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  1. JK2MV

    JK2MV (Multi Version) is a modification for Jedi Knight II: Jedi Outcast. It supports all three game versions and comes with various features and optimizations.
    Main Features:
    Supports 1.02, 1.03 & 1.04 in a single executable Supports most mods made for JK2 (maps, skins, (code)mods etc.) Fast ingame HTTP-Downloads with a dialogue asking you for permission before downloading files to your computer Multiplatform: Windows, Linux, MacOSX Multiarchitecture: 32 and 64 bit support on all platforms Fixes for major bugs found in basejk and many mods Dynamic glow: Better looking lightsabers with the dynamic glow feature from JKA EAX/OpenAL sound fixed Support for modern screen resolutions Fixes for all known security bugs Minimizer: Press the Windows key in fullscreen mode to minimize. Press Alt+Enter to quickly switch fullscreen mode Improved gamma correction High resolution fonts AVI demo recording MVAPI allowing mods to implement features impossible with original JK2 engine Tons of other fixes and improvements in the engine, see the changelog for detailed information Opensource (GPLv2) JK2MV.org

    62 downloads

       (0 reviews)

    0 comments

    Updated

  2. Shoot Dodge Mod

    Imagine if you could take Max Payne style bullet time and use it in Jedi Outcast?!  That's exactly what this mod does.  If that's confusing, shoot dodging allows you to dive during firefights with time slowed down but aim speed retained to emulate heightened adrenaline granting more dexterity, reflexes, and damage.  You will need a 64 bit Windows 10 and an installation of JO to play.  It is built on OpenJK but I provide the appropriate executables and dlls.
    To get an idea of how this works out, here's the gameplay trailer: 
     
     
    For a full list of gameplay features, installation instructions, credits, etc here's the documentation: https://tinyurl.com/1mnv5u9q
     
    And finally, if you'd like to support future projects like this here's my Patreon: https://patreon.com/tinnyw
     
    Finally, if you have feature requests, bugs to report, or anything else please comment in the linked forums or email me at tinny@blueleo.net.  Thank you and I hope you have so much fun with this mod!!

    52 downloads

       (3 reviews)

    9 comments

    Updated

  3. < NT XII > Public Clientside for JK2 1.02

    < NT > XII Client
    created by NTxC (reality~)
     
    This clientside works best with servers that have the < NT > XII Server Mod installed, but should also work with servers without it.
     
    Installation:
    Navigate to your jk2/GameData/ directory (jk2 is where you installed the game). Copy the ntxii folder from this package to the GameData directory so that in the end the path looks like this: jk2/GameData/ntxii/
    Inside that folder you should have the ntxii.pk3 file, which is the actual clientside containing all the data needed to use it.
    That's it. You can now go to a server and play with the newly installed clientside or you can always load it manually by entering the Main Menu and going to Setup -> Mods -> pick "ntxii" from the list -> Load Mod.
     
    CUSTOM HUD:
    After first-time use on a server, a customhud.cfg file will be generated in the ntxii directory. Review it. You can use it in combination with nt_customHUD 1 to customize your HUD to a great extent, as you are now presented with the ability to move the HUD elements on your screen.
    WARNING: customhud.cfg isn't updated by the game, so you have to manually update and save it!
     
    CAN'T FIND DEMOS/SCREENSHOTS/CONFIGS?
    Watch out for the evil tactic of Windows which sometimes results in your game-generated data like demos, screenshots landing NOT in your jk2/GameData/ntxii/ folder as they normally should, but in: C:\Users\yourusername\AppData\Local\VirtualStore\. That's where you will find the JK2-generated user data. A solution to counter this Windows behavior is to always run JK2MP.EXE with a right-click -> Run as administrator. You can also disable UAC (User Account Control).
     
    GAMMA BUG:
    if you can't set r_gamma to your likes, and/or you get a "SetDeviceGammaRamp failed." error, then right-click JK2MP.EXE, select Properties, change to the "Compatibility" tab and select Windows XP SP3 compatibility. Press OK and the gamma bug will then be fixed.
     
    Clientside features:
    - Crash fixes
    - Built-in JK2 minimizer (default: CTRL+Z and CTRL+SHIFT+Z, use cvars/settings menu to customize)
    - New gametypes (Double Domination, Hold the Point)
    - Random Model feature
    - Ignore feature
    - Integration with NT's Fix functions, such as admin commands
    - Ultra-fast HTTP pk3-downloading system
    - Ingame serverlist (made by Nerevar)
    - Optional mouse movement smoothing
    - Enabled console and key input during demo playback
    - Support for JK2 DeFraG
    - Accel-Meter which will help you strafe properly
    - Visual support for Client Zero serverside bugfix
    - Removal of the cg_fov 97 limit
    - Instant import of the old NT XI config file
    - Demos: you can now change the RECORDING caption into a little *REC caption or disable it completely
    - 52 new color codes for you to use freely! (use /colorguide)
    - custom HUD
     
    The clientside supports Windows XP SP2+, Windows 2000, Windows Vista, Windows 7 and Windows 8.
     
    Questions? Bugs?
    Contact:
    xfire: ntxc
    msn/e-mail: nontoxic_1@hotmail.com
     
    Copyright © NTxC 2011-2014
     
    Visit the home page:
    http://jk2nt.cba.pl/ (now defunct)
    http://www.ntxc.pl/
     
    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.
     
    Accel-Meter code provided by Dzikie Weze

    350 downloads

       (4 reviews)

    2 comments

    Updated

  4. ForceMod 3 Advanced Version 4

    Submitted by: By The Kid!?
    Original Creator: OGOO7J1 (formerly known as Pitchest Heart)
    FM3Av4 is finally released!
    Changelog:
    *NEW SCREENS, MENUS AND VIDEO
     
    -  Music can be accessed on any map using the in game "MUSIC" menu located in the options bar. 
    -  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.
    -  All models have had their standard annoying jumping grunt sounds removed leaving only the sound of the feet tapping the ground as they jump.

    *SHAPESHIFTERS
    -  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
    -  Blue saber style: This style now has manual blocking on diagnol_back attacks as well as side to side auto-combos and an improved forward attack.

