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Found 15 results

  1. JKHub

    OpenJK

    172 downloads

    NOTE: This page links to an external source that was approved by our staff. OpenJK is an effort by the JACoders group to maintain and improve the game engines on which the Jedi Academy (JA) and Jedi Outcast (JO) games run on, while maintaining full backwards compatibility with the existing games. This project does not attempt to rebalance or otherwise modify core gameplay. Our aims are to: Improve the stability of the engine by fixing bugs and improving performance. Provide a clean base from which new JO and JA code modifications can be made. Make available this engine to more operating systems. To date, we have ports on Linux and macOS. Currently, the most stable portion of this project is the Jedi Academy multiplayer code, with the single player code in a reasonable state. Rough support for Jedi Outcast single player is also available, however this should be considered heavily work in progress. This is not currently actively worked on or tested. OpenJK does not have Jedi Outcast multiplayer support. Please use discretion when making issue requests on GitHub. The JKHub sub-forum is a better place for support queries, discussions, and feature requests. License OpenJK is licensed under GPLv2 as free software. You are free to use, modify and redistribute OpenJK following the terms in LICENSE.txt. For players To install OpenJK, you will first need Jedi Academy installed. If you don't already own the game you can buy it from online stores such as Steam, Amazon or GOG. Installing and running OpenJK: Download the latest build for your operating system. Extract the contents of the file into the Jedi Academy GameData/ folder. For Steam users, this will be in <Steam Folder>/steamapps/common/Jedi Academy/GameData. Run openjk.x86.exe (Windows), openjk.i386 (Linux 32-bit), openjk.x86_64 (Linux 64-bit) or the OpenJKapp bundle (macOS), depending on your operating system. The Windows download looks like this: Linux Instructions If you do not have a windows partition and need to download the game base. Download and Install SteamCMD SteamCMD . Set the download path using steamCMD, force_install_dir . Using SteamCMD Set the platform to windows to download any windows game on steam. @sSteamCmdForcePlatformType "windows" Using SteamCMD download the game, app_update 6020. Download the latest build for your operating system. (might need to scroll down quite far) Extract the contents of the file into the Jedi Academy GameData/ folder. For Steam users, this will be in <Steam Folder>/steamapps/common/Jedi Academy/GameData. The Linux download looks like this: macOS Instructions If you have the Mac App Store Version of Jedi Academy, follow these steps to get OpenJK runnning under macOS: Install Homebrew if you don't have it. Open the Terminal app, and enter the command brew install sdl2. Extract the contents of the OpenJK DMG (Download the latest build - might have to scroll down far) into the game directory /Applications/Star Wars Jedi Knight: Jedi Academy.app/Contents/ Run OpenJK.app or OpenJK SP.app Savegames, Config Files and Log Files are stored in /Users/<USER>/Library/Application Support/OpenJK/ Follow this tutorial if you're still having issues. The Mac download looks like this: For Developers Building OpenJK Compilation guide Debugging guide Contributing to OpenJK Fork the project on GitHub Create a new branch and make your changes Send a pull request to upstream (JACoders/OpenJK) Using OpenJK as a base for a new mod Fork the project on GitHub Change the GAMEVERSION define in codemp/game/g_local.h from "OpenJK" to your project name If you make a nice change, please consider back-porting to upstream via pull request as described above. This is so everyone benefits without having to reinvent the wheel for every project. Maintainers (in alphabetical order) Ensiform Razish Xycaleth Significant contributors (in alphabetical order) eezstreet exidl ImperatorPrime mrwonko redsaurus Scooper Sil smcv
  2. 106 downloads

