Jedi Knight III

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43764 downloads

Uploaded:08-13-2010

Movie Battles II V0.0.2 - Full

mbii_v0.0.2_full.zip | 1.1 GB

never anything on this level. I present to you, Movie Battles II, the product of untold hours of work from some of the best and brightest skinners, mappers, coders and modder's ever to play Jedi Knight. I have to say a massive thank you right now to the Movie Battles II team, not only for allowing me to review their gargantuan mod, but also for allowing us to host the file here on JKFiles, where it will join the ranks of the most famous Jedi Knight mods of all time, here in our Great Library of Jedi Knight-exandria. ;) This is going to be a biiiigg review! Whew, where to start?! Well, firstly I have to say that although I really love the mod and think it is great how it has become so popular, popular enough indeed to have its own community within the wider JKA community, I cant help but feel a little worried. Why? Well, I cant help but feel that in order to produce a mod of such grand scope and fantastic quality, they have poached some of the best talent from JKA in general. For example, many of the incredible skins, weapons and even maps are only available for MB2, which is kind of a loss for the JKA community in generally, unless you are somewhat sneaky and take a skin out of the MB2 assets and pack it up for personal use in JKA. Ehm, not that I am endorsing that at all... muahaha... ;) Personally I would really love to see more of the MB2 assets available to base JKA players in general, since that would help keep [i]both[/i] communities strong and provide us with a long stream of excellent files to review! But that is of course up to the MB2 team and the individual authors. Since this is the latest version of Movie Battles II, what improvements does it include? Well, for a more comprehensive list you can see the changelog, but to highlight some of the major ones; [*] Multiple new maps, including the Emperors Spire and Malachor V [*] Updates to various existing maps, such as Duel of the Fates and Tatooine. [*] Fantastic mini-maps for most of the maps, which give you a detailed overview of your location in the map and the location of others, you can also enable a larger overview map from the Movie Battles II options. This is one of my personal favourite features! [*] Lots of new bug fixes. [*] Lots of new gameplay tweaks and improvements, including the abilities purchases using the points system (again, see the more detailed changelog for details!). [*] Some new weapon sounds and various improved effects. [*] Too many more to mention right here! So what kind of features does this gigantic mod have? Weellll... [b][u]Models and Skins[/u][/b] For starters, there is a vast selection of models and skins there are available to choose from, out of each class that you can choose from ingame, there are several, sometimes even a dozen or so, different skins or models you can choose from. For instance, the Sith Class features, among others; Darth Traya, Count Dooku, Jerec, several versions of Darth Maul, Darth Malak and even Darth Talon! And that is only one [i]class[/i]! Along with that there are yet more skins/models available in Full Authentic mode that are not available in Open mode, including, but not limited to; Darth Revan, Bastila, numerous Clone Trooper skins and other equally cool characters! (PLEASE MB2 guys, release that Revan skin for Base JKA, that would be an instant hit!). Bear in mind that these are all made by top notch modelers and skinners, and so all are fantastic quality. Most of the custom models/skins also have custom sounds to go with them, rounding them off nicely. Multiply this by the several classes that there are to choose from, both on the light and dark team sides and you get a he amount of skins and models, the work that must have gone into the skins and models along must have been huge. [b][u]Weapons and Effects[/u][/b] Then there are the new weapons and the effects that go with them. For instance, there is the Westar M5 and BlasTech A280 Blaster Rifles, (I happen to own a very nice A280 in Star Wars Galaxies ;)) as well as the Fallann Hyper Rifle as used by Zam Wesell in Episode II. Various weapons also have additional features which can be unlocked by purchasing points in the relative categories in the points screen, For instance if you fully upgrade the A280, not only do you get the ability to rapid fire, but also a sniper scope too, further increasing the weapons potency. That's not to mention the rocket launchers and various pistols and carbines, all modeled in high quality and with custom effects and sounds! Then there are several different kinds of grenades as well, which are available to particular classes (once you have spent the points to get them of course). While I am on the subject of effects, I should mention that you definitely need to play ingame to see how good they are, since no screenshots could do them justice. The way lumps of debris fly out of an explosion with a trail of dust and other such things are much more realistic than the Base JKA effects and definitely add to the combat. There are also two different levels of effects, normal; which is, well, normal, and high; which is more graphically intensive but also looks much better. Obviously if you have a powerful computer, you will want to use the full fat 'high' mode. But its good that there is also a lower setting so that people with older computers aren't shut out. The lightsaber blades and trails though are something pretty special. Unlike the base JKA saber blades and trails that we are all used to, when you swing a lightsaber in MB2, the trail actually looks like like the sharp blur (oxymoron's FTW!) of a moving lightsaber as you see in the films, rather than just a fuzzy trail out behind the blade like they are in Base JKA. The only other mod to my knowledge that has this impressive effect is the Open Jedi Project. PLEASE somebody make a mod which gives us these kind of movie realistic blades and saber trails in Base JKA! [b][u]Maps[/u][/b] Well, I already mentioned that this latest version of MB2 adds the Emperor's Spire and Malachor V, among others to MB2's already impressive repertoire or maps. Some of the other movie themed maps include, but are not limited to: Mustafar, Tatooine, Mygeeto, a Trade Federation Battleship (as seen at the start of Episode I), The Star Forge, The Valley of the Jedi, Kamino, Utapau, the Tantive IV and many, many more! The maps are the only area where I feel some improvements could be made, since some of them date to way back and aren't up to the same kind of standards of detailing and such that the newer maps are. That isn't to say older maps such as Lunar Base aren't great too, in fact gameplay wise they are just as good as the newer ones, I just feel they could do with a bit of a sprucing up detail wise. Speaking of Lunar Base, I just love that window which, when broken, sucks people out into space! In this new version, it also amazingly registers kills and team kills! Some of the best mappers around have made maps for Movie Battles II, and no doubt as more updates are released more maps and locations will be added. What is my favourite map? Well, that is a touch choice! So many of the maps are beautiful to look at (gotta love that Mustafar Skybox!) and feel alive and interactive. I did very much like the Malachor V Trayus Core duel map, since good KotOR 2 themed maps seem to be lacking from JKA, but I also liked Lunar Base because of its excellent layout and gameplay. But then Comm Tower is also a great map, and it reminds me of the original Jedi Knight and JK2 as well. Well, I guess I cant pick a favourite myself, not without spending a lot more time playing MB2 to find out all the ins and outs of each map anyways. As I mentioned earlier, many of the maps now also have mini maps which are displayed in the HUD, this is one of my favourite features as it actually shows a map, with [i]walls[/i], unlike the Base JKA radar map, which only shows objectives and such. This makes it much easier to tell where your team mates, objectives and enemies are in relation to the structure and layout of the map. That brings me nicely onto... [b][u]The HUD and Menu's[/u][/b] As well as having a nice new mini map, the entire HUD has been revamped with new graphics. There are two new indicators on each side of the screen for your health, shields, ammo, force and saber style, which look much better and sleeker than the base JKA ones. I personally would love to see these parts of this HUD used for a Base JKA HUD mod, if any of the MB2 guys would care to make one for us *nudge nudge*. ;) There is an options menu section dedicated to MB2 options, including setting keys for your class special actions (such as being able to sprint faster for a limited period etc.) and also a media section for setting your screenshot key, and the ability to set a key to record a Demo movie! Whilst I personally prefer to use Fraps, this is definitely a much needed option in JKA and one that I am sure people will find useful. The menu's overall are easy to navigate and look good, the main menu, with that picture of the sun bursting over the horizon of Coruscant is very nice, although I think it would be even better if there was a set of screenshots or images that the main menu background cycled through, just to add a bit more movement to it (since it seems a little still compared to the Base JKA menu, with its little video set in the middle). [b][u]General Gameplay[/u][/b] The main complaint that I have always had with Movie Battles II was that you can die quite quickly, and you don't respawn. That is unless you have spent points in the section which allows your particular class to respawn, 'reinforcements' I think it is called. This complaint has most likely come from being someone who has played and enjoyed a lot of Siege, a gametype in which the gameplay is fast and furious because people are constantly dying, respawning and running like headless chickens to get back into the action, making for some insanely frantic battles. Indeed on Siege Hoth, if you are a Rebel tech, its not uncommon to put up a shield on the bridge (to stop the AT-ST advancing) and then simply throw yourself into the chasm so you can die, respawn, and put down another shield. Since you often only get one life, maybe a few if you have spent points in 'reinforcements', in MB2 it stops this kind of insane gameplay, and thus it seemed a bit slow to me at first, since I died and then that was it. However, as I have played MB2 more, I have come to appreciate the delicately balanced game mechanics which go into it, and once I got used to it, the dying issue didn't bother me so much, though I still personally prefer the ferocious gameplay of a 16 vs 16 Siege game, but that's just me! :P The features I have mentioned above, such as the vast variety of weapons, skins/models and maps, along with different gametype's makes this pretty much a game in of itself and I can see who it has become so amazingly popular. The points system does take a little getting used to and you have to be quick when you start to spend those points where you want them before the round starts. The class system, and the abilities and weapons available to each can also be bewildering at first, but with a bit of practice you will soon get used to it! One nice new feature for this version is that you can now continue to move while using voice chat, which makes the process both quicker and less hazardous to your health. After all stopping in the middle of a fight to open up the voice options and find the button for 'roger!' is likely to get you killed! This latest version of MB2 is full of neat little features like that, and I am sure more of the same will be added in future versions so further enhance gameplay. [b][u]Conclusion[/u][/b] All in all a monumental mod, more of an entirely new game in itself to be honest. If you want to know more about what is new for this version, then you should check out the changelog which is in the readme section below. The full readme for the mod can be found in the .zip. The only downside with downloading this is the sheer insane size of it. In fact it is very close to the size of Base JKA itself! This is definitely worth a download, and you guys had better make sure this gets to the top of our download charts, since the MB2 team is paying me 2 Millio... uhh, did I say that out loud?! Umm, cookies, that's it, yeah they are giving me cookies to review this. They aren't bribing me with millions of dollars to give them a good review, not at all. Complete nonsense! Don't forget to view the videos below! ;) ~Nozyspy~ Subaru is awesome. There you go, I actually put that in here! View the video below to get a taster of what Movie Battles II is like: And here, for your viewing pleasure, a preview of things to come!

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70624 downloads

Uploaded:04-29-2005

JA+ Mod 2.3

japlus_v2.3.zip | 24.97 MB

name a few ... with the JA+ mod you can have multiple duels at once, even full force duels, and all of those duels can be isolated so there's no duel interference, there's clan tag protection, option of having multiple taunts, lots of new emotes, a profanity filter, model size scaling system, new items including a grapple hook (perfect if you've just downloaded the new Spiderman skin) and a ton of other features. The newest features for the mod include a Mac patch so that Mac users (are there any out there? If so, freakin' email me ... I have a map I need you to test) can start a JA+ server, a JA+ server tracker, the clan tag protection I already mentioned, and Slider improved some of the already present features. This is an incredible mod that I would definitely be using because it's so configurable if I still ran a JA mod. Great work here. But I wonder, will it ever be done? ;) ~AmosMagee[/quote] It seems to be spread on almost every server this mod. Whats so special about this version? Well I'm not going to list everything, since it would take years of scrolling, but these are a few of them: [b]New Player Animations:[/b] There are hundreds of interesting things here, you can now catch and hang onto ledges, to avoid falling. An extremely good thing for the movie makers out there. The new moves are cool, melee and saber moves. Holstering your saber, when you switch to melee your saber goes to your belt, and if it's a sword it'll go in a holster on your back. It makes the game feel much more 'Jedi-Like'. Excellent for all you Role Players out there. Amkiss, some people hate getting kissed by amkiss spammers, so there's an option to slap them by pressing the push key. [b]JA+ Sabers:[/b] There are a wide range of high quality saber models included with the mod, including the recent File of the week, Dragon's Wing v2, by hatrus. [b]JK2-like moves:[/b] There is an option that you can enable, that makes the moves and physics more like JK2, (Red DFA for example) [b]Gender Support for missing skins:[/b] What this is, is if you dont have a female skin, you will see someone who is wearing that skin as Jan, not Kyle [b]Dimensions[/b] This is somthing that might bring the FFA players and the Honor players together. In JA+ 2.3, there are 'dimensions', you type /amaltdim and you go to an alternate dimension (a no rules one) where there's no grapple hook, and you cant use admin commands on someone (except /amkick) there's no god-chat either there. This is an amazing feature which I'm sure will improve JA+'s status with FFA players. [b]Ampunish and Amslay removed[/b] Two commands that can be abused to hell have been removed [b]Bug Fixes[/b] A large number of bug fixes from the previous version are all here, check out the readme and stuff to see the list. That's just some of it, there's quite a bit here. Everything else is still there too, besides ampunish and amslay. Update your servers and enjoy the new features. -Rink [b]If you just want the client plugin go[/b] [url=http://jediknight2.filefront.com/file/JA_Client_Side_Plugin_v13;41256]here[/url]

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10480 downloads

Uploaded:03-15-2008

JA Unlimited

ja_unlimited_1.1.zip | 1.09 MB

no visible limits on how many sabers you could actually have, but I guess I may have been wrong or I simply never had that many sabers. Even if you were under the limits, though, only twenty or so appeared on the list and the console was necessary for the others. With JA Unlimited, virtually all sabers will appear on the menu (obviously it's not really unlimited, but it may as well be) and there ceiling limit on how many you can have has been turned into the roof limit - 'tis much higher. Higher than I was able to reach with every lightsaber, sword, baseball bat, axe, halberd, polearm, voulge and God-only-knows-what-else I could procure from JKFiles. Since saber switching via /saber only appears to work in JA+, this is great for anyone not using these mods, since you no longer need to know the .sab designations to load your sabers. - Maps Again, you can usually have as many maps as you'll need, but now they'll all show on the menu so that you don't need to open pk3s in Pakscape/PakRat (shout-out for you Maccies out there ;) ), find the bsp name and use /devmap to load your maps. Great improvement in my book, helpful for those who don't check map pk3s by default, or don't know how to. - NPCs Now, this one you did have a limit on, and that limit is basically kaput. You can now have as many NPCs as you'll need - again, I'm figuring 65535 being the ceiling limit, but you'll probably never reach that many - without that pesky ".npc extensions are too large!" error in multiplayer. Score one for no annoyances! - Vehicles Oh yeah. Now we're talkin'. If you're like me and enjoy going to town with some serious vehicular manslaughter, again, this is the mod for you. No more .veh extensions errors, and the error with .vwp files (which were still at factory limits in the last release) is now fixed, so you can have as much firepower as you need in the base folder. - Models / Skins Considering the game can hold as many models/skins as you can use, I always found it kinda dopey that there was a limit on the amount of icons, but that limit is now gone. - Species Selections The limit was previously 32. Now, it's... what is it again? 65535 or something like that? Ain't that quite a resume? [b]Disclaimers[/b] ► This will [b]not[/b] work in the singleplayer game - source code for the SP DLLs was never released. Strictly MP only, sorry folks. ► Naturally, SP won't work at all if you're over any limits, so basically, my advice: don't put mods in base, make a seperate mod folder for this and dump your files in there, then launch this mod via .bat file. That way you can have as much as you need in MP, without shafting SP. ► Limits are there for reasons, as Kat Angel quite rightly states in the readme. Even though this mod means the game won't object to extreme amounts of mods, please try and factor in how much the iD Tech 3 engine can handle, and how much your computer can handle. If you have too much in your base folder, your game will take ages to load. The more you have, the slower it gets. The less RAM your computer has, the slower load times pass. The slower your CPU, the slower load times will be. You also risk your computer randomly shutting down, restarting, or random crashes by having more than the computer can handle. So, basically, if you never use it, don't keep it, 'cuz the more you got the more strain your system takes. Right, safety warnings and summaries out of the way, I think we're done here. Overall, great mod for you "pakrats" (no pun intended). If you play baseJA and like to use a lot of add-ons, this is a sure-fire winner. ClanMod version and OJP Basic / OJP Enhanced versions in the queue, uploadin' em as we speak (type? speak?). No JAE yet, sadly, so there's Kat Angel's next homework assignment. :p Now, if you don't mind, I'm going to go equip my game with every fighter, bomber, assault walker and tank I can get my hands on. World War III ain't gonna fight itself! :o Erm. Well. Nuts. I need a catchphrase. ~ Kouen

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17303 downloads

Uploaded:06-15-2008

OJP Enhanced

ojp.zip | 23.61 MB

a new review, as screwing around with said mod a little more allows for more beef. We'll attack some general features first, that will affect all players. [b]General Features[/b] XP System: No longer are points just for strutting around like a chicken whilst you hawk how good you are whilst you secretly cry inside realizing you have nothing better to do than bully kids in a video game =_O Now you have to earn some kills, and gain power =_= each time you join an OJP server, you will have a minimum set of experience points that you can allocate to gain a number of weapons, gadgets, saber stances, and force powers. I screwed around in the Abregado Casino map and gambled for points, and I found that you have to actually kill either a bot or an actual player to gain experience points. General ratio seems to be 3 kills = 1 XP. There are in fact some XP allocation rules(these being but a few): - At certain XP levels, certain stances are locked from the player. - Force Jumpers cannot invest in Jetpack, and vice versa - A player must have 1 point in sense minimum to be a force user. - Certain levels of force user can only invest in one level of gun usage to prevent that "god character" factor. A good thing to note is that if you're in a hurry to get to the real fun, you can skip the whole "Kill, kill KILL, KILL, KILL" and avoid having to stack up all those kills just to get that toy you really want by adjusting the minimum XP count in the advanced server settings. One could also lock certain powers and weapons from here as well, as well as adjust a setting on this: - Timer System: Have trouble with people killing themselves constantly? Chill them out by making them have to wait with a modified siege timer that prolongs spawning until it runs out. Whilst it can be very annoying, it's also very useful for setting points in between bouts of madness and violence. Don't like the timer on your server? Just set 'er to 0 and you can jump right back in. - Holster System: Gunnery is now a more important aspect in this mod(more on that later,) and as such, the team found it appropriate to make things more realistic by coding in a nice system to holster your guns on your character whilst you are not using them. Only irk I found was that saber holstering really doesn't look good strapped to the front of your thigh, nor does it look comfortable. Yes, I'm guessing it's probably the whole "belt" thing, but on most models, it doesn't seem very applicable. - Improved Bots and NPCs: There are some of us out there that don't have the expensive equipment to fight all the time against other players on the internet. Never fear, as the bots have been tweaked to use the OJP saber and gun systems accordingly. Experiment around, as some bots are inclined to use guns, whilst some use sabers. NPCs are now no longer psycho sugar addicts like they were in JA+, and now fight normally. Even the force using cultists do something instead of standing there punching the air idly! A lot of the old functions in JASP work as well. The howler now lives up to its eponymous name(although it doesn't seem to hurt yet.)The assassin droid returns and now effectively has a working forcefield.Even more interesting is that, should you fall to the new NPC AI, most of the time it will actually register as a kill as if you were slain by a player. Example being this most recent one: "Averus Retruthan was blasted by Boba Fett" That was me deciding to let an NPC kill me =_,=. Naturally not all the AI is up to absolute snuff, and there are still bugs to be worked out (I.E. some of the non-human NPC's guns are in the wrong places still,) but it's definitely a 1-up on the older MP AI. - Dodge, Force, and Mishap Meter: One of the more critical elements of gameplay now relies on these three meters. These will control how long you will in essence "live," forcify, and still remain accurate, respectively referring to the above order. More will be applied as the necessary sections arrive. - New Animations: A plethora of new animations from ledge grabbing to a proverbial backhand attack lie in wait for you. Take a look around and see what you can spot =_o! - New First Person view: Gunners and saber users alike can experience battle now from the eyes of their player. Gunners will notice almost immediately that the gun is no longer at like..chest height. You can now look down and see where your gun is, and not feel like a total chode when -CO-OP Mode: Haven't had a chance to try it, but now you can try SP in Cooperative mode =_=! and finally.. - Vehicles: An older, not-as-remembered feature of OJP was that it was going to amplify vehicle functions in some respects. Unfortunately, there's not many functions to speak of on that part, as it seems to have been lost in the quest for saber research, but some vehicles now have some new alternate functions usable only in OJP. The only examples I can think of at this time are: - The droideka can now rotate in place instead of having to back up and go forward like a cheap RC car. (Found in - http://jediknight3.filefront.com/file/Naboo_Hills_21;31144)) - The [file="53196"]Tie-Phantom[/file] vehicle now has an active cloaking function on it. Interestingly enough, some of the vehicles seem to attack on their own if not possessed by a player. These are just but a few of the new general functions, I'm sure, but hopefully enough to have kept you going up until this point =_= now we shall attack the gun and force user aspects, in that order. [b]Mercenaries and gunnery[/b] Guns have finally returned as a force to be reckoned with. Guns are no longer dwarfed by saber using force users now. Cunning can be used effectively now, with the new gun effects. General features of the weapons include: - Ammo Clips/Reloading: every weapon now has less ammo on the count. Out of ammo? Good, reload =_= - DEMP2, Trip Mines, Concussion Rifle? Locked out unless you use cheats. - As forementioned, all guns are now no longer in your first person view by default. It's now more realistic =_>. - Thermal Detonators now can be thrown with a new bind, so you no longer have to actually select the thermal and chuck it. Range is limited though,so don't try and throw it too far. - Gun accuracy is decided by your level of XP in that slot and mishap meter. High mishap = start missing, even if aimed properly. In some cases, if you're not careful, you can be knocked down as well. Dodge will help you evade some of the more lethal attacks whenever necessary. Now, I'll report the effects of each weapon: - Blaster Pistol: Much more powerful shot. At level 3, you get a second pistol at your disposal, and your alt fire is activated, doing mishap damage to enemies, usually knocking them down if you power it enough. Suggestion: Allow the second gun to be an alternate upgrade, like the speed and ammo upgrades for the later guns. - Melee: Effective and useful when outta ammo. - Blaster: Good balanced weapon with an available rate of fire upgrade. - Disruptor: Power seems to vary now with charging in scoped mode. - Bowcaster: An effective powerhouse, now with available scope function at level 3 and a chargeable bolt (doesn't multiply.) - Repeater: Converted into a DC-15 clone rifle. At level 3, an available ammo count upgrade can be made, and the blob can be now fired at the cost of...an entire clip. Quite effective, as the blob now induces knockdown and acts as an explosive(which will be covered later.) - Flechette: Converted into a T-21 Rifle. Rate of fire controled by your tapping power. Damage is a little weak and sparse, in my opinion. - Rocket Launcher, Thermal Detonator, Detpacks: Weapons of the explosive kind don't seem to actually do immediate damage. If your dodge is high enough, and depending on where you are on the blast radius, you will be knocked pretty far. There's sadly no shrapnel or misc. damage, assuming you aren't knocked high enough where the fall will immediately kill you(a good percentage of the time.) If your dodge is low...well then, your body will be BLOWN TO PIECES AND ANNIHILATED. Now, onto the gadgets: - Bacta: Level 1 earns you small bacta, level 2 gives you big bacta - Jetpack: The jetpack has been reinvented with a new dynamic animation system. Lot more heights can be reached with this jetpack, and quite quick. Runs on fuel, of course. - Cloaking: Not much change. Still runs on fuel. - Flamethrower: huge flamethrower effect that runs on fuel. Quite impressive to behold. - Seeker Droid: Now fires stun charges, and if you hit the Use Item button, your Seeker will detach away from your perimeter and actively seek you out. - Sentry Gun: Setup time required, but is a lot more durable and reliable. - Forcefield: Now lasts longer, takes more impact, and even knocks 'tards who run into it down to the ground. This covers the basics of mercenary combat. Now... [b]EPIC FORCE USER COMBAT[/b] Considered to be the proverbial "gem" of the entire mod by the makers, saber combat has been completely redone, and converted into a powerhouse of cinematically epic system of clashing, pwnination, and strategy. Mishap, Force, and Dodge Points now are tested to their limit. Force controls force attacks, including saber swinging. Low FP = slower swings,less force ability. Low Mishap can result in a slowbounce, stagger, knockdown, or even disarming your opponent of his saber! Also, you have to be a lot more careful in watching you and your opponents movements, as you won't simply just swing and hope it hits. You can now engage your opponent with Shii-cho, Djem-So, Soresu, Ataru, Nimen, Juyo, and Makashi(

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175242 downloads

Uploaded:08-17-2004

ForceMod III - Return of the Sith (Win Installer)

forcemod_iii_v1.0_win32_install.zip | 39 MB

Academy. ForceMod III - Return of the Sith gives you the option of nearly 30 different classes. I can\'t even list all of the classes here, there are just too many. But as an example, as a Jedi Warden, you get a limited number of force powers, a lower saber attack level, but you get a Bryar. As an Aurorian, you get all light side force powers (up to level 4!) and level 4 attack and defense at max, but no other weapons other than your sabers. There are many other variations on these limitations which really seem to balance the mod/game. There are several new stances added - some specifically for single, dual or staff sabers. Some of the sabers are destructable as well. There are many new special moves added and a ton of other stuff including, but not limited to, cloaking, flame gauntlet, optic radar and a jetpack. There\'s just so much here, I really can\'t cover it all. Download this mod and check it out. I wouldn\'t be surprised if this starts popping up on a bunch of servers. :D ~AmosMagee

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1452 downloads

Uploaded:01-19-2011

ForceMod III Classic Edition - Version 1.3A Basic

fm3ce13a.zip | 178.42 MB

updates since the last version: [quote]Version 1.3A Changes (from Version 1.3) - Corrected Ki-Adi-Mundo form style ability by only providing wall grip ability (with no wall run and wall flip. - Corrected some name form spellings in the Melee 1 Chart located in the Saber Menu section. - Restricted Hirmans models to their proper class selections for Sith & Jedi. Version 1.3 Changes (from Version 1.2) - Expanded the Dual Sabers selections section. You can now choose up to 12 saber hilts for either saber1 or saber2. - Added Saber powers 1-3 section in Saber menu for saber classes that do not specialize in level 4 saber (Warden, Sentinel, Cardinal, Crypt Guardian) - Anakin style was added as an additional Djem So form. - Removed the forced spectate mode between class changes. - The "1" key was reactivated for use with key binds. - For balancing purposes several melee modifications were made for various saber forms and classes (please consult in-game Melee Charts) - Added Hirman's Darth Bane, Darth Plagueis, Asajj Ventress, Ahsoka Tano, Cad Bane, and AT-RT Driver skins - Added Zkyo's Ingame Server Join Menu. - Some saber animation place-holders were changed back from OJP version to FM3 defaults due to ongoing modifications and improvements. - To make room for the new Menu modifications the Fourth Person along with Zoom-In and Zoom-out were removed from the Xbinds section.[/quote] For those of you unfamiliar with the mod, it is a massive and far reaching project which changes many aspects of gameplay, from saber selection and combat, character classes and some fantastic little features available via the ingame menu, which I will come to later. All you need to do is look at the saber selection menu and the incredible amount of detail which has gone into it, with melee damage charts for the various types of weapons. Add to that new saber colours and a whole new saber selection interface and it makes for an amazing change, though the complicated looking damage tables will not appeal to everyone. Check out the screenies below for an example. There have also been some changes to the force power menu, with several force powers now having a 'level 4', or turning the force up to 11 you could say. :P Force jump in particular on power level 4 now allows you to jump huge distances. These level 4 powers obviously cost a large amount of points to purchase however! As for character selection, as in Movie Battles II there is a wide variety of different characters to choose from ranging across several different classes, such as Jedi, Sith, Mercenary, Droid and more, with models and skins made by top notch modders. Now onto the features that I was the most impressed with; take a look at the ingame menu and you will see a variety of new options, one of my favourites being the Music menu, which allows you to choose from a variety of Star Wars music, depending on your mood or what you may be doing; using something more dramatic if you are having a duel for example, or perhaps if you don’t like the music used on a particular map you are on, you can pick from this list something which you would prefer to listen to whilst exploring or playing, or maybe just as a bit of ambience. Other features include a bonus button menu, which allows you to hide or show things like your FPS, the HUD, whether or not you want to render the weapon models, etc. which is great for taking good screenshots. I wish there was a mod like this for base JKA, it would save a load of faffing around using the /cg_draw2d and /cg_drawgun commands all the time to get good screenies! XD Another cool feature which is great for both taking screenshots and adjusting your view ingame is the aptly named Views menu, which lets you adjust things like your field of view, and also rotating the camera around your player using slider bars, another cool feature for taking screenshots, especially of skins, like the bonus button menu, this would actually be a great feature for helping the process of taking screenshots of skins for when I am reviewing them. Rather than having to use the modelview.cfg method, which although it works fine, it would still be nice to have a graphical user interface to change the camera position. Then there’s the Optimization menu, which allows you to either choose from a selection of pre-sets, or adjust settings via slider bars to help you optimize your connection and squeeze better ping, and thus less lag out of the game whilst playing online. These are some absolutely fantastic features, and I would love to see these made into separate mods for base JKA, if they haven’t been already, and if they have, please tell me where to get them! There are of course many more features to discover and much more depth to this mod than I have been able to cover here, but I hoped I have managed to touch on some of the most interesting and unique ones. This mod is definitely worth a download for those of you interested in a fantastic Multiplayer mod with loads of great features and a distinguished history, keep up the good work Venomous^Heart! ~Nozyspy~

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19080 downloads

Uploaded:06-10-2005

Lugormod 1.1

lugormod_11.zip | 3.58 MB

below)--------v -Lizardking

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15351 downloads

Uploaded:11-06-2004

JK3 Multiplayer Dismemberment

jk3_mp_dismember.zip | 1.08 KB

difficult :) So, you know in the single player, when you can slice off people\'s arms and legs e.t.c? Well after doing this you\'ll be able to do it in multiplayer too :) Bear in mind if u use a mod like JA+ you may have to alter the seperate config files for these mods as well as the basic one. ~Szico VII~

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15264 downloads

Uploaded:08-17-2004

ForceMod III - Return of the Sith (Manual Install)

forcemod_iii_v1.0_manual_install.zip | 38.94 MB

Academy. ForceMod III - Return of the Sith gives you the option of nearly 30 different classes. I can\'t even list all of the classes here, there are just too many. But as an example, as a Jedi Warden, you get a limited number of force powers, a lower saber attack level, but you get a Bryar. As an Aurorian, you get all light side force powers (up to level 4!) and level 4 attack and defense at max, but no other weapons other than your sabers. There are many other variations on these limitations which really seem to balance the mod/game. There are several new stances added - some specifically for single, dual or staff sabers. Some of the sabers are destructable as well. There are many new special moves added and a ton of other stuff including, but not limited to, cloaking, flame gauntlet, optic radar and a jetpack. There\'s just so much here, I really can\'t cover it all. Download this mod and check it out. I wouldn\'t be surprised if this starts popping up on a bunch of servers. :D ~AmosMagee

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35620 downloads

Uploaded:04-29-2005

JA+ Client Side Plugin v1.3

japlus_plugin_v1.3.zip | 20.12 MB

why should you download it even if you don't need to? The moves are reportedly smoother, there are improved effects for the new moves, forces and attacks, better management of the new JA+ items such as the flamethrower and grapple hook, RGB sabers and much, much more. Anyway, this is a very customizable mod overall and if you're going to be playing on a JA+ server anyway, you should get this client side plug-in for all the other nifty little features. :)[/quote] This version includes all of the above, as well as the new JA+ sabers, holsters and effects. You only [i]need[/i] this, if you're joining a pure server, but it's handy to have if you go to a JA+ server often. -Rink [b]If you want the server side as well as the client side go[/b] [url=http://jediknight2.filefront.com/file/JA_Mod_23;41254]here[/url]

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7715 downloads

Uploaded:03-04-2004

The Last Hope Mod (v0.1.1)

thelasthope011.zip | 3.21 MB

closer look at this mod. One of the features that many people have requested in a mod would be the ability to scale your model. You\'ll find that in this mod. I can\'t say that I\'m all that familiar with NPC\'s and their behaviour, but the new commands in this mod for NPC\'s sounds very cool. You can make the NPC\'s follow you, attack wherever you\'re looking or have the NPC\'s defend your position. The author plans to add a command that will allow you to toggle dual weapons, but it\'s not in this version. Some other features include RGB sabers, several classes such as Shadowtrooper, Boba Fett and Emperor (though that one still has some bugs, according to the author). Vehicle weapons have apparently been fixed and vehicles limit has been set to 64. There are a bunch of other features - too many to list. Try this mod out and be sure to give feedback to the author. I\'m sure there will be many updates to improve upon this mod by SuperDindon. [/quote] Well, SuperDindon has updated this mod and now you can wield two weapons at one time! Probably something many of you have been looking forward to. The other features that seemed to be a big hit with everyone are still there, and improved upon. If you notice any bugs, feel free to post here to let the author know, but don\'t just say \"OMG fix teh bugs!\" Let the author know exactly what kind of bug it is, how you found it, etc. Oh, and be sure to read all of the documentation included with the mod before running to the author and telling him his mod sucks and that it doesn\'t work. :) I\'m sure we\'ll see more updates to this mod. ~AmosMagee

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12332 downloads

Uploaded:01-19-2005

ForceMod III - Return of the Sith - v1.01 Patch

forcemod_iii_v1.01_manual_patch.zip | 5.41 MB

bugs and issues that needed to be addressed. Cue the patch for ForceMod III. All of the fixes can be read in the readme, posted below. This is the patch for Linux, Mac and for those who prefer to do it manually. ~AmosMagee

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5822 downloads

Uploaded:11-06-2004

JK3 Multiplayer One-Hit Kill Mod

jk3_mp_1_hit_kill.zip | 1.55 KB

really relevant if you don\'t play online. But I must say it makes saber dueling VERY challenging. I was hoping it would work with guns as well, but unfortunately a UT2004 \"insta-gib\"-esque mod isn\'t available and this one only works with sabers. However its great fun to play with, and adds much more caution to a duel, which in turn adds to the realism. I can reccomend this mod for a playaround as It\'s fun to use, but the same effect can be achieved using other mods like ja+ which enables you to specificly change damages for certain attacks, wheras this one affects every single move. So it might not be for everyone, and if you run another multiplayer mod which can give you the same effect, this might not be needed - but for those who want some lightning-fast reaction duels, I can\'t recommend this more :D ~Szico VII~

