The latest unofficial patch for Jedi Knight: Dark Forces II (i.e. the TODOA TC patch) - now as a standalone release. For use with JKE.
* Enables new lightsabers
* Enables new proper widescreen resolutions
* Default lightsaber sizes have been scaled to accomodate new 16-bit materials.
* COGs modified for all jedi AI and levels to match.
* New lightsaber hilt models for dark jedi.
* New cog verbs
* New beta ddraw.dll allowing between 16bit and 32bit selection. Untested publicly. If any issues, revert back to standard 16bit ddraw from JKHub.net main page.
Now available on where it should be, The Massassi Temple!
Thanks to everyone who has played it so far, I'd like to know if you thought it was better than the original, though :]
TODOA TC is a new release celebrating the 2nd anniversary of TODOA as well as the upcoming 15th anniversary of JK. It is divided into SP and MP releases.
* New version of the Jedi Knight Unofficial Patch
* New lightsabers (GlowSaberX) courtesy of Xzero
* Widescreen view
* New savepoint system for single player
* New Death Star-themed duel level for multiplayer
* Assorted bug fixes
* New SP content (level architecture, easter eggs)
* Gameplay mechanics from the SP release adapted for multiplayer
The RARs include the necessary files to patch the original, unpatched, non-Steam JK.EXE into the latest unofficially patched version of Jedi Knight. If you have the Steam version of the game, you can use the JKVersions tool as available from http://www.jkhub.net/project/show.php?projid=511§ion=downloads to retrieve the original JK.EXE.
As far as Jedi Knight's age and activeness are concerned, TODOA's release was a success. It reached 1,000 downloads (the ModDB and Massassi Temple downloads added together) by March 2011 and also gained plenty of positive attention outside Massassi and JKHub as well, and even warranted a German Let's Play ( http://bit.ly/9YWfpF ) on YouTube! I'm most grateful for everyone who took the time to play the mod, especially since the original release contained its fair share of bugs. I've attempted to fix many of those from this release and while I've managed to remove plenty of the earlier bugs, new bugs have managed to appear! Regardless of this, I think TODOA is much more enjoyable to play (and look at, thanks to the new lightsabers!) than even before.
The main feature of this release is of course the new unofficial patch for the main game itself, enabling the new lightsabers, widescreen mode and some slight graphical advancements. The multiplayer release includes 4 DM levels designed for 12 players: the City of Apocalopolis (i.e. 2009 TODOA DM), Duel in Apocalopolis (i.e. 2010 TODOA DUel), Anodean Spaceport (content from 2009 adapted for DM) and a new short Death Star-based duel level celebrating this release (Battleground Death Star).
And yet, it still needs to be emphasized that TODOA TC Singleplayer is best played in one sitting and the new savepoint system has been designed for that purpose. However, you're still able to enable normal savegames if you wish. I briefly tested saving the game in level 3 and reloading it afterwards and it seemed to work, but I still advise against using savegames with this mod. Really sorry about that!
Why the release now? As you know, TODOA was my 'swan song' project for JK and many of the annoying bugs did keep on bothering me afterwards.. as well as the wrench puzzle >_> In any case, only in Dec 2010 I started to consider a new revised edition of TODOA after Xzero posted his latest screenshots of GSX featuring the best looking JK sabers ever. Then Xzero got busy with this job and I finally struck gold with editing DXN so that (and other real life things, actually) kept me busy for most of 2011. only two weeks ago during my Christmas vacation, after betatesting RoX MP with Grismath, I got the wild idea for a quick celebratory release.
And what a coincidence that JK's 15th birthday was also coming up! I even got as far as making some new cutscenes and recruiting the ol' gang for voice acting but then I realized my vacation's about to end soon and the next time I'd have time for any kind of JK editing would be in January 2013 following DXN's release. On that note, the new cutscenes aren't enabled by default but they can be... discovered.
In any case, I very very highly recommend you to read the documentation first!
AKA FGR's MotS Enhanced. This version includes some new models, for instance Mara Jade models (made by Lilandra for Jedi Academy, converted by Shred18 for Emon's The Darkness Jaded), Rebel soldiers (also from Emon's project), Ithorians (original model by Chairwalker for JO, it's the same Ithorian as in TODOA), Darth Vader (from TODOA again) and some more that I can't remember at the moment.
