Bomber are more valuable on a map like the Siege Star Destroyer map... 🙂
     
    * Mix it up and take a wingman.  A good tactic may be to take a Y-Wing for heavy firepower and damag absorption and have an A-Wing escort it.  Often, the enemies will hone in on the Y-Wing because it's a nice, big, slow target and leave themselves open for an A-Wing to sweep in and wipe them out.  Working together is a definite advantage.  If everyone gets into one-on-one dogfights, you'll all just end up in a bunch of two-man endless circular fights.
     
    * The A-Wing is a super-fast, super-maneuverable rapid-fire ship (with tracking torpedoes).  It may, at first, seem unfair, but remember that it is a very, very fragile ship.  One good hit can take it out.  The TIE Advanced is kind of the "A-Wing killer" due to it's higher-power, center-mounted blaster cannons.  The TIE Interceptor also is a good balance for the A-Wing since it is to maneuverable and fast.
     
    * When going head-to-head with someone, you'll find you're both spraying blaster fire all around each other.  One of you may be trying to get a missile lock.  Generally, it isn't worth it to wait for the lock because, if the missile slightly misses and passes behind the enemy, it will probably lose the lock.  Don't be afraid to fire off a dumb-fire missile in a head-on confrontation, it could really surprise the enemy when he doesn't see it until it's in his face... 🙂
     
    * Remember to use the synchronous firing mode (the key you bound to "Use Item") when it suits your needs.  If you have a good shot on your target, it's better to fire all of your cannons at once than one at a time.  But if your target's moving a lot, you're better off firing them sequentially and hoping one of them hits as you track them.  Note that your synchronous firing setting also applies to your missiles!
     
    * Don't be afraid to use the asteroids to shake a pursuer.  If you get good at navigating, you can cause the enemy to smash themselves to bits trying to pursue you (or, you may be able to lure them into a trap - get just out of sight, spin around and wait for them to show up and blast them!).
     
    Most of all, have fun!

    47 downloads

       (0 reviews)

    1 comment

    Updated

  4. BaseJKA+ Server

    baseJKA+ (or basejkaplus) is basically just OpenJK but with a few little features that I really wanted for my server. I wanted to have a basejka server with OpenJK's bug fixes and security, but also a few extra things that the OpenJK devs didn't think were fit to include in the master repository. Nothing changes the gameplay, these are just nice little features for a server to have, if you're not using a mod like JA+ or something.
    Linux and Windows dedicated server only, no client needed.
    This is what my old -=- SHADOW ORDER server ran, and still does today (now the JKHub server).
    Here's a list of all the features thus far:
    ---- 1.00 ---- • All taunts are available in all game modes (meditate, gloat, flourish, etc) • Private duels now start with full health and shield, and can be changed via new cvars (g_duelStartHealth and g_duelStartArmor) - default is 100/25 • Results of a private duel are displayed to all, with the remaining health of the winning player ---- 1.01 ---- • Added a cvar to toggle idle animations (personal annoyance of mine) - g_useIdleAnims 0 ---- 1.02 ---- • restored the ability to use map glitches via dmflags 520 ---- 1.03 - April 7, 2017 ---- • Cheats are now toggled via rcon, enabling the use for anyone on the server - /rcon sv_cheats 1 ---- 1.04 - September 16, 2023 ---- • Windows dedicated support • Project rename to basejkaplus • Merged changes from master OpenJK since last release  
    All features of the master OpenJK repo are included in this as of this writing. If you want to compile the latest version of this and the most recent OpenJK commits, I will try my best to keep it fairly in sync with it.
    https://github.com/circa-0/basejkaplus
    If you want to test it out first, the JKHub server is currently running it: /connect jk3.in
    -===- CREDITS -===-
    Big shoutout to Smoo, Xycaleth and Raz0r for helping me with basically all of this. I had the features but they showed me how to get it done.
    -===- INSTALLATION -===-
    If you are running an OpenJK server (recommended), put the .so file in the base folder of your server, and run the new openjkded file like you normally would. If its a basejka server, same thing but run the new openjkded file instead of jampded file you used to.

    229 downloads

       (2 reviews)

    6 comments

    Updated

  5. GalaxyRP

    Introduction
    The latest version of GalaxyRP.
    This is a mod focused on the roleplaying community. It includes all of the required features that any roleplaying community wants, including dice rolls, a fully fledged credit system, an account system, an admin system and much more!
    Features:
    Completely Revamped Admin System
    Admin commands can now be easily taken away and given at will. Control is up to the admins, each command is locked behind a special permission, which admins can take or give for each individual player.
    Levels and accounts
    Players can be assigned levels and money based on the current roleplay. They can request their skills and marc abilities to be upgraded by an admin with the correct permission. Admin permissions are account wide, while abilities, skills and credits are character wide. The same account can own multiple characters.
    More Force Power Diversity
    Most Force powers now go up to a maximum of 5 levels. "Force Attunement" is also a skill that influences the amount of Force Points one gets.
    Merc Abilities
    Mercenary players also have a plethora of abilities available to them, from an upgradeable personal jetpack with custom effects to martial arts skills that influence their hand to hand combat prowess.
    Real-Time player Scaling
    Tired of asking server admins to change server files so your character is the right size? GalaxyRP allows you to scale with one command, in real-time.
    More Animations
    All JKA animations are now unlocked (1587 animations in total). Plus a further 45 completely custom ones, specifically designed with roleplay in mind.
    Player Descriptions
    Ever wish you could get a description of another player without having to ask them and having them type it every time? Now, each player has their own description set by themselves, which can be seen by everyone around them, should they choose to. (Provided they're close enough)
    Chat Modifiers
    Chat can now be used to add a bit of flair to text RP. There's dozens of different ways text can show up on others' screen depending on the modifiers themselves. From a simple, automatic color change, to completely different format for different Star wars languages.
    More immersion
    Different effects can be spawned and despawned at will. Such as a lightning strike, a day night cycle, and even music that everyone can hear.
    NPC Ordering System
    With GalaxyRP, you can order NPCs to follow you around, protect you, or guard a place you deem fit. Now you can have an ACTUAL droid unit follow you around.
    Dice
    An ingame dice has been added, should roleplay require it. It is broadcast to the server, so that there's no question about lying about your roll. It supports any number of faces, including upwards of 100. Use /roll <max_number> to access it.
    God mode
    A god mode has been added, with any player being able to use it, such that those who prefer to roleplay their duels and gun fights, can do so without dying every 10 seconds.
    Custom HUD
    A custom HUD has been added, complete with immersive saber stance names.
    Saber stances
    Two new saber stances have been made available.
    Emote system
    A complete emote system, with access to every single animation JKA has to offer is present, those can be used by using the animation IDs. Alternatively, there are 55 common animations that have been given a name (such as sit, sit2 etc.) 
    Distance-based chat
    No more chat flooding when two roleplays happen in different parts of the same map. Now, /say is distance based, and will disappear if the player is too far away form the person using it.
    Included OOC chat
    Out-of-character chat is now included, automatically adding "(())" around the message, as well as turning it red. Use Team Chat for this.
    Merc additions
    Mercenaries have a lot of upgrades available, as well as a slightly different playstyle. Ammo management is now a big part of being a mercenary, as all ammo is saved in real time, and will have to be bought from a seller, increasing immersion.

