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Posts posted by Circa

  1. Today, Aspyr Media announced two new bundles they are releasing in physical form for Nintendo Switch and PlayStation 4: the Jedi Knight Collection (Jedi Outcast and Academy) and the Racer and Commando Combo (Star Wars Racer and Republic Commando). This is a partnership with THQ Nordic, which I assume is for the physical media production and distribution portion. This comes over a year and a half after Jedi Academy released on Switch and PS4 digitally, and two years after Outcast.

    It's worth emphasizing that this is a physical release only, since they were digital only before. Bundling these games together was no doubt a way to save costs which will hopefully reflect on the price for the consumer, but no price has been revealed as of this writing.

    Earlier last year there was a physical release of 3 of these games courtesy of Limited Run Games which let you choose PC, Switch, or PS4 as your platform, but that was of course just a limited run meant for collectors. I showed those off in a post here if you are interested in that. This new release is much different though, with the intention to make these games more accessible and available to those that prefer physical media or want to save some money by getting them bundled.

    It also might be worth pointing out once again that the Xbox is left out because they did not gain the publishing rights to the Xbox version. Many people assume this is due to Microsoft wanting the backwards compatible version of Jedi Academy to be the only version in their store, however Jedi Outcast is still not backwards compatible on Xbox One/Series X|S, so it's still unclear the exact reason. Perhaps it will come in the future but right now if you are an Xbox-only player, you'll have to stick with the original Xbox releases. The benefit is all original Xbox games run at 1080p or sometimes even 4K upscaled through backwards compatibility on Xbox One X or Series X, so they run and look pretty darn good.

    Once these bundles are released we will update this article with links to buy. Existing digital links are below and some are affiliate links, which helps us keep the lights on here. You can also donate to us any time at this link.

    Jedi Outcast for Nintendo Switch (Digital)

    Jedi Outcast for PC (Steam)

    Jedi Outcast for PS4 (Digital)

    Jedi Academy for Nintendo Switch (Digital)

    Jedi Academy for PC (Steam)

    Jedi Academy for PS4 (Digital)

    Jedi Academy for original Xbox (Physical) [Backwards Compatible with Xbox One and Series]



    View full article

  2. That’s a fair suggestion. I think my logic was that people interested in latest files would automatically go to the Files section to see them there, but obviously having them on the front page bigger would be beneficial since it’s the #1 reason people visit. 

    I just changed it a bit to have them bigger and more prominent. More small front page changes will be coming later as well.

    Kessno likes this


    A day late for this due to being busy yesterday, but here we go! The winner is @SephFFand @mjt with their map Costa del Sol!!

    Costa del Sol is such a treat of a map, and is something I was picturing when thinking of this contest. The fish underwater and vacation Kyle really put this entry into the winner's circle for me. It was cool watching him post the progress on the JKC discord as well. Amazing work guys!!




    SephFF, Smoo, mjt and 1 other like this
  4. spacer.png

    After a day-long extension, we've got all our entries in for the Summer Mod Contest! We've got a solid collection of creations here, so choose wisely!

    As always, I recommend downloading them all to test out before you vote! All entries are listed below or in this tag list here.

    Voting will be open from now until September 19th with a winner announced on September 20th to close out the summer. Happy voting! 🏖️🌴








    fullkevlar, Smoo, SephFF and 5 others like this
  5. It's coming to PC and PS5 at launch, with Xbox and maybe Switch later.


    They also had a brief interview about it at the end of the showcase, this clip should start the right spot but if not it's at 1:09:03

    They are making this from the ground up, while also respecting and taking inspiration from the original. They assembled a brand new team of AAA industry veterans just for this game, including those from the original KOTOR team from 2003 BioWare.

    Lancelot, Omega, Sithani and 4 others like this
  6. 9 hours ago, Linken said:

    Playing through the movie from beginning to end would be too ambitious, all Star Wars movies are mostly talking, not too interesting from the player's point of view. 

    Which was kind of my initial point with the Death Star scene. I'm curious what the criteria for what you include and don't include are.

  7. 18 hours ago, Linken said:

    I understand where you're coming from, but recreating the dialogue scenes in JKA I felt was necessary. I didn't want to take the risk of getting sued by having clips of the movie.

    That’s understandable but I honestly don’t think it would be an issue. You’d probably be just as liable for including the audio, character names, weapons, etc. as you would be video. As long as your intention is not to redistribute the movie as a whole and to profit on it then you’d basically be clear to use them under fair use.

