Either by luck, or wisdom, you've arrived at the website of the biggest, most extensive and evolving mod ever made for a Star Wars game. Welcome to choices, welcome to adventures! Welcome; to Jedi Knight Galaxies©, a free modification for Ravensoft’s Q3-based game, Jedi Knight: Jedi Academy.

With new models, animations, maps, music, and naturally including an all new exciting plotline, all backed up by extreme amounts of coding. As far as a total conversion goes, we prefer to call JKG a game, more than a mod. Except for the fact that we want to bring you all this, completely free of charge!

Welcome to Jedi Knight Galaxies, where we break the limits!


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10 comments by silverfang22 on May 16th, 2013

Written by Darth Futuza, eezstreet, Pande and Silverfang

T
o start off, apologies for not having a news update recently. As you may know, our team has shrunk down drastically, however with this has come a shift in focus that we all feel over in #JKGalaxies IRC Channel. We wish to thank all of our community for their continued support of our efforts.

We've decided to go a bit more transparent with our bug tracking, development plans, and discussion. The below documents contain our thoughts on continuation and additions:

Post Phase 1 Discussion
 
Known Bugs and Planned Features

Jedi Knight Galaxies is going Open Source! eezstreet has set up a GitHub repo for our project which we will continue to update. The community is welcome to submit their own improvements to the source code via pull requests, and submit specific issues using the repository's issue tracker. For more information and to create your own fork of the repository, you can visit the URL:
 

Now, onto the news about our next update! Many of you know of our 'PTR' (public test release) that we have been updating with our community. We've come to realize in hindsight that this was a silly method of updating. It was designed to avoid messing up the stable release with bugs, but since all our player-base at the time was on IRC and subsequently recieved the PTR, they all moved to the PTR at once. The stable release therefore became unneeded, but in removing support for it we lost most incoming traffic to our mod.  Additionally the move to open source will mean we will just use our current development build to test stability for the next official patch.

So, we've been working towards getting back onto the stable release for the past few months, and we are nearly ready. The next release will include:

Updated Maps:
  • Mos Eisley (PTR-only until now) - night and day
  • Coruscant (expanded bases, retexturing)
  • Jawa Cave (all new! by Yzmo)
Spaceport is, for the moment, going to stay. However, as it is part of Mos Eisley now it will eventually be removed or included only as a 3rd party map. Currently, it's our only small map so we are keeping it for smaller matches.

New Features:
  • Firing modes, instead of alt-fire
    -  Visual indication of firing mode on the weapon- 
    -  Some weapons have more than 2 firing modes!
  • NPCs have names and occupations displayed above them
  • Many fixes to animations, too numerous to list, but includes reloading
  • Many balances done to guns
    -  Price adjustments to make early-game weapons more viable        
    -  Almost all reload times increased, pistols still have very fast reload times
    -  Advanced Suppressor Pistol nerfed, though nearly unused in-game, it was actually one of the best pistols available, wouldn't expect that from an upgraded version of the weakest pistol in the game now would you?
    -  Painkiller Pistol gets a decent buff. Trivia: its damage value was switched with the Adv. Suppressor pistol
  • Bounty System
    -  When a player gets several kills in a row he will be worth bonus credits when killed

While that covers everything that you will be able to play with in the next update, here are some features we've been working on since the PTR was created

WIP Features that won't be included (yet)
  • Saber system
    -  While this has had a lot of work put into it, it still needs a lot of tweaking and expansion
    -  We will most likely show this off in a future developer diary when we have worked out more kinks and can properly show it off.  Trust us it'll be worth the wait.
  • Holstered weapons
    -  A custom built holstering system made from the ground up with JKG's ACI system in mind
  •     All new AI pathfinding and combat mechanics
    -  Created by Uniqueone
    -  NPCs will use melee if you get too close
    -  Bounty Hunter NPCs are a force to be reckoned with using multiple weapons, jetpacks, and more deadly melee attacks
    -  Roaming Vendors designed with Phase 2 in mind
    -  NPCs saberists use the new saber system
  • Holstered weapons
    -  A custom built holstering system made from the ground up with JKG's ACI system in mind
  • All new AI pathfinding and combat mechanics
    -  Created by Uniqueone
    -  NPCs will use melee if you get too close
    -  Bounty Hunter NPCs are a force to be reckoned with using multiple weapons, jetpacks, and more deadly melee attacks
    -  Roaming Vendors designed with Phase 2 in mind
    -  NPCs saberists use the new saber system
  • Saber system
    -  While this has had a lot of work put into it, it still needs a lot of tweaking and expansion
    -  We will most likely show this off in a future developer diary when we have worked out more kinks and can properly show it off.  Trust us it'll be worth the wait.

