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    The Greatest Ever Rambo's Avatar
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    Default JK Mods - News

    Here I'll post information about any mod of JKA/JKO, whether it's some progress or a full release. Thanks to source code being released and the OpenJK project (making the use of code easier for moders) people are coming out with new mods almost every week.

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    http://www.moddb.com/mods/serenitysabersystems

    Serenity keeps making EoC (Evolution of Combat) better and better with every update. He finds and corrects bugs pretty fast which made the mod almost perfect. People who are looking for a new saber system should definitely give this a try, since it's even better than MB2 imo. The latest version gives us 7 reworked saber styles, new force animations, new melee animations, different stances (you can even lay down on the floor and make yourself a professional sniper!) and much more! See the link below for more info (that's a video presentation of the latest build):

    http://www.moddb.com/mods/serenitysa...revis#imagebox

    Here's the download link: http://www.moddb.com/mods/serenitysa...ete-conversion

    This mod is for both, singleplayer and multiplayer.
    Last edited by Rambo; 07-13-2014 at 09:20 AM.

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    Stargate Event Horizon v1 has been released!

    Stargate Event Horizon is a total conversion mod for the game Star Wars: Jedi Academy. The mod contains 6 maps: Hatak Ship, SGC-Tokra, Atlantis-P4M1249, P3X1259, Battle Over Antarctica, and Daedalus x304. I have also included some incomplete maps that are playable. This mod also includes new menus, new skins, total SG Customization, Gou'ald Customization, and much more!
    Images: http://www.moddb.com/mods/sg-event-horizon-tc/images

    Download link: http://www.moddb.com/mods/sg-event-h...nt-horizon-v10 (it's about 1GB!)

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    NpcSP (1.1) is an incredibly detailed utility that allows the player to spawn, control, play as, or terminate any of base JKA's NPCs in real-time. The addon also allows you to edit your own character's preferences, such as team affiliation and whether other NPCs can target you. Using this tool, you can practically create your own missions and exciting combat scenarios. What will you do with NpcSP?

    Function Overview

    General
    • Over 100+ diverse NPCs available for selection
    • Utility displays team affiliation in the description text (Red: Enemy, Yellow: Neutral, and Green: Friendly)
    • The ability to collapse and expand NPC categories, for a cleaner screen
    • The ability to toggle NPC freezing
    • Notarget functionality for the player
    • A "Kill all NPCs" button, for easy usage
    • The ability to modify the player's team affiliation
    • Select the likelihood of NPC surrender (Unlikely, Moderate, Likely)
    • Set how long NPC corpses take to be removed
    • Noclip, for quick access
    • Display or hide NPC bounding boxes (just for fun)
    • Spawn your own custom NPCs by adding them to the custom registry! You can add up to 12, but only the number you want will be listed. For instance, you could select '5' and only 5 entries would show in the menu, rather than a "this entry is not used" error!



    Spawning

    • BETA: Toggle whether or not friendly NPCs (rebels, etc) follow the player (Please note: This feature only works on CURRENTLY spawned NPCs and will NOT affect duplicates of one NPC. This feature will be improved on for future releases)
    • A random spawner (spawn a random NPC from a list of 50)
    • A random Jedi spawner (spawn a random Jedi NPC from the list of SP species)
    • A quick bind key to spawn multiple of your selected NPC on the fly
    • PLEASE NOTE: The game WILL crash to the main menu if you load too many unique models. I think you are allowed 50 distinct playermodels before it will crash. Keep this in mind as you spawn. This will include the NPCs spawned on the SP missions as well.
    • PLEASE NOTE: Vehicles kept in saved games will crash them!


    Playermodel Selection
    • Clear Properties: This clears all force powers, weapons, and sabers of your player so when you select your desired playermodel, you will adopt all of their characteristics (avoids people like the stormtrooper from getting your inherited saber and force powers).


    Controling
    • Exit NPC option allows you to exit your controlled NPC at any time
    • The NpcSP configuration menu stays open, allowing you to cycle through multiple NPCs
    • PLEASE NOTE: This command will only select the oldest NPC (for instance, if you spawn 5 stormtroopers, you can only control the first one you spawned)
    • PLEASE NOTE: The npc control code is rather bugged (can't really use force, and weapon selection and firing is really messed up) so use at your own risk!


    NPC Killing
    • Kill NPCs by name



    About Saved Games:
    Please note that a lot of the commands and functionality of this utility are stored in short termed sequences, which are NOT saved with saved games. So, when you load a saved game, some of the commands and features may be mismatched. This is just the way the system works.



    Installation
    VERY IMPORTANT STEPS
    Please uninstall all previous versions of NPCSP before attempting to install again.
    1. Extract "NpcSP_v1.1.zip" to your gamedata/base folder
    2. Edit "npcsp.cfg" with a basic text editor, such as notepad
    3. Replace the first [KEY] with a valid keyboard key (such as z, 4 F6, etc). This will be the key you use to open the configuration menu.
    4. Replace the second [KEY] with a valid keyboard key. This will be the key you use to quick spawn NPCs.
    5. Save your changes
    6. Boot up Single Player
    7. When ingame, open the console
    8. Type "exec npcsp" into the console and press ENTER
    9. NpcSP has now been booted. In order to open the command center, press the first key you set in npcsp.cfg
    10. (OPTIONAL) If you would like to add custom NPCs, navigate to gamedata/base/customNpcs/npcsp_custom_registry.cfg
    11. (OPTIONAL) Follow the instructions in the .cfg to enable custom NPC spawning
    12. (OPTIONAL) Follow the instructions on the respective customNpcs/npcsp_custom.npc files to complete the custom NPC entry

    Copyright/License

    You are free to use this utility to create any mission, artwork, or any other media WITHOUT crediting me (I'd love to see it, though! :D)
    Please contact me if you wish to include this modification with your mod
    This is just v1.1. I hope to include an "advanced mode" in v2, which will give you the player A LOT more control over the NPCs themselves. I just wanted to get this out there because development had stalled a bit. Please let me know of any bugs ASAP so I can fix them!