    Entity/Building system
    Allows to add, edit, remove and list entities in a map. It also allows to save them.
    News Channels
    In-Character news channels have been added, allowing players to read up on the latest galactic happenings while roleplaying.
    Credit System
    Credits can be created by admins, transferred between players, as well as 'spent' (deleted form a players account) to allow full rolaplaying freedom.
    News System
    A news system has been added that can be viewed server-wise. It's also channel based and can be used as a form of private communication or "email".

    Remapping shaders
    Shaders can be remapped, and can be used by mappers to change maps in real-time.
    Entity system
    This system can be used to add different entities (such as weapon spawn and medpacks) as well as to remove them. The changes can be saved and loaded in order to allow admins to create different map versions for different scenarios.
    Read the documentation included in the files for more information and a tutorial.
     
    Community
    Feel free to check out the source code on github alexnita3/GalaxyRP (github.com)
    The full documentation can be found at GalaxyRP | Documentation by Alex
    Also feel free to join our discord group to take part in our own roleplaying community based on this mod, keep track of the mod's development, or just to request help setting it up or report bugs and suggestions. Join here: https://discord.gg/zpHfWrUfFb
    License
    For License details, check out the github repository.
    Credit
    This mod is, at it's core based on OpenJK.
    Zykmod has also been a huge inspiration, as well as the source for most of the base code that was used. Zyk has done a really great job with his own mod, feel free to check it work out. I've modified that and turned it into GalaxyRP because i wanted a mod that had roleplay as its main focus.
    A lot of work has been put in by the development team, not just myself. They deserve the credit for their hard work. These are: JesseLeeHumphry, JustJordyn, @RepJunkieJr, TriForceX, and @ZelZel.

    414 downloads

       (1 review)

    5 comments

    Updated

  6. Zyk OpenJK Mod

    The current version of Zyk OpenJK Mod (v3.81).
    This is a RPG Mod with levels, skills, quests, a racing mode, admin commands, and more.
     
    Features:
     
    Levels and quests
    Players can get levels and money by defeating other players or npcs. They can upgrade skills, buy upgrades, and play quests, which can give magic powers.
    Boss battles
    Players will face bosses in quests. They can use magic powers against the players.
    Classes
    Players can choose between 10 classes. All of them have unique abilities, pros and cons.
    Racing
    The racing mode is played in t2_trip (with swoops) or t3_stamp (with tauntauns) map, and the winner receives a prize.
    CTF support in SP maps
    Some Single player maps have support to CTF in Multiplayer.
    Saber cvars for private duels
    There are cvars to set saber damage and blocks/parries in private duels.
    Entity/Building system
    Allows to add, edit, remove and list entities in a map. It also allows to save them.
    Remapping shaders
    It is also possible to remap shaders and save the remaps.
    Duel Tournament
    Players can join a championship in FFA gametype, in which they have to win duels against the other players to get score. The player with highest score at the end of tournament wins a prize.
    Sniper Battle
    Players can fight in a last man standing mode with disruptor rifle. The winner gets a prize.
    Custom Quests
    It is possible for admins to create quests for players.
     
    You can see more info about the mod in the README.txt file.
    You can see info about the installation, commands and other features in the documentation files.
     
    Feel free to give suggestions to improve the mod!

    3,753 downloads

       (23 reviews)

    47 comments

    Updated

  7. Domination Mod for Windows

    ******************************************
    STAR WARS : JEDI ACADEMY MODIFICATION
    ******************************************
     
    The life of a jedi is more than just senseless killing. This mod provides several methods for you and your friends to test your might and skill.
     
