Hopefully the final release of my JOA mod. This mod lets you play Outcast's campaign in Academy's engine, some bonuses included. Requires ownership of both Academy and Outcast, only english versions are supported.
JOA v3 - Dec.27, 2014
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credits
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By xxt65xx at moddb.com. This version would not exist without sanguinehipster at jkhub.org. Some skins by user peanut3143 are included.
Description-
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This mod is designed to allow players to play through Jedi Outcast in Jedi Academy's engine. This allows for new weapons, vehicles and NPCs to be spawned in Outcast's campaign. Try using formerly academy exclusive mods and console commands for some extra fun, I recommend spawning a swoop bike or army of rancors on the yavin canyon or yavin swamp missions. Unless I hear there are still some serious crippling issues remaining, this is probably the final version I will release. If you think you can do a better job or just want to improve this mod, you have permission to use any assets included, I just ask that you credit me and sanguinehipster.
Installation-
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Seriously, this is the cause of 99% of all issues with this mod. I tested this mod on a fresh installation and it worked perfectly. Also I only support english versions of the game. This should work with other versions of the game but might require some tweaking.
REQUIRED- You must have a fresh vanilla install of Jedi Acadmey and Jedi Outcast. If you can't figure out a way to get them, I recommend purchasing them off Steam. I HIGHLY recommend you apply all official patches to Outcast and Academy BEFORE you try to mod them. This mod has only been tested on fully patched installations, I don't fully support applying it to older or cracked versions of these games. It should work, but might introduce new bugs.
Step 1- Rename Jedi Academy's assets in the GameData\base folder to something like b_academy_assets0.pk3, b_academy_assets1.pk3 and etc.
Step 2 - copy all of Jedi Outcast's assets(#).pk3 files to Academy's base folder. You don't need to rename them, but you can.
*REMEMBER- Academy loads assets alphabetically, make sure it loads Outcasts file BEFORE Academy's.
Step 3 - Copy my entire mod to academy's GameData directory, located wherever you installed it. Merge my base folder with Academy's base folder.
*You can optionally apply my wide screen fix, described later in this Readme
Step 4 - Double click "Play SP.bat" to lauch single player with additional mods.
EXample Load order; my GameData\base folder looks like this:
a_outcast_assets0.pk3
a_outcast_assets1.pk3
a_outcast_assets2.pk3
a_outcast_assets3.pk3
b_academy_assets0.pk3
b_academy_assets1.pk3
b_academy_assets2.pk3
b_academy_assets3.pk3
zzzzzzzzzzZ_JOA_Base_Assets_v3 (1).pk3
zzzzzzzzzzZ_JOA_Base_Assets_v3 (2).pk3
New in this version-
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Thanks to the work done by user "sanguine hipster" over at JK Hub, his fixes and work arounds have been merged into my mod. This means the
yavin swamp skating bug has finally been fixed, objectives now update properly and cutscene animations now work! The cutscenes no longer look like a butchered mess, although because the animations weren't actually ported over, this means Kyle's JK2 skeleton had to be used and the player's skin no longer shows up in cutscenes. You can still choose whatever skin and saber combo you want, it just won't show up in cutscenes.
you can find sanguinehipster's mod at: Jkhub.org
-Countless bug fixes in this version, I went through the whole game in godmode so hopefully I didn't miss anything huge.
Wide Screen support:
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Also, optional 16:9 wide screen support has been added. Just overwrite the zzzzzzzzZ_HUD.pk3 in the "JOA SP" folder with the version in the wide screen fix folder. 16:10 resolutions have not been tested. To use a custom resolution, pull down the developer console in game with the shift + tilde(~) keys and type in "exec 720p", "exec 1080p" or "exec customresolution" without quotes. To change the custom resolution, open "customresolution.cfg" in the "JOA SP" folder with a text editor such as notepad and set r_customwidth and r_customheight to your resolution, then use "exec customresolution" in game.
Bonus Demo Mission
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-Outcasts demo mission can be played though the level select menu located under the extras mission.
Known Issues
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-Some minor shader bugs like flickering textures might still remain, but there shouldn't be any missing.
-The galak fight is still bugged, but can be completed.
-for some reason, on the mission artus_topside the player is given a saber and after hours of frustation I set it to be lodged in a rock
making it unobtainable by the player. It will show up in your inventory but does not affect gameplay.
-inventory items cannot be used and have been replaced on maps with items from JA or completely removed. If you can't see in a dark area consider turning your game's brightness up in settings.
