The State of Jedi Knight | |
gerbilOFdoom - Student |
Greetings all! Information on some of the more popular projects based on the Jedi Knight source code.
OpenJK - Primary goal is to fix bugs, make engine enhancements, and to improve the modding situation. Jedi Knight Galaxies - [Abandoned] Primary goal is to overhaul gameplay starting with a combat overhaul (Versus) and ending in a persistent multi-server RPG universe. JK2: HD - An update to JK2 with bug fixes, restored content, and improved gameplay features JA++ - A server management mod meant to replace JA+. Server/Client of JA+/JA++ are interoperable. Makermod's source code Lugormod now has a new developer http://jkhub.org - The primary nexus for Jedi Knight modding, as far as I know. This post was edited by gerbilOFdoom on Jan 21 2016 01:13am. |
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Comments |
gerbilOFdoom - Student |
Added some information on Makermod and Lugormod, for those interested.
Made this comment because TJA could use some activity |
Rivan - Student |
1: OpenJKA is not a modification, it does not change anything in relation to hitboxes or the like. Consider it a massive patch, 1.03 and up. It fixes security issues server side and client side, and generally makes a lot of nice server crashing things no longer work.
---You can still run OpenJKA, get the benefits, and still remain pure, technically speaking. It is not a modification such as JA+(Horrible and outdated), JA++(Golden security fixes), Lugormod(outdated and dead), and what else exists. Also, Jkaserver.org .---Been using OpenJKA, I have my own server, I can confirm all of this. |
gerbilOFdoom - Student |
I suppose more detail is in order. The game is setup as an executable and a set of virtual machines in the form of dll files. The structure for OpenJK is as thus:
openjk.x86.exe (Multiplayer executable) openjk_sp.x86.exe (Singleplayer executable) openjkded.exe (Multiplayer dedicated server executable) openjo_sp.x86.exe (Jedi Outcast single player) rd-vanilla_x86.dll (Original game renderer, currently being replaced by rd-rend2) rdsp-vanilla_x86.dll (Original game renderer, currently being replaced by rd-rend) rdjosp-vanilla_x86.exe (Original JKO renderer) jagamex86.dll (Game code) jospgamex86.dll (Jedi Outcast Game code) ui.dll (Client-side user interface, not modified by OpenJK) What this all means is that OpenJK is entirely modular. You can use the executable fixes for both client and server, use the game dll to patch security vulnerabilities, or base your mod on OpenJK's game dll code to incorporate those fixes into your mod. |
Cloud Senatu - Student |
I have OpenJK, I use it with JA+ so I don't have to worry about getting that funky glitch with config's. But to my understanding, OpenJK is a client-side, not server-side, so wouldn't be put onto the server anyways? |
gerbilOFdoom - Student |
Cloud, OpenJK does absolutely nothing to damages or hitboxing. You can review it yourself by looking through the Github repository for it.
OpenJK has two main sections: executable and jamp dll. The changes to the executable fix bugs and vulnerabilities as well as improve the console interface, for example word completion. The DLL side fixes bugs in BaseJKA and patches vulnerabilities that cannot be fixed in the executable. Again, you can review the damages/hitboxes yourself. The files you want are the ones in codemp/game. |
Cloud Senatu - Student |
Ahh, you're looking for FFA base servers. That's where it gets trickier. Most base servers are set to TFFA these days. |
Inferno - Student |
Sorry guys i forgot to put the "ffa servers" words there.
Yes the ESl servers are base ones for example, but FFA server just only a few can be found. Most of them are JA+ or Lugormod. _______________ Sometimes you must go down to get higher. May the force be with you! This comment was edited by Inferno on Mar 11 2014 10:10pm. |
Cloud Senatu - Student |
There's a lot of 1.01 base servers that are unaltered, and still pure. Just all a matter of finding them, because they're mixed in with the JA+ ones. Lol |
Zachry D'Kana - Jedi Knight |
Quote: Is there any base server on 1.01 except TJA servers?
There are some. You can use THIS site for example to search. Also servers having duel maps on them are usually base oriented. _______________ Always striving to be better. |
Inferno - Student |
Is there any base server on 1.01 except TJA servers?
Cloud is right though every little changes in server cgf's can change dmg and hitboxes too. _______________ Sometimes you must go down to get higher. May the force be with you! |
Zachry D'Kana - Jedi Knight |
Quote: Heh thanks guys.
Don't get me wrong, I love JA+ and play on it regularly, but I really just feel TJA is meant to remain pure, we don't need any type of alterations here. ^This. BTW I don't think GerbilOFdoom was implying that we should install any kind of mod, more like he gave us a summary of the present mods available. (Correct me if not ) _______________ Always striving to be better. |
Cloud Senatu - Student |
Heh thanks guys.
Don't get me wrong, I love JA+ and play on it regularly, but I really just feel TJA is meant to remain pure, we don't need any type of alterations here. |
Masta - Jedi Council |
I approve of Cloud's attitude. _______________ Find out more about the Jedi Academy Aurochs here and more about Masta here! Married to Kain. |
MrDJSilva - Student |
Quote: While these are great modifications to the game, I'd recommend not using any of them on TJA. The reason being, is some may not do much altering except to fix bugs or something along that nature, but for those of us (such as me, for example) who actually know how the dmgs and hit boxes work on a PURE base server, will notice differences no matter what mod is used.
There's a mod out there that's only supposed to add some admin commands to a base server, not touch the dmgs or hit boxes at all.. but that's not true. It actually messed with the dmgs quite a bit and gets extremely annoying. agree with this statement alot! This comment was edited by MrDJSilva on Mar 09 2014 07:48pm. |
Cloud Senatu - Student |
While these are great modifications to the game, I'd recommend not using any of them on TJA. The reason being, is some may not do much altering except to fix bugs or something along that nature, but for those of us (such as me, for example) who actually know how the dmgs and hit boxes work on a PURE base server, will notice differences no matter what mod is used.
There's a mod out there that's only supposed to add some admin commands to a base server, not touch the dmgs or hit boxes at all.. but that's not true. It actually messed with the dmgs quite a bit and gets extremely annoying. |
Zachry D'Kana - Jedi Knight |
A nice collection! Thanks _______________ Always striving to be better. |
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