    Introduced features
    ----------------------------------------------------------
    Soccer
    /da_exec config/bespinsport
    Players in two teams try to kick the ball to the opponents' goal. The ball does not roll or bounce.
    You can aim with your mouse when kicking.
    Rules:
    - don't harm other players
    - there is no 'out'
    - the team who scored the last point waits for the opponent to make the first kick
    - no players are allowed on the opponent's side before the first kick
    - first team to reach 10 points (reaches 0 again in the scoring board) wins.
    Suggested players: 2v2, (3v3)
    Bot support: none
    Hangar (Mercenary) Ctf
    /da_exec config/hangarctf
    The domination mod comes with a wastly increased weapon efficency (both projectile speed and damage)
    and a reload feature (no more ammo packs). These are also customizable. This map is a showcase how to use
    this feature. Flags are semi-transparent to allow thirdperson shooting while carrying them.
    Suggested players: 2v2, 3v3, (4v4)
    Bot support: not in this map, but if you have a ctf map with bot routes, bots are incredibly dangerous with
    ranged weapons. Try to duel them first
    Pazaak
    /pazaak challenge
    Players can challenge each other to play Pazaak.
    Rules are not included, please read find them on the internet or one of the KOTOR series.
    Clients must have the mod in order to see the cards (using cvarhack, mystat or similar will disable it too)
    Suggested players: 1v1 (in ffa)
    Bot support: you can challenge them, but they can get hang up
    Crystal hunting
    /da_exec config/cr_mpffa5 or /da_exec config/cr_mpffa_noblue on mp/ffa5
    /da_exec config/cr_t3hevil.cfg on t3_hevil
    Spawn a number of crystals on the map that can be collected for points (green is easy, red is hard, blue is hidden)
    Once all crystals are collected tha player with the most points wins. Use /crystals to see what crystals are left
    Suggested players: any
    Bot support: none
    Advanced bots
    Should they use single lightsabers, staffs or ranged weapons, the domination bots are superior to their original
    counterparts. They should be able to challenge a mid-level player in a saber-fight with neverending endurance or
    fight in TFFA's without losing to much points to friendly fire. They're even more dangerous with ranged weapons
    with their almost perfect aim and ability to predict your movement.
    You can also set their behavior to set up challenges for yourself and your friends.
    Explorer mode and infinite wall-jump height
    /da_set explorer 1 (0 by default)
    /dom_infWallJump 1 (enabled by default)
    Ever wondered why large portions of the default maps are closed off with invisible walls? Did you ever want to go there?
    Now with explorer mode you can! Explorer mode disables most invisible walls. You can go whereever you please. Forgive me
    for stairs.
    Another big question in the series why do you hit a magical ceiling whenever you go up with wall-jumps. I can't answer this
    question, but I did disable the ceiling. Now, only your force power and the environment decides where you can and can't go.
    Checkpoints
    /da_set checkpoints "1" (on by default)
    /checkpoint
    /gocheckpoint
    /invite [playername]
    Jumping maps are cool. Restarting them 10 times before you reach the half of it is not cool. With this feature you can place
    your own checkpoints and teleport to them if you die/fall down. Also useful if you want somebody to come to you for a duel or
    just to show them something.
    Big kicks/melee
    /da_set nokickdamage -2
    /da_set nomeleedamage -1
    Send your opponents flying with a kick or a punch. As saber throw is not used, you can kick with single saber too.
    Permanent laser mode
    /da_set permanentLaserMod 1
    /da_set tripMineMax 99
    Placed trip mines does not blow up when you go through the laser, they cut you instead. Ideal for setting up challenges.
    Hitting the mine will blow it up.
    Domination Tower V2
    /da_map dom2
    Are you looking for a friendly game of Pazaak? A game of soccer? A dueling arena? Some climbing challenges?
    This massive tower has it all! This includes the endurance trial in the turret room, a chess room (you may want to use grip here),
    enough place to race around the tower, the very first soccer room (not so enjoyable compared to the standard ones, but hey, history!)
    and several secret rooms to find. You can find the Unlabeled Tomb of JK, The VIP room, the Hell Gate and the
    Corridor-That-Too-Small-And-Meaningless-To-Have-A-Name. We also have a place for the council here,
    but you must first climb the tower from the outside.
    Suggested players: any
    Bot support: none
    The "Lava"
    This very hard (but unfinished) co-operative map shows you that there is more to JK jumping than strafe and climbing. Co-operative jumps,
    good timings, wall-jumps and several other techniques required to reach the end of this challenge. Only for players with good nerves.
    Suggested players: 2
    Bot support: none
     
    Please read the readme.txt for the full list of client&admin commands.
     
    Credits
    ----------------------------------------------------------
    This is the place I'd like to thank all ideas, testing, patience and support to all of the Domination team
    that made this mod possible. Names in alphabetic order:
    Bexen, Flash, Freeder, Keldaron, Veng, Waco
     
    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

    143 downloads

       (3 reviews)

    5 comments

    Updated

  8. SerenityJediEngine2018-Final+SDK

    The final release of the Advanced edition contains everything from the original Serenity Jedi Engine.
    This is the final Official stable release of the Advanced edition of the Serenity Jedi Engine.
    Now full y debugged 99.9999999% of all bugs fixed, including the ones causing crashes when playing in outcast mode.
    Contains all the extra animations like manual dodge ,manual melee block, grapple hook and the extra melee slap, roundhouse, leg sweep etc.
    Fully tested on Debug using visual studio 2015 for over 1 hour in mp and 10 maps completed in sp .
    I did not play full Jedi Academy or Jedi Outcast when testing I just selected 5 missions from each game mode.
    good luck, have fun and may the force be with you.
    Jace solaris

    619 downloads

       (6 reviews)

    12 comments

    Updated

  9. ModWooty

    The author of this mod is a man named Bubba (by himself, as far as I know). It ran for several years on a server called Jawascript, almost always in Power Duel, on a particular map. The server has since vanished, along with the mod's website and the author himself. If anyone can contact him, please let me know, as I'm very curious about this mod's history! Anyway, at some point I downloaded the mod's files from the website, so I decided not to let them become publicly unavailable (after waiting the 30 days required by JKHub).
     
    Mod Description
    I would describe ModWooty as a fighting game fever dream.
     
    The combat is radically different from normal JKA. You'll be completely perplexed at first: strange messages appear, your character will do weird animations and sounds, attacks don't do what you expect and your lightsaber won't stop you from getting insta-killed by someone using only their fists.
     
    Then you'll open the console and actually use the help commands to get an idea of what's going on. Your username is like a permanent account. There are stats like money, experience, karma, dexterity and endurance, which affect your speed, size, hp, weapons, force powers, etc.
     
    You bind hadoken and crane and debugthrow and start using them, along with the JK2-style kick. You discover that using hadoken mid-air restores your Force, so you can recover from falling into the pit. You discover that LEFT+DOWN+CROUCH+ATTACK does a hand-stand attack that knocks down your opponents. Then you start team-killing your allies and innoncent jawas because you want to bring down your karma so you can use some force power or whatever.
     
    Well, at least that's what MY experience was like, more or less. ModWooty is a very deep and very fun fighting game and the most fun thing about it is discovering all of its secrets. But it's also unforgiving: new players get utterly destroyed. And spectators can possess you, or buy guns for your opponent. Probably worst of all, you can actually BUY sub-admin powers with gold (not real money, of course) and then do things like mute other players. Like I said, it's lots of fun and allows you to improve through practice and by observing better players, all while discovering more mechanics. I still don't know what the red and blue bars (originally used for the jetpack and the cloak) mean in ModWooty.
     