    -  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.
    -  Cursed weapons and alternate multibladed weapons available for saber users.
    -  Royal Guards only have blue with glitched styles removed.
    -  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 has better looking explosions.
    -  Rockets have been better smoke trails.
    -  DEMPs primary fire is better looking.
    -  Thermal dets emit a cool looking shockwave after they explode.

    *IMPROVED BOTS
    - There are a huge variety of bots that randomize when the maps switch using the server file. They are quite a challenge even to experienced players.

    *IMPROVED DROIDEKA
    - Heallth increased to survive 1 saber throw. Shields set only to 100 because of thier hard coded , fast auto-regen.
    Enjoy!
    -The Kid!? and OGOO7J1
     

    299 downloads

       (3 reviews)

    0 comments

    Updated

  5. SaberMod

    SaberMod is a server and client side mod for JK2 1.04 being faithful to original mechanics of the game while trying to improve and promote its competitive aspect.
     


    I think this is the best JK2 mod right now – ouned


     
     
     

    Looks good mate – DesertHamster


     
     
     

    WTF this mod blocks harder than league – Pingu


     

    The mod draws ideas from popular id tech 3 mods starting with Xycaleth's JK2 "League Mod". SaberMod features an obligatory, dedicated clientside (cgame and ui) containing a number of improvements and giving all players a level field. Many features of so called "Clan Mods" or "FFA Mods" like extensive admin system or animation commands are not and will not be available. This is because they don't advance SaberMod towards its goals as laid out in the first paragraph.
     
    The mod was made mostly for, and based on experiences of competitive saber-only JK2 community, although its bugfixes and improvements are generic and advantage all other gametypes too. I'd be glad to work with members of other communities like FF or CTF to fix more specific issues I may not be aware of.
     
    Notable Features
    New gametypes: Red Rover and Clan Arena End-game statistics and detailed scoreboard Custom "Game Modes" votable by players Instagib game mode with "Unlagged" Disruptor hit detection Transparent duels with option to make other players invisible Addressed typical issues and annoyances in competitive basejk gametypes Server setting allowing or preventing players from unlocking their FOV Damage Plums in "Practice Mode", chat and spectator restrictions in "Match Mode" Extended voting system with full UI integration for easier match management without server admin Reworked, configurable serverside logging system Fixed all known basejk bugs and exploits (collected together with Daggolin, ouned and other modders) Multiple serverside and clientside performance improvements

    Included modes
    Unlimited weapons and force powers: Capture the Flag, Capture the Ysalamiri, Holocron, Jedi Master Guns only: Clan Arena, Instagib Capture the Flag, Instagib Free For All, Insta Rockets Free For All, Pistolero Full Force saber only: FF Capture the Flag, FF Free For All, FF Holocron No Force saber only: NF Clan Arena, NF Duel, NF ESL Duel, NF Free For All, NF Red Rover, NF Team Free For All

    Server administrators can easily add their own, votable game modes by following instructions in README.rst.
     

    Installation
     
    SaberMod serverside requires JK2MV version 1.2.1 or newer for making other players invisible in duel to work. JK2MV is a modernized, secure JK2 server/client and I highly recommend it for all server owners and players.
     
    To run a SaberMod server please download attached package and unpack it in your game (GameData) directory. It will create a SaberMod/ directory with all required files in it. Edit server.cfg configuration file to your liking and start a server with +set fs_game SaberMod +exec server.cfg command line.
     
    Notes
     
    In case ingame strings don't show up correctly after server change, please reconnect.
    See CHANGELOG and README for a complete documentation.
    SaberMod's source code is released under GPLv2 license and available in its official git repo.
    For server configuration you may want to use a dedicated cvar calculator.

    175 downloads

       (3 reviews)

    5 comments

    Updated

  6. Console Version Bot Saber Colors

    Was your introduction to Jedi Outcast on the Gamecube or Xbox? Do you remember how the bots had their own saber colors instead of just the super boring blue and red sabers the bots on the PC version have? So do I. So I went into the bot files and changed their lightsaber colors to match the ones present in the Gamecube and Xbox versions. And on top of that, I made the SP skins like the Imperial Commander and Reborn Fencer playable through the join menu and with their own bot files. I also tossed in some Yellow and Green team Rebel skins for an ancient mod I was making that never took off. Hopefully this makes bot matches a little more interesting
     
    The list:
    Desann - Orange
    Tavion - Yellow
    Shadowtrooper - Red
    Reborn - Orange
    Reborn Fencer - Green
    Reborn Forceuser - Yellow
    Reborn Acrobat - Blue
    Reborn Boss - Purple
    Galak - Yellow
    Reelo - Red
    Chiss - Orange
    Krussk (Trandoshan) - Yellow
    Ak-Buz (Weequay) - Red
    Beedo (Rodian) - Orange
    Lieutenant Cabbel (Imperial) - Yellow
    Captain Glaffold (Imperial Officer) - Green
    Commander Reiss (Imperial Commander) - Red
    IW-323 (Imperial Worker) - Orange
    SP-597 (Tie Pilot) - Yellow
    SW-967 (Swamptrooper) - Red
    TK-934 (Stormtrooper Officer) - Blue
    TK-421 (Stormtrooper) - Orange
    TKG-1138 (Green Stormtrooper) - Green
     
    Luke - Green
    Kyle - Blue
    Jedi Trainer - Red
    Morgan - Purple
    Jedi - Blue
    Jedi 2 - Green
    Jan - Orange
    Mon Mothma - Purple
    Prisoner - Blue
    Bespin Officer - Yellow
    Rebel - Purple
    Green Rebel - Green
    Yellow Rebel - Yellow
    Ree-Yees (Gran) - Purple
    Lando - Blue
    Ugnaught - Green

    184 downloads

       (5 reviews)

    5 comments

    Updated

  7. ImpHoth

    Title : Imphoth_a
    Author : Unknown at time of upload May 28 / 2016
     
    File Name : imphoth_a.pk3
    File Size : 20.1 MB
    Date Released : 8-30-2002
     
    Description : A single player modification for Jedi Knight II.
     
