After many months of hard work, unfortunately, the team and I have decided it would be best to cancel the mod. We are all gravely upset by this news, and nothing prepared us for this major hit. But after reading this, I hope you all can understand our position on the issue. When @@Fire Phoenix decided to reboot the mod, we really were excited to give this mod, given a horrible reputation by Tim many years ago, a fresh start. I joined this team as a prior fan of Tim's version, it has inspired me to pursue my dream of game development. The team has been amazing to work with, but unfortunately, life has gotten in the way and has cost us all loads of time. Forgetting the initial drama, the effort it took to reincarnate the most controversial mod in Jedi Academy, there is one other reason as to why this mod is cancelled, openJK. Not because OpenJK is a bad thing, not in the slightest, in fact the fact that we're using OpenJK as our engine has allowed us to do things with KOTF no other mod has done just yet (as far as I know). The problem is with me messing around with OpenJK. After I discovered the ability to give npcs a dual blaster loadout, I decided to attempt some other special things for the npcs, and unfortunately this caused me to unleash a fatal error in OpenJK's code that has all but shot any chance of finishing this mod, because it has literally made the game unplayable. I've recorded a video showing off this fatal bug, I've tried undoing my code changes, but the error has remained, as you can see, the main menu stuff works fine, but once I try to load a map.....you'll see.
Alternate Link: https://drive.google.com/open?id=0B9B5F8Bp40dTS2dYbmxrb3RzUk0 Thank you for following the development of Knights of the Force 2.1, the Force will be with you, always.