    The original server also had two bots that talked to you: McWooty (Admin) and Bride of Ms. Wooty. They are dearly missed!
     
    Note on the files: not all the files have the same version number, so there might be small differences between them. I might not have downloaded all the files at the same time, so that may be the cause. It shouldn't cause any problems, just be aware of that if you're actually crazy enough to dive into the source code.
     
    Oh yeah, that's right! The source code is available!
     

     
    Time to turn and burn!

    113 downloads

       (4 reviews)

    8 comments

    Updated

  10. Lugormod

    This is the last version of Lugormod U# produced by RoboPhred, dated April 11th 2015.
     
    Files included:
    - Windows version
    - Linux version
     
    Repository with older versions (Windows only), example server.cfg, and a step by step linux installation guide can be found here:
    http://lugormod.tk/lmd
     
    Note to lugormod map builders:
    There's many entity related guides around the internet, most of them are pretty old though and don't include entities added after ~2012. I made sure that all the entities newer than that display their info with the /entityinfo <classname> command (requires an admin).

    1,679 downloads

       (4 reviews)

    13 comments

    Updated

  11. OpenJediProject Source Code (2013)

    OpenJediProject Enhanced Source Code (2013)
     
    This is the last source code of OJP Enhanced released by Razorace on lucasforums.com (2013) before the site goes down.
    This is not the exatly the source corde of OJP 1.2 (2008) but a later version (2013) which was never officialy released. So if you compile this source, you will get some minor differences with the compiled OJP 1.2.
     
    OJP Team :
    razorace@hotmail.com
    http://www.moddb.com/mods/open-jedi-project-enhanced
     
    Presentation of OJP :
    Master your weapon. Master the Force. Master yourself. The Open Jedi Project (OJP) is an open source modification for Raven Software's Star Wars Jedi Knight: Jedi Academy. Aiming to develop innovative, fun features to the base game, OJP, led by Razor Ace, brings together dedicated fans to integrate their vision of what a Star Wars game should feel like with those of others. Open Jedi Project consists of two mods: Basic and Enhanced. Whereas Basic serves as an unofficial patch to fix bugs and increase the capacity for other modders to experiment in baseJKA, OJP: Enhanced breaks new ground with major overhauls to the Jedi Knight gameplay. Open Jedi Project Enhanced (OJP: Enhanced) makes major gameplay alterations that not only build upon existing features that make base JKA fun, but also introduces new features that greatly increase immersion into epic Star Wars battles.
     
    You can find the original OJP 1.2 here :
    http://www.moddb.com/mods/open-jedi-project-enhanced/downloads/ojp-enhanced-version-012
     
    Or the same version with some assets fix here :
    https://jkhub.org/files/file/1972-openjediproject-v12-fixed-by-fja/
    and a patch to fix some coop maps :
    https://jkhub.org/files/file/2341-ojp-coop-maps-fix/
     
    I thank Razorace who allowed me to put this source code on JKHUB.

    819 downloads

       (3 reviews)

    5 comments

    Updated

  12. OpenJediProject V1.2 Fixed by FJA

    **********************************
    *** Jedi Knight: Jedi Academy ***
    **********************************
     
    TITLE: OJP (Open Jedi Project) 1.2
    AUTHOR: OJP Team, with some modifications by French Jedi Academy Clan
     
    OJP Team :
    E-MAIL: razorace@hotmail.com
    WEBSITE: http://www.moddb.com/mods/open-jedi-project-enhanced
     
    French Jedi Academy (FJA) :
    WEBSITES :http://french-jedi-academy.forumactif.org (BftR-OJP development)
     
    ******************************
    *** New OJP Coop Fix ***
    ******************************
     
    New OJP coop fix here : fix more coop maps :

    https://jkhub.org/files/file/2341-%7B%3F%7D/
     
    Source Code of OJP
    https://jkhub.org/files/file/3183-openjediproject-source-code-2013/
     
    *******************
    *** Description ***
    ******************
     
    - New saber system : choose between 7 saber styles.
    - Realistic duels : fight like in the movies
    - New dodge and mishap fight system
    - New XP system : choose powers, weapons and items, and gain more XP by killing players.
    - Some Solo missions can be played in multi with other players
    - see OJP saber manual for more details
    - in duels : ALWAYS WALK because you won't be able to parry hits if you run.
     
    - This version is entirely compatible with original OJP 1.2. People with one version can join servers of the other version without problems.
     
    *********************
    *** INSTALLATION ****
    *********************
     
    - Put the "ojpenhanced" folder in your gamedata directory (not in base). Clic on Play_OJPenhanced to launch the mod.
    - Put the "ojp_mapassets.pk3" in your "Gamedata/ojpenhanced" folder to fix coop mission bugs (server side)
    - Put the "z_ojp_legacyHUD.pk3" in your Gamedata/ojpenhanced" folder to change the HUD.
     
    - Mettez le dossier "ojpenhanced" dans votre dossier Gamedata (pas dans base).
    Placez également le fichier Play_OJPEnhanced.bat dans votre dossier Gamedata et créez un raccourci de celui-ci sur votre bureau.
    - Mettez aussi le fichiers "ojp_mapassets.pk3" pour corriger les bugs des missions solos.
    - Vous pouvez également mettre "z_ojp_legacyHUD.pk3" dans votre dossier "Gamedata/ojpenhanced" pour modifier le HUD.
     
    ***********************
    *** DESINSTALLATION ***
    ***********************
     
    - Remove the "ojpenhanced" folder from your gamedata directory.
     
    - Retirez le dossier "ojpenhanced" de votre dossier Gamedata.
     
