jkxr/Projects/Android/jni/OpenJK
2022-12-04 11:46:32 +00:00
..
code Load last save game on respawn (@MuadDib) 2022-11-30 19:23:00 +00:00
codeJK2 Prevent gesture use skipping cutscenes or exiting security cameras 2022-11-30 17:52:57 +00:00
docs Initial Commit 2022-09-18 16:37:21 +01:00
lib Initial Commit 2022-09-18 16:37:21 +01:00
scripts Initial Commit 2022-09-18 16:37:21 +01:00
shared Bowcaster bolt direction fix (@MuadDib) 2022-11-26 18:09:33 +00:00
tests Initial Commit 2022-09-18 16:37:21 +01:00
tools/WinSymbol Initial Commit 2022-09-18 16:37:21 +01:00
ui Initial Commit 2022-09-18 16:37:21 +01:00
Android.mk early start on this OpenXR - doesn't build yet 2022-12-04 11:46:32 +00:00
Android_client_ja.mk early start on this OpenXR - doesn't build yet 2022-12-04 11:46:32 +00:00
Android_client_jo.mk early start on this OpenXR - doesn't build yet 2022-12-04 11:46:32 +00:00
Android_game_ja.mk Restored original vanilla renderer and renamed current to rd-gles 2022-11-30 17:59:40 +00:00
Android_game_jo.mk Restored original vanilla renderer and renamed current to rd-gles 2022-11-30 17:59:40 +00:00
Android_gles_ja.mk Restored original vanilla renderer and renamed current to rd-gles 2022-11-30 17:59:40 +00:00
Android_gles_jo.mk Restored original vanilla renderer and renamed current to rd-gles 2022-11-30 17:59:40 +00:00
LICENSE.txt Initial Commit 2022-09-18 16:37:21 +01:00
README.md Initial Commit 2022-09-18 16:37:21 +01:00
rv-readme.txt Still too many build issues... 2022-09-19 22:46:47 +01:00

OpenJK

OpenJK is an effort by the JACoders group to maintain and improve the game engines on which the Jedi Academy (JA) and Jedi Outcast (JO) games run on, while maintaining full backwards compatibility with the existing games. This project does not attempt to rebalance or otherwise modify core gameplay.

Our aims are to:

  • Improve the stability of the engine by fixing bugs and improving performance.
  • Provide a clean base from which new JO and JA code modifications can be made.
  • Make available this engine to more operating systems. To date, we have ports on Linux and macOS.

Currently, the most stable portion of this project is the Jedi Academy multiplayer code, with the single player code in a reasonable state.

Rough support for Jedi Outcast single player is also available, however this should be considered heavily work in progress. This is not currently actively worked on or tested. OpenJK does not have Jedi Outcast multiplayer support.

Please use discretion when making issue requests on GitHub. The JKHub sub-forum is a better place for support queries, discussions, and feature requests.

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License

OpenJK is licensed under GPLv2 as free software. You are free to use, modify and redistribute OpenJK following the terms in LICENSE.txt.

For players

To install OpenJK, you will first need Jedi Academy installed. If you don't already own the game you can buy it from online stores such as Steam, Amazon or GOG.

Installing and running OpenJK:

  1. Download the latest build for your operating system.
  2. Extract the contents of the file into the Jedi Academy GameData/ folder. For Steam users, this will be in <Steam Folder>/steamapps/common/Jedi Academy/GameData.
  3. Run openjk.x86.exe (Windows), openjk.i386 (Linux 32-bit), openjk.x86_64 (Linux 64-bit) or the OpenJK app bundle (macOS), depending on your operating system.

Linux Instructions

If you do not have a windows partition and need to download the game base.

  1. Download and Install SteamCMD SteamCMD .
  2. Set the download path using steamCMD, force_install_dir .
  3. Using SteamCMD Set the platform to windows to download any windows game on steam. @sSteamCmdForcePlatformType "windows"
  4. Using SteamCMD download the game, app_update 6020.
  5. Download the latest build for your operating system.
  6. Extract the contents of the file into the Jedi Academy GameData/ folder. For Steam users, this will be in <Steam Folder>/steamapps/common/Jedi Academy/GameData.

macOS Instructions

If you have the Mac App Store Version of Jedi Academy, follow these steps to get OpenJK runnning under macOS:

  1. Install Homebrew if you don't have it.
  2. Open the Terminal app, and enter the command brew install sdl2.
  3. Extract the contents of the OpenJK DMG (Download the latest build) into the game directory /Applications/Star Wars Jedi Knight: Jedi Academy.app/Contents/
  4. Run OpenJK.app or OpenJK SP.app
  5. Savegames, Config Files and Log Files are stored in /Users/<USER>/Library/Application Support/OpenJK/

For Developers

Building OpenJK

Contributing to OpenJK

  • Fork the project on GitHub
  • Create a new branch and make your changes
  • Send a pull request to upstream (JACoders/OpenJK)

Using OpenJK as a base for a new mod

  • Fork the project on GitHub
  • Change the GAMEVERSION define in codemp/game/g_local.h from "OpenJK" to your project name
  • If you make a nice change, please consider back-porting to upstream via pull request as described above. This is so everyone benefits without having to reinvent the wheel for every project.

Maintainers (in alphabetical order)

  • Ensiform
  • Razish
  • Xycaleth

Significant contributors (in alphabetical order)

  • eezstreet
  • exidl
  • ImperatorPrime
  • mrwonko
  • redsaurus
  • Scooper
  • Sil
  • smcv