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...
Hello, I wanted to thank you for this amazing mod. The lightsabers and textures look amazing and everything works well for me.
The only thing I can't get working is dismemberment. I see the dismember option in the menu and I have it on, but it almost never happens and it's usually just a hand. Hacking Stormtroopers to pieces has always been my favorite thing about these games. I've tried editing the config in My Games/JAEnhanced (set value to 1000), I've tried installing the Bloody Dismemberment mod, I've tried writing my own autoconfig (which works fine for Jedi Outcast) but nothing works. Is there a way to make dismemberment happen on Enhanced?
Nvm, I didn't realize the autoexec.cfg file was read top to bottom for this game. I ended up just adding the cheat to the command prompt in the shortcut.
Different question: is there a way to make the saber throw the alt fire for the lightsaber again? It's about the only thing I want to change in this mod. Are there values I can safely delete?
hey man can you help me, how did you add the command in the shortcut sorry im nub
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How do I fix the Crashing error when I'm using this in a steam copy of the game?
Are you launching it with jaenhanced.x86?
Can show show me with a screenshot what my folders should look like?
I am. it works up until I attempt to start the game, at which point it stops working and closes down
How is the radar established?
Currently it's set up just to show when there's a minimap for the level (cg_showRadar 1), but if you set cg_showRadar to 2 it will always show the radar.
I get "unknown command" when I write that in console.
oh, sorry, cg_drawRadar
Thanks!