Changes for Early Access Build

Mods credits
Default config
Remove JA
Updated NPCs config
Copy mods and no_copy check
This commit is contained in:
Simon 2022-12-14 19:33:54 +00:00
parent d2b1beab32
commit 7da0784d4b
8 changed files with 167 additions and 444 deletions

5
.gitignore vendored
View file

@ -43,3 +43,8 @@ assets/pak0.pk3
assets/sp_pak_weapons.pk3
assets/z_zvr_weapons.pk3
assets/sp_vpak8.pk3
assets/GGDynamicWeapons.pk3
assets/Haps_Stormtrooper.pk3
assets/Kyle's_lightsaber_hilt_hd.pk3
assets/UltimateSounds_JK2.pk3
assets/z_bryar_ashura.pk3

View file

@ -15,7 +15,7 @@ JK2_CODE_PATH := $(OPENJK_PATH)/codeJK2
APP_ALLOW_MISSING_DEPS=true
APP_MODULES := gl4es rd-gles-jo_arm jogamearm openjk_jo rd-gles-ja_arm jagamearm openjk_ja
APP_MODULES := gl4es rd-gles-jo_arm jogamearm openjk_jo
APP_STL := c++_shared

View file

@ -26,10 +26,3 @@ include $(OPENJK_PATH)/Android_gles_jo.mk
include $(OPENJK_PATH)/Android_client_jo.mk
include $(OPENJK_PATH)/Android_game_jo.mk
# Jedi Academy
include $(OPENJK_PATH)/Android_gles_ja.mk
include $(OPENJK_PATH)/Android_client_ja.mk
include $(OPENJK_PATH)/Android_game_ja.mk

