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Posts posted by Circa

  1. 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.

  2. 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
  3. 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
  4. 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
  5. 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 and Setlec like this
  6. @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
  7. On 8/2/2021 at 4:31 PM, redsaurus said:

    I wasn't aware of much broken over openjk in the most recent alpha, but things rarely get reported.

    I'll put out a new build in the next few weeks and hopefully there'll be a chance for people to see if there are obvious bugs. Depending on how much time I have, I'll try to get some more widescreen aspect ratio correction stuff in.

    If you get the release built, feel free to send it my way and I'll put it through it's paces with a full playthrough and common cheat gameplay and hopefully I'll catch anything major before you release it fully.

  8. Just a warning (that I should put in the tutorial above) is that JK2 NPCs have more attributes hardcoded than JKA ones do. They really opened them up more in JKA. With JK2 you can't even change the weapons or saber hilts, because they are tied to the NPC names, which is why you see mods with NPC support have NPC names like "jedi_bob" instead of just "bob" because "jedi" means it uses a lightsaber. Or at least that's what I understand.

    With Desann, you will probably have to change his class but even then, I'm sure a lot of his attributes are tied to his name. You might try making a new NPC named "reborn_desann" and change his class to CLASS_REBORN to have him behave more like a Reborn, which would be much easier than normal Desann.

    Futuza and rlcrum17 like this
  9. 9 hours ago, Bongrip said:

    Also, the MP matchmaking list in your original post Circa. It doesn't drop you into a random server when you click FFA, TFFA, or so on.

    We have one server for each game mode. If it fills, an overflow server is made. But we've set the max players in server to 32 rather than the 16 originally, so we don't need overflow servers anymore really. So consider it that PS4 and Switch each have six servers to use, and despite the title of the server being related to the game mode, the gamemodes can be altered, such as Siege that doesn't really get played can be made a dedicated dueling server, so on.

    Interesting. They may have changed it after the first week because I did try joining multiple times to test my theory and did end up in 3 different servers back to back. It sounds like they have done a lot of tweaking to how it all works though, which is good to hear.

  10. 3 hours ago, undeadslayer said:

    So I'm having trouble with making the tram/platform in my map. It's not showing up in game at all. What I did was I made an a small cube put the origin texture on it and placed in the center of the tram. I then selected the entire tram and the origin cube and did function_train. Then I selected the origin cube and then linked to the first path corner. At what part did I mess up?

    I noticed this bit in the Rich Diesel tutorial:

    Remember that your func_train will spawn at the path_corner it is linked to, NOT wherever you actually place it:

    Maybe yours is at the first path_corner you placed and you didn't notice?

  11. 52 minutes ago, Futuza said:

    I know Discord integration was kinda popular on this poll, and now that JKHub 2.0 is basically here, I thought I'd mention that WidgetBot is a thing that exists.  I use it for JKG's announcement feed, but it can do a lot more (such as an iframe with a the integrated Discord inside of it).  Not necessarily sure such a thing is necessary/fits, but just wanted to let you know that that's an option that is free (though they do have a patreon that let's you get early access to the next version and do more customization etc).

    I think people don't really know what they want with Discord integration. The most I'd really want to do is the ability to login/register with a Discord account to make it easy for new people to join, and maybe have new threads pushed to it. Anything more than that would require basically taking over the JKC or creating a whole new server which I think would be counterproductive. I plan to talk with the JKC admins soon about it all.

    Smoo likes this
  12. 5 hours ago, redsaurus said:

    Been a while but fixed a couple of bugs people reported (no release with the fixes yet). It’s probably reached a stage where the major SP mods have all of the features from this that people actually want, which means there’s less need for this.

    Any major bugs that need fixing for what’s probably going to be a final release?

    I personally haven't recommended it for basejka SP because of bugs, but if the final release is stable enough to recommend over normal OpenJK SP then I think you can call it a success. I don't think other major SP mods are in the same category as this one, like MD or GL, since they change the game into something completely new.

  13. 7 hours ago, LusoJedi said:

    I've been adding content to the wiki for the last couple of years, is it okay if I continue to edit it as it is, or is it better to wait for it to be moved into the new system?

    Keep editing as normal. You’ll know when they are moved because all links will forward to the new ones. Thanks for contributing!