     
    New Sounds : YES
    New Skins : no
    New Objects : no
    New Textures: YES
     
     
    * How to install *
     
    Just put the entire imphoth_a folder under your GameData in your game directory. Then load up single player JK2 and among the mod menu just load the mod. Then start the S/P campaign.

    259 downloads

       (4 reviews)

    1 comment

    Updated

  8. Jedi Knight II: Enhanced

    The first release of the Jedi Knight II:Enhanced mod. This is an early alpha with not so many features.
    The forums for this mod can be found here: https://jkhub.org/forum/106-jedi-knight-enhanced/
     
    Jedi Knight: Enhanced is a mod which aims to enhance the base game experience by adding new content, refurbishing old content, and forming a new creative base to work off of.
    The series is based on OpenJK, which is in turn based on the source release from April 2013.
     
    This is the Jedi Knight II version of the mod. If you are looking for the Jedi Academy version, you are sorely mistaken.
     
    In the current release (Alpha 1), the mod contains the following features:
    - A bounty of new commands and cvars to toy around with
    - SFX Sabers
    - Improved AI
    - (many) fixed bugs and errors in the original game files
    - Weapon JSON system (WIP)
    - A few new weapon models to preview
    - Some new skyboxes
    - New fonts
    - New AT-ST model, with improved handling and a new minigun weapon
    - Dynamic Glow (from JKA) applied to many of the shaders in the game currently
    - Randomized dialogue system - some lines have been replaced with unused takes
    - The AI Workshop: an NPC debugging suite and playhouse

    3,167 downloads

       (12 reviews)

    19 comments

    Submitted

  9. JK2MV

    JK2MV (Multi Version) is a modification for Jedi Knight II: Jedi Outcast. It supports all three game versions and comes with various features and optimizations.
     
    Detailed Install Instructions
     
    Main Features:
    Supports 1.02, 1.03 & 1.04 in a single executable
    Supports most mods made for JK2 (maps, skins, (code)mods etc.)
    Fast ingame HTTP-Downloads with a dialogue asking you for permission before downloading files to your computer
    Multiplatform: Windows, Linux, MacOSX
    Multiarchitecture: 32 and 64 bit support on all platforms
    Dynamic glow: Better looking lightsabers with the dynamic glow feature from JKA
    EAX/OpenAL sound fixed
    Support for modern screen resolutions
    Fixes for all known security bugs
    Minimizer: Press the Windows key / Command key in fullscreen mode to minimize
    Improved gamma correction
    Tons of other fixes and improvements in the engine
    Opensource​ (GPLv2)

    Sourcecode / Project URL

    202 downloads

       (3 reviews)

    2 comments

    Updated

  10. JK2MV Dedicated Server

    JK2MV (Multi Version) is a modification for Jedi Knight II: Jedi Outcast. It supports all three game versions and comes with various features and optimizations.
     
    Main Features:
    Supports 1.02, 1.03 & 1.04 in a single executable
    Supports most mods made for JK2 (maps, skins, (code)mods etc.)
    Fast ingame HTTP-Downloads with a dialogue asking you for permission before downloading files to your computer
    Multiplatform: Windows, Linux, MacOSX
    Multiarchitecture: 32 and 64 bit support on all platforms
    Dynamic glow: Better looking lightsabers with the dynamic glow feature from JKA
    EAX/OpenAL sound fixed
    Support for modern screen resolutions
    Fixes for all known security bugs
    Minimizer: Press the Windows key / Command key in fullscreen mode to minimize
    Improved gamma correction
    Tons of other fixes and improvements in the engine
    Opensource​ (GPLv2)

    ​JK2MV is fully compatible with "normal" JK2 versions. Using the JK2MV client let's you join all servers from 1.02, 1.03 and 1.04. When you host a server through JK2MV, you can select what version you're hosting by setting the mv_serverversion cvar to either "1.02", "1.03" or "1.04". Clients of the choosen version can join the server without having the JK2MV client installed. JK2MV clients automatically detect the server's version when connecting.
    Detailed Documentation

    79 downloads

       (1 review)

    0 comments

    Updated

  11. ForceMod

    Author: Azymn
     
     
    Brief:
    --------------------------------------------
    Level 4 Force Powers now available.
    Cvars added to regulate size-scaled effects.
    Team Assault Jetpack included (see bottom for links and more information)
    Expansion on JediMod 1.2 platform.
    --------------------------------------------
     
    Detailed:
    --------------------------------------------
    Changes to Force Powers/Level 4 Powers added:
     
    Heal: Level 1:- Heals 10 points of damage.
    Level 2:- Heals 20 points of damage.
    Level 3:- Heals 35 points of damage.
    Level 4:- Heals 45 points of damage.
    - Regenerates 1 hitpoint every 2 seconds.
     
    Jump: Level 3:- Jump 8x normal height.
    - 2/5 normal force cost in flight.
    - Falling damage reduced to 1/2.
    Level 4:- Jump 16x normal height.
    - Jumps costs are minimal while in flight.
    - Falling damage reduced to 1/4.
     
    Speed: - Short, powerful burst of speed for 5 seconds [stellarwinds's JediStyle idea]
    Level 1:- Sprint at 1.5x normal speed
    Level 2:- Sprint at 2.5x normal speed
    Level 3:- Sprint at 5x normal speed
    Level 4:- Sprint at 10x normal speed
    - Normal running speed is increased 10%.
     
    Push:
    Level 4:- Increased push strength over level 3.
    - Knockdown range increased by 50%.
    - Greater push resistance.
    - Chance to break saberlock increased.
    Pull:
    Level 4:- Increased pull strength over level 3.
    - Pulldown range increased by 50%.
    - Greater pull resistance.
     
    MindTrick: - Now Force Seeing will only reveal invisible jedi of equal or lesser rank.
    (i.e. If a Jedi has cast level 2 mindtrick, it requires at least level 2 Force Seeing to reveal him) [Artifex]
    Level 4:- Can attack while cloaked - each attack costs force points.
    - Duration increased to 40 seconds.
     