    Introduction The latest version of GalaxyRP. This is a mod focused on the roleplaying community. It includes all of the required features that any roleplaying community wants, including dice rolls, a fully fledged credit system, an account system, an admin system and much more! Features: Levels and accounts Players can be assigned levels and money based on the current roleplay. They can request their skills and marc abilities to be upgraded by an admin with the correct permission. Admin permissions are account wide, while abilities, skills and credits are character wide. The same account can own multiple characters. Dice An ingame dice has been added, should roleplay require it. It is broadcast to the server, so that there's no question about lying about your roll. It supports any number of faces, including upwards of 100. Use /roll <max_number> to access it. God mode A god mode has been added, with any player being able to use it, such that those who prefer to roleplay their duels and gun fights, can do so without dying every 10 seconds. Custom HUD A custom HUD has been added, complete with immersive saber stance names. Saber stances Two new saber stances have been made available. Emote system A complete emote system, with access to every single animation JKA has to offer is present, those can be used by using the animation IDs. Alternatively, there are 55 common animations that have been given a name (such as sit, sit2 etc.) Distance-based chat No more chat flooding when two roleplays happen in different parts of the same map. Now, /say is distance based, and will disappear if the player is too far away form the person using it. Included OOC chat Out-of-character chat is now included, automatically adding "(())" around the message, as well as turning it red. Use Team Chat for this. Merc additions Mercenaries have a lot of upgrades available, as well as a slightly different playstyle. Ammo management is now a big part of being a mercenary, as all ammo is saved in real time, and will have to be bought from a seller, increasing immersion. Entity/Building system Allows to add, edit, remove and list entities in a map. It also allows to save them. News Channels In-Character news channels have been added, allowing players to read up on the latest galactic happenings while roleplaying. Credit System Credits can be created by admins, transferred between players, as well as 'spent' (deleted form a players account) to allow full rolaplaying freedom. Remapping shaders Shaders can be remapped, and can be used by mappers to change maps in real-time. Entity system This system can be used to add different entities (such as weapon spawn and medpacks) as well as to remove them. The changes can be saved and loaded in order to allow admins to create different map versions for different scenarios. Read the documentation included in the files for more information and a tutorial. Community Feel free to check out the source code on my github alexnita3/GalaxyRP (github.com) Also feel free to join our discord group to take part in our own roleplaying community based on this mod, keep track of the mod's development, or just to request help setting it up or report bugs and suggestions. Join here: https://discord.gg/zpHfWrUfFb Credit This mod is, at it's core based on OpenJK. Zykmod has also been a huge inspiration, as well as the source for most of the base code that was used. Zyk has done a really great job with his own mod, feel free to check it work out. I've modified that and turned it into GalaxyRP because i wanted a mod that had roleplay as its main focus.
  3. Hugo

    Opensaber

    Version 13.01

    480 downloads

    Created by Kaldor Inspired by Hugo Licensed under the GNU GPL version 2 ------------------------------------------------------------- Note at forehand: Find the project on github here: https://github.com/KaldNL/opensaber-JKA Place the "opensaber" folder in root directory of the JKA server to run it. About the mod: This is a specialist mod for some JKA players, specifically Terminative 3. However, by keeping the source public we hope it will help other JKA players just the same. JKA is an old game. Those of us who are dedicated to this game should have the freedom to continue the game's evolution. Opensaber is, and always will be, fully Free and open under the terms of the GNU GPL v2. This means you are free to modify opensaber (and even rebrand it) to fit your server's needs. Purpose: The intention is that the opensaber mod will provide a better experience for the saber system. Hit detection is better, block rates are altered slightly, and some extra (optional) serverside features are available. This mod is not developed by Star Wars fans. The people who are creating this modification are people who have spent years playing basejka in various forms from TFFA (pugging) to CTF (ctfpug). We know how the gameplay works, and we understand its flaws. Think of this mod as JKA's saber-only equivalent to Quake III modifications like CPMA. We also include a setting which can disable dual and staff sabers, meaning you can run a server with standard-saber only. The problem in basejka is that people tend to get kills by doing simple tricks. There's nothing wrong with the "exploits", but it detracts from the gameplay when players abuse the same tricks repeatedly. One such example is the extention via running toward the enemy with your back turned. This mod lessens the effect of this by allowing users to parry/block the saber while it is behind you. However, this does NOT mean that this mod will not allow the abuse of the blocking system like other mods do. This way, if you understand how the saber system (read: not OUR saber system, but the game overall) works you'll have an advantage over players who stick to one thing that they happen to be good at. The custom saber settings still maintain the "physics" and "feel" of basejka, but improve them. Skilled players should have absolutely no problem adjusting. If you complain about the blocks being too high on this mod, then it means you're most likely rushing too much and relying on spam. Clean, precise hits will not block at all. Just like on basejka. The changes to the sabering makes it so that good habits are rewarded while bad habits are discouraged. Spins or inaccurate wiggles mean that your saber will easily be knocked away. Proper timing (positioning, movement, mouse movement) will be more effective than in basejka. The damage at the very end of the swing is increased, so smooth, well-timed extensions/pokes/wiggles will do more damage. Fanning with yellow is more difficult due to the saber being solid through the entire swing. Yellow requires more accuracy than on base, and spam will be much less effective. Playing effectively on opensaber should help players develop better habits in basejka. Before brushing this off as just another JKA mod, please consider a few things. Remember that every player will always have room to improve. Remember that skill means more than winning fights and getting a positive K/D ratio in TFFA. Remember that you may be winning because the other player doesn't know how to counter your tricks; not because you understand the way you play. Finally, remember that nobody is unique in this game. Your "style" is just a slightly different way of doing the typical tactics. Readme -------------- Thank you for choosing opensaber mod. Hopefully it will make your JKA saber-only experience better. --Our configs-- opensaber.cfg - Main config. Suitable for FFA servers duel.cfg - suitable for Duel servers duel_singleonly - Single-only Duel server tdm.cfg - Standard European TDM PUG config 1o1.cfg - Standard 1 on 1 config --Client Commands-- manual: List available commands uname: Display server's version of opensaber about_sabersystem: Explains the reason behind the new saber system readlicense: Display brief summary of the mod's license contactinfo: Contact info for the developer(s) date: Show what time it is in the server's location t3settings: Standard player settings used in T3 credits: Who did what for opensaber --Server Commands-- g_SingleSaberOnly: Kick dual/staff users d_SaberSPStyleDamage: Alter the saber system. 1 = Regular basejka, 0 = Touch damage and higher blocking with lower damage d_SaberInterpolate: Lowers the damage and makes blocking more accurate. Warning; it causes ghosting g_allowBlackNames: Enable/disable the use of ^0black names g_allowMultipleDuels: Enable/disable the ability to have more than one duel at a time g_duelHealthRestore: Enable/disable HP reset for dueling in FFA g_duelShieldRestoreLevel: The amount of armour that is given in a duel --Notice-- This modification is not being developed anymore.
  4. 707 downloads