    ************************
    *** FJA MODIFICATION ***
    ************************
     
    - Correction of some bugs.
    Fix of some animations in animations.cfg.
    Add a "Movie Saber Style" line to the Setup Menu, to change style of blade.
    Fix spanish language crahs : before, the game crashed when you select spanish language.
    Fix mouse droid dead crash : the mouse npc made the server crash when it was attacked by a player. The mouse was replaced by a R5.
    Colours of Ep1, Ep2 and Ep3 blade style are now the good (Movie Saber Style) : no more black blade bug.
    Increase life of Chewbacca npc because he often die in t1_sour coop map.
    Add realistics saber sounds from movies
    Droïds were now quasi immortal because they sometimes made the server crash when they were killed in Coop.
    X-wing droïd were removed because of a collision bug with the X-wing.
    Kneel emote was replaced by Meditate emote.
    Melee stance was replace by standard stance.
    Add a "Weapons First Person Style" in "Setup"=>"Advanced" to change between a base (2D) and an OJP (3D) weapons first person display.
    Fix some npc files
    Add tusken staff (tskn) and fix tusken npc file. People with standard OJP 1.2 will see kyle saber.
    Saber_droid npc (and saber_droid_training) were replaced by shadowtrooper npc, because original saber_droid make clients crash
    Fixed all menus (profil, controls, setup and saber) which were in basejka style or bugged. I respected original ojp menu style for all this menus.
     
    - Correction de quelques bugs.
    Correction des animations buggées dans le animations.cfg.
    Ajout d'une ligne "Movie Saber Style" dans le menu "Config" pour changer le style de la lame.
    Correction du bug qui faisait crasher le jeu quand la langue Espagnol était choisie dans le menu de config.
    Le droide souris a été remplacé par un R5 afin de ne plus faire crasher le serveur quand il est tué.
    Les couleurs des styles de lame Ep1, Ep2 et Ep3 sont désormais bonnes : les lames ne sont plus teintées de noir.
    La vie du npc Chewie a été augmentée car il mourrait souvent tout seul dans la mission t1_sour pour d'obscures raisons.
    Ajout de sons réalistes pour les combats au sabre.
    Les droïdes ont été rendus quasi immortels car ils faisaient parfois crasher le serveur lorsqu'ils étaient tués en mode Coop.
    Le droïde du X-wing a été retiré car il tremblait à cause d'un bug de collision dû à OJP.
    La position d'agenouillement a été remplacée par la méditation originale.
    La position de mêlée avec les poings levés a été remplacée par celle avec les bras le long du corps.
    Ajout d'une ligne "Weapons First Person Style" dans le menu "Config" pour choisir entre la vue OJP (model 3D) et la vue base (image 2D) pour les armes en 1ère personne.
    Correction de certains fichiers npc
    Ajout du baton des hommes des sables et correction du fichier npc des tuskens. Les joueurs avec la version normale d'OJP verront les tuskens avec le sabre laser de Kyle.
    Les npcs saber_droid et saber_droid_training ont été remplacés par des shadowtroopers parce qu'ils faisaient crasher les clients.
    Tous les menus (profil, commandes, config et sabre) ont été mis au style ojp (car ils étaient au style basejka) et les bugs de menu ont été corrigés. J'ai respecté le style de menu original de ojp.
     
     
     
    **********************
    *** FIXED MAPS ***
    **********************
     
    Put the "ojp_mapassets.pk3" in your "Gamedata/ojpenhanced" folder. I make two separate files because JKHUB doesn't accept more than 50Mo per file.
    I fixed these coop maps which didn't work correctly, and i fixed ends of these levels (the game froze on an ending screen in place of run next map)
    Now the game should run properly these maps with "seta g_autoMapCycle 1" (some maps can bug with g_automapcycle 0 at the restart)
     
    yavin1
    yavin1b
    t1_sour
    t1_surprise
    t1_rail
    hoth2
    hoth3
    t2_rogue
    t2_dpred
    vjun1
    vjun3
    t3_rift
    t3_hevil
    t3_byss
    taspir1
    ****************
    *** Credits ***
    ***************
    - OJP Team for the mod
    - French Jedi Academy clan for some fixed bugs.
     
     
     
    *************
    Manual, written by Proteus, from the original ojp manual.
    *************
     
     
     
     
    *******************************************
    *** Training Videos from Proteus ***
    ******************************************

     

    Video d'essai

     
    Video 1

     
    Video 2

     
    Video 3

    4,570 downloads

       (10 reviews)

    15 comments

    Updated

  13. Zyk OpenJK Mod

    There is a new version of the mod available here: https://jkhub.org/files/file/2306-zyk-openjk-mod/
     
    The new version of Zyk OpenJK Mod, with many changes and some bug fixes.
     
    This is a RPG mod, with level system, credits, quests, admin commands, and more.
     
    You can see more info about the mod and installation instructions in the README.txt file.
     
    You can see info about the console commands and features in the Documentation.txt file.

    293 downloads

       (3 reviews)

    5 comments

    Updated

  14. Moviebattles II

    You can find the Moviebattles II server side component in the following download. This page is a redirect for people looking for it.

    190 downloads

       (5 reviews)

    3 comments

    Updated

  15. UNOFFICIAL JA+ Patch

    A simple patch for /team follow1 infinite loop.
     
    The following commands will become unavailable with this patch:
    - team follow1
    - team follow2
    - team scoreboard
    - team score
     
    * jampgamex86.dll *
     
    Offset Original Patched
    ---------------------------
    0005AFB1 68 E9
    0005AFB2 C4 7F
    0005AFB3 C5 00
    0005AFB4 11 00
    0005AFB5 20 00
     
    * jampgamei386.so *
     
    Offset Original Patched
    ---------------------------
    0019F403 68 E9
    0019F404 E0 B0
    0019F405 0D 00
    0019F406 1E 00
    0019F90C F3 A8
    0019F90D FA FB
     
    Note: This is a patch for JA+ 2.4 Build 7. Mac not supported. If you have JASS installed then you may not have a need for this.
     
    Installation: Copy jampgamei386.so & jampgamex86.pk3 to your japlus folder

    150 downloads

       (1 review)

    0 comments

    Updated

  16. UNOFFICIAL Patch for JA 1.01 Dedicated Servers

    linuxjampded and jampDed.exe patched by slider using the FIX patch released by Luigi Auriemma
     
    This patch corrects the large UDP server overflow exploit that can crash Jedi academy servers.
     
