Post news RSS Jedi Academy: Enhanced v1 Release

Version 1 of Jedi Academy: Enhanced - part of the Jedi Knight: Enhanced project - has just been released! 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.

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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.

Comments
jedimastereraol
jedimastereraol - - 946 comments

Looks sweet, going to download and test ASAP

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Katarn94
Katarn94 - - 3 comments

Have you downloaded it? im having a coupe of issues think you could help me out?

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Guest
Guest - - 698,446 comments

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myxale
myxale - - 666 comments

sweet, going to download

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alelakd2
alelakd2 - - 1 comments

Hey guys, I put all in base folder and when I start "ja_enhanced.x86" I have this error "Couldn't load default.cfg"

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redsaurus Author
redsaurus - - 27 comments

ja_enhanced.x86, the jaenhanced folder and the other things should be in your Gamedata folder (so in the same place as your base folder), not inside the base folder

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Guest
Guest - - 698,446 comments

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Guest
Guest - - 698,446 comments

bug i can't use the force in SP :(

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redsaurus Author
redsaurus - - 27 comments

What's the problem with the force?

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Guest
Guest - - 698,446 comments

Mod is fantastic, well done !
I'd love it even more if you could add the choice between single/dual/double saber right at the beginning :)

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R_ALLIED
R_ALLIED - - 18 comments

Congratulations, it is the new mod of the year. I hope in the future updates for existing maps from the Clone Wars period.

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Guest
Guest - - 698,446 comments

okay so how do I make this run at 1080p? In the base game, I had to manually change the resolution in the cfg file for it to work at 1080p since the resolutions in the settings are all different aspect ratios. But since the .exe for the mod doesnt seem to follow that cfg, how do I do I set it to 1080p?

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redsaurus Author
redsaurus - - 27 comments

You should be able to find the cfg file at /Users/<user>/Documents/My Games/JAEnhanced or similar

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adolfo-45
adolfo-45 - - 1 comments

donde le doy para descargarlo?

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NightDevil1138
NightDevil1138 - - 2 comments

Okay, so I downloaded the mod and also did what the install instructions said to do from the READ ME files but the original game is not changing, as if the mod weren't even there. I am new to modding games so the help would be appreciated.

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Katarn94
Katarn94 - - 3 comments

So i downloaded the mod, and everytime i try to start a game new or old this comes up
bad parameter in external weapon data 'worldmodel'
I could really use some hep from anyone

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Katarn94
Katarn94 - - 3 comments

------- sound initialization -------
Initializing DirectSound
locked hardware. ok
WARNING: Couldn't find image for shader 02 - default
WARNING: Couldn't find image for shader 01 - default
WARNING: Couldn't find image for shader 07 - default
WARNING: Couldn't find image for shader 18 - default
WARNING: Couldn't find image for shader 22 - default
WARNING: Couldn't find image for shader material #84
WARNING: Couldn't find image for shader klkljjhfhfgh
WARNING: Unknown item type value 'ITEM_TYPE_SLIDER_INTEGER' Line #166 of File 'ui/character_rgb.menu'
WARNING: Unknown item type value 'ITEM_TYPE_SLIDER_INTEGER' Line #245 of File 'ui/character_rgb.menu'
WARNING: Unknown item type value 'ITEM_TYPE_SLIDER_INTEGER' Line #324 of File 'ui/character_rgb.menu'
WARNING: Unknown item type value 'ITEM_TYPE_SLIDER_INTEGER' Line #174 of File 'ui/saber_rgb.menu'
WARNING: Unknown item type value 'ITEM_TYPE_SLIDER_INTEGER' Line #249 of File 'ui/saber_rgb.menu'
WARNING: Unknown item type value 'ITEM_TYPE_SLIDER_INTEGER' Line #324 of File 'ui/saber_rgb.menu'
WARNING: Unknown item type value 'ITEM_TYPE_SLIDER_INTEGER' Line #174 of File 'ui/saber_rgb2.menu'
WARNING: Unknown item type value 'ITEM_TYPE_SLIDER_INTEGER' Line #249 of File 'ui/saber_rgb2.menu'
WARNING: Unknown item type value 'ITEM_TYPE_SLIDER_INTEGER' Line #324 of File 'ui/saber_rgb2.menu'
unknown UI script correctsaberlist
------ Server Initialization ------
JA: v1.0.1.0 win-x86 Oct 24 2003
Server: yavin1
Loading shader text .....
..... 3519 shader definitions loaded
----- CL_Shutdown -----
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
Shutting down cmShaderTable .....
bad parameter in external weapon data 'worldmodel'

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Guest
Guest - - 698,446 comments

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KrayZDogg
KrayZDogg - - 5 comments

please help, every time I open a save file or create a new game it says bad parameter in external weapon data 'worldmodel'

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