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2710 downloads

Uploaded:03-15-2008

OJP Enhanced Unlimited

ojp_enhanced_unlimited.zip | 1.24 MB

folder. - Sabers Last I checked, there were no visible limits on how many sabers you could actually have, but I guess I may have been wrong or I simply never had that many sabers. Even if you were under the limits, though, only twenty or so appeared on the list and the console was necessary for the others. With JA Unlimited, virtually all sabers will appear on the menu (obviously it's not really unlimited, but it may as well be) and there ceiling limit on how many you can have has been turned into the roof limit - 'tis much higher. Higher than I was able to reach with every lightsaber, sword, baseball bat, axe, halberd, polearm, voulge and God-only-knows-what-else I could procure from JKFiles. Since saber switching via /saber only appears to work in JA+, this is great for anyone not using these mods, since you no longer need to know the .sab designations to load your sabers. - Maps Again, you can usually have as many maps as you'll need, but now they'll all show on the menu so that you don't need to open pk3s in Pakscape/PakRat (shout-out for you Maccies out there ;) ), find the bsp name and use /devmap to load your maps. Great improvement in my book, helpful for those who don't check map pk3s by default, or don't know how to. - NPCs Now, this one you did have a limit on, and that limit is basically kaput. You can now have as many NPCs as you'll need - again, I'm figuring 65535 being the ceiling limit, but you'll probably never reach that many - without that pesky ".npc extensions are too large!" error in multiplayer. Score one for no annoyances! - Vehicles Oh yeah. Now we're talkin'. If you're like me and enjoy going to town with some serious vehicular manslaughter, again, this is the mod for you. No more .veh extensions errors, and the error with .vwp files (which were still at factory limits in the last release) is now fixed, so you can have as much firepower as you need in the base folder. - Models / Skins Considering the game can hold as many models/skins as you can use, I always found it kinda dopey that there was a limit on the amount of icons, but that limit is now gone. - Species Selections The limit was previously 32. Now, it's... what is it again? 65535 or something like that? Ain't that quite a resume? [b]Disclaimers[/b] ► This will [b]not[/b] work in the singleplayer game - source code for the SP DLLs was never released. Strictly MP only, sorry folks. ► Naturally, SP won't work at all if you're over any limits, so basically, my advice: don't put mods in base, make a seperate mod folder for this and dump your files in there, then launch this mod via .bat file. That way you can have as much as you need in MP, without shafting SP. ► Limits are there for reasons, as Kat Angel quite rightly states in the readme. Even though this mod means the game won't object to extreme amounts of mods, please try and factor in how much the iD Tech 3 engine can handle, and how much your computer can handle. If you have too much in your base folder, your game will take ages to load. The more you have, the slower it gets. The less RAM your computer has, the slower load times pass. The slower your CPU, the slower load times will be. You also risk your computer randomly shutting down, restarting, or random crashes by having more than the computer can handle. So, basically, if you never use it, don't keep it, 'cuz the more you got the more strain your system takes. Please note that since this is the OJP Enhanced version, installation instructions differ somewhat to the baseJA version. At Kat Angel's request, the install instructions will be added into the review. [b]-Installation Instructions-[/b] Easy! Simply open up the zip file and dump z_ja_unlimited.pk3 into your ***ojpenhanced*** folder (not base), and optionally include thumbnailshrink_ojp_enhanced.pk3 or thumbnailshrink_more_ojp_enhanced.pk3 with it. If you place the file in your base folder, it WILL NOT WORK with OJP, and may cause base JKA to behave strangely. (Most likely, that means "to crash.") Then start up JA, and you're done! [b]-End Installation Instructions-[/b] Right, safety warnings and summaries out of the way, I think we're done here. Overall, great mod for you "pakrats" (no pun intended). If you play OJP Basic and like to use a lot of add-ons, this is a sure-fire winner. ~ Kouen

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35995 downloads

Uploaded:02-26-2004

Dragonball Z Mod JA

dragonballzjka.zip | 1.98 MB

tell you about what\'s changed and not refer to Dragonball Z at all. Most of what has been altered here are the weapon effects. Unfortunately, none of the weapons themselves or the names of the weapons have changed. Which I think would be something that should be considered for a second version. The effects look great, but I\'ve heard that some of the effects can drain FPS. I didn\'t notice any difference (yay for my upgrade!), but you might. Also, there\'s melee included ... but it kinda sucks. It\'s pretty much the stance of whatever saber you\'re using, without the saber. :/ The author included a melee bot for you to play with. Meh. Oh, and if you turn on cheats, you can fly! Yup. There\'s a pic of it down there so, yeah. I kind of expected more from this mod, to be honest. I was hoping to see different models as weapons and some skins and stuff. Pretty much, it\'s just weapon effects. Hopefully there will be an update to this mod. How accurate the mod is to Dragonball Z, I don\'t know. You guys tell me. :) ~AmosMagee

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2777 downloads

Uploaded:05-02-2007

Medieval Times: Melee Redux

melee_redux.zip | 26.35 MB

Claymore, Shortsword, Aribeth\'s Longsword, Aribeth\'s Shortsword, Achilles\' Sword, Falchion, Aldred\'s Blade, Halberd, Spear, Quarterstaff, Dwarven War Axe, and Morningstar; 11 shields: Round Shield (Slat Shield), Buckler, Greek Buckler, Kite Shield, Barbarossa Shield, Elven Shield, French Kite Shield, Tower Shield, Dented Tower Shield, Roman Shield, and French Shield; and 4 player skins: Crusader, Moor, Viking, and Hoplite; you can be sure you will have some excellent Medieval fun :). The models in this pack are incredible. They are well detailed and have some very stylish shaders on them :p. If the models don\'t strike you as impressive, then the player skins sure will. They are extremely high quality (If I didn\'t know any better I\'d say the Hoplite skin was a model lol), and are pretty historically accurate. Inyri had a little help making this mod possible, like the blood effects were taken from the Slice, Dice & Mince - Melee Mod, and some of the shield skins and even one of the swords were donated by various members of the JA community (including me ;)). All the authors of those things were fully credited in the readme. The only downside to this mod IMO is that there are so many swords, but a only a very small amount of axe and club type weapons. I\'d like to see more in a v2 if there is one. Also, I\'d like to see some type of reformed engine to help with the damages, and make the shields actually act like shields ;). Bottom Line: If thou hath been waiting for a mod such as this, then thee must download thy file immediately. All thy player skins have Bot an NPC support. None of thy player skins have Team Colors. Glorious new sounds hath been taken from NeverWinter Nights. ~ Innocent Hawk

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37257 downloads

Uploaded:01-19-2005

ForceMod III - Return of the Sith - v1.01 Patch

forcemod_iii_v1.01_win32_patch.zip | 4.68 MB

bugs and issues that needed to be addressed. Cue the patch for ForceMod III. All of the fixes can be read in the readme, posted below. This is the patch for Windows. ~AmosMagee

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457 downloads

Uploaded:11-09-2010

JAX White Light Saber

jax_blacksaber.zip | 447.81 KB

be like \"...Whut?\" Basically, from the standard view, the black saber looks like it has teeth, the way it pulsates and wobbles. \'Tis simply odd. Another strangeity is definitely at the tip: Thar be a fading point between the very tip and the blade beef itself. Kinda bothersome, actually, given how noticeable it is. Other than that, supposed to look like your standard TFU black saber. There y\'go. Beep. - Averus Retruthan

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894 downloads

Uploaded:03-15-2008

OJP Basic Unlimited

ojp_basic_unlimited.zip | 1.22 MB

folder. - Sabers Last I checked, there were no visible limits on how many sabers you could actually have, but I guess I may have been wrong or I simply never had that many sabers. Even if you were under the limits, though, only twenty or so appeared on the list and the console was necessary for the others. With JA Unlimited, virtually all sabers will appear on the menu (obviously it's not really unlimited, but it may as well be) and there ceiling limit on how many you can have has been turned into the roof limit - 'tis much higher. Higher than I was able to reach with every lightsaber, sword, baseball bat, axe, halberd, polearm, voulge and God-only-knows-what-else I could procure from JKFiles. Since saber switching via /saber only appears to work in JA+, this is great for anyone not using these mods, since you no longer need to know the .sab designations to load your sabers. - Maps Again, you can usually have as many maps as you'll need, but now they'll all show on the menu so that you don't need to open pk3s in Pakscape/PakRat (shout-out for you Maccies out there ;) ), find the bsp name and use /devmap to load your maps. Great improvement in my book, helpful for those who don't check map pk3s by default, or don't know how to. - NPCs Now, this one you did have a limit on, and that limit is basically kaput. You can now have as many NPCs as you'll need - again, I'm figuring 65535 being the ceiling limit, but you'll probably never reach that many - without that pesky ".npc extensions are too large!" error in multiplayer. Score one for no annoyances! - Vehicles Oh yeah. Now we're talkin'. If you're like me and enjoy going to town with some serious vehicular manslaughter, again, this is the mod for you. No more .veh extensions errors, and the error with .vwp files (which were still at factory limits in the last release) is now fixed, so you can have as much firepower as you need in the base folder. - Models / Skins Considering the game can hold as many models/skins as you can use, I always found it kinda dopey that there was a limit on the amount of icons, but that limit is now gone. - Species Selections The limit was previously 32. Now, it's... what is it again? 65535 or something like that? Ain't that quite a resume? [b]Disclaimers[/b] ► This will [b]not[/b] work in the singleplayer game - source code for the SP DLLs was never released. Strictly MP only, sorry folks. ► Naturally, SP won't work at all if you're over any limits, so basically, my advice: don't put mods in base, make a seperate mod folder for this and dump your files in there, then launch this mod via .bat file. That way you can have as much as you need in MP, without shafting SP. ► Limits are there for reasons, as Kat Angel quite rightly states in the readme. Even though this mod means the game won't object to extreme amounts of mods, please try and factor in how much the iD Tech 3 engine can handle, and how much your computer can handle. If you have too much in your base folder, your game will take ages to load. The more you have, the slower it gets. The less RAM your computer has, the slower load times pass. The slower your CPU, the slower load times will be. You also risk your computer randomly shutting down, restarting, or random crashes by having more than the computer can handle. So, basically, if you never use it, don't keep it, 'cuz the more you got the more strain your system takes. Please note that since this is the OJP Basic version, installation instructions differ somewhat to the baseJA version. At Kat Angel's request, the install instructions will be added into the review. [b]-Installation Instructions-[/b] Easy! Simply open up the zip file and dump z_ja_unlimited.pk3 into your ***ojpbasic*** folder (not base), and optionally include thumbnailshrink.pk3 or thumbnailshrink_more.pk3 with it (These can go in the base folder if you'd like to use them outside of OJP.) If you place the file in your base folder, it WILL NOT WORK with OJP, and may cause base JKA to behave strangely. (Most likely, that means "to crash".) Then start up JA, and you're done! [b]-End Installation Instructions-[/b] Right, safety warnings and summaries out of the way, I think we're done here. Overall, great mod for you "pakrats" (no pun intended). If you play OJP Basic and like to use a lot of add-ons, this is a sure-fire winner. ~ Kouen

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3040 downloads

Uploaded:03-15-2008

Clan Mod Unlimited

clanmod_unlimited.zip | 1.19 MB

folder. - Sabers Last I checked, there were no visible limits on how many sabers you could actually have, but I guess I may have been wrong or I simply never had that many sabers. Even if you were under the limits, though, only twenty or so appeared on the list and the console was necessary for the others. With JA Unlimited, virtually all sabers will appear on the menu (obviously it's not really unlimited, but it may as well be) and there ceiling limit on how many you can have has been turned into the roof limit - 'tis much higher. Higher than I was able to reach with every lightsaber, sword, baseball bat, axe, halberd, polearm, voulge and God-only-knows-what-else I could procure from JKFiles. Since saber switching via /saber only appears to work in JA+, this is great for anyone not using these mods, since you no longer need to know the .sab designations to load your sabers. - Maps Again, you can usually have as many maps as you'll need, but now they'll all show on the menu so that you don't need to open pk3s in Pakscape/PakRat (shout-out for you Maccies out there ;) ), find the bsp name and use /devmap to load your maps. Great improvement in my book, helpful for those who don't check map pk3s by default, or don't know how to. - NPCs Now, this one you did have a limit on, and that limit is basically kaput. You can now have as many NPCs as you'll need - again, I'm figuring 65535 being the ceiling limit, but you'll probably never reach that many - without that pesky ".npc extensions are too large!" error in multiplayer. Score one for no annoyances! - Vehicles Oh yeah. Now we're talkin'. If you're like me and enjoy going to town with some serious vehicular manslaughter, again, this is the mod for you. No more .veh extensions errors, and the error with .vwp files (which were still at factory limits in the last release) is now fixed, so you can have as much firepower as you need in the base folder. - Models / Skins Considering the game can hold as many models/skins as you can use, I always found it kinda dopey that there was a limit on the amount of icons, but that limit is now gone. - Species Selections The limit was previously 32. Now, it's... what is it again? 65535 or something like that? Ain't that quite a resume? [b]Disclaimers[/b] ► This will [b]not[/b] work in the singleplayer game - source code for the SP DLLs was never released. Strictly MP only, sorry folks. ► Naturally, SP won't work at all if you're over any limits, so basically, my advice: don't put mods in base, make a seperate mod folder for this and dump your files in there, then launch this mod via .bat file. That way you can have as much as you need in MP, without shafting SP. ► Limits are there for reasons, as Kat Angel quite rightly states in the readme. Even though this mod means the game won't object to extreme amounts of mods, please try and factor in how much the iD Tech 3 engine can handle, and how much your computer can handle. If you have too much in your base folder, your game will take ages to load. The more you have, the slower it gets. The less RAM your computer has, the slower load times pass. The slower your CPU, the slower load times will be. You also risk your computer randomly shutting down, restarting, or random crashes by having more than the computer can handle. So, basically, if you never use it, don't keep it, 'cuz the more you got the more strain your system takes. Please note that since this is the ClanMod version, installation instructions differ somewhat to the baseJA version. At Kat Angel's request, the install instructions will be added into the review. [b]-Installation Instructions-[/b] Easy! Simply open up the zip file and dump z_ja_unlimited.pk3 into your ***clanmod*** folder (not base), and optionally include thumbnailshrink_clanmod.pk3 or thumbnailshrink_more_clanmod.pk3 with it. If you place the file in your base folder, it WILL NOT WORK with Clan Mod, and may cause base JKA to behave strangely. (Most likely, that means "to crash".) Then start up JA, and you're done! [b]-End Installation Instructions-[/b] Right, safety warnings and summaries out of the way, I think we're done here. Overall, great mod for you "pakrats" (no pun intended). If you play ClanMod and like to use a lot of add-ons, this is a sure-fire winner. ~ Kouen

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2217 downloads

Uploaded:02-23-2006

JK2 to JA Multiplayer Maps MOD

jopatch.zip | 464.68 KB

one is tiny in size - less than half a megabyte. This is, ideally, to help out the the 56kers who want to be able to play old Jedi Outcast maps without having to sit and download something for hours. So the real question here is [i]"Does it work?"[/i] Well, it'll only work if you already have Jedi Outcast, as you'll need the Jedi Outcast assets from your original disc. But if you follow the instructions, this patch seems to work fine. I tested some of the old JO maps on several gametypes. CTF and Duel seem to work as they're supposed to. I'm quite happy to have good ol' BGJ back (Battleground Jedi, for those who unfortunately never played Jedi Knight... I pity you). Of course the JO version isn't quite as good as the JK version, but you take what you can get... Anyway, the point is the patch works fine. The author mentions a couple of bugs he found (I didn't test every level, so I didn't find them, but they may still be there). Make sure to follow the installation instructions in the read-me, and enjoy! ~Inyri

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5574 downloads

Uploaded:07-18-2004

DX Force Mod

dx.zip | 1.38 MB

levels of force rank levels. Bots now do not use lightning all the time and when you use a dark bot, the bot will only use dark side powers. Same goes for the light bots. So test out this force mod and since it\'s only the alpha version, post your comments and constructive criticism for the authors. ~AmosMagee

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11337 downloads

Uploaded:12-14-2003

AIMod (beta 5.0)

aimod-beta5.zip | 1.07 MB

often play against bots, I can\'t really compare anything. But I did notice that the bots were much more chatty. Rosh was taunting me with several different taunts while trying to kill me. Besides the bot A.I. (Artificial Intelligence), the author also included some new gametypes. The ones I tried were Co-op and RPG. With the Co-op sub-gametype, I did find a couple of Jedi who helped me kill some Reborn here and there, but they wouldn\'t follow me around the map - I kinda had to bring the bad guys to them. With the RPG gametype, I really wasn\'t sure how that was supposed to work because the NPC\'s didn\'t react any differently to my presence. They still tried to kill me. There are some other gametypes to choose from. Look in the readme for more. :) One of the biggest and best features of this mod are the new saber stances and specials. If you\'ll take a look at the first screenshot there, you\'ll see that the first stance is just the Dual-bladed saber with one saber turned off, but then we get into the more interesting stances. I didn\'t test each stance, but I found some new special moves with some of the new stances. Not only are there new stances for the Dual-bladed saber, but there are also a few new ones for the single saber, when using the Dual-bladed saber. (Hope that made sense.) The fourth screenshot will show you the first of the Dual Sabers stances. The first one should be recognizable, but the following stances are all new. The eighth screenshot below will show you the basic stances for the Single Saber. Light, medium and heavy (or blue, yellow and red) - then following those are 7 new stances for the single saber. I believe there was a special for each new stance, maybe not. There is a screenshot there, showing just two of the new specials. Very cool looking. :) I had fun playing this mod, but it\'s not something that I would play for long. As I\'ve stated before in other reviews, I just don\'t like changing the game too much. But this might be a refreshing change for when you get tired of the same old gameplay. :) My only major complaint would be that the author didn\'t include real specific instructions on how to play each gametype, or any description at all. Hopefully with your next update, you\'ll have a more comprehensive readme! :) ~AmosMagee

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6613 downloads

Uploaded:10-25-2003

Desann Sound Pack

desann_fix.zip | 586.89 KB

close - the mouths move with taunts now. This is news to me, but it definitely made Desann look more realistic. ^_^ Anywho, get this file on your computer. Because I for one, am sick of listening to Desann sound like a reborn. - Chrono

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2661 downloads

Uploaded:03-08-2008

JA \'Unlimited\'

ja_unlimited.zip | 1.09 MB

basically near-destroys all the file limits put in place by Raven\'s coding. You can now see virtually every skin and model without the aid of JA+ or similar mods, can have a boatload of vehicles, sabers, npcs, etc. Basically, packrat haven =_,=. Only thing I would advise when using this mod, as the author also advises: Don\'t abuse it too much if you have a PC that you don\'t think could handle the increased number of resources needed to draw upon the power of unlimitation. Otherwise, this is a rather good utility to have if you just can\'t stand to compromise between your 200+ mods,(I personally have approximately 1050 pk3 files in my base folder alone,) then I would suggest equipping this mod to your base folder, and worry no more =_=. Bandwidth, you gluttons, BANDWIDTH!! - Averus Retruthan

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11058 downloads

Uploaded:08-06-2007

Clan Mod

cm_v110_fullpackage_fix.zip | 17.76 MB

detail =_,= To begin, this is naturally an administration mod, definitely most powerful and most malevolent. [b]Here are some features you can do as a player:[/b] - Jetpack: Pretty basic stuff. Can be rid of as well - Every admin function you could do in JA+, minus telemark (that will most likely mean something to JA+ users..) - Grapple: While you won't be able to swing around and keep hung around like you could in JA+, I will say that this version of Grapple could be comparable to a Spiderman webslinging type of grapple. T'was quite fun to shoot across the map in such grace. - Multiple and pretty nice emotes - Drop your weapons(huzzah =_=) - Engage in four types of duels: Force Duel, Melee Duel (200 HP/fists), training duel(the only duel you can choose to end), and the regular old duel. - Change your chat color with /chatcolor /ignore people and more =_=! [b]Admins will get to do this:[/b] - Teleport - Slay - My favorite, Insult Silence: =_,= instead of being silenced, one gets to insult themselves, in whatever manner the server pre-defines. - Adding weather effects, map objects, and visual effects to the map in real time. and quite a lot more =_= Hopefully that list will have whetted your appetite slightly. If not, the roar clan has an online wiki manual that can be reached in the tools section of the clanmod folder. Overall, this mod is not one to be passed up. It has so much one could do, and there's virtually no competition between this and JA+. I would say that this mod will undoubtedly become a hit, should anyone choose to make the change. The power is nothing short of malevolent, and honestly, if my rambling hasn't convinced you, perhaps the screenshots will. SUBMIT BANDWIDTH IMMEDIATELY! =_= *destroys planets* - Averus Retruthan

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2734 downloads

Uploaded:09-09-2006

Hydroball II

hydroball2_rev1_2.zip | 8.63 MB

update of the previous version of Hydroball. This version just fixes a couple bugs and shader issues. But it's Hydroball! I certainly hope that you do know what Hydroball is. But just in case you aren't 'in the know', Hydroball is a mod inspired by Blitzball from Final Fantasy I-don't-know. And if you don't know what blitzball is, well then keep reading. :p Anyways, the point of the game is to get a little ball into the opposite team's goal. The catch? It's all underwater. Don't worry, you won't drown. You'll just swim around. Anyways, you get your weapons taken away from them, and you're left with your hands. You can tackle people, steal the ball, and launch the ball, and much more. I must admit...I was disappointed at the lack of Hydroball servers. Anyways, I'd love to see a 'Hydroball Revolution'. Vive l'Hydroball! ~Zach

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4134 downloads

Uploaded:09-21-2005

Angered the Balance God (Dark Force Mod v2)

dark_force_2.zip | 1.02 MB

but it does ALOT more than that: New weapons (a Bryar Pistol that fires rockets?!), super-charged force (on the dark side anyway), cloaking, auto-recharging shields, force that does not need to recharge, etc, etc.[/quote] I must say, I\'m glad that the author chose to make a version 2, because there have been some nice changes and new features put in place on this mod. With these changes, more balance has come to the mod because both the light and dark sides are powered up, and you can have both light and dark powers at the same time. Also, you can use multiple force powers at the same time (like Lightning, Grip, and Drain all at the same time hehe). Dispite the balance, you can be sure that the battles will still be fast and furious :p. Once again, The readme can tell you about the features better than I could from memory, so I quote the list on the readme: [quote]== Features == This expansion pack adds more advantage for player, you can call it cheat but i call it my very own MOD. The main features is that BOTH dark and light force can be used together just like single player game. My Mod support 99 vehicles, also 99 weapons vehicle, support also Undying mode for multiplayer. Warning! bot is now can be set to undying mode (you cannot kill them) if you set their perfectaim value to 1. This is the 2nd update of dark force mod, and now i call it Angered the Balance God because now i giving advantage too for the light side. You must see it wise, dark side is fast and aggresive, but light side is can be more strong if you are not surrounded by worry and fear of the dark side. -------------------------------------------------------- THE FORCE ABILITY : -------------------------------------------------------- 1. Multitasking, Multiple force can be used in once. for example, you shoot lightning with drain. or using force absorb+protect+rage at once is possible like single player game. 2. Fast attack, no limitation time/delay when using the force. 3. Dark Force and Light Force is now available at once! What is that means? It means, when you spawning into the game, you will get all force ability both dark and light side. Scroll your force power to see the truth. 4. Player now get rank 4 and 5 for saber attack! What is that rank 4 and 5? Rank 4 is Desann saber style, and rank 5 is Tavion saber style. Check Your saber attack cycle if you don\'t believe me : you will now get 5 style queue from : fast->medium->strong->desann->tavion. 5. Widely radius! Drain, lightning and grip have range of 4096 (in map units) it\'s about 15 times more longer than original. 6. Fly away like fairy is possible (force jump) compare this height of jump : float forceJumpHeight[NUM_FORCE_POWER_LEVELS] = { 50,//normal jump 100,//LEVEL 1 200,//LEVEL 2 10000//LEVEL 3 (see it? 10000 feet away from ground!) }; 7. Saber throw is easy as single player. When your saber touch wall, it will not auto return except you release ALT button, thus makes you have more time to guide your saber throw to nearby enemy. (Saberthrow range is now 4096 in map units) 8. More duration for holding button force powers, like absorb, protect, rage, speed and see. 9. Special for whoever have drain force at rank 3 will get 200 force power. I have my own reason to do that. note : I have fix the force drain animation just like single player game. -------------------------------------------------------- COMPARE THE FORCE DAMAGE -------------------------------------------------------- 1. FP_LIGHTNING if (self->client->ps.fd.forcePowerLevel[FP_LIGHTNING] == FORCE_LEVEL_1) {dmg = 1; //because it\'s one-shot} else if (self->client->ps.fd.forcePowerLevel[FP_LIGHTNING] == FORCE_LEVEL_2) {dmg = 2;} else if (self->client->ps.fd.forcePowerLevel[FP_LIGHTNING] == FORCE_LEVEL_3) {dmg = 5;} Lightning attack can destroy sentry gun, trip mine and detpack! 2. FP_DRAIN : drain is not just drain the force but will also drain health. Same as lightning, BUT armor cannot protect from drain damage (DAMAGE_NO_ARMOR) 3. FP_GRIP level 1 : doing 10 damage if you lift enemy more than 5 second level 2 : doing 20 damage if you lift enemy more than 1 second level 3 : doing 3 damage per second. Not including the choke damage. 4. FP_RAGE level 1 : health minus 2 when using level 2 : health minus 1 when using level 3 : health plus 1 when using (hehehe... it\'s reverse:-) 5. FP_HEAL level 1 : add 8 point health level 2 : add 16 point health level 1 : add 40 point health (wow...!but it seems fair:-) 6. FP_PUSH/FP_PULL Do you ever doing the yoyo attack? We just got an idea! First go to high ground from your enemy, then PULL your enemy and than FAST PUSH your enemy body to the ground! Your enemy will deadly smashed the ground to their death. Why we can do that? Well because force push/pull power is having more power in my mod. You can even PUSH/PULL rancor, atst or vehicle. And for person, using force push fast will throw your enemy to their doom! It\'s about 20 times more powerfull than the original push/pull power. You can now able to throw enemy\'s trip mine, detpack or sentry gun away with push/pull like every jedi npc does. 7. FP_ABSORB if (attacker->flags & FL_UNDYING) //if you are in undying mode... { //looks like attacker is cannot be absorbed return -1; //you win... } -------------------------------------------------------- THE PLAYER (especially host player) -------------------------------------------------------- I makes more advantage for host player ( that is player with client index of 0, i mean for you only ) Whenever player spawn (host/you only) you get flagged as UNDYING MODE. (can take damage to 1 but never dies) You get extra weapon : THE BRYAR_OLD WEAPON (bryar pistol), this weapon have primary shot of strong laser, and secondary shot of rocket torpedo (just as the first version of my mod but with more reliability this one) You get extra inventory : E-Web machine gun, cloak device, and binoculars Eweb has extra damage and splash damage, binoculars...hmmm just normal ones. The cloak device is act like dark force booster (just as the first mod) damage of force grip, drain, and lightning will be multiply by 100. Oh well i used this just for the action : Angered god. Damage from this cloaking attack cannot be stop by GOD MODE, this damage is flagged as DAMAGE_NO_PROTECTION. Only undying mode can stop this damage. -------------------------------------------------------- THE WORLD (the ground you touch, the wall you smack) -------------------------------------------------------- In the first mod, there is no falling to death, but that was annoying! I like to kill my enemy by force him to the chasm, Now falling to death will be made available again, BUT not for any player that flagged as GOD MODE or UNDYING MODE. As i said before, host player(you only) is already spawn with UNDYING MODE, no need to set it again. But you can set to GOD MODE (type \"god\" at the console) to stop your player from saying : Auch...Argh...It\'s hurt!!!! -------------------------------------------------------- ALL PLAYER -------------------------------------------------------- Everyone including you get two additional weapon : stun baton and melee (kungfu attack) Stun baton is comes from Jedi outcast, still work as ussualy. Melee Weapon is kungfu attack style of Kyle Boss. You can use it now. ATTACK BUTTON : punch, ALT BUTTON : kick, KATA ATTACK(attack+alt button) : grab and punch Armor is counting up to maximum whenever take damage. -------------------------------------------------------- THE VEHICLES -------------------------------------------------------- My Mod support 99 vehicles! Not just that, the shield of fighter(ships) vehicle can generate more rapidly. -------------------------------------------------------- THE BOT -------------------------------------------------------- If you make a bot, set their personality of key of \"perfectaim\" to 1 will makes your bot flagged to undying mode! So becarefull! Still i like this kind of bot :-). Acctually i set all of my leia organa bot to undying mode. This kind of bot can be dangerous, they automatically have bryar pistol that shot laser+bomb and if they are in the dark side force, their lightning, grip, and drain is very deadly and have long range. -------------------------------------------------------- NEW COMMAND (type from the cheat console) -------------------------------------------------------- Now all cheat command is unprotected. No need type devmap. Start with slash \"\\\" \"\\give force\" = maximize force power. \"\\give god\" = flag to god mode. \"\\give undying\" = flag to undying mode. (host player already flagged as this when spawn) I\'m sorry, some notification like error or warning message are in Indonesian language now! (for me easy debugging) SHARING COMMAND (for debugging pretty much) Start with slash \"\\\" \"\\giveother \" use command \"\\status\" first to see all of client index number example usage : \"\\giveother 0 item_jetpack\" -------------------------------------------------------- SOUND (from NPC Jedi AI) -------------------------------------------------------- Player always say this whenever: FP_LIGHTNING : gloat1.mp3, gloat2.mp3, gloat3.mp3 FP_DRAIN : combat1.mp3, combat2.mp3, combat3.mp3 FP_LEVITATION : jump1.mp3 FP_PULL :victory1.mp3, victory2.mp3, victory3.mp3 FP_PUSH : taunt1.mp3, taunt2.mp3, taunt3.mp3 FP_GRIP : anger1.mp3, anger2.mp3, anger3.mp3 FP_TELEPATHY : confuse1.mp3, confuse2.mp3, confuse.mp3 Enemy failed to push/pull you : pushfail.mp3 -------------------------------------------------------- TIPS -------------------------------------------------------- You must set dismemberment to full probability to get more realism! Type this : \"\\cg_dismember 100\" and \"\\g_dismember 100\" You can cut head, arms, waist or legs of your enemy and knockback it away. If you making ships vehicles, i suggest set the mass value to 1. This will prevent your ships exploding too fast. and also armor must above 3000, maximum is 9999. The mouseYaw and mousePitch should be at least 0.01 for easy turning. OTHER DOWNLOAD (optional) USING THIS (DARK FORCE) MOD release I made it separately to prevent conflict, maybe i will post here or email me : rie_fukada@yahoo.co.jp -i have super sith sword with new effect, and slam attack. (this saber is attacking like tavion scepter)[/quote] [u]Bottom Line[/u] Liked the last version? You will love this :p. ~ Innocent Hawk

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3334 downloads

Uploaded:07-04-2005

One Hit Kill Mod

ohk_mod.zip | 613.2 KB

number of trip mines and detonation packs you can place. I can see this mod would be fun for about 20 minutes but much longer that that and it will just get irritating All said I would say we have a promising beginner modder here, keep up the work and I\'l look forward to see more work from you -TheSpike-

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1739 downloads

Uploaded:12-19-2003

Melee Mod Update: MP Fix

meleempfix.zip | 2.29 KB

the good times (and heads ;)) roll. Pay attention to the readme for information and installation. Technical Data: Pros: 1. Update. N/A Cons: 1. Update. N/A Rating: N/A JEDIofONE :mepimp:

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323 downloads

Uploaded:08-07-2012

SkyLine Menu

swg.skyline.ui.zip | 93.34 MB

apologies to the author, the readme did not make it clear that the .pk3 should be in your gamedata/japlus folder to work and so the bugs and errors I wrote about in the original review were only as a result of not having the file in the correct folder! I have amended the review below! Well, first off, let me just way; wow. I don’t think I have ever seen a Menu Mod as comprehensive and as awesome as this is, it isn’t just a re-skin, it is a complete overhaul of the menu interface making it look, feel and work completely different than before. Obviously the first thing you notice is that great looking hi-res animated background on the main menu as well as the 2.5D effect menu buttons, but there are a lot more cool features. My favourite has to be the way you can preview a skin before using it using the preview window to the right of the selection menu, very handy! The saber selection menu also looks very slick and the JA+ saber RGB menu (as well as the skin RGB menu) are great to play around with! Now the author mentions in the readme that this was designed to work with JA+, as I mentioned above, you will need to put the .pk3 in your gamedata/japlus folder for it to work correctly when you load up JA+ from the mods menu ingame. It does not make this clear in the readme, which is why I was having some problems with the mod before; I was putting it in the wrong folder! The mod will mostly work on Base JKA, but some features like the model viewer and RGB sabers will not work. I have to say, [b]this is definitely well worth a download[/b], the menu graphics are very slick and high-res and I liked the little touches like the moves list button being added to the character menu and the animated main menu background. I would definitely rank this as one of the best, if not the best menu mod I have ever seen! If you need any further convincing to give this a try, just have a look at the video below. One thing I would like to see in any future versions is an awesome HUD to go with the rest of this great graphic work, I think that would round the mod off very nicely. That and don’t forget to mention in the readme next time that you need to put this in your gamedata/japlus folder and not gamedata/base! I feel rather embarrassed I didn’t figure that out myself! xD Keep up the excellent modding SWGalaxy Team! I really look forward to seeing more from you in the future! :D ~Nozyspy~

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173 downloads

Uploaded:01-05-2009

Christmas Cheer!

christmas_cheer.zip | 16.79 MB

read it yourself! HA! So, since MooMoo has been gracious enough to include it in his readme, I'll bring the changes out here and ROAR violently. Included: --------------------------------------------------------- Skins: Prince of the Ice, Leonard - The white in the clothes here is pretty undetailed, but otherwise an alright reskin of what I think is th eEp 2 Obi wan. Averus Claus - Some dumbass in a mask and santa robe. Oh well, from the look of it, doesn't look like he volunteered for that picture, or even present, for that matter.. The Snow Gypsy - A skin based off his Ayamei Firas skin, reskinned into a wintry theme. Looks pretty good. Santa Claws - Apparently a demon hellbent on dominating the North Pole. A rather crude coloration of the ewok but eh, all in good fun. The Elf Soldier - An elven wretch offering servitude to the above demon. Looks alright from what he's got =_= Weapons: The Prince's Rapier (Leonard's weapon against the hords of evil elves of Santa Claws' armies) Santa Claws' Rapier (a red/white rapier of Claws' evil little three-fingered hand) The above two weapons are pretty decently skinned BUT I'm still questioning as to the strange grip stance of the weapons themselves. A rapier is not a greatsword XD The Elven Sword (the standard sword for the Elf Soldiers) ...as opposed to this weapon, which is, so kudos there. Also a couple changes to base weapons, too small to really notice, save for the blaster rifle's blast fire. True that, white muzzle blast on the E-11 Various edits: HUD (now a high tech candy cane interface that still carries the JA theme) COnsole (now a snowy backround with snowflakes falling softly in front) Startup Loading Screen (now a festive picture with a friendly message) Loading Screen (now showing a snowboarder getting extreme air in front of a sunset) Player's Personal Shield (instead of it just being green, it's now red with snowflakes) Red saber colour now has a peppermint theme with red and white Green saber colour now has a spearmint theme with green and white Blue saber colour is now a strange looking snowflake theme that didn't and will never, as long as JA remains itself, come out working correctly =_= Yep, those all function. Sucks to see that this mod was regrettably released so very late and without completion. Ah well, always next year, eh? Overall, not a bad little set. If the spirit is still within you, inject bandwidth in here and take a look. Alternatively, you can wait till the end of 2009 and submit bandwidth here again. TAKE YOUR PICK =_= - Averus Retruthan