Of course, there are still a lot of models missing (carbonite gun, Weequay, red rail dets (would be pretty easy to make those, though), scout troopers, AT-AT and TIE Fighter pilots etc.) and I do hope that maybe one day someone will take the effort of making a full MotS Enhanced mod, but I do hope this download will be useful for the JKHub community.
In other words, credits go to Shred18, Emon, Chairwalker, Lilandra and so many people I probably forgot to mention!
Also, everyone can freely use this mod as long as you give credits in the read me file!
Nah, I'm not returning to JK editing. Just thought it'd be nice if I released some stuff from the past, though.
These downloads are from a project that Cavey and I were working on in early 2004, late 2005 and that I worked on alone in summer 2008. They're unfinished but include some nice gameplay hijinks that maybe someone out there might find useful. Just give us credit!
LONG LIVE KROKONISM
Hi again! I'm still waiting for my new computer to get here so in the mean time I decided to upload some of the "classic era" JK/MotS SP/MP levels (mostly SP) that I used to play back in the day and I don't think they're up for download anymore. And even if they are, well, here they are again just in case somebody wants to play them. This way they won't be lost in time somewhere in my smelly archives.
It's a small MP level for 6 players. The architecture is a remake of the original TODOA level from late 2003. Originally this was a part of the 2008 TODOA megalevel but at some point I separated them and lost the original combined level which is why this wasn't part of the TODOA MP release in June 2009. I decided to wrap up its loose ends and release it for MP so that all the material that was made for TODOA would be released in some form. And this completes the TODOA "saga". Enjoy!
TODOA is finally finished. Shipped with a few hopefully non-game breaking bugs and some parts that could have been fleshed out more, I really hope this project will make up for at least some of those neat JK/MotS levels that didn't make it.
I've been working on rudimentary gameplay for the past few weeks... there's still some level archi that needs to be made so there's still lots of work to do (A).
My current plan is to have the gameplay 100% finished by the end of this month so that I only need to add the cutscenes and finalize some other superficial stuff during December so everything would be neatly packed soon after that.
Which of course means that I still need a stellar voice acting cast, I've got a few promising candidates at the moment but more candidates the better!
And if the gameplay is not ready by the end of this month... quite honestly I don't know what to do then, I can't remove stuff just like that anymore and I've had to cut A LOT of both planned and already made stuff already.
On the last news post I said TODOA was 50% ready (only to have my graphics card fry up the following day). And it's true, even though alarmingly enough I haven't progressed that far in these past 2 months. Henceforth I have to scrap more planned gameplay and plot-related stuff and the cutscenes and all still need to be made.
But hey, I guess it will only make TODOA feel like a dessert to the hopefully more gameplay-rich Massassi level contest entries.
At this point I would say that the project is 50% complete. It will have 3 levels with playable content and I'm finished with most of the gameplay areas of the second level - the other two levels will be much shorter. Of course, that still means that the cutscenes need to be made and I need voice actors... and Darth Vader's going to be the hardest one to get and nobody knows where DAK is.
But don't get your hopes up, it's not properly finished. I made a promise to release it properly on July 31st 2009 OR release whatever I had made for it instead. Unfortunately it's the latter. But it's still got a vaguely playable level with an incoherent plot, some (unfinished) cutscenes, some enemies, bugs, a secret area and even an adjoin that ends the level.
In my opinion, the opening cutscene for this project is the best thing I've ever done and I don't think I'm ever going to top it.
Hopefully you'll enjoy Anonymous. You are allowed to use the architecture to your own liking, hell - even finish the project - provided that you give credit to me.
TODOA MP has been released at the Massassi Temple yesterday on June 2nd 2009:
This level contains the main TODOA level from 2008 adapted for MP that I had to discard from the SP project due to the crashing that occured whenever the player died or tried to load a save game - the problem that was only solved when 25% of the level architecture was removed.
However, in MP this crashing does not occur so I got the idea to adapt this level for multiplayer - meaning that I removed the areas that were totally unfinished and wrapped up those that were nearly complete, added some pickups and fixed some other issues.
And even then, there is a whole area in the level that just reeks of "not bothering to have been finished", but I just wanted to get this level released so it wouldn't have just died in my hard drive for the rest of eternity.
