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By Tompa9Movie 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
Mod - https://www.moddb.com/mods/movie-duels
Game - https://store.steampowered.com/app/6020/STAR_WARS_Jedi_Knight__Jedi_Academy/
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!
Choose from a range of 12 distinct classes, each with their own strengths, weapons, and abilities.
Play on over 40 maps from across the Star Wars universe, inspired by scenarios in the movies and legends.
Movie Battles supports 3 distinct game modes, each bringing a unique experience.
Classes can be customized for various gameplay styles and roles from the start. Nothing is locked away.
For more information, check out moviebattles.org
By JKHubEternalJK 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.
OpenJK is licensed under GPLv2 as free software. You are free to use, modify and redistribute OpenJK following the terms in LICENSE.txt.
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
By JKHubNOTE: 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.
OpenJK is licensed under GPLv2 as free software. You are free to use, modify and redistribute OpenJK following the terms in LICENSE.txt.
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:
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:
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:
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
By JKHubAuthors : 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
By JKHubThis mod was released back in December 2008. Since then, the author hasn't released any updates.
Here's the readme about Stalax, it tells the more important things about the installation
and the modification's usage.
1 - Features
The mod's main feature is Lua Scripting, you can do everything you want on your own server.
And if you are a mapper, you can improve your maps' interactivity and make new features that
you have never seen.
There's a new bot system called AceBot, it has been ported into this mod and it's not stable
at the moment. It has some good possibilities, the bot can make his waypoints itself by
finding some possible holes in the map, and when he finds an enemy, he goes forward to it,
not like the original Jedi Academy bots.
2 - To Do
A perfect physics engine could come soon, but not quickly. I will do my possible to make sure
that he would be perfect, since the Quake III Engine needs a better collision detection and
we could make more and more crazy stuff like vehicles, ropes,... maybe endless possibilities.
3 - Running the Demo
To run the demo, simply launch "Stalax Demo.bat", it will load Jedi Academy under Stalax with
the sta_tour map.
In this map you will see some scripts I made and commented for you :
.. Password Terminal with the console - move near the terminal, make sure that you put your
crosshair on it, open your console and type "/input" with your password.
The good password is "goodpwd", I think you'll need it in order to go to the next level.
.. Chat Password Terminal - more comfortable way, it's the same Password Terminal, but you
just have to use it with your USE button, look at it, and say the password in the chat.
Like if you want to say it to everyone but the message will be canceled so the players
won't see it.
.. Teleporter Terminal - a nice teleporter terminal with more choices, use it with your use
button, look at it and type the number of your choice in the chat.
.. NPC Conversation - now you can talk to NPCs and make them react with the things you tell
them. Use Luke with your use button, and tell him to open the door by typing the number
of the choice you want to make.
.. Item Grabbing - Ha! Something like Portal, not perfect, but as always, the physics engine
is still missing :-(. Grab the crate with the USE button, move near the blue button located
right the door and drop it with the USE button again. If you remove it, the door will be
The mapsource of sta_tour is included into the maps folder.
That's it for the demo, I will add more and more examples in newer versions.
I hope you like them.
4 - Installing a script
I think the method to install a script is really the easiest.
Guess how ? Simply put the .lua script into the Stalax/lua/global folder.
The server will load it automatically.
If it's a script only for a map and if you want the server loads it only if the specific map is
loading, then create a folder into "lua", having the map's name. For example, if you want to
make a script only for t2_trip, create a folder named "t2_trip" into "lua" (Should look like
lua/t2_trip) and place your map's scripts into that folder.
If it's for a mp map like mp/ffa3, just do "lua/mp/ffa3" (ffa3 into the mp folder).
5 - Documentation
I'm sorry if the documentation is not really complete, there's a lot about the Entity and Client
commands, and I don't really have the time to finish it properly.
But I'm always ready to help you and give you more infos about commands right into the forums.
You can find the documentation there :
www.stalax.net/doku.php?id=docs [WEBSITE IS NO LONGER ONLINE]
And the whole Stalax community there :
www.stalax.net/forums/ [WEBSITE IS NO LONGER ONLINE]
You will find a lot of scripts, tutorials and solved problems into the forums.
I hope you'll enjoy it.
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!
Completely Revamped Admin System
Admin commands can now be easily taken away and given at will. Control is up to the admins, each command is locked behind a special permission, which admins can take or give for each individual player.
Levels and accounts
Players can be assigned levels and money based on the current roleplay. They can request their skills and marc abilities to be upgraded by an admin with the correct permission. Admin permissions are account wide, while abilities, skills and credits are character wide. The same account can own multiple characters.