Well folks, that concludes this update! Stay tuned, we'll be making more posts very soon.

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Jedi Knight Galaxies Launcher v1.33

Jedi Knight Galaxies Launcher v1.33

Jan 5, 2013 Installer Tool 12 comments

The Launcher needed to install, launch and keeping JKG up to date.

Jedi Knight Galaxies Pazaak Guide

Jedi Knight Galaxies Pazaak Guide

Aug 20, 2012 Guides 2 comments

Almost 3 years ago we promised a comprehensive guide to playing Pazaak. I noticed this and remembered that it had never been given out publicly. So here...

Post comment Comments  (0 - 10 of 705)
Kloud_Runner
Kloud_Runner 8hours 54mins ago says:

I just got off the server and it was AWESOME! This mod gets a 10/10 from me.

+1 vote     reply to comment
SeThzor
SeThzor May 12 2013, 12:59am says:

Didn't even realize that I was mentioned here till now o.o I reinstalled JKG earlier and I will start home-hosting a server once more now that my internet is faster.

+1 vote     reply to comment
silverfang22
silverfang22 May 15 2013, 6:10am replied:

We plan to release a new update soon too :)

+1 vote     reply to comment
WEEE
WEEE Apr 24 2013, 12:36am says:

...I'm expected not to believe JKG is dead? :3

+2 votes     reply to comment
Stoiss
Stoiss Apr 24 2013, 8:48am replied: Online

Its not dead, if JKG was dead a post would have been set up in here about it, we are still working on it as much as we have free time for it, remember we are not a game company, this project is a free time ting and takes time even if we don't make any new post in here does it not mean JKG is dead :)

+2 votes     reply to comment
lukex
lukex Apr 24 2013, 9:53am replied:

So can you release some new screenshots about the upcoming version or wirte something about it

0 votes     reply to comment
Stoiss
Stoiss Apr 24 2013, 11:38am replied: Online

well we have somthing in plans, but when it will be i don't know for sure yet, but what is better then come on our JKG Irc and get a peace of the mod you self and try out the lates ptr :)

+2 votes     reply to comment
WEEE
WEEE May 7 2013, 10:18pm replied:

If it's not dead, then at least put on a populated JKG server for me to socialize in. I don't wanna lose faith in this mod/game, so pls lol, put a server on.

+2 votes     reply to comment
Darth_Futuza
Darth_Futuza May 16 2013, 4:18pm replied:

JKG is still in development and still in beta at that. The lack of the server is due to the fact that we only have one available for both hosting community games. This means sometimes we have to take it down in order to test new features for future patches (because we don't have another machine to test it on). We also have no funding for servers, everything comes out of pocket so feel free to contribute should you so desire.

Additionally we have made the server side of the mod available so community members are welcome to register and host their own servers to let everyone play on.

+1 vote     reply to comment
Stoiss
Stoiss May 16 2013, 6:09pm replied: Online

just to remind you Darth, JKG has a offical server founded by me, the thing is when we had a Public JKG server up it was never used at all, so when we got longer in to the PTR release stuff and ppl came to us on the JKG irc Channel we gave them the option to play with us there, and i turn off the JKG Public server, i can easy put it back on, not a problem but it was just never used, but that will change very soon as we got a better way handling the build now and soon will have a update on our launcher ;)

+1 vote     reply to comment
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Platform
Windows
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JKG Team
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Official Page
Terrangaming.com
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Released Sep 16, 2012
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Highest Rated (3 agree) 10/10

The best mod for JKA, I mean that literally, this mod overhauls a game that I thought would never, ever be overhauled, the gun combat is awesome :D .

Dec 5 2012, 3:24pm by Dark_Ventus

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