     
    ******************
    FOR WINDOWS :
    ******************
    jampDed.exe is the FIXED raven dedicated server for JEdi academy 1.01
     
    *****************
    For LINUX
    *****************
    linuxjampded is the FIXED raven dedicated server for JEdi academy 1.01
     
     
    **************
    INSTLATION
    **************
    just replace linuxjampded or jampDed.exe in your jedi academy game by the files provided here

    3,334 downloads

       (0 reviews)

    0 comments

    Updated

  17. Clan Mod

    This is a mod for Jedi Knight: Jedi Academy multiplayer, specifically for clan and server management. Developed to offer all the features a server or clan owner needs.
     
    Administrative in-game commands, map modification in-game commands, and game customization options.
     
    There is a plugin to alter some in-game functions, but any client can join a clan mod server without any required files.
     
    Removed all 1 hit kill glitch/bugs and fixed any known server crashing exploits.
     
    This mod is a massive collaboration with many other developer's codes that created this wonderful project. This may include features you never knew existed. For example, 3 NEW game types that were built in to the game, but were removed before the game released!
     
    Another fun feature is you can have NPC wars! Spawn a Desann army to fight the Kyle Katarn army! You can control them to follow you and become your body guards to fight off any attackers, or tell them to attack certain people or other NPCs.
     
    Spawn FXfiles and models in your map while you play and save them for future use! You can add chairs, tables, glasses and other dodads from the game. You can also spawn really great looking effects in your map like flames, lazers and ice cones.
     
    Create ride able vehicles such as rancors and speeder bikes.
     
    5 levels of administration, new administration commands never seen before in other mods, advanced server ban options, clan authentication system, and full administration UI menus!
     
    This project is completely open source! Visit http://newagesoldier.com/clanmod to see our GitHub repos and our Jedi Outcast mod!

    1,057 downloads

       (5 reviews)

    6 comments

    Updated

  18. Lugormod

    This is the original version of Lugormod, added before RoboPhredDev site went down.

    379 downloads

       (5 reviews)

    5 comments

    Submitted

  19. OJP Coop Maps Fix

    ***********************************
    *** Jedi Knight: Jedi Academy ***
    ***********************************
    *** OJP New Map Assets ***
    ***********************************
     
    DESIGNED FOR OJP :

    https://jkhub.org/files/file/1972-openjediproject-v12-fixed-by-fja/
     
    Name: ojp_newmapassets.pk3
    Author: French Jedi Academy Clan (Delta 4-0)
    Website: http://french-jedi-academy.forumactif.org/
    Date: May 2015
     
     
    Credits to OJP Team for their incredible OJP mod
     
    OJP Team :
    E-MAIL: briarbear7@gmail.com
    WEBSITE: http://www.lucasforums.com/forumdisplay.php?f=542
     
     
    *************************
    *** DESCRIPTION ***
    *************************
     
    THIS FILE IS DESIGNED TO BE USED WITH OJP : http://jkhub.org/files/file/1972-openjediproject-v12-fixed-g-by-fja/
     
    It adds more fix to coop maps in OJP:
     
    - Skycrappers on t1_rail are now displayed but they don't move.
    - t1_fatal, t2_wedge and kor2 are now completable
    - fixed a crash bug on vjun1.
    - fixed an important bug which allows any player to crash the game by using special skins during cinematics (due to the player npc). The player npc now uses the jan model.
    - other minor improvements.
     
    Now the game should run properly these maps with "seta g_autoMapCycle 1" and "seta g_gametype 5" (some maps can bug with g_automapcycle 0 at the restart)
     
    yavin1
    yavin1b
    t1_sour
    t1_surprise
    t1_fatal
    t1_rail
    hoth2
    hoth3
    t2_rogue
    t2_wedge
    t2_dpred
    vjun1
    vjun3
    t3_rift
    t3_hevil
    t3_byss
    taspir1
    kor2
     
     
    THERE ARE STILL BUGS !!!! MY GOAL IS JUST TO MAKE these MAPS COMPLETABLE WITH OJP.
    CINEMATICS ARE STILL BUGGED AND OTHERS THINGS CAN BE DIFFERENT FROM ORIGINAL SP.
    My goal is not to fix cinematics. It's a lot of work and it adds nothing to the gameplay.
     
    If the file does not work, try to rename into zzzz_ojp_newmapassets.pk3
     
     
    *************************
    *** INSTALLATION ****
    **************************
     
    - Put the "ojp_newmapassets.pk3" in your gamedata/ojpenhanced/ folder.
     
     
    *****************************
    *** DESINSTALLATION ***
    *****************************
     
    - Remove the "ojp_newmapassets.pk3" from your ojpenhanced directory.
     
     
    ****************************
    *** QUESTIONS *******
    **************************
     
    Why when I use your mod, I have not the Gunship of the screenshot on t2_wedge ?
    -> The gunship is not a part of the mod.
     
    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
    LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
    ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

    1,472 downloads

       (4 reviews)

    5 comments

    Updated

  20. FM3Av3

    Uploaded by Clan FJA


     
    UPDATE :
    PATCH : https://docs.google.com/file/d/0B0xnaeyvdpNEdlFMeGFqZnIteWc/edit?pli=1
    this patch is a little file which allow you to play your own skins in Jedis, Siths, Mercenary and Military class.
    Put this in ForceMod_III folder.
     
    ------------------------------------------------------------------------------------------
     
    THIS FILE IS NOT FROM ME.
     
    THIS FILE IS FROM PHRG EMPIRE : http://www.phrgempire.com/
     
    I submitted this file because i find it is a really good mod for fun.
     
    IF AUTHORS WANT THIS FILE TO BE REMOVED, PLEASE ASK TO JKHUB ADMINS.
     
     
     
    Force Mod III Advanced Version 3 (FM3Av3)
     
    This is an enhanced version of original ForceMod III : http://jkhub.org/files/file/929-forcemod-iii-return-of-the-sith-manual-install/
    With correction of a lot of bugs, add news skins, add a NEW INCREDIBLE PAUSE MENU !
    I thinks this is one of the best menu i've ever seen, with a lot of options.
     