    OpenJediProject Enhanced Source Code (2013) This is the last source code of OJP Enhanced released by Razorace on lucasforums.com (2013) before the site goes down. This is not the exatly the source corde of OJP 1.2 (2008) but a later version (2013) which was never officialy released. So if you compile this source, you will get some minor differences with the compiled OJP 1.2. OJP Team : razorace@hotmail.com http://www.moddb.com/mods/open-jedi-project-enhanced Presentation of OJP : Master your weapon. Master the Force. Master yourself. The Open Jedi Project (OJP) is an open source modification for Raven Software's Star Wars Jedi Knight: Jedi Academy. Aiming to develop innovative, fun features to the base game, OJP, led by Razor Ace, brings together dedicated fans to integrate their vision of what a Star Wars game should feel like with those of others. Open Jedi Project consists of two mods: Basic and Enhanced. Whereas Basic serves as an unofficial patch to fix bugs and increase the capacity for other modders to experiment in baseJKA, OJP: Enhanced breaks new ground with major overhauls to the Jedi Knight gameplay. Open Jedi Project Enhanced (OJP: Enhanced) makes major gameplay alterations that not only build upon existing features that make base JKA fun, but also introduces new features that greatly increase immersion into epic Star Wars battles. You can find the original OJP 1.2 here : http://www.moddb.com/mods/open-jedi-project-enhanced/downloads/ojp-enhanced-version-012 Or the same version with some assets fix here : https://jkhub.org/files/file/1972-openjediproject-v12-fixed-by-fja/ and a patch to fix some coop maps : https://jkhub.org/files/file/2341-ojp-coop-maps-fix/ I thank Razorace who allowed me to put this source code on JKHUB.
  5. Version 1.2.2

    206 downloads

    Only use this to upgrade a Jedi Knight Galaxies 1.2.0 or 1.2.1 installation to a 1.2.2 installation.
  6. Version 1.2.2

    264 downloads

    Jedi Knight Galaxies is an open-world, large multiplayer online first person shooter roleplaying game (LMOFPSRPG). In Phase 1: Versus, the Player versus Player combat is being fleshed out and demonstrated for players to experience. This is only the serverside of the mod. In order to play, you will need the clientside.
  7. Version 1.2.2

    1,064 downloads

    Jedi Knight Galaxies is an open-world, large multiplayer online first person shooter roleplaying game (LMOFPSRPG). In Phase 1: Versus, the Player versus Player combat is being fleshed out and demonstrated for players to experience. In Versus, your goal is to rack up credits and eliminate the opposing faction. But beware, become too notorious and you might rack up a bounty on your head... Each team has a vendor to purchase new items from in their spawn. This will be very similar to the final game's inventory and vendor system. There are more than 50 different weapons in this version, and more to come in the future. This is the client of the mod; if you wish to create a server, you will want the serverside.
  8. fau

