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  1. Star Wars: Movie Duels

    Movie Duels is a remastered edition of the original, 2009 “Movie Duels 2” mod for Jedi Knight: Jedi Academy, with updated maps, models, sounds and various other improvements, to bring the mod into the modern age.
     
    List of some KEY improvements, over the original mod:
    - Mod is using OpenJK as its primary game engine.
    - New & accurate lightsaber blades (the "movie-like" SFX Sabers have been added).
    - New & more accurate lightsaber sounds.
    - New animations and duel stances for most of main SW characters.
    - New camera angles.
    - New & improved player models.
    - New & more movie "accurate" skyboxes and map textures.
    - HD audio dialogues, music and option for subtitles.
    - Expanded character menu and basic menus with more options.
    - New manual blocking combat system.
    - Jedi Academy and Jedi Outcast support.
    - New Arena mode.
    - New modern user interface design.
     
    Join our community and get previews of our development - https://discordapp.com/invite/PhQPy7j
    Downloads:
    Mod - https://www.moddb.com/mods/movie-duels
    Game - https://store.steampowered.com/app/6020/STAR_WARS_Jedi_Knight__Jedi_Academy/

    631 downloads

       (1 review)

    1 comment

    Updated

  2. MovieBattles II

    Movie Battles is a fast-paced, action packed mod for the award winning Jedi Knight Jedi Academy game, that lets players play and fight in the most iconic battles seen throughout the entire saga!
    Live the movies!
    Take the lead role amid the most memorable Star Wars battles spanning the feature films and beyond.
    War is coming once again. Choose your allegiance and change Star Wars history forever!
    Classes
    Choose from a range of 12 distinct classes, each with their own strengths, weapons, and abilities.
    Maps
    Play on over 40 maps from across the Star Wars universe, inspired by scenarios in the movies and legends.
    Game Modes
    Movie Battles supports 3 distinct game modes, each bringing a unique experience.
    Customization
    Classes can be customized for various gameplay styles and roles from the start. Nothing is locked away.
     
    For more information, check out moviebattles.org

    3,123 downloads

       (12 reviews)

    14 comments

    Updated

  3. EternalJK

    EternalJK is a fork of OpenJK that focuses on jaPRO integration and Client Engine modifications.
    A simple guide to installing on Windows can be found here.
    If you have any suggestions or would like to submit a bug report, please post them in issues.
    License
    OpenJK is licensed under GPLv2 as free software. You are free to use, modify and redistribute OpenJK following the terms in LICENSE.txt.
    For players
    Installing and running EternalJK:
    Download the latest release. Extract the file into the Jedi Academy GameData folder. For Steam users, this will be in <Steam Folder>/steamapps/common/Jedi Academy/GameData/. Run eternaljk.x86.exe (Rename to jamp.exe for better steam support) For Developers
    Contributing to EternalJK
    Fork the EternalJK project on GitHub Create a new branch on your fork and make your changes Send a pull request to upstream (eternaljk/master) Maintainers
    eternal Contributors
    bucky loda

    237 downloads

       (0 reviews)

    0 comments

    Submitted

  4. OpenJK

    NOTE: This page links to an external source that was approved by our staff.
    OpenJK is an effort by the JACoders group to maintain and improve the game engines on which the Jedi Academy (JA) and Jedi Outcast (JO) games run on, while maintaining full backwards compatibility with the existing games. This project does not attempt to rebalance or otherwise modify core gameplay.
    Our aims are to:
    Improve the stability of the engine by fixing bugs and improving performance. Provide a clean base from which new JO and JA code modifications can be made. Make available this engine to more operating systems. To date, we have ports on Linux and macOS. Currently, the most stable portion of this project is the Jedi Academy multiplayer code, with the single player code in a reasonable state.
    Rough support for Jedi Outcast single player is also available, however this should be considered heavily work in progress. This is not currently actively worked on or tested. OpenJK does not have Jedi Outcast multiplayer support.
    Please use discretion when making issue requests on GitHub. The JKHub sub-forum is a better place for support queries, discussions, and feature requests.
    License
    OpenJK is licensed under GPLv2 as free software. You are free to use, modify and redistribute OpenJK following the terms in LICENSE.txt.
    For players
    To install OpenJK, you will first need Jedi Academy installed. If you don't already own the game you can buy it from online stores such as Steam, Amazon or GOG.
    Installing and running OpenJK:
    Download the latest build for your operating system. Extract the contents of the file into the Jedi Academy GameData/ folder. For Steam users, this will be in <Steam Folder>/steamapps/common/Jedi Academy/GameData. Run openjk.x86.exe (Windows), openjk.i386 (Linux 32-bit), openjk.x86_64 (Linux 64-bit) or the OpenJKapp bundle (macOS), depending on your operating system. The Windows download looks like this:

