Jedi Academy Enhanced
part of the Jedi Knight: Enhanced project
main coding by redsaurus <redsaurus@gmail.com>
About
Jedi Academy Enhanced is a mod for Jedi Academy Single Payer which adds RGB sabers, saber customisation, holstering, new force powers, some extra character customisation options using “head swapping” and optionally allows you to use AJL's SFX Sabers.
It's based on OpenJK (so the code is released under the GPL and available at Github.com) and a slightly modified version (for SP) of AJL's SFX Saber code. It also uses Open Jedi Project code for TrueView.
Installing
NOTE: If you don't already have it and you're on Windows, you'll need the MSVC++ 2010 redistributable: Microsoft...ls.aspx?id=5555
NOTE: If you're having crashing issues, try the default renderer by setting cl_renderer to rdcustomsp-vanilla
If you've installed an earlier version (from when this was just called SP Customisation Mod), it'd probably best to uninstall the old version.
If you're using a Mac, you should put "Jedi Academy: Enhanced" alongside your regular Jedi Academy base folder - depending on your version the base folder might be hidden inside the original game's application bundle.
If you're on Windows, put ja_enhanced.x86.exe, rdcustomsp-vanilla_x86.dll, SDL2.dll and rdsp-rendsaurus_x86.dll alongside your regular Jedi Academy base folder.
For either OS, put the "jaenhanced" folder alongside your base folder.
You can launch the mod with "Jedi Academy: Enhanced" or ja_enhanced.x86.exe depending on your OS.
User files will be saved to /Users/user/Library/Application Support/JAEnhanced on OSX or to /Users/user/Documents/My Games/JAEnhanced on Windows.
Features and Commands
• All OpenJK features and fixes.
• RGB Sabers These can be set in the menus or by setting the sabercolor to a hex code in the console - for example "/sabercolor 1 xff0000" will set the first lightsaber blade to be red. It is possible to set the sabercolours of NPCs by setting their sabercolor to a hex code in the .npc file. If you want to set one sabercolour for base and one for this mod, you can set the sabercolor of the NPC or lightsaber to the base value, and sabercolorRGB to the RGB value for this mod. Higher blade numbers are set with saberColorRGB2, saber2ColorRGB3 etc.
• SFX Sabers SFX Sabers can be enabled in the console by setting cg_SFXSabers to 1.
• Ignition Flare A lightsaber ignition flare can be enabled in the console by setting cg_ignitionFlare to 1. A custom ignition flare can be specified for a lightsaber with "ignitionFlare " in the .sab file.
• Custom Sabers Now lightsabers can be customised like the player species. An example customisable hilt is included thanks to AshuraDX.
• Saber Holsters Lightsabers are now holstered when not in use. A tag_holsterorigin can be added to a hilt for better placement. Adding "holsterPlace <none/hips/back/lhip>" in the .sab file specifies where a hilt will be holstered.
• Headswapping Several new heads are available for the human male and human female species. You can add your own heads - see the .headswap files in the sp_custom.pk3 for examples. NPCs can have heads set using the playerHeadModel and customHeadSkin commands in their .npc file.
• RGB Character Colours Adds an RGB slider option to all player species.
• Better Entity Spawning The /spawn command now supports entity keys, e.g. "spawn fx_runner fxFile the/file".
• .eent files Maps now load entities from mapentities/mapname.eent in addition to loading them from the .bsp file.
• Raz0r's MP Movement Raz0r's MP-style movement from the SP speedrun version can be enabled by getting g_MPmovement to 1.
• Extra Player Tints (Unused) Playermodels are able to have multiple tints. If you enter “newPlayerTint 0 ”, any shader stages for the player with “rgbGen lightingDiffuseEntity 0” will be tinted to this colour rather than the usual.
• Ghoul2 view models First person view weapon models are now allowed to use .glm models using eezstreet's code.
• Detachable E-Web The player can detach an E-Web from its mount by pressing the Use Force button whilst using it. While the E-Web is equipped, the player moves more slowly.
• More usable weapons The tusken rifle and noghri stick are fully usable by the player. A DC15-A clone rifle, DC15-S clone blaster and E-5 droid blaster have also been added.
• Improved jedi_hm DT's very nice improved Human Male jedi is included.
• Katarn Saberstyle A gun / saber stance. Not completely ready yet, but you play around with it (with cheats enabled) by doing "give weapon_bryar_pistol" and then "setsaberstyle katarn" in the console.
• Saberthrow Saberthrow is now a force power.
• New force powers Force Insanity, Destruction, Repulse and Stasis have been added. Force Repulse is gained automatically during the SP campaign. NPCs can use Destruction and Stasis. For faster force regeneration, g_forceRegenTime has been brought over from MP.