    SaberMod

    Version 2.0

    180 downloads

    SaberMod is a server and client side mod for JK2 1.04 being faithful to original mechanics of the game while trying to improve and promote its competitive aspect. I think this is the best JK2 mod right now – ouned Looks good mate – DesertHamster WTF this mod blocks harder than league – Pingu The mod draws ideas from popular id tech 3 mods starting with Xycaleth's JK2 "League Mod". SaberMod features an obligatory, dedicated clientside (cgame and ui) containing a number of improvements and giving all players a level field. Many features of so called "Clan Mods" or "FFA Mods" like extensive admin system or animation commands are not and will not be available. This is because they don't advance SaberMod towards its goals as laid out in the first paragraph. The mod was made mostly for, and based on experiences of competitive saber-only JK2 community, although its bugfixes and improvements are generic and advantage all other gametypes too. I'd be glad to work with members of other communities like FF or CTF to fix more specific issues I may not be aware of. Notable Features New gametypes: Red Rover and Clan Arena End-game statistics and detailed scoreboard Custom "Game Modes" votable by players Instagib game mode with "Unlagged" Disruptor hit detection Transparent duels with option to make other players invisible Addressed typical issues and annoyances in competitive basejk gametypes Server setting allowing or preventing players from unlocking their FOV Damage Plums in "Practice Mode", chat and spectator restrictions in "Match Mode" Extended voting system with full UI integration for easier match management without server admin Reworked, configurable serverside logging system Fixed all known basejk bugs and exploits (collected together with Daggolin, ouned and other modders) Multiple serverside and clientside performance improvements Included modes Unlimited weapons and force powers: Capture the Flag, Capture the Ysalamiri, Holocron, Jedi Master Guns only: Clan Arena, Instagib Capture the Flag, Instagib Free For All, Insta Rockets Free For All, Pistolero Full Force saber only: FF Capture the Flag, FF Free For All, FF Holocron No Force saber only: NF Clan Arena, NF Duel, NF ESL Duel, NF Free For All, NF Red Rover, NF Team Free For All Server administrators can easily add their own, votable game modes by following instructions in README.rst. Installation SaberMod serverside requires JK2MV version 1.2.1 or newer for making other players invisible in duel to work. JK2MV is a modernized, secure JK2 server/client and I highly recommend it for all server owners and players. To run a SaberMod server please download attached package and unpack it in your game (GameData) directory. It will create a SaberMod/ directory with all required files in it. Edit server.cfg configuration file to your liking and start a server with +set fs_game SaberMod +exec server.cfg command line. Notes In case ingame strings don't show up correctly after server change, please reconnect. See CHANGELOG and README for a complete documentation. SaberMod's source code is released under GPLv2 license and available in its official git repo. For server configuration you may want to use a dedicated cvar calculator.
  9. Version Alpha 1

    3,211 downloads

    The first release of the Jedi Knight II:Enhanced mod. This is an early alpha with not so many features. The forums for this mod can be found here: https://jkhub.org/forum/106-jedi-knight-enhanced/ Jedi Knight: Enhanced is a mod which aims to enhance the base game experience by adding new content, refurbishing old content, and forming a new creative base to work off of. The series is based on OpenJK, which is in turn based on the source release from April 2013. This is the Jedi Knight II version of the mod. If you are looking for the Jedi Academy version, you are sorely mistaken. In the current release (Alpha 1), the mod contains the following features: - A bounty of new commands and cvars to toy around with - SFX Sabers - Improved AI - (many) fixed bugs and errors in the original game files - Weapon JSON system (WIP) - A few new weapon models to preview - Some new skyboxes - New fonts - New AT-ST model, with improved handling and a new minigun weapon - Dynamic Glow (from JKA) applied to many of the shaders in the game currently - Randomized dialogue system - some lines have been replaced with unused takes - The AI Workshop: an NPC debugging suite and playhouse
  10. Version 0.0.1

    263 downloads

    OpenRP is an open-source RP mod. It contains features like accounts, characters, factions, a bounty system, credits, determining which players can have weapons, character bound weapons/an inventory system, character bound modelscale (no more editing a .cfg for modelscales like RP servers had to do in the past with other mods), an extensive admin system that has 10 levels of admin (1 being the highest, with bitvalues to control which level has what abilities), and more. See the readme and documentation for more details on specific commands. Please ensure you read the installation instructions in the readme. The code is licensed under the GNU GPLv2. You can get the code for the mod by cloning: https://github.com/Fighter1/OpenRP.git
  11. Version 1.1.1

