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  1. 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

    3,165 downloads

       (12 reviews)

    14 comments

    Updated

  2. 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

    30,902 downloads

       (12 reviews)

    2 comments

    Updated

  3. 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/

    837 downloads

       (0 reviews)

    1 comment

    Updated

  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

    345 downloads

       (0 reviews)

    1 comment

    Updated

  5. 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

    370 downloads

       (0 reviews)

    0 comments

    Submitted

  6. Zyk OpenJK Mod

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

    3,463 downloads

       (23 reviews)

    47 comments

    Updated

  7. Dusty's Patch: Jedi Academy SP (Test)

    Update 8/1/16:
    It seems the second time I uploaded the file I gave you guys some bad code files. I think that was also what was causing problems. As they say, the third time is the charm. Also, I forgot to mention the changes to Class_BobaFett, Class_Commando, and the new Class_Manda for NPCs.
     
    Warning: This mod is not compatible with existing save games. Just use cheats to remake your saved game. It also assumes OpenJK is installed which provides some files and libraries that are necessary to run the game. The latest OpenJK builds can be obtained here: https://builds.openjk.org/
     
    This is a test run for a modded Jedi Academy single player. All the features are code-side except for the animations (download Dusty's Patch: Animations to get them). The code uses a modified version of OpenJK's gameplay code.
     
    Feel free to report issues, give feedback, or suggest features. Remember though, I'm just one person.
     
    v1.1 changes:
    - fixed a bug where projectiles deflected by the player back at an enemy would just sit there without damaging the enemy
    - added the g_saberAutoAimDeflect cvar, it wasn't actually in before and the deflection aiming was actually controlled by g_spskill
    - to accurately aim deflections now you almost must be walking/guarding
    - fixed a baseJA bug where stormtroopers using Flechette and Repeater alt-fire would switch to primary fire when an enemy is very close not to damage themselves but then couldn't switch back to alt-fire
    - g_playerCheatPowers: if 1, player gets a lot of abilities that bosses and NPCs have, like auto-pushing explosives, sniper shot dodging, increased jumping ability/resistance to force powers, at 2 fp usage is cut in half, and at 3 you have unlimited fp and take no fall damage; make sure to have this set when before you load your game to get the automatically applied NPC boss class effects; also your lightsaber must be activated for auto-pushing explosives (so it won't work with any other weapon equipped or your saber off)
    - iknowkungfu now toggles g_playerCheatPowers to 1
    - NPCs are using some new AI for surrendering, but I'm not sure how it behaves in the context of the SP missions, as I only tested it on MP maps which don't have waypointing, but basically they consistently stay surrendered hile you are nearby but as soon as you leave they try to do stuff
    - NPC Jedi now have their 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"
    - Class_BobaFett doesn't make an NPC invincible anymore, rather only the NPC with the name "boba_fett" or the undying field will be invincible, Class_Commando allows for an NPC that acts like Boba but without the flamethrower or jetpack, and Class_Manda is supposed to act like Boba but without a jetpack but is untested --- NOTE: must have WP_BLASTER as a fallback weapon to work correctly, and can currently only switch between/use the weapons Class_BobaFett has normal AI for (disruptor, rocket launcher, e11)
    - Tweaked the likelihood of Grenadier Grans using WP_MELEE when you have your saber out, don't know if it's a noticeable difference though
    - 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.)
    - cg_lightningBlockEffect controls which efx file is used for the force lightning saber block effect
    - 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 a Jedi NPC from using abilities they don't have the proper force powers for such as sniper
    shot dodging without Speed 2, force pushing without Push 1
    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 -- allows punching sometimes with melee (to emulate how cultists punch sometimes in the previous version of the mod)
    heavyMelee 1 -- forces heavy melee regardless of class
    - new fields are supported by the weapons.dat however I'm not sure how robust they are (they seemed to work for me):
    velocity, altVelocity: use an integer number (no decimals)
    npcDmgMult, npcAltDmgMult, npcFireTimeMult, npcAltFireTimeMult: multipliers that use a decimal (like 0.7, 1.5, 2.3 etc.)
    the npc firetime fields might only work on newly spawned NPCs (firing speed is set as an NPC is spawning in)
    *read the weaponshelp.txt for overview of what the default values for these things are
     
    new bug - for some reason when you use playermodel to become an NPC your HP and shields will match that NPCs HP. Not sure why.
     
    v1.0 changes:
    New Cvars
    ------------------------------------------------------------------------------------------------------------------------------
    g_autoRoll - default is 1, if 1 default JA behavior, if 0 you have to be holding USE to roll
    g_char_forcePowerMax - requires level restart, controls number of player force points
    g_char_forceRegen - requires level restart, controls force point regen rate of player
    g_char_parryBonus - same as .sab file setting but applied on savegame load for player
    g_char_breakParryBonus - same as .sab file setting but applied on game load for player
    g_handicap - can go up to 200 now
    g_saberDamageScale - this scales saber damage, and is saved with your savegame. This effect stacks on top of the effect caused by g_saberMoreRealistic.
    g_saberDeflectAutoAim - if 0, blaster deflections are not auto-aimed but go in the direction of the crosshair with randomness
    based on Saber Defense level
    g_saberForceDrains - if 1 special moves drain the amount of FP from the next cvar, katas not affected
    g_saberForceDrainAmount - if g_saberForceDrains is 1, special moves drain this amount of FP, katas not affected
    g_saberLockSuperBreaks - if 1 default JA behavior of saber locks, if 0 no super breaks (1-hit KOs) ever happen after saber locks
    g_saberMoreRealistic - no longer write-protected
    g_weaponVelocity*, g_weaponAltVelocity* - use this to multiply the speed of most projectiles
     