More Force Power Diversity
Most Force powers now go up to a maximum of 5 levels. "Force Attunement" is also a skill that influences the amount of Force Points one gets.
Mercenary players also have a plethora of abilities available to them, from an upgradeable personal jetpack with custom effects to martial arts skills that influence their hand to hand combat prowess.
Real-Time player Scaling
Tired of asking server admins to change server files so your character is the right size? GalaxyRP allows you to scale with one command, in real-time.
All JKA animations are now unlocked (1587 animations in total). Plus a further 45 completely custom ones, specifically designed with roleplay in mind.
Ever wish you could get a description of another player without having to ask them and having them type it every time? Now, each player has their own description set by themselves, which can be seen by everyone around them, should they choose to. (Provided they're close enough)
Chat can now be used to add a bit of flair to text RP. There's dozens of different ways text can show up on others' screen depending on the modifiers themselves. From a simple, automatic color change, to completely different format for different Star wars languages.
Different effects can be spawned and despawned at will. Such as a lightning strike, a day night cycle, and even music that everyone can hear.
NPC Ordering System
With GalaxyRP, you can order NPCs to follow you around, protect you, or guard a place you deem fit. Now you can have an ACTUAL droid unit follow you around.
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.
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.
A custom HUD has been added, complete with immersive saber stance names.
Two new saber stances have been made available.
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.)
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.
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.
Allows to add, edit, remove and list entities in a map. It also allows to save them.
In-Character news channels have been added, allowing players to read up on the latest galactic happenings while roleplaying.
Credits can be created by admins, transferred between players, as well as 'spent' (deleted form a players account) to allow full rolaplaying freedom.
A news system has been added that can be viewed server-wise. It's also channel based and can be used as a form of private communication or "email".
Shaders can be remapped, and can be used by mappers to change maps in real-time.
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.
Feel free to check out the source code on github alexnita3/GalaxyRP (github.com)
The full documentation can be found at GalaxyRP | Documentation by Alex
Also feel free to join our discord group to take part in our own roleplaying community based on this mod, keep track of the mod's development, or just to request help setting it up or report bugs and suggestions. Join here: https://discord.gg/zpHfWrUfFb
For License details, check out the github repository.
This mod is, at it's core based on OpenJK.
Zykmod has also been a huge inspiration, as well as the source for most of the base code that was used. Zyk has done a really great job with his own mod, feel free to check it work out. I've modified that and turned it into GalaxyRP because i wanted a mod that had roleplay as its main focus.
A lot of work has been put in by the development team, not just myself. They deserve the credit for their hard work. These are: JesseLeeHumphry, JustJordyn, @RepJunkieJr, TriForceX, and @ZelZel.
By ZykThe current version of Zyk OpenJK Mod (v3.81).
This is a RPG Mod with levels, skills, quests, a racing mode, admin commands, and more.
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.
Players will face bosses in quests. They can use magic powers against the players.
Players can choose between 10 classes. All of them have unique abilities, pros and cons.
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.
Allows to add, edit, remove and list entities in a map. It also allows to save them.
It is also possible to remap shaders and save the remaps.
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.
Players can fight in a last man standing mode with disruptor rifle. The winner gets a prize.
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!
By HugoCreated 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.
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.
Thank you for choosing opensaber mod. Hopefully it will make your JKA saber-only experience better.
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
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
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
This modification is not being developed anymore.
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.
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.
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.
- 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
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
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
/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
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
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.
/da_set checkpoints "1" (on by default)
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.
/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
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
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.
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.
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.
By PetziThe 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).
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!
By eezstreetHave 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.
By ufoooThis is the last version of Lugormod U# produced by RoboPhred, dated April 11th 2015.
- 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:
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).
By LetsThis file is a reskinned tusken. Can be used as playermodel or npc.This file adding new model and new npc.
By CircaThis 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.
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.
By Nikomaru14A 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
armorinf - gives npc infinite armor, they cannot die
shoot1 - makes npc shoot very fast
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
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
By DustyUpdate 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.
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.
- 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)
- 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
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.)
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
flip this on to do some crazy jumping.
now this also flips g_playerCheatPowers on
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 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
- 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)
- 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
- 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
- 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)
- 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
By JKHubOpenJediProject 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 :
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 :
Or the same version with some assets fix here :
and a patch to fix some coop maps :
I thank Razorace who allowed me to put this source code on JKHUB.
By Clan 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 :
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 :
Source Code of OJP
*** 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)
*** 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 ***
By eezstreetJedi 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.
By eezstreetOnly use this to upgrade a Jedi Knight Galaxies 1.2.0 or 1.2.1 installation to a 1.2.2 installation.
By eezstreetJedi 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.
By ZykThere 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.