    81 downloads

    JK2MV (Multi Version) is a modification for Jedi Knight II: Jedi Outcast. It supports all three game versions and comes with various features and optimizations. Main Features: Supports 1.02, 1.03 & 1.04 in a single executable Supports most mods made for JK2 (maps, skins, (code)mods etc.) Fast ingame HTTP-Downloads with a dialogue asking you for permission before downloading files to your computer Multiplatform: Windows, Linux, MacOSX Multiarchitecture: 32 and 64 bit support on all platforms Dynamic glow: Better looking lightsabers with the dynamic glow feature from JKA EAX/OpenAL sound fixed Support for modern screen resolutions Fixes for all known security bugs Minimizer: Press the Windows key / Command key in fullscreen mode to minimize Improved gamma correction Tons of other fixes and improvements in the engine Opensource​ (GPLv2) ​JK2MV is fully compatible with "normal" JK2 versions. Using the JK2MV client let's you join all servers from 1.02, 1.03 and 1.04. When you host a server through JK2MV, you can select what version you're hosting by setting the mv_serverversion cvar to either "1.02", "1.03" or "1.04". Clients of the choosen version can join the server without having the JK2MV client installed. JK2MV clients automatically detect the server's version when connecting. Detailed Documentation
  12. ouned

    JK2MV

    Version 1.1.1

    205 downloads

    JK2MV (Multi Version) is a modification for Jedi Knight II: Jedi Outcast. It supports all three game versions and comes with various features and optimizations. Detailed Install Instructions Main Features: Supports 1.02, 1.03 & 1.04 in a single executable Supports most mods made for JK2 (maps, skins, (code)mods etc.) Fast ingame HTTP-Downloads with a dialogue asking you for permission before downloading files to your computer Multiplatform: Windows, Linux, MacOSX Multiarchitecture: 32 and 64 bit support on all platforms Dynamic glow: Better looking lightsabers with the dynamic glow feature from JKA EAX/OpenAL sound fixed Support for modern screen resolutions Fixes for all known security bugs Minimizer: Press the Windows key / Command key in fullscreen mode to minimize Improved gamma correction Tons of other fixes and improvements in the engine Opensource​ (GPLv2) Sourcecode / Project URL
  13. Version 0.0.1

    278 downloads

    OpenRP is an open-source RP mod. It contains features like accounts, characters, factions, a bounty system, credits, determining which players can have weapons, character bound weapons/an inventory system, character bound modelscale (no more editing a .cfg for modelscales like RP servers had to do in the past with other mods), an extensive admin system that has 10 levels of admin (1 being the highest, with bitvalues to control which level has what abilities), and more. See the readme and documentation for more details on specific commands. Please ensure you read the installation instructions in the readme. The code is licensed under the GNU GPLv2. You can get the code for the mod by cloning: https://github.com/Fighter1/OpenRP.git
  14. 537 downloads

    With these binaries you can easily natively play the single-player portion of Jedi Knight II: Jedi Outcast on Linux. No bullshit, just put your assets files in the base folder and run. A widescreen tweak was also added to the source code. You don't have to compile anything. Note: Currently, this only works for Ubuntu based distros (Ubuntu, Linux Mint, Lubuntu, etc), and does not work with Fedora or OpenSUSE for example. Installation NOTE 2: YOU STILL HAVE TO OWN AN ORIGINAL COPY OF JEDI OUTCAST TO USE THIS. To get the binaries to work, simply copy assets0.pk3, assets1.pk3, assets2.pk3 and assets5.pk3 from your Jedi Outcast game disk (or Steam version) to the base directory, and start the jk2sp executable. If things aren't working for some reason install the needed dependencies with this command: sudo apt-get install libopenal1 ia32-libs Credits I did not make this port. All credit goes to xLAva (Jochen Leopold) who did all of the porting work. I have permission from him to upload the binaries to JKHub. Because of the GPL2 license of the original source code, I am also required to put a link to the source code on this readme. Original Github link: https://github.com/xLAva/JediOutcastLinux
  15. Exmirai

    ELib

    Version 1.5

    65 downloads

    Plugin for ja++ that add: accounts system, admin system, simply economic, ban system and statistics. Commands: /lua_register (login) (pass) (pass) - Registering a new account, also you can create a new accounts by a lua function: Accounts.AddUser('user', 'pass', 'login message') /lua_login (login) (pass) /lua_logout /lua_stats -- Statistics ----Admin Commands... To assign player as admin, you should use lua function: SetAdmin('login', 'privileges'). If you want to change account's privileges, you should use lua function: UpdatePrivs('login', privs) commands: /lua_god (id) /lua_armor (value for selfhealing/ id for healing somebody) (value) /lua_health -- same as lua_armor /lua_notarget /lua_kill (id) /lua_ban (id) /lua_addip (ip) /lua_cmds -- List of available cmds -----Admin cmds bitvalues: GOD = 0x0001 NOTARGET = 0x0002 HEALTH = 0x0004 ARMOR = 0x0008 KILL = 0x0010 SETFLAG = 0x0020 SETFLAG2 = 0x0040 BAN = 0x0080 Installation: Unpack archieve into /lua/sv/ directory
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