    Linux Instructions
    If you do not have a windows partition and need to download the game base.
    Download and Install SteamCMD SteamCMD . Set the download path using steamCMD, force_install_dir . Using SteamCMD Set the platform to windows to download any windows game on steam. @sSteamCmdForcePlatformType "windows" Using SteamCMD download the game, app_update 6020. Download the latest build for your operating system. (might need to scroll down quite far) Extract the contents of the file into the Jedi Academy GameData/ folder. For Steam users, this will be in <Steam Folder>/steamapps/common/Jedi Academy/GameData. The Linux download looks like this:

    macOS Instructions
    If you have the Mac App Store Version of Jedi Academy, follow these steps to get OpenJK runnning under macOS:
    Install Homebrew if you don't have it. Open the Terminal app, and enter the command brew install sdl2. Extract the contents of the OpenJK DMG (Download the latest build - might have to scroll down far) into the game directory /Applications/Star Wars Jedi Knight: Jedi Academy.app/Contents/ Run OpenJK.app or OpenJK SP.app Savegames, Config Files and Log Files are stored in /Users/<USER>/Library/Application Support/OpenJK/ Follow this tutorial if you're still having issues. The Mac download looks like this:

    For Developers
    Building OpenJK
    Compilation guide Debugging guide Contributing to OpenJK
    Fork the project on GitHub Create a new branch and make your changes Send a pull request to upstream (JACoders/OpenJK) Using OpenJK as a base for a new mod
    Fork the project on GitHub Change the GAMEVERSION define in codemp/game/g_local.h from "OpenJK" to your project name If you make a nice change, please consider back-porting to upstream via pull request as described above. This is so everyone benefits without having to reinvent the wheel for every project. Maintainers (in alphabetical order)
    Ensiform Razish Xycaleth Significant contributors (in alphabetical order)
    eezstreet exidl ImperatorPrime mrwonko redsaurus Scooper Sil smcv

    227 downloads

       (0 reviews)

    1 comment

    Updated

  5. JA+ Client Side

    Authors : Slider
     
    JA+ is a server side Mod for windows, linux and Mac which has the possibility to get a Client side plugin with pk3 files.
    this plugin is designed to give UI, animation and feature enhancement to your client side game.
    You are not obligated to install the plugins with the JA+ server side part to run a JAplus server.
     
     
     
    Exemple of feature:
    - Support for the High speed URL AutoDownload Redirect for needed pk3 when connecting a server
    -MultiTaunt Sound and Multi Custom sounds in all gametype
    - admin and clan channel autologin.
    - AutoReplier integrated working with all languages.
    - RGB sabers
    - better smoothy moves thanks to the client side prediction
    - Complete view of modelscale stystem with also scaling of sphere, shadow, saber....etc...
    - Improved effects for the new moves, forces, attacks
    - Improved UI menu
    - Capability of allow/disallow Importants new feature provided by the plugin
    - Complete Duel Non interference Code (Visual Ghost effect, smoothy player crossing)
    - support for the Alternate dimension
    - better JA+ items management ( flamethrower and grapple hook ...etc...)
    - crosshair Player name in color
    - gender support for missing skins (replaced by a default male or a female model)
    - support for the New JA+ GLA animations
    - support for new ja+ sabers and holsters models

    30,561 downloads

       (12 reviews)

    2 comments

    Updated

  6. GalaxyRP Mod 2.0

    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:
    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.
    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.

    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 my github alexnita3/GalaxyRP (github.com)
    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
     
    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.

    114 downloads

       (3 reviews)

    4 comments

    Updated

  7. 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!