• TrueView As seen in Open Jedi Project and all the other mods that used it, TrueView shows the player model in first person view. You can turn it on for guns with cg_trueguns and turn it on for sabers with cg_fpls.
• Radar The radar system from Siege in MP now works in SP. Giving NPCs and misc_radar_icon entities the icon key will set a custom icon. A 2D minimap is also loaded from minimaps/mapname.mmap.
• rd-rendsaurus A heavily in progress new renderer. It won't be anything on the scale of rend2, but for now it has some kind of support for frame buffer objects. You can turn them on with r_FBOs 1 - I found that dynamic glow was made significantly faster on OSX.
License
The code and menu files are GPL. The relevant GPL license is included in the "readmes” folder. For completeness the Open Jedi Project readme is included although permission has been granted to use the TrueView code under the GPL.
Credits
• AJL for the SFX Sabers stuff (including SFX_Sabers.pk3).
• Circa for the icons for the new heads.
• Raz0r for the MP-style movement code.
• AshuraDX for the saber hilt.
• DT85 for the improved jedi_hm.
• the JKG team for the unstable saber blade graphics and shaders.
• eezstreet for the Ghoul 2 weapon view model code.
• razorace (and the Open Jedi Project) for the use of the TrueView code under the GPL.
• the OpenJK maintainers and contributors.
• Pahricida for the Clone Rifle (and omeewan for the textures).
• SoM3 for the droid blaster and clone blaster.
Support
This is a reasonably early release, so there will probably be bugs. Please let me (redsaurus) know if anything doesn't work or seems to cause problems. Although this is based on OpenJK, this is my fork of it, so anything that doesn't work is probably my fault, and you should pester me rather than anyone else working on OpenJK.
Jedi Academy: Enhanced is based on OpenJK (so the code is released under the GPL and available at Github.com). The aim is to add some features that should have been in the original game, such as RGB sabers and new force powers like Repulse.
Download it HERE!
Here's a quick video of some of the new customisation features in the opening menus:
Version 1 Features and Commands
• All OpenJK features and fixes.
• RGB Sabers These can be set in the menus or by setting the sabercolor to a hex code in the console - for example "/sabercolor 1 xff0000" will set the first lightsaber blade to be red. It is possible to set the sabercolours of NPCs by setting their sabercolor to a hex code in the .npc file. If you want to set one sabercolour for base and one for this mod, you can set the sabercolor of the NPC or lightsaber to the base value, and sabercolorRGB to the RGB value for this mod. Higher blade numbers are set with saberColorRGB2, saber2ColorRGB3 etc.
• SFX Sabers SFX Sabers can be enabled in the console by setting cg_SFXSabers to 1.
• Ignition Flare A lightsaber ignition flare can be enabled in the console by setting cg_ignitionFlare to 1. A custom ignition flare can be specified for a lightsaber with "ignitionFlare " in the .sab file.
• Custom Sabers Now lightsabers can be customised like the player species. An example customisable hilt is included thanks to AshuraDX.
• Saber Holsters Lightsabers are now holstered when not in use. A tag_holsterorigin can be added to a hilt for better placement. Adding "holsterPlace <none/hips/back/lhip>" in the .sab file specifies where a hilt will be holstered.
• Headswapping Several new heads are available for the human male and human female species. You can add your own heads - see the .headswap files in the sp_custom.pk3 for examples. NPCs can have heads set using the playerHeadModel and customHeadSkin commands in their .npc file.
• RGB Character Colours Adds an RGB slider option to all player species.
• Better Entity Spawning The /spawn command now supports entity keys, e.g. "spawn fx_runner fxFile the/file".
• .eent files Maps now load entities from mapentities/mapname.eent in addition to loading them from the .bsp file.
• Raz0r's MP Movement Raz0r's MP-style movement from the SP speedrun version can be enabled by getting g_MPmovement to 1.
• Extra Player Tints (Unused) Playermodels are able to have multiple tints. If you enter “newPlayerTint 0 ”, any shader stages for the player with “rgbGen lightingDiffuseEntity 0” will be tinted to this colour rather than the usual.
• Ghoul2 view models First person view weapon models are now allowed to use .glm models using eezstreet's code.
• Detachable E-Web The player can detach an E-Web from its mount by pressing the Use Force button whilst using it. While the E-Web is equipped, the player moves more slowly.
• More usable weapons The tusken rifle and noghri stick are fully usable by the player. A DC15-A clone rifle, DC15-S clone blaster and E-5 droid blaster have also been added.
• Improved jedi_hm DT's very nice improved Human Male jedi is included.
• Katarn Saberstyle A gun / saber stance. Not completely ready yet, but you play around with it (with cheats enabled) by doing "give weapon_bryar_pistol" and then "setsaberstyle katarn" in the console.
• Saberthrow Saberthrow is now a force power.
