diff --git a/.gitignore b/.gitignore index df31c5f..0c604f8 100644 --- a/.gitignore +++ b/.gitignore @@ -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 diff --git a/Projects/Android/jni/Application.mk b/Projects/Android/jni/Application.mk index 33b6f4f..fc7ebf9 100644 --- a/Projects/Android/jni/Application.mk +++ b/Projects/Android/jni/Application.mk @@ -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 diff --git a/Projects/Android/jni/OpenJK/Android.mk b/Projects/Android/jni/OpenJK/Android.mk index f476b77..f1d8fdf 100644 --- a/Projects/Android/jni/OpenJK/Android.mk +++ b/Projects/Android/jni/OpenJK/Android.mk @@ -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 - - - diff --git a/Projects/Android/jni/OpenJK/Android_client_ja.mk b/Projects/Android/jni/OpenJK/Android_client_ja.mk deleted file mode 100644 index ff3657e..0000000 --- a/Projects/Android/jni/OpenJK/Android_client_ja.mk +++ /dev/null @@ -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) diff --git a/Projects/Android/jni/OpenJK/Android_game_ja.mk b/Projects/Android/jni/OpenJK/Android_game_ja.mk deleted file mode 100644 index b36de38..0000000 --- a/Projects/Android/jni/OpenJK/Android_game_ja.mk +++ /dev/null @@ -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) - - - - - - - - diff --git a/Projects/Android/jni/OpenJK/Android_gles_ja.mk b/Projects/Android/jni/OpenJK/Android_gles_ja.mk deleted file mode 100644 index b59d48b..0000000 --- a/Projects/Android/jni/OpenJK/Android_gles_ja.mk +++ /dev/null @@ -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) - - - - - - - - diff --git a/assets/packaged_mods_credits.txt b/assets/packaged_mods_credits.txt new file mode 100644 index 0000000..1b084e2 --- /dev/null +++ b/assets/packaged_mods_credits.txt @@ -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. + diff --git a/java/com/drbeef/jkquest/GLES3JNIActivity.java b/java/com/drbeef/jkquest/GLES3JNIActivity.java index d1817aa..dce0a2c 100644 --- a/java/com/drbeef/jkquest/GLES3JNIActivity.java +++ b/java/com/drbeef/jkquest/GLES3JNIActivity.java @@ -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");