    3,435 downloads

       (23 reviews)

    47 comments

    Updated

  8. Opensaber

    Created by Kaldor
    Inspired by Hugo

    Licensed under the GNU GPL version 2
    -------------------------------------------------------------
    Note at forehand:
    Find the project on github here: https://github.com/KaldNL/opensaber-JKA
    Place the "opensaber" folder in root directory of the JKA server to run it.
    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.
    Readme
    --------------
    Thank you for choosing opensaber mod. Hopefully it will make your JKA saber-only experience better.
    --Our configs--
    opensaber.cfg - Main config. Suitable for FFA servers
    duel.cfg - suitable for Duel servers
    duel_singleonly - Single-only Duel server
    tdm.cfg - Standard European TDM PUG config
    1o1.cfg - Standard 1 on 1 config
    --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 in T3
    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
    --Notice--
    This modification is not being developed anymore.

    493 downloads

       (3 reviews)

    5 comments

    Updated

  9. SerenityJediEngine2019

    A rebuild of the released 2015 SerenityJediEngine. Many code fixes and additional features. Supports single and multiplayer. Serenity has given me permission to continue this project and I can now confirm this project will contain no plagiarised material. More details to follow as progress develops.
     
    2019 Jedi Master Edition.
     
    HARDER-----FASTER----MORE EXTREME. Not for the faint hearted or weak. Not for beginners.---JUST INSANE---. Do you think your good enough? See yourself as a Jedi master? I don't think so! A rebuild of the released 2015 SerenityJediEngine. Many code fixes and additional features. Supports single and multiplayer. Serenity has given me permission to continue this project and I can now confirm this project will contain no plagiarised material.
     
    Welcome to SerenityJediEngine 2.0. The mod will primarily be built with Saber and Gun combat in mind. The code will be built using aspects from the Open Jedi Project and Open Jedi Knight code base. I intend to keep the mod very small and will not be adding any extra models or maps. It will however contain full support for Jedi Outcast and Academy.A rebuild of the released 2015 Serenity Jedi Engine. Many code fixes and additional features. Supports single and multiplayer. I have given myself a whole year to finish the project, to avoid a rushed release. Serenity has given me permission to continue this project and I can now confirm this project will contain no plagiarised material. More details to follow as progress develops.
     
    Correct some small pain animation bugs Correct Lightning Damage animations not being the same in SP as in MP Correct Battlefront II View not showing correctly in MP+SP Added Force Repulse. Jump with melee selected, press force push.MP+SP Added Force Stasis.(Light side Force power) Freeze enemy's SP only Added Force Destruction (Dark side Force power) Blast Enemy's with a bolt of Dark force power SP only Corrected a bug where playing Jedi Outcast mode started the first level with Force stasis and Force destruction as a gunner. Implemented an explosion effect for Cultist destroyer when he detonates next to player Corrected a bug where Cultist destroyer was unable to use FP_RAGE Fixed an error in rebel sound file. Rebalanced in game "Giveforceall" command to add force stasis Added Cloak function to SP Debugged and built code using Visual studio 2017 instead of VS 2015. SDK added for developers.A special thanks from JaceSolaris to Darth Martyr for giving me permission to include his Kylo Ren's Lightsaber in this build. The beginnings of a single player class system has also been added. Fixed small bug where enemy's were not attacking when using weapon melee. Improved NPC Counter Attack and Counter block abilities. Block point system added for Saber blocking bolts and Sabers.

    870 downloads

       (5 reviews)

    5 comments

    Updated

  10. 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.

    110 downloads

       (3 reviews)

    5 comments

    Updated

  11. 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

    565 downloads

       (6 reviews)

    12 comments

    Updated

  12. 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!

    83 downloads

       (4 reviews)

    7 comments

    Updated

  13. AI Workshop

    Have you ever wanted to manipulate NPCs like crazy? Well, this is the thing for you.
    This thing adds over 30 console commands to manipulate the AI on a deep, technical level.
    To activate the AI workshop, use the command "aiworkshop" to toggle it on or off.
    You can read the full list of commands with the command "workshop_commands" or get help on a specific command with "workshop_cmdhelp"
    When the AI workshop is enabled, highlighting an AI with your crosshair will show some information on the left.
    You can select an AI with the "workshop_select" command and deselect with the "workshop_deselect" command.
    When you have an AI selected, you can modify various things, like what their enemy is, what team they're on, force powers they use, etc etc.
    The *vast* majority of the commands alter the AI on a low level and a lot of the things, like aiflags, classes, etc, are totally undocumented. You'll have to experiment to figure stuff out.
    I've also raised the .sab, .veh, .vwp and .npc limit by 16x so you can play with more NPCs.
    Also, you can spawn random NPCs with "npc spawn random". Check out the readme on how to use that.
     
    The source code is provided so you can play around with it.

