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jaMME 1.11 Windows

   (10 reviews)

22 Screenshots

About This File

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.


- 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


What's New in Version 1.11 Windows


fixed having a previous frame in the current DOF frame
added a possibility to use a mask to make custom DOF "bokeh" (mme_dofMask)
added a possibility to hide following message (mov_drawFollow)
[sdl] added drag and drop support for demos
added japro speedometer (cg_speedometer*, speedometer)
added japro race timer (cg_raceTimer*)
added japro movement keys (cg_movementkeys*)
added japro strafe helper (cg_strafeHelper*, strafeHelper)
Merge branch 'master' into strafe
[linux] added a script to start jaMME with mme mod
[mac] added arm64 (Apple M1) support
[mac] fixed inability to use pipeline with relative paths: use absolute ones now (%a)
increased the maximum for mme_workMegs to 2048 (2 GiB)
[mac|linux|android] prevent shutting down the game with SIGPIPE
fixed undefined behavior when stripping extensions by using the same src and dst
[sdl] added display scaling (credits: jk2mv)
[android] added automatic console scale for high DPI displays (con_scale)
added demo bookmark (book)
fixed incorrect time navigation in HUD on clicking progress when demo length is very long
added demo script (script)
[windows|android] added notifications system (mov_notify, cl_notify)
added a possibility to open menu with Escape key when playing a demo instead of closing the demo (mme_demoEscapeQuit)
increased the max trace distance for effects
enhanced "find" command with attacker and target options
fixed a rare crash when the demo tried to be played back before full cgame initialization
[android] properly shut down the game
[android] fixed in-game mouse cursor movement precision
fixed a rare possible crash when writing audio to avi/pipe
fixed a rare crash when a demo contains 2 or more gamestates and the first one (or any other) has less than 8 snapshots
fixed detecting next demo number within one mme demo with internal errors
added new base_enhanced team data with force points
fixed colours in voting string
holding mouse2 in chase view now lets roll the view
added an option to rotate camera, chase or effect view in 6DoF instead of Euler angles (mov_view6DoFRotation)
improved performance in camera angles smoothness on low camera rotation for non-linear camera interpolation method
added camera position smoother on low camera movement for non-linear camera interpolation methods
added a possibility to draw scoreboard for every POV
added a possibility to always show scoreboard when hitting TAB (+scores)
added a possibility to show player names above player models (credits: eternaljk) (cg_drawPlayerNames*)
fixed never resetting underwater effect when going back to main menu
[android] fixed white textures after resuming
fixed animation precision in shaders
added ratiofix for rectangle drawing
fixed showing team overlay for non-predicted players if they are on different team
added an ability to see non-predicted players' health and armor if they are on the same team as the predicted player
added multispec feature (multispec)
added support for new demo recording notification icon
fixed never applying correct disruptor team colour for spiral rail (using saber blade colour now)
fixed never applying new vibration effect to camera roll in regular game or regular demo playback
added an opportunity to set relative sensitivity for mouse when zoomed (cg_relativeZoomSensitivity)
added an opportunity to force ally models without changing player model (cg_forceModel 2)
increased interpolation precision for entities with enabled command smooth
fixed jittering movement for predicted player while playing with enabled command smooth
increased position precision in drawing strings
fixed ratio in drawing voting message + added shadow for better visibility
fixed never disappearing shot marks on bodies after rewinding
fixed wrong torso animation when firing with concussion
fixed never using alternative master servers
fixed never working new vibration fx with concussion alt fire
fixed incorrect cutting of demo if it has animated timeline
added unlagged support
properly fixed disappearing line effects if effect starts behind camera
fixed jumpy animation in ET_MOVER entities
[android] added a support for the most keyboard keys
added ratio fix to vehicle targets and other vehicle 2D items
[android] load game modules with [abi]/lib[module][abi].so format instead of [arch]/lib[module]arm.so
[windows] register demos extensions and ja protocol for the local user instead of global scope (does not requires extra permissions anymore)
[windows] fixed opening demos from any place that put executable path to their directory instead of actual game directory
added a possibility to use blurring on any architecture
fixed incorrect altcharge and falling sounds interruption
fixed shuttering sounds on low fps
fixed sound delay
demos now get loaded from all the given folders: <fs_game>, <fs_extraGames>, "base" it used to load from <fs_game> only
change some cvars to new modern defaults: mme_saveWav 2, mme_jpegQuality 100, mme_cpuSSE2 1, com_affinity 0
[android] fixed huge memory allocation for sound and mme renderer
fixed an issue where fs_extraGames was treated as fs_game if fs_game is empty
added RPMod support: animations and text colours
fixed wrong logic in importing wav to video where some conditions were always either false or true
fixed rare crash where ghoul2 bone cache wasn't initialized
fixed searching .mp3 extension string instead of character

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Recommended Comments

Going to use this for my demo machinimas, but having trouble getting the free roam unstuck out of the wall. Will need more practice :). Appreciate the upload :).

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Get a error saying MSVCP120.dll is missing from your computer, even though I do Visual C++ 

If I could get it to work I would be excited to use it, but I cant sadly. 

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Get a error saying MSVCP120.dll is missing from your computer, even though I do Visual C++ 

If I could get it to work I would be excited to use it, but I cant sadly. 

Update to the latest C++ redistributables.  You need whichever version this was compiled with (probably 2013).

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I heard there is a version of JAMME for MovieBattles 2. At least, it can be working somehow for MB2 basically. I don't mean the way launching base JAMME then switching mod "mb2".

Could somebody tell me how should I do that?? A little explanation would be appreciated.

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The download works for me.

Try to contact admins.

And I am going to release a new version soon anyways. Stay tuned.

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