    Grip: - Can turn off red grip hand extension
    Level 4:- Can move around at 80% normal speed while gripping. (Normally %40)
    - Grip range increased to 2x normal.
    - Damage per second doubled.
     
    Lightning: - Slight decrease in range [Artifex]
    Level 4:- Lightning mastery - other lightning attacks are absorbed into force power.
    - Range increased by 10%.
    - Fresh corpses now shockable on Level 4.
     
    Rage: - Run speed is 150% of normal speed.
    - Increased lightsaber damage done by 25%.
    Level 4:- Increased lightsaber damage done by 50%.
    - Run speed further increased to 200% normal speed.
    - Duration of 40 seconds.
     
    Protect:- Now consumes force only when hit. [stellarwinds's JediStyle idea]
    Level 4:- 85% damage absorbed for 15% force cost.
    - Regenerates shields at a rate of 1 point every 4 seconds.
     
    Absorb: - Force maintenance costs are like v1.02 levels [Artifex]
    Level 4:- Absorbs 25% more force than level 3.
    - Absorbs and converts 25% of weapon damage into force.
     
    TeamHeal:
    Level 4:- Heal 1, 2, or 3 teammates for 65, 45, or 33 hitpoints.
    - Regenerate 1 health every 3 seconds.
     
    TeamForce:
    Level 4:- Restore 1, 2, or 3 teammates with 65, 45, or 33 force points.
    - Regenerate 3 additional force points per second.
     
    Drain:
    Level 4:- Drains ~20% more than level 3 drain.
    - Drains ammo from any energy weapons in use.
     
    Seeing:
    Level 4:- Cost 50% less to activate.
    - Duration increased 40 seconds.
    - Automatically dodge sniper shots without ForceSeeing on (even while jumping, using force powers, or firing weapons)
     
    SaberAttack:
    Level 4:- Damage increased by 15% for all stances
    - Animation speed for all stances increased by %5
    - All stances available for dualblade or dualsaber users if f_skillMode is on
     
    SaberDefend:
    Level 4:- Blocking ratios increased by 50% for all stances.
    - Animation speed for all stances increased by %5
    - Quicker projectile blocking rate.
     
    SaberThrow:
    Level 4:- Saber throw distance increased 25%.
    - Saber throw speed nearly doubled.
    - Saber can spend more time airborne.
    - Summoned saber returns 3x as fast
    - Spinning saber shield now possible on return of saber
    - Saber will never fall to the ground when blocked.
     
    Misc Changes:
    --------------------------------------------
    StarWars: Team Assault Jetpack included with:
    - Restrictions on use (Fetts, Mercs, Non-Saber wielders, Everyone...)
    - Adjustable fuel usage (Cost, Rate, On/Off)
    - Toggle whether flag carrier can use jetpack
     
    Five new force ranks:
    Sith Apprentice: 150 Force Points
    Sith Lord: 200 Force Points
    Jedi Lord: 250 Force Points
    Ancient Master: 350 Force Points
    One with the Force: 500 Force Points
     
    Scale speed of models based on size (bigger == faster OR vice versa)
    Scale damage reduction based on size, (i.e. Bigger characters take proportionally less damage, smaller get hurt more OR vice versa)
    Saber styles now selectable based on saber attack level.
    Scale saber damage based on how small a lightsaber is (Yoda's saber will thrash now)
    Players can combine Light and Dark Force powers
    Can increase Bot Force Power levels with cvar
    Adjust minimum forceJump level that kicks can be used on. [Artifex]
    Speed at which player pushes off wall when flipping now adjustable
    Falling damage can be reduced or eliminated
    Eliminate blocking from behind
    Orange Style is now Green.
     
    -- NEW OPTIONS ARE TOGGLEABLE --
    \"cvar_list.txt\" contains specifics on each cvar, running jk2104.cfg will reset everything to default v1.04 settings
     
    *************** *************** *************** ***************
     
    Installation : Unzip into the GAMEDATA folder. All the files inside of the zip should end up in the folder
    gamedata/forceMod/
     
    Execution : select the JediMod v1.2 in the mod setup screen.
    Or use the command line argument +set fs_game forceMod
    ex. \"C:\\LucasArts\\Star Wars JK II Jedi Outcast\\GameData\\jk2mp.exe\" +set fs_game forceMod
    Or run the \"play_forcemod.bat\" file in your Gamedata directory
     
    Some options toggleable from ForceMod menu in Setup screen
     
    First mod i've ever written/expanded, started writing it just so i could jump a little higher.
    You can search for other ForceMod servers from the server selection menu if it is loaded properly from the ForceMod folder.
     
     
    ---Credits & Thanks----------------------------------------------------------------
     
    Raven and LucasArts for Jedi Outcast
    Dest for releasing the JediMod 1.2 source code and the platform for this project.
    Tchouky for his RGB and scaling mod code.
    ASk for his grapple code.
    |:|ReMaRk|:| for a compatible saber hilt pack and models. (not included)
    The Eternal and RenegadeOfPhunk for:
    The Team Assault Jetpack code, just a taste of a new StarWars Class-based mod due in 2003:
    - http://strikeforce.jediknightii.net/
    - http://mods.moddb.com/276/?view=all
    Stellarwinds for getting me started on how to make a mod and for some of his great JediStyle ideas.
    keo718 for the updated tckmodel.cfg and intensive initial testing and feedback
    All the Lucasforums posters for coding assistance.
    ArtifeX for ideas on balancing certain force powers and lightsaber combat:
    ideas - http://www.oculis.or...atures_104.html
    For some *awesome* realistic saber combat, try ProMod:
    - ProMod homepage : http://www.oculis.org/promod
    - Download: http://www.fileshack.../file.x?fid=837
     
    (Note - links may be broken/out of date by the time of this reading)

    772 downloads

       (2 reviews)

    1 comment

    Updated

  12. Clan Mod

    A server side mod to help moderate your clan and server.

    96 downloads

       (0 reviews)

    0 comments

    Updated

  13. PhatMOD

    Original Author: cHoSeN oNe
     
    Description:
     
    This is a combination of Dest & Tchouky's JediMod 1.2 and ROP & Eternal's Jetpack Mod demo all compiled in Visual Studio.NET...
    - Also added 2 new saber hilts to |:|ReMaRk|:| saber hilt pack.
    - Updated tckmodel.cfg also enclosed.
     