    514 downloads

       (8 reviews)

    11 comments

    Updated

  14. 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).

    1,421 downloads

       (4 reviews)

    12 comments

    Updated

  15. Tuskenko

    This file is a reskinned tusken. Can be used as playermodel or npc.This file adding new model and new npc.

    36 downloads

       (8 reviews)

    5 comments

    Updated

  16. OpenJK-Alt Server

    This 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.
     
    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----• Cheats are now toggled via rcon, enabling the use for anyone on the server - /rcon sv_cheats 1
    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-one/OpenJK-Alt
     
    This is also Linux only for now. If someone wants it for Windows or Mac, let me know. This is server-side only though, keep in mind.
     
    If you want to test it out first, my clan's server runs it at /connect so.jk3.in
     
    -===- 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.

    121 downloads

       (2 reviews)

    6 comments

    Updated

  17. Singleplayer Runscripts

    A collection of scripts for use in single player. If you like playing around and spawning enemies and allies to fight in singleplayer, this mod is for you!
     
    ---------------------------------------
    -To install, simply put the niko_scripts.pk3 in the Gamedata/base folder.
     
    -To use a script:
    *First spawn an npc using the command "npc spawn (npc) (name)" in the console, for example "npc spawn stormtrooper bob". You must name each npc something different for it to work properly.
    *Use the command "runscript (npc name) (script name)", for example "runscript bob no_weapon"
     
    List and description of each script:
     
    altfire - npc will use alt fire only
    no_altfire - npc will use normal fire only
    no_weapon - empties npc's hands and makes them stand still
    no_force - takes away all force powers from an npc (*not exactly how I wanted it to work, may need revising)
     
    armor0 - sets npc's armor level to 0
    armor50 - gives npc 50 armor
    armor100
    armor200
    armor500
    armor1000
    armor2000
    armor3000
    armorinf - gives npc infinite armor, they cannot die
     
    shoot1 - makes npc shoot very fast
    shoot2
    shoot3
    shoot4 - about normal speed
    shoot5 - makes npc shoot slower
     
    dist-1 - sets distance that friendly npcs follow you to extremely close
    dist0 - normal following distance
    dist2
    dist3
    dist4 - farthest distance for npc allies to follow you
     
    invince - npc cannot take damage and cannot die
    killable - npc can be killed, can be used on boba fett class
    no_fall - npc does not take fall damage and cannot die from falling
    undying - npc still takes damage but cannot die
     
    calm - makes npc forget current target and lower weapon
    crouch - makes npc crouch
    lookatme - makes npc look at you, eyes follow you
    dont_follow - npc will not follow you
    follow_player - npc will follow you
     
    switch_player - switches npc to player team, friendly
    switch_enemy - switches npc to enemy team
     
    ignore_all - makes npc ignore everything and just stand still, turns off ai for that npc
    ignore_enemy - npc will ignore all enemies and not attack but act normally otherwise
    notarget - this npc cannot be targeted by other npcs, npcs will not attack them
    noclip - turns on noclip for npc

    687 downloads

       (12 reviews)

    25 comments

    Updated

  18. Dusty's Patch: Jedi Academy SP Test

    Update 1/29 @ 1:53 pm EST: Cleaned up the description a bit. Realized I had forgotten some changes.
     
    Code repository: https://github.com/DustysPatch/OpenJK
     
    A Single player code mod for Jedi Academy. The mod requires OpenJK to run, and comes packaged with a build using the latest code. Feel free to try older builds but I can't guarantee it will work. The mod is also not compatible with old save games (just use cheats to remake your game). You shouldn't need to, but if the mod won't run properly, install Microsoft Visual C++ 2013 Redistributable.
     
    Also included:
    Animations - https://jkhub.org/files/file/2106-dustys-patch-animations/ (can be removed with no issues)
    Other mods not included:
    Single Player NPCs - https://jkhub.org/files/file/2237-dustys-patch-single-player-npcs/
    SP Menu and Upgrade - https://jkhub.org/files/file/2249-dustys-patch-sp-menu-and-ui-upgrade/
     
    Took me a while to do this. Got caught on some nasty bugs and I also got too carried away trying to do too many things. Anyway, try it out for me. See if there's any glaring bugs. Hopefully not.
     
