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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JKG v1.3.23 is Released

News

Hello ModDB and Jedi Academy community! As a reminder, in case you weren't aware, Jedi Academy is turning 20 this year! We've also moved v1.3.23 out of beta into stable release, it is now available here on ModDB. If you're still using v1.3.22a, you'll want to make sure to update your assets, binaries, and map packs. The next beta release is being worked on and will be first made available on our website, jkgalaxies.net, once it is ready.

There are a lot of new things in v1.3.23, here's a brief summary:

v.1.3.23 released!

New/Improved Systems
:

  • Falloff Damage. Guns now feature falloff damage, meaning that if you fire at something beyond the weapon's range rating, damage will be exponentially decreased over distance.
  • Toggleable crouching has been added! You can now set a binding (Ctrl by default) to set and forget (c still uses the old method of hold to crouch).
  • Overheating has been improved both mechanically and visually. Each gun that generates heat (most blasters), has a custom defined threshold (default: 75% heat) at which point you will begin to hear a warning noise and see steam coming off the gun. If the gun reaches 100% heat it will overheat disabling use of the weapon until it can cool down to the threshold level (more steam efx will also occur during this point). Additionally it takes longer to swap to a different weapon if the weapon has more than 50% heat built up on it.
  • More debuff/buff types added. This includes some new ones with new movement mechanics: slow and haste. Sting blast weapons will add a stacking (up to 50%) slow debuff to targets hit by it. This also includes EMP debuffs which will short out certain equipment preventing their use for its duration (such as jetpacks). Other buffs can also affect movement in different ways, such as taking spice which poisons you but also increases your movement speed.
  • Updated Lua API/system to reflect current game features introduced in recent years: can now use new features like shields, debuffs, etc. This is not going to affect current gameplay much, but lays a good groundwork for later Phase II systems for things such as quests.
  • The Lua admin system has been improved and lots of bugs with it have been fixed. New commands and functionality has been added, use /admhelp cmd in game for more information.
  • The emote system has been readded. You can type in /emotehelp to get a list of different emotes that are usable . Using 'u' will give you access to the action chat menu which emotes can be called from directly (along with other cmds). For example, try out /thumbsUp to gesture with a thumbs up.
  • Most items now have item description with interesting factoids or lore information. Note: This feature is still in development and will be improved in subsequent versions, especially with UI changes down the road.
  • Weapon descriptions now display what type of ammo they are compatible with.
  • Dice rolling system. Want to gamble, play D&D, or yatzee inside of JKG? Now you can with the dice rolling lua minigame. Use the cmd /roll in the chat or console to try it.
  • The client's server browser now shows which version of JKG each server is running (uses the 'gameversion' cvar).
  • Deathmessage improvements. Centerprint death messages brought back, and the game will inform you if you got a headblow (or were killed by a headblow).
  • Melee mode is now toggleable for each individual ACI slot, instead of globally. You can now set an ACI slot to melee and leave the other ACI slots unchanged (or have multiple slots assigned to melee).
  • Pray and Spray. Automatic and burst weaponry can now be fired while rolling (but good luck hitting anything!)
  • Item Tiers. While this feature will be mostly unused in this patch, items can now be assigned a tier to help player's determine their value/rarity. See this concept thread for more information about how tiers will work in the future.
  • Knockdown Stuns. The standard-stun debuff now causes knockdown instead of freezing the player in place. The old style has been restylized as 'stasis-stun', and is much less commonly used.
  • Healing Grenades (such as the bacta grenade) now have a different armed sound, to help you tell the difference between helpful grenades and dangerous ones.
  • ACP Weapon Type implemented. The ACP damage type can partially bypass shields, with a % of their damage piercing through any active shield to do direct damage. The default ratio is 50% (half impacts on the shield and the other half does direct damage).
  • Weapon swap time is no longer hard coded (swap time is how long it takes for you to switch between weapons in your ACI), and can now be specified manually by each weapon file. Additionally Grenades, melee, and pistols have 25% reduced swap times from other weapons.