    Futuza likes this
  14. That’s right, it’s been nine years since the Hub launched. Normally I would love to wait until the 10th year to make this big of a change, but I think this revamp is long overdue. Initially, when we announced JKHub 2.0, we planned for a redesign like this but life and complications get in the way. I’m sure most of you thought it would never come, or lost interest, but hopefully the wait was worth it.

    New theme
    This theme was originally designed by a designer named CodeByte, so all respect and gratitude goes to them. However, I’ve made a lot of special modifications myself. We still have our own identity, so anyone worried about JKHub using some random theme shared by various other sites out there: don’t worry.

    I wanted to make the switch to a dark theme by default, which I know can be a bit divisive among people, so I also wanted to have a toggle to easily switch between dark and light themes, give everyone a choice. You can find it at the top next to the Create button.

    The biggest change I wanted to make with this theme is to give the front page more relevant and appealing information. The slider will serve latest news items, similar to the JKHub bar. It breathes some life into the front page and gives a contact point for new visitors to visit either the Getting Started page or the latest news items. Since news is quite sparse in the JK community, I felt featuring it so prominently in the past was a bit tacky in the way we used to, and hoping this new page is much more inviting and appealing, especially for newcomers.

    Achievement system
    You may have noticed a few weeks ago that you suddenly gained some random achievements for seemingly no reason. That’s because it is a new feature that Invision introduced and I decided to enable it early to see how it would work. Luckily it counts everything that you have previously posted, so if you’ve been around for awhile, chances are you have a few badges and ranks already. The ultimate goal of this system is to give a small incentive to engage more with the forum and file community. You gain points by posting, submitting mods, liking, getting likes, etc.

    The biggest benefit to this new system is that we can finally award contest winners with custom badges. All previous contest winners have proactively received a badge for the contest they won in the past. Each one is made custom to that specific contest by us, and will show as "rare" since only one person receives it. You can see an example on this profile.

    Tutorial & Wiki relocation
    Some may recall we used to have a dedicated tutorial system which was eventually deprecated from lack of development of the plugin we used. That forced us to convert them all into normal forum threads, which sufficed for getting the info out there for people to read. Now, with the newest software there is actually a good system built in that we also use for news posts called Databases. This is essentially a lightweight wiki-style system that we think will be perfect for tutorials to live, because it allows anyone to edit them (with approval of course) so we can ensure that our tutorials have the current and correct info, even if the original author hasn’t been seen in years.

    That same system is where the wiki is also going to be moving to. The wiki has been the neglected child in the JKHub family. There is a lot of good content on there, but it’s not nearly as much as what could or should be. Two big barriers we notice people not bothering with it is that it requires a whole new and separate account to contribute to it, and it also requires learning of wiki markdown which can be confusing for people to learn. Our new system will be much more user-friendly, convenient, and integrated with the rest of JKHub as a whole, like search and content feeds.

    I’m hoping this new system for the tutorials and the wiki will help put more of a focus on community-driven content, and not feel so out of reach to contribute to. Right now we are still in the process of moving things over. You may notice some tutorials have been moved and some haven't. The old ones are still accessible before they are moved. We are about halfway done, but due to the process, this will take awhile. I'm hoping to have them all moved over in the next 2 weeks or so. A full post will be made about it and how everyone can contribute and edit existing tutorials.

    Partner Servers
    This is more of a "bonus" feature of this big update, but I thought it was a pretty cool addition. We now have a page that displays servers of the groups that partner with us as part of the JKHub Network. The network is just a simple way to collect the major and minor groups and communities around Jedi Outcast and Academy into one area to make it easy for newcomers and veterans to find them. If you have a community you want featured in our network, just let us know! We link to servers on the server page, and websites and Discord servers in the JKHub Bar. It’s great way to expose your clans or groups to new eyes.

    Ported content policy
    I’m sure y’all are tired of seeing this come up in these news posts, and I agree. However, effective immediately, we are returning to our previous policy regarding ported content. That means as follows:

    Any content taken from a source outside of Jedi Outcast or Jedi Academy is considered "ported content" and is technically the legal property of the relevant copyright holder. This content is allowed in our file section with the stipulation that more than the bare minimum was done. Some kind of original work must be put into the mod.