• New force powers Force Insanity, Destruction, Repulse and Stasis have been added. Force Repulse is gained automatically during the SP campaign. NPCs can use Destruction and Stasis. For faster force regeneration, g_forceRegenTime has been brought over from MP.
• TrueView As seen in Open Jedi Project and all the other mods that used it, TrueView shows the player model in first person view. You can turn it on for guns with cg_trueguns and turn it on for sabers with cg_fpls.
• Radar The radar system from Siege in MP now works in SP. Giving NPCs and misc_radar_icon entities the icon key will set a custom icon. A 2D minimap is also loaded from minimaps/mapname.mmap.
• rd-rendsaurus A heavily in progress new renderer. It won't be anything on the scale of rend2, but for now it has some kind of support for frame buffer objects. You can turn them on with r_FBOs 1 - I found that dynamic glow was made significantly faster on OSX.
Credits
• AJL for the SFX Sabers stuff (including SFX_Sabers.pk3).
• Circa for the icons for the new heads.
• Raz0r for the MP-style movement code.
• AshuraDX for the saber hilt.
• DT85 for the improved jedi_hm.
• the JKG team for the unstable saber blade graphics and shaders.
• eezstreet for the Ghoul 2 weapon view model code.
• razorace (and the Open Jedi Project) for the use of the TrueView code under the GPL.
• the OpenJK maintainers and contributors.
• Pahricida for the Clone Rifle (and omeewan for the textures).
• SoM3 for the droid blaster and clone blaster.
Jedi Academy Enhanced is a mod for Jedi Academy Single Payer which adds RGB sabers, saber customisation, holstering, new force powers, some extra character...
Just a little something i put together. The Revan NPC. Type 'npc spawn revan' in the console to spawn him as a ally. To fight him as a sith type 'npc...
Cheats won't enable. how?
Open the console with alt+~, and then type in "helpusobi 1". Cheats will then be enabled.
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So i'm assuming this isn't compatible with the widescreen autoexec thingy? I can run vanilla just fine but this mod doesen't seem to work with widescreen, the screen goes off center on 1920x1080
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Went through the entire game.
The only issues were:
1. No weather on hoth and vjun? Hoth was missing the wind and snow, Vjun the acid rain, but you still take damage when outside.
2. If you’re saber is equipped and you jump out of a monitor viewer your lightsaber automatically ignites (similar to JKO). This never occurred in the original JKA, which I prefer.
Otherwise it was a great mod.
Never saw the npc force users use any of the new force abilities though, but it was really cool to be able to use the noghri stick and tusken raider rifle.
Also love the extra color options for character (twi‘lek female yum) and saber color.
CORRECTION:
Your lightsaber ignites when equipped when jumping out of monitor views in both JKA original and enhanced, because of "give weaponnum 0".
Not a big deal really just odd.
Also, I’ve realized that in enhanced none of the weather works, the level with the train doesn’t have any rain, vjun minus the acid rain, hoth doesn’t have snowing etc.
Even though r_weatherscale is set to 1.
...now if only I could figure out how to stay corpse being removed in JK2 similar to the G_corpseremovaltime 0 command in JKA.
Also, I found this mod by searching for holster weapon via google.
That being said, is there a way to holster your weapon, as in, completely put it away similar to binding a key to “weapon” in jedi outcast?
Where once pressed, kyle would completely put away whatever weapon he was holding, leaving both his hands completely empty.
Is there such a thing in this mod?
*The saber attached to the playermodel when you have another weapon held is a awesome touch btw.
Never mind, stupid me, binding weapon works, awesome.
Too cool.
For some reason holstering weapon by binding a key to “weapon” doesn’t work on the Bakura level.
Okay it seems like it’s inconsistent. Putting away weapons completely, leaving both hands free, will work on one level but not the next. Sometimes quitting the game and restarting my mac will gets it to work again.
I’ve also noticed that loading the beginning of a level takes away all your weapons except your saber (the same ones you choose before the level begins).
Okay so it seems you will only be able to put away weapons completely, leaving yourself hands free, if you begin the level with only your light saber, which inadvertently occurs when you load the start of a level. If you load a quick save or a save point mid level, holstering hands free won’t work, and you’ll consequentially also have the weapons you started the level with initially, along with any you picked up etc, but holstering won’t work.
GOT IT HA. FINALLY.
Just type "give weaponnum 0" in the console without quotes.
Then anything bound to weapon or weapon 0 will completely put away your weapon leaving your hands completely free.
I went a step further and simply bound my single player config file to:
bind "LEFTARROW" "weapon;give weaponnum 0"
..that way I don’t have to enter the cheat every time. Even though the first attempt will not net any results, subsequent attempts will result in you putting your weapon completely away etc.
This also works in the original JKA game as well btw.
....so now only the “num loc/clear” issue remains.