    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 if I remember correctly
     
    NPC AI
    ------------------------------------------------------------------------------------------------------------------------------
    - Improvements to NPC AI pertaining to the use of JA-exclusive abilities...
    NPCs only use Force Rage if close to the player and if have > 25% HP, only kick if close to the player,
    only use katas if close to the player
    - NPC Jedi will try very hard to dodge your attacks if you knock their saber throw to the ground (before they were more apt to just stand there)
    - NPC Jedi get up much more quickly from knockdown on higher difficulties (no easy marios for the win)
    - NPC Jedi will activate their saber very quickly after being gripped or drained based on difficulty and rank
    - Force-only Cultists react properly to explosives, sniper shots, and saber throws now
    - Force-only Cultists will very rarely throw in a quick punch if you get right in their face
    - Non-saber wielding NPCs with Class_Reborn try extra hard to dodge saber attacks and throws (because they can't block)
    - Light Jedi with non-dark Jedi AI (class_reborn, class_desann, etc.) classes don't attack surrendered or unarmed enemies now at all
    - **Grenadier Grans will alternate punches/thermal detonators even if your saber is out if you are really close to
    them
    - **NPCs surrender more like JK2 (the animation is more consistent, once they decide to surrender they will usually stay surrendered)
    - 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
     
     
    Saber System (activated with g_saberNewCombat 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Saber Offense gives a base "attack power" (AP) (+2/+4/+6)
    - Saber Defense gives a base "defense power" (DP) (+2/+4/+6) and a number of block points (BP, is equal to 1 + your SD level IIRC)
    - "attack power" is modified by saber style (-2/0/+2/-1/+1/-1/+1 for Fast/Med/Strong/Duals/Staff/Tavion/Desann)
    - 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
    - style attack 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)
     
    How saber combat then works:
    - AP > DP = attack blocked but lose a number of BP equivalent to AP - DP
    - all BP lost = guard crushed
    - BPs regenerate about 1 per second if walking/standing still (total BP = your Saber Def. level + 1 if I remember correctly)
    - special attacks ignore BP: either crush guard or are blocked partially
     
    Other saber-related changes (always active regardless of g_saberNewCombat)
    - player's ability to parry saber attacks and blaster fire is improved while walking or standing still for Medium and Strong
    styles
    - Saber Defense 0 no longer causes blaster fire to pass through the player, only the player's saber
    - A saber with autoblocking 0 now has a very narrow blocking arc for the player (so you can't cheat and block super easy)
    - Holding Use and standing still will let you try to manual block blaster bolts as it currently does in Base JA, however the arc is super narrow
     
    Melee changes
    --------------------------------------------------------------------------------------------------------------------------------
    - Player can use kicks with any saber type by default, you must use +forcefocus to saberthrow (bind this to a key, maybe your mousewheel click-down)
    - Player's melee abilities determined by Saber Offense level (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 are only enabled for Saber Offense 3 but do slightly more damage
    - Spin Kicks are possible on demand by holding Use and pressing the Alt Attack button, however costs 10 FP (the auto version doesn't cost any)
    - **Knockdown from a kick to Jedi happens only if your Saber Offense >= their Saber Defense
    - Player punches do 7/5 damage now instead of 6/3 and aren't randomized
    - **Force Speed punching is more consistent now and less cheap (never did actually test)
    - **Heavy/Slow Melee punching is specifically associated with Chewbacca, Class_Gran, and Class_Trandoshan, other NPC types will punch
    more quickly but weakly if given WP_MELEE
     
    Other additions
    ----------------------------------------------------------------------------------------------------------------------------
    - visual effect for blocking Force Lightning with your lightsaber (it's subtle but there, it just plays a reverse-direction version of the Lightning level 1 effect)
    - rolls and acrobatics are possible in 1st Person now
     
    Future ideas
    ----------------------------------------------------------------------------------------------------------------------------
    Things to do -
    - *savegame screenshots
    - *separate cvar for player HP and Shields
    - force push strong version, mindtrick changes
    - *camera controls (1st, 2nd, 3rd, 4th person)
     
     
    ** not completely tested but should work
    *** incomplete/unfinished/not working completely

    418 downloads

       (4 reviews)

    33 comments

    Updated

  8. 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

    701 downloads

       (12 reviews)

    25 comments

    Updated

  9. QEffects PRO

    This works for both JK2 and JKA, in SP and in MP! PLEASE READ THE README FILE!
    This is a proxy which alters your graphics to be improved. Features the following:

    Motion Blur
    Color Grading (improved)
    Anisotrophic Filtering
    Depth of Field
    Bloom
    Screen Space Ambient Occlusion
    Multitexturing
    And more...

    Each version of the game is tailored to be different in terms of looks. You can customize the intensity of various effects.
    Here's the color scheme included:
    JK2 SP: Dark, gray, shadowy
    JK2 MP: Same as JK2 SP, but lighter for better visibility ingame. (Reasoning: you have light amp goggles in SP, but not in MP). Slightly more colorful and less gray/dull.
    JA SP: No change in color/saturation/lightness. Altered bloom. SSAO OFF.
    JA MP: Same as JA MP, but slightly more saturation.

    Its official: Scooper is awesome.

    9,226 downloads

       (15 reviews)

    20 comments

    Updated

  10. Zyk OpenJK Mod

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

    252 downloads

       (5 reviews)

    19 comments

    Submitted

  11. Makermod Server and Client

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

    1,379 downloads

       (12 reviews)

    16 comments

    Updated

  12. Dusty's Patch: Jedi Academy SP (Test)

    Updated 7/11/16: The animations mod must now be downloaded separately (to avoid legal issues?). I also realized I made some mistakes in the installation instructions in the readme. If you are having problems I suggest re-downloading to make sure you installed properly. Other small fixes to the documentation.
     