    An example of the bare minimum we would allow: a playermodel ported from Fortnite must be fully weighted to the JKA skeleton and work correctly in the game with NPC files, MP icons or SP menu support and sounds. Simply pasting it in Blender and exporting it to GLM may seem good, but then isn’t tested beyond the "it works!" factor and doesn’t actually work with animations properly or any way to actually use it outside of the /model command. If you use content you didn’t create, put as much effort into the experience as possible to show you also know what you’re doing.

    This is a very subjective policy and each case will be very different. But we feel that enough ported content is being made outside our Files section that we would be shooting ourselves in the foot if we didn’t allow it in some capacity. Our outlook has always been to encourage creators to do as much work themselves as possible when it comes to mods. Copying someone else’s work is never as honorable as creating it yourself, however a lot of knowledge can be gained from using another’s work.

    The biggest part of this policy is honesty. You have to list where your content comes from. This has always been our policy, even with other modders’ content, but is even more important with ported content. You did not create it, so please do not pretend you did. Be as explicit as possible with your sources. Also be aware that your ported mods will be subject to termination if we ever get contacted by copyright holders. Our latest file submission rules can always be found here.

    Donations return
    You may have noticed that Caelum has left us again. You also may remember that he took over financial responsibility of JKHub for a few years, and we thank him greatly for that. However we are now back to operating all on our own again. This means we have costs again. Yay.

    The request is always simple: we need money. This community has always been generous with donating towards a resource like JKHub over the years, and I don’t doubt you will show up again. If you are fortunate enough to have some extra cash and want to see this community continue and thrive, please consider donating.

    I’ll be even more blunt than that. Our estimated yearly costs are around $400. We would love to get to that goal by December. Donors that donate over $20 USD will gain a special badge here on the website.

    A full post will be dedicated to this soon, complete with the traditional progress bar to help illustrate our progress.


    New contest
    Part of the birthday celebration is a new contest! It’s not "birthday" themed necessarily, but we will be thrilled if you make any (birthday cake thermal detonator mod when). The theme for this contest is called Summer Days, which is exactly what it sounds like. Summer themed mods are the goal here (sorry to those who live in the upside-down where it is not summer right now). I know this may seem a bit late, it's already nearly August, but that means we have 2 months left! Examples to help you out:

    • pools
    • beaches
    • swimming attire
    • lemonade
    • beachball
    • volleyball
    • backyard barbecue
    • fireworks
    • campfires
    • sunny weather
    • rosh in a speedo
    • ice cream

    A few modern games have done this as part of their seasons, like Call of Duty, Fortnite, etc. so if you need inspiration I recommend looking up what they did for those.

    Of course the winner will be voted on by the community in a poll here, and will receive a badge on their profile showing they won, and added to the contest page. The mod will be a featured file across the site until the next contest.


    • You can only enter your own creations.
    • You may team up with another modder.
    • Any external content you did not make must be explicitly referenced in the description and readme file.
    • You may enter more than one file.
    • You may enter files that were created previous to this contest, as long as they abide by the rules.
    • Any content is welcome, including skins, models, maps, weapons, menu mods, etc. Just make sure it abides by the rules.
    • Files can be for Jedi Academy and/or Jedi Outcast. We will assume files are for JKA unless specified otherwise.
    • If a large number of mods are submitted, more than one winner may be chosen.
    • The deadline for submitting content is September 12, 2021, September 14, after which a poll will be opened.
    • The poll will be closed by the morning of September 20, 2021.

    Submit to Summer Days Contest

    I'd also like to quickly point out that we are now moving contest submissions to their relative categories in the files area and instead use the tag system to organize them. You can see previous contest entries on this page. Entries are moved to their specific categories after the contest is over.

    That was a lot of info to cover in one news post, so dedicated posts for a couple of these topics might be made, to feature them more heavily and gain more eyes on them and provide more details. A lot has been going on behind the scenes over these last few months and I'm really glad we can finally show some of it to y'all. I'm sure it feels very stagnant until now but hopefully some of these things will breathe some new life into this place. Let us know your thoughts and questions in the comments!

    EDIT: We are also testing out language options for the website. Only interface items will be translated, and we still require all posted content to be in English where possible. Check out the language selector in the bottom left of the page and if we're missing your native language, let us know.

    View full article

    fullkevlar, Smoo and Futuza like this
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