It crashes upon start for me. Just says 'Jedi Academy SP has stopped working'.
I've installed and patched both games, and followed the instructions.
Fixed it with these instructions. Steamcommunity.com
Good, I had to do the same thing on win7 and 8.
Question! Does GOG version of Star Wars Jedi Knight II: Jedi Outcast and
Star Wars Jedi Knight: Jedi Academy work? Please reply fast please. So I can buy it fast. Its the only last 2 copy. REPLY FAST PLSSSSSSSSSSSS
my version is GOG 2.0.0.4, 2.0.0.3 academy and outcast
Hey,
Bespin streets and platforms everything is silver colored (textures). havent tried other levels yet, but anyway to fix? or did i something wrong?
Thats a new one, the only thing I could recommend is a fresh install. If you followed all my instructions it might be a harware issue =/.
Is there a place where I can get the models for the custom saberhilts you can choose from midway through the academy campaign?
If you mean the files themselves, there are .pk3 viewers/extractors available. Otherwise you could rename the .pk3s to .zips and just extract them.
If you mean you want to change the model while in game, you should look up console commands.
Having a few issues which I think might be caused by my settings, could anyone help me?
Not seeing any reflective surfaces (eg. on the floors of Imperial buildings), a lot of the textures are very low-resolution, and some textures flicker or aren't there at all (on Kejim 1, the emplacement gun flickers, and the armour generator has a black texture, except on the green pulsing bits).
Also, when playing the JK2 demo within the mod, the game hangs when the door opens to leave the landing pad, right at the start.
Any help would be much appreciated!
Running Intel i7, 16gb DDR3, overclocked Nvidia GTX 670, Windows 7 64bit.
Running on a windows 10 machine myself at the moment, with a GTX 970 and AMD FX-6300. Its working fine for me, have you tried installing openGL? I had to install an older version or it wouldn't even launch. Otherwise it might be your CPU, I know mine doesn't like Mass Effect 1.
Thanks for the help, but I've solved it, it was an issue with my in-game settings. I'd enabled vertex lighting, setting it to 0 solved all the problems. Unfortunately the standard lighting is horrendously flat, but that's just a limitation of Quake 3 tech I guess.
One last thing I'd really like to do is disable the dynamic crosshair (so the crosshair's still there but doesn't move from centre). I'm sure I used to be able to do this back in the day, but can't find the command for it now. Maybe it was only in JK2?
I am having a problem on the level where lando and Kyle are trying to get off nar shaddaa and when I go to fuel the ship by changing the codes on the fuel takes to the right ones it doesn't work.....??
There's a bug where Lando gets locked into combat mode once he boards the ship, the mission parameters get stuck, preventing you from using the fuel pumps. The quick way of telling whether you're experiencing the bug is if Lando is still pointing his gun after you've mopped up the thugs in the hangar. If the game is working OK, he should be typing at a keyboard instead.
I think this happens as a consequence of using external force powers affecting Lando or the hangar mob, such as push or pull (or possibly even knockback from thermal detonators). Once it's happened, you won't be able to complete the level.
Don't worry though, you don't have to repeat the whole thing - just click "load checkpoint" from the save menu and it should take you back to when you and Lando first entered the hangar's ground floor.
Weird, I've tested that section several times now and haven't had this happen. Thanks for the input.
I don't think it's a mod-related issue, I remember experiencing it in JK2 back in the day.
DUDE!, DEWD!, DOOD! Ive sensed some disturbance in the mod. There is no inventory controls is Outcast!!!
You have to config the binds yourself, I noticed too :) To get it to work, add the following to jaconfig.cfg:
bind ENTER "invuse"
bind [ "invprev"
bind ] "invnext"
You can go further of course and google a bunch of JO commands and add them to your bindlist :) Sorry for the 4 year late reply, but I just launched the mod again to play some JO lol
This works fine for me, but I want to get a_outcast_assets3.pk3, my outcast game didn't come with one. I only have Assets # 0, 1, 2.
anyone want to gimmie a link to the 3rd pk3, because I think it contains the player model for kyle and the inventory bar.
Everytime I finish the yavin_trial mission and start to load the first Nar Shaddaa mission, my game crashes to desktop with the error "Unsupported JPEG process: SOF type 0xcb". Any help?
Hey so there is no assets3 but there is an assets5. 5 doesn't contain what 3 is suppose to. This the steam version, anyone know what to do?