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Jedi Academy: Enhanced

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NOTE: If you don't already have it and you're on Windows, you'll need the MSVC++ 2010 redistributable: http://www.microsoft...ls.aspx?id=5555

NOTE: If you're having crashing issues, try the default renderer by setting cl_renderer to rdcustomsp-vanilla

 

Jedi Academy Enhanced is a mod for Jedi Academy Single Payer which adds RGB sabers, saber customisation, holstering, new force powers, some extra character customisation options using “head swapping” and optionally allows you to use AJL's SFX Sabers.

 

It's based on OpenJK (so the code is released under the GPL and available at https://github.com/redsaurus/OpenJK/tree/custom) and a slightly modified version (for SP) of AJL's SFX Saber code. It also uses Open Jedi Project code for TrueView.

 

 

Features and Commands

 

All OpenJK features and fixes.

RGB Sabers These can be set in the menus or by setting the sabercolor to a hex code in the console - for example "/sabercolor 1 xff0000" will set the first lightsaber blade to be red. It is possible to set the sabercolours of NPCs by setting their sabercolor to a hex code in the .npc file. If you want to set one sabercolour for base and one for this mod, you can set the sabercolor of the NPC or lightsaber to the base value, and sabercolorRGB to the RGB value for this mod. Higher blade numbers are set with saberColorRGB2, saber2ColorRGB3 etc.

SFX Sabers SFX Sabers can be enabled in the console by setting cg_SFXSabers to 1.

Ignition Flare A lightsaber ignition flare can be enabled in the console by setting cg_ignitionFlare to 1. A custom ignition flare can be specified for a lightsaber with "ignitionFlare <shader>" in the .sab file.

Custom Sabers Now lightsabers can be customised like the player species. An example customisable hilt is included thanks to AshuraDX.

Saber Holsters Lightsabers are now holstered when not in use. A tag_holsterorigin can be added to a hilt for better placement. Adding "holsterPlace <none/hips/back/lhip>" in the .sab file specifies where a hilt will be holstered.

Headswapping Several new heads are available for the human male and human female species. You can add your own heads - see the .headswap files in the sp_custom.pk3 for examples. NPCs can have heads set using the playerHeadModel and customHeadSkin commands in their .npc file.

RGB Character Colours Adds an RGB slider option to all player species.

Better Entity Spawning The /spawn command now supports entity keys, e.g. "spawn fx_runner fxFile the/file".

.eent files Maps now load entities from mapentities/mapname.eent in addition to loading them from the .bsp file.

Raz0r's MP Movement Raz0r's MP-style movement from the SP speedrun version can be enabled by getting g_MPmovement to 1.

Extra Player Tints (Unused) Playermodels are able to have multiple tints. If you enter “newPlayerTint 0 <R> <G> <B>”, any shader stages for the player with “rgbGen lightingDiffuseEntity 0” will be tinted to this colour rather than the usual.

Ghoul2 view models First person view weapon models are now allowed to use .glm models using eezstreet's code.

Detachable E-Web The player can detach an E-Web from its mount by pressing the Use Force button whilst using it. While the E-Web is equipped, the player moves more slowly.

More usable weapons The tusken rifle and noghri stick are fully usable by the player. A DC15-A clone rifle, DC15-S clone blaster and E-5 droid blaster have also been added.

Improved jedi_hm DT's very nice improved Human Male jedi is included.

Katarn Saberstyle A gun / saber stance. Not completely ready yet, but you play around with it (with cheats enabled) by doing "give weapon_bryar_pistol" and then "setsaberstyle katarn" in the console.

Saberthrow Saberthrow is now a force power.

New force powers Force Insanity, Destruction, Repulse and Stasis have been added. Force Repulse is gained automatically during the SP campaign. NPCs can use Destruction and Stasis. For faster force regeneration, g_forceRegenTime has been brought over from MP.

TrueView As seen in Open Jedi Project and all the other mods that used it, TrueView shows the player model in first person view. You can turn it on for guns with cg_trueguns and turn it on for sabers with cg_fpls.