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@ -1,140 +0,0 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := openjk_ja
LOCAL_CFLAGS := $(JK3_BASE_CFLAGS)
LOCAL_CPPFLAGS := $(JK3_BASE_CPPFLAGS) -DBOTLIB -D_JK2EXE -DJKVR_CLIENT
LOCAL_LDLIBS := $(JK3_BASE_LDLIBS)
LOCAL_LDLIBS += -lGLESv3 -landroid -lEGL -llog -lz -lOpenSLES
#Needed so lib can be loaded (_exit error)
LOCAL_LDLIBS += -fuse-ld=bfd
LOCAL_STATIC_LIBRARIES := sigc libzip libpng libminizip
LOCAL_SHARED_LIBRARIES := openxr_loader gl4es
LOCAL_C_INCLUDES := $(JK3_BASE_C_INCLUDES) $(TOP_DIR) $(TOP_DIR)/JKVR $(GL4ES_PATH) $(GL4ES_PATH)/include $(JK3_CODE_PATH)/game $(SUPPORT_LIBS)/minizip/include $(JK3_CODE_PATH)/rd-gles $(JK3_CODE_PATH)/rd-common
#############################################################################
# CLIENT/SERVER
#############################################################################
JK3_SRC = \
${JK3_CODE_PATH}/android/in_android.cpp \
${JK3_CODE_PATH}/android/android_main.cpp \
${JK3_CODE_PATH}/android/android_snd.cpp \
${JK3_CODE_PATH}/android/android_window.cpp \
\
${JK3_CODE_PATH}/client/cl_cgame.cpp \
${JK3_CODE_PATH}/client/cl_cin.cpp \
${JK3_CODE_PATH}/client/cl_console.cpp \
${JK3_CODE_PATH}/client/cl_input.cpp \
${JK3_CODE_PATH}/client/cl_keys.cpp \
${JK3_CODE_PATH}/client/cl_main.cpp \
${JK3_CODE_PATH}/client/cl_mp3.cpp \
${JK3_CODE_PATH}/client/cl_parse.cpp \
${JK3_CODE_PATH}/client/cl_scrn.cpp \
${JK3_CODE_PATH}/client/cl_ui.cpp \
${JK3_CODE_PATH}/client/snd_ambient.cpp \
${JK3_CODE_PATH}/client/snd_dma.cpp \
${JK3_CODE_PATH}/client/snd_mem.cpp \
${JK3_CODE_PATH}/client/snd_mix.cpp \
${JK3_CODE_PATH}/client/snd_music.cpp \
${JK3_CODE_PATH}/client/vmachine.cpp \
${JK3_CODE_PATH}/qcommon/cm_load.cpp \
${JK3_CODE_PATH}/qcommon/cm_patch.cpp \
${JK3_CODE_PATH}/qcommon/cm_polylib.cpp \
${JK3_CODE_PATH}/qcommon/cm_test.cpp \
${JK3_CODE_PATH}/qcommon/cm_trace.cpp \
${JK3_CODE_PATH}/qcommon/cmd.cpp \
${JK3_CODE_PATH}/qcommon/common.cpp \
${JK3_CODE_PATH}/qcommon/cvar.cpp \
${JK3_CODE_PATH}/qcommon/files.cpp \
${JK3_CODE_PATH}/qcommon/md4.cpp \
${JK3_CODE_PATH}/qcommon/msg.cpp \
${JK3_CODE_PATH}/qcommon/net_chan.cpp \
${JK3_CODE_PATH}/qcommon/q_shared.cpp \
${JK3_CODE_PATH}/qcommon/stringed_ingame.cpp \
${JK3_CODE_PATH}/qcommon/stringed_interface.cpp \
${JK3_CODE_PATH}/qcommon/strip.cpp \
${JK3_CODE_PATH}/qcommon/persistence.cpp \
${JK3_CODE_PATH}/qcommon/z_memman_pc.cpp \
${JK3_CODE_PATH}/qcommon/ojk_saved_game.cpp \
${SHARED_PATH}/qcommon/safe/files.cpp \
${JK3_CODE_PATH}/server/exe_headers.cpp \
${JK3_CODE_PATH}/server/sv_ccmds.cpp \
${JK3_CODE_PATH}/server/sv_client.cpp \
${JK3_CODE_PATH}/server/sv_game.cpp \
${JK3_CODE_PATH}/server/sv_init.cpp \
${JK3_CODE_PATH}/server/sv_main.cpp \
${JK3_CODE_PATH}/server/sv_savegame.cpp \
${JK3_CODE_PATH}/server/sv_snapshot.cpp \
${JK3_CODE_PATH}/server/sv_world.cpp \
${JK3_CODE_PATH}/game/genericparser2.cpp \
${JK3_CODE_PATH}/mp3code/cdct.c \
${JK3_CODE_PATH}/mp3code/csbt.c \
${JK3_CODE_PATH}/mp3code/csbtb.c \
${JK3_CODE_PATH}/mp3code/csbtl3.c \
${JK3_CODE_PATH}/mp3code/cup.c \
${JK3_CODE_PATH}/mp3code/cupini.c \
${JK3_CODE_PATH}/mp3code/cupl1.c \
${JK3_CODE_PATH}/mp3code/cupl3.c \
${JK3_CODE_PATH}/mp3code/cwin.c \
${JK3_CODE_PATH}/mp3code/cwinb.c \
${JK3_CODE_PATH}/mp3code/cwinm.c \
${JK3_CODE_PATH}/mp3code/hwin.c \
${JK3_CODE_PATH}/mp3code/l3dq.c \
${JK3_CODE_PATH}/mp3code/l3init.c \
${JK3_CODE_PATH}/mp3code/mdct.c \
${JK3_CODE_PATH}/mp3code/mhead.c \
${JK3_CODE_PATH}/mp3code/msis.c \
${JK3_CODE_PATH}/mp3code/towave.c \
${JK3_CODE_PATH}/mp3code/uph.c \
${JK3_CODE_PATH}/mp3code/upsf.c \
${JK3_CODE_PATH}/mp3code/wavep.c \
${JK3_CODE_PATH}/ui/ui_atoms.cpp \
${JK3_CODE_PATH}/ui/ui_connect.cpp \
${JK3_CODE_PATH}/ui/ui_main.cpp \
${JK3_CODE_PATH}/ui/ui_saber.cpp \
${JK3_CODE_PATH}/ui/ui_shared.cpp \
${JK3_CODE_PATH}/ui/ui_syscalls.cpp \
${SHARED_PATH}/sys/sys_event.cpp \
${SHARED_PATH}/sys/con_log.cpp \
${SHARED_PATH}/sys/sys_unix.cpp \
${SHARED_PATH}/sys/con_tty.cpp \
\
${SHARED_PATH}/qcommon/q_color.c \
${SHARED_PATH}/qcommon/q_math.c \
${SHARED_PATH}/qcommon/q_string.c \
${SHARED_PATH}/qcommon/safe/string.cpp \
JKVR_SRC_FILES := ${TOP_DIR}/JKVR/JKVR_SurfaceView.cpp \
${TOP_DIR}/JKVR/TBXR_Common.cpp \
${TOP_DIR}/JKVR/VrInputCommon.cpp \
${TOP_DIR}/JKVR/VrInputDefault.cpp \
${TOP_DIR}/JKVR/VrInputWeaponAlign.cpp \
${TOP_DIR}/JKVR/argtable3.c \
${TOP_DIR}/JKVR/OpenXrInput.cpp
LOCAL_SRC_FILES += $(JK3_SRC) $(JKVR_SRC_FILES)
include $(BUILD_SHARED_LIBRARY)
$(call import-module,AndroidPrebuilt/jni)