    Main Features:
     
    -Type 'bind <key> jetpack' in the console to bind a key to the
    jetpack. Use directional keys, jump (climb) and duck (dive) to fly
     
    NOTE: You must first enable Jetpack in the command console if you want to use it. Simply type:
     
    \"set mod_jetpack 1\" in the command console will enable this. To disable, just type \"set mod_jetpack 0\"
     
    This portion of the mod is intended to be used in conjunction with the Mandalorian models w/ jetpacks.(Boba and Jango Fett). The jetpack can be activated with any model, but it won't
    look right!
     
    -Known issue: No jetpack flight sound when saber activated.
    This is not a problem for our mod, and therefore we do not plan to 'fix' this issue
     
    Enjoy
    RenegadeofPhunk(ROP)
     
    New stuff in JediMOD1.2:
    -Amazing new hilt pack made by |:|ReMaRk|:| specially for
    JediMod v1.2 with 45 new hilts. (be sure to read saber_readme.txt)
     
    -22 new emotes! For a total of 31 emotes!
     
    -Multiple Taunt Sounds! (you can hear yoda go weeeeehehehewhoohehe)
     
    -New move for orange style if your using only one saber
     
    -mod_cheatprotection variable that makes it so players can't change
    models if they are close to other players.
     
    -bots can now use hilts.
     
    -no more file size limit on tckmodel.cfg
     
    -This is a full version so you don't need JediMod 1.0 or JediMod 1.1
    installed.
     
    Other stuff in JediMod:
    -Can wield two sabers at once.
     
    -Hilt models can be selected like player models.
     
    -Two added stances with new special moves for five stances total.
     
    -You can search for JediMod games by hitting the all/Jedi Knight II
    game toggle button
     
    -skill mode, toggled with mod_skillMode, causes damage to be area
    specific. So if you get hit in the head it does 2x damage while
    getting hit in the legs does 0.9x damage.
     
    Installation:
     
    Unzip into the GAMEDATA folder. All of the files inside of the zip should end up in the folder gamedata/phatMOD/
     
    Execution: select the phatMOD v1.0 in the mod setup screen.
    Or use the command line argument +set fs_game phatMod
    ex. \"C:\\LucasArts\\Star Wars JK II Jedi Outcast\\GameData\\jk2mp.exe\"
    +set fs_game phatMOD
     
    Comments:
     
    Remember that you can only play this mod if the server has it and
    is running it.
     
    - This mod is opensource, feel free to improve upon it.
     
    - Have Fun !
     
    -Jedimod Thanks to: |:|ReMaRk|:| for the wonderful hilt pack and other help with the mod,
    Tchouky for the great model scaling code,
    keo718 for the updated tckmodel.cfg list,
    Ask(thats a name) for his grappleing hook code,
    NickR for helping me with some of the bugs in JediMod,
    everyone else in jk2coding for being there so I could ask
    them questions, Raven for making a cool game and for the
    ghoul2 api, and everyone who downloaded the mod.

    128 downloads

       (0 reviews)

    0 comments

    Updated

  14. Jedi Academy Mod

    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. This is the final chapter of this great series for Jedi Knight II: Jedi Outcast® as we get ready for Jedi Knight: Jedi Academy®. 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, Emotes, 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 II: Jedi Outcast® Please visit us at http://www.thejediacademy.net, http://jamod.jk3files.com or on IRC at #jedi-academy, irc.quakenet.org Stay tuned to the new mod Jedi Academy Reloaded for Jedi Knight: Jedi Academy® which will be bigger and better than the JA Mod series for Jk2.
     
    For a full description of the modifications and features, view the readme included with this file!

    221 downloads

       (1 review)

    1 comment

    Updated

  15. Multiplayer Bot Chats are Disabled for JK2

    -----Multiplayer Bot Chats are Disabled------
    Made by: TK-962
    Email: porkinspullup@gmail.com
     
    Filename: bot_chats_are_disabled.pk3
    Date Released: August 24, 2012
    Installation: Put the .pk3 file in your LucasArts/Jedi Knight II Jedi Outcast/GameData/base folder
     
    Credits: Myself.
     
    Description: This mod does exactly as it says- it disables the bot taunt chats in JEDI KNIGHT II: JEDI OUTCAST. I did this by manually editing each .jkb bot file, removing all taunt messages. As a result, it only works with the default JK2 characters. It does NOT work with custom models/skins that have bot support and custom bot messages.
     
    Comments: I've been reliving the old days and I've been playing JK2 with some friends of mine. I almost always play with bots, so the bot chat messages can get annoying over time, and they can also be distracting. Often the human player chats (the ones that I look in the console for) are sandwhiched between a lot of "Let the force flow through you!" and "Was that supposed to impress me?" messages filling the console. So, I thought I would take it upon myself to disable them, as I did not see any option in the JK2 menu to do so.
     
    --------------------------------------------------
    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.

    72 downloads

       (3 reviews)

    1 comment

    Updated

  16. Guns Only Mod for JK2 Multiplayer

    -----Guns Only Mod for JK2 Multiplayer------
    Made by: TK-962
    Email: porkinspullup@gmail.com
     
    Filename: guns_only_for_jk2_multiplayer.pk3
    Date Released: 5/27/13
    Installation: Put the .pk3 file in your LucasArts/Jedi Knight II Jedi Outcast/GameData/base folder
     
    Credits: Myself.
     
    Description: Hungering for some guns-only combat in JK2 multiplayer? With this mod, the bots do not use sabers at all. Note that players can still use sabers, so to be fair you should not use your saber against them. Also, this only works with default Raven JK2 characters. It does not work with custom models and skins that have their own .jkb bot files. To prevent them from using sabers, open up their .jkb bot file (found in /botfiles) and change saberspecialist 1 to 0. Then, in the forceinfo string, change the last 3 digits of the number to zeros. For example, in the forceinfo string "forceinfo 7-1-233332000230003321" change the last three digits to zero, so that would be "forceinfo 7-1-233332000230003000". Finally, near the bottom, change WP_SABER to 1. Save the .jkb file in botfiles and pack it up into a .pk3 file.