Hopefully you'll enjoy it before the release of TODOA SP itself (estimated release date: 2010).
THIS NEWS IS OLD DON'T REGARD IT IN ANY REGARD
Work is progressing as usual. I pretty much had to ditch the original level that I've showcased since August 2008 because it was just too huge for JK (hard to explain the entire problem with it) and I couldn't split it in a sensible way... and that took away 1.5 months of valuable editing time.
So instead I'm working on the new TODOA which will be a short and snappy - hopefully also fancy and fun - SP adventure but I'm planning to include the megalevel in the gobas well, even though it won't be playable in the same way it was supposed to be.
Hoped release date: September 2009
And now a glimpse of a conversation from 2004 that seems to hold true at any time of any year when I've been working on something:
<Nikumubeki> Last days, I've been gathering some resources.
<Nikumubeki> Today I worked on the opening cutscene.
<Nikumubeki> The project is now totally different though :P
<Nikumubeki> I've abandoned old ideas and tried to move on with new ones.
<Grismath> Just don't let it wander too far on its own.
THIS NEWS IS OLD DON'T REGARD IT IN ANY REGARD
TODOA has been such a pain in the moneymaker. The whole thing is an absolute bugger to make for JK and especially to make it MATCH MY ORIGINAL VISION FROM 1977... um, anyhow.
I cleared most of the serious lag issue in December by removing all flicker.cogs but soon after that the whole thing started crashing everytime you died/tried to load a savegame so I had to split the level in several parts... and judging by how I work on these levels I might have to split them even more.
Oh well, it should be fun for merry 15 minutes when it's released. Which may or may not happen in September 2009.
THIS NEWS IS OLD DON'T REGARD IT IN ANY REGARD, REGARDLESS OF ... STUFF!
For the past 1.5 months I've been struggling with this project, mostly because of the lag 450 adjoins in view tend to create and partly because... well, it's not even 25% ready yet.
So in other words, I really can't start recreating the bloated archi as 3dos (unless someone invents a negative space 3do maker) and the project's not about Nar Shaddaa anymore so I decided to set it on this wee little faux-Nar called Apocalopolis and release it as my testament for JK, no matter how laggy it is. That doesn't necessarily mean nice gameplay but, well, I'll try to use more 3dos from now on.
And the first part is finished... TODAY!
Okay, I just decided to upload some of the screenshots that I forgot to upload in July.
Don't really know about the state of this project since IMR became much larger project than I anticipated...
... so hopefully I'm gonna finish that a lot earlier than anticipated and then I could work on this one. Maybe not. We'll see.
THIS NEWS IS OLD
DON'T REGARD IT IN ANY REGARD
So after few weeks of primarily editing this one, I decided to give it a proper purpose. This of course meaning that it's now another retirement project of mine, this time for JK. And to be more specific, JKE.
In this decade I've had three major JK projects, one of them being A and the other two being the lesser known DFM (Dark Forces for MotS, yes, really oriignal) and TODOA (The Truth of the Destruction of Apocalopolis... some people on the net recognize the "acronym" for some reason).
So instead of finishing all three I decided to kind of morph DFM and TODOA into one... in other words, make a Nar Shaddaa level very similar to DF's level with major parts of the plot of TODOA incorporated into it. I guess.
All boring trivia aside, I'm hoping to finish it by July 2009 with Anonymous. If this won't happen, I'm gonna release whatever I've made for it anyhow.
After 4 years it's finally the time to announce Anonymous - A Vintage Single Player Episode for Star Wars: Jedi Knight: Mysteries of the Sith: Companion Missions. This time it won't be yet another MotS project, but yet another MotS retirement project instead.
Not much to look at, but hopefully it will have a lot of playable content which will entertain the masses as well as bring back good memories from levels such as "Birth of a Mercenary", "Leeza's Destiny" and "Imperial Siege on Derra IV" (for instance) and not just in the "Hey, these resources look awfully familiar!" type way.
Final project estimated to be released before July 2009, in any other case all the project's resources will be released on JKHub that month.
Dark Forces DFM is here!
Nothing fancy to tell home about.
But it's still here, because I wanted to release the remaining resources if some interest in the project could be attained.