So here is my 'map pack' called ultimate outcast, which is not made in a simple way. It uses the original JO multiplayer maps, i modified them, so they're now full with opponents. You won't find a complete storyline, there is no connection between each map. I didn't use any new npcs or new playermodel, this is some kind of 'oldschool' mappack with the original jedi knight 2 atmosphere. For more details, look at the readme file! Have fun!

Report Ultimate Outcast v1.1
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ultimate_outcast_v1_1.zip
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Patch
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KiraImmortal
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11.52mb (12,075,461 bytes)
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1,680 (2 today)
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76b36a31a8156151155ae658f2b9d027
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Recreated version of my mod. Details in readme. Enjoy :)

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Ultimate Outcast v1.1
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lerrandro
lerrandro

god god mod

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Guest
Guest

A lot of fun for a quick play through using those 20 maps. The 19th was excellent with such a flood of saber wielding Jedi's to fight. Adding modern day AA and Aniso to it made it look terrific in HD+ at a high framerate. Turn on dynamic lighting, stencil buffer shadows and r_realisticsabercombat 1 (helpusobi 1 first in console) and the game still feels fresh after 13 years. Sometimes the saber doesn't load unfortunately it falls out of the map boundary but you can still run around with your hand out like a crazy person avoiding pulse rifle fire and laser blasts.

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Adobe1shinobi
Adobe1shinobi

Does anybody know if a cfg can be written to apply ”d_npcfreeze 1“ to an NPC after it dies, i.e. health reaches 0?

In attempting to figure out how to stop corpses from disappearing I noticed that d_npcfreeze 1 actually kept corpses from disappearing. The only problem of coarse is that everything else stops as well.

Was hoping that a cfg containing something like:
d_npcfreeze 1 {npcs after they’re dead}

...could be applied somehow to only freeze npcs after they’re dead?

Or something in combination with the NPC.cfg found in assets0?

Any help is greatly appreciated.

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Star Wars Jedi Knight II: Jedi Outcast
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KiraImmortal
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