View file

@ -1,211 +0,0 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := jagamearm
LOCAL_CFLAGS := $(JK3_BASE_CFLAGS) -DSP_GAME
LOCAL_CPPFLAGS := $(JK3_BASE_CPPFLAGS) -DSP_GAME
LOCAL_LDLIBS := $(JK3_BASE_LDLIBS)
LOCAL_LDLIBS += -llog -lz
#LOCAL_STATIC_LIBRARIES := s-setup lz
LOCAL_SHARED_LIBRARIES :=
LOCAL_C_INCLUDES := $(JK3_BASE_C_INCLUDES) $(TOP_DIR) $(GL4ES_PATH) $(GL4ES_PATH)/include $(JK3_CODE_PATH)/game $(TOP_DIR)/SupportLibs/openal/include $(JK3_CODE_PATH)/rd-gles $(JK3_CODE_PATH)/rd-common
JK3_SRC = \
code/game/AI_Animal.cpp \
code/game/AI_AssassinDroid.cpp \
code/game/AI_Atst.cpp \
code/game/AI_BobaFett.cpp \
code/game/AI_Civilian.cpp \
code/game/AI_Default.cpp \
code/game/AI_Droid.cpp \
code/game/AI_GalakMech.cpp \
code/game/AI_Grenadier.cpp \
code/game/AI_HazardTrooper.cpp \
code/game/AI_Howler.cpp \
code/game/AI_ImperialProbe.cpp \
code/game/AI_Interrogator.cpp \
code/game/AI_Jedi.cpp \
code/game/AI_Mark1.cpp \
code/game/AI_Mark2.cpp \
code/game/AI_MineMonster.cpp \
code/game/AI_Rancor.cpp \
code/game/AI_Remote.cpp \
code/game/AI_RocketTrooper.cpp \
code/game/AI_SaberDroid.cpp \
code/game/AI_SandCreature.cpp \
code/game/AI_Seeker.cpp \
code/game/AI_Sentry.cpp \
code/game/AI_Sniper.cpp \
code/game/AI_Stormtrooper.cpp \
code/game/AI_Tusken.cpp \
code/game/AI_Utils.cpp \
code/game/AI_Wampa.cpp \
code/game/g_active.cpp \
code/game/g_breakable.cpp \
code/game/g_camera.cpp \
code/game/g_client.cpp \
code/game/g_cmds.cpp \
code/game/g_combat.cpp \
code/game/g_emplaced.cpp \
code/game/g_functions.cpp \
code/game/g_fx.cpp \
code/game/g_inventory.cpp \
code/game/g_itemLoad.cpp \
code/game/g_items.cpp \
code/game/g_main.cpp \
code/game/g_mem.cpp \
code/game/g_misc.cpp \
code/game/g_misc_model.cpp \
code/game/g_missile.cpp \
code/game/g_mover.cpp \
code/game/g_nav.cpp \
code/game/g_navigator.cpp \
code/game/g_navnew.cpp \
code/game/g_object.cpp \
code/game/g_objectives.cpp \
code/game/g_rail.cpp \
code/game/g_ref.cpp \
code/game/g_roff.cpp \
code/game/g_savegame.cpp \
code/game/g_session.cpp \
code/game/g_spawn.cpp \
code/game/g_svcmds.cpp \
code/game/g_target.cpp \
code/game/G_Timer.cpp \
code/game/g_trigger.cpp \
code/game/g_turret.cpp \
code/game/g_usable.cpp \
code/game/g_utils.cpp \
code/game/g_weapon.cpp \
code/game/g_weaponLoad.cpp \
code/game/genericparser2.cpp \
code/game/NPC.cpp \
code/game/NPC_behavior.cpp \
code/game/NPC_combat.cpp \
code/game/NPC_goal.cpp \
code/game/NPC_misc.cpp \
code/game/NPC_move.cpp \
code/game/NPC_reactions.cpp \
code/game/NPC_senses.cpp \
code/game/NPC_sounds.cpp \
code/game/NPC_spawn.cpp \
code/game/NPC_stats.cpp \
code/game/NPC_utils.cpp \
code/game/Q3_Interface.h \
code/game/wp_atst.cpp \