    -------------------------------------------------------------------------------------------------------
    Presentation :
     
    - Choose from 29 unique classes in 6 different Factions:
    JEDI: Warden, Aurorian, Sentinel, Ancient One
    SITH: Cardinal, Zealot, Crypt Guardian, Dark Sage
    MERC: Mandalorian, Bounty Hunter, HotShot, Commando
    MILITARY: Stormtrooper, Spacetrooper, Clonetrooper, Royal Guard, Scout, ARCTrooper
    SPECIES: Wookiee, Tusken Raider, Noghri Warrior, Yuuzhan Vong, Gungan
    DROID: Battle Droid, Super Battle Droid, Droideka, Assassin, Darktrooper
     
    - Level 4 Force powers, combine Light & Dark sides, Charged powers, 5 new force ranks
    - Merc gadgets: Jetpack, Cloaking, Dual Pistols, Flame Gauntlet, Radar, Camouflage, and more...
    - Model Scaling, Class-based Model System, Bot Class support
    - Includes Tchouky's Advanced RGB Sabers
     
    All explications here : http://www.phrgempire.com/fm3info.htm
    -----------------------------------------------------------------------------------------------------------
    Readme :
     
    *INSTALLATION FOR CURRENT FM3 PLAYERS: Remove any previous "ForceMod_III" folders with the exception of your jampconfig.cfg and forcecfg folder. Put those two files into the new "ForceMod_III" folder and then that into your gamedata folder. You will also need to create new shortcuts for your game/server using the two batch files.
     
     
    *INSTALLATION FOR NEW FM3 PLAYERS: Put the "ForceMod_III" folder into your gamedata folder.
     
     
    *TO PLAY: Click on “Play_FM3Av3.bat" in your "ForceMod_III" folder.
     
     
    *TO RUN A WINDOWS SERVER: click on "Run_FM3Av3_server.bat" in your "ForceMod_III" folder (open "fm3server.cfg" to set up your server).
     
     
    *NEW SCREENS, MENUS AND VIDEO
     
    - Any music in JKA can be accessed on any map using the in game "MUSIC" menu located in the options bar. Bonus track "Battle of the Heroes" is also included.
     
    - You can access a selection of various crosshairs in the main menu after choosing a saber in profile or in the "AIMING" menu while in a game.
     
    - While in a game you can access the "VIEWS" menu to adjust various aspects of the camera's position in relation to your character.
     
    - A seperate config for each class can be created and saved from the "CONFIGS" menu.
     
    - Some extra features can be bound to keys via the "XBINDS" menu including a 4th person view, zoom in and out, a demo recorder and hotkeys for inventory items.
     
    - New title menu video.
     
     
    *NEW HUDS
     
    - Each faction has a specific HUD symbol.
     
     
    * MODELS
     
    - Each model icon has been given a mark in its lower left-hand side to denote that particular model's size. The sizes range from tiny to extra large (T,S,M,L,XL). The sizes have also been divided up in such a way as to help balance certain classes. For example: Bounty Hunters have access to small and medium sizes where as Scouts have access to these as well as tiny models.
     
    - All models have had their standard annoying jumping grunt sounds removed leaving only the sound of the feet tapping the ground as they jump.
     
     
    *SHAPESHIFTER
     
    - Dark Sages
     
    - Ancient Ones and Dark Ssges have been given the ability to shape shift having access to all models in the game (except Droideka).
     
     
    *IMPROVED WEAPONS AND MELEE
     
    - Green saber style: This style has been altered so it no longer dominates the others. While powerful, it has far less range.
     
    - Orange saber style: Side to side attacks slowed for balance
     
    - White saber style: Standing kata replaced in favor of one that leaves the user less vulnerable as well as fixing an animation bug seen in all versions of FM3.
     
    - Vong: Super high parry removed to better match the updated saber forms. Crouching kata replaced with the "Death Pounce".
     
    - Tusken: New crouching kata.
     
    - Noghri: New standing kata which fixes an animation glitch.
     
    - Lightstaffs: These weapons have been given improved length, damage and parry values.
     
    - New saber types: Includes Jar Kai, Grievous quad sabers, saber fork, saber tonfa, saber shield, 3 different sith swords, Clas of ruin, electrostaff, X staff, and the the staff. Each with its own set of special properties.
     
    - Royal Guard Pike: Royal Guards now have both the purple and blue stances as well as improved parry and damage values. The pike's range has been shortened to appear more realistic to the actual appearance of the weapon. Royal Guards also can do a blue style, crouching and standing kata.
     
    - Vong staff: Damage, parry, knockback, and hitbox values have been increased and range decreased to appear more realistic to the actual appearance of the weapon. The can do a standing and crouching katas as well as walk along walls. Vong are the only class to be given mega strength able to kill almost any targets in 1 hit as well as knocking targets back an incredible distance.
     
    - Tusken and Noghri weapons: Damage, parry and hitbox values have been increased as well as added standing and crouching katas.
     
    - Fletchett: The primary fire explosions look a lot better now what Venomous^Heart >:[ described as sun bursts. The grenades themselves also have a brighter center and smoke until they explode.
     
    - Rockets: These have been given better smoke trails.
     
    - DEMP: Primary fire is better looking.
     
    - Thermal dets emit a cool looking shockwave after they explode.
     
     
    *IMPROVED BOTS
     
    - The bot types have been limited to Aurorian, Zealots, Commando, Hotshot, Spacetrooper, Scoutrooper, Darktrooper, Assassin Droid, and Super Battle Droid. These classes were picked for bots because they bring one or more attributes that make for better bots than other classes. These bots have high levels of aim, reaction time, 360 degree turn capability, and carefully chosen priorities on the weapons they use. They will use inventory items and devices such as ammo/shield regen and bacta tanks. The Aurorian/Zealot bots will counter powers used on them and will use saber throw as a priority attack and have an incredible aim with it often landing critical strikes which can kill other force users in 1 hit.
     