    But if cutscene recreations are the vision you have for the mod then that’s great. Maybe I just misunderstood what the mod’s goal was. Playing the movie through from top to bottom would still be cool in it’s own way.

    You mentioned reworking the Ambush on Tatooine mission, I’m curious if you have anything planned to diverge from what we see on screen? There was mention of taking parts from the TPM game for the Theed palace mission, I’m wondering if something could also be done with that one, as I believe there was a lot more of an elaborate chase in that mission with parts taking place in the town, IIRC. Been awhile since I played it. Could make it a lot more interesting that way, but just a thought.

    Looking forward to seeing more!

    Lancelot likes this
  8. Love seeing progress reports for this! I’m super excited for Operation Knightfall especially. 

    Just a little piece of advice for y’all. Always look at these missions from a player’s point of view when constructing them. Seeing the dialogue scenes in Jedi Academy cutscene form is cool but I don’t think will ever truly be worth the effort and time unless they are all animated specifically for the scene. I feel like watching the heavy dialogue scenes like the Death Star Ambush in cutscene form will wear off its charm in practice. I feel like it’s probably more work than is truly worth it overall when your overall goal is to be creating missions inspired by the movies rather than recreating the entire film itself.

    I always thought the ROTS game did a cool method of this by just playing clips from the film itself to fill in gaps you may need in between missions, or otherwise assume you saw the movie and just have some additional parts scripted in cutscenes that are new.

    Not saying all that to diminish the work everyone has done, just my thoughts on it. It’s all great work.

    Lancelot likes this
  9. 2 hours ago, Facy said:

    Hey there,

    I reinstalled JKA on steam and i am stuck in the 1st step to join your server (Game status) and it wont connect me.

    I can get on all the other servers on the list, so i wanted to ask if i am missing something? 


    Edit: I don't have JA+ plugin, I reinstalled the game completly again (same result)


    Thanks for the help in advance.

    What server are you referring to? JKHub doesn't have any servers at this time.

  10. Merging them into one for the model to use would require remapping the UV maps, which would be a lot of work. 

    What I have always done is just copy and paste one into a new layer on the other and work on them both in one project side by side there, and then flatten it down, copy and paste it back to the original and save both.

    Lancelot likes this
  11. I agree, that was the biggest feature we were all excited about. I do think @MagSul created a starting point for all of that, which looked and worked great, but I'm not sure how far along he is or if he plans to get it finished for this mod or if he'd rather keep it for his own.

    Smoo likes this
  12. We have revised this project a couple times now, but this is hopefully the last time. As many of you noticed, this project was very large, hoping for a big push from the community to contribute towards it. That vision mostly failed, with redsaurus being the only one to do the core work on the code changes. He has done some amazing work on his own over the years and we are looking towards a revamp of the vision with his code changes as the base of it all.

    Before, we planned for more missions, new mission picker layout, tons more customizations, etc. It was a lot. It was also going to cover both JK2 and JKA. After eezstreet left the project, the JK2 side also went with him. So we officially are focusing completely on Jedi Academy going forward first. If things go well and we get to a release we feel is good, we may move on to doing the same with JK2.

    What's different? Well, a more reachable goal. This mod's goal is to have the best possible experience for Jedi Academy singleplayer by fixing bugs, improving visuals, and adding features by collecting mods that have already been created and fitting them all in one package so it all works and all only has to be downloaded once. 

    Our entire description and to-do list can be read here

    We still need help with some remaining things, but also want any suggestions for mods that already exist that you think should be included. Let us know below!

    Smoo likes this
  13. Overview
    JA: Enhanced is a project to enhance the overall performance and experience of Jedi Academy single player, both visually and functionally. This includes many areas such as gameplay, new features, better effects and models, and more. Essentially this is what everyone needs to have the best JKA SP experience without needing to hunt for and download all of these mods individually, without having too much bloat that you may not want. This used to be a much bigger project recently scaled down to be a bit more attainable. Lots of code work has already been done for this mod specifically, while the collection of the rest of the mods have been made by creators in the community.

    THIS POST IS A WORK IN PROGRESS AS LONG AS THE MOD IS IN PROGRESS. Go here to suggest a mod you think should be added.

    Features already done

    OpenJK Based. On top of the benefits this mod will be providing, it will run on OpenJK, along with all the bug fixes it brings.