    Warning: This mod is not compatible with existing save games. Just use cheats to remake your savegame.
     
    This is a test run for a modded Jedi Academy single player. All the features are code-side except for the animations (download Dusty's Patch: Animations to get them). The code uses as a base the OpenJK build that existed at the time of release, so if your system has issues with OpenJK, you most likely will have problems running this.
     
    Feel free to report issues, give feedback, or suggest features. Remember though, I'm just one person.
     
     
    Changes from base JA/OpenJK...
     
    New Cvars
    ------------------------------------------------------------------------------------------------------------------------------
    g_autoRoll* - default is 1, if 1 default JA behavior, if 0 you have to be holding USE to roll
    g_char_forcePowerMax* - requires level restart, controls number of player force points
    g_char_forceRegen* - requires level restart, controls force point regen rate of player
    g_char_parryBonus* - same as .sab file setting but applied on savegame load for player
    g_char_breakParryBonus* - same as .sab file setting but applied on game load for player
    g_handicap* - can go up to 200 now
    g_saberDamageScale* - this scales saber damage, and is saved with your savegame. This effect stacks on top of the effect caused by g_saberMoreRealistic.
    g_saberDeflectAutoAim* - if 0, blaster deflections are not auto-aimed but go in the direction of the crosshair with randomness
    based on Saber Defense level
    g_saberForceDrains - if 1 special moves drain the amount of FP from the next cvar, katas not affected
    g_saberForceDrainAmount - if g_saberForceDrains is 1, special moves drain this amount of FP, katas not affected
    g_saberLockSuperBreaks* - if 1 default JA behavior of saber locks, if 0 no super breaks (1-hit KOs) ever happen after saber locks
    g_saberMoreRealistic* - no longer write-protected
    g_weaponVelocity*, g_weaponAltVelocity* - use this to multiply the speed of most projectiles
     
    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 if I remember correctly
     
    NPC AI
    ------------------------------------------------------------------------------------------------------------------------------
    - Improvements to NPC AI pertaining to the use of JA-exclusive abilities...
    NPCs only use Force Rage if close to the player and if have > 25% HP, only kick if close to the player,
    only use katas if close to the player
    - NPC Jedi will try very hard to dodge your attacks if you knock their saber throw to the ground (before they were more apt to just stand there)
    - NPC Jedi get up much more quickly from knockdown on higher difficulties (no easy marios for the win)
    - NPC Jedi will activate their saber very quickly after being gripped or drained based on difficulty and rank
    - Force-only Cultists react properly to explosives, sniper shots, and saber throws now
    - Force-only Cultists will very rarely throw in a quick punch if you get right in their face
    - Non-saber wielding NPCs with Class_Reborn try extra hard to dodge saber attacks and throws (because they can't block)
    - Light Jedi with non-dark Jedi AI (class_reborn, class_desann, etc.) classes don't attack surrendered or unarmed enemies now at all
    - **Grenadier Grans will alternate punches/thermal detonators even if your saber is out if you are really close to
    them
    - **NPCs surrender more like JK2 (the animation is more consistent, once they decide to surrender they will usually stay surrendered)
    - 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
     
     
    Saber System (activated with g_saberNewCombat 1)
    ------------------------------------------------------------------------------------------------------------------------------
    - Saber Offense gives a base "attack power" (AP) (+2/+4/+6)
    - Saber Defense gives a base "defense power" (DP) (+2/+4/+6) and a number of block points (BP, is equal to 1 + your SD level IIRC)
    - "attack power" is modified by saber style (-2/0/+2/-1/+1/-1/+1 for Fast/Med/Strong/Duals/Staff/Tavion/Desann)
    - 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
    - style attack 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)
     
    How saber combat then works:
    - AP > DP = attack blocked but lose a number of BP equivalent to AP - DP
    - all BP lost = guard crushed
    - BPs regenerate about 1 per second if walking/standing still (total BP = your Saber Def. level + 1 if I remember correctly)
    - special attacks ignore BP: either crush guard or are blocked partially
     
    Other saber-related changes (always active regardless of g_saberNewCombat)
    - player's ability to parry saber attacks and blaster fire is improved while walking or standing still for Medium and Strong
    styles
    - Saber Defense 0 no longer causes blaster fire to pass through the player
    - A saber with autoblocking 0 now has a very narrow blocking arc for the player (so you can't cheat and block super easy)
    - Holding Use and standing still will let you try to manual block blaster bolts as it currently does in Base JA, however the arc is super narrow
     
    Melee changes
    --------------------------------------------------------------------------------------------------------------------------------
    - Player can use kicks with any saber type by default, you must use +forcefocus to saberthrow (bind this to a key, maybe your mousewheel click-down)
    - Player's melee abilities determined by Saber Offense level (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 are only enabled for Saber Offense 3 but do slightly more damage
    - Spin Kicks are possible on demand by holding Use and pressing the Alt Attack button, however costs 10 FP (the auto version doesn't cost any)
    - **Knockdown from a kick to Jedi happens only if your Saber Offense >= their Saber Defense
    - Player punches do 7/5 damage now instead of 6/3 and aren't randomized
    - **Force Speed punching is more consistent now and less cheap (never did actually test)
    - **Heavy/Slow Melee punching is specifically associated with Chewbacca, Class_Gran, and Class_Trandoshan, other NPC types will punch
    more quickly but weakly if given WP_MELEE
     
    Other additions
    ----------------------------------------------------------------------------------------------------------------------------
    - visual effect for blocking Force Lightning with your lightsaber (it's subtle but there, it just plays a reverse-direction version of the Lightning level 1 effect, will make this a separate file)
    - rolls and acrobatics are possible in 1st Person now
     