    v1.2
    latest changes:
    - g_playerCheatPowers should work with saber off now
    - g_debugmelee at -1 prevents player from using any advanced melee abilities
    - g_moonJump cvar added
    - grenadier Gran AI should be better (smoother switching between melee and thermals)
    - multi-weapon support for NPCs (see below for more detail)
    - changes to CLASS_BOBA, CLASS_COMMANDO, and a new class CLASS_MANDA has been added (see below)
    - weapons.dat lets you modify WP_Melee properties (see included weaponshelp.txt)
     
    bug fixes:
    - hopefully no random error messages when loading games
    - no issues with JK2 models
    - frame rates should be better
    - saber deflect aiming is fixed
    - the playermodel npc health/armor bug may be fixed and toggleable via g_handicap_matchNPCHealth (can't remember)
    - rocket launcher primary fire now does correct damage
     
     
     
    Full Changelog
    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    New Cvars/Commands/Cheats
    ------------------------------------------------------------------------------------------------------------------------------
    g_autoRoll - default=1, if 0 hold Use to roll
    g_char_forcePowerMax - default=100, controls total player FP, requires level restart
    g_char_forceRegen - default=100ms, controls player FP regen rate, requires level restart
    g_char_parryBonus - default=0, applied to player without needing a custom saber, requires level restart
    g_char_breakParryBonus - default=0, applied to player without needing a custom saber, requires level restart\
    g_saberDamageScale - scales saber damage, and is saved with your savegame, stacks with g_saberMoreRealistic.
    g_saberDeflectAutoAim - if 0, blaster deflections must be aimed with crosshair and become easier to aim with better Saber Defense
    g_saberForceDrains - if 1 special moves drain the amount of FP of the cvar below, katas not affected
    g_saberForceDrainAmount - if above cvar is 1, special moves drain this amount of FP, katas not affected
    g_saberLockSuperBreaks - if 0 no super breaks (1-hit KOs) ever happen after saber locks
    g_saberMoreRealistic - no longer write-protected
    g_weaponVelocity, g_weaponAltVelocity - multiply the speed of most player and NPC weapon projectiles
    handicap - goes up to 200 now
    handicap_maxArmor - controls the maximum charge your shield can get from a power station (not how many points the power station has to give you, but how high your shield can get FROM USING a power station; does it stop filling at 100? 150? etc.)
     
    Cheat Codes
    ------------------------------------------------------------------------------------------------------------------------------
    - g_debugMelee
    If 1, player gets full cheat melee abilities
    If 0, player gets limited melee abilities based on Saber Offense level (see Melee changes below)
    If -1, player is locked to standard melee punching
    - g_playerCheatPowers: (should work with an inactive lightsaber, however the lightsaber may need to be equipped, can't remember)
    If 1, player can auto-push explosives, always dodges sniper shots, has increased jumping ability and resistance to force powers.
    If 2, all previous effects plus FP usage is cut in half.
    If 3, unlimited fp and take no fall damage
    Set when before you load your game to get all effects. "iknowkungfu" now toggles g_playerCheatPowers to 1
    - g_moonJump:
    flip this on to do some crazy jumping.
    - iknowkungfu
    now this also flips g_playerCheatPowers on
     
    Gameplay mechanics
    ------------------------------------------------------------------------------------------------------------------------------
    Force powers (activated with g_forceNewPowers 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Force Jump: height for all levels increased by 25%
    - Force Pull: level 1 pulls weapons only, level 2 can knockdown, level 3 can pull toward you a little bit
    - ***Force Sense: gives limited snipershot dodging ability (you might need to hold down Use)
    - Force Speed: decreases FP cost of sniper shot dodging at Level 3 (for auto-dodging anyway)
    - **Force Protect 1/2/3: gives only 10/20/40% damage reduction against saber attacks instead of 25/50/75%
    - Force Heal: costs slightly fewer force points at Level 3
     
    NPC AI
    ------------------------------------------------------------------------------------------------------------------------------
    NPC Jedi changes:
    - smarter use of new JA abilities; only use Force Rage if close and have >25% HP, only kick/use saber katas if close (except CLASS_REBORN, they like show off if far away)
    - Less exploitable; tries hard to dodge if drops saber throw, recovers from knockdown and activates saber faster after being gripped/drained (effects increase w/game difficulty and NPC rank). Player team Jedi with a non-darkside class don't attack surrendered/unarmed enemies
    - Level of acrobatics determined by their move stat; 3 allows rolls and lean dodges, 4 allows cartwheels and flipping out of knockdown, this way you can restrict an NPC to be less acrobatic and more "technical"
     