EE-3 Blaster in Jawa Fortress.

New Items:

  • The IR-5 Intimidator Blaster Carbine. This cheap automatic blaster provides potent firepower for the fraction of the cost of higher quality carbines such as the E-11, however it is prone to overheating. We hope this weapon will provide a good blaster alternative to compete with the Lt-60 Carbine in the early stages of matches. A slightly more expensive version features a scope, with slightly better stats and heat management.
  • Bacta Grenades have technically been in the game in the while, but have been missing their models. They are now all properly dressed up now! They also now heal more aggressively over time, and less instantaneously.
  • Jetpacks: Merr-Sonn V-Burst Jetpacks have received their own model, and a JT-12 Jetpack (made famous by Jango Fett - model by Neomarz) has also been added.
  • New clothing has been added including: Pilot Goggles, Capes, Gloves, a new rebel helmet (forest camo), and an Imperial Officer's hat.
  • New Armor Set: Kessler Armor created by Noodle. Designed for Bounty Hunters or mercenaries. Provides decent protection for an affordable price.
  • New Armor Set: Galinolo Huntsman (model by Neomarz and HellKobra, skin by Darth Phae) armor created by Noodle. Designed for Bounty Hunters or mercenaries. Slightly more expensive, but better protection than Kessler armor.
  • Other misc armor items: Boba Fett's helmet, Bousshh's helmet, a Mabari Helmet (Zam Wessel's), and a traditional Weequay Cuirass.
  • Westar Blaster Pistol. Jango Fett's famous blaster pistol. It provides a very good fire rate and reload time, but also runs a little hot. While a little more expensive, it remains useful against even blaster carbines or rifles. By Silverfang (model).
  • A simple Spice variant has been added and can now be used to give yourself a speed boost at the risk of poisoning yourself.

Scrimmage on the streets of Mos Eisley.

Map Changes:

  • Most maps have had new vendors added to them (or the vendor locations adjusted). Most will feature different types of vendors in each base, such as medical vendors (which sell first aid equipment like bacta), supply vendors (which offer equipment like grenades of ammunition types), etc.
  • Maps now have an ambient heat value (default is 100), hotter maps make it harder to cool down overheating weapons, and fire debuffs are more effective. Cooler maps allow weapons to cooldown faster, while making cold debuffs more effective, etc.
  • JKG_Spaceport now has turrets.
  • All maps except JKG_Taris (and those already with CTF Flags) have had CTF flags added in.
  • Fixed JKG_Nightfall spawns (no more spawning in the enemy shop!)
  • Fixed floating Tusken vendor in JKG_Jawa_Fortress

In addition to all these new features and changes, there is a huge list of bug fixes as well. You can find the full patch notes here.

Sniper in the Mos Eisley Arena

Finally, to celebrate Jedi Academy's 20th anniversary (and our own mod's release) we'll also be holding scrimmage matches this weekend on the JKGDev Server at the following times:

  • Scrimmage #1 - Saturday, September 16, 2023 1:30:00 PM UTC
  • Scrimmage #2 - Sunday, September 17, 2023 2:30:00 AM UTC
  • Scrimmage #3 - Sunday, September 17, 2023 3:30:00 PM UTC
  • Scrimmage #4 - Sunday, September 17, 2023 11:00:00 PM UTC

You can find more information about the even on our Discord or homepage. We'd love to see you there. May the force be with you!
Darth Futuza

JKG v1.3.22a is Released

JKG v1.3.22a is Released

News 4 comments

v1.3.22a is released on ModDB, there's a new website ( www.jkgalaxies.net ), new ways to watch development, and a review of some of the newer features...

The ModDB Page Reawakens

The ModDB Page Reawakens

News 5 comments

It has probably been a long time since you've heard anything from Jedi Knight Galaxies. In which case, we have really big exciting news. The latest version...

The 509 Bandit

The 509 Bandit

News

Hey everyone quick news update. Jkgalaxies.com is back online, it has been disabled for a few days due to the fact that we used up our monthly bandwidth...