    Future ideas
    ----------------------------------------------------------------------------------------------------------------------------
    Things to do -
    - *savegame screenshots
    - *separate cvar for player HP and Shields
    - reborn masters with debounce to limit constant saber throwing + lightning
    - *NPCs avoid cliffs
    - *extra fields in Weapons.dat such as NPCDamageMult, NPCAltDamageMult, saber ignition/deignition time
    - force push strong version, mindtrick changes
    - doing a full slash when starting saber off regardless of movement
    - *camera controls (1st, 2nd, 3rd, 4th person)
    - better AI for NPCs deciding to surrender
     
     
    * would like to implement into OpenJK
    ** not completely tested but should work
    *** incomplete/unfinished/not working completely

    419 downloads

       (5 reviews)

    16 comments

    Updated

  13. The JKA All Seeing Eye Server Browser Mod

    This is a server browser mod which allows you to switch between different master servers, and allows you to filter by virtually every single mod in existence (except KotF and JKG). A must-have for anyone who wants to see any actual servers in existence (so basically everyone)
     
    You can specify your own custom master server to track via sv_master4 and sv_master5, or by modifying any of the existing ones. Note that you will have to add this to a config file to make sure that the settings stick. The cvar will not stay through a game restart.
     
     
    NOTE: QTracker may or may not work due to QTracker being a fake master server (not an actual one)
    NOTE 2: JKG servers will not show up for multiple reasons, all of which are because of security or stability.

    2,490 downloads

       (6 reviews)

    13 comments

    Updated

  14. 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

    5,198 downloads

       (10 reviews)

    13 comments

    Updated

  15. 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

    3,928 downloads

       (10 reviews)

    13 comments

    Updated

  16. 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).

    1,436 downloads

       (4 reviews)

    12 comments

    Updated

  17. 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

    569 downloads

       (6 reviews)

    12 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

    742 downloads

       (2 reviews)

    11 comments

    Updated

  19. 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.

    521 downloads

       (8 reviews)

    11 comments

    Updated

  20. ForceMod III Ninja Edition

    /!\ Do not look for server with "Forcemod III" filter, my mod isn't recognized as Forcemod III, use the basic filters. /!\
     
    The original Forcemod III modified by Kahzmat.
    This is a mix between serveral mods like JA+ (some effects), Evolution of Combat III (Effects) and FM III (Source) for more realism and details like Star Wars Movies.
     
    ______________
    -Installation:
    ______________
     
    Put the FMIII folder into your "GameData" folder or in "OpenJK" if you're using it.
     
     
    _____________
    -How to Play:
    _____________
     
    First of all, launch the mod by your "config" menu.
     
    Then you can make a server or play on an hosted server.
     
    /!\ IMPORTANT /!\ : Remove the filter "Forcemod III 1.01" in the join menu.
     
     
    _________
    OVERVIEW:
    _________
    - Choose from 29 unique classes in 6 different Factions:
    JEDI: Warden, Aurorian, Sentinel, Ancient One
    SITH: Cardinal, Zealot, Crypt Guardian, Dark Sage
    MERC: Mandalorian, Bounty Hunter, HotShot, Commando
    MILITARY: Stormtrooper, Spacetrooper, Clonetrooper, Royal Guard, Scout, ARC Trooper
    SPECIES: Wookiee, Tusken Raider, Noghri Warrior, Yuuzhan Vong, Gungan
    DROID: Battle Droid, Super Battle Droid, Droideka, Assassin, Darktrooper
    - Level 4 Force powers, combine Light & Dark sides, Charged powers, 5 new force ranks
    - Merc gadgets: Jetpack, Cloaking, Dual Pistols, Flame Gauntlet, Radar, Camouflage, and more...
    - Model Scaling, Class-based Model System, Bot Class support
    - Includes Tchouky's Advanced RGB Sabers
     
     
    _____________
    CLASS SYSTEM:
    _____________
    JEDI
     
    "Warden" - Level 3 Lightside Powers Available
    - Level 3 Darkside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Aurorian" - All Level 4 Lightside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Sentinal" - Level 4 Lightside Powers Available
    - Level 2 Darkside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Ancient One" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    SITH
     
    "Cardinal" - Level 3 Darkside Powers Available
    - Level 3 Lightside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Zealot" - All Level 4 Darkside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Crypt Guardian"- Level 4 Darkside Powers Available
    - Level 2 Lightside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Dark Sage" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    MERCENARY
     
    "Mandalorian" - Health/Shields: (100/150)
    - Speed: 70%
    Weapons:
    - Dual Westar Pistols
    - E-11 Blaster
    - Jetpack-mounted rocket
    Equipment:
    - Flamethrower
    - Jetpack
    - Thermal Vision
    - Shield Regenerator
    - Double Ammo Capacity
    - Medpac
    Abilities:
    - Martial Arts Training
    - Combat Roll ready
     
    "Bounty Hunter" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Tenloss Disruptor
    - Thermal Detonators
    Equipment:
    - Cloaking Module
    - Optic Radar Goggles
    - Grappling Hook
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Martial Arts Training
    - Scope Tracking
    - Combat Roll ready
     
    "HotShot" - Health: 200
    Weapons:
    - Pistol
    - Blaster
    - DetPacks
    - Tripmines
    Equipment:
    - Ammunition Generator
    - Big Medpac
    Abilities:
    - Lucky: Automagically dodges
    - Lucky: Chance to do critical strikes
    - Highly resistant to explosives
    - Basic Hand-to-Hand Combat Training
    - Combat Roll ready
     
