2019-10-18 15:02:50
v0.3.0 beta released

Use JkGfxMod to get JK and MotS working with 3D Acceleration enabled.

Major changes in this version:
- Added an option to make menus/cutscenes render at a 4:3 aspect ratio
- Added an option to force the game to use a 4:3 aspect ratio

This release is a v1.0.0 release candidate. You can download it here:

2019-05-25 08:43:55
v0.2.1 beta released

Having trouble running JK or MotS with 3D Acceleration enabled? Then try JkGfxMod.

Major changes in this version:
- Antialiasing (MSAA and SSAA)
- Improved accuracy of lighting and color effects
- Fixed some artifacts in SSAO
- Added Mysteries of the Sith support to the material compiler

And the usual features from previous versions:
- Makes the game work on new computers
- Makes the game look better

The release can be downloaded from GitHub here:

2019-05-15 10:50:12

This mod is a material pack for JkGfxMod. It requires JkGfxMod to work.

This material pack replaces all of the textures in Jedi Knight with high-resolution versions generated by a neural network.

The mod can be downloaded here:

Jedi Knight Neural Upscale Texture Pack - Fuel Station Launch - modded
Screenshot from Fuel Station Launch with the texture pack installed
Date added: 2019-05-15 10:45:22
Jedi Knight Neural Upscale Texture Pack - Fuel Station Launch - old
Screenshot from the original version of Fuel Station Launch
Date added: 2019-05-15 10:43:52
2019-05-15 10:38:56
v0.1.0 beta released

Having trouble running JK or MotS with 3D Acceleration enabled? Then, try JkGfxMod.

This version promotes JkGfxMod from alpha into beta.

Major changes in this version:
- Improved color accuracy
- Added instructions for using JkGfxMod with the Steam versions of JK and MotS
- Minor bug fixes and QoL improvements for JkGfxMod under Steam

And the usual features from previous versions:
- Makes the game work on new computers
- Improves performance in certain scenarios
- Better quality of life:
---- HUD scaling
---- No mode switching between menus and gameplay
---- Hardware-accelerated windowed mode
- Better graphics:
---- 32-bit color
---- Gamma correction
---- Bloom
---- Ambient occlusion
---- Parallax mapping
- Better mods:
---- Support and tooling for advanced, high-quality materials

The release can be downloaded from GitHub here:

JkGfxMod - Vanilla
Screenshot from Blades of Death without any graphics enhancement. You can use the JkGfxMod compatibility and quality of life improvements, even if you prefer the original look of the game.
Date added: 2019-05-15 10:22:17
JkGfxMod - Retro
Screenshot from Blades of Death with the retro graphics options. This simulates the look of the software renderer, but runs with 3D hardware acceleration.
Date added: 2019-05-15 10:20:48
JkGfxMod - Enhanced
Screenshot from Blades of Death with all graphics enhancement options turned on
Date added: 2019-05-15 10:19:40
2014-08-06 15:25:21

All Gorc releases are available here:

Updates and source code are also available on the Gorc github page, located here:

Gorc - Swatting flies
From 04escapehouse
Date added: 2013-12-22 20:13:20
Gorc - Standing guard
From 19b
Date added: 2013-12-21 00:56:29
Gorc - Strafing run
From 06bbarons
Date added: 2013-12-21 00:56:28
Gorc - Spray and pray
From 01narshadda
Date added: 2013-12-21 00:56:28
Gorc - Strobe lights
From 10cargo
Date added: 2013-12-21 00:48:40
Gorc - Sneak attack
From 18ascend
Date added: 2013-12-21 00:48:39
Gorc - The Crow
From 02narshadda
Date added: 2013-12-21 00:48:39
2005-12-08 12:24:09
Quick (late) update

Just posting to let everybody know that the Sith 2 pre-alpha build and the source code are now public and available from

If you know how to program, feel free to contribute! Right now we need experienced physics coders most of all, but just about any contribution will be appreciated.

2005-11-07 16:19:54 a wasteland with corrupt administrators. Here's a bit of helpful advice for anybody who is thinking of going there for help: Don't. You'll just get some retarded admin who thinks he's a lawyer pass judgement and then refuse to listen to you afterwards.

Obscure, if you're reading this: get a law degree you sack of crap.

2005-10-17 12:36:07
0.9 Source Release

Numerous refinements to the COG VM from Sith 2 have been backported to the public GPL source code release. Feel free to incorporate the COG VM in your own projects for the betterment of mankind.

2005-09-14 18:59:32
New Video Posted

A new video highlighting the progress of the engine can be found on the files page.

2005-09-14 17:47:39


- Engine is progressing steadily. Lots of features you can't see in screenshots.




2005-07-09 02:20:01

The really low-level code is almost done. This includes the Virtual Machine, Virtual File System, Kernel, internal library (COGLIB), console subsystem, shell and kernel messaging subsystem.

Already at this point the Sith 2 backend is decidedly more complex than the one in JK. COG plays a drastically more emphasized role (all configurable options are stored in the VM itself, and console commands execute in the VM), as well each component of the engine can potentially execute in parallel (or on a single processor, in arbitrary order. The kernel itself is a fully-functional cooperative multitasking