Launcher Testing Begins

Launcher Testing Begins

News 5 comments

Hey everybody, Darth Futuza here with some good news: after many long w̶e̶e̶k̶s̶ months of procrastination I’ve finally finished fixing the Jedi...

RSS Files
Jedi Knight Galaxies v1.3.23 Windows Binaries

Jedi Knight Galaxies v1.3.23 Windows Binaries

Full Version 2 comments

The binary (the executable code of the game) files for Jedi Knight Galaxies v1.3.23 for Windows. This is most frequently updated part of JKG, it contains...

Jedi Knight Galaxies v1.3.23 Linux Binaries

Jedi Knight Galaxies v1.3.23 Linux Binaries

Full Version 1 comment

The binary (the executable code of the game) files for Jedi Knight Galaxies v1.3.23 for Linux. This is most frequently updated part of JKG, it contains...

Jedi Knight Galaxies v1.3.22a OSX Binaries [defunct]

Jedi Knight Galaxies v1.3.22a OSX Binaries [defunct]

Full Version

The binary (the executable code of the game) files for Jedi Knight Galaxies v1.3.22a for Mac. This is most frequently updated part of JKG, it contains...

Jedi Knight Galaxies v1.3.23 Assets

Jedi Knight Galaxies v1.3.23 Assets

Full Version

The assets files for Jedi Knight Galaxies v1.3.23 for all OSes. You will also need the binaries as well to play. To install, first install the binaries...

Jedi Knight Galaxies Serverside 1.2.2[defunct]

Jedi Knight Galaxies Serverside 1.2.2[defunct]

Server 3 comments

Jedi Knight Galaxies is an open-world, large multiplayer online first person shooter roleplaying game (LMOFPSRPG). In Phase 1: Versus, the Player versus...

Jedi Knight Galaxies Launcher [defunct]

Jedi Knight Galaxies Launcher [defunct]

Installer Tool 24 comments

The JKG Launcher is an update program used to get new content and patch your game, as well as adjust several game settings before entering the game (such...

Post comment Comments  (0 - 10 of 940)
k81526238
k81526238 - - 67 comments

Are there bots??

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CrossDressiNate
CrossDressiNate - - 184 comments

I'm having an issue with installing the client. When I open the batch file and the executable, there is no text on the menu at all, so I can't do anything, but quit with alt-tab and then clicking out.

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Darth_Futuza Creator
Darth_Futuza - - 171 comments

Sounds like you might not have it installed quite right. Have you checked the instructions on the download page to make sure you followed that right? (See the tutorial video here: Youtube.com ). If you're still having trouble join the Discord and post a screenshot of what you're seeing in the helpdesk channel.

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Guest
Guest - - 689,565 comments

Will this mod interfere with others? like if i have movie battles installed will this cause any problems for this mod or movie battles?

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Darth_Futuza Creator
Darth_Futuza - - 171 comments

Not if you install it properly. It should be installed in its own jkgalaxies directory inside of GameData so it shouldn't interfere with anything else.

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Guest
Guest - - 689,565 comments

oh and another question, is this mod still being worked on or is it still active?

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Darth_Futuza Creator
Darth_Futuza - - 171 comments

It is still worked on, we just unfortunately don't update the ModDB page very often. If you want more immediate updates visit the website: www.jkgalaxies.net

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Guest
Guest - - 689,565 comments

thanks

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Darth_Futuza Creator
Darth_Futuza - - 171 comments

Coming soon to ModDB...

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Guest
Guest - - 689,565 comments

when will phase 4 or 3 be released

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Darth_Futuza Creator
Darth_Futuza - - 171 comments

It will be quite a while before we're ready to even start working on Phase 3. We're currently still working on things from Phase 1, like new items and mechanics, and getting ready to start tackling the saber system. Please don't feel like you need to wait till Phase 3 to try out the game, its pretty fun so far, even if we're only in Phase 1.

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Guest
Guest - - 689,565 comments

ok tnx.i will try it

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