    "Commando" - Health/Shields: (150/200)
    - Speed: 85%
    Weapons:
    - Pistol
    - Flechette Gun
    - Thermal Detonators
    - Wrist-mounted Flamethrower
    - Portable E-Web Turret
    - Deployable Sentry Gun
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Camouflage Ability
    - Martial Arts Training
    - Combat Roll ready
     
    MILITARY
     
    "StormTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Blaster
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Portable Energy Shield
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "SpaceTrooper" - Health/Shields: (100/150)
    - Speed: 60%
    Weapons:
    - Pistol
    - Repeater
    Equipment:
    - Improved Jetpack
    - Shield Regenerator
    - Double Ammo Capacity
    - Medpac
    Abilities:
    - Radar-Equipped
     
    "CloneTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Repeater Rifle
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "Royal Guard" - Health/Shields: (150/200)
    Weapons:
    - Force Pike
    - E-11 Blaster
    Equipment:
    - Gun-resistant robes
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Battle Dash
    - Martial Arts Training
     
    "ScoutTrooper" - Health/Shields: (100/100)
    - Speed: 140% Normal
    Weapons:
    - Pistol
    - Tenloss Disruptor
    Equipment:
    - Optic Radar Goggles
    - Cloaking Module
    - Seeker
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Scope Tracking
    - Basic Hand-to-Hand Combat Training
     
    "ARC Trooper" - Health/Shields: (100/150)
    Weapons:
    - Dual Westar Pistols
    - Rocket Launcher
    Equipment:
    - Grappling Hook
    - Medpac
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Combat Roll ready
    - Martial Arts Training
     
    SPECIES
     
    "Wookiee" - Health: 500
    - Speed: 80%
    Weapons:
    - Bowcaster
    - Detpacks
    Equipment:
    - Big MedPac
    - Ammunition Generator
    Abilities:
    - Heavy Melee Combatant
    - Berserker Rage
    - Triggerhappy
    - Wallclinging
    - Extra Heavy (Resists Push/Pull)
    - Martial Arts Training
    - Resistant to Melee attacks
     
    "Tusken Raider" - Health: 300
    - Speed: 110%
    Weapons:
    - Gaderffii
    - Sniper Rifle
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Big Medpac
    Abilities:
    - LifeLeech (Healed by damaging others)
    - Savage Fury
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Noghri Warrior"
    - Health: 200
    - Speed: 130%
    Weapons:
    - Twin Daggers
    Equipment:
    - Medpac
    Abilities:
    - Natural Camouflage
    - Battle Senses
    - Thermal Vision
    - Wallclinging
    - Natural Leaping Ability
    - Martial Arts Training
     
    "Yuuzhan Vong" - Health: 300
    - Speed: 120%
    Weapon: - Amphistaff
    Equipment:
    - Organic Armor (Lightsaber Resistant)
    Abilities:
    - Total Force Immunity
    - Regeneration (Heals over time)
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Gungan" - Health/Shields: (200/100)
    Weapon: - DEMP 2
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Heightened jumping ability
    - Cartilaginous Skeleton (Resistant to explosives)
    - Resistant to fall damage
    - Basic Hand-to-Hand Combat Training
     
    DROIDS
     
    "Battle Droid" - Health/Shields: (75/150)
    Weapons:
    - Blaster
    - Rocket Launcher
    Equipment:
    - Unlimited Ammo
    - Internal Radar
    - Shield Regenerator
    Abilities:
    - Troop Leader (Squad of Three)
    - Force-Immune
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to Fire
     
    "Super Battle Droid"
    - Health/Shields: (75/300)
    - Speed: 70%
    Weapons:
    - Laser Cannon Gauntlet
    - Rocket Pack
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Triggercrazy
    - Extra Heavy (Resists Push/Pull)
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to own blasters
    - Immune to Fire
     
    "Droideka" - Health/Shields: (150/500)
    Weapons:
    - Twin Blasters
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to fall damage
    - Immune to Fire
    - Immune to own blasters
     
    "Assassin Droid" - Health/Shields: (100/100)
    - Speed: 90%
    Weapons:
    - Pistol
    - Disruptor
    - Repeater
    Equipment:
    - Internal Radar
    - Cloaking device
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Resistant to Melee attacks
    - Martial Arts Training
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
    "DarkTrooper" - Health/Shields: (100/350)
    - Speed: 50%
    Weapons:
    - Pistol
    - Concussion Rifle
    - Rocket Launcher
    Equipment:
    - Internal Radar
    - Unlimited Ammunition
    - Shield Regenerator
    - Cortosis Armor (Lightsaber/Explosives Resistant)
    Abilities:
    - Basic Hand-to-Hand Combat Training
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
     
    ____________
    LIGHTSABERS:
    ____________
     
    - Seven Forms of Lightsaber Combat:
    (originally developed by David West Reynolds)
    Form I: (Yellow Stance)
    - Level 2 Saber Offense Required
     
    Form II: (White Stance)
    - Dual Lightsaber wielder primary stance
    - Level 4 Saber Offense Required
     
    Form III: (Blue Stance)
    - Level 1 Saber Offense Required
     
    Form IV: (Green Stance)
    - Level 4 Saber Offense Required
     
    Form V: (Red Stance)
    - Level 3 Saber Offense Required
     
    Form VI: (Purple Stance)
    - Level 4 Saber Offense Required
     
    Form VII: (Gold Stance)
    - Saberstaff wielder primary stance
    - Level 4 Saber Offense Required
     