code/game/wp_blaster_pistol.cpp \
code/game/wp_blaster_rifle.cpp \
code/game/wp_bot_laser.cpp \
code/game/wp_bowcaster.cpp \
code/game/wp_concussion.cpp \
code/game/wp_demp2.cpp \
code/game/wp_det_pack.cpp \
code/game/wp_disruptor.cpp \
code/game/wp_emplaced_gun.cpp \
code/game/wp_flechette.cpp \
code/game/wp_melee.cpp \
code/game/wp_noghri_stick.cpp \
code/game/wp_repeater.cpp \
code/game/wp_rocket_launcher.cpp \
code/game/wp_saber.cpp \
code/game/wp_saberLoad.cpp \
code/game/wp_stun_baton.cpp \
code/game/wp_thermal.cpp \
code/game/wp_trip_mine.cpp \
code/game/wp_tusken.cpp \
code/game/Q3_Interface.cpp \
code/game/bg_misc.cpp \
code/game/bg_pangles.cpp \
code/game/bg_panimate.cpp \
code/game/bg_pmove.cpp \
code/game/bg_slidemove.cpp \
code/game/AnimalNPC.cpp \
code/game/bg_vehicleLoad.cpp \
code/game/FighterNPC.cpp \
code/game/g_vehicles.cpp \
code/game/SpeederNPC.cpp \
code/game/WalkerNPC.cpp \
code/cgame/cg_camera.cpp \
code/cgame/cg_consolecmds.cpp \
code/cgame/cg_credits.cpp \
code/cgame/cg_draw.cpp \
code/cgame/cg_drawtools.cpp \
code/cgame/cg_effects.cpp \
code/cgame/cg_ents.cpp \
code/cgame/cg_event.cpp \
code/cgame/cg_headers.cpp \
code/cgame/cg_info.cpp \
code/cgame/cg_lights.cpp \
code/cgame/cg_localents.cpp \
code/cgame/cg_main.cpp \
code/cgame/cg_marks.cpp \
code/cgame/cg_players.cpp \
code/cgame/cg_playerstate.cpp \
code/cgame/cg_predict.cpp \
code/cgame/cg_scoreboard.cpp \
code/cgame/cg_servercmds.cpp \
code/cgame/cg_snapshot.cpp \
code/cgame/cg_syscalls.cpp \
code/cgame/cg_text.cpp \
code/cgame/cg_view.cpp \
code/cgame/cg_weapons.cpp \
code/cgame/FX_ATSTMain.cpp \
code/cgame/FX_Blaster.cpp \
code/cgame/FX_Bowcaster.cpp \
code/cgame/FX_BryarPistol.cpp \
code/cgame/FX_Concussion.cpp \
code/cgame/FX_DEMP2.cpp \
code/cgame/FX_Disruptor.cpp \
code/cgame/FX_Emplaced.cpp \
code/cgame/FX_Flechette.cpp \
code/cgame/FX_HeavyRepeater.cpp \
code/cgame/FX_NoghriShot.cpp \
code/cgame/FX_RocketLauncher.cpp \
code/cgame/FX_TuskenShot.cpp \
code/cgame/FxPrimitives.cpp \
code/cgame/FxScheduler.cpp \
code/cgame/FxSystem.cpp \
code/cgame/FxTemplate.cpp \
code/cgame/FxUtil.cpp \
code/ui/gameinfo.cpp \
code/qcommon/tri_coll_test.cpp \
code/qcommon/q_shared.cpp \
code/icarus/BlockStream.cpp \
code/icarus/IcarusImplementation.cpp \
code/icarus/Sequence.cpp \
code/icarus/Sequencer.cpp \
code/icarus/TaskManager.cpp \
code/Ratl/ratl.cpp \
code/Ravl/CBounds.cpp \
code/Ravl/CVec.cpp \
code/Rufl/hfile.cpp \
code/Rufl/hstring.cpp \
\
${SHARED_PATH}/qcommon/q_color.c \
${SHARED_PATH}/qcommon/q_math.c \
${SHARED_PATH}/qcommon/q_string.c \
${SHARED_PATH}/qcommon/safe/string.cpp \
${SHARED_PATH}/qcommon/safe/files.cpp \
LOCAL_SRC_FILES += $(JK3_SRC)
include $(BUILD_SHARED_LIBRARY)