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1663 downloads

Uploaded:12-13-2008

Stalax

stalax_v0.1.zip | 3.25 MB

else.... It's a coding engine. Stalax allows to code for JK3 in Lua which is simplier than C and brings almost unlimited posibilites. The author also states that he is working on a decent physics engine for JK3 that hopefully will be later added to Stalax. Now let's move onto the content of the mod. What we have included is Stalax itself plus an example test map with example test scripts coded in Lua. They are quite interesting I must say. The map itself is very simple and has repetitive textures but it's point is not to look awesome or anything, but to showcase how Stalax works. There are a few rooms in the map, each has a corridor with doors leading to it and inside the rooms there are examples of Lua coded scripts. Time to describe each of the rooms. The first room has a terminal that opens locked doors leading to the next room. So what's so special about it you may ask, well it's quite simple. The terminal requires password that you input in console, now that's special isn't it? To do so, we walk up to the terminal and press use button, it asks us for password and we go into console, then we need to write /input pass (It's not the actual pass, the actual one is told in the readme) and bang, the doors open. In the next room we have another terminal that opens closed doors, but it has a subtle differenace compared to the previous one. To use this one, we walk up to it and press use, but this time it tell us to say the password instead of writing it, so how do we do it? We open chat by pressing default Y button, or any other you have set if you're not using default, and write the password in chat, then press enter. That way we open the doors to the next room with... A teleporter terminal, that's what is inside of third room. It obviously can teleport us to selected places. We walk up to it, once again press use and then it shows us possible choices of where do we want to go. We go into chat, type the number of selected choice and press enter to use the teleporter. If we chose option to teleport into next room, we would find ourselves in a room with... Luke Skywalker?! His job here is to work as a NPC that we can talk with. We walk up to him and, yep you guessed it, press use button. He asks us what do we want so we tell him to open the doors to the next room using the same method as with chat password terminal or teleporter. He asks us if we're sure about our decision and if we chose yes then we should be in the last room. The last room has something quite interesting - Item grabbing. With this script, we can grab any pre-coded element just like in Half Life 2, very cool thing I must say. Well, we pick up a crate and put it on a pedestal on the other side of the room, that way doors open, showing us a corridor with another closed doors at the end. Sadly this is where it ends for the example test map of what Stalax as Lua coding engine can do. With this final line I'm only going to say that Stalax is a great mod to make mods and with proper usage we could see very interesting stuff come to life. If you're creative and know Lua, submit bandwith now. If you want to learn Lua, do the same since that way you will be able to learn faster. -Schrödinger

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545 downloads

Uploaded:08-30-2008

Unreal JKA Interface Reskin

clan_unreal_interface.zip | 6.98 MB

This is also connected it to a Lugormod clan called Unreal. As soon as you start up the game you notice the differences, the splash screen right after the game starts to load has been changed, and so has the main menu. The main menu now looks very simple and clean, and is in a nice shade of red. Personally I think it looks great, although the Unreal symbol that keeps quickly moving across the center part of the menu does get a little annoying because it goes so fast! The menu also slowly fades to darker and then lighter shades, which I felt was a nice touch. The console background has also been changed, so it now features the Unreal logo and similarly the HUD has been changed to feature this logo too, all in that great shade of red. One small thing that I particularly liked though was the chat icon that appears above your characters head when you are typing. It now has two sabers crossed and says in big letters ‘stop’. Now if only the developers of JKA had put something like that in the game to start with, perhaps we wouldn’t have so many of those very annoying chat kills! Another little think that I noticed which I thought was a cool feature was the cursor, which now has a mostly transparent version of the cursor graphic rotating around the actual cursor. It’s a bit complicated to explain, but once you get ingame you will see what I mean. I just thought that was a cool idea because it adds that bit extra movement to the menu screens. Little details like that can make all the difference when you add them up! :) Lastly we also have some new menu music, Linkin Park’s One Step Closer. Now this isn’t exactly the kind of music I like, its rather too heavy for me, but it does fit well with the theme of the mod. Now, things to be improved upon. Mainly I would say that the parts of the menu you see when you co into the controls options, and the graphics options screens, y’know the blue boxes? Well they’re still blue, which doesn’t look quite right since they really should be red (by that I mean the ones in the main menu screen, not the ones you see when your playing). Also that Unreal logo that moves around very fast in the center of the main menu screen gets a bit annoying after a bit... it just moves too fast! All in all though a well made mod here. If you are a fan of the Unreal games, or are on the Unreal Lugormod clan that this mod is for you! :) ~Nozyspy~

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1757 downloads

Uploaded:02-16-2008

SystemA

systema1.0.zip | 3.83 KB

of the camera *cough*reviewers*cough* this may come in very handy as it does not require cheats to be activated and it does not require knowledge of any console commands. It's just a variety of sliders that are clearly labeled. The menu is basically the pause screen, and as a result you can see the changes as you make them. Very handy for its purpose, to be certain, and much simpler than doing it the conventional way. ~Inyri

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1450 downloads

Uploaded:09-08-2007

Jedi Academy Empire

jaemod1.02.zip | 1.5 MB

and tears he's put into this mod on our behalf. For those of you who have never experienced JAE, I shall leave a short description, written by the author: [i]This mod was created initially for the Jedi Academy. The JAE Mod is a server-side only modification designed administrate a server with ease. It is loaded with Admin Commands, Client Commands, Server Options and cVars; Extremely modified to meet any clans and admins expectations. This is truly the only mod you will ever need to get that doesn't alter the normal game play of Jedi Knight: Jedi Academy®.[/i] All the features and commands are listed in the lengthy HTML read-me, so I won't go into detail on those. I will, however, list the changelog for you: [b]Version 1.02[/b]: [list][*]New CVar g_mAdminLoginControl allows specific settings for restricting the clients that are authorized to enter your server without the hassle of altering passwords all the time. Great for clan servers. [*]New Saber Damage Amplifier CVars - to fully adjust your saber combat to the extent it needs should you prefer a different feel to your server. [*]@ allows you to do admin chat directly from any chat mode. [*]Time can now be tracked during private duels.[/list] [b]Version 1.01[/b]: [list][*]Refactored some code having to do with the saber damage cvars. [*]Linux Makefile has been revamped to mirror the one originally created by Raven Software. Raven Makefile is also included with the source code. [*]Project has been upgraded to compile in Visual Studio 2005. VS 2002 and 2003 projects still exist. [*]Over 10 new bugfixes applied from authors in LucasForums. Author credit is commented in the code. [*]New emsit4, emsit5, and emsit6 emotes so you can sit proper in those chairs. That is a total of 20 emotes in all. [*]New g_mPSayMode CVar to control the location of the private chat messages. [*]New warning system based on the idea introduced by MultiPlayer Xtra mod. [*]Re-added g_mSaberDMGIdle and g_mSaberDMGThrow CVars to better control the saber system should it deviate from basejk. [*]New CVars g_mDuelTimer and g_mDuelTimerWait to control the waiting period a client needs to wait between another private duel. [*]New Cvar g_mBanFile to signify the name of the file you want to save the banned IP addresses in.[/list] [b]Version 1.00[/b]: [list][*]Source Code available via Subversion [*]Built off of the Jedi Academy Mod for Jedi Knight: Jedi Outcast. [*]New documentation rewritten and verified in XHTML 1.0 [*]Rank name automatically appended to names for chatting. [*]Admin levels use shared command names. [*]All new emotes [*]Custom chat colors [*]Fixed buffer overflow in amsay. [*]Completely refactored code base to increase speed and overall optimizations. [*]New commands !about, !license to view the terms of the software. [*]Fixed security issue with viewing the rconPassword using the mvstr command. [*]Windows binaries and Linux shared objects are packaged together.[/list] Lots of good features and updates for a mod that's already proven its worth in the community. Hopefully this will indeed be the last needed update for the Jedi Academy Empire mod! ~Inyri

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2185 downloads

Uploaded:07-17-2007

Dark force v.25 2nd patch

henry253.zip | 1.46 MB

get me wrong, I love updates. I love fixes. And that is most certainly what it is. It isn\'t so much a new version as it is another fix. To save some time, and a lot of space, I will just link you guys to the previous file so you can read the reviews: [url=http://jediknight2.filefront.com/file/Dark_Force_Mod_Final_Fixed;75130] Dark Force Mod Final (Fixed)[/url] So what\'s been fixed? Well, the readme states it quite well, but the most notable ones are these: You can now use custom content, unlike before when they weren\'t allowed, some general effect tweaks, and a bunch of little npc problems have been fixed. The playermodels are still bigger than normal, which can be a bit annoying at times, and the first person view still doesn\'t work quite right with a lot of models, but still not a bad little mod. What I would really love to see is an option to control player size, and mebbe an option menu to control some of the effects in the game... If you love totally one sided mods where you can blast all your enemies into oblivion without so much as blinking (I\'m looking at you, Averus :p), then give this a download!

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882 downloads

Uploaded:11-17-2006

MultiPlayer Xtra + Source Code

multiplayer_xtra_build_sc.zip | 30.89 MB

built off the SDK. Sadly, there's no features list, and as much as I'd love to test it and list everything I find, I've just come out of a fresh Windows XP reinstall and don't want to try anything unstable. Sorry, but other than what the screenshots show, I don't know much about what this one does. From the areas of the code that I read through, the code seems solid enough, and I could find no instantly recognisable security threats. Take care, when installing the pre-compiled mod into the gamedata folder, to make sure that you [b]ONLY[/b] copy the folder and files listed in the installation.txt. The most important thing about this file is that as well as a pre-installed version, this abandonware project also contains the source code, which is free for anyone to use as long as full credit is given to XharocK. Well, what more can I really say? Have fun! ~ Kouen (I'd like to take this time to apologise for the delay in getting this up. There's really no excuse other than simple human error, so you have my sincere apologies.) Side note: Does anyone else find it stupid that using HTML to change the font color to "lightred" creates a [u]blue[/u] font? :rolleyes:

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1368 downloads

Uploaded:08-28-2006

Ai Te Ni Ya He Chu Shin

dark_force_mod_19.zip | 1.39 MB

previous mods, so here are some reviews of the previous versions. Love Path (v.11) review and Glory of the Sith (v.16) review All I\'m going to do is tell you what changes have been wrought in this version, quoted from the readme. -------------------------------------------------------- New Feature in version 19th -------------------------------------------------------- Force optimization This is the force data of dark force mod v.19 : a. FP_HEAL, healing after injury -level 1, healing 25 point, must not move while healing -level 2, healing 33 point, must not use offensive force or in grip -level 3, healing 50 point, do all the times -level 4, healing 70 point, do all the times b. FP_LEVITATION, make tremendous vertical leap -level 1, jump 1 meter -level 2, jump 2 meter -level 3, jump 4 meter -level 4, jump 80 meter, no force needed (special case) c. FP_SPEED, speeds up moving duration : 10 seconds for all level -level 1, 125 % faster -level 2, 150 % faster -level 3, 175 % faster -level 4, 200 % faster d. FP_PUSH, push objects away and defend from missile and grip range level 1-3 : 10 meter, range level 4 : 20 meter (special case) -level 1, only push at targeting object -level 2, push back multiple enemies or objects in a limited arc -level 3, push back multiple enemies with enough force to do damage -level 4, push long distance powerfull throw to splat enemies to the ground e. FP_PULL, pull specific world objects range level 1-3 : 10 meter, range level 4 : 20 meter (special case) -level 1, pull certain levers and objects in the targeting reticle -level 2, can pull the weapon out of the hands of an enemy -level 3, can pull multiple enemies and their weapons -level 4, pull from long distance and do powerfull knockback f. FP_TELEPATHY, confuse and/or misdirect attention range : 5 meter for all level -level 1, confuse one enemy for 5 seconds -level 2, confuse multiple enemy for 10 seconds -level 3, confuse multiple enemy for 15 seconds -level 4, confuse multiple enemy for 20 seconds g. FP_GRIP, choke or constrict the organs of a living being damage level 1 : 0, level 2-3 : 2 per half second, level 4 : 3 per half second range level 1-3 : 3,8 meter, level 4 : 50 meter (special case) -level 1, grip and hold one enemy immobile, but undamaged for 5 seconds -level 2, lift one enemy off the ground and do damage -level 3, grip lasting as long as there is force and can cut enemies head off -level 4, can catch enemy from distance, do deadly damage and cut off head h. FP_LIGHTNING, electrocuted enemies and destroy trip mine, detpack or sentry gun damage : random value from 1-3 for all level -level 1, launches a single bolt that doing instant damage -level 2, sustained forward attack -level 3, large forward arc, can do two handed lightning -level 4, can do flame thrower with two handed i. FP_RAGE, protection against damage, increase speed in attack(50%) and moves(75%) at the expense of health duration : 10 seconds, and must have at least 25 health to use this power. wielder cannot die (health stays at 1) At 10 second rage recovery : fire 50% slower, and move 30% slower -level 1, protect againts 40% damage -level 2, protect againts 50% damage -level 3, protect againts 60% damage -level 4, protect againts 70% damage j. FP_PROTECT, decrease incoming damage from energy, physical, projectile, and explosive sources duration : 20 seconds for all level -level 1, 40% Damage blocked, 100% removed from Force pool, max 100 Damage -level 2, 50% Damage blocked, 75% removed from Force pool, max 200 Damage -level 3, 60% Damage blocked, 50% removed from Force pool, max 300 Damage -level 4, 70% Damage blocked, 25% removed from Force pool, max 400 Damage k. FP_ABSORB, absorb dark force power, mindtrick, force push and pull duration : 20 seconds for all level Special for this force, its works depends on the difference level of attacker and target force power when the attacker dark force level has same level with the target absorb power, the target get no ill effects, however on lower absorb level the target will take some damage depends on the differences level. l. FP_TEAM_HEAL,//no changes m. FP_TEAM_FORCE,//no changes n. FP_DRAIN, drain enemies force power or health Special for this force it will first drain any force power that enemies has, and it will drain life, when no force power to be drained, makes it very dangerous power. (special case) -level 1, drain 2 point of force -level 2, drain 3 point of force -level 3, drain 4 point of force -level 4, drain 5 point of force o. FP_SEE, see enemies aura behind any solids wall -level 1, sense at short range for 5 second -level 2, sense at medium range for 10 second, -level 3, sense at long range for 15 second, automatically dodge sniper -level 4, sense at long range for 20 second, automatically dodge sniper p. FP_SABER_OFFENSE, adjust the power of saber attack There is 7 level of saber attack -level 1, fast style -level 2, medium style -level 3, strong style + 4 additional style (staff, dual, tavion, desann) -level 4, strong style + 4 additional style (staff, dual, tavion, desann) + unlimited kata chain q. FP_SABER_DEFENSE, block other saber projectile Special for this force, it used for winning the saber lock/parry r. FP_SABERTHROW, throw a lightsaber and use it as a missile weapon range level 1-3 : 7 meter, level 4 : 20 meter (special case) -level 1, flies straight from the player and returns -level 2, can exert control over the flying lightsaber as it arcs out -level 3, steer the saber into the crosshair point faster -level 4, doing multiple damage and longer radius Also we fix some old feature to optimize them. [/quote] While some might find this mod fun, others may not like it. When I reviewed Love Path I found it to be fun, but that was me. Download if you liked the other versions. :) ~Zach

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1821 downloads

Uploaded:08-24-2006

Clan Mod

clanmod_1.04_fullpack.zip | 8.77 MB

Clan Mod! Since there's really no point in reviewing the entire thing all over again, I'm just going to post the change log, and the first review. [quote]||==|| CHANGE LOG ||==|| ==++ VERSION 1.04 (BETA) ++== fixed backslash fixed /scale, can now /scale (scale) or /scale (client) (scale) fixed yellow DFA, more accurate now fixed duel sounds fixed melee duel fixed grapple string now shows all the time fixed buffer-overflow glitch fixed /protect glitch changed /admintele to /teleport or /tele changed /grantadmin, can now /grantadmin (client) (level) changed g_slowmoduelend, FFA is no longer included changed powerduel icons now shrink if too many people are on changed custom model used on grapple changed scoreboard shows more then 20 people changed cursor doesn't show on map load ==++ VERSION 1.03 (BETA) ++== fixed a crash exploit (in most mods) fixed a few small bugs & glitches fixed /endduel fixed MOTD fixed /scale fixed terminator & human duel over glitches fixed chat protect + empower fixed bryar pistol give back on duel over fixed jetpack on change to empower glitch fixed seeker drone takeaway after unterminator added /freezemotd and !freezemotd added jump to get out of emotes added compatability with Visual Studio 2005 added terminators can now remove jetpacks added gun_monk added gun_slay added cm_rolltypes added cm_BotFakePings added terminators now have force jump if g_forcePowerDisable allows added monks (humans) now force jump if g_forcePowerDisable allows added monks (humans) heal over time. 1 second = +1 hp added +all and -all suffix commands to /terminator /empower /monk /silence /freeze /protect added server cvars for the new -all and +all suffixes added /help (COMMAND) option changed /human to /monk changed servers can now speak like normal people changed autoprotect cannot be done on duelists changed chat protection cannot be done in duels changed monks and empowered cannot pick up weapons changed made more bitrate calculators changed made installer install to startmenu instead of desktop changed makefile for linux to compile in Debug instead of Final optimized duels, terminator, empower, monk ==++ VERSION 1.02 (BETA) ++== added cm_enable_ledgegrab cvar demigod'd people cant be push or pulled forcekickflip made with more reliable times players auto-scaled to 100 at duel begin Fixed Yellow DFA JK2 style Changed cm_jk2_style_yellow_dfa cvar to cm_JK2yellowDFA fixed emote holstering sabers fixed /slay without (client) added emote bitrates fixed wall runs added /human all languages added fixed duels with weapons ==++ VERSION 1.01 (BETA) ++== admin bitrates fixed /RenameClan now has a custom saying /Scale now has a custom saying /AdminTele now has a custom saying roar_ prefix changed to cm_ added +button12 to commands list “Admin password incorrect” no longer announces ClanPassword incorrect saying added freeze_gun changed to gun_freeze silence_gun changed to gun_silence insult_gun changed to gun_insult kick_gun changed to gun_kick empower_gun changed to gun_empower terminator_gun changed to gun_terminator splat_gun changed to gun_splat c_Clanpassword fixed /splat fixed added ledgegrab[/quote] And for the old review: [quote] Description: Finally, we have a good administration mod that isn't JA+ or lugormod. Presenting, Clan Mod! The new, and improved Jedi Academy administration mod. For Clan Mod, the goal is security, and as such, it differs from those other mods slightly. I will first point out the things that this has fixed that JA+ doesn't have. First off, it has flood protection on by default! Mind you, this is not the regular This means that nobody can make you crash by spamming you with messages. But, you can crash yourself. So have fun with that. There is also improved chat protection! This was actually one of the first things that I tested. While in JA+ you can kill someone who is in chat and has absorb, or another light side power, you cannot do that in this mod. Chat protection is much better in this mod. It even applies in duels! So no more chatkilling! Then, there's the reworked grapple. Sure, it doesn't have it's own custom model, but it's much better. First off, there is actually an animation that is played when you throw the grapple ''hook''. And secondly, there's actually a rope sound that plays when you're throwing it! And, also, you would think that when you grapple onto someone that you would follow them, correct? In JA+, it doesn't do that. In Clan Mod, it does! Sure, there is no swinging like you're able to do in JA+, but that might come in a later release. Moving onto the next thing, Admin! now, brace yourselves, there are five levels of admin. That's right, FIVE! And they're all customisable with a nifty bitvalue generator that is included with the mod. So yay, five levels of admin to use! I know that gives clans a little more freedom with admin, so you might like that facet of this mod. Now, there aren't as many admin commands as in JA+, but I can say that they are just a potent! First off is freeze, which literally freezes your character in mid-air! There are a few commands, such as scale, which let you change the size of your model! Hm, let me think...There is also splat, which in essence slaps you into the air and then you fall and die. There's a rather funny thing that goes along with this. If you put chat up, you bounce! But you can't do anything but bounce. Another commands is /lockname, which keeps a player from changing their name. There's silence, as well as /insultsilence, where if a player tries to speak, a random, pre-set, customizable message pops up instead. Quite funny, actually. There is a command to grant admin, as well. But as far as I could tell you're only able to grant the lowest level of admin. There are emotes, but there aren't as many as in JA+, thankfully. The few that there are just taken from regualr Jedi Academy. Oh! One of the things that a lot of you people will LOVE is the auto chat color option. What does this mean, you ask? You set a color, and all your chat comes out in that color! And among other things in this mod, you have a black saber, which isn't really black, it has a white core and a black edge. I think it looks cool. There is also the pimp saber from the OJP project, which goes through all of the saber colors, which is cool. There is also RGB saber and character support! Okay, now onto the actual clan part of the clan mod. So know how people always have their clan information in the message of the day? Well, this mod gives another outlet for that. There's a clan section for the mod, that takes up a spot on the menu bar. It contains the clans name, initials, recruiting status, whether they lame or not, as well as other information, so you can start putting different stuff in the message of the day! Also, now you don't have to wear those cumbersome clan tags! Clan mod has a slot just for your clan! So your name can go without the clan tags now! There's also a clan member login! However, there currently isn't clan tag protection, but we can look forward to it in the next version! Am I done? No. There are now four, count them, FOUR, duel types. There is melee dueling, full force dueling, training duels, and regular duels. Melee duels are just what you think, melee duels, you get 200 health and your fists. Can anyone say: ''Boxing match?''. I'm sure you all know what a full force duel is. So I won't explain what that is. The next one is the training duel. You take no damage in this duel type. None. It's meant for training. But, you can end it whenever you want. And now for the best part, this mod is server side! You don't need it to play on a server that has it! However, most of the things, such as the clan menu, you can't see without the add-on. And fortunately, It's included in the download! Both server and client versions for this mod are included in the download! And wait, that's not all! The Linux version is also included! I hope that this mod comes to replace JA+, or at least be put up onto many servers. I have had a couple of people come onto a server that I hosted, and they all liked the mod! I would just like to say that this is an excellent mod. ~Zach[/quote]

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2493 downloads

Uploaded:05-25-2006

BaseJKA

basejka_1_2.zip | 1.24 MB

like that's about all it does. Doesn't seem to change gameplay much, except where perhaps it should be. To quote the changes listed in the read-me: Quote:- Fixed /say command buffer overflow. - Fixed server command buffer overflow. - Fixed problems while voting in TFFA. - Fixed the black name, now ^0 makes your nick black, no more need to ^^0. - Fixed big messages color replacement bug. - Fixed the sliding while standing on top of someone. - Now taunts are allowed in all gametypes. - While dueling you can't collide with anyone outside the duel. - Multiple FFA Private Duels. - Private Duels in TFFA Allowed. - Added /announce command to enable admins to print big messages in the center of player's screens. - Added the possibility to have taunts in all gametypes. This mod also adds several new admin cvars, in case you don't like one or more of these changes and would like to turn them off. Sounds like it could be handy for those server admins who find that mods like JA+ just change too much for their tastes. ~Inyri[/quote] There are various bug fixes, new admin commands, new admin cvars, and a little bit more. Here's the new features. [quote]- Dismemberment Enhancements - Full Dismemberment is possible now. - Anti Model Hack System - This pretends to prevent players from using exploited skins that make body parts invisible. - Enhanced match mode play - Using player "ready-up" to force syncronized matches. Supported in all team modes (TFFA, SIEGE and CTF). - Several callvotes issues fixed. - The callvotes can now be disabled in parts. - The /callvote kick changes to /callvote kick . - The /tell command now accepts a player substring. - Improved some issues in callvotes. - Player without a name not allowed, even if they hack the name with just colours. Example: name “^1^2^3^4^5^6^7”, this name and other names using only colours are not allowed. - Fixed some siege bugs (example: After we die, when we wait to respawn if we do /kill we die again). - Fixed some exploits in snaps and rate usage, now they are limited by sv_minRate and sv_minSnaps. - /kill spamm not allowed. - Improved some bots issues, and now they can accept duels. - Added /help command[/quote] So, if you love basejka and want it improved, then download this. Or, if you're a server admin who doesn't like JA+, then you might like this. ~Zach

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2027 downloads

Uploaded:12-18-2005

Open Jedi Project Basic

ojp_basic_010.zip | 2.64 MB

this new release of OJP fixes this error by allowing this holster effect to be customized on a model-to-model basis. That's not the only thing it fixes, either. It fixes several technical problems, such as errors with death messages, errors with bots, and some errors I outright can't understand, and also enhances some current features like the RGB sabers and, as I mentioned, the holstered weapons. Looks like the OJP team is really putting the pedal to the metal to get these fixes and enhancements out, so if you've never tried OJP I strongly recommend you take a look! Especially if you're a modder, because OJP gives you some features you may have always wanted, but never had. Read both the read-me and the changelog for more detailed information on Open Jedi Project and the changes/additions in this version. ~Inyri

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2166 downloads

Uploaded:11-26-2005

Japanese Mod

japmod.zip | 47.8 MB

basically telling you is that the computer I playtested this mod on is a beast - very high-end. So you can imagine my horror when i loaded this map up and got 17 frames per second. That's completely unplayable, and I'd hate to think what people with lesser computers will do on this map. For this reason, and this reason only, I don't like this mod. The fact is, even with all the cool stuff in it, you can't play it. :( Of course, it's a mod, not just a map, and comes with a whole load of new models/skins, of samurai warriors and katana blades. They mostly looks pretty snazzy, except for some of the faces and logos, which are pretty bad. They are all though, fantastic quality, especially the ninja... hes just so darned cool! There's also a ton of new swords to play with; far too many for me to go into them all, but trust me, they're fun to use, and most of them look pretty good as well :) Especially the first serrated blade one. There are new sounds with these too - some sound very familiar (from the advent children weapon mod?) but I'm not sure about this. Furthermore, your loading screens and main menu have been altered to fit the Japanese style. :) Which brings me back to the map, which is probably the focal point of the mod. Architecturally, and lighting wise, its extremely nice, especially the terrain and trees. I also loved those little lamps, very nice stuff. However, there's a few lighting bugs inside the tents (pitch black walls) and some Z-fighting in areas along the fences. As I mentioned previously though, its so difficult to play on this map due to the lag, if you want to use this mod, you'll probably be better off just using the awesome models and weapons. Oh yeah, and the music is incredibly annoying, bad choice! :( New Textures: Yes New Sounds: Yes Bot Support: Yes NPC Support: Partial Bot Support: Yes Team Support: Yes ~Szico VII~

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5304 downloads

Uploaded:10-16-2005

A Small Wish: Dark Force Mod

dark_force_3.zip | 1.04 MB

vision is, theoretically, a good mod. This is why this mod, which you could probably call sloppy if you academically take everything into consideration, is good. In my mind, it\'s not sloppy when I know that it is trying to accomplish a certain goal. Its goal, I think, was partly to raise the level of power of just about everything that you can do that causes damage in multiplayer, which is partly accomplished by bringing elements of the singleplayer game into the multiplayer environment. It\'s a combination of powerful weapons, powerful Force powers, and other small changes that make this mod. Version three of Henry Christianto\'s \"Dark Force Mod,\" which requires [file=\"20459\"]Jedi Academy Patch 1.01[/file], permanently modifies part of the general configuration of the game and adds new bots, swords, a(n) NPC, and a vehicle; also included are new animations, moves, and effects that may (or may not) enhance your experience. It can be installed in one of two ways: the readme tells you to just put it in the base folder, which would change baseJKA to the Dark Force Mod (thus not allowing you to join other servers that don\'t use it), but you can also go into your GameData folder, create a folder (call it \"DarkForce\" or whatever), and drop the PK3 in there; this would enable you to play without any drawbacks in other servers that do not use Dark Force Mod, and still be able to use it yourself by going into Setup and pressing \"Load Mod\" to load it up. The default kata for dual sabers has been changed so that while you are performing the kata, you are standing and therefore can move around. I have a strong dislike of katas myself, but I can still tell you that it\'s a logical, well-executed change. Two more dual katas have been added: while running forward, perform a kata and you will spin and throw both of your sabers at your target; while running backward, perform a kata and you will spin in a similar fashion, but you will not throw your sabers. These were apparently things that Alora did in the single player game. Another important modification for the kata involves all of your other katas using other sabers. Performing a kata using any other saber will again not glue you to the floor—you can move around—and you can jump and change the direction of your kata. This is almost always more logical than the default allowed, and although you can\'t fight conventionally anymore because of these changes, it serves the mod in that it directly has to do with creating a certain level of over-the-top chaos. Various new single sabers have been added—all of which may be used in the single player—many of them actually being metallic swords. \"A Small Wish\" and \"Du Shang Xi Lou\" are two such metallic swords, except that \"Lou\" is a scepter and \"Wish\" is a plain sword. I did not like how they both have a longer range than the visible model shows, but nevertheless these are two powerful swords. Strike someone and it will do a lot of damage and you will see a red electrical image where you hit them—some sort of spirit blood? When you hit the ground or any other part of the map with them, a large bang and an explosion of energy occurs that knocks back anyone within a fair radius; this seems to be how the final level of the single player was fighting the cowardly Tavion. \"Ni Zhe Me Shuo\" is a lightsaber with a double-length blade and double radius; it continues to spin on the way back from the saber throw, which seems dangerous because I would not want a spinning blade of death coming towards me. The \"Zheng Ming Ni Yi Qie\" is a staff saber that is actually chosen from the single saber menu so that you can throw it and use single blade kata moves. Throwing a saber staff isn\'t exactly high in safety from its elongated length, and the idea of single saber katas with a staff I feel is somewhat strange and could probably result in annoying clipping; however, this exaggeration of power is to be expected. One more saber exists that works only in singleplayer: the \"White Saber\" or \"Crayons\" (if it\'s called \'Crayons,\' why is it white?), and can be accessed in singleplayer if you activate cheats and run the command in the console \"\\saber crayons.\" The Force is modified to make it much more powerful and have a longer duration and radius, and nothing seems too over-the-top; the author here executed it just right. He claims that we can use Light and Dark at the same time and that when we spawn, both Light and Dark are available to us, but this didn\'t seem to work for me. This does not really matter though, because I enjoyed it even without that feature. A nifty, powerful flame thrower is available when you are on the \"fists\" weapon and use Force Lightning level three, great in many ways except that the charred surrounding area looks awkward and buggy. The power of push and pull has been multiplied to the more realistic level: using them actually knocks around your opponent as it should. I was annoyed that the model makes a sound whenever you jump now, but I was also surprised to find that you can jump really quite high in level three. What\'s really nice is the Force Seeing power, which makes the identification of people really clear due to the increased intensity of the colorations of other characters. Overall, the exaggeration of Force powers and the speed at which they can be used really make this mod what it is, for the most part. The author made some interesting changes to the animations, and I like some of them, but not all of them. It\'s nice to be able to walk normally now like you could in [i]Jedi Outcast[/i]; the [i]Academy[/i] default walking animation I thought was rather atrocious (who walks like that?) in its original form. The lightsaber turn on/off animation I think is nice, but unnecessary; it\'s the singleplayer animation where your hand sort of flips. I really didn\'t like the jumping animation, because it makes you look like a Jedi performing in a ballet, and sometimes it became awkward, sometimes even buggy. A major problem that I had a lot was that I went into undying mode and began to fight NPCs or bots and suddenly my player model would stiff up; the animations would not run, even though my saber still went where I wanted it to go. It\'s like not being able to feel your arm at all, but you can still move it and perform actions with it. I really didn\'t like the animations that occurred whenever you\'re wielding any added sword that wasn\'t a lightsaber—you would begin to do some sort of elegant victory gloat, and it got really annoying because the animation starts the moment you \"ignite\" a sword. Anyway, what I thought was probably my favorite animation was the added one that makes you hold your arm in shock because your hand got chopped off; it was in JK2, but was missing from JK3, and now we have it. The new Force power animations didn\'t seem all that wonderful, but they weren\'t necessarily bad. I mentioned before that I really don\'t like the \"Alora ballet-jump,\" but I do like some of these, like the wave-hand mind trick. The others seemed merely \"okay,\" mostly somewhat unnecessary changes that don\'t seem to add anything exciting to the game. We\'ve seen these Force changes before, and they never did seem to improve the daily life of Jedi. We\'re now supplied with a slightly less than perfect melee weapon (fists and feet) and a delightfully powerful Bryar pistol. I liked the author\'s choice to change the Bryar pistol to this as opposed to any other weapon; the shots fit the fatness of the gun. It now has unlimited ammunition for the normal AT-ST shots, and its secondary fire is now a grenade launcher which seems to fire thermal detonators that explode on impact, creating metallic debris (the debris probably should have looked more generic and less metallic, but I still admire it merely because I\'ve never seen debris from the firing of a gun before). They\'re pretty powerful, and people seemed to have a hard time deflecting the AT-ST shots with their swords; however, the shots can be shoved back with Force push. The author\'s readme claimed that you\'re given the Bryar pistol by default in the game, but you\'re not, which is a bug that needs to be fixed so that people don\'t have to type \"\\give all.\" I\'m not entirely sure that I like the author\'s decision to place all servers using this mod in cheat mode by default. The author also added some moderately intuitive console commands, and I guess you could say that one could have fun in undying mode. Using console commands led me to a stranger problem (?) with the mod: the language. Using certain commands returns a response from the mod, a response that seems to be in either gibberish or a language just too foreign to me. This didn\'t affect gameplay however; I still knew what I was doing. Some other silly bugs existed, one being that spawning an AT-ST NPC results in a non-functional AT-ST that doesn\'t seem to want to turn its head towards me, and occassionally a robotic voice would say into the map (any map, not just Siege mode) \"Perimeter defenses online.\" I have no idea why, but I guess the author should crack down on random stuff like that. I liked the additional bots, NPC, and vehicle. What I thought was questionable—sometimes it sounded great and sometimes it was annoying—was the sounds that were added after successful use of certain Force powers. Especially unnecessary and also sometimes stupid were the taunts that played when you failed to push someone: they didn\'t always seem to be the right taunts. Also, I really don\'t need to hear characters gloat every single time they kill someone will Sith Lightning; that could be more moderated. What would be really nice is if it would only be when you manage to kill multiple people with one shot—then the character gloats. I don\'t think you can do that, but it sure would be a chance for bonus creativity points for the author. In the long run, it seems like these features aren\'t needed, but then why would the author make it? He is not one of those modders who make the mod for no rational, mature reason. He has his true target audience who love over-the-top action, and anyone within that target audience will probably be ecstatic. —Ra-Kom