    177 downloads

       (0 reviews)

    2 comments

    Updated

  17. < NT XII > Public Serverside for JK2 1.02

    The < NT XII > serverside and clientside modification, created by NTxC for Jedi Outcast v1.02 enhances the experience of players and server administrators.
    It includes many server and client fixes and add-ons to the vanilla Jedi Outcast v1.02 multiplayer gameplay.
    Please read the readme file included in the ZIP for installation instructions and more.
    List of features and fixes:
    - Fixed: q3msgboom (vsay aaaa...)
    - Fixed: q3dirtrav (downloading e.g. server.cfg with sv_allowDownload 1)
    - Fixed: /say exploit (where the person can write as someone else without having to rename)
    - Fixed: Forcepowers crash
    - Fixed: Sentry/blaster crash (with Auto-Kick of the malicious players who try to do it!)
    - Fixed: Empty userinfo crash
    - Fixed: galak_mech crash
    - Fixed: g_dismember! Enable it to have dismemberment!
    - Fixed: Client0 bugs (weak saber, weak mines of client #0)
    - Added: New administration system: powerful and easy to use!
    - Added: Event logging - see who was on your server in just a few clicks!
    - Added: Anti-Userinfo-Flood - no more userinfo flooding or DFA bugging!
    - Added: MOTD - Message Of The Day displayed to the players connecting to the server!
    - Added: Built-in JK2 minimizer (Client feature)
    - Added: Random skin feature!
    - Added: Ignore feature!
    - Added: Integration of the clientside with serverside functions, such as admin commands!
    - Added: Ultra-fast HTTP pk3-downloading system! Download new maps in just a few seconds, without having to quit the game!
    - Added: Ingame serverlist! (made by Nerevar) (Client feature)
    - Added: Optional mouse movement smoothing!
    - Added: Enabled console and key input during demo playback! (Client feature)
    - Added: A new banlist which doesn't get cleared on server restarts!
    - Added: PK3 exclusion system to prevent your private server mods from being downloaded by clients!
    - Added: Extended name length limit to 35 shown characters and 122 in total (including color codes)!
    - Added: Pause Mode! Use nt_PauseGame 1 to freeze everyone in place!
    - Added: Optional Mine Bug Fix for server administrators! (you can now use nt_MineBugFix 1 to prevent people from getting 3 mines even if the previous owner had less)
    - Added: Accel-Meter which will help you strafe (hop) properly! (Client feature)
    - Added: Visual support for Client Zero serverside bugfix (Client feature)
    - Added: Removal of the cg_fov 97 limit (Client feature)
    - Added: Instant import of the old NT XI config file (Client feature)
    - Added: Demos: you can now change the RECORDING caption into a little *REC caption or disable it completely (Client feature)
    - Added: 52 completely NEW color codes for you to use freely! Color Guide Included! (Client feature)
    - Added: Custom HUD! 92 new client Cvars to customize your on-screen HUD. Review customhud.cfg in the ntxii directory! (Client feature)
    - New Serverside Cvars include:
    - nt_MOTD
    - nt_DisableVCommands
    - nt_LogEvents
    - nt_UserinfoChangeLimit
    - nt_ForbidModifiedMaps
    - nt_Banlist
    - nt_Fix_GalakMech
    - nt_Fix_ForcePowers
    - nt_Fix_Msgboom
    - nt_Fix_SayExploit
    - nt_Fix_Dirtrav
    - nt_Fix_SentryCrash
    - nt_ServerCaption
    - nt_ClientZeroMineFix
    - nt_ClientZeroSaberFix
    - nt_PauseGame
    - nt_DisableDuelWaitingPeriod
    - nt_AllowMultipleDuels
    - nt_AllowBlackInNames
    - nt_MineBugFix
    - nt_AdminSystem
    - nt_AdminLevel1Cmd
    - nt_AdminLevel2Cmd
    - nt_AdminLevel3Cmd
    - nt_AdminLevel4Cmd
    - nt_AdminLevel5Cmd
     