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@ -1,81 +0,0 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := rd-gles-ja_arm
LOCAL_CFLAGS := $(JK3_BASE_CFLAGS) -DHAVE_GLES -DRENDERER -D_JK2EXE -DSP_GAME -Wno-narrowing
LOCAL_CPPFLAGS := $(JK3_BASE_CPPFLAGS)
LOCAL_LDLIBS := $(JK3_BASE_LDLIBS)
LOCAL_LDLIBS += -lGLESv3 -landroid -lEGL -ldl -llog
LOCAL_STATIC_LIBRARIES := libpng libjpeg
LOCAL_SHARED_LIBRARIES := gl4es
LOCAL_C_INCLUDES := $(JK3_BASE_C_INCLUDES) $(SUPPORT_LIBS)/libpng $(TOP_DIR) $(JK3_CODE_PATH)/rd-gles $(JK3_CODE_PATH)/rd-common
JK3_SRC = \
${JK3_CODE_PATH}/rd-gles/G2_API.cpp \
${JK3_CODE_PATH}/rd-gles/G2_bolts.cpp \
${JK3_CODE_PATH}/rd-gles/G2_bones.cpp \
${JK3_CODE_PATH}/rd-gles/G2_misc.cpp \
${JK3_CODE_PATH}/rd-gles/G2_surfaces.cpp \
${JK3_CODE_PATH}/qcommon/matcomp.cpp \
${JK3_CODE_PATH}/qcommon/q_shared.cpp \
${JK3_CODE_PATH}/rd-gles/tr_arb.cpp \
${JK3_CODE_PATH}/rd-gles/tr_backend.cpp \
${JK3_CODE_PATH}/rd-gles/tr_bsp.cpp \
${JK3_CODE_PATH}/rd-gles/tr_cmds.cpp \
${JK3_CODE_PATH}/rd-gles/tr_curve.cpp \
${JK3_CODE_PATH}/rd-gles/tr_draw.cpp \
${JK3_CODE_PATH}/rd-gles/tr_ghoul2.cpp \
${JK3_CODE_PATH}/rd-gles/tr_image.cpp \
${JK3_CODE_PATH}/rd-gles/tr_init.cpp \
${JK3_CODE_PATH}/rd-gles/tr_light.cpp \
${JK3_CODE_PATH}/rd-gles/tr_main.cpp \
${JK3_CODE_PATH}/rd-gles/tr_marks.cpp \
${JK3_CODE_PATH}/rd-gles/tr_mesh.cpp \
${JK3_CODE_PATH}/rd-gles/tr_model.cpp \
${JK3_CODE_PATH}/rd-gles/tr_quicksprite.cpp \
${JK3_CODE_PATH}/rd-gles/tr_scene.cpp \
${JK3_CODE_PATH}/rd-gles/tr_shade.cpp \
${JK3_CODE_PATH}/rd-gles/tr_shade_calc.cpp \
${JK3_CODE_PATH}/rd-gles/tr_shader.cpp \
${JK3_CODE_PATH}/rd-gles/tr_shadows.cpp \
${JK3_CODE_PATH}/rd-gles/tr_skin.cpp \
${JK3_CODE_PATH}/rd-gles/tr_sky.cpp \
${JK3_CODE_PATH}/rd-gles/tr_stl.cpp \
${JK3_CODE_PATH}/rd-gles/tr_subs.cpp \
${JK3_CODE_PATH}/rd-gles/tr_surface.cpp \
${JK3_CODE_PATH}/rd-gles/tr_surfacesprites.cpp \
${JK3_CODE_PATH}/rd-gles/tr_world.cpp \
${JK3_CODE_PATH}/rd-gles/tr_WorldEffects.cpp \
${JK3_CODE_PATH}/rd-common/tr_font.cpp \
${JK3_CODE_PATH}/rd-common/tr_image_load.cpp \
${JK3_CODE_PATH}/rd-common/tr_image_jpg.cpp \
${JK3_CODE_PATH}/rd-common/tr_image_tga.cpp \
${JK3_CODE_PATH}/rd-common/tr_image_png.cpp \
${JK3_CODE_PATH}/rd-common/tr_noise.cpp \
${OPENJK_PATH}/shared/qcommon/q_math.c \
${OPENJK_PATH}/shared/qcommon/q_color.c \
${OPENJK_PATH}/shared/qcommon/q_string.c \
LOCAL_SRC_FILES += $(JK3_SRC)
include $(BUILD_SHARED_LIBRARY)