    - Powered by Tchouky's Advanced RGB Sabers (toggleable)
    - Dualblade lightsabers can be split in half or destroyed
    - Dual lightsaber wielder's 2nd saber may be destroyed
    - Lightsabers damage now lethal
    - Recharge force at twice the normal rate with saber holstered
    - Jedi will now try to block sniper shots with their saber before trying to dodge
    - 16 different lightsaber blade types available
    - Certain special moves can now be performed on cue:
    - Backstabs/Backsweeps: crouch + back + attack
    - Force Impale/Slash: pull followed by attack
    Dual Lightsabers:
    - Dual Side Attack: crouch + left + attack
    - Dual Front/Read Attack: crouch + right + attack
    Red or Staff Stance (kicks):
    - Split kick: crouch + right + alt attack
    - Spinning roundhouse kick: crouch + back + alt attack
    - Hilt Bash: crouch + forward + alt attack
     
     
    ______________________
    GADGETS AND ABILITIES:
    ______________________
     
    Cloaking: (Same key as Mindtrick, or select as item and press "Use" to toggle)
    - Allows one to become invisible for a short period of time
    - Cannot be seen with Force Seeing
    - Missiles lose lock on cloaked mercs
    - Invisible to sentry guns
    - Can attack while cloaked
     
    Camouflage: (Stand still for 3 seconds to disappear)
    - Unlimited duration
    - Moving while crouched maintains camouflage
    - Remain hidden unless moving quickly or attacking
     
    Optic Radar: (Same key as ForceSense, use like force power)
    - Goggles send and receive radar waves
    - Can see moving, non-cloaked entities, even through walls
    - Can see mindtricking Jedi/Sith
     
    Thermal Vision: (Same key as ForceSense, use like force power)
    - Goggles attuned to pick up body heat
    - Can see mindtricking Jedi/Sith
    - Can see cloakers
     
    Flame Gauntlet: (Same key as ForceLightning, use like force power)
    - Flamethrower mounted on the Merc's left forearm
    - Does constant damage to all engulfed targets
    - Intense heat bypasses shields and damages tissue directly
     
    Shield Charging:(Same key as ForceHeal, use like force power)
    - Regenerate shields by drawing power from the battery cells
     
    AmmoCell Regen: (Same key as Force TeamHeal, use like force power)
    - Replenishes weapon ammunition via the battery cells
     
    Jetpack: (Hold jump or press "Use" while airborne to activate jetpack)
    (Land or press "Use" again to turn off)
    - Jetpack can be destroyed
    - Powered by separate, self-replenishing fuel tank
    - Flag carrier cannot use jetpack
     
    Mobile Battery: - Serves as a power source for:
    - Optic Radar Goggles
    - Flame Gauntlet
    - Ammo Recharger
    - Shield Regenerator
    - Charges over time
     
    Grapple: (Bind key to "hook" or select key to bind in ForceMod menu)
    1. Press hook once to fire
    2. Press again to swing at that distance
    3. Press hook again to disengage grapple
    - Pressing "Use" at anytime will disengage grapple
    - Utilizes Tercero's grapple model
     
    Wallclinging: (Jump at a wall and hold jump to grab)
    - Can turn and fire while clinging wall
    - Press crouch to release grip on wall
     
    Troop Leader: - Commands a squad of NPCs
     
    Auto-Dodge/Battle Senses:
    - Chance to automatically dodge any incoming projectile
     
    Life Leech: - Each succesful attack returns life to the attacker
     
    Battle Dash: (Same key as ForceSpeed, use like force power)
    - Can run at 185% normal speed for a period of time
     
    Coomb Spores: (Same key as ForceLightning, use like force power)
    - Deadly micro-organisms suffocate target
    - Does constant damage to all engulfed targets
    - Organisms bypass shields and attack lung tissue directly
    - Powerful toxins eat away at inner circuitry in droids
     
    Basic Hand-to-Hand Combat Training:
    - Can fight using punches
    - Knows basic directional kicks
     
    Martial Arts Training:
    - Can fight using punches
    - Knows basic directional kicks
    - Skilled in advanced, multiple-hit kicks
    - Skilled in grappling and wrestling moves
     
    Heavy Melee Combatant:
    - Very powerful, often lethal melee attacks
     
    Berserker Rage & Savage Fury:
    (Same key as DarkRage, use like force power)
    - Increased speed
    - Increased damage
    - Cannot be killed while in rage
    - Slow and vulnerable after Rage is over
     
    Scope Tracking:
    - Can move while zoomed in with scope
    - Moves faster when zoomed
     
    Combat Roll ready:
    - Players can roll while wielding guns
     
    Triggerhappy:
    - Player can fire weapons 30% faster
     
    Triggercrazy:
    - Player can fire weapons 60% faster
    Automated Nano-Repair:
    - Microscopic nanobots constantly repair droid circuitry
    - Heals over time
     
    Extra Heavy: - Generally too heavy to lift or move
    - Resistant to ForcePush and ForcePull
    - Resistant to ForceGrip
     
    Force-Immune:
    - Immune to Force Drain
    - Immune to Mind Trick
    - Immune to Force Sense
    - Immune to Force Heal
     
    Full Force-Immune:
    - Immune to all Force powers
     
    Miscellaneous:
    - Disruptor fire can now dismember target
     
     
    _____________
    FORCE POWERS:
    _____________
     
    - All Force Powers have been extended to include Level 4 strength
    - Jedi/Sith with Level 4 powers can execute "Charge-up" moves
    (Chargemeter: charges when force power is full)
    (Press "Use" when Chargemeter is full, then execute level 4 force power)
    - Certain Jedi/Sith classes can combine Light and Dark Force powers.
    - Five new force ranks:
    Sith Apprentice: 150 Force Points
    Sith Lord: 200 Force Points
    Jedi Lord: 250 Force Points
    Ancient Master: 350 Force Points
    One with the Force: 500 Force Points
     
    Jump: Level 4:- Jump 24x normal height
    - Reduced force cost
     
    Heal: - Heals over time now, instead of instantly
    Charged:- Instant full health
     