    - 109 New Clientside Cvars:
    - nt_accelMeter
    - nt_accelMeterScale
    - nt_accelMeterBlueLineScale
    - nt_DrawClock
    - nt_ClockType
    - nt_DrawSpeedometer
    - nt_DrawInputRing
    - nt_HighDpiMouseSupport
    - nt_Announcer
    - nt_ColorfulInputRing
    - nt_MinimizerEnabled
    - nt_MinimizerCombo
    - nt_MinimizerRestoreCombo
    - nt_SpeedometerUnits
    - nt_RecordingCaption
    - nt_dfAutoRecord
    - nt_customHUD
    - nt_HUD_ArmorX
    - nt_HUD_ArmorY
    - nt_HUD_ArmorCounterColor
    - nt_HUD_HealthX
    - nt_HUD_HealthY
    - nt_HUD_HealthCounterColor
    - nt_HUD_AmmoX
    - nt_HUD_AmmoY
    - nt_HUD_AmmoCounterColor
    - nt_HUD_ForceCounterX
    - nt_HUD_ForceCounterY
    - nt_HUD_ForceCounterColor
    - nt_HUD_LeftFrameX
    - nt_HUD_LeftFrameY
    - nt_HUD_LeftInnerX
    - nt_HUD_LeftInnerY
    - nt_HUD_LeftFrameWidth
    - nt_HUD_LeftFrameHeight
    - nt_HUD_LeftInnerWidth
    - nt_HUD_LeftInnerHeight
    - nt_HUD_RightFrameX
    - nt_HUD_RightFrameY
    - nt_HUD_RightInnerX
    - nt_HUD_RightInnerY
    - nt_HUD_RightFrameWidth
    - nt_HUD_RightFrameHeight
    - nt_HUD_RightInnerWidth
    - nt_HUD_RightInnerHeight
    - nt_HUD_SaberStyleFastX
    - nt_HUD_SaberStyleFastY
    - nt_HUD_SaberStyleMedX
    - nt_HUD_SaberStyleMedY
    - nt_HUD_SaberStyleStrongX
    - nt_HUD_SaberStyleStrongY
    - nt_HUD_SaberStyleFastWidth
    - nt_HUD_SaberStyleFastHeight
    - nt_HUD_SaberStyleMedWidth
    - nt_HUD_SaberStyleMedHeight
    - nt_HUD_SaberStyleStrongWidth
    - nt_HUD_SaberStyleStrongHeight
    - nt_HUD_ForcePowerTicsX
    - nt_HUD_ForcePowerTicsY
    - nt_HUD_AmmoTicsX
    - nt_HUD_AmmoTicsY
    - nt_HUD_TheirFlagX
    - nt_HUD_TheirFlagY
    - nt_HUD_TheirFlagWidth
    - nt_HUD_TheirFlagHeight
    - nt_HUD_OurFlagX
    - nt_HUD_OurFlagY
    - nt_HUD_OurFlagWidth
    - nt_HUD_OurFlagHeight
    - nt_HUD_LagometerX
    - nt_HUD_LagometerY
    - nt_HUD_ScoreTextX
    - nt_HUD_ScoreTextY
    - nt_HUD_PowerupX
    - nt_HUD_PowerupY
    - nt_HUD_PowerupWidth
    - nt_HUD_PowerupHeight
    - nt_HUD_DefragTimerX
    - nt_HUD_DefragTimerY
    - nt_HUD_DefragMaxX
    - nt_HUD_DefragMaxY
    - nt_HUD_DefragAvgX
    - nt_HUD_DefragAvgY
    - nt_HUD_OuterArmorX
    - nt_HUD_OuterArmorY
    - nt_HUD_OuterArmorWidth
    - nt_HUD_OuterArmorHeight
    - nt_HUD_InnerArmorX
    - nt_HUD_InnerArmorY
    - nt_HUD_InnerArmorWidth
    - nt_HUD_InnerArmorHeight
    - nt_HUD_OuterHealthX
    - nt_HUD_OuterHealthY
    - nt_HUD_OuterHealthWidth
    - nt_HUD_OuterHealthHeight
    - nt_HUD_HealthTicX
    - nt_HUD_HealthTicY
    - nt_HUD_HealthTicWidth
    - nt_HUD_HealthTicHeight
    - nt_HUD_ArmorTicX
    - nt_HUD_ArmorTicY
    - nt_HUD_ArmorTicWidth
    - nt_HUD_ArmorTicHeight
    - nt_HUD_SpeedometerX
    - nt_HUD_SpeedometerY
    - nt_HUD_ClockX
    - nt_HUD_ClockY
    - nt_HUD_InputRingX
    - nt_HUD_InputRingY

    236 downloads

       (3 reviews)

    3 comments

    Updated

  18. joMME

    joMME is an engine modification of Jedi Knight 2: Jedi Outcast for moviemaking. It's a
    port of q3mme with most of its features and some new ones.
     
    Features:
    - supporting versions: 1.02, 1.04
    - demo playback control (pause, rewind)
    - free camera mode
    - chase camera mode
    - time speed animation
    - capturing motion blur
    - capturing output in stereo 3D
    - different output types: jpg, tga, png, avi
    - playing music on background to synchronize it with editing
    - saving depth of field mask
    - overriding players information: name, saber colours, hilts, team, model
    - dynamic glow effect from Jedi Academy
    - weather effects: sun and realistic rain
    - realistic first person view with visible body (trueview)
    - recording audio to wav
    - replacing world textures with your own
    - replacing skybox with one solid colour (chroma key)
    - capturing in any resolution
    - off-screen capturing
    - capturing a list of demos
    Author: ent
    Version: 1.4.2
    Date: 27.06.2014
    Filesize: 6.01 MB
     
    Installation: either extract the archive to "GameData" folder or extract
    anywhere, then create folder "base" next to folder "mme", put in there
    ("base") assets0.pk3, assets1.pk3, assets2.pk3, assets5.pk3 from "base"
    from your original game path. Then run start_joMME.cmd file and enjoy the
    mod.
     
    Copyrights: ©2014 ent

    598 downloads

       (4 reviews)

    3 comments

    Updated

  19. Jedi Outcast SP Linux Binaries

    With these binaries you can easily natively play the single-player portion of Jedi Knight II: Jedi Outcast on Linux. No bullshit, just put your assets files in the base folder and run. A widescreen tweak was also added to the source code. You don't have to compile anything.
     
    Note: Currently, this only works for Ubuntu based distros (Ubuntu, Linux Mint, Lubuntu, etc), and does not work with Fedora or OpenSUSE for example.
     
    Installation
     
    NOTE 2: YOU STILL HAVE TO OWN AN ORIGINAL COPY OF JEDI OUTCAST TO USE THIS.
     
    To get the binaries to work, simply copy assets0.pk3, assets1.pk3, assets2.pk3 and assets5.pk3 from your Jedi Outcast game disk (or Steam version) to the base directory, and start the jk2sp executable.
     
    If things aren't working for some reason install the needed dependencies with this command:
     
    sudo apt-get install libopenal1 ia32-libs
     
    Credits
     
    I did not make this port. All credit goes to xLAva (Jochen Leopold) who did all of the porting work. I have permission from him to upload the binaries to JKHub. Because of the GPL2 license of the original source code, I am also required to put a link to the source code on this readme. Original Github link:
     
    https://github.com/xLAva/JediOutcastLinux

    532 downloads

       (3 reviews)

    4 comments

    Updated

  20. Nerevar's Cam Mod (for JK2 v1.02)

    Nerevar's Cam Mod (1.0) for Jedi Knight v1.02
     
    Even if you don't want to make an ultra cool movie with pro camera rails, you should check it out, cause it makes it much easier (less investigated time to search the kills, fast-forward feature or freeview and spectator mode) to watch your demos
     
    Besides that the mod includes:
    - dismemberment
    - rain effect
    - sun effect
    - option for saber trail extension
    and some more
     
    Also the demo & Disconnect crash is fixed (CTF demo crash fixed too) and jk2mp.exe will quit orderly
     