    Force-only Cultists: react properly to explosives, sniper shots, and saber throws; *sometimes use quick punches if close, and in general try harder to dodge saber attacks/throws
     
    CLASS_BOBA, CLASS_MANDA, and CLASS_COMMANDO: (these have NOT been thoroughly tested...)
    - only an NPC with "undying 1" or the name boba_fett is invincible now
    - CLASS_MANDA acts like CLASS_BOBA but without a jetpack
    - CLASS_COMMANDO acts like CLASS_BOBA but without a jetpack or flamethrower
     
    Multi-weapon system:
    - NPCs should now change to the next best weapon they have when you disarm them
    - the boba-based classes support most player weapons now, and weapons are chosen randomly (can have more than 1 similar type of weapon)
     
    Other changes:
    - Grenadier Grans will use Melee sometimes even if the player is using a saber (silly thought because the idle saber stuns them)
    - **NPCs surrender more like JK2 (more consistent animation, once they decide to surrender near player they stay surrendered, but when you leave they will get sneaky)
    - Allied NPCs receive 150%/125%/100% HP for Padawan/Jedi/Jedi Knight difficulties now instead of 100%/125%/150% like enemies
    - Assassin Droids now fire even with their shields up
    - Class_Rodian with E11, and Class_Imperial at commander rank use alt-fire now always (like in JK2)
    - fixed a bug: Stormtroopers using Flechette and Repeater can now switch back to alt-fire if they switched to primary fire because the player was too close
     
    Saber System (activated with g_saberNewCombat 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Saber Offense gives a slash a base attack strength (AS), which is further modified by the strength of your saber style
    - Saber Defense gives a base defense strength (DS) of your blocks and a number of defense points (DP)
     
    Saber Offense level | 0 | 1 | 2 | 3 |
    -------------------------------------------------------
    AS | 0 | 2 | 4 | 6 |
     
    Saber Style | Fast | Medium | Strong | Tavion | Desann | Staff | Duals | Special Attacks
    -------------------------------------------------------------------------------------------------------
    AS Modifier | -2 | 0 | +2 | -1 | +1 (+2 if Desann) | +1 | -1 | +2
     
    Saber Defense level | 0 | 1 | 2 | 3 |
    -------------------------------------------------------
    DS | 0 | 2 | 4 | 6 |
    -------------------------------------------------------
    DP | 1 | 2 | 3 | 4 |
     
    How saber combat then works:
    - AS > DS = attack blocked but lose DP equivalent to AS - DS
    - all DP lost = guard crushed
    - DPs regenerate about 1 per second if walking/standing still
    - special attacks ignore DP: either crush guard or are blocked partially
     
    Other Changes:
    - player's defense with Medium and Strong styles is improved (you can deflect slashes and blaster fire more rapidly, but still not as quickly as NPCs)
    - Saber Defense 0 no longer makes you invincible to blaster fire, but blaster fire will pass through your saber
    - a custom saber with "autoblocking 0" now has narrow block arc for the player (otherwise blocking is ridiculously easy); holding Use and standing still will allow you to block in this fashion at any time
    - Desann style is as strong as Red if you are CLASS_DESANN, otherwise it does not cause knockdown as often as Red, and is slightly
    weaker
    - slash chaining altered:
    can only chain 2 slashes if running, staff and duals cannot chain infinitely (5 slash maximum now), chain counts are also not
    random (Medium can always chain 5 slashes while walking for example)
     
    Melee changes
    --------------------------------------------------------------------------------------------------------------------------------
    - Player can kick with any saber type, use +forcefocus to saberthrow (bind this to a key, such as MOUSE3)
    - Player's melee abilities determined by Saber Offense (1 = punches and kicks, 2 = katas, 3 = spin kicks)
    - if you're not cheating (using g_debugMelee or iknowkungfu)... Player melee katas have less range, must be aimed more precisely, and do not work on certain types of enemies
    - Spin/Flip kicks do slightly more damage
    - Spin Kicks are possible on demand with Use+AltAttack, however costs 10 FP (the auto version doesn't cost any)
    - **To kick over a Jedi, must have Saber Offense >= their Saber Defense
    - Player punches do 7/5 damage instead of 6/3, and aren't randomized
    - **Force Speed punching should be more consistent and less cheap (never did actually test)
    - **Heavy/Slow Melee is specifically associated with Chewbacca, CLASS_GRAN, and CLASS_TRANDOSHAN. Other NPC types will punch
    more quickly but weakly if given WP_MELEE
     