Radar The radar system from Siege in MP now works in SP. Giving NPCs and misc_radar_icon entities the icon key will set a custom icon. A 2D minimap is also loaded from minimaps/mapname.mmap.

rd-rendsaurus A heavily in progress new renderer. It won't be anything on the scale of rend2, but for now it has some kind of support for frame buffer objects. You can turn them on with r_FBOs 1 - I found that dynamic glow was made significantly faster on OSX.

 

License

 

The code and menu files are GPL. The relevant GPL license is included in the "readmes” folder. For completeness the Open Jedi Project readme is included although permission has been granted to use the TrueView code under the GPL.

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS™ & © LUCASARTS ENTERTAINMENT COMPANY, LLC AND/OR ITS LICENSORS.

Targos likes this

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This is totally amazing.  It really is.  Literally the only complaint I have is the decision to make saber throw a force power, rather than an alternate attack.  Mainly because 1.) you didn't add any new moves to take it's place, so most lightsaber forms just lost 2 button functionality, and 2.) for those of us who use hotkeys (like me) there isn't much room to be adding it to another key.  and making it be mouse2 makes all the gun's secondary attacks need a separate button now.  So, for people who are used to normal jedi academy, it's actually a hindrance on game-play to have that change.  They rest is pretty awesome though.  

Oh, and if it's possible to, in the future, change how force destruction works to explode on impact like a noghri blast, that would be better.  Programming it like bullets makes people able to deflect it and makes it worthless and suicidal to use against any jedi class better than a reborn.

GamerRedNeck likes this
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Pity i cant install OpenJk because i didnt understand how to do it but Your mod...  You changed and added SOOoo many stuff . Epic work 6/5

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Awesome job guys! Better finish my scribbles. Maybe I can merge it with this piece of awesome you guys have!

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Congrats on the release!

I would assume that this will definitely not work out of the box on linux, is it possible to build the project on linux like OpenJK?

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This is totally amazing.  It really is.  Literally the only complaint I have is the decision to make saber throw a force power, rather than an alternate attack.  Mainly because 1.) you didn't add any new moves to take it's place, so most lightsaber forms just lost 2 button functionality, and 2.) for those of us who use hotkeys (like me) there isn't much room to be adding it to another key.  and making it be mouse2 makes all the gun's secondary attacks need a separate button now.  So, for people who are used to normal jedi academy, it's actually a hindrance on game-play to have that change.  They rest is pretty awesome though.  

 

Oh, and if it's possible to, in the future, change how force destruction works to explode on impact like a noghri blast, that would be better.  Programming it like bullets makes people able to deflect it and makes it worthless and suicidal to use against any jedi class better than a reborn.

 

In the next version enemies won't be able to push destruction back at you. I'll also look into some options for saberthrow.

 

Congrats on the release!

 

I would assume that this will definitely not work out of the box on linux, is it possible to build the project on linux like OpenJK?

 

Yeah, there isn't a linux version included in the download, but there will hopefully be one for the next proper release. The code *should* build fine on linux though.

Darth Sion likes this
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In the next version enemies won't be able to push destruction back at you. I'll also look into some options for saberthrow.

 

 

Yeah, there isn't a linux version included in the download, but there will hopefully be one for the next proper release. The code *should* build fine on linux though.

 

I prefer that Force users can push Force destruction, because otherwise it would be too easy to kill them.

 

What I would like is that the player can perform Force Push and Pull as fast as he / she press the buttons, that Force speed only consume gradually Force points and Force sense as night vision.

 

 

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I enjoy what you've started with this. Definitely going to give the story a playthrough with it.

Update: Been playing the f%#k out of SP with this and a tonne of models and textures. Loving it. I can't seem to get CamSP working with it, is a camera tool in the works for JA: E at all?

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I've installed this but can't get past the character selection. Bad parameter in external weapon data 'world model'. anyone help?

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My game is stuck with the sides blacked out (like a resolution issue). I've tried all the different settings and its still stuck

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The game keeps crashing for me. It doesn't give me a specific error message or anything, it just says it stopped working. I have changed the render thing, but it didn't help.

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