     
    *IMPROVED DROIDEKA
     
    - To fix the deka shield glitch, the shields had to be removed (they only appear around the Deka for effect). They have instead been given 700 health. Other upgrades include better turns, better brakes, and defense piercing blasters. Deka's previous dimensions were slightly too large in the original FM3 so they would not be able to pass through certain spots in the default JKA maps. By lowering the dimensions just slightly this has been fixed. *NOTE: All standard FM3 glitches, besides the shield glitch, still remain with Droideka so it is recommended they are turned off when running a long term server.
     
     
    *FIXED GLITCHES
     
    - Fixed the hilt bounce sound glitch.
     
    - Fixed the Katarn hilt glitch by removing that hilt.
     
    - Fixed the Royal stance glitch. Now RG get 2 base stances (blue/purple).
     
    - Fixed Deka shield glitch by removing shields altogether and increasing health to 700. Shields still appear for effect only.
     
    - Fixed wield melee weapon sound glitch for Royal Guard, Tusken and Vong.
     
    - Fixed errors in the fm3server.cfg file.
     
    - Fixed NPC glitch 1. Clone and battle droid NPC's will no longer crash the game. (Previous versions of FM3 NPC's however will crash if used on a v2 server with exception if Stormtroopers. The user will crash but not the server.)
     
    - Fixed the jamsgbof sever crash exploit.
     
    - Fixed Species and Royal Guard taunt/gloat glitches.
     
     
    *Credits
     
    - Thanks to Venomous^Heart >:[ for his outstanding work on all of the FM3 series thus far. Without him, it could not have been it's best. Thanks to Venom's sons Solid^Heart, Forsaken^Heart and their friend UnkaPHRG for helping and for all the work these people mentioned above put on the movie which turned out great.
     
    - Thanks to Azymn for permission to alter his original creation and answering the many questions we had.
     
    - Thanks to all the members of PHRG who helped test FM3Av2 and give me feedback.
     
    - Thanks to Snakeblskn for his help testing weapons and glitches in FM3Av1 which led to fixes in v2 and overall advancement of FM3 since we first got into it.
     
    - Thanks to PhysicWater for the SW art used in map loading and console screens and for the idea to make a movie.
     
    - Thanks to Mykell for his base set of new sounds, his fix for the jamsgbof crash exploit and technical help in various areas.
    "Warning - you can meet lags with the default sv_fps value of the server.cfg which is too high (100).
    I recommend you to change "seta sv_fps 40" in your the server.cfg to avoid lags.
    I recommend players to set cg_deferPlayers "1" to avoid little freezes when bots spawn."
     
    PH >:[

    277 downloads

       (4 reviews)

    7 comments

    Updated

  21. Makermod Server and Client

    Makermod is a game modification for Jedi Academy which lets players utilize the game assets to create their own constructions.
    You can place models and effects from the game to create whatever you can manage to form them into!
     
    It comes with a client plugin which aims to give you a user interface option to having to play through console commands.
    The client side modification also supports an early version of a test I did where players can remap the shader for individual objects, or only their own creations. The client modification is required for this to work.

    1,596 downloads

       (13 reviews)

    16 comments

    Updated

  22. Zyk OpenJK Mod

    There is a new version of the mod available here: https://jkhub.org/files/file/2306-zyk-openjk-mod/
     
    This is a RPG mod, with level system, credits, quests, admin commands, and more.
     
    You can see more info about the mod and installation instructions in the README.txt file.
     
    You can see info about the console commands and features in the Documentation.txt file.

    268 downloads

       (5 reviews)

    19 comments

    Submitted

  23. OpenRP Serverside

    OpenRP is an open-source RP mod. It contains features like accounts, characters, factions, a bounty system, credits, determining which players can have weapons, character bound weapons/an inventory system, character bound modelscale (no more editing a .cfg for modelscales like RP servers had to do in the past with other mods), an extensive admin system that has 10 levels of admin (1 being the highest, with bitvalues to control which level has what abilities), and more.
     
    See the readme and documentation for more details on specific commands.
     
    Please ensure you read the installation instructions in the readme.
     
    The code is licensed under the GNU GPLv2. You can get the code for the mod by cloning: https://github.com/Fighter1/OpenRP.git

    296 downloads

       (1 review)

    1 comment

    Updated

  24. ELib

    Plugin for ja++ that add: accounts system, admin system, simply economic, ban system and statistics.
    Commands:
    /lua_register (login) (pass) (pass) - Registering a new account, also you can create a new accounts by a lua function: Accounts.AddUser('user', 'pass', 'login message')
    /lua_login (login) (pass)
    /lua_logout
    /lua_stats -- Statistics
    ----Admin Commands...
    To assign player as admin, you should use lua function: SetAdmin('login', 'privileges'). If you want to change account's privileges, you should use lua function: UpdatePrivs('login', privs)
    commands:
    /lua_god (id)
    /lua_armor (value for selfhealing/ id for healing somebody) (value)
    /lua_health -- same as lua_armor
    /lua_notarget
    /lua_kill (id)
    /lua_ban (id)
    /lua_addip (ip)
    /lua_cmds -- List of available cmds
    -----Admin cmds bitvalues:
     
    GOD = 0x0001
    NOTARGET = 0x0002
    HEALTH = 0x0004
    ARMOR = 0x0008
    KILL = 0x0010
    SETFLAG = 0x0020
    SETFLAG2 = 0x0040
    BAN = 0x0080
     
    Installation:
    Unpack archieve into /lua/sv/ directory

    77 downloads

       (1 review)

    0 comments

    Updated

  25. Jedi Academy: Reloaded

    Original Author: cHoSeN oNe
     
    Description:
     
    This mod is the official mod for the Jedi Academy. A server-side only modification designed to keep the peace and order on the servers. With that in mind, I set out and improved this mod with the way I wanted it to in the past. It's loaded with Admin Commands, Client Commands, Options, and cVars; Extremely modified to meet any clans expectations. This is truly the only mod you will ever need to get that doesn't alter the normal gameplay of Jedi Knight: Jedi Academy® Please visit us at http://www.thejediacademy.net, http://jamod.jk3files.com or on IRC at #jedi-academy, #ja-reloaded @ irc.quakenet.org.
     
    For a fuller description of this mods features, please view the readme included with the file.

    179 downloads

       (0 reviews)

    0 comments

    Updated


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