    Version 2 Progress

    What's New in Version 1.1 (See full changelog)
    Fixed in 1.1:
    -Fixed minor bug on page 2 where the NPC entries were using outdated code
    -Fixed minor UI bug that glitched the description of the Prisoner NPC
    Added in 1.1:
    -Added custom NPC spawning. Simply open customNpcs/npcsp_custom_registry.cfg to get started
    Please uninstall NpcSP v1, as 'NPCSP.cfg' has been updated (adds the custom spawning)


    Download: http://jkhub.org/files/go/003f4d5ab1...2096b8fa/npcsp

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    Jedi Academy: Knights of the Old Republic 2 Duels is a mod that features the most important duels from Star Wars: Knights of the Old Republic 2. The purpose of this mod is to make new maps and cinematics to recreate every scene that is connected to a duel in the game, but all aside Star Wars: Jedi Academy. The mod will contain new content from the vanilla game including levels, models, textures, menus, music etc.

    1st video showing Kreia: http://www.moddb.com/mods/jedi-acade...vision-preview

    Full description here: http://www.moddb.com/mods/jedi-acade...republic-duels

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    Well, it looks like Jedi Academy: Knights of the Old Republic 2 got released at April 11th.

    Download: http://www.moddb.com/mods/jedi-acade...uels/downloads

    Make sure to get the patch as well.

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    Expanded Universe Birth of Rebelion

    Spoiler


    A member of JKHub community is making a singleplayer mod about a story based between Order 66 and Episode 4 where we will take control of a Jedi General who survived Order 66. It's still on WIP state, but some of the levelshots and a new HUD look sweet. Definitely something to keep an eye on.

    Link: http://jkhub.org/topic/5627-expanded...the-rebellion/
    Last edited by Rambo; 05-08-2015 at 05:15 AM.

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    More updates please

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    Last preview of EOCIV before release in December:

    Welcome to the final preview of Evolution of Combat IV! We really hope you've enjoyed this series of previews, and we wanted to make this final preview entirely text based to try and fit in as much information as possible. Hopefully this preview ties all the other information together and you'll see our plan for improving gameplay in Evolution of Combat IV!


    Vader VS Yoda

    In EoCIV, we've taken the Serenity Saber System and the years of feedback from previous versions of EoC and combined it all together to create the ultimate combat system in singleplayer games and multiplayer games.

    Since the source code of Jedi Outcast and Jedi Academy was released, we've been working on Evolution of Combat IV and having the full code to work with we've been able to unify the experience of singleplayer and multiplayer, making multiplayer feel less of an afterthought by the developers like it does in the base game.

    The multiplayer saber system is now built up of about 30% of the original system, 40% of the singleplayer system and 30% of the new reworked combat abilities.

    So what does all this mean when I play a game? Well, the whole combat system is now class based, health based and weapon based. For example, people running with heavy weapons will have a lower health and a suitable saber style. We're really trying to make everything balanced.

    With all the new updates to the system, there are now also a total of 38 new moves with about 30% of the moves available from the base game being modified to allow you to chain them together to create your own style of combat away from the original restrictions of the saber system.

    The AI saber system is almost fully independent from the player's saber system, meaning we have been able to program them to react differently depending on the class you choose and how you attack them. This gives the player the illusion that they are actually fighting a real opponent, especially tied in with the upgrades we've given them like better common sense and multiple new weapon skills.

    In terms of how the game actually runs, we've made so many changes in Evolution of Combat IV that we now run separately from Jedi Academy through our own launcher. The changes to the source code we've made meant that we could no longer use the original Jedi Academy executables.

    To play EoCIV, you will now be able to run a simple launcher that will let you launch singleplayer or multiplayer as well as check for any game updates so you'll always have the latest version. We really wanted to introduce this automatic update feature so that there won't be any confusion as to which version of EoCIV you need to download!


    Han Solo

    Now that we've told you most of what we feel we need to, we're launching our own Twitter account so that you can get even more updates on what's happening with the mod, as well as ask us any questions you may have about it directly. Follow us or Tweet us over at @EoCIVnews!

    We're so excited for our December release and we hope to be releasing a trailer soon which will come along with the news of our release date, so stick around!

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    ty based rambo

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    It looks like it's going to be another TFU wannabe modification to JKA. No details shared yet, there is just one video presenting superpush and lightning effect wchich are looking great tbh. It also looks like the graphics are improved a bit. Apart from that, author of the mod is working on new models for his projects such as Rebornmaster reskin. I'll update the post if any news arrive.

    TFU Superpush + Lightning effect video: http://www.moddb.com/mods/star-wars-...eme-mod/videos

    Rebornmaster Reskin:


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    Latest tutorial of EOCIV explaining the sabersystem.
    EOCIV is coming out with a new launcher on 17th of December!


 

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