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@ -0,0 +1,149 @@
The following excellent mods were included in the apk:
=============================================================================================================================
BRYAR BLASTER PISTOL
MODELS : AshuraDX
TEXTURES : AshuraDX
E-MAIL : ashuradx@yahoo.de
VERSION: 1.0
Description :
Well, I made a thing. A pretty Thing.
This my rendition of Kyle Katarns Signature blaster, based at it's appeareance in the live action-cutscenes from Dark Forces 2.
I originally made this for the DF2 mod which will feature a PBR version of this model but decided to release a version for the base game
aswell.
This weapon works in both games JKA and JK2 and comes with an optional .pk3 to swap the blaster pistol model in JKA for the bryar model.
BUGS : none
INSTALL : put the Pk3(s) in your base folder
UNINSTAL : remove the Pk3(s) from your base folder
=============================================================================================================================
Author:
Grab
File name:
GGDynamicWeapons v1.0
Description:
Dynamic light for weapons effects
Instalation:
Take one of these .pk3's and put it into your base folder.
Known issues:
Probably only Seeker's shots are missing dynamic lightning. Might be fixed in future.
Copyright:
Grab
=============================================================================================================================
Title : HapSlash's Improved Stormtrooper - JO
Author : HapSlash
E-Mail : slash_happy@yahoo.com
Website : www.hapslash.com
File Name : Haps-Stormtrooper.pk3
File Size : 1.23MB
Date Released : 02-27-04
Description
The first pk3 includes the Improved Stormtrooper model, which features accurate movie stylings, team skins, complete caps, and full LOD support . This file is set up to replace the default Stormtrooper.
Also included is a second pk3 which will replace the 3rd person
Stormtrooper blaster with my own version of the E-11.
Installation
Simply extract both pk3's to the gamedata/base folder of your Jedi Outcast
directory.
Comments
First of all I think that thank's are in order to INFINITY BLADE, who
took the time to weight the model & convert it almost 5 times before the
finished product was released. Without him this project never would have
gotten very far.
I originally started this upgrade due to the number of problems I had
with the original. The main changes are primarily in the head, torso,
and knees, with texture changes throughout. Other than the cosmetic
changes I also noticed that not all of the body sections had caps on
them, with this model I've added them all in.
Well here it is, my first released model. A lot of hard work, blood,
sweat, tears, and almost a years worth of procrastination went into this,...
Enjoy.
-----------------------------------------------------------------------------------------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
=============================================================================================================================
TITLE: REAL sounds
AUTHOR: neo
E-MAIL: neo_mp5@hotmail.com
WEBSITE: none
FILENAME: myskin.zip
FILESIZE: 768 KB
DATE RELEASED: 28 september 2005
CREDITS: ben burtt, for his original sounds, and dveditor, for getting ahold of several of the sounds
themselves (http://boards.theforce.net/Fan_Films/b10015/20495395/?278).
INSTALLATION INSTRUCTIONS: just drop each wav over the wav of the same name in the folder of the
same name. If there's an easier way to do this, please let me know.
If you don't want a specific sound, you can just leave it out. If you want to change it back, I suggest you back
up the original sounds somewhere.
DESCRIPTION: I HATE the sound work in this game, so I figured I'd replace as many as possible with the
REAL sounds. these sounds are top possible quality, not just movie rips.
BUGS: it's too simple to have bugs
COMMENTS: this is my first mod, and I intend to make more sound mods, and update this one, if possible. I would
replace the sounds to the repeater and the force lightning loop, but I can't figure out how to make a wav with
a bitrate of 352 kbps. my audio programs only go to 320. help would be appreciated
If volumes are off, please inform me. If yyou want a specific sound from the movies made into another mod,
I likely have the sound, and can probably do that, so e-mail me.
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
=============================================================================================================================
TITLE: KYLE'S LIGHTSABER HILT HD
AUTHORS: CPT. BROSKI / PUNISHER
FILE NAME: kyle's_lightsaber_hilt_hd.pk3
FILE SIZE: 1.6 MB
DATE RELEASED: 21 JULY 2021
DESCRIPTION: This mod replaces Kyle's original lightsaber with a new model.
The model is based entirely on the in-game model, but it uses better shaders to shine.
INSTALL: Put the hilt_lightsaber_kyle's_hd.pk3 to your Jedi Outcast\GameData\base folder.
UNINSTALL: Remove the hilt_lightsaber_kyle's_hd.pk3 from your Jedi Outcast\GameData\base folder.
BUGS: none
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