    Speed: Level 4:- Run at 200% normal speed
    - Duration increased
     
    Push: Charged: - Triple strength push if standing
    - 360 degree push if crouched
    Level 4:- Increased push strength over level 3.
    - Greater push resistance
    - Chance to break saberlock increased
     
    Pull: Charged: Triple strength pull if standing
    360 degree pull if crouched
    Level 4:- Increased pull strength over level 3
    - Greater pull resistance
     
    MindTrick: - Force Seeing will only reveal invisible jedi of equal or lesser rank
    Charged: Each attack while invisible costs less
    Level 4:- Can attack while invisible - each attack costs force points
    - Duration increased to 40 seconds
     
    Grip: Charged: Channels lightning to gripped victim (ala Dooku)
    Level 4:- Can move around at double normal speed while gripping (Normally %40)
    - Grip range increased to 2x normal
    - Damage per second doubled
     
    Lightning:
    Charged: Knockdown and paralyze victims with lightning (ala Palpatine)
    Level 4:- Lightning mastery - other lightning attacks are absorbed by force power
     
    Dark Rage:
    Charged: Immune to gunfire - deflects all projectile attacks
    Level 4:- Increased lightsaber damage done by 50%
    - Run speed further increased to 200% normal speed
    - Duration of 40 seconds
     
    Protect:
    Charged: Gives Jedi 200 shields for duration of power
    Level 4:- Consumes force only when hit
     
    Absorb:
    Charged: All Energy weapon attacks are converted into force power
    Level 4:- Absorbs 25% more force than level 3
    - Absorbs and converts 25% of weapon damage into force
     
    Drain: - Drainer takes damage from a missed attack ????
    - If victim is non-Jedi, drains health instead of Force
    Charged: Slows victim to 20% normal speed for 15 seconds
    Level 4:- Drains ~20% more than level 3 drain
    - Drains ammo from any energy weapons in use
     
    Seeing:
    Charged: 70% chance to dodge any type of projectile attack,
    reflect all projectiles directly back at attacker
    Level 4:- Duration increased 40 seconds
     
    Saber Offense:
    Level 4:- Saberstaff available
    - Dual Sabers available
    - Choose an additional Lightsaber form for single sabers
     
    Saber Defense:
    Level 3:- Block Lightning and Drain attacks if attacker is in crosshairs
    Level 4:- Block all incoming projectiles if attacker is in crosshairs
     
    SaberThrow:
    Level 4:- Saber can spend more time airborne
    - Saber will never fall to the ground when blocked
    - Force power costs reduced
     
     
    _______________
    OTHER FEATURES:
    _______________
     
    Tchouky's Advanced RGB Lightsabers:
    - Toggle on/off clientside, for those who prefer the regular six colors
    - In-game menus
    - Black sabers availale (toggleable)
    - Pimpin color-cycling sabers available with scripts
     
    ________
    Credits:
    ________
     
    Anzymn, Corto, Neo Knight, Kyle Kellahshehskee, Nezill, Kjarl_Dreadnought and FM III Team : FORCEMOD III
     
    Dave Turner : E-11 Blaster
     
    Sasha Burrow : ATST Pilot
     
    Psyk0sith and Grafox : Some Player Models (Ki Adi Mundi,
     
    LastWish : IG-88
     
    Darth Shiftee : Trandoshan HD Head
     
    MovieBattle II Team :
     
    Serenity937 : Evolution of Combat Effects
     
    Pande : Scope HUD
     
    pra_viion : Luke HD Model
     
    Circa & DT85 : Some Player Models
     
    Mars Marshall aka Neomarz1 and his Team : Clone Ultima / Republic Commando / Magna Guard / Electrostaff and a lot of cool things!
     
    Hapslash : Stormtrooper
     
    Monsoontide, Keshire, Tyrael64 : Scouttrooper and T21 Blaster
     
    Weedsmoker : Clone Scout
     
    Duncan 10158 : Night Scout
     
    David "Rendar" Payne / Chairwalker : Super Battle Droid
     
    Prophet : Battle Droids
     
    Robin "IZaNaGI" Molde : Shaders
     
    Duncan_10158 : Droideka
     
    Major Clod : Gungan / Han Solo
     
    Joe "Keto" Thiel : Yuuzhan Vong
     
    Eric Landreneau : Royal Guard
     
    AJL : DC-15A Clone Repeater
     
    Inyri : Westar Pistol 3P Model
     
    Kevin Coyle : Anakin EP2, Obi-Wan Ep1, Ben Kenobi
     
    Toonces : Some Jedi Models
     
    JP-30 : ATAT Pilot
     
    OddJob : Boushh
     
    NeoMarz, Psyk0Sith & Darklord60 : Mando Pack
     
    Jashugan : Qui-Gon Jinn
     
    Stingray : Leia Endor
     
    Neomarz, Moooa : Zam Wesell
     
     
     
     
    Raven : JKA
     
    John Williams : Musics *o*
     
    George Lucas : Universe!
     
    _______________________________________________________________
     
    Special Thanks to all these modders who enriched the game .
     
    And my testers : Zeogrey, Rafale, Selixas.
     
     
    IF I MISSED SOMEONE THAT YOU RECOGNIZED THE WORK, PM ME AND I WILL ADD HIM/HER AS FAST AS POSSIBLE.

    1,757 downloads

       (3 reviews)

    10 comments

    Updated

  21. Cvar Unlocker

    This mod changes your sv_cheats cvar to 1 whenever the map changes.
    This will allow you to set cvars such as, but not restricted to, cg_thirdpersonrange or cg_fov to whatever value you like

    1,650 downloads

       (2 reviews)

    9 comments

    Submitted

  22. Facial Expressions

    Description:
     
    This mod consists of custom built binaries (and libraries) that incorporate a facial expressions patch to extend the amount of available Icarus scriptable facial animations in the single-player game of Jedi Knight: Jedi Academy.
     