    INSTALLATION:
    Copy the complete "Cammod" folder into your GameData folder
    Then load it by starting jk2 normally -> setup -> mods -> loadmod cammod
    (DON'T RENAME THE FOLDER TO SOMETHING ELSE)
    Start the game and set in console vm_ui 0 and vm_cgame 0 (the mod won't work otherwise)
     
    Installationhelper:
    If you haven't done it correctly, the console will give you a message that a .dll is missing
     
    BUTTONS (ingame):
    W,A,S,D,C,SPACE - movement
    shift - speed down
    mouse2 - speed up
    mouse1 - spectate the players (cycling like in spectator mode, press any movement key to return into freeview mode)
    Q - opens the camera menu ingame
    Z - a step back, if you accidently deleted the wrong waypoint, or don't like the one you just created, press Z end the last state is reloaded (there's just one step)
    Del - deletes a selected waypoint for the rail camera
     
    ADDING WAYPOINTS/EFFECTS/COMMANDS:
    Important note: To start the rails which you've created, you have to do cam_drawpath 0 (= off)
     
    Waypoints (showcase:
    ):-there are 2 kinds of waypoints: initials and chains
    initials will start a "new camerapath" while chains will connect to the last waypoint
    -To add an initial fill in all editfields (starttime,endtime,startorigin,startangles,endorigin,endangles)
    -To add a chain fill in only the end-editfields and leave the rest blank (endtime,endorigin,endangles)
    -modes: linear/smooth/very smooth
     
     
    Other notes:
    editfields can be set to the current time by pressing the triangle next to it
    editfields can be set to an event by pressing the cross next to it and choosing an event from the eventcatcher
    origin & angles editfields can be set to the current origin & viewangles by pressing the triangle next to it
     
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++
    More detailed Infos
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++
     
    Features:
    - then there is a time editfield and a commandline editfield, add it and the written command will be automatically executed when the set time is passed
     
    You can add effects:
    -times & origins & angles like waypoints
    -File is the .efx started when the set time is passed at the set origin
    -the list below shows the effects in your folders (base & cammod)
    -click on it to choose it
    -double click on it to show the effect ingame
     
    OTHER COMMANDS (most of them are included in the menu):
    toggletimescale - toggle the timescale value between the value 0 and the current value (so you can easily pause and unpause the demo by pressing just one button) bind it!
     
    startCamerapathNow - the loaded camerapath file will start immediately relative to the started time, ignoring timescale (so you can use the path with timescale 0, f.e.) if you do this, the times for the waypoints don't have to be exact, just the distance between the timepoints is used, timescale has NO influence, the realtime is used
     
     
    CVARS:
    cam_sabertrail - you can change the length(time) of the sabertrail, 40 is default
     
    These you can set also in the menu (prefered):
    -cam_preloadfiles - the cammod will preload all files which are needed lateron before the demo starts so there shouldn't be any user/join/connect/skin/model/change-lags
    cam_mousespeed - for freeview
    cam_speed - for freeview
    cam_smooth - for freeview
    cam_collision - freeview has collision
    cam_dismember - enable/disable dismemberment on kills
    cam_corpsedismember - enable/disable dismemberment on corpses
    cam_rain - set rain and its intensity (0-1000)
    cam_sun - enable/disable sun flare effect
    cam_shownames - show the names of all players
    cam_freeview - well, freeview
    cam_lookat - lock the cameraview to the set entity (entitynumber 0-1024)(0-31 are players, look into the entitylist)
    cam_drawpath - draws the waypoints & effects, if this is activated neither camerapathmovement nor cameraeffects nor cameracommands will start (like in editmode)
     
    Menu:
    -The mod shows demos of base,cammod and all nt folders in a list, by pressing the buttons above the list you can show/hide those folders
    -doubleclick or play button starts the demo
    -If you press DELETE the chosen demo will be removed (FOR EVER!!!)
    -You can still type into your console "/demo" if there are multiple demos with the same name the list will show those so you can choose which one you really want (also ingame!!!)
     
    Menu stuff:
    Add Item:
    -You can add a waypoint, a command or an effect here (explanation below)
    Timeline:
    -You see all the current waypoints/effects/commands
    -by clicking on them they will be marked, by doubleclicking on them the view will be set so you can see them
    -you can press DELETE to delete an item
    -the progressbar below shows the current position in the demo (time)
    Entitylist:
    -You can see all entities and there entitynumbers
    -You can filter which ones you want to see
    -doubleclick to spectate the chosen entity
    Demo:
    -title is the demoname
    -Timepoint is the position to fast-forward to by clicking on the fast-forward button
    -clicking the triangle will set the timepoint cvar to the current time
    -clicking the cross will open the eventcatcher which shows all kills(times are marked red) & chatmessages which happened or will happen in the demo, click accept to set the selected time to fast-forward value (timepoint)
    -below you can set the camerapath file which you can load/save by clicking the buttons
    -the list under that shows the camerapath files in your cammod/camerapaths folder (click to set)
    Setup
    -you can edit all cammod settings
     
     
    Tips & Tricks:
    - If you forgot adding a waypoint, it is no problem. You can just insert a waypoint f.e. between two others, by using a time which is between those
    - As you can fly smoothly around, you can record your frags ofc with just flying by manually
    - Editfields: endangles (making the cameras having an angle sideways) is a rly nice effect when using the rail system
     
    Feel free to ask anything!
    General questions plz to http://jk2ffa.freeforums.org/cam-mod-t348.html or simply here at jkhub.org
    Coding and other special questions plz to inerevari@live.de
     
     
    Bugs:
    -The campath might disappear after the 10th cam point. I think you can continue however but your campath will be not visible anymore (some maximum is reached or so)
    -As the rail system has no fixpoint it might turn wildly around so chose your waypoints wisely (or use cam_lookat 0-31 for clients or 32-x for items/entities):
    to avoid that wild turnings the camera should not make turns over 180° as it might turn the other way around, same with endangles (but just try it out yourself)
     
     
    NEW TUTORIAL:

    180 downloads

       (3 reviews)

    0 comments

    Updated


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