View file

@ -198,14 +198,12 @@ import java.util.Vector;
public void create() {
//Make the directories
new File("/sdcard/JKQuest/JK2/base").mkdirs();
new File("/sdcard/JKQuest/JK3/base").mkdirs();
//Copy the command line params file
copy_asset("/sdcard/JKQuest", "commandline.txt", false);
//Copy the weapon adjustment config - should we force overwrite?
copy_asset("/sdcard/JKQuest/JK2/base", "weapons_vr_jo.cfg", true);
copy_asset("/sdcard/JKQuest/JK3/base", "weapons_vr_ja.cfg", true);
//Copy the weapon adjustment config
copy_asset("/sdcard/JKQuest/JK2/base", "weapons_vr_jo.cfg", false);
//Our assets
copy_asset("/sdcard/JKQuest/JK2/base", "z_vr_assets.pk3", true);
@ -220,6 +218,16 @@ import java.util.Vector;
copy_asset_with_rename("/sdcard/JKQuest/JK2/base", "openjo_sp_pico.cfg", "openjo_sp.cfg", false);
}
//Bunch of cool mods and their credits - only copy if user wants them
if (!new File("/sdcard/JKQuest/JK2/base/no_copy").exists()) {
copy_asset("/sdcard/JKQuest/JK2/base", "packaged_mods_credits.txt", false);
copy_asset("/sdcard/JKQuest/JK2/base", "GGDynamicWeapons.pk3", false);
copy_asset("/sdcard/JKQuest/JK2/base", "Haps_Stormtrooper.pk3", false);
copy_asset("/sdcard/JKQuest/JK2/base", "Kyle's_lightsaber_hilt_hd.pk3", false);
copy_asset("/sdcard/JKQuest/JK2/base", "UltimateSounds_JK2.pk3", false);
copy_asset("/sdcard/JKQuest/JK2/base", "z_bryar_ashura.pk3", false);
}
//Read these from a file and pass through
commandLineParams = new String("jo");