    New core code features:

    • 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.
    • Saber ignite twirl toggle: option to disable saber ignite animation, to be more like MP
    • 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.
    • 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.
    • Saber throw: Saber throw 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.
    • Added eezstreet's AI workshop
    • Toggle between pistols with pistol bind
    • cg_ignitionSpeed scales saber ignition speed
    • Click-drag to rotate player model in customisation screen
    • MP-style saber hilt list

    More customization.

    • Improved jedi_hm DT's very nice improved Human Male jedi is included as a starting point, not final.
    • In-game saber menus
    • More saber hilt options
    • camSP

    Fix mods.

    Quality improvements.

    To-do list

    • More species options
    • Saber/gun style animations
    • HD remakes of all weapons
      • Disruptor rifle
      • DEMP2
      • Repeater
      • Concussion rifle
      • Rocket launcher
      • Detpack
      • Thermal Detonator
      • Trip mine
    • Cheat menu

    Feature Requests

    If you have any requests for features you’d like to see, please post them in the thread below. We will not include every request, but we encourage you to ask anyway.

    Suggest new mods here

    Smoo likes this
  14. @redsaurus sent me a new build to test.

    I started a new playthrough with a clean base to see what I could find, and unfortunately there is probably more than you anticipated. 😛 All of this is me trying to look at this mod from the viewpoint of a new player, which I think is important for any mod, but also keeping all the more exclusive features available for veteran players as well.


    • Player menu options
      • what are the hooded ones for? they didn’t work for me; assuming I didn’t have the model for them
      • maybe add an optional menu for the additional heads instead; seems more like cheats than part of the core game
      • we could just add a cheat menu similar to the new console versions and include that portion there?
    • Can’t click out of RGB saber menu without clicking the icon again (which isn’t huge, but did take me a bit to realize)
    • Default saber core size and glow are huge, I think setting both at 0.75 looks more accurate to movies and original
    • MP movement doesn’t appear to work at all, I think it should be on by default
    • First person saber stuck when saber is off in first person (it fixed after the first couple times, can’t reproduce consistently)
    • First person saber default FOV should be higher like 90 or 100, it’s hard to use so limited
    • Grass sprite pop-in distance is very close (also an issue in vanilla, nvm)
    • Stuck after every cutscene, clicking mouse fixes it
    • Cutscenes in widescreen are cut off, maybe removing black bars would be the simple fix?
    • Rosh has his saber in some cutscenes when he normally wouldn’t (academy1)
    • One more light side power in menu? Is it supposed to be Repulse?
    • Flipped holsters is opposite of what they should be in the menu, to my logic. I’m not sure the use case of it would be though. I think you made that when our solution was supposed to be adding a new tag to all saber models, but I think that might need to be hidden from the menu to avoid confusing people since that isn’t what we ended up doing
    • headplayermodel doesnt work after reload, I actually couldn’t get it to work at all after the first time I tried it, it would just put the head on top of the existing one, creating nightmare fuel
    • weapon 0 doesn't work



    This is a list of things I would like to see happen but aren’t necessarily bugs.

    • Default settings might need to be looked at (less time for people to mess with too many settings, the better)
      • defaulting to widescreen might be a good option, maybe just r_mode -2 or whichever one sets it automatically in full screen
      • FOV 90 for first person
      • MP movement on
      • saber core and glow .75
    • Default controls for force powers would probably be good to have
    • Widescreen options in the menu, some common ones like 720p, 1080p, 2160p, and even 16:10 like 1280x800 which is what I normally play at in windowed.
    • Cvar to disable idle animations for the player. Just another pet peeve of mine, but could be useful for others. Especially for taking screenshots. I had someone do this for my MP mod.
    • Can holstered sabers be on the left side by default? Jedi traditionally wear their sabers on the opposite of their dominant hand, maybe make it default to left but have an option in the .sab file to swap it if desired for modders?
    • Can holstered sabers be forced to always touching the nearest model mesh or something similar? I assume they are fixed to the bone or tag, but most of the playermodels will have a large gap between the saber and the player. I'm wondering if there's a way to always have it touching the player so it looks like it's attached, despite how slim or chunky the player or the saber model is.
    • How much work would it be to add new weapons like sabers, fitting them to existing classes - like add a new model but it functions just like a blaster pistol with a unique sound and effect color, like sabers do. Instead of .sab files we could have .weap or files or something similar. As opposed to how it is now where you have to code in new weapons directly. (sounds like a lot of work, but I'm curious what you think)
    • Adding to the above bullet point, could SFX sabers be translated into blaster effects with RGB and everything?
    • Could we have headswap, but for all parts, so you can use the pants of one model, the torso of another, and the head of another?
    mjt likes this
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