    It is designed for single-player mods where the developer/author wishes to have more character facial expressions in cutscenes and otherwise scripted sequences than what the base game allows.
     
    Instructions:
     
    Mac:
    Include the custom binary (app) with your single-player mod as a launcher. Provide instructions for your users to place the launcher in the "GameData" folder (above the "base" folder) and use it instead of the default single-player app to launch your mod. You can rename the launcher to whatever you like.
     
    Windows:
    Place the patched DLL file into your single-player mod folder.
     
    The new facial expressions are accessible with the following commands in Icarus:
     
    SET_FACESMILE
    SET_FACEGLAD
    SET_FACEHAPPY
    SET_FACESHOCKED
     
    ...and of course there's SET_FACEFROWN and the rest.
     
    You can also combine any SET_FACE... animation with either of these SET_ANIM_BOTH head animations in Icarus for more variety and expression:
     
    BOTH_HEADNOD
    BOTH_HEADSHAKE
    BOTH_HEADTILTRSTART/STOP
    BOTH_HEADTILTLSTART/STOP
     
    And use the character looking down with a solemn face for show of sorrow.
     
    This mod was built using the OpenJK source: https://github.com/JACoders/OpenJK/
     
    Special thanks to Asgarath83 and Eezstreet for their help.

    362 downloads

       (9 reviews)

    9 comments

    Updated

  23. Moviebattles II Full

    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!
     
    Choose your class, ranging from a simple Soldier to the powerful Jedi or Sith, and play as your favourite characters such as Luke Skywalker, Obi-Wan Kenobi, Darth Maul, Mace Windu, Han Solo, Darth Vader, Jango & Boba Fett, Chewbacca, Padmé, Leia and more!
     
    Battle on some of the most iconic Star Wars planets and locations such as Naboo, Mustafar, Kamino, Tatooine, Death Star, Jedi Temple, Tantive IV, Cloud City, Jabba's Palace and more!
     
    Will you fight for the liberation of the Naboo or will you subjugate them as Darth Maul?
    Will you storm the Jedi Temple and kill all the Jedi or will you defend it?
    Will you escape the Death Star or will you stop those pesky Rebels from getting away?
     
    Take the lead role in a game that puts you in the middle of the action of the most memorable battles spanning the entire Star Wars feature films and beyond.
     
    War is coming once again. Choose your allegiance and change Star Wars history forever!

    2,716 downloads

       (11 reviews)

    7 comments

    Updated

  24. FM3Av3

    Uploaded by Clan FJA


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

    260 downloads

       (4 reviews)

    7 comments

    Updated

  25. Multi Player Views

    RELEASED: 10 April 2016
    AUTHOR: Cerez (cerezk.oz@gmail.com)
     
    DESCRIPTION:
     
    This OpenJK mod adds three new player view options to the Multiplayer game, activated by four buttons on the right side of the keyboard (namely , . / ').
     
    FEATURES:
    -----------------------------------
     
    TRUE VIEW:
     
    Full first person view (even with a lightsaber).
     
    ACTION VIEW:
     
    A third person view of your character, following closer, reminiscent of many action games, movies, and TV shows when the character is in a battle scene. The reticle is disabled by default in this view to provide a more cinematic experience.
     
    CAMERA VIEW:
     
    This option anchors the view to your location, effectively creating a third person camera perspective. The view will rotate to follow your character, but it will not move from its current position. It's useful for taking cinematic screenshots, for example.
     
    DEFAULT VIEW:
     
    Conveniently reverts back to the game's default third person player view settings.
     
    ONLINE SERVER SUPPORT:
     
    Since this is a client-side modification, this mod works just as well in any server environment you're visiting. You can duel with other players in first person view if you want to, for example, or use the closer-to-the-action view instead of the game's default view, and switch between them.
     
    INSTALLATION:
    -----------------------------------
     
    You'll need OpenJK installed and set up as a prerequisite:
    https://github.com/JACoders/OpenJK/wiki/Installing-OpenJK
     
    Move "openjk.pk3" to your "~/Documents/My Games/OpenJK/base" folder.
     
    Move "views.cfg" to your base folder.
     
    Move "openjk.x86.exe" to your "<game install location>/GameData" folder, replacing the default "openjk.x86.exe", and use it to run the Multiplayer game.
     
    Run the game, and in the game console type "exec views" to bind the view switching keys to your keyboard.
     
    ADDITIONAL NOTES:
     
    You can edit "views.cfg" in Notepad to change which keys are bound for view switching, or to change an individual view's settings.
     
    To unbind a bound key, simply type "unbind", followed by the key in the game's console (e.g. "unbind ,").
     
    If you want to use this mod in a non-basejka, custom server mod environment (such as JA+, or Lugormod), be sure to copy "openjk.pk3" to that mod's client-side folder as well in "~/Documents/My Games/OpenJK".
     
    KNOWN BUGS:
    -----------------------------------
     
    In first person view the view will not roll over, spin around, or flip upside down when your character does. I consider this a feature rather than a bug. When the view spins and moves so quickly, it usually causes disorientation and motion sickness in players.
     
    CREDITS:
    -----------------------------------
     
    Custom Compiled and Scripted by: Cerez
     
    This mod was built using the OpenJK source: https://github.com/JACoders/OpenJK/
     
    SPECIAL THANKS TO:
     
    The OpenJK project, and everyone at JKHub.
     
    PERMISSIONS:
    -----------------------------------
     
    Hereby permission is given to anyone to edit and create derivative works of the contents of this mod.

    393 downloads

       (9 reviews)

    7 comments

    Updated


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