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3788 downloads

Uploaded:09-03-2005

Dark Force Mod

dark_force_mod.zip | 1.02 MB

that: New weapons (a Bryar Pistol that fires rockets?!), super-charged force (on the dark side anyway), cloaking, auto-recharging shields, force that does not need to recharge, etc, etc. There is alot here, but the readme covers everything, and would probably point out more changes to you than I could by just playing through the mod and talking about it... so here is the list: [quote]This mod as the name, makes the dark side force is stronger than lightside Warning this, intended for dark side with full rank (rank 3) THE FORCE : - You can maximize force point to full force power! (you must choose dark side force and set all to rank 3) - Three special force : lightning, grip, drain can be done even enemy in far away range (this force radius is rocky now) - Jump and fly like superman (force jump height is very rocky) - Force meter is totally unused if you are rank 3 in all force - Lots of change i don't remember, email me for more info THE PLAYER : - Player set to undying mode, cannot falling to death, cannot dead by any damage causes - Your Lightsaber will be as great as single player, unlimited saberthrow time, and super damage saberthrow - Armor is now auto recharge, counting up to 100 whenever takes damage - Lots of change i don't remember, email me for more info THE WEAPON : - Special weapon available : Bryar Pistol (use give all to get it), primary attack : strong laser, secondary attack : torpedo rocket (both are deadly like atomic bomb) - Maximum ammo set to 999, and all weapon will shot faster - Your weapon cannot be pulled by force pull (that was annoying right?) - Lots of change i don't remember, email me for more info THE INVENTORY : - Special inventory : Cloaking Device (use give all to get it), if on (active), player will automatically set to godmode and your force power damage will be boost to super damage attack! (force lightning, grip and drain will do extra damage if you using cloak active) if you using cloak, you are the master, truly shadowtrooper, unstoppable juggernaut! - Other special : jetpack, force shield, sentry gun, seeker drone and etc. will have extra activated time - Lots of change i don't remember, email me for more info THE GAME : - Cheats is no longer protected, no need to using devmap again - Fixed sound : force jump : jump1.mp3 force ligtning : gloat1.mp3, gloat2.mp3, gloat3.mp3 force drain : combat1.mp3, combat2.mp3, combat3.mp3 force grip : anger1.mp3, anger2.mp3, anger3.mp3 force push : taunt1.mp3, taunt2.mp3, taunt3.mp3 force pull : victory1.mp3, victory2.mp3, victory3.mp3 - Fixed score (capture the flag, ffa, team ffa, siege, etc) : suicide or killing team mates = -5 (no mercy for idiot) - Lots of change i don't remember, email me for more info THE FRIENDS AND LOVE : Did you ever want to protect a female bot? maybe you jedi fall in love? You can now give god mode or undying for them! Type at the cheat console : "status" (this will show list of all active player, notice the index number! number 0 is must be you the player, and the rest is bot) See which number is you loved bot index, for example if your loved bot index number is 3, then you must type at the console "giveother 3 health" (remember to put slash "", give health is also means give undying mode) giveother is the command, 3 is index number and health is mean give undying mode. syntax like this : giveother If you want to give them something else just type it after index number, for another example : "giveother 3 ammo" = give ammo "giveother 3 weapon" = give all weapon "giveother 3 all" = give everything "giveother 3 armor" = give god mode "giveother 3 weapon_bryar_pistol" = give special deadly weapon, the bryar pistol and etc... :-) - Lots of change i don't remember, email me for more info THE VEHICLE : - Did you have install the siege destroyer map? now if you exit from your ships in space, you will not suffocate to death, forget the horror of the space buddy :-) - Lots of change i don't remember, email me for more info THE FUN : - Did you ever want to feel swimming in the lava? like in taspir or korriban? (the single player maps) - Do it now buddy! just type "devmap " at the cheat console, for example : "devmap taspir1" (to enter first stage of taspir) and then lets go swimming on the lava without fear of death "devmap kor2" (to enter the final stage of korriban) and then swim to lava or bungy jumping to the chasm, ahahahaha :-) "devmap t3_rift" (to enter rift, the burial site of jedi knight) and the jump up to the long way chasm without being dead. BUGS : Sometimes, weapon bryar pistol didn't draw the rocket torpedo missile, If this happen, type "give weapon_rocket_launcher" at the cheat console, switch your weapon to rocket launcher, fire a rocket missile, and then switch again to weapon bryar pistol and shot the alt fire, it should be fixed, and your bryar pistol will launch a deadly rocket torpedo![/quote] [u]Bottom Line[/u] Like Cheating? Like Dark Side Force? This mod is for you! ~ Innocent Hawk

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4070 downloads

Uploaded:07-07-2005

[SCA] Stargate

stargate_matty_edit.zip | 2.57 MB

show. Anyway, the Stargate in his maps was unbelievably cool, although a little restricted by the limits of the JK3 teleporting functions and whatnot. This small mod is really just a 'new' version of the actual stargate itself, with a new shader and textures. Whether you prefer this new version is really personal choice. If you want my opinion, I prefer the original, it's more more true to the series in terms of both colour, style, and sound - as yes, there are new sounds included. The new sounds are clearer than the old ones, but they're not actually the proper stargate sounds anymore, which kinda defeats the objective don't you think? On the other hand, the new stargate definitely looks cooler when turned off than the old one, but when turned on the colors seem to clash, and I just don't like the red teleport :( More importantly, this is only really worth a download if you stilll play Wade's maps, otherwise it's kind of pointless. Still, here it is, if you want it :) By the way, the old stargate is shown to the left of the screenshots, and the new to the right. ~Szico VII~

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6206 downloads

Uploaded:02-08-2005

Lugormod 1.0

lugormod_10.zip | 3.48 MB

said a documentation will come in version one so rejoice! But you\'re new to Lugormod and you\'re not sure exactly what it does? I believe I\'ve explained it all before in a previous review, It\'s good and all but it\'s \'work things out for yourself\' kinda thing, you can basically do anything with the mod, ranging from FFA to Role Playing. Things like \'King\' and admins being able to spawn things etc. Bot\'s are more intelligent, ask YOU to duel and saying.. strange things. You have to try it before you judge it, but I recommend if you\'re going to play it, to play it on a Lugormod server first to see how it works etc. Without a explanation I probably didn’t find half the stuff it can do.[/quote] So it seems the biggest complaint has to be that the mod didn\'t come with documentation. So you have no clue what you can or can\'t do with this mod. Though it seems to me that you can do just about anything with this mod. It\'s very versatile, it seems. And I love the \"AI\" of the bots. There are new features, a new gametype (though still in beta) and a bunch of other stuff. [quote] * The bots should be more of a challenge in duels than the original ones.* The bots can answer if you talk to them.* If you set bot_honorableduelacceptance, the bots will not only accept duels, but also challenge other players to duels. They will also behave better (they won\'t \"lame\" unless provoked).* I\'ve made the game more compatible with single player maps.* As administrator you can place new spawn points for weapons, items, npc\'s and more on the map, and have your changes load with the map.* Alt fire of the stun baton is a grappling hook.* The bryar pistol is a teleporter gun.* You can play the jedi master and capture the Ysalamiri game types.* I\'ve added a new game type (g_gametype 10) called Battle Ground (beta)* Players can register their nick name so that noone else can use it.[/quote] Check it out! ~AmosMagee

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23320 downloads

Uploaded:02-01-2005

Movie Stances 2.0

movie_stances_2.0.zip | 2.57 MB

weird. In fact, they seem fairly hmmm ... what\'s the word I\'m looking for ... intuitive. To really gain an appreciation for this mod, you need to download it and play it yourself. More than just stances have been changed. There\'s a list of all the changes in the readme. Check it out. I\'m thinking you won\'t be disappointed. [/quote] The stances have been changed to include a stance from Episode III and a melee stance has been included as well. You\'ll find that some force stances have been changed also to make them more accurate to the movie. I\'m still quite impressed with this mod. And there are probably several of you out there who are such pure Star Wars fans that you\'d prefer the saber stances here versus the ones in Jedi Academy. ~AmosMagee

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4698 downloads

Uploaded:01-26-2005

RealJedi Mod v1.0 PR

realjedi.1.0.0.pr.zip | 1.15 MB

gil - er, wrong game - credits on all kinds of stuff. (See screenshots.) Now, keep in mind, this is the first release of this mod. The author has a lot of ideas and a lot planned for the mod, but needs this to be tested and needs feedback. So have fun, report bugs to him, offer your suggestions. I can't wait to see more! :D ~AmosMagee

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4089 downloads

Uploaded:01-17-2005

Lugormod

lugormod_995.zip | 3.18 MB

you\'re new to Lugormod and you\'re not sure exactly what it does? I believe I\'ve explained it all before in a previous review, It\'s good and all but it\'s \'work things out for yourself\' kinda thing, you can basically do anything with the mod, ranging from FFA to Role Playing. Things like \'King\' and admins being able to spawn things etc. Bot\'s are more intelligent, ask YOU to duel and saying.. strange things. You have to try it before you judge it, but I recommend if you\'re going to play it, to play it on a Lugormod server first to see how it works etc. Without a explanation I probably didn’t find half the stuff it can do. So what’s new in this version? [QUOTE]* fixed so that admins don\'t have admin cloak in team games. * added a new game type that I call Battle Ground (for now) * severing duels can be disabled with a g_privateDuel flag. * added the chicken rule (for not accepting duels). It can be disabled with a g_privateDuel flag. * you can now score (persistant) points from bots (if you have less than 10) * added level based force powers and force regen time * added a check to disable invisible model parts (siege_model) * enabled holocron ffa game type * fixed a bug with the jet-packs in siege * fixed a bug that triggered an assertion (saber locks) * added a cvar for shield generators * fixed some minor bugs. * fixed some really annoying memory leaks. * fixed a problem with the spawner command. * turrets that target armed no longer target players with the tele gun.[/QUOTE] I wasn\'t too excited, although I am anticipating version one ;). -Rink Oh and the Windows, Mac and Linux versions are all in this .zip file this time. :)

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2564 downloads

Uploaded:12-01-2004

Lugormod *Windows - Linux*

lugormod_989.zip | 1.55 MB

DOCUMENTATION WHATSOEVER. I didn\'t even know what kind of mod this was until I installed it. Do you have any idea how frustrating that is? Well, I did manage to find some info about the mod on their forums. This is a mod that will allow you to customize gameplay a bit and has some admin commands for controlling players in your server. You can make bots say whatever you want, you can throw a player in \"jail\", you can strip a player of all weapons, force, items ... everything, you can disallow voting from a certain player, you can disable pickups, there\'s something called \"king\" mode and a bunch of other stuff. Do I like this mod? Meh. It\'s difficult for me to give an opinion on multiplayer mods anymore. They all seem the same to me at this point. One big difference between this mod and the others is that there\'s a version for Mac/Linux. ~AmosMagee[/quote] Lugor STILL hasn\'t included a documentation but he has included various bug fixes (The last version wasn\'t stable), he stated in the readme \'There is no documentation for this mod, you have to figure pretty much everything out for yourself\' It\'s kinda hard to work everything out with very little info and so I did try it out in game and it adds an RP style of gameplay to JKA using credits, jailing, occupations, etc. There\'s not really much to say about this mod except if you like RP you could enjoy it, it adds a few emotes and commands and you\'ll probably enjoy it more with a few of people around. Oh and it makes bots smarter, they actually ask to duel you and they say weird things, I thought the bots had become possessed or something when Luke asked to duel me lol. I don\'t really suggest downloading it unless you want to host a lugormod server (and if you do, I suggest you look at the lugormod forums for explanations on how to use it). If you want to play it I say just join a lugormod server there’s quite a few on the JKA server list now. In your next version Lugor include a documentation on how to use it :P New Features: 7/10 Ease of Use: 5/10 Documentation: 0/10 (No documentation) Rating: 6/10 -Rink

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424 downloads

Uploaded:10-22-2004

Lugor Mod (Mac)

lugormodmac_986.tgz | 700.51 KB

it. Do you have any idea how frustrating that is? Well, I did manage to find some info about the mod on their forums. This is a mod that will allow you to customize gameplay a bit and has some admin commands for controlling players in your server. You can make bots say whatever you want, you can throw a player in "jail", you can strip a player of all weapons, force, items ... everything, you can disallow voting from a certain player, you can disable pickups, there's something called "king" mode and a bunch of other stuff. Do I like this mod? Meh. It's difficult for me to give an opinion on multiplayer mods anymore. They all seem the same to me at this point. One big difference between this mod and the others is that there's a version for Mac/Linux. ~AmosMagee

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73300 downloads

Uploaded:10-12-2004

JA+ Mod v2.2

japlus_v2.2.zip | 6.11 MB

the same zip file making it far easier to post them and distribute! 1.8 see's several improvements, a lot of them bug fixes, stuff like emotes being buggy. Speaking from a mapping perspective though I do have a problem with emotes, in my latest map I made a dialing Stargate and fans will know the wormhole blast kills you if you go near it...if a person uses an emote they can be in front of the gate as it activates and they'll be just fine...I think this mod would benefit from a mapper being able to work around emote's being a protection. The previous review(s) anyhow: Quote: -------------------------------------------------------------------------------- Okay, a cascading quoting thing of reviews... or something: Quote: -------------------------------------------------------------------------------- My review of the last version of this mod: Quote: -------------------------------------------------------------------------------- I happen to know for a fact that JA+ is a very popular mod and it continues to grow in popularity. I'm just going to go over a few features that were added to this version. Clan Speak: How cool is this? There's a clan password that you set and now clans can chat privately via the console. It's like the /amsay feature, but you don't have to be an admin to chat here. New Emotes: There are a few new emotes included like amdie, amkneel and amfinishinghim. Toggle Amthrow: Now admins can control which players can amthrow you. New Admin Commands: Included are amrename, amlockteam and amforceteam. Very helpful commands. Also, there is a little issue when your server.cfg has too many sets - apparently, this mod corrects that. All of this is new just for the 1.5 version. The 1.4 version has a lot more too. So take a look at the readme to find out all about what the author included. -------------------------------------------------------------------------------- Slider is quick with his updates to his JA+ mod. Version 1.6 includes the ability to scale your model, there's are new DFA's, you can allow or disallow the use of black names, several new emotes, and all of the old ones have been recoded. There are a ton of fixes and even more added features. In fact, just read the readme. There's too much to list. -------------------------------------------------------------------------------- Slider once again updates his very popular JA+ mod. There was apparently a nasty little bug that would crash servers with the use of force push or pull. No idea what that was all about - but glad it's fixed! Very interesting little thing added to help control a server. Now players can vote whether to sleep another player or not. Of course, this could be abused just like when you enable voting to kick another player. But it still might be useful on servers where there are some honorable regulars without admins present. Along with that new vote type, you can also, as the server admin decide which vote types you want to allow the server. Maybe you don't mind the players choosing the map they want to play on, but you don't want them voting to kick anyone. That's a great feature, Slider. And yay! Ampoll was added! This would be perfect for my CTF games. Often I just use ampsay to take a vote. There's a ton of stuff here, so read through the readme for all of the features that Slider included in 1.7. It seems that his mod keeps getting better and better. I wonder what he'll have for 1.8? Or maybe this is the final version? Nah ... mods like this are never really finished. ~AmosMagee -------------------------------------------------------------------------------- Go those build up of quotes!...and I say JA+ V on the site so it's not over yet -WadeV1589- -------------------------------------------------------------------------------- Okay so this is the Windows/Linux server side version of the new JA+ Mod same as usual there are bug fixes including animations. Also there are two new force moves! One called Sith Kiss which is the same as drain. I do believe that this is the SP face grip thingie, didn't look at this part too much myself. There is also a jedi only skill called force whirlwind which is used in close range to knock an enemy back. Static emotes are working again now, so you can't run around while sitting, new anti vote spam and anti macro spam and a load of other stuff which is included in the readme.[/quote] It would be impossible for me to list and describe every feature in this mod - simply because I don't have that much time on my hands. ;) So to just name a few ... with the JA+ mod you can have multiple duels at once, even full force duels, and all of those duels can be isolated so there's no duel interference, there's clan tag protection, option of having multiple taunts, lots of new emotes, a profanity filter, model size scaling system, new items including a grapple hook (perfect if you've just downloaded the new Spiderman skin) and a ton of other features. The newest features for the mod include a Mac patch so that Mac users (are there any out there? If so, freakin' email me ... I have a map I need you to test) can start a JA+ server, a JA+ server tracker, the clan tag protection I already mentioned, and Slider improved some of the already present features. This is an incredible mod that I would definitely be using because it's so configurable if I still ran a JA mod. Great work here. But I wonder, will it ever be done? ;) ~AmosMagee

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6455 downloads

Uploaded:08-17-2004

Movie Stances 1.0

movie_stances_1.0.zip | 11.92 KB

looking for ... intuitive. To really gain an appreciation for this mod, you need to download it and play it yourself. More than just stances have been changed. There's a list of all the changes in the readme. Check it out. I'm thinking you won't be disappointed. :) ~AmosMagee

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3029 downloads

Uploaded:07-18-2004

xMod

xmod2.7.0all.zip | 1.64 MB

I\'ll let the reviews of the staff before me do most of the speaking. [quote] Lol this is becoming a chain quote! [quote] Wade\'s review of the last version of Xmod: [quote] xMod, a mod I\'m sure many of you know from the JO days is back, it\'s one of those useful server side mods that not only help out admins but also make the game more enjoyable in many cases. Things such as x_flipkick will make many people happy who enjoy being able to flip kick while x_profanity_check will please many admins who want to cut out profanity in their servers. One I do NOT like though is x_jawa_model as there is nothing wrong with that model anymore and I will be getting peaved if I go on servers to find it is disabled! I went to their site to help me get an insight to the mod and I came across this (admittedly lengthy for a review) \"What is xMod2?\", I think this is a very good way of summing up just what it is, better than what I can do! [quote] What is xMod 2 you ask? Well it\'s simple. Back in early 2002, Raven and Lucasarts teamed up to create one of the best games in Star Wars history, Jedi Knight II: Jedi Outcast. The game brought a unique mix of Star Wars and Competitiveness. Players could play for their liking of Star Wars, or for their thirst for gaming in First Person Shooters. It was a game that developed into a fast paced shooter game filled with innovativeness not seen before in the PC world. A year later... Raven\'s game Jedi Outcast began to die as more and more news came out about their upcoming release Jedi Academy. Everyone in the JO community was psyched. The month of the release came, then the week, then finally the day. Many gamers rushed to the nearest PC Store hoping for an even better game than Jedi Outcast, with new and improved gameplay mechanics and more. What they got was nothing more than Jedi Outcast + eyecandy. Jedi Academy was a disappointment for many. Not only did the first month include a non-functional Server Browser, but also players wouldn\'t go for the Jedi Outcast plus a few fancy, yet useless, moves. Not only that, but some of the most key moves of Jedi Outcast used to make combos was removed, and thus the only way to kill your opponent was holding Mouse1 and W.(Attack and Forward, if you use default keys) Enter xMod. When the SDK was released, xMod creator and pioneer =X=Master HeX went straight to work in an all night frenzy to restore some of the key components of Jedi Academy. xMod 2, the sequel to the amazing xMod of Jedi Outcast, now reunites players with gameplay that is not made for a person who has just picked up the game. xMod 2 neutralizes the gameplay in Jedi Academy, changing it to a game that is actually playable. All the options in xMod 2 are exactly that, optional. This allows for the most control over your server putting the admin back in the driver\'s seat. All in all: Raven failed us, but HeX has made Jedi Academy a game that can proudly wear the Jedi Knight series name, and has thus saved the series we have grown to love. Welcome to xMod 2. [/quote] [/quote] Now let me just start off with the screenshot there. See that? Down there? Yeah - that. This mod actually detects script users!? How cool is that?! Okay, so some of the other features. There\'s a new delay kick that will actually delay kicking a lamer from the server to show them the message for why they are being kicked. !!! There\'s a protection cvar, honor code enforcement, and freeze tag - not sure what that is cause I didn\'t test this extensively. But the most important things in this mod have to be the ability to unlock the forced turn in yellow dfa\'s! AAHHH! Cause, yeah, I hate JA\'s ydfa. And now you can stand on someone\'s head without slipping off!!! Okay, so that\'s not the greatest feature - but I like it! Y\'know, there\'s just too much stuff here to list. It\'s all in the readme and if you don\'t want to read that right now, go find a server with Xmod and try it out yourself! I\'m actually considering switching mods now. Hmm. Great work, guys! ~AmosMagee [/quote] There\'s even more options now and bug fixes now including a new way of specifying which admins have what commands available to them![/quote] Technical Data: Pros: 1. Read \'em and weep. ;) 2. Server mod! We need more/better ones of these, so we don\'t have to OMGWTFPH34RT3HL337L4M0RZ4NDM4L337H4XZ0RZSKILLS!!!1!!11. Cons: 1. N/A Rating: 10/10 JEDIofONE :mepimp:

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334 downloads

Uploaded:04-09-2004

Duelers/JA Mod for Linux 1.0

duelers11.tar.gz | 2.29 MB

yet, y\'know? And since I test these mods alone, all I can judge these mods by is how the play is with bots. I do have a lot to say about Dueler\'s Mod for JA though! Let\'s just start with the admin commands, since that is an important part of running a server. Of course, there\'s an admin password, but the great thing about the way this is set up is that you\'ll never have to worry about broadcasting the password in the server! I always encourage my admins to just modify their config files out of game instead of through the console because that reduces the risk of broadcasting the pass. In this mod\'s case, you just use a cvar to set the pass in your config file and you\'re always logged in when you join your server. There are some very useful commands including showmotd, which will show the player the \"message of the day\". There\'s \"origin\" and \"teleport\", which will give you your x, y and z coordinates and then you can teleport to any location on the map. \"Freeze\" and \"thaw\" are much like \"sleep\" and \"wake\" from the JAR mod, which will stop the subject and will not allow them to use their weapon or force and then thawing them will, of course undo that effect. \"Bring\" and \"goto\" are some helpful commands that will allow you to bring a subject to you, or help you find someone on a map and go to them. If someone comes on your server with an offensive name, you can easily rectify that with the \"rename\" command. Then, of course, there\'s the \"boot\" command which will kick someone off of your server. The only thing this mod is missing is the banning command that gives you a lot more room in the banned IP list, like the JAR mod. One of the coolest features that Dueler\'s has is the macro scanning feature. You can keep people off your server who use scripts to do special moves, which many of us find unfair and don\'t allow on our servers. Now the most important thing about this mod is that it changes the gameplay to make JA a bit more like JK2. The roll is back! Plus the author has tweaked the lunge and other attacks to make them a bit more skill-based. I only played with one bot with these new \"un-nerfed\" features and found that the fight lasted a bit longer. It always seemed to me like the sabering in JA was somewhat based on luck. This seems to remove that and give us back a bit of what makes JK2 so much more interesting. One of the big things about Dueler\'s mod is that when people are dueling on an FFA server, your duel won\'t be interrupted by those running by - they\'ll run right through you and you won\'t even see them. So you can keep focused. One of the coolest things added is the Duel Overtime which allows duels to finish before the map changes. There are a ton of new emotes added, most of which you\'ll recognize from JK2. Like the Superman pose, the beg, or grovel pose, kneel (or think), the dancing emotes, the surrender one, hug and there are a few new ones too. Check the list included with the mod to see all of the new ones. Also there\'s a clan chat feature which is very helpful, especially if you only have a few people who are admins, but want to chat privately with just your clan. All in all, this is a great mod. It\'s not too complex, but adds some great features and leaves out the unnecessary ones like in other mods. If you\'d like to learn more about the mod, download it here, or visit the site, which is hosted by JK2Files.com at http://duelers.jk2files.com/ [/quote] I\'m actually surprised that Dueler\'s mod isn\'t more popular than it is. It\'s a great mod that just keeps getting better. Some of the newest features for version 1.1 include grapples and jetpacks. And there\'s an easily managable ban list. You can create custom votes for your server. There\'s a new force power rank and players can check to see the MotD while in game and if there are any admins available. Kicking and saber throws have been enabled for all stances and the author claims that saber collision and damage consistancy has been improved. Don\'t just go with a mod because it\'s what everyone else uses. Shop around. Try them all out. You may find that you prefer Dueler\'s mod after trying it. :) ~AmosMagee

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9465 downloads

Uploaded:04-09-2004

Duelers/JA Mod 1.1

duelers11.zip | 1.6 MB

yet, y\'know? And since I test these mods alone, all I can judge these mods by is how the play is with bots. I do have a lot to say about Dueler\'s Mod for JA though! Let\'s just start with the admin commands, since that is an important part of running a server. Of course, there\'s an admin password, but the great thing about the way this is set up is that you\'ll never have to worry about broadcasting the password in the server! I always encourage my admins to just modify their config files out of game instead of through the console because that reduces the risk of broadcasting the pass. In this mod\'s case, you just use a cvar to set the pass in your config file and you\'re always logged in when you join your server. There are some very useful commands including showmotd, which will show the player the \"message of the day\". There\'s \"origin\" and \"teleport\", which will give you your x, y and z coordinates and then you can teleport to any location on the map. \"Freeze\" and \"thaw\" are much like \"sleep\" and \"wake\" from the JAR mod, which will stop the subject and will not allow them to use their weapon or force and then thawing them will, of course undo that effect. \"Bring\" and \"goto\" are some helpful commands that will allow you to bring a subject to you, or help you find someone on a map and go to them. If someone comes on your server with an offensive name, you can easily rectify that with the \"rename\" command. Then, of course, there\'s the \"boot\" command which will kick someone off of your server. The only thing this mod is missing is the banning command that gives you a lot more room in the banned IP list, like the JAR mod. One of the coolest features that Dueler\'s has is the macro scanning feature. You can keep people off your server who use scripts to do special moves, which many of us find unfair and don\'t allow on our servers. Now the most important thing about this mod is that it changes the gameplay to make JA a bit more like JK2. The roll is back! Plus the author has tweaked the lunge and other attacks to make them a bit more skill-based. I only played with one bot with these new \"un-nerfed\" features and found that the fight lasted a bit longer. It always seemed to me like the sabering in JA was somewhat based on luck. This seems to remove that and give us back a bit of what makes JK2 so much more interesting. One of the big things about Dueler\'s mod is that when people are dueling on an FFA server, your duel won\'t be interrupted by those running by - they\'ll run right through you and you won\'t even see them. So you can keep focused. One of the coolest things added is the Duel Overtime which allows duels to finish before the map changes. There are a ton of new emotes added, most of which you\'ll recognize from JK2. Like the Superman pose, the beg, or grovel pose, kneel (or think), the dancing emotes, the surrender one, hug and there are a few new ones too. Check the list included with the mod to see all of the new ones. Also there\'s a clan chat feature which is very helpful, especially if you only have a few people who are admins, but want to chat privately with just your clan. All in all, this is a great mod. It\'s not too complex, but adds some great features and leaves out the unnecessary ones like in other mods. If you\'d like to learn more about the mod, download it here, or visit the site, which is hosted by JK2Files.com at http://duelers.jk2files.com/ [/quote] I\'m actually surprised that Dueler\'s mod isn\'t more popular than it is. It\'s a great mod that just keeps getting better. Some of the newest features for version 1.1 include grapples and jetpacks. And there\'s an easily managable ban list. You can create custom votes for your server. There\'s a new force power rank and players can check to see the MotD while in game and if there are any admins available. Kicking and saber throws have been enabled for all stances and the author claims that saber collision and damage consistancy has been improved. Don\'t just go with a mod because it\'s what everyone else uses. Shop around. Try them all out. You may find that you prefer Dueler\'s mod after trying it. :) ~AmosMagee

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1440 downloads

Uploaded:01-24-2004

xMod - Win32

xmod-2.5.0-win32.zip | 779.65 KB

side mods that not only help out admins but also make the game more enjoyable in many cases. Things such as x_flipkick will make many people happy who enjoy being able to flip kick while x_profanity_check will please many admins who want to cut out profanity in their servers. One I do NOT like though is x_jawa_model as there is nothing wrong with that model anymore and I will be getting peaved if I go on servers to find it is disabled! I went to their site to help me get an insight to the mod and I came across this (admittedly lengthy for a review) "What is xMod2?", I think this is a very good way of summing up just what it is, better than what I can do! [quote] What is xMod 2 you ask? Well it's simple. Back in early 2002, Raven and Lucasarts teamed up to create one of the best games in Star Wars history, Jedi Knight II: Jedi Outcast. The game brought a unique mix of Star Wars and Competitiveness. Players could play for their liking of Star Wars, or for their thirst for gaming in First Person Shooters. It was a game that developed into a fast paced shooter game filled with innovativeness not seen before in the PC world. A year later... Raven's game Jedi Outcast began to die as more and more news came out about their upcoming release Jedi Academy. Everyone in the JO community was psyched. The month of the release came, then the week, then finally the day. Many gamers rushed to the nearest PC Store hoping for an even better game than Jedi Outcast, with new and improved gameplay mechanics and more. What they got was nothing more than Jedi Outcast + eyecandy. Jedi Academy was a disappointment for many. Not only did the first month include a non-functional Server Browser, but also players wouldn't go for the Jedi Outcast plus a few fancy, yet useless, moves. Not only that, but some of the most key moves of Jedi Outcast used to make combos was removed, and thus the only way to kill your opponent was holding Mouse1 and W.(Attack and Forward, if you use default keys) Enter xMod. When the SDK was released, xMod creator and pioneer =X=Master HeX went straight to work in an all night frenzy to restore some of the key components of Jedi Academy. xMod 2, the sequel to the amazing xMod of Jedi Outcast, now reunites players with gameplay that is not made for a person who has just picked up the game. xMod 2 neutralizes the gameplay in Jedi Academy, changing it to a game that is actually playable. All the options in xMod 2 are exactly that, optional. This allows for the most control over your server putting the admin back in the driver's seat. All in all: Raven failed us, but HeX has made Jedi Academy a game that can proudly wear the Jedi Knight series name, and has thus saved the series we have grown to love. Welcome to xMod 2. [/quote] [/quote] Now let me just start off with the screenshot there. See that? Down there? Yeah - that. This mod actually detects script users!? How cool is that?! Okay, so some of the other features. There's a new delay kick that will actually delay kicking a lamer from the server to show them the message for why they are being kicked. !!! There's a protection cvar, honor code enforcement, and freeze tag - not sure what that is cause I didn't test this extensively. But the most important things in this mod have to be the ability to unlock the forced turn in yellow dfa's! AAHHH! Cause, yeah, I hate JA's ydfa. And now you can stand on someone's head without slipping off!!! Okay, so that's not the greatest feature - but I like it! Y'know, there's just too much stuff here to list. It's all in the readme and if you don't want to read that right now, go find a server with Xmod and try it out yourself! I'm actually considering switching mods now. Hmm. Great work, guys! ~AmosMagee [/quote] There's even more options now and bug fixes now including a new way of specifying which admins have what commands available to them!