    Other Minor Features
    ----------------------------------------------------------------------------------------------------------------------------
    - visual effect for lightsaber-blocking Force Lightning, .efx file to use determined by "cg_lightningBlockEffect"
    - rolls and acrobatics are possible in 1st Person now
     
    New Modding Features
    ------------------------------------------------------------------------------------------------------------------------------
    - some new fields you can put in NPC files...
    dualPistols 1 -- gives an NPC dual pistols if have WP_BLASTER_PISTOL
    cortosis 1 -- cuts damage in half from lightsabers, stacks on top of any other damage reductions
    blastArmor 1 -- cuts damage in half from explosives and heavy weapons, stacks on top of any other damage reductions
    magPlating 1 -- cuts damage in half from blasters, stacks on top of any other damage reductions
    restrictJediPowers 1 -- restricts an NPC from using force powers they don't actually have (force pushing without Push 1 for example)
    altFire 1 -- this actually works now
    dontFlee 1 -- forces SCF_DONT_FLEE (an icarus script thing)
    dontFire 1 -- forces SCF_DONT_FIRE (like how melee cultists don't punch)
    rareFire 1 -- same AI as SCF_DONT_FIRE but allows punching sometimes with melee
    heavyMelee 1 -- forces heavy melee regardless of class
     
    - new fields are in the weapons.dat:
    1.) velocity, altVelocity: use an integer number (no decimals)
    2.) npcDmgMult, npcAltDmgMult, npcFireTimeMult, npcAltFireTimeMult: these are multipliers that use a decimal (like 0.7, 1.5, 2.3 etc.)
    *read the weaponshelp.txt for overview default values for these things are
     
    ** not completely tested but should work
    *** incomplete/unfinished/not working completely

    733 downloads

       (2 reviews)

    11 comments

    Updated

  19. 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.

    710 downloads

       (3 reviews)

    4 comments

    Updated

  20. 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

    3,884 downloads

       (10 reviews)

    13 comments

    Updated

  21. Jedi Knight Galaxies Clientside

    Jedi Knight Galaxies is an open-world, large multiplayer online first person shooter roleplaying game (LMOFPSRPG). In Phase 1: Versus, the Player versus Player combat is being fleshed out and demonstrated for players to experience.
     
    In Versus, your goal is to rack up credits and eliminate the opposing faction. But beware, become too notorious and you might rack up a bounty on your head...
    Each team has a vendor to purchase new items from in their spawn. This will be very similar to the final game's inventory and vendor system. There are more than 50 different weapons in this version, and more to come in the future.
     
    This is the client of the mod; if you wish to create a server, you will want the serverside.

    1,065 downloads

       (10 reviews)

    3 comments

    Updated

  22. Jedi Knight Galaxies Clientside Patch

    Only use this to upgrade a Jedi Knight Galaxies 1.2.0 or 1.2.1 installation to a 1.2.2 installation.

    206 downloads

       (5 reviews)

    4 comments

    Updated

  23. Jedi Knight Galaxies Serverside

    Jedi Knight Galaxies is an open-world, large multiplayer online first person shooter roleplaying game (LMOFPSRPG). In Phase 1: Versus, the Player versus Player combat is being fleshed out and demonstrated for players to experience.
     
    This is only the serverside of the mod. In order to play, you will need the clientside.

    264 downloads

       (6 reviews)

    0 comments

    Updated

  24. 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.

    269 downloads

       (3 reviews)

    5 comments

    Updated

  25. jaMME

    Jedi Academy Movie Maker's Edition (jaMME) is an engine modification of
    Jedi Academy for moviemaking. It's a port of q3mme with most of its
    features and some new ones.
    Features:
    - 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
    - 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
    - supporting mods: base (basejka, base_enhanced), ja+ (ja++, UAGalaxy), lugormod, makermod
    - supporting versions: 1.01 and 1.00
    - in-game demo cutter
     
    Author: ent
     
    Contributors: ent, Scooper, redsaurus, teh, loda, Alpha/Avygeil
    Version: 1.10
    Date: 10.08.2016
    Filesize: 7.42 MB
    Installation: extract the archive to "GameData" folder.
     
    Copyrights: ©2013-2016 ent

    5,172 downloads

       (10 reviews)

    13 comments

    Updated


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