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3793 downloads

Uploaded:12-13-2003

Jedi Academy: Reloaded (1.2 Win)

jar_12_win.zip | 590.31 KB

1.1, um ... yeah, get this to update your server! :D ~AmosMagee Here\'s the original review and my review of the mod: [quote] -------------------------------------------------------------------------------- A long awaited major admin based mod for you all This mod is the [un]official mod for the Jedi Academy. A server-side only modification designed to keep the peace and order on the servers. With that in mind, I set out and improved this mod with the way I wanted it to in the past. It\'s loaded with Admin Commands, Client Commands, Options, and cVars; Extremely modified to meet any clans expectations. This is truly the only mod you will ever need to get that doesn\'t alter the normal gameplay of Jedi Knight: Jedi Academy® Please visit us at http://www.thejediacademy.net, http://jamod.jk3files.com or on IRC at #jedi-academy, #ja-reloaded @ irc.quakenet.org. Linux version coming soon!!! The v1.0 most noted commands are below: Server Admins can now pick and choose what commands they wish to allow their \"am\" and \"jk\" level admins to use. g_mAdminCommands - cVar bit value to determine which \"am\" commands are allowed for their admins. g_mKnightCommands - cVar bit value to determine which \"jk\" commands are allowed for their knights. rcon admin can always execute the commands even if they are disabled to other admins. aminfo - now prints commands that are accessable to admin, instead of just commands in the mod. amhelp - now prints commands help to the admins pending if they are accessable to them. New IP Range Banning Admin Command ( mbanrange) g_mDebugEmpower - Will enforce the \"No Force\" rule and will not allow empowered clients to have force. Spectator Followers can now be kicked, banned, etc. without affecting others. mvstr - command that allows you to choose which map you want in the rotation, without disrupting the order. mnextmap - executes next map available in rotation. Most default settings that were in reloaded.cfg are now hardcoded into mod for faster and easier configuration. mnpcaccess does not give client access to cheats. You can now use clients names for assigning mnpcaccess/mnpcnoaccess. g_mAdminGun - Enables/Disables AdminGun system. (includes script) g_mAllowTeleFlag - default is enabled, if set to 0, clients cannot teleport during CTF and CTY gameplay. New BanIP.dat file stores banned ip\'s. Full use of 2048 saved ips activated! Tweaked the whois command a little again to make it more stable. g_mGiveAdmin - if set to 1, you can grant an admin access level to anyone on the server. madminaccess, mdenyadminaccess - commands for granting/denying admin access to clients. Enable/Disable use of black color names. New logout function - to logout as an admin or knight. Ignore - ignore certain clients from chatting so you dont have to listen to them. Sleeping clients can no longer use the kill command. -------------------------------------------------------------------------------- With that said, here is the latest version of Jedi Academy: Reloaded. According to ChosenOne, there were quite a few code tweaks, but I\'m not gonna get into that. One of the cvars that I love is the g_mSTFU ... hehe. When enabled, it\'ll silence chat on Duel and PowerDuel gamemodes. Chosen also mentioned that one of his favorite things in this mod is the Empowered vs. Terminator gameplay. I can\'t say I\'ve tested it yet, but I look forward to it! He\'s also included some cvars that allow you (the server owner) to set permissions for Admins and Knights. So let\'s say you have a group of admins and you don\'t want them banning people - just sleeping and kicking. Just set the appropriate values and voila! Speaking of banning, the new banIP.dat ... y\'know the one that in JK2 would hold over 1,000 IP\'s ... yeah ... it now holds 2,048!!! Very cool. Of course, I don\'t think I could ban that many people. My JK2 banned IP list never got full with JA mod. So, now with the aminfo and amhelp commands, they\'re like, customized to the permissions that you have as an admin. Very cool. The admin gun, popular among some admins, is now enabled. Personally, I just didn\'t like using it. Not a good enough range for me. And frankly, I\'d end up sleeping or kicking the wrong person. Oh, and it looks like Chosen fixed a few bugs from version 1.0. Be sure to read the readme for the full list of changes and features. You\'re going to need to read the whole thing if you\'ve never used the JA mod before. I\'d like to personally thank Chosen for making such a wonderful mod that helps to keep servers under control. My favorite feature, by far, has to be the sleep command. With it, I can easily get a lamer\'s attention and explain the rules to him - instead of having to kick him because he continues to lame, but isn\'t reading the rules. Y\'know? Jedi Academy mod for JK2 was definitely the best admin mod out there. I am fairly confident that Jedi Academy: Reloaded will become a favorite for us in JA. [/quote]

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8933 downloads

Uploaded:12-13-2003

Jedi Academy: Reloaded (1.2 Win Installer)

jar_12_setup.zip | 6.39 MB

1.1, um ... yeah, get this to update your server! :D ~AmosMagee Here\'s the original review and my review of the mod: [quote] -------------------------------------------------------------------------------- A long awaited major admin based mod for you all This mod is the [un]official mod for the Jedi Academy. A server-side only modification designed to keep the peace and order on the servers. With that in mind, I set out and improved this mod with the way I wanted it to in the past. It\'s loaded with Admin Commands, Client Commands, Options, and cVars; Extremely modified to meet any clans expectations. This is truly the only mod you will ever need to get that doesn\'t alter the normal gameplay of Jedi Knight: Jedi Academy® Please visit us at http://www.thejediacademy.net, http://jamod.jk3files.com or on IRC at #jedi-academy, #ja-reloaded @ irc.quakenet.org. Linux version coming soon!!! The v1.0 most noted commands are below: Server Admins can now pick and choose what commands they wish to allow their \"am\" and \"jk\" level admins to use. g_mAdminCommands - cVar bit value to determine which \"am\" commands are allowed for their admins. g_mKnightCommands - cVar bit value to determine which \"jk\" commands are allowed for their knights. rcon admin can always execute the commands even if they are disabled to other admins. aminfo - now prints commands that are accessable to admin, instead of just commands in the mod. amhelp - now prints commands help to the admins pending if they are accessable to them. New IP Range Banning Admin Command ( mbanrange) g_mDebugEmpower - Will enforce the \"No Force\" rule and will not allow empowered clients to have force. Spectator Followers can now be kicked, banned, etc. without affecting others. mvstr - command that allows you to choose which map you want in the rotation, without disrupting the order. mnextmap - executes next map available in rotation. Most default settings that were in reloaded.cfg are now hardcoded into mod for faster and easier configuration. mnpcaccess does not give client access to cheats. You can now use clients names for assigning mnpcaccess/mnpcnoaccess. g_mAdminGun - Enables/Disables AdminGun system. (includes script) g_mAllowTeleFlag - default is enabled, if set to 0, clients cannot teleport during CTF and CTY gameplay. New BanIP.dat file stores banned ip\'s. Full use of 2048 saved ips activated! Tweaked the whois command a little again to make it more stable. g_mGiveAdmin - if set to 1, you can grant an admin access level to anyone on the server. madminaccess, mdenyadminaccess - commands for granting/denying admin access to clients. Enable/Disable use of black color names. New logout function - to logout as an admin or knight. Ignore - ignore certain clients from chatting so you dont have to listen to them. Sleeping clients can no longer use the kill command. -------------------------------------------------------------------------------- With that said, here is the latest version of Jedi Academy: Reloaded. According to ChosenOne, there were quite a few code tweaks, but I\'m not gonna get into that. One of the cvars that I love is the g_mSTFU ... hehe. When enabled, it\'ll silence chat on Duel and PowerDuel gamemodes. Chosen also mentioned that one of his favorite things in this mod is the Empowered vs. Terminator gameplay. I can\'t say I\'ve tested it yet, but I look forward to it! He\'s also included some cvars that allow you (the server owner) to set permissions for Admins and Knights. So let\'s say you have a group of admins and you don\'t want them banning people - just sleeping and kicking. Just set the appropriate values and voila! Speaking of banning, the new banIP.dat ... y\'know the one that in JK2 would hold over 1,000 IP\'s ... yeah ... it now holds 2,048!!! Very cool. Of course, I don\'t think I could ban that many people. My JK2 banned IP list never got full with JA mod. So, now with the aminfo and amhelp commands, they\'re like, customized to the permissions that you have as an admin. Very cool. The admin gun, popular among some admins, is now enabled. Personally, I just didn\'t like using it. Not a good enough range for me. And frankly, I\'d end up sleeping or kicking the wrong person. Oh, and it looks like Chosen fixed a few bugs from version 1.0. Be sure to read the readme for the full list of changes and features. You\'re going to need to read the whole thing if you\'ve never used the JA mod before. I\'d like to personally thank Chosen for making such a wonderful mod that helps to keep servers under control. My favorite feature, by far, has to be the sleep command. With it, I can easily get a lamer\'s attention and explain the rules to him - instead of having to kick him because he continues to lame, but isn\'t reading the rules. Y\'know? Jedi Academy mod for JK2 was definitely the best admin mod out there. I am fairly confident that Jedi Academy: Reloaded will become a favorite for us in JA. [/quote]

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3317 downloads

Uploaded:12-10-2003

OJP Skins

ojp_skins_001.zip | 1.94 MB

is that the Hoth outfit apparently can be altered with the RGB codes now. Good! I was getting sick of people copying me! :P Anywho, pick this one up and move to the next review above this to complete your collection! - Chrono

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267 downloads

Uploaded:03-20-2011

Realm of Magyk TC MP Demo

rommpdemo.zip | 26.29 MB

a bit![/i] I’m not really a fan of Fantasy myself, though I can certainly see its appeal I have always been a Sci-Fi man at heart. That said I’m certainly not averse to some Fantasy themed JKA mods! And here we have just that; the interestingly named Realm of Magyk is a total conversion mod which aims to bring some Fantasy elements into JKA. What we have here is just the multiplayer demo, so I am sure the full mod while have a much wider scope than this, but still this is a pretty cool mod on it own! First off we have a nice new menu screen, which cleverly imitates the default menu with its scrolling text and lightsaber noises by replacing them with scrolling text on a literal scroll textured background and that lovely metallic sound of a sword being sheathed/unsheathed just like the lightsaber activation/deactivation noises in the default menu, it even has a little sword cursor instead of the lightsaber one! Speaking of swords, there are also some sword models included in the package and Inyri Forge\'s excellent Crossbow mod for added authenticity! Along with that theme there is also a re skinned reborn in chain mail armour from CID\'s Medieval Knights Reborn Replacement mod, which again just goes to show that even the much maligned Reborn can look cool again if given the right treatment! Then there are a couple of new maps, a duel map which is in a fairly clean and simple Medieval styled brick and wood building, and a larger FFA map which is modelled after an RPG type town with various buildings to go in and explore. There are also some long open fields south of the town where you can ride Taun Taun\'s... ok ok, so maybe that isn’t that authentic then, but nobody has to my knowledge ever made an actual horse mount (though there has been something close). This map is one area that does need quite a lot more work though, especially in the architecture/detailing and layout department. The buildings are too blocky and don’t really look like the kind of thatched wooden framed houses and other types of stone buildings that you would expect to find in such a town or village. There also needs to be a clearer layout, perhaps a town square surrounded by shops or houses and more defined streets. As for other improvements, I would suggest, if possible (I’m not familiar with the aspects of modding the menus) that you try and change the menu buttons and text to be more in line with the black and grey title banner at the top of the main menu, as the blue buttons stick out against the scroll textured background and the yellow letters are also quite difficult to make out at times against that background. All in all though I think this is a solid idea for a mod/total conversion and I look forward to seeing how the mod evolves and progresses, though as I said I think that the mapping side of things needs some more work in order to keep up with the grand scope of such a mod. Keep up the good work man, I hope to see more from you and this mod soon! :) ~Nozyspy~

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89 downloads

Uploaded:09-19-2010

JAX

jax_1.02a.zip | 6.67 MB

core so its trail\'s starts out black and fades white and then fades out. [/quote] and here\'s what we got: [quote]Also, I redid the white saber with black core so its trail\'s starts out black and fades white and then fades out[/quote] So basically, we only got one third of the package, which is a real buzzkill, and the new white saber still has that stiff cornered look to the swing effects, so basically, unless you want a new white saber, nothing to see here. - Averus Retruthan

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76 downloads

Uploaded:09-06-2010

JAX

jax_plugin_v2_beta.zip | 355.54 KB

different to the food other than the packaging. While that\'s no entirely true with this file, it\'s not far off. So this mod is designed to work in tandem with JA+, and all it does at the moment is change some graphical elements. Here\'s what it alters: - New splash screen that appears when the game starts up. - New connection screen picture. - Grapple hook reskin - Main menu logo reskin - Black saber reskin - RGB core reskins All in all, it still doesn\'t really seem extreme, just like a couple changes that might or might not benefit the average user. As it stands, it\'s only worth the RGB core or the black saber reskins, though I warn you, the black saber has a bad sling blur effect, so even that could be crossed off the list if you\'re picky. This has been promised to be updated, so I guess take a look or wait until more is released o_O - Averus Retruthan

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210 downloads

Uploaded:07-05-2010

Gun Sabers

gun_sabers.zip | 384.46 KB

of .sab files and put the model paths for guns in them. This allows you to basically hit people with the following: - E-11 - Bowcaster - Heavy Repeater - Concussion Rifle - Rocket launcher - Noghri Staff However, two issues surround the entire mod. The first issue is inappropriate sounds. Basically, it's just lightsaber noises. BZZZT! The second issue? Tagging. Basically, when you're using the weapon, you're still holding it by the grip handle, and as such, it looks very awkward to swing. However, that's what you get when you just edit .sabs. You'll know if you want it. - Averus Retruthan

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209 downloads

Uploaded:07-05-2010

Chat Icon Mod

slicon.zip | 16.51 KB

suppose. As for others, well, it's really up to you if you wish to use it! As far as changes go, they changed it completely. Obviously when you're going for a unique and custom look, this is basically what you'd get. All the author really did to the chat icon was add in a logo with the clan tags and change the border of the chat icon to red. Other than that, nothing really changed. Since there is nothing else to go over for this, I'll just wrap up this review by saying that this isn't a bad chat icon if you ask me. It could use a little touching up here and there, but other than that, I think the author did a pretty swell job! All that is left to say is I hope I see more work from you, author! If you're looking for a unique chat icon or you're actually in , this is definitely worth a download. :) ~Syyrax

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1913 downloads

Uploaded:06-29-2010

Dark Force Mod 2010

darkforcemod2010_fixed.zip | 1.37 MB

match. To summarize this preface, where JA+ is to law and order, Dark Force Mod is utter chaos and destruction. Personally I feel pretty stupid for not giving this mod a chance in '07, because I was not aware just how addictingly fun this mod can be. This is essentially what one could call a "cheat mod," as the majority of its contents would be considered overpowered and wholly unbalanced in gameplay, but honestly, who cares? This thing is dedicated to 100% fun. There's a LOT of features, and to go over them all would belabor this review so badly I'd risk boring everyone out of it, so I'll just give you some examples of some of the features available: [b]New Weapons:[/b] The Tusken Sniper, Noghri Poison Stick are unlocked and fully usable, with each having their own alternate fire,(Tusken rifle empowers, stick multiplies shots like bowcaster.) Along with that, the Bryar Pistol has become something like that of a super weapon, with primary fire firing a turbolaser-esque blast, and the alternate releasing a massive nuke missle that annihilates your enemies, splattering their corpse all over the arena. [b]New Powers:[/b] Single Sabers now have [b]ALL[/b] saber stances available for your disposal. There are also several adjustments to the force powers available, such as being able to throw a staff saber with both blades on, and the ability to pop an opponent's head off with force grip. Initiating the "Quad" mode will unlock level 4 force powers, and give your melee a new fireball spell that you can hurl at opponents with extreme prejudice. And honestly, that's not all, so I recommend you take a peek at the readme, as there's A LOT to enjoy. Now, most of what I listed is older features. This 2010 version allows you to set your max health, armor, and force, AND the server's starting bodyscale. Definitely makes this mod even more insane, and a worthwhile product to look at. I implore the masses to download and enjoy this mod. At less than 1.5 MB, this mod is honestly a steal. GET IT! NOW! Fine. [b]*steals it away*[/b] No mod for you =_= [b]P.S. - Weapon in Screenshot #6 can be found here:[/b] http://jediknight3.filefront.com/file/Ashuras_E11;113591 - Averus Retruthan

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579 downloads

Uploaded:06-15-2010

ForceMod III Classic Edition

fm3ce12.zip | 119.05 MB

version.[/file] That being said, time for a quick quote from the readme as to what's changed and a little insight from a first person perspective: [b]- Corrected Gunner animations, no longer are various shooting weapons using pistol shot animations:[/b] as I alluded last time, the OJP animations Venomous Heart got were placeholders, and were thus faulty. They are not default. [b]- Corrected various shader errors with many models: [/b]Win. [b]- Modified the meditation animation from the crouching stance back to the original sitting animation:[/b] Also Win [b]- Added 2 new Melee Scale buttons in the Saberforms menus which show the variances between the different saber forms:[/b] I actually found this to be [b]incredibly[/b] informative, as it mapped out saber length, potency of each form, whether or not it was disarmable, etc. Helps gobs when you're sitting there staring at the stances with no idea what they're talking about. [b]- Added the "Quick Getting Started Section" (see below) so players can start off on the correct footing with FM3CE:[/b] Check the readme for that'n. I personally didn't need it, but it definitely gives ya some helpful tips. Welp, that about covers the changes. As it stands, I'd say the mod's at least improved, though I still loathe the spectate factor when you even so much as change your model. Other than that, not bad work, cochise. You know the drill by now. - Averus Retruthan

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1442 downloads

Uploaded:05-17-2010

ForceMod III: Classic Edition

fm3ce11.zip | 118.24 MB

glorious ForceMod III: Return of the Sith. This mod would come to prove insanely popular during its age, and its class-based combat had a little something for everybody: Gamers and RPers alike would fawn over this game for years. Then, overtime, it faded into obscurity.... until now... Introducing ForceMod III: Classic Edition, an expanded version of ForceMod III. As stated by the author: [quote]ForceMod III Classic Edition picks up where the orginal ForceMod III left off. With Azymns permission to continue the series we have incorporated many new changes in this version. This includes new animations, new menus, a completely overhauled saber form and melee selections.[/quote] Sounds like a sweet deal, doesn't it? Well, it just so happens that this deal is a bit raw, unfortunately. Here's about the only thing that makes a difference: - The menus. That's about it. It turns out the new animations came from a BETA version of the Open Jedi Project, and thus he basically got the placeholder animations. There are, in fact, new and superior animations, but looks like this new guy didn't get 'em. Basically, what this means is that every gun you fire looks like you're firing a pistol, and lemme tell ya, it looks highly undesirable, thus making the mercenary classes less appealing, which sucks, since that's half the classes there. The saber form and melee overhauls are almost purely aesthetic, taking the animations for the OJP saber system and essentially applying them with few of the additional mechanics. End result? Eh, some of the saber forms from OJP remain intact, chainability included, but honestly it was probably still better fit for OJP. There seemed a little too much work gone into prettying up the saber and form menus, which, given their design, doesn't seem to really allow much of saber selection. You're either stuck with what's on the menu, or you'll have to shoehorn your custom saber in through the console(assuming it's even possible.) As for the melee, nothing much else to speak on. The menus? Eh....you can read about them in the readme below. I guess wiht all the cute little additions it could possibly call people back to the mod for a little bit longer, but I'd fix the following: - Droideka Shield shader - Get the newer gun animations. - If the options open, get a saber menu that permits selection of custom sabers. Get those fixed, n' methinks you may yet save this. Otherwise, it just seems like adding a spoiler to a car: Makes the product prettier, but that's about it. Y'all are welcome to give it a shot. It might inspire a bit of interest in FM3 once more. - Averus Retruthan

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332 downloads

Uploaded:02-17-2010

Simple Anti-Cheat (SAC)

1.0_simple_anticheat_sac.zip | 1.06 MB

author was even nice enough to include a description that turns out to be better than one that I could write: [quote]Simple Anti-Cheat (SAC) only has a single goal - Provide a reliable way to prevent players from downloading known hacks to gain an unfair advantage over other players. In no way is this project focussed on preventing any and every way of cheating, however the goal is to keep on top of public and private cheats (circulating in closed player groups). This means that the common player who is looking for a quick download to gain supernatural abilities will be having a hard time. + SACClient.zip - For clients to play on a protected server. + SACServer.zip - For server owners who like to protect it. + SACOptional.pk3 - To display which servers are protected.[/quote] The two .zip files contain additional information about what they contain. As far as last contributions go, this is a good one. Unfortunately, the files may be flagged as malware, but I have been assured that they are clean and flagged only because the anti-virus software does not know what to make of the files. That being said, give this a download!

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68 downloads

Uploaded:08-02-2009

Equal Saber Mod

equal_saber_mod.zip | 615.59 KB

longer or shorter blade. While some of the larger or smaller handles may be more visually appealing, the blade difference is ever so slight. The difference seems to be in the base of the blade, closer to the hilt. This mod removes any kind of issues by standardizing all of the single and staff hilts to use identicle lightsabers with identical form and function. The author states several times that this is a server-side only mod, and you might experience issues playing with this locally. Additionally, he has included distro's for JA+ as well as base JKA. I don't have my own server avaliable, so I wasn't able to test it myself, but I only see problems arising if you happen to use [file="19973"]something wierd[/file]. Overall, a good idea for the argument of fairness. Everyone can use whatever hilt they wish locally without any sort of unfair advantage. -Sared New sounds: No New textures: No New scripts: Yes Overall rating: eight out of ten milkshakes.

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146 downloads

Uploaded:03-15-2009

Dyno Hud

78dyno_hud_jk3.zip | 3.78 KB

and moved them to the middle, and connected them to create one big HUD. You'll notice that the author didn't really change the appearance at all. Although, he did remove the big design parts (Couldn't think of what to call them) around the actual HUD. Overall, this isn't a bad modification. If you're tired of having both of your HUD's at the far ends of your screen and want a change, this modification is for you. This is definitely worth a download if you enjoy HUD modifications. ~Syyrax

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1106 downloads

Uploaded:09-11-2008

Ultra Utility Reskin

ultra_utility_reskin.zip | 11.17 MB

submitting this. :D I will admit, this is a first: A mod based off of the Boba's UU. There are many sides to this mod, so I'll break it down into a list. [b]Loading Screens[/b] The MP loading screen and the startup screen now feature the words "Ultra Utility", the UU symbol, or both, and have a rather strange background. It looks like cyan lights shining all over the place to me, maybe someone else can give it a proper name. The loading bar now features two UU symbols at either end, with "UU" in the center. [b]Hud[/b] The hud is on a similar line as the loading screens, warped cyan lights, the UU symbol, and the words "Ultra Utility". The armor meter is now white, with the force mana meter green. [b]In-game Menu[/b] The menu parts are now a darkish teal color, with a few bars turned purple. There aren't any other differences here, so I'll move on. [b]Console[/b] The console now features faint text in the center, scrolling down (text moving upwards), and reading "Ultra Utility". The UU symbol now replaces the stars, and does something very interesting. It [i]warps[/i] around as if it was being seen in a mirror that was bending this way and that. Oh, and the whole thing is see-through. [b]Cursor[/b] The cursor is now teal, and does something I wasn't expecting when I first looked at this mod. The main cursor is normal, while a second cursor rotates around a point behind the main cursor, resulting in a very cool effect. [b]Chat Icon[/b] The chat icon is now the UU symbol. Simple and nice. [b]Main Menu[/b] Now this is a menu to be proud of. Following a similar theme, the background is now very fancy, warped cyan lights. In the center, the UU symbol expands and shrinks, while becoming brighter and darker at the same time. At the top, We now see "BobaFett's Ultra Utility". The buttons are the most interesting part: They've all been shifted to the left side, and positioned in a column. Very nice indeed. There are a few UU symbols and whatnot scattered about here and there, but that's it. In all, a mod with clear signs of effort put into it. But there is still work to be done, as the author said. And now, for some advice: Make two versions, one with all the UU references in it, and one without. That way, people have the option to use the awesome artistic sides of this mod without having to be bombarded with UU references. ~Crazy

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206 downloads

Uploaded:03-10-2008

JAWA IN MP WITH HUGE-O SABER

jawa_in_mp_and_saber_mod.zip | 10.13 MB

only four different skins, but 31 npcs of various jawas. Why, I have no idea. But here they are. And they look bad. We have the \"medic\" jawa, which is your standard jawa with some gray paintbucketed flap and Paint-style airbrushed red lines, there\'s the \"thief\" jawa, which is simply black, there\'s the \"savage\" jawa, which you all probably know and then there\'s the \"wild\" jawa, which is the worst of the lot. It\'s got various colors simply scribbled all over it with no thought to form. There\'s also an extra .pk3 with a white saber blade (replaces the purple blade and looks no better than the jawas) and an extra large staff saber. Why anyone would want this, I don\'t know. But if this strikes a chord of liking in you, who am I to stop you from getting it? - Jose [b]Bot support:[/b] Aye [b]Npc support:[/b] 31 [b]Team support:[/b] Yup [b]New sounds:[/b] No

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373 downloads

Uploaded:02-23-2008

Stalax v0.0.8 DailyBuild

stalax008daily220208.zip | 1.79 MB

allows you to use the TLC programming language (never heard of it, but that doesn't mean much) instead of the default language the game was programmed in. I suspect it's not really what we're used to when it comes to coding for Jedi Academy, as it seems these changes are run by scripts separated from the regular game materials, but this potentially could make things easier for everyone. I thought I'd leave the videos he's linked to, to help give a better idea of what this mod can do: [quote]Guided Missile (With camera in it!) : Sourcecode : http://www.stalax.net/doku.php/downloads:serverscripts:guidedmissile http://youtube.com/watch?v=H4JB5yCgGOs Planting/Defusing a bomb : http://youtube.com/watch?v=BwQ1Zq1D7WI http://youtube.com/watch?v=Vh_QH5zXEXc Fly without wings........ : http://youtube.com/watch?v=yZE8EK8HGq0 Control a NPC, protect it, and make it come back to it's default position : http://youtube.com/watch?v=FiM84fXYfeE Making a client side plugin, with the LMenu feature, to limit the console usage Smile [url]http://youtube.com/watch?v=ApbuKKe16jw[/url][/quote]Coders/scripters give it a try! Remember to report any bugs you might find with this so the author can improve his work. ~Inyri

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71 downloads

Uploaded:02-18-2008

JKALua version 1.0 Beta.

jkaluav1.zip | 1.47 MB

them enjoying it that much. Basically, from what I\'m interpreting from this mod is the ability to run LUA scripts that you create. Suffice to say, I took a brief peek into the constants, parameters, and functions...not much there to be creative with. For the average consumer, one would get what the author deems an \"instagib\" script. Truth is, it\'s not even remotely close. Basically, I found that the author basically took the hit impact effects of the fully charged scope mode of the disruptor, and applied it to every weapon. How do I know this? Well it becomes blatantly obvious when you simply point your reticle at your target and hit the button. BAM. Instant death, like when my servants jump out the window for displeasing me. The bolt doesn\'t even HIT the target hitbox. Plus, if you have max everything, it\'d take two hits. In conclusion, I believe that this is a very rough beta, and you should put a lot more work into it, so that it may come off with more appeal to the masses. This would confuse more than entertain.. However, time and effort may disprove me in the future. Give it a look through =_= - Averus Retruthan

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1660 downloads

Uploaded:03-06-2007

Clan Mod

cm_v1.08fixed_fullpackage.zip | 16.51 MB

http://roarclan.vault.ign.com//forums/ [quote]Finally, we have a good administration mod that isn't JA+ or lugormod. Presenting, Clan Mod! The new, and improved Jedi Academy administration mod. For Clan Mod, the goal is security, and as such, it differs from those other mods slightly. I will first point out the things that this has fixed that JA+ doesn't have. First off, it has flood protection on by default! Mind you, this is not the regular This means that nobody can make you crash by spamming you with messages. But, you can crash yourself. So have fun with that. There is also improved chat protection! This was actually one of the first things that I tested. While in JA+ you can kill someone who is in chat and has absorb, or another light side power, you cannot do that in this mod. Chat protection is much better in this mod. It even applies in duels! So no more chatkilling! Then, there's the reworked grapple. Sure, it doesn't have it's own custom model, but it's much better. First off, there is actually an animation that is played when you throw the grapple ''hook''. And secondly, there's actually a rope sound that plays when you're throwing it! And, also, you would think that when you grapple onto someone that you would follow them, correct? In JA+, it doesn't do that. In Clan Mod, it does! Sure, there is no swinging like you're able to do in JA+, but that might come in a later release. Moving onto the next thing, Admin! now, brace yourselves, there are five levels of admin. That's right, FIVE! And they're all customisable with a nifty bitvalue generator that is included with the mod. So yay, five levels of admin to use! I know that gives clans a little more freedom with admin, so you might like that facet of this mod. Now, there aren't as many admin commands as in JA+, but I can say that they are just a potent! First off is freeze, which literally freezes your character in mid-air! There are a few commands, such as scale, which let you change the size of your model! Hm, let me think...There is also splat, which in essence slaps you into the air and then you fall and die. There's a rather funny thing that goes along with this. If you put chat up, you bounce! But you can't do anything but bounce. Another commands is /lockname, which keeps a player from changing their name. There's silence, as well as /insultsilence, where if a player tries to speak, a random, pre-set, customizable message pops up instead. Quite funny, actually. There is a command to grant admin, as well. But as far as I could tell you're only able to grant the lowest level of admin. There are emotes, but there aren't as many as in JA+, thankfully. The few that there are just taken from regualr Jedi Academy. Oh! One of the things that a lot of you people will LOVE is the auto chat color option. What does this mean, you ask? You set a color, and all your chat comes out in that color! And among other things in this mod, you have a black saber, which isn't really black, it has a white core and a black edge. I think it looks cool. There is also the pimp saber from the OJP project, which goes through all of the saber colors, which is cool. There is also RGB saber and character support! Okay, now onto the actual clan part of the clan mod. So know how people always have their clan information in the message of the day? Well, this mod gives another outlet for that. There's a clan section for the mod, that takes up a spot on the menu bar. It contains the clans name, initials, recruiting status, whether they lame or not, as well as other information, so you can start putting different stuff in the message of the day! Also, now you don't have to wear those cumbersome clan tags! Clan mod has a slot just for your clan! So your name can go without the clan tags now! There's also a clan member login! However, there currently isn't clan tag protection, but we can look forward to it in the next version! Am I done? No. There are now four, count them, FOUR, duel types. There is melee dueling, full force dueling, training duels, and regular duels. Melee duels are just what you think, melee duels, you get 200 health and your fists. Can anyone say: ''Boxing match?''. I'm sure you all know what a full force duel is. So I won't explain what that is. The next one is the training duel. You take no damage in this duel type. None. It's meant for training. But, you can end it whenever you want. And now for the best part, this mod is server side! You don't need it to play on a server that has it! However, most of the things, such as the clan menu, you can't see without the add-on. And fortunately, It's included in the download! Both server and client versions for this mod are included in the download! And wait, that's not all! The Linux version is also included! I hope that this mod comes to replace JA+, or at least be put up onto many servers. I have had a couple of people come onto a server that I hosted, and they all liked the mod! I would just like to say that this is an excellent mod. ~Zach[/quote]

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3429 downloads

Uploaded:01-22-2007

Dark Force Mod Final (Fixed)

dark_force_mod_25_fixed.zip | 1.29 MB

changes. And, since this includes the mod itself, here's the review I wrote for the last release: [quote]It's that time again! Yep, another version of the Dark Force Mod has been released. According to the author, this is the final version, but I could have sworn I have heard that before... Anyway, since not much has changed since the previous version, I will just give you a link to it and quote the changes from the readme. Dark Force Mod v24.3 Review Quote:-Fixed bug: Bot kata doesnt work on v.24.3, (even for kate_walker), now all bot can do. -Fixed bug: Jetpack gravity are too low, makes it difficult to have air control. -Fixed bug: Bot does taunting too much in battle, now addded flow control. -Fixed bug: Weapon charging time exceeding limit which is wasting ammo. -Fixed bug: Magic Melee (quad mode melee) is too weak, this should be powerfull. -Removing singleplayer extra at v.24.3, it's useless and wasting space frown -Compressing .dll file by removing garbage code to reduce .pk3 file size. Go ahead and give this mod a try if you haven't before. If you have, here's another update. Share and enjoy! stick out tongue [/quote]

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224 downloads

Uploaded:01-19-2007

Instagib-IV

instagibiv_0.2.5.0jkalinx.zip | 796.87 KB

This is actually the linux server client. The mod itself is serverside, so you only need this if you want your own server. And now, so I don’t cover what’s already been covered, here’s the old readme. [quote] Who likes InstaGib? I do! And here we have another InstaGib mod from DeathSpike, the creator of DS-Online. As some of you may or may not know, InstaGib is a game mode where you basically have a sniper/energy weapon with infinite ammunition, where one hit is a kill. That’s what this mod is. You spawn with the disruptor, with infinite ammo and force. The force is supposed to be limited, or that’s at least what I gathered when I tried to use force speed. That said, I found it strange that the Desann bots I put onto my server used Force Lightning. Anyways, that’s not the important thing. The biggest thing is that I had fun. This mod makes use of Unlagged, which will aid players with high pings. Basically it just removes the lag so you can point and shoot at someone without having to lead off. It took a few seconds to get used to, but after that it gets fun. Play JK2? Like InstaGib? If so, then download this! [/quote] ~Zach

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603 downloads

Uploaded:01-19-2007

Instagib-IV

instagibiv_0.2.5.0jkawins.zip | 584.25 KB

This is actually the windows server client. The mod itself is serverside, so you only need this if you want your own server. And now, so I don’t cover what’s already been covered, here’s the old readme. [quote] Who likes InstaGib? I do! And here we have another InstaGib mod from DeathSpike, the creator of DS-Online. As some of you may or may not know, InstaGib is a game mode where you basically have a sniper/energy weapon with infinite ammunition, where one hit is a kill. That’s what this mod is. You spawn with the disruptor, with infinite ammo and force. The force is supposed to be limited, or that’s at least what I gathered when I tried to use force speed. That said, I found it strange that the Desann bots I put onto my server used Force Lightning. Anyways, that’s not the important thing. The biggest thing is that I had fun. This mod makes use of Unlagged, which will aid players with high pings. Basically it just removes the lag so you can point and shoot at someone without having to lead off. It took a few seconds to get used to, but after that it gets fun. Play JK2? Like InstaGib? If so, then download this! [/quote] ~Zach

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2384 downloads

Uploaded:01-17-2007

Dark Force Mod

dark_force_mod_25.zip | 1.29 MB

since not much has changed since the previous version, I will just give you a link to it and quote the changes from the readme. [url=http://jediknight2.filefront.com/file/Dark_Force_Mod;74048]Dark Force Mod v24.3[/url] Review [quote]-Fixed bug: Bot kata doesnt work on v.24.3, (even for kate_walker), now all bot can do. -Fixed bug: Jetpack gravity are too low, makes it difficult to have air control. -Fixed bug: Bot does taunting too much in battle, now addded flow control. -Fixed bug: Weapon charging time exceeding limit which is wasting ammo. -Fixed bug: Magic Melee (quad mode melee) is too weak, this should be powerfull. -Removing singleplayer extra at v.24.3, it's useless and wasting space :( -Compressing .dll file by removing garbage code to reduce .pk3 file size.[/quote] Go ahead and give this mod a try if you haven't before. If you have, here's another update. Share and enjoy! :p

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1502 downloads

Uploaded:01-07-2007

Jedi Academy Empire Mod

jaemod1.01.zip | 1.5 MB

watching* [img]http://forums.filefront.com/images/smilies/eekx.gif[/img] [b]ITWASN'TMEIDIDN'TDOITNOBODYSAWMEDOITYOUCAN'TPROVEANYTHING![/b] Well, anyway, as you've probably guessed, this is an update for JAE. It adds several new features, most of which serve to drag this mod even further ahead of the other mods. New features in this upgrade, as well as my opinions on them: * Refactored some code having to do with the saber damage cvars. I'm not entirely sure what changes have been done with this, but no one, I repeat, [i]no one[/i] should really be messing with saber damages anyway. It does far more harm than good. * Linux Makefile has been revamped to mirror the one originally created by Raven Software. Raven Makefile is also included with the source code. To be honest, I have never had any problems with the last version of the mod that I could blame on the Makefile, but it's nice to know that it's more in-line with the original stuff. * Project has been upgraded to compile in Visual Studio 2005. VS 2002 and 2003 projects still exist. This really won't matter to the average gamer, but I've experimented with the source a little bit, and let me tell you, it was a pain in the butt compiling it. For all you mod developers out there who've used JAE's source, and who use VS2005 exclusively, this will be a BIG help to you. * Over 10 new bugfixes applied from authors in LucasForums. Author credit is commented in the code. Sadly, there are no details on what these bugfixes are, and to be honest I haven't the time nor capability to raid the source and find out right now. * New emsit4, emsit5, and emsit6 emotes so you can sit proper in those chairs. That is a total of 20 emotes in all. Now, this is something that always used to bug me when taking screenshots or doing movies - you could never sit in the damn chairs! Now, you can. Woot. JAE's collection of emotes is increasing, but thankfully there are no more emotes than necessary. * New g_mPSayMode CVar to control the location of the private chat messages. * New Cvar g_mBanFile to signify the name of the file you want to save the banned IP addresses in. Now, you may be asking why I pasted these two together. The reason for this is that if you [i]ever[/i] needed a reason to get JAE, these would be the icing on the cake. People who run busy servers and organise events will know that it's a pain banning someone from just one certain event, because they would be banned from all the others, too. Now, it's much easier to manage your banlists without having to play around with renaming and FTP. The private chat messages is very useful for server admins, since the chat buffer is so small and it's so easy to miss /tell messages - now, however, you can split it so that the usually uninteresting public chat is in one location, and the potentially important /tell messages are somewhere more noticable. Two [i]very[/i] helpful CVARs for server admins - I know I certainly needed these at various points in the past. * New CVars g_mDuelTimer and g_mDuelTimerWait to control the waiting period a client needs to wait between another private duel. Now, personally, I'd have no use for this, but I can think of scenarios where it would come in extremely useful (tournaments being the first one). * Re-added g_mSaberDMGIdle and g_mSaberDMGThrow CVars to better control the saber system should it deviate from basejk. I'm neutral on this. Sure, it has some good uses, but most likely some irresponsible people will just use it to nerf the game down. There are good points, there are bad points. Make your own minds up. * New warning system based on the idea introduced by MultiPlayer Xtra mod. I remember MultiPlayer Xtra, and the only warning systems I ever saw in it were the clan tag ones, but still, it's very nifty and it allows admins to concentrate on enjoying the game rather than yelling at people. Well, there's the new features and fixes. Details were kinda sketchy in the readme, and like I said, I couldn't raid through the code for various reasons. Still, this mod is a far better alternative to JA+, on account of the fact that it preserves the gameplay of Jedi Academy (albeit with the bugs ironed out) - meaning it's a perfect choice for people who run a server and want to play Jedi Academy, instead of "Sesame Street with Lightsabers". For you server owners out there, this is a recommended mod, and I highly suggest that you give it a try. Should you refuse, then just remember.... Elmo knows where you live! ~ Kouen

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2055 downloads

Uploaded:12-24-2006

Dark Force Mod

dark_force_mod_24_3.zip | 1.34 MB

better as it goes along. This one, as with the previous version, is lacking a strange and unique title. Not important, but just something I thought I would mention. :p Anyway, since there were not a lot of changes from the previous version, I\'ll just give you the review to [url=http://jediknight2.filefront.com/file/Glory_Of_The_Sith_Dark_Force_Mod;65839]the Glory of the Sith (v1.6)[/url] review, and list the changes from the previous version to this version, quoted from the readme: [quote] 1. Bot special attack Previously all bot can do saber kata attack, but realize it just wasting bot think-time used for it. So i decided from now on, only 3 special bot can do kata : Kate_Walker, Jaden_Korr, and Jane_Swarbreck. Others bot are no longer allowed to do this special attack. However i\'m still allowed the kick attack. 2. Noghri Stick The previous arc used for noghri alt-fire are to wide (about 50 degree). This is causing the missile spread too far from the target. So i decide to reduce it at 30 degree in cost of the missile now can only charged up to 3 smoke missile. Don\'t worry this is more efficient way and make this weapon shot more accurate. 3. New npc : stboss A stomtrooper commander that use concussion rifle and have 1000 health. They are fun used for bot killer. I always play with them, spawning as much i like at some spot, this npc will waiting bot to respawn near of them and then shot them out! Type \"npc spawn stboss\" to spawn it. Use notarget cheat if you dont want to deal with them. 4. Extra bonus singleplayer Because this mod shared game source with singleplayer, there is some bonus you get : 4.a. Extra Sword & Saber hilt are available. Start a new singleplayer game, when you comes to saber hilt selection menu, scroll down to the end, you will find new hilt are available for you. They are sword and saber that is used in multiplayer part of dark force mod, such as \"Sword of Earth\", \"Mightiness Scepter\", \"Saber of Ice\", \"Saber of Wind\", and etc. 4.b. Full saber dismemberment. Cutting off head, waist, arm, and legs are always happen. You even see the special \"Right hand chopped off\" animation when your saber accurately cut off enemies right arms. 4.c. Unlimited force power (cheat) Type \"playermodel nico_collard\" then you will changed into dark force mod strongest npc multiplayer. You get 999 force power, auto defend from force grip attack, can control enemy body using force telepathy, and bigger playermodel. However, because she is set as \"killer npc\" or dark jedi, you must type in cheat: \"playerteam player\" to make you in light side, otherwise your ally (jedi, kyle etc.) will trying to murder you.[/quote] If you enjoyed previous versions of this mod, go ahead and give this version a try. If you did not like previous versions, I\'d suggest giving this version a try anyway, since a lot has changed. I personally have enjoyed this series of mods.

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630 downloads

Uploaded:11-26-2006

Dark Force Mod

dark_force_mod_24_2.zip | 1.33 MB

review here, since it just adds on to previous versions of this mod, so here is a previous review: [url=http://jediknight2.filefront.com/file/Glory_Of_The_Sith_Dark_Force_Mod;65839]Glory of the Sith (v.16) review[/url]. All I am going to do is tell you the changed from the previous version, quoted from the readme: [quote]a. Gibs (Gratuitous dismemberment) mode enabled -> This mode was designed for siege but not implemented. -> This mode causing all weapon can do dismemberment (cutting off body like saber) -> Now everytime you take down enemy, your weapon will do the special dismemberment. b. Two handed force drain enabled Like force lightning, you can do two-handed drain by selecting weapon melee or turn off your saber. Two handed force attack (either lightning or drain) are doing twice damage power than normal. c. Smile face animation enabled. The idea is coming from singleplayer game where our player model can make smile face rather than frown You might not considered from back, just use command "cg_thirdpersonangle 180" to rotate the camera, and type "reset cg_thirdpersonangle" to restore back. Not a usefull feature for a combat game like jedi academy, but slightly nice seeing the smile. d. Faster rocket lock -> Only need 1 second to lock on your enemy with rocket launcher, also longer target-lock range too. e. Fast disruptor zoom lock -> Cap off the zoom time with disruptor as faster as singleplayer game. f. Fixed bug : corpse being tortured by elevator Dark force mod enable corpse torturing, but when the torture is coming from the world entities like elevator, it just wasting memory, so the corpse will then be disintegrated rather than looping the elevator crush damage. g. Quad Mode gravity People in quad mode are more lighter their weight rather than normal, they have low gravity (50%) They can jump in air while normal people must jump from surface. h. Fixed some minor bug.[/quote] So, if you enjoyed the previous versions of this mod, give this a download, and enjoy the updated version.

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547 downloads

Uploaded:11-10-2006

Instagib Mod

instagib.zip | 776.87 KB

is sped up, but I still think it would have been more fun with more than one gun. I mean you could include the e11 and pistol can\'t you? I\'d figure it\'s not that bad of a factor to include. Oh well, overall this mod is very simple. If you\'re into high speed sniper death matches, this is definitely your cup of acid. DRINK IT AND OFFER YOUR BANDWIDTH - Averus Retruthan

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305 downloads

Uploaded:11-07-2006

Na Tian Wan Sang Yi Jian Ni

dark_force_mod_24.zip | 1.34 MB

the previous mods, so here are some reviews of the previous versions. Love Path (v.11) review and Glory of the Sith (v.16) review All I\'m going to do is tell you what changes have been wrought in this version, quoted from the readme. [quote] 1. Author Note about DFM v.24 This project were too big as i working alone, i was planned to stop the update after v.23 but there is some bug i need to remove with this update. Okay here is list of bug fixed by this update : -Fixed bug that disallow activating cloak device (inventory item) -Fixed bug that makes corpse talking when being pushed (with force push) -Fixed bug that not giving you a free sentry gun (while other inventory gotten directly when spawn) -Fixed force lightning electrocuted death-throw effect (duel master windu vs palpatine style effect) -Updated previous feature, please read the feature description for details. Again, hopefully this will be the dark force mod last update, im tired, it just a game anyway, right? Thanks for using dark force mod.[/quote] So if you liked the Dark Force mod, then download this! ~Zach

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569 downloads

Uploaded:10-24-2006

Cai Chien Wo Te Ai Ren

dark_force_mod_23.zip | 1.35 MB

previous mods, so here are some reviews of the previous versions. Love Path (v.11) review and Glory of the Sith (v.16) review All I\'m going to do is tell you what changes have been wrought in this version, quoted from the readme. [quote] -------------------------------------------------------- Dark Force Mod v.23 update -------------------------------------------------------- 1. SP Style Jetpack! Flying as fast and smoother as singleplayer game with jetpack, The movement command still the same with some modification : To start jetpack : press jump and button use To fly around : press arrow button in direction To fly up : press jump To fly down : press crouch To stop jetpack : press button use * adding boba_fett jetpack sound + animation. 2. Heavy Melee enabled! This was for siege combat (chewbacca fist), but now you will get it in normal game. Heavy melee is a claw-punch weapon that does dismemberment and can destroy wall on siege. This heavy melee replace the normal melee you got. (adding claw :-) 3. Miscellanous -You get all weapon + inventory when spawn (to test out your new jetpack :-) -Sniper mode with binoculars : previously you can zoom in with disruptor to aim the target, now you can aim your target with non disruptor by using binoculars when targeting the enemy, as i have increasing the binocular zoom :-) -Smoother force offense (grip/drain/lightning) transition animation while holding non-saber -Unlimited jetpack flying time (i was want to give 999 fuel, but then why bother? just give it unlimited :-) -Unlimited saber throw range (i need this to attack far away enemy :-) -Fixed bug in v.22 that makes force push level 4 are slower than level 3, in this DF mod v.23 we fixed it. -Real flying mode for force jump level 4 (quad mode) : whenever you press jump, either in falling accidentally or releasing jump button in the air, you will re-jump (flying again). -Hacked turret G2 turbo, turret is weapon owned by map itself, like you can find on siege hoth. Now you can deflect that nasty weapon with your saber or ignore it with notarget command. -One hit kill cheat for people in Undying mode (10 times more damage, either in force or weapon attack) -No falling to death for human! Because you already have FREE jetpack! so if you falling and stuck, just use the jetpack to flying to the top of the combat arena. (seems fair :-) -Fixed some minor bug (movement, animation, etc. (not so important, but i do care about quality!) .[/quote] While some might find this mod fun, others may not like it. When I reviewed Love Path I found it to be fun, but that was me. Download if you liked the other versions. :) ~Zach

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677 downloads

Uploaded:09-29-2006

New Jedi Advance

dark_force_mod_22.zip | 1.37 MB

mods, so here are some reviews of the previous versions. Love Path (v.11) review and Glory of the Sith (v.16) review All I\'m going to do is tell you what changes have been wrought in this version, quoted from the readme. [quote]-------------------------------------------------------- Dark Force Mod v.22 update -------------------------------------------------------- This is the update request i receive from people who emailed me : - Kyle Boss grab-punch (melee attack by pressing attack+alt-attack button) fixed range distance. - Removed big player model by default, since its causing bad shot-accuracy. (become optional/cheat) - Optional big player model (on respawn) by set \'g_forceRegenTime 1\', set it to \'0\' to restore back. - Big player model attack power multiplied by 255, since it also give you 255 HP & force. - Undying mode attack power multiplied by 999, since it also give you 999 HP & force. - Not allowed roll/quick-getup when dont have force jump. - Fixed various minor bug from previous feature. [/quote] While some might find this mod fun, others may not like it. When I reviewed Love Path I found it to be fun, but that was me. Download if you liked the other versions. :) ~Zach

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306 downloads

Uploaded:09-18-2006

Romantic Tryst in the Crowd

dark_force_mod_21.zip | 1.39 MB

the previous mods, so here are some reviews of the previous versions. Love Path (v.11) review and Glory of the Sith (v.16) review All I\'m going to do is tell you what changes have been wrought in this version, quoted from the readme. [quote]-------------------------------------------------------- New Feature in version 21th -------------------------------------------------------- 1. Saber PUll Attack Remember the singleplayer game final battle when you choose dark side and you have to face kyle, Kyle can pull your saber with his force pull level 4, that\'s what you get too if you use quad mode, With quad mode you can pull enemies saber. Note : you cannot pull saber from people using quad mode, such as bot Kate_Walker and npc Nico_Collard. 2. Air jump level 4 Player with quad mode can jump multiple times in the air. Normally if we release jump button in the air, we are going down and can\'t jump again until we land, but quad mode allows you to press jump again to make you going up after releasing jump button in the air. 3. Lightning/Flame thrower two-handed effect Previously the two-handed lightning or flame thrower only play the effect for the right hand bolt, Now we fix it, left bolt of your hand will also play the effect, make it more realistic. Note : flame thrower is transformed-lightning for quad mode (it has more power than lightning). 4. Poisonous Noghri Stick Previously this weapon just like repeater splash, the damage can be reduced by armor, but it doesn\'t make sense because this is poison smoke projectile. (like what you see in singleplayer game) Now this weapon works like SP, has small damage but it\'s a poison smoke that cannot be absorbed by armor, You can always push the smoke projectile using force push. 5. Miscellanous. -Fixed force protect. Previously it still absorb force based attack, this should not allowed, force attack must be neutralized using force absorb. -Some minor bugs/features fixed/added (see the old feature below) [/quote] While some might find this mod fun, others may not like it. When I reviewed Love Path I found it to be fun, but that was me. Download if you liked the other versions. :) ~Zach

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159 downloads

Uploaded:09-05-2006

Moon Represents My Heart

dark_force_mod_20_updated.zip | 1.4 MB

previous mods, so here are some reviews of the previous versions. Love Path (v.11) review and Glory of the Sith (v.16) review All I'm going to do is tell you what changes have been wrought in this version, quoted from the readme. [quote]-------------------------------------------------------- New Feature in version 20th -------------------------------------------------------- 1. Fixed force protect If you pay attention to how this force work, it seems not work as its described in force rules. This force sometimes did not reduce the damage what it should be. Now we fix it already!! Force protect update : rules : protect against damage from physical and energy and projectile based attacks, but NOT from force based attacks. duration : 20 seconds for all level -level 1, 40% Damage blocked, but not from Force based attacks -level 2, 50% Damage blocked, but not from Force based attacks -level 3, 60% Damage blocked, but not from Force based attacks -level 4, 70% Damage blocked, but not from Force based attacks NOTE : force based attack (grip, drain, lightning) can only neutralized using force absorb 2. Singleplayer Undying mode This mode works just like SP, now its giving you 999 health, 999 armor and 999 force NOTE : the amount of force meter might not shown 999, this bug is unresolveable yet, however the force meter does not affect the actual amount of 999 force powers you have. 3. Default human health, armor and force is return to 255 Previously we using command g_forceregentime to decide how many health and power we had when spawn, this seemed like a good idea, but apparently it confuses people. So we just return it again to previous dark force mod version, defaulted to 255. 4. Do not underestimate cheap weapon Never underestimate your blaster pistol just like you never underestimate the power of the force. Alt fire power of these weapon are truly deadly in precious accuracy. These alt-fire power also aplicable for other cheap weapon, the tusken rifle. 5. Miscellanous update Fixed tusken rifle and noghri stick alt-charge effect Fixed force animation when using non saber Fixed force heal smoke effect Etc...see old features update below![/quote] While some might find this mod fun, others may not like it. When I reviewed Love Path I found it to be fun, but that was me. Download if you liked the other versions. :) ~Zach

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507 downloads

Uploaded:07-31-2006

The Great Honour

henryv17.zip | 1.22 MB

mods, so here are some reviews of the previous versions. Love Path (v.11) review and Glory of the Sith (v.16) review All I\'m going to do is tell you what changes have been wrought in this version, quoted from the readme. [quote]A. Fixed all previous feature We just realize that dark force mod was unstable without over-flow protection. List of previous feature that changed : 1. Bryar Pistol : Secondary shot changed from smart bomb to missile-torpedo (electric-bomb) No more rocket lock, because it is not efficient. Damage power reduced to ideal value, higher a bit from concussion rifle. 2. All weapon : Firing rate was too fast, so we just match it with singleplayer firing rate. Reason : too fast resulting weapons become very noisy. 3. All Force : Some dark force was over-charged, so we just match it with singleplayer power. Force grip will not kill enemy too fast, just as normal as singleplayer so we can enjoy to torture our enemy. Force jump height are restored back to previous state, player can\'t fly except in quad mode. Force drain still same, when we don\'t have force to drain then it will drain enemies health (SP rules) Force absorb balance works perfect to absorb any dark force and also force telepathy. Force absorb and protect duration is 20 second for all level Force rage duration is 10 second for all level and cannot be start if your health less than 25. 4. Quad Mode redefinition (force level 4) Quad mode is a force booster works like enlightment or force boon, except that it is maximize both dark and light force ability to higher level and boost its power to either do more damaging or absorbing force powers from level 3. However, this is cheat powerups because have unlimited time. The definition for quad mode is like this : (in C++ code) # define FORCE_LEVEL_4 (FORCE_LEVEL_3 + 1) So there is no actual level 4, it just well defined as force level 3 + booster. Force level 4 ability : FP_HEAL = same as level 3 FP_LEVITATION = can fly FP_SPEED = moving 200% FP_PUSH = push harder FP_PULL = pull harder FP_TELEPATHY = same as level 3 FP_GRIP = more damaging FP_LIGHTNING = more damaging FP_RAGE = health taken more slow FP_PROTECT = can take 800 damage point FP_ABSORB = absorbing level 3 dark force FP_TEAM_HEAL = same as level 3 FP_TEAM_FORCE = same as level 3 FP_DRAIN = drain more damage FP_SEE = longer duration FP_SABER_OFFENSE = unlimited kata-chain FP_SABER_DEFENSE = same as level 3 FP_SABERTHROW = more damaging and rotating faster. Special ability : Fire-shooter with weapon melee primary attack. Double dark-force power radius (can grip, lightning, drain from double range than normal) Force power regenerated more fast and cannot be mind-tricked. 5. Cheat-Spawn command Previously when human-player spawn, they get 255 health and force also both light and dark force ability. From this version, you won\'t get it automatically because it is moved to new console command : - g_forceregentime \"\" - set your maximum health & force when spawn. (max. is 255 and min. is 50) - setforceall3 - set all of your force powers to level 3 - setforceall2 - set all of your force powers to level 2 - setforceall1 - set all of your force powers to level 1 - setforceall0 - empty all of your force powers (except saber offense) - quad - activate/deactivate quad mode. 6. Any weapon kick ability Either we use saber or any weapon, we can do kick attack by pressing BUTTON_USE + BUTTON_ATTACK How about staff saber? same as well using this combination, if you press ALT_ATTACK your staff will be throwed. Reason of this feature : we\'re all have legs, so why can\'t we use it? B. Fixed BUG : List of bug already fixed from the previous version : 1. Error when shooting dismember bomb of bryar pistol to npc rancor Problem found : Npc rancor cannot be dismembered even by saber because the model does not support dismemberment Solution : If you shot rancor with bryar pistol, the dismemberment function will be disabled to prevent error. 2. Error when throwing saber while using offensive force Problem found : Misplaced code to put the saber-throw enabled function. Solution : Moving it from PM_Movesingle(moving handling function) to PM_Weapon(weapon handling function) 3. Bad Over-Looping force heal and rage effect. Problem found : No timer added for this effect. Solution : adding new force-timer to ensure this effect play within correct delay. C. Miscellanous testing. 1. NPC follow the leader If you spawn any non-enemy npc like kyle, luke, jedi, etc. they will following you like in singleplayer. 2. NPC walking speed fixed. In multiplayer npc walking very slow and almost at zero-speed. In this mod they can walk normally. 3. Unfreeze npc Kyle Originally when we spawn npc kyle, he is freezed as cinematic entity. In this mod he is unfreezed. 4. Jetpack ground distance Originally jetpack hover height is counted from the base of the map floor and that makes glitch when moving from edge to edge. In this mod jetpack hover height is counted from gravity making it fly more high. 5. Falling death removed for human. We using gravity damage scale to decide wether you dead or alive on floor impact. More high the ground distance, more damage are taken. Falling to death only applicable for bot & npc. However you could get stuck if you still alive after falling but can\'t jump up over the top again, unless using cheat noclip or quad mode on to fly.[/quote] While some might find this mod fun, others may not like it. When I reviewed Love Path I found it to be fun, but that was me. Download if you liked the other versions. :) ~Zach

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278 downloads

Uploaded:07-30-2006

Siege Models Replacement

siege_models_replacement.zip | 4 MB

aren\'t base models. I know I\'m suppose to review this file, but I feel like I\'d be wasting my time telling you which models are replaced by which, when the screenshots do that for you. And, that\'s A LOT of typing. So let\'s have a little chit chat. .. How are you doing? Me? I\'m doing fine.. Ok, I can see myself being fired in two seconds, so let\'s wrap this up. Well, I personally like my siege models, so this one isn\'t for me. But it may be for you! If you want your current siege models replaced with the ones in the screenshots below, then download this mod. -Linky.

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1249 downloads

Uploaded:07-07-2006

Glory Of The Sith - Dark Force Mod

glory_of_the_sith.zip | 1.18 MB

I go in-depth into this mod, I\'ll come dangerously close to flaming. The only real good thing I can find, is that it adjusts the scoring penalty system to be a bit more severe on teamkillers, and more rewarding for those who partake in teamwork. The AI is a bit more intelligent too, although the rest of the mod unbalances the game so much, that it\'s impossible to tell. On the bad sides, well, just about everything else listed in the readme has some unbalancing and/or destabilizing effect on the game. Just read the readme - you\'ll pretty much see for yourself. What I will say, is this. The game has limitations for a very valid reason, and those limitations should not be completely removed. I\'m all for new content and minor changes, but when that content includes permanently having cheats enabled with no way to disable them, sabers which make the game\'s default sabers and other balanced weapons useless, and weapons so overpowered that there\'s no challenge in using any of them - first shot wins - it\'s unacceptable. Because it removes every limitation, it also removes every ounce of challenge, strategy, tactics, balance, and fun from the game. Hence, why those limitations are necessary. I now have a whole new respect for JA+. My advice is to avoid this. Rather than fix the multitudes of problems with Jedi Academy, it escalates them beyond repair, then takes everything that\'s not broken and gives it the same treatment. From a professional standpoint, I can only be thankful it\'s not serverside. Sorry if I offend anyone, but that\'s really the way it is. Just read the changes list. ~ Kouen

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4127 downloads

Uploaded:06-21-2006

Open Jedi Project

ojp_enhanced_009b.zip | 12.02 MB

trailer, including the new saber combat system. No more hack'n'slash! As the OJP team so eloquently put it, "you can't miss the difference, like you can't miss an elephant doing stunts in the zoo." OJP Enhanced v0.0.9b includes all the features of the basic release, however many new gameplay features have been added with this release, such as the enhanced combat system you have seen in the recently-released trailer. As always, OJP is a fully-playable mod in its own right, however it is also a starting place for all developers to work off of the OJP source to create their own mods. It is recommended that all users of this version of Open Jedi Project view the manual, included with the mod documentation. If you don't, you may find even the bots kicking your butt, as they should now prove to be a significant challenge! A great release once again for the hard-working OJP team! For those who haven't seen the trailer and want a peak of what they'll get before they play, please view [file="64797"]the trailer here[/file]. ~Inyri

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3397 downloads

Uploaded:05-26-2006

Clan Mod

clanmod_v1.0.zip | 5.62 MB

differs from those other mods slightly. I will first point out the things that this has fixed that JA+ doesn't have. First off, it has flood protection on by default! Mind you, this is not the regular This means that nobody can make you crash by spamming you with messages. But, you can crash yourself. So have fun with that. There is also improved chat protection! This was actually one of the first things that I tested. While in JA+ you can kill someone who is in chat and has absorb, or another light side power, you cannot do that in this mod. Chat protection is much better in this mod. It even applies in duels! So no more chatkilling! Then, there's the reworked grapple. Sure, it doesn't have it's own custom model, but it's much better. First off, there is actually an animation that is played when you throw the grapple ''hook''. And secondly, there's actually a rope sound that plays when you're throwing it! And, also, you would think that when you grapple onto someone that you would follow them, correct? In JA+, it doesn't do that. In Clan Mod, it does! Sure, there is no swinging like you're able to do in JA+, but that might come in a later release. Moving onto the next thing, Admin! now, brace yourselves, there are five levels of admin. That's right, FIVE! And they're all customisable with a nifty bitvalue generator that is included with the mod. So yay, five levels of admin to use! I know that gives clans a little more freedom with admin, so you might like that facet of this mod. Now, there aren't as many admin commands as in JA+, but I can say that they are just a potent! First off is freeze, which literally freezes your character in mid-air! There are a few commands, such as scale, which let you change the size of your model! Hm, let me think...There is also splat, which in essence slaps you into the air and then you fall and die. There's a rather funny thing that goes along with this. If you put chat up, you bounce! But you can't do anything but bounce. Another commands is /lockname, which keeps a player from changing their name. There's silence, as well as /insultsilence, where if a player tries to speak, a random, pre-set, customizable message pops up instead. Quite funny, actually. There is a command to grant admin, as well. But as far as I could tell you're only able to grant the lowest level of admin. There are emotes, but there aren't as many as in JA+, thankfully. The few that there are just taken from regualr Jedi Academy. Oh! One of the things that a lot of you people will LOVE is the auto chat color option. What does this mean, you ask? You set a color, and all your chat comes out in that color! And among other things in this mod, you have a black saber, which isn't really black, it has a white core and a black edge. I think it looks cool. There is also the pimp saber from the OJP project, which goes through all of the saber colors, which is cool. There is also RGB saber and character support! Okay, now onto the actual clan part of the clan mod. So know how people always have their clan information in the message of the day? Well, this mod gives another outlet for that. There's a clan section for the mod, that takes up a spot on the menu bar. It contains the clans name, initials, recruiting status, whether they lame or not, as well as other information, so you can start putting different stuff in the message of the day! Also, now you don't have to wear those cumbersome clan tags! Clan mod has a slot just for your clan! So your name can go without the clan tags now! There's also a clan member login! However, there currently isn't clan tag protection, but we can look forward to it in the next version! Am I done? No. There are now four, count them, FOUR, duel types. There is melee dueling, full force dueling, training duels, and regular duels. Melee duels are just what you think, melee duels, you get 200 health and your fists. Can anyone say: ''Boxing match?''. I'm sure you all know what a full force duel is. So I won't explain what that is. The next one is the training duel. You take no damage in this duel type. None. It's meant for training. But, you can end it whenever you want. And now for the best part, this mod is server side! You don't need it to play on a server that has it! However, most of the things, such as the clan menu, you can't see without the add-on. And fortunately, It's included in the download! Both server and client versions for this mod are included in the download! And wait, that's not all! The Linux version is also included! I hope that this mod comes to replace JA+, or at least be put up onto many servers. I have had a couple of people come onto a server that I hosted, and they all liked the mod! I would just like to say that this is an excellent mod. ~Zach The author has also provided MAC support separately, it has not been tested, so it is not clear if it will work or not. You can download the mac version [url=http://prdownloads.sourceforge.net/roarjk3mod/Clan_Mod_v1.0_mac.zip?download]here.[/url]

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571 downloads

Uploaded:05-02-2006

BaseJKA

basejka_1_1.zip | 1.22 MB

it should be. To quote the changes listed in the read-me: [quote]- Fixed /say command buffer overflow. - Fixed server command buffer overflow. - Fixed problems while voting in TFFA. - Fixed the black name, now ^0 makes your nick black, no more need to ^^0. - Fixed big messages color replacement bug. - Fixed the sliding while standing on top of someone. - Now taunts are allowed in all gametypes. - While dueling you can't collide with anyone outside the duel. - Multiple FFA Private Duels. - Private Duels in TFFA Allowed. - Added /announce command to enable admins to print big messages in the center of player's screens. - Added the possibility to have taunts in all gametypes.[/quote]This mod also adds several new admin cvars, in case you don't like one or more of these changes and would like to turn them off. Sounds like it could be handy for those server admins who find that mods like JA+ just change too much for their tastes. ~Inyri

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702 downloads

Uploaded:04-23-2006

Flower Heart (Dark Force Mod v.15)

flowerheart.zip | 1.18 MB

other changes (see the readme for details). This mod is designed for solo games / local host games. You can use this online but all participants must have the pk3 file for it to work. This mod has mostly enhanced the dark side force.

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1320 downloads

Uploaded:04-15-2006

Jedi Academy Empire Mod

jaemod1.0.zip | 1.44 MB

mods. It does include quite a few admin commands, usable in-game or via rcon, a small number of client commands, and of course several emotes. It certainly sounds like a very well-thought-out and useful mod, especially for those who are tired of some of the other mods that \'tweak\' the gameplay to such an extent that it is almost completely different. Here you get all the benefits of iron-fisted server control without all the junk. There\'s no way I could go into complete detail on a mod like this, because if I did I\'d just be repeating everything in the read-me. The documentation is very clearly organized and arranged into easy-to-read tables, so please check it out! That would be the read-me that [i]isn\'t[/i] posted down below, since it\'s in an HTML file for easier reading. ~Inyri

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1646 downloads

Uploaded:03-18-2006

Love Path (Dark Force Mod v.11)

love_path_dark_force_mod_v.11.zip | 1.15 MB

spawn with all force powers. It comes with four sabers, which are all pretty cool. (I like the saber of Wind, because it's a staff and I can throw it! :p All saber blades are longer. You also have a ''Quad'' command which makes your dark side force powers go up to level four, along with a very cool aura. Oooh! Aah! As a side note to the ''Quad'' command you get a similar effect when you use the Sword of Earth of the Sceptor of Mightiness. You also have a '''Battlesuit'' which looks like a bunch of shield centered around you. You also have another sheild, which is a ''Magnetic Shield" Which supposedly protects you from blasters. Did I mention that your regular shields recharge? The mod also redid the effects of the Bryar Blaster Pistol, giving its primary attack a purple bolt that makes lightning shoot all around when you hit someone, and the secondary luanches a smart bomb! Don't get too close, it'll kill you too! (Hehe I spent a lot of time launching myself around the map in undying mode using the smart bomb :cool: ) You also get the tusken sniper rifle when you spawn. You also have a higher force maximum along with a lot more health. There is unlimited chaining of saber attacks and other moves. You can also move around while doing Kata's, or even start Kata's in mid-air! There are also two new saber styles, Desann and Tavion. Henry has also modified some of the DFA's, changing it so blue stance uses the yellow stance DFA, while the Yellow DFA is totally new. Oh yea, have to include the bot, Kate_Walker. She is insanely hard. Don't try fighting her. Okay, now for a few bugs that I found. I tried using God Mode to launch myself around with the bryar, and that didn't work. The First person view is very messed up, it looks like the camera is in the player's chest. Also, if you go into third person the camera is centered on your back. You are not supposed to be able to do the staff's alternate attack (kicking) when using the Saber of Wind, but I found a way to do it anyways. :p Very good mod. I like it. Now I'm going to go put myself in undying mode and launch myself all around the map. :) If you like awesome force and or cheat mods, this is for you! ~Zach

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1992 downloads

Uploaded:02-09-2006

Sound2Vision: Dark Force Mod (9.0)

henry.zip | 1.16 MB

Oh maan, that gun so owns. And the new sounds work with it as well...it's as If I'd gone to heaven. Seriously, using it is [b]that[/b] good. Although, to put a lid on my enthusiasm, the primary fire needs some upgraded sounds as well. Anyway, the rest of the mod. You can read the readme file below for the full list of features, and there are a lot of them. I'm sure I didn't have time to try them all out, but what I found was goood. Aside from one thing. I played with a bot called Kate_Walker, and I'll be damned If I could kill her/it. I swear she's invincible. And to top that off, she runs around the level with cool glow trails and energy sparks whizzing around her. How is that fair? I wanted a cool energy aura too! :( Well, I suppose my player's default size being doubled does have its merits, such as 225HP and a hell of a lot of Force Power, but it also makes you a lot easier to hit. There are several new models/skins included also. Well, they're really only edited versions of default skins, but they look nicer, if more revealing, especially on the twilek model. Still, if that's your kind of thing. I'd rather be blasting them all with my pseudo-rocket launcher, personally, but hey, we can't have everything. The new grab move in Melee attack is also so so nice....although unfortunately the sounds don't quite fit with it. Furthermore, the dismemberments are somewhat more gruesome now. I think I sliced off Rosh's head at one point, which was extremely satisfying. Also included aside from the new weapons and 1st person view for your lightsaber are pumped-up force powers, which now extend to level 5. Basically, they’re all stronger, cooler, and with better range. I personally enjoyed the upgrades to the drain power the most. Now when you drain people, they actually lose health. That really made my day. ;) Sure, it's manic and some will inevitably look on this as 'plain stupid,' but I say to heck with them. This mod is fun, fun and more fun. Oh, and its fun. ~Szico VII~

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491 downloads

Uploaded:12-09-2005

Open Jedi Project Basic

ojp_basic_009.zip | 2.65 MB

heard of it before. Unlike many of the others, the OJP is designed to be accessible by a variety of developers, so it is fully "tweakable" to suit an individual's particular needs. So, let's get on with it. What's new this time around? Seemingly the only [i]actual[/i] new feature in 0.0.9 is an OJP Client Plugin Detection feature, which will detect whether or not you are running it on your computer. There have been several fixes, however, including a fix to a true view issue with switching models, several fixes to holstered weapons, and a fix to RBG sabers to avoid conflicts with other saber hilt and blade mods, which is always nice. For more details on these changes/fixes, and those from previous versions, check OJP_changelog.txt. So if you play OJP, make sure to get this update! And remember, if you want to use the work of the OJP team that's fine, just read the information they have provided about crediting. ~Inyri

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1919 downloads

Uploaded:06-18-2005

Tippmann A-5 Paintball mod

tippmann_a5.zip | 1.99 MB

weapons fire, but leave a pretty splat of paint on whoever, or whatever it hits. The console graphics have been changed, along with the pointer and the opening screenshot. I didnt play with this very long, since its hard to have much fun when your testing somthing by yourself, but I think I'll be talking some of my friends to getting this. This was a pretty good idea Innocent Hawk and the rest of the team, nice job! -There are seperate pk3 files which makes it easy to use what you wish. -Lizardking

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1120 downloads

Uploaded:04-01-2005

Movie Star Siege

moviestarsiege.zip | 7.27 MB

a look at the models in multiplayer. If you\'ve lost me, don\'t worry. This is, as the name suggests, a Siege mod which basically replaces old siege classes/characters with more prominent ones such as darth vader. Whilst the models/skins are not on review here, as they are from other author\'s, the mod itself has proved extremely hard to get a good look at, so I\'m going to direct you to the readme for any indepth information. However from what I did manage to try, this mod seems to work perfectly fine, and although it\'s not particularly inspiring, if you wanted to play as Darth in Siege, well, this is for you. The Han Solo models/skins aren\'t as high quality as the Darth Vader, by Mars Marshall, but it has the general appearence of him. So yeah, If you\'re a siege player (which I confess I have only played once ) and you want a new character, have a look. Oh, all the skins/models here are available in multiplayer as well as siege, so If you have the individual pk3 files for these models, you will need to remove them :) ~Szico VII~

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3882 downloads

Uploaded:03-08-2005

DOA Mod

doa_mod.zip | 6.48 MB

readme explains what each gun does and how it works etc. Quite alot of changes of how the guns work from basejka. They use no ammo, force powers do not really affect gun power now and you can roll with guns too. I love these changes and there\'s a load more. The guns themselves are awesome, I love the Jukebox of doom, it is the wookiee bowcaster but 10 times uberly better, when it charges if plays music (If you\'ve ever played the map ‘the academy’, it\'s the music from the cantina) Some guns pack more of a punch than others and the saber is basically crap now. Another thing that makes this mod unique is the death and entrance lines. For example when someone kills me with a saber it\'d say \'Rink was noobed\' some of them are just hilarious. I found no bugs, that’s great too. To get the most out of this mod you have to play it with some people, I guarantee you will have a great time if you like a decent shoot out with players, I even had a good time playing with my Bot buddies lol. Download this and try it out! -Rink //I am so sorry barada for the extremely slow upload time, there was alot of confusion going on in the inbox and there\'s about 3 versions of this gettings reviewed in the processing folder, so I\'ve quickly reviewed this and posted it before more delay//

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2737 downloads

Uploaded:02-16-2005

Open Wound Mod

openwound_v1.zip | 132.84 KB

Not very convincing that you just slashed someone\'s flesh with a laser, is it? Well, this mod will fix that. It\'s not a blood mod, but rather an open wound mod. Stab someone with your saber with this mod and you\'ll see a gory wound instead. ~AmosMagee

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3633 downloads

Uploaded:02-08-2005

Jedi Academy Reloaded 1.4

jar_1.4.zip | 1.48 MB

in our community, but there are people who like mods like this to control their servers. So let\'s try to keep the comments civil. There\'s no need to get into arguments about mods like this. :P ~AmosMagee

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5786 downloads

Uploaded:01-20-2005

Old School Mod

oldschool.zip | 36.53 MB

[quote] Features: - powered completely by Razor Ace\'s OJP Basic mod for the base, includes advanced bots, highly improved scripting, better vehicle codes, a coop mode, advanced ai for npcs, an admin system, and sooo much more. More info can be found at http://ojp.jediknight.net/ - new effects created by various modders listed in the effectsreadme - flip kick from jedi outcast is enabled (thanks to Master Hex for his help) - various gun changes such as increased projectile speeds and damage, charging time for pea shooter, think time for alternate rockets - now lightsaber isn\'t the only dismembering weapon as the golan arms, alternate fire of concussion rifle, alternate repeater fire, and the various explosives will now dismember body parts - force seeing 2 dodges sniper shots and alternate conc rifle shots like in single player while level 3 displays health of opponent or ally - completely redone swoop handling and effects and will now go up higher steeps and hover over water with right effects - super dismemberment (every limb torn off and blown apart) by powerful weapons such as rockets and det packs (thanks to Wudan for all the help with this, he pretty much coded this in) - new force speed with shortened duration but greater effects including lengthened wallruns and shaolin water surface run - team heal and team energize are gone , but force heal and force drain will do team heal and team energize respectively when at full health - added Jedi Master mode from jo, and cty can be reached via console - force blinding and force destruction - ;D[/quote] Be sure to test this mod before rating it. It\'s definitely a mod that deserves your attention. ~AmosMagee

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925 downloads

Uploaded:12-01-2004

Lugormod *Mac*

lugormodmac_989.tgz | 701.82 KB

WHATSOEVER. I didn't even know what kind of mod this was until I installed it. Do you have any idea how frustrating that is? Well, I did manage to find some info about the mod on their forums. This is a mod that will allow you to customize gameplay a bit and has some admin commands for controlling players in your server. You can make bots say whatever you want, you can throw a player in "jail", you can strip a player of all weapons, force, items ... everything, you can disallow voting from a certain player, you can disable pickups, there's something called "king" mode and a bunch of other stuff. Do I like this mod? Meh. It's difficult for me to give an opinion on multiplayer mods anymore. They all seem the same to me at this point. One big difference between this mod and the others is that there's a version for Mac/Linux.[/quote] Lugor STILL hasn't included a documentation but he has included various bug fixes, he stated in the readme 'There is no documentation for this mod, you have to figure pretty much everything out for yourself' It's kinda hard to work everything out with very little info and so I did try it out in game and it adds an RP style of gameplay to JKA using credits, jailing, occupations, etc. There's not really much to say about this mod except if you like RP you could enjoy it, it adds a few emotes and commands and you'll probably enjoy it more with a few of people around. Oh and it makes bots smarter, they actually ask to duel you and they say weird things, I thought the bots had become possessed or something when Luke asked to duel me lol. I don't really suggest downloading it unless you want to host a lugormod server (and if you do, I suggest you look at the lugormod forums for explanations on how to use it). If you want to play it I say just join a lugormod server there’s quite a few on the JKA server list now. In your next version Lugor include a documentation on how to use it :P New Features: 7/10 Ease of Use: 5/10 Documentation: 0/10 (No documentation) Rating: 6/10 -Rink

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1494 downloads

Uploaded:10-22-2004

Lugor Mod (Win)

lugormod_986.zip | 1.47 MB

it. Do you have any idea how frustrating that is? Well, I did manage to find some info about the mod on their forums. This is a mod that will allow you to customize gameplay a bit and has some admin commands for controlling players in your server. You can make bots say whatever you want, you can throw a player in "jail", you can strip a player of all weapons, force, items ... everything, you can disallow voting from a certain player, you can disable pickups, there's something called "king" mode and a bunch of other stuff. Do I like this mod? Meh. It's difficult for me to give an opinion on multiplayer mods anymore. They all seem the same to me at this point. One big difference between this mod and the others is that there's a version for Mac/Linux. ~AmosMagee

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18258 downloads

Uploaded:10-12-2004

JA+ Client Side Plugin v1.2

japlus_plugin_v1.2.zip | 2.34 MB

moves! One called Sith Kiss which is the same as drain. I do believe that this is the SP face grip thingie, didn't look at it too much myself. There is also a jedi only skill called force whirlwind which is used in close range to knock an enemy back. Static emotes are working again now, so you can't run around while sitting, new anti vote spam and anti macro spam and a load of other stuff which is included in the readme.[/quote] First of all, you don't need this plugin unless the JA+ server you want to join is a pure server. Then you're going to need to download this. So, why should you download it even if you don't need to? The moves are reportedly smoother, there are improved effects for the new moves, forces and attacks, better management of the new JA+ items such as the flamethrower and grapple hook, RGB sabers and much, much more. Anyway, this is a very customizable mod overall and if you're going to be playing on a JA+ server anyway, you should get this client side plug-in for all the other nifty little features. :)

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1992 downloads

Uploaded:08-30-2004

FX Mod (v1.1)

fxmod_1_1.zip | 84.84 KB

chances are the author will listen to what you want. No sounds were changed - these are all just visual effects. The screenshot shows you all of the changes. The weapons\' effects have changed quite a bit, from camera shakes to bigger explosions, colour changes and even some force effects were changed. To really be able to form an opinion, check out the mod for yourself. [/quote] Okay, so I don\'t think I tested everything that was changed here. But I really like the weapons effects that were changed. There was only one animation change I noticed which was the backflip. Check out the screenshots to see what I mean. Really though you should just download this and play with it yourself. There\'s probably a lot more to this mod than I found. ~AmosMagee

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25675 downloads

Uploaded:07-30-2004

JA+ V2.1

japlusv2.1.zip | 2.55 MB

distribute! 1.8 see's several improvements, a lot of them bug fixes, stuff like emotes being buggy. Speaking from a mapping perspective though I do have a problem with emotes, in my latest map I made a dialing Stargate and fans will know the wormhole blast kills you if you go near it...if a person uses an emote they can be in front of the gate as it activates and they'll be just fine...I think this mod would benefit from a mapper being able to work around emote's being a protection. The previous review(s) anyhow: Quote: -------------------------------------------------------------------------------- Okay, a cascading quoting thing of reviews... or something: Quote: -------------------------------------------------------------------------------- My review of the last version of this mod: Quote: -------------------------------------------------------------------------------- I happen to know for a fact that JA+ is a very popular mod and it continues to grow in popularity. I'm just going to go over a few features that were added to this version. Clan Speak: How cool is this? There's a clan password that you set and now clans can chat privately via the console. It's like the /amsay feature, but you don't have to be an admin to chat here. New Emotes: There are a few new emotes included like amdie, amkneel and amfinishinghim. Toggle Amthrow: Now admins can control which players can amthrow you. New Admin Commands: Included are amrename, amlockteam and amforceteam. Very helpful commands. Also, there is a little issue when your server.cfg has too many sets - apparently, this mod corrects that. All of this is new just for the 1.5 version. The 1.4 version has a lot more too. So take a look at the readme to find out all about what the author included. -------------------------------------------------------------------------------- Slider is quick with his updates to his JA+ mod. Version 1.6 includes the ability to scale your model, there's are new DFA's, you can allow or disallow the use of black names, several new emotes, and all of the old ones have been recoded. There are a ton of fixes and even more added features. In fact, just read the readme. There's too much to list. -------------------------------------------------------------------------------- Slider once again updates his very popular JA+ mod. There was apparently a nasty little bug that would crash servers with the use of force push or pull. No idea what that was all about - but glad it's fixed! Very interesting little thing added to help control a server. Now players can vote whether to sleep another player or not. Of course, this could be abused just like when you enable voting to kick another player. But it still might be useful on servers where there are some honorable regulars without admins present. Along with that new vote type, you can also, as the server admin decide which vote types you want to allow the server. Maybe you don't mind the players choosing the map they want to play on, but you don't want them voting to kick anyone. That's a great feature, Slider. And yay! Ampoll was added! This would be perfect for my CTF games. Often I just use ampsay to take a vote. There's a ton of stuff here, so read through the readme for all of the features that Slider included in 1.7. It seems that his mod keeps getting better and better. I wonder what he'll have for 1.8? Or maybe this is the final version? Nah ... mods like this are never really finished. ~AmosMagee -------------------------------------------------------------------------------- Go those build up of quotes!...and I say JA+ V on the site so it's not over yet -WadeV1589- [/quote] Okay so this is the Windows/Linux server side version of the new JA+ Mod same as usual there are bug fixes including animations. Also there are two new force moves! One called Sith Kiss which is the same as drain. I do believe that this is the SP face grip thingie, didn't look at this part too much myself. There is also a jedi only skill called force whirlwind which is used in close range to knock an enemy back. Static emotes are working again now, so you can't run around while sitting, new anti vote spam and anti macro spam and a load of other stuff which is included in the readme. -Mithran- (You can find a plethora of screenshots here: http://japlus.fragism.com/screen.php ~Amy)

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12959 downloads

Uploaded:07-26-2004

JA+ V2.1 Client Side

japlusclientpluginv1.1.zip | 1.03 MB

distribute! 1.8 see's several improvements, a lot of them bug fixes, stuff like emotes being buggy. Speaking from a mapping perspective though I do have a problem with emotes, in my latest map I made a dialing Stargate and fans will know the wormhole blast kills you if you go near it...if a person uses an emote they can be in front of the gate as it activates and they'll be just fine...I think this mod would benefit from a mapper being able to work around emote's being a protection. The previous review(s) anyhow: Quote: -------------------------------------------------------------------------------- Okay, a cascading quoting thing of reviews... or something: Quote: -------------------------------------------------------------------------------- My review of the last version of this mod: Quote: -------------------------------------------------------------------------------- I happen to know for a fact that JA+ is a very popular mod and it continues to grow in popularity. I'm just going to go over a few features that were added to this version. Clan Speak: How cool is this? There's a clan password that you set and now clans can chat privately via the console. It's like the /amsay feature, but you don't have to be an admin to chat here. New Emotes: There are a few new emotes included like amdie, amkneel and amfinishinghim. Toggle Amthrow: Now admins can control which players can amthrow you. New Admin Commands: Included are amrename, amlockteam and amforceteam. Very helpful commands. Also, there is a little issue when your server.cfg has too many sets - apparently, this mod corrects that. All of this is new just for the 1.5 version. The 1.4 version has a lot more too. So take a look at the readme to find out all about what the author included. -------------------------------------------------------------------------------- Slider is quick with his updates to his JA+ mod. Version 1.6 includes the ability to scale your model, there's are new DFA's, you can allow or disallow the use of black names, several new emotes, and all of the old ones have been recoded. There are a ton of fixes and even more added features. In fact, just read the readme. There's too much to list. -------------------------------------------------------------------------------- Slider once again updates his very popular JA+ mod. There was apparently a nasty little bug that would crash servers with the use of force push or pull. No idea what that was all about - but glad it's fixed! Very interesting little thing added to help control a server. Now players can vote whether to sleep another player or not. Of course, this could be abused just like when you enable voting to kick another player. But it still might be useful on servers where there are some honorable regulars without admins present. Along with that new vote type, you can also, as the server admin decide which vote types you want to allow the server. Maybe you don't mind the players choosing the map they want to play on, but you don't want them voting to kick anyone. That's a great feature, Slider. And yay! Ampoll was added! This would be perfect for my CTF games. Often I just use ampsay to take a vote. There's a ton of stuff here, so read through the readme for all of the features that Slider included in 1.7. It seems that his mod keeps getting better and better. I wonder what he'll have for 1.8? Or maybe this is the final version? Nah ... mods like this are never really finished. ~AmosMagee -------------------------------------------------------------------------------- Go those build up of quotes!...and I say JA+ V on the site so it's not over yet -WadeV1589- [/quote] Okay so this is the Client side version of the new JA+ Mod same as usual there are bug fixes including animations. Also there are two new force moves! One called Sith Kiss which is the same as drain. I do believe that this is the SP face grip thingie, didn't look at it too much myself. There is also a jedi only skill called force whirlwind which is used in close range to knock an enemy back. Static emotes are working again now, so you can't run around while sitting, new anti vote spam and anti macro spam and a load of other stuff which is included in the readme. -Mithran- (You can find a plethora of screenshots here: http://japlus.fragism.com/screen.php ~Amy)

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620 downloads

Uploaded:07-08-2004

Disrupt 860

disrupt860.zip | 643.95 KB

says I!" IMO: This was alot of fun, especially with perfect aim bots. I tried various Force configurations to boost my success rating, and found that Protect and Seeing are worthless for protection. Dark Rage and Speed seemed to work the best, increasing my rate of fire dramatically; Seeing did allow me to know where everyone was. I know that we've seen alot of these mods, but it's always nice to have one come by and resurrect the gametype. This might start another fad, which should entertain us for a few weeks at least. Download now! :) Technical Data: Pros: 1. Fast-paced gameplay Cons: 1. No instagib spork. ;) Rating: 8/10 JEDIofONE :mepimp:

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3994 downloads

Uploaded:07-02-2004

NPC Pack for JK3

npc_pack.zip.zip | 8.39 KB

makes it easier to spawn them. (Note: You need to download the models separately) ~Szico VII~

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25284 downloads

Uploaded:03-15-2004

Ninja Mod

ninjamod.zip | 3.91 MB

is an incredibly bloody mod. So if that\'s not your cup of tea, steer clear of this. Otherwise, download it and play it a bit - even with just a few bots. It\'s a great mod. Usually when I test something, I just play for a few minutes, but I spent a good half hour testing each weapon and I had a lot of fun playing it. Quite a few things have changed. You have no force. But trust me, you won\'t miss it. The game focuses on melee and weapon combat. There are some great new special moves for melee and for some of the weapons. There\'s this one move with one of the star thingies, that is just a lovely spin move. You have to see it. Not sure there\'s a screenshot down there of it - but a screenie wouldn\'t do it justice anyway. The HUD has completely changed - for the better. There are no pickups, so there\'s no point in running from your enemy. You can throw your weapon, so if you\'re a good aim, you could probably chop someone\'s head off in one toss of a blade. This is a great mod that revives JA somewhat for me. If you\'ve grown weary of the same old sabering, give this mod a shot. It might breathe new life into an old game for you. :) ~AmosMagee

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7246 downloads

Uploaded:03-03-2004

Hydroball II

hydroball2rev11.zip | 8.63 MB

maps. :) Rich Whitehouse has released Hydroball II for JA, I'm assuming with permission from his good friend Kirt who made the first Hydroball mod. From what I could tell, the mod works the same way for JA as it did for JK2. You and your team work together underwater and without weapons to get a ball into the goal. It's much like soccer, but with force power and you can tackle your opponents! Oh, and you use your hands, not your feet. :) I hope this mod takes off and we see some Hydroball servers out there. If so, let me know when and where and I'm SO there! :D The map included with this mod is very basic and very, very dark. The author admits he's not a mapper/designer - he's a programmer. So what we need are some decent Hydroball maps, guys. They don't have to have a bunch of eye candy - like I said before, this is all about the game. So some simple maps should be easy to make and get 'em up here so we can start playin' Hydroball again! Thanks Rich for giving the JA community a chance to play Hydroball! :D ~AmosMagee Ps. Read the readme for more instructions on how to play. :)

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2348 downloads

Uploaded:03-01-2004

Duelers/JA Mod 1.0

duelerspackage.zip | 3.38 MB

judge these mods by is how the play is with bots. I do have a lot to say about Dueler\'s Mod for JA though! :) Let\'s just start with the admin commands, since that is an important part of running a server. Of course, there\'s an admin password, but the great thing about the way this is set up is that you\'ll never have to worry about broadcasting the password in the server! I always encourage my admins to just modify their config files out of game instead of through the console because that reduces the risk of broadcasting the pass. In this mod\'s case, you just use a cvar to set the pass in your config file and you\'re always logged in when you join your server. There are some very useful commands including showmotd, which will show the player the \"message of the day\". There\'s \"origin\" and \"teleport\", which will give you your x, y and z coordinates and then you can teleport to any location on the map. \"Freeze\" and \"thaw\" are much like \"sleep\" and \"wake\" from the JAR mod, which will stop the subject and will not allow them to use their weapon or force and then thawing them will, of course undo that effect. \"Bring\" and \"goto\" are some helpful commands that will allow you to bring a subject to you, or help you find someone on a map and go to them. If someone comes on your server with an offensive name, you can easily rectify that with the \"rename\" command. Then, of course, there\'s the \"boot\" command which will kick someone off of your server. The only thing this mod is missing is the banning command that gives you a lot more room in the banned IP list, like the JAR mod. One of the coolest features that Dueler\'s has is the macro scanning feature. You can keep people off your server who use scripts to do special moves, which many of us find unfair and don\'t allow on our servers. Now the most important thing about this mod is that it changes the gameplay to make JA a bit more like JK2. The roll is back! Plus the author has tweaked the lunge and other attacks to make them a bit more skill-based. I only played with one bot with these new \"un-nerfed\" features and found that the fight lasted a bit longer. It always seemed to me like the sabering in JA was somewhat based on luck. This seems to remove that and give us back a bit of what makes JK2 so much more interesting. One of the big things about Dueler\'s mod is that when people are dueling on an FFA server, your duel won\'t be interrupted by those running by - they\'ll run right through you and you won\'t even see them. So you can keep focused. :) One of the coolest things added is the Duel Overtime which allows duels to finish before the map changes. There are a ton of new emotes added, most of which you\'ll recognize from JK2. Like the Superman pose, the beg, or grovel pose, kneel (or think), the dancing emotes, the surrender one, hug and there are a few new ones too. Check the list included with the mod to see all of the new ones. :) Also there\'s a clan chat feature which is very helpful, especially if you only have a few people who are admins, but want to chat privately with just your clan. All in all, this is a great mod. It\'s not too complex, but adds some great features and leaves out the unnecessary ones like in other mods. If you\'d like to learn more about the mod, download it here, or visit the site, which is hosted by JK2Files.com at http://duelers.jk2files.com/ ~AmosMagee

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2562 downloads

Uploaded:02-15-2004

Jawa NPC's

jawanpcs.zip | 1.18 KB

jawa jawa jawa jawa jawa jawa jawa jawa jawa jawa jawa jawa, saber saber! Ok so I'm a huuuuuuuuuge fan of Jawa's, I find them cute and hilarious...so when I got this mod I was in for shock! Enter Jawa Powa! EEEEEEEEEEEEEEEEEEEEEEEPPP...I spawned one of these new jawa's and he just stood there....I was content with this so I thought, hmm, may as well just kill it...it turned evil, no sooner had my saber touched this jawa than it developed 2 sabers, one in either hand and started going for me faster than Michael Jackson running from the police. I was in total shock and just stood there, godsmacked by my precious little jawa becoming frantically insane. It didn't end there tho...oh no, after taking 5 minutes to recover from seeing my jawa's grow up to use sabers, I finally managed to attack one of them...only for it to force protect itself and heal itself! They grow up so fast these days... -WadeV1589- P.S. DOWNLOAD THIS!!!!!

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5698 downloads

Uploaded:01-25-2004

Inuyasha Duel Music

inuyashaduelmusic.zip | 2.16 MB

the blood pumping vitality that hard rock or death metal will give you, but it's definitely one of those 'time to fight' kind of songs. Some parts were obviously clipped and looped to extend the length of the song, but unless you're like me and you have incredibly good ears chances are you probably won't notice. Oh. Dang. Should have never said anything about that. ^_^ Anyway, get your hands on this if you want some nifty duel music. Personally this is gonna be on my comp for good now, as I loved it the first 10 seconds I started listening to it. - Chrono

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308 downloads

Uploaded:01-24-2004

xMod - NIX

xmod-2.5.0-linux.zip | 758.37 KB

server side mods that not only help out admins but also make the game more enjoyable in many cases. Things such as x_flipkick will make many people happy who enjoy being able to flip kick while x_profanity_check will please many admins who want to cut out profanity in their servers. One I do NOT like though is x_jawa_model as there is nothing wrong with that model anymore and I will be getting peaved if I go on servers to find it is disabled! I went to their site to help me get an insight to the mod and I came across this (admittedly lengthy for a review) \"What is xMod2?\", I think this is a very good way of summing up just what it is, better than what I can do! [quote] What is xMod 2 you ask? Well it\'s simple. Back in early 2002, Raven and Lucasarts teamed up to create one of the best games in Star Wars history, Jedi Knight II: Jedi Outcast. The game brought a unique mix of Star Wars and Competitiveness. Players could play for their liking of Star Wars, or for their thirst for gaming in First Person Shooters. It was a game that developed into a fast paced shooter game filled with innovativeness not seen before in the PC world. A year later... Raven\'s game Jedi Outcast began to die as more and more news came out about their upcoming release Jedi Academy. Everyone in the JO community was psyched. The month of the release came, then the week, then finally the day. Many gamers rushed to the nearest PC Store hoping for an even better game than Jedi Outcast, with new and improved gameplay mechanics and more. What they got was nothing more than Jedi Outcast + eyecandy. Jedi Academy was a disappointment for many. Not only did the first month include a non-functional Server Browser, but also players wouldn\'t go for the Jedi Outcast plus a few fancy, yet useless, moves. Not only that, but some of the most key moves of Jedi Outcast used to make combos was removed, and thus the only way to kill your opponent was holding Mouse1 and W.(Attack and Forward, if you use default keys) Enter xMod. When the SDK was released, xMod creator and pioneer =X=Master HeX went straight to work in an all night frenzy to restore some of the key components of Jedi Academy. xMod 2, the sequel to the amazing xMod of Jedi Outcast, now reunites players with gameplay that is not made for a person who has just picked up the game. xMod 2 neutralizes the gameplay in Jedi Academy, changing it to a game that is actually playable. All the options in xMod 2 are exactly that, optional. This allows for the most control over your server putting the admin back in the driver\'s seat. All in all: Raven failed us, but HeX has made Jedi Academy a game that can proudly wear the Jedi Knight series name, and has thus saved the series we have grown to love. Welcome to xMod 2. [/quote] [/quote] Now let me just start off with the screenshot there. See that? Down there? Yeah - that. This mod actually detects script users!? How cool is that?! Okay, so some of the other features. There\'s a new delay kick that will actually delay kicking a lamer from the server to show them the message for why they are being kicked. !!! There\'s a protection cvar, honor code enforcement, and freeze tag - not sure what that is cause I didn\'t test this extensively. But the most important things in this mod have to be the ability to unlock the forced turn in yellow dfa\'s! AAHHH! Cause, yeah, I hate JA\'s ydfa. And now you can stand on someone\'s head without slipping off!!! Okay, so that\'s not the greatest feature - but I like it! Y\'know, there\'s just too much stuff here to list. It\'s all in the readme and if you don\'t want to read that right now, go find a server with Xmod and try it out yourself! I\'m actually considering switching mods now. Hmm. Great work, guys! ~AmosMagee [/quote] There\'s even more options now and bug fixes now including a new way of specifying which admins have what commands available to them!

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325 downloads

Uploaded:01-19-2004

Disruption (v1.0 Linux)

disruption-linux.zip | 730.71 KB

Just because I prefer to blow things up with the rocket launcher or the flechette. :D Anyway ... so I tried out this Disruption mod for JA. I\'m surprised that I actually liked it! You only get a disruptor, but you get unlimited ammo. That\'s it. And, of course, one-hit kills. The great thing about this mod is that is serverside only. Which means if you\'re not running a server, you don\'t need to download anything - just join a server that\'s running this Disruption mod and you can play. :) I\'m so glad Legacy included a Linux version as well, since so many people run their servers on Linux. Great job! :) ~AmosMagee

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1468 downloads

Uploaded:01-19-2004

Disruption (v1.0)

disruption-win.zip | 604.49 KB

Just because I prefer to blow things up with the rocket launcher or the flechette. :D Anyway ... so I tried out this Disruption mod for JA. I\'m surprised that I actually liked it! You only get a disruptor, but you get unlimited ammo. That\'s it. And, of course, one-hit kills. The great thing about this mod is that is serverside only. Which means if you\'re not running a server, you don\'t need to download anything - just join a server that\'s running this Disruption mod and you can play. :) I\'m so glad Legacy included a Linux version as well, since so many people run their servers on Linux. Great job! :) ~AmosMagee

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1594 downloads

Uploaded:01-18-2004

The Last Hope Mod (v0.0.4b)

thelasthope0_0_4b.zip | 1.16 MB

many people have requested in a mod would be the ability to scale your model. You'll find that in this mod. :) I can't say that I'm all that familiar with NPC's and their behaviour, but the new commands in this mod for NPC's sounds very cool. You can make the NPC's follow you, attack wherever you're looking or have the NPC's defend your position. The author plans to add a command that will allow you to toggle dual weapons, but it's not in this version. Some other features include RGB sabers, several classes such as Shadowtrooper, Boba Fett and Emperor (though that one still has some bugs, according to the author). Vehicle weapons have apparently been fixed and vehicles limit has been set to 64. There are a bunch of other features - too many to list. Try this mod out and be sure to give feedback to the author. I'm sure there will be many updates to improve upon this mod by SuperDindon. :) ~AmosMagee

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652 downloads

Uploaded:01-13-2004

xMod - Client (1.0)

xmod2-client_100.zip | 485.85 KB

also make the game more enjoyable in many cases. Things such as x_flipkick will make many people happy who enjoy being able to flip kick while x_profanity_check will please many admins who want to cut out profanity in their servers. One I do NOT like though is x_jawa_model as there is nothing wrong with that model anymore and I will be getting peaved if I go on servers to find it is disabled! I went to their site to help me get an insight to the mod and I came across this (admittedly lengthy for a review) \"What is xMod2?\", I think this is a very good way of summing up just what it is, better than what I can do! Quote: -------------------------------------------------------------------------------- What is xMod 2 you ask? Well it\'s simple. Back in early 2002, Raven and Lucasarts teamed up to create one of the best games in Star Wars history, Jedi Knight II: Jedi Outcast. The game brought a unique mix of Star Wars and Competitiveness. Players could play for their liking of Star Wars, or for their thirst for gaming in First Person Shooters. It was a game that developed into a fast paced shooter game filled with innovativeness not seen before in the PC world. A year later... Raven\'s game Jedi Outcast began to die as more and more news came out about their upcoming release Jedi Academy. Everyone in the JO community was psyched. The month of the release came, then the week, then finally the day. Many gamers rushed to the nearest PC Store hoping for an even better game than Jedi Outcast, with new and improved gameplay mechanics and more. What they got was nothing more than Jedi Outcast + eyecandy. Jedi Academy was a disappointment for many. Not only did the first month include a non-functional Server Browser, but also players wouldn\'t go for the Jedi Outcast plus a few fancy, yet useless, moves. Not only that, but some of the most key moves of Jedi Outcast used to make combos was removed, and thus the only way to kill your opponent was holding Mouse1 and W.(Attack and Forward, if you use default keys) Enter xMod. When the SDK was released, xMod creator and pioneer =X=Master HeX went straight to work in an all night frenzy to restore some of the key components of Jedi Academy. xMod 2, the sequel to the amazing xMod of Jedi Outcast, now reunites players with gameplay that is not made for a person who has just picked up the game. xMod 2 neutralizes the gameplay in Jedi Academy, changing it to a game that is actually playable. All the options in xMod 2 are exactly that, optional. This allows for the most control over your server putting the admin back in the driver\'s seat. All in all: Raven failed us, but HeX has made Jedi Academy a game that can proudly wear the Jedi Knight series name, and has thus saved the series we have grown to love. Welcome to xMod 2. -------------------------------------------------------------------------------- [/quote] Now let me just start off with the screenshot there. See that? Down there? Yeah - that. This mod actually detects script users!? How cool is that?! Okay, so some of the other features. There\'s a new delay kick that will actually delay kicking a lamer from the server to show them the message for why they are being kicked. !!! There\'s a protection cvar, honor code enforcement, and freeze tag - not sure what that is cause I didn\'t test this extensively. But the most important things in this mod have to be the ability to unlock the forced turn in yellow dfa\'s! AAHHH! Cause, yeah, I hate JA\'s ydfa. And now you can stand on someone\'s head without slipping off!!! Okay, so that\'s not the greatest feature - but I like it! :D Y\'know, there\'s just too much stuff here to list. It\'s all in the readme and if you don\'t want to read that right now, go find a server with Xmod and try it out yourself! I\'m actually considering switching mods now. Hmm. Great work, guys! :) ~AmosMagee

Download

171 downloads

Uploaded:01-13-2004

xMod - NIX (2.3.0)

xmod2.3.0-linux.zip | 739.72 KB

also make the game more enjoyable in many cases. Things such as x_flipkick will make many people happy who enjoy being able to flip kick while x_profanity_check will please many admins who want to cut out profanity in their servers. One I do NOT like though is x_jawa_model as there is nothing wrong with that model anymore and I will be getting peaved if I go on servers to find it is disabled! I went to their site to help me get an insight to the mod and I came across this (admittedly lengthy for a review) \"What is xMod2?\", I think this is a very good way of summing up just what it is, better than what I can do! Quote: -------------------------------------------------------------------------------- What is xMod 2 you ask? Well it\'s simple. Back in early 2002, Raven and Lucasarts teamed up to create one of the best games in Star Wars history, Jedi Knight II: Jedi Outcast. The game brought a unique mix of Star Wars and Competitiveness. Players could play for their liking of Star Wars, or for their thirst for gaming in First Person Shooters. It was a game that developed into a fast paced shooter game filled with innovativeness not seen before in the PC world. A year later... Raven\'s game Jedi Outcast began to die as more and more news came out about their upcoming release Jedi Academy. Everyone in the JO community was psyched. The month of the release came, then the week, then finally the day. Many gamers rushed to the nearest PC Store hoping for an even better game than Jedi Outcast, with new and improved gameplay mechanics and more. What they got was nothing more than Jedi Outcast + eyecandy. Jedi Academy was a disappointment for many. Not only did the first month include a non-functional Server Browser, but also players wouldn\'t go for the Jedi Outcast plus a few fancy, yet useless, moves. Not only that, but some of the most key moves of Jedi Outcast used to make combos was removed, and thus the only way to kill your opponent was holding Mouse1 and W.(Attack and Forward, if you use default keys) Enter xMod. When the SDK was released, xMod creator and pioneer =X=Master HeX went straight to work in an all night frenzy to restore some of the key components of Jedi Academy. xMod 2, the sequel to the amazing xMod of Jedi Outcast, now reunites players with gameplay that is not made for a person who has just picked up the game. xMod 2 neutralizes the gameplay in Jedi Academy, changing it to a game that is actually playable. All the options in xMod 2 are exactly that, optional. This allows for the most control over your server putting the admin back in the driver\'s seat. All in all: Raven failed us, but HeX has made Jedi Academy a game that can proudly wear the Jedi Knight series name, and has thus saved the series we have grown to love. Welcome to xMod 2. -------------------------------------------------------------------------------- [/quote] Now let me just start off with the screenshot there. See that? Down there? Yeah - that. This mod actually detects script users!? How cool is that?! Okay, so some of the other features. There\'s a new delay kick that will actually delay kicking a lamer from the server to show them the message for why they are being kicked. !!! There\'s a protection cvar, honor code enforcement, and freeze tag - not sure what that is cause I didn\'t test this extensively. But the most important things in this mod have to be the ability to unlock the forced turn in yellow dfa\'s! AAHHH! Cause, yeah, I hate JA\'s ydfa. And now you can stand on someone\'s head without slipping off!!! Okay, so that\'s not the greatest feature - but I like it! :D Y\'know, there\'s just too much stuff here to list. It\'s all in the readme and if you don\'t want to read that right now, go find a server with Xmod and try it out yourself! I\'m actually considering switching mods now. Hmm. Great work, guys! :) ~AmosMagee

Download

709 downloads

Uploaded:01-13-2004

xMod - Win32 (2.3.0)

xmod2.3.0-win32.zip | 607.15 KB

also make the game more enjoyable in many cases. Things such as x_flipkick will make many people happy who enjoy being able to flip kick while x_profanity_check will please many admins who want to cut out profanity in their servers. One I do NOT like though is x_jawa_model as there is nothing wrong with that model anymore and I will be getting peaved if I go on servers to find it is disabled! I went to their site to help me get an insight to the mod and I came across this (admittedly lengthy for a review) \"What is xMod2?\", I think this is a very good way of summing up just what it is, better than what I can do! Quote: -------------------------------------------------------------------------------- What is xMod 2 you ask? Well it\'s simple. Back in early 2002, Raven and Lucasarts teamed up to create one of the best games in Star Wars history, Jedi Knight II: Jedi Outcast. The game brought a unique mix of Star Wars and Competitiveness. Players could play for their liking of Star Wars, or for their thirst for gaming in First Person Shooters. It was a game that developed into a fast paced shooter game filled with innovativeness not seen before in the PC world. A year later... Raven\'s game Jedi Outcast began to die as more and more news came out about their upcoming release Jedi Academy. Everyone in the JO community was psyched. The month of the release came, then the week, then finally the day. Many gamers rushed to the nearest PC Store hoping for an even better game than Jedi Outcast, with new and improved gameplay mechanics and more. What they got was nothing more than Jedi Outcast + eyecandy. Jedi Academy was a disappointment for many. Not only did the first month include a non-functional Server Browser, but also players wouldn\'t go for the Jedi Outcast plus a few fancy, yet useless, moves. Not only that, but some of the most key moves of Jedi Outcast used to make combos was removed, and thus the only way to kill your opponent was holding Mouse1 and W.(Attack and Forward, if you use default keys) Enter xMod. When the SDK was released, xMod creator and pioneer =X=Master HeX went straight to work in an all night frenzy to restore some of the key components of Jedi Academy. xMod 2, the sequel to the amazing xMod of Jedi Outcast, now reunites players with gameplay that is not made for a person who has just picked up the game. xMod 2 neutralizes the gameplay in Jedi Academy, changing it to a game that is actually playable. All the options in xMod 2 are exactly that, optional. This allows for the most control over your server putting the admin back in the driver\'s seat. All in all: Raven failed us, but HeX has made Jedi Academy a game that can proudly wear the Jedi Knight series name, and has thus saved the series we have grown to love. Welcome to xMod 2. -------------------------------------------------------------------------------- [/quote] Now let me just start off with the screenshot there. See that? Down there? Yeah - that. This mod actually detects script users!? How cool is that?! Okay, so some of the other features. There\'s a new delay kick that will actually delay kicking a lamer from the server to show them the message for why they are being kicked. !!! There\'s a protection cvar, honor code enforcement, and freeze tag - not sure what that is cause I didn\'t test this extensively. But the most important things in this mod have to be the ability to unlock the forced turn in yellow dfa\'s! AAHHH! Cause, yeah, I hate JA\'s ydfa. And now you can stand on someone\'s head without slipping off!!! Okay, so that\'s not the greatest feature - but I like it! :D Y\'know, there\'s just too much stuff here to list. It\'s all in the readme and if you don\'t want to read that right now, go find a server with Xmod and try it out yourself! I\'m actually considering switching mods now. Hmm. Great work, guys! :) ~AmosMagee

Download

1 downloads

Uploaded:12-23-2003

xMod - NIX

xmod2.1.0-nix.zip | 708.4 KB

such as x_flipkick will make many people happy who enjoy being able to flip kick while x_profanity_check will please many admins who want to cut out profanity in their servers. One I do NOT like though is x_jawa_model as there is nothing wrong with that model anymore and I will be getting peaved if I go on servers to find it is disabled! I went to their site to help me get an insight to the mod and I came across this (admittedly lengthy for a review) "What is xMod2?", I think this is a very good way of summing up just what it is, better than what I can do! [quote] What is xMod 2 you ask? Well it's simple. Back in early 2002, Raven and Lucasarts teamed up to create one of the best games in Star Wars history, Jedi Knight II: Jedi Outcast. The game brought a unique mix of Star Wars and Competitiveness. Players could play for their liking of Star Wars, or for their thirst for gaming in First Person Shooters. It was a game that developed into a fast paced shooter game filled with innovativeness not seen before in the PC world. A year later... Raven's game Jedi Outcast began to die as more and more news came out about their upcoming release Jedi Academy. Everyone in the JO community was psyched. The month of the release came, then the week, then finally the day. Many gamers rushed to the nearest PC Store hoping for an even better game than Jedi Outcast, with new and improved gameplay mechanics and more. What they got was nothing more than Jedi Outcast + eyecandy. Jedi Academy was a disappointment for many. Not only did the first month include a non-functional Server Browser, but also players wouldn't go for the Jedi Outcast plus a few fancy, yet useless, moves. Not only that, but some of the most key moves of Jedi Outcast used to make combos was removed, and thus the only way to kill your opponent was holding Mouse1 and W.(Attack and Forward, if you use default keys) Enter xMod. When the SDK was released, xMod creator and pioneer =X=Master HeX went straight to work in an all night frenzy to restore some of the key components of Jedi Academy. xMod 2, the sequel to the amazing xMod of Jedi Outcast, now reunites players with gameplay that is not made for a person who has just picked up the game. xMod 2 neutralizes the gameplay in Jedi Academy, changing it to a game that is actually playable. All the options in xMod 2 are exactly that, optional. This allows for the most control over your server putting the admin back in the driver's seat. All in all: Raven failed us, but HeX has made Jedi Academy a game that can proudly wear the Jedi Knight series name, and has thus saved the series we have grown to love. Welcome to xMod 2. [/quote] -WadeV1589-

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378 downloads

Uploaded:12-23-2003

xMod - Win32

xmod2.1.0-win32.zip | 581.02 KB

such as x_flipkick will make many people happy who enjoy being able to flip kick while x_profanity_check will please many admins who want to cut out profanity in their servers. One I do NOT like though is x_jawa_model as there is nothing wrong with that model anymore and I will be getting peaved if I go on servers to find it is disabled! I went to their site to help me get an insight to the mod and I came across this (admittedly lengthy for a review) "What is xMod2?", I think this is a very good way of summing up just what it is, better than what I can do! [quote] What is xMod 2 you ask? Well it's simple. Back in early 2002, Raven and Lucasarts teamed up to create one of the best games in Star Wars history, Jedi Knight II: Jedi Outcast. The game brought a unique mix of Star Wars and Competitiveness. Players could play for their liking of Star Wars, or for their thirst for gaming in First Person Shooters. It was a game that developed into a fast paced shooter game filled with innovativeness not seen before in the PC world. A year later... Raven's game Jedi Outcast began to die as more and more news came out about their upcoming release Jedi Academy. Everyone in the JO community was psyched. The month of the release came, then the week, then finally the day. Many gamers rushed to the nearest PC Store hoping for an even better game than Jedi Outcast, with new and improved gameplay mechanics and more. What they got was nothing more than Jedi Outcast + eyecandy. Jedi Academy was a disappointment for many. Not only did the first month include a non-functional Server Browser, but also players wouldn't go for the Jedi Outcast plus a few fancy, yet useless, moves. Not only that, but some of the most key moves of Jedi Outcast used to make combos was removed, and thus the only way to kill your opponent was holding Mouse1 and W.(Attack and Forward, if you use default keys) Enter xMod. When the SDK was released, xMod creator and pioneer =X=Master HeX went straight to work in an all night frenzy to restore some of the key components of Jedi Academy. xMod 2, the sequel to the amazing xMod of Jedi Outcast, now reunites players with gameplay that is not made for a person who has just picked up the game. xMod 2 neutralizes the gameplay in Jedi Academy, changing it to a game that is actually playable. All the options in xMod 2 are exactly that, optional. This allows for the most control over your server putting the admin back in the driver's seat. All in all: Raven failed us, but HeX has made Jedi Academy a game that can proudly wear the Jedi Knight series name, and has thus saved the series we have grown to love. Welcome to xMod 2. [/quote] -WadeV1589-

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1918 downloads

Uploaded:12-21-2003

Give Most

givemostfinal.zip | 671 B

that way you don\'t have to worry about having the ugly jetpack lagging your gameplay. It\'s a slight improvement over the original, but not much different. Get it now if you like having cheats on, otherwise...well...yea. Have fun. ^_^ - Chrono

Download

1084 downloads

Uploaded:12-13-2003

Jedi Academy: Reloaded (1.2 Linux)

jar_12.tar.gz | 722.66 KB

1.1, um ... yeah, get this to update your server! :D ~AmosMagee Here\'s the original review and my review of the mod: [quote] -------------------------------------------------------------------------------- A long awaited major admin based mod for you all This mod is the [un]official mod for the Jedi Academy. A server-side only modification designed to keep the peace and order on the servers. With that in mind, I set out and improved this mod with the way I wanted it to in the past. It\'s loaded with Admin Commands, Client Commands, Options, and cVars; Extremely modified to meet any clans expectations. This is truly the only mod you will ever need to get that doesn\'t alter the normal gameplay of Jedi Knight: Jedi Academy® Please visit us at http://www.thejediacademy.net, http://jamod.jk3files.com or on IRC at #jedi-academy, #ja-reloaded @ irc.quakenet.org. Linux version coming soon!!! The v1.0 most noted commands are below: Server Admins can now pick and choose what commands they wish to allow their \"am\" and \"jk\" level admins to use. g_mAdminCommands - cVar bit value to determine which \"am\" commands are allowed for their admins. g_mKnightCommands - cVar bit value to determine which \"jk\" commands are allowed for their knights. rcon admin can always execute the commands even if they are disabled to other admins. aminfo - now prints commands that are accessable to admin, instead of just commands in the mod. amhelp - now prints commands help to the admins pending if they are accessable to them. New IP Range Banning Admin Command ( mbanrange) g_mDebugEmpower - Will enforce the \"No Force\" rule and will not allow empowered clients to have force. Spectator Followers can now be kicked, banned, etc. without affecting others. mvstr - command that allows you to choose which map you want in the rotation, without disrupting the order. mnextmap - executes next map available in rotation. Most default settings that were in reloaded.cfg are now hardcoded into mod for faster and easier configuration. mnpcaccess does not give client access to cheats. You can now use clients names for assigning mnpcaccess/mnpcnoaccess. g_mAdminGun - Enables/Disables AdminGun system. (includes script) g_mAllowTeleFlag - default is enabled, if set to 0, clients cannot teleport during CTF and CTY gameplay. New BanIP.dat file stores banned ip\'s. Full use of 2048 saved ips activated! Tweaked the whois command a little again to make it more stable. g_mGiveAdmin - if set to 1, you can grant an admin access level to anyone on the server. madminaccess, mdenyadminaccess - commands for granting/denying admin access to clients. Enable/Disable use of black color names. New logout function - to logout as an admin or knight. Ignore - ignore certain clients from chatting so you dont have to listen to them. Sleeping clients can no longer use the kill command. -------------------------------------------------------------------------------- With that said, here is the latest version of Jedi Academy: Reloaded. According to ChosenOne, there were quite a few code tweaks, but I\'m not gonna get into that. One of the cvars that I love is the g_mSTFU ... hehe. When enabled, it\'ll silence chat on Duel and PowerDuel gamemodes. Chosen also mentioned that one of his favorite things in this mod is the Empowered vs. Terminator gameplay. I can\'t say I\'ve tested it yet, but I look forward to it! He\'s also included some cvars that allow you (the server owner) to set permissions for Admins and Knights. So let\'s say you have a group of admins and you don\'t want them banning people - just sleeping and kicking. Just set the appropriate values and voila! Speaking of banning, the new banIP.dat ... y\'know the one that in JK2 would hold over 1,000 IP\'s ... yeah ... it now holds 2,048!!! Very cool. Of course, I don\'t think I could ban that many people. My JK2 banned IP list never got full with JA mod. So, now with the aminfo and amhelp commands, they\'re like, customized to the permissions that you have as an admin. Very cool. The admin gun, popular among some admins, is now enabled. Personally, I just didn\'t like using it. Not a good enough range for me. And frankly, I\'d end up sleeping or kicking the wrong person. Oh, and it looks like Chosen fixed a few bugs from version 1.0. Be sure to read the readme for the full list of changes and features. You\'re going to need to read the whole thing if you\'ve never used the JA mod before. I\'d like to personally thank Chosen for making such a wonderful mod that helps to keep servers under control. My favorite feature, by far, has to be the sleep command. With it, I can easily get a lamer\'s attention and explain the rules to him - instead of having to kick him because he continues to lame, but isn\'t reading the rules. Y\'know? Jedi Academy mod for JK2 was definitely the best admin mod out there. I am fairly confident that Jedi Academy: Reloaded will become a favorite for us in JA. [/quote]

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3592 downloads

Uploaded:12-10-2003

OJP Vehicles

ojp_vehicles_002.zip | 553.34 KB

Speeder. Yea, I exaggerated the list. Sue me. Pick this up and get going with your OJP playing today! I salute the OJP team for such great tact in their mod-making. Now if it just had admin-commands and kung fu + some more emotes it\'d be perfect!! - Chrono 10/10

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2907 downloads

Uploaded:12-10-2003

OJP Enhanced

ojp_enhanced_001.zip | 1.16 MB

many more abilities such as RGB color sliders for outfits and the ability to use Duel Taunts in all MP modes) in that it allows you to use full-on melee without cheats. You can simply swap back and forth between saber and melee at will. There\'s no kung fu (wish there was) but perhaps a future release ^_^. All in all, the developer support for this is amazing, as is all the documentation they included. Get #2 of 4 now and have at it! Great job team! - Chrono

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2417 downloads

Uploaded:12-10-2003

OJP (Basic)

ojp_basic_003.zip | 112.49 KB

team had in mind for the mod. It changes many aspects of multiplayer gameplay, as well as smoothing out the way multiplayer mapping works (and touting that multiplayer mapping and singleplayer mapping are much more flexible - not to mention powerful cooperative modes are now possible). When I first read the readme and looked at this mod, I didn\'t know what I was getting into. But after checking out all the features when all 4 files are installed, I can safely say it\'s an excellent job. Find out why with the next few files ^_^. - Chrono

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6 downloads

Uploaded:12-10-2003

Jedi Academy: Reloaded (1.1 Linux)

jar_11_linux.tar.gz | 721.99 KB

major admin based mod for you all This mod is the [un]official mod for the Jedi Academy. A server-side only modification designed to keep the peace and order on the servers. With that in mind, I set out and improved this mod with the way I wanted it to in the past. It's loaded with Admin Commands, Client Commands, Options, and cVars; Extremely modified to meet any clans expectations. This is truly the only mod you will ever need to get that doesn't alter the normal gameplay of Jedi Knight: Jedi Academy® Please visit us at http://www.thejediacademy.net, http://jamod.jk3files.com or on IRC at #jedi-academy, #ja-reloaded @ irc.quakenet.org. Linux version coming soon!!! The v1.0 most noted commands are below: Server Admins can now pick and choose what commands they wish to allow their "am" and "jk" level admins to use. g_mAdminCommands - cVar bit value to determine which "am" commands are allowed for their admins. g_mKnightCommands - cVar bit value to determine which "jk" commands are allowed for their knights. rcon admin can always execute the commands even if they are disabled to other admins. aminfo - now prints commands that are accessable to admin, instead of just commands in the mod. amhelp - now prints commands help to the admins pending if they are accessable to them. New IP Range Banning Admin Command ( mbanrange) g_mDebugEmpower - Will enforce the "No Force" rule and will not allow empowered clients to have force. Spectator Followers can now be kicked, banned, etc. without affecting others. mvstr - command that allows you to choose which map you want in the rotation, without disrupting the order. mnextmap - executes next map available in rotation. Most default settings that were in reloaded.cfg are now hardcoded into mod for faster and easier configuration. mnpcaccess does not give client access to cheats. You can now use clients names for assigning mnpcaccess/mnpcnoaccess. g_mAdminGun - Enables/Disables AdminGun system. (includes script) g_mAllowTeleFlag - default is enabled, if set to 0, clients cannot teleport during CTF and CTY gameplay. New BanIP.dat file stores banned ip's. Full use of 2048 saved ips activated! Tweaked the whois command a little again to make it more stable. g_mGiveAdmin - if set to 1, you can grant an admin access level to anyone on the server. madminaccess, mdenyadminaccess - commands for granting/denying admin access to clients. Enable/Disable use of black color names. New logout function - to logout as an admin or knight. Ignore - ignore certain clients from chatting so you dont have to listen to them. Sleeping clients can no longer use the kill command. [/quote] With that said, here is the latest version of Jedi Academy: Reloaded. According to ChosenOne, there were quite a few code tweaks, but I'm not gonna get into that. :) One of the cvars that I love is the g_mSTFU ... hehe. When enabled, it'll silence chat on Duel and PowerDuel gamemodes. Chosen also mentioned that one of his favorite things in this mod is the Empowered vs. Terminator gameplay. :) I can't say I've tested it yet, but I look forward to it! He's also included some cvars that allow you (the server owner) to set permissions for Admins and Knights. So let's say you have a group of admins and you don't want them banning people - just sleeping and kicking. Just set the appropriate values and voila! Speaking of banning, the new banIP.dat ... y'know the one that in JK2 would hold over 1,000 IP's ... yeah ... it now holds 2,048!!! Very cool. Of course, I don't think I could ban that many people. My JK2 banned IP list never got full with JA mod. So, now with the aminfo and amhelp commands, they're like, customized to the permissions that you have as an admin. Very cool. The admin gun, popular among some admins, is now enabled. Personally, I just didn't like using it. Not a good enough range for me. And frankly, I'd end up sleeping or kicking the wrong person. :D Oh, and it looks like Chosen fixed a few bugs from version 1.0. Be sure to read the readme for the full list of changes and features. You're going to need to read the whole thing if you've never used the JA mod before. :) I'd like to personally thank Chosen for making such a wonderful mod that helps to keep servers under control. My favorite feature, by far, has to be the sleep command. With it, I can easily get a lamer's attention and explain the rules to him - instead of having to kick him because he continues to lame, but isn't reading the rules. Y'know? Jedi Academy mod for JK2 was definitely the best admin mod out there. I am fairly confident that Jedi Academy: Reloaded will become a favorite for us in JA. :D ~AmosMagee

Download

577 downloads

Uploaded:12-10-2003

Jedi Academy: Reloaded (1.1 Win Installer)

jar_11_setup.zip | 6.39 MB

installed - an installer! hehe I did scan the exe for virii (viruses? nah, I think it's virii) and it is clear. :) [quote] A long awaited major admin based mod for you all This mod is the [un]official mod for the Jedi Academy. A server-side only modification designed to keep the peace and order on the servers. With that in mind, I set out and improved this mod with the way I wanted it to in the past. It's loaded with Admin Commands, Client Commands, Options, and cVars; Extremely modified to meet any clans expectations. This is truly the only mod you will ever need to get that doesn't alter the normal gameplay of Jedi Knight: Jedi Academy® Please visit us at http://www.thejediacademy.net, http://jamod.jk3files.com or on IRC at #jedi-academy, #ja-reloaded @ irc.quakenet.org. Linux version coming soon!!! The v1.0 most noted commands are below: Server Admins can now pick and choose what commands they wish to allow their "am" and "jk" level admins to use. g_mAdminCommands - cVar bit value to determine which "am" commands are allowed for their admins. g_mKnightCommands - cVar bit value to determine which "jk" commands are allowed for their knights. rcon admin can always execute the commands even if they are disabled to other admins. aminfo - now prints commands that are accessable to admin, instead of just commands in the mod. amhelp - now prints commands help to the admins pending if they are accessable to them. New IP Range Banning Admin Command ( mbanrange) g_mDebugEmpower - Will enforce the "No Force" rule and will not allow empowered clients to have force. Spectator Followers can now be kicked, banned, etc. without affecting others. mvstr - command that allows you to choose which map you want in the rotation, without disrupting the order. mnextmap - executes next map available in rotation. Most default settings that were in reloaded.cfg are now hardcoded into mod for faster and easier configuration. mnpcaccess does not give client access to cheats. You can now use clients names for assigning mnpcaccess/mnpcnoaccess. g_mAdminGun - Enables/Disables AdminGun system. (includes script) g_mAllowTeleFlag - default is enabled, if set to 0, clients cannot teleport during CTF and CTY gameplay. New BanIP.dat file stores banned ip's. Full use of 2048 saved ips activated! Tweaked the whois command a little again to make it more stable. g_mGiveAdmin - if set to 1, you can grant an admin access level to anyone on the server. madminaccess, mdenyadminaccess - commands for granting/denying admin access to clients. Enable/Disable use of black color names. New logout function - to logout as an admin or knight. Ignore - ignore certain clients from chatting so you dont have to listen to them. Sleeping clients can no longer use the kill command. [/quote] With that said, here is the latest version of Jedi Academy: Reloaded. According to ChosenOne, there were quite a few code tweaks, but I'm not gonna get into that. :) One of the cvars that I love is the g_mSTFU ... hehe. When enabled, it'll silence chat on Duel and PowerDuel gamemodes. Chosen also mentioned that one of his favorite things in this mod is the Empowered vs. Terminator gameplay. :) I can't say I've tested it yet, but I look forward to it! He's also included some cvars that allow you (the server owner) to set permissions for Admins and Knights. So let's say you have a group of admins and you don't want them banning people - just sleeping and kicking. Just set the appropriate values and voila! Speaking of banning, the new banIP.dat ... y'know the one that in JK2 would hold over 1,000 IP's ... yeah ... it now holds 2,048!!! Very cool. Of course, I don't think I could ban that many people. My JK2 banned IP list never got full with JA mod. So, now with the aminfo and amhelp commands, they're like, customized to the permissions that you have as an admin. Very cool. The admin gun, popular among some admins, is now enabled. Personally, I just didn't like using it. Not a good enough range for me. And frankly, I'd end up sleeping or kicking the wrong person. :D Oh, and it looks like Chosen fixed a few bugs from version 1.0. Be sure to read the readme for the full list of changes and features. You're going to need to read the whole thing if you've never used the JA mod before. :) I'd like to personally thank Chosen for making such a wonderful mod that helps to keep servers under control. My favorite feature, by far, has to be the sleep command. With it, I can easily get a lamer's attention and explain the rules to him - instead of having to kick him because he continues to lame, but isn't reading the rules. Y'know? Jedi Academy mod for JK2 was definitely the best admin mod out there. I am fairly confident that Jedi Academy: Reloaded will become a favorite for us in JA. :D ~AmosMagee

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76 downloads

Uploaded:12-10-2003

Jedi Academy: Reloaded (1.1 Win)

jar_11_win.zip | 591.01 KB

servers. With that in mind, I set out and improved this mod with the way I wanted it to in the past. It's loaded with Admin Commands, Client Commands, Options, and cVars; Extremely modified to meet any clans expectations. This is truly the only mod you will ever need to get that doesn't alter the normal gameplay of Jedi Knight: Jedi Academy® Please visit us at http://www.thejediacademy.net, http://jamod.jk3files.com or on IRC at #jedi-academy, #ja-reloaded @ irc.quakenet.org. Linux version coming soon!!! The v1.0 most noted commands are below: Server Admins can now pick and choose what commands they wish to allow their "am" and "jk" level admins to use. g_mAdminCommands - cVar bit value to determine which "am" commands are allowed for their admins. g_mKnightCommands - cVar bit value to determine which "jk" commands are allowed for their knights. rcon admin can always execute the commands even if they are disabled to other admins. aminfo - now prints commands that are accessable to admin, instead of just commands in the mod. amhelp - now prints commands help to the admins pending if they are accessable to them. New IP Range Banning Admin Command ( mbanrange) g_mDebugEmpower - Will enforce the "No Force" rule and will not allow empowered clients to have force. Spectator Followers can now be kicked, banned, etc. without affecting others. mvstr - command that allows you to choose which map you want in the rotation, without disrupting the order. mnextmap - executes next map available in rotation. Most default settings that were in reloaded.cfg are now hardcoded into mod for faster and easier configuration. mnpcaccess does not give client access to cheats. You can now use clients names for assigning mnpcaccess/mnpcnoaccess. g_mAdminGun - Enables/Disables AdminGun system. (includes script) g_mAllowTeleFlag - default is enabled, if set to 0, clients cannot teleport during CTF and CTY gameplay. New BanIP.dat file stores banned ip's. Full use of 2048 saved ips activated! Tweaked the whois command a little again to make it more stable. g_mGiveAdmin - if set to 1, you can grant an admin access level to anyone on the server. madminaccess, mdenyadminaccess - commands for granting/denying admin access to clients. Enable/Disable use of black color names. New logout function - to logout as an admin or knight. Ignore - ignore certain clients from chatting so you dont have to listen to them. Sleeping clients can no longer use the kill command. [/quote] With that said, here is the latest version of Jedi Academy: Reloaded. According to ChosenOne, there were quite a few code tweaks, but I'm not gonna get into that. :) One of the cvars that I love is the g_mSTFU ... hehe. When enabled, it'll silence chat on Duel and PowerDuel gamemodes. Chosen also mentioned that one of his favorite things in this mod is the Empowered vs. Terminator gameplay. :) I can't say I've tested it yet, but I look forward to it! He's also included some cvars that allow you (the server owner) to set permissions for Admins and Knights. So let's say you have a group of admins and you don't want them banning people - just sleeping and kicking. Just set the appropriate values and voila! Speaking of banning, the new banIP.dat ... y'know the one that in JK2 would hold over 1,000 IP's ... yeah ... it now holds 2,048!!! Very cool. Of course, I don't think I could ban that many people. My JK2 banned IP list never got full with JA mod. So, now with the aminfo and amhelp commands, they're like, customized to the permissions that you have as an admin. Very cool. The admin gun, popular among some admins, is now enabled. Personally, I just didn't like using it. Not a good enough range for me. And frankly, I'd end up sleeping or kicking the wrong person. :D Oh, and it looks like Chosen fixed a few bugs from version 1.0. Be sure to read the readme for the full list of changes and features. You're going to need to read the whole thing if you've never used the JA mod before. :) I'd like to personally thank Chosen for making such a wonderful mod that helps to keep servers under control. My favorite feature, by far, has to be the sleep command. With it, I can easily get a lamer's attention and explain the rules to him - instead of having to kick him because he continues to lame, but isn't reading the rules. Y'know? Jedi Academy mod for JK2 was definitely the best admin mod out there. I am fairly confident that Jedi Academy: Reloaded will become a favorite for us in JA. :D ~AmosMagee

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952 downloads

Uploaded:12-05-2003

Jedi Academy: Reloaded

jar_10_setup.zip | 6.39 MB

that in mind, I set out and improved this mod with the way I wanted it to in the past. It's loaded with Admin Commands, Client Commands, Options, and cVars; Extremely modified to meet any clans expectations. This is truly the only mod you will ever need to get that doesn't alter the normal gameplay of Jedi Knight: Jedi Academy® Please visit us at http://www.thejediacademy.net, http://jamod.jk3files.com or on IRC at #jedi-academy, #ja-reloaded @ irc.quakenet.org. Linux version coming soon!!! The v1.0 most noted commands are below: [list] [*]Server Admins can now pick and choose what commands they wish to allow their "am" and "jk" level admins to use. [*]g_mAdminCommands - cVar bit value to determine which "am" commands are allowed for their admins. [*]g_mKnightCommands - cVar bit value to determine which "jk" commands are allowed for their knights. [*]rcon admin can always execute the commands even if they are disabled to other admins. [*]aminfo - now prints commands that are accessable to admin, instead of just commands in the mod. [*]amhelp - now prints commands help to the admins pending if they are accessable to them. [*]New IP Range Banning Admin Command ( mbanrange) [*]g_mDebugEmpower - Will enforce the "No Force" rule and will not allow empowered clients to have force. [*]Spectator Followers can now be kicked, banned, etc. without affecting others. [*]mvstr - command that allows you to choose which map you want in the rotation, without disrupting the order. [*]mnextmap - executes next map available in rotation. [*]Most default settings that were in reloaded.cfg are now hardcoded into mod for faster and easier configuration. [*]mnpcaccess does not give client access to cheats. [*]You can now use clients names for assigning mnpcaccess/mnpcnoaccess. [*]g_mAdminGun - Enables/Disables AdminGun system. (includes script) [*]g_mAllowTeleFlag - default is enabled, if set to 0, clients cannot teleport during CTF and CTY gameplay. [*]New BanIP.dat file stores banned ip's. Full use of 2048 saved ips activated! [*]Tweaked the whois command a little again to make it more stable. [*]g_mGiveAdmin - if set to 1, you can grant an admin access level to anyone on the server. [*]madminaccess, mdenyadminaccess - commands for granting/denying admin access to clients. [*]Enable/Disable use of black color names. [*]New logout function - to logout as an admin or knight. [*]Ignore - ignore certain clients from chatting so you dont have to listen to them. [*]Sleeping clients can no longer use the kill command. [/list] -WadeV1589-

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926 downloads

Uploaded:10-26-2003

Give Most

givemost.zip | 704 B

items such as the Jetpack (very stupid looking, and very laggy) or the WEB. That was so irritating having to get all that lousy equipment if you didn\'t want it. Well, no longer! Because with this little mod all you have to do is execute a little script and you\'re given everything but those annoying little weapons you will either never use or would rather do without. Good job War! - Chrono

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5086 downloads

Uploaded:10-25-2003

Jawa!

ja_skin_jawa.zip | 1.45 MB

Here\'s my word of advice for the rest of you - the reason the developers attempted to disallow use of the Jawa model is easily found out when you test the damage model it apparently carries with it. We did several tests on the model which revealed that the Jawa\'s only weakness is a nuclear weapon. So if you were wondering why it has been banned on the jk3files server, that is why. However, you are free to download this, as it gets really old pulling down the console after a while. - Chrono

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3475 downloads

Uploaded:10-25-2003

Unused Hilts Pack

jka_unused_hilts.zip | 1.79 KB

from the SAB file and allow you to use Luke\'s, Desann\'s, and the Reborn lightsabers in Multiplayer. Absent from this pack is Kyle\'s saber, but I imagine everyone got sick of using that from JK2 anyway ^_^. Anyway, get this file so you can use some lightsabers outside of the currently boring ones. - Chrono

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41512 downloads

Uploaded:10-05-2003

Jedi Knight: Racing (Update)

jkracingmodnew.zip | 5.91 MB

for the game! One of the features of JA that I think we all looked forward to was the use of vehicles, like swoops. It didn't take long for Chrono to give birth to the idea of JK Racing! Well, why not? So add to those new game types, JKR - JK Racing, where you and your friends spawn onto a large race track, set in Tatooine where four swoops await you. Jump on one of the swoops available and speed off down the raceway. Swerve in-between large pillars, take sharp turns around a rock, then either follow the arrow around another turn, or risk plummeting to your death by taking the short cut over a deep chasm. Defeat your opponents by being the fastest and reaching the finish line first, or by being the most deadly and just doing away with your competition. Once all of the swoops are gone, just restart the map to have four more. Or, according to the readme, you can just enable cheats on your server before starting up this map and then spawn as many swoops as you need for a good race. (Oh, and there's rumor of a hidden swoop with guided rockets, but that's all I can say about that.) The map is obviously Tatooine. The track itself is challenging and fun. Is it much to look at? Well, who the heck is looking at their surroundings when they're trying to stay alive in a race like the ones that'll take place on this map!? I love this concept. When testing this mod/map with the others, it was just, so much fun. I can't wait until others make more maps like this to add to the JKR game type. "Wait! I don't know how to make maps that will spawn NPC Vehicles into JA Multiplayer maps!" You don't!? Well, lucky for you, Chrono has included a very detailed tutorial with his mod and map! All you need to know is the basics of making a map to be able to make your very own JKR map! I'm sure there are already some concepts of a JKR map of Coruscant, where we'll be riding swoops high and low and in and out of buildings. Who will be the first to recreate the Podrace track from Episode 1? There are so many possibilities now with Chrono's mod. Great work, I look forward to seeing more of Chrono's JKR maps and more from the community! Bot Support: No New Textures: No New Music: Yes Game Types: Um, JKR (JK Racing) ~AmosMagee[/quote] The biggest, and most noteworthy change in this update is that Chrono has found out how to make the swoops respawn themselves. This makes the mod fully functional, without cheats! But then again, that doesn’t mean you won’t need cheats if you want to see something… special? :D I’ve been with this mod since it’s early days, and it is just wonderful to see it blossom as it is right now. I noticed something that could become a problem. I moved one of the swoops not too far from the starting line, and destroyed it, right? Well, 2 of the other swoops also caught on fire and exploded. Well, due to the swoops respawning, this resulted in an endless cycle of the swoops spawning, catching fire, and exploding. I’ve included a few screenshots below to show this. Maybe in the next update, if it’s possible, delay the time between the destruction of one machine and the spawning of the next? Also, if you wanted to have organized races, then you’ll have to dig around, play around, or find some way to not allow the vehicles to move until after like, a 5 second countdown or something? Maybe it’s not possible, maybe it is. Either way, if this is to become a serious thing, then it will be necessary. ;) I really like this mod, and it could be one of the top mods for JKA as it is! But of course, there is always room for improvement. So, I look forward to even more updates and upgrades, and soon, maps! For all of you, like myself, who wish the best for this mod, should step up and help the cause by making some darn maps! Chrono’s tutorial is very detailed, and should help you to get on your feet making a JKR map. I guess what I’m getting at, is this is a simply [b]wonderful[/b] first modification for JKA. I bet Raven is kicking themselves for not having thought of this. Keep up the great work, Chrono. :) ~Lord Griever~ [b]Bot Support – No New Textures – No New Music – Yes Game Types – Um, yeah, still just Jedi Knight Racing[/b]

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17009 downloads

Uploaded:10-01-2003

Jedi Knight: Racing

jkracingmod.zip | 5.89 MB

swoops. It didn't take long for Chrono to give birth to the idea of JK Racing! Well, why not? So add to those new game types, JKR - JK Racing, where you and your friends spawn onto a large race track, set in Tatooine where four swoops await you. Jump on one of the swoops available and speed off down the raceway. Swerve in-between large pillars, take sharp turns around a rock, then either follow the arrow around another turn, or risk plummeting to your death by taking the short cut over a deep chasm. Defeat your opponents by being the fastest and reaching the finish line first, or by being the most deadly and just doing away with your competition. Once all of the swoops are gone, just restart the map to have four more. Or, according to the readme, you can just enable cheats on your server before starting up this map and then spawn as many swoops as you need for a good race. :) (Oh, and there's rumor of a hidden swoop with guided rockets, but that's all I can say about that.) The map is obviously Tatooine. The track itself is challenging and fun. Is it much to look at? Well, who the heck is looking at their surroundings when they're trying to stay alive in a race like the ones that'll take place on this map!? I love this concept. When testing this mod/map with the others, it was just, so much fun. I can't wait until others make more maps like this to add to the JKR game type. :D "Wait! I don't know how to make maps that will spawn NPC Vehicles into JA Multiplayer maps!" You don't!? Well, lucky for you, Chrono has included a very detailed tutorial with his mod and map! All you need to know is the basics of making a map to be able to make your very own JKR map! I'm sure there are already some concepts of a JKR map of Coruscant, where we'll be riding swoops high and low and in and out of buildings. Who will be the first to recreate the Podrace track from Episode 1? There are so many possibilities now with Chrono's mod. Great work, I look forward to seeing more of Chrono's JKR maps and more from the community! Bot Support: No New Textures: No New Music: Yes Game Types: Um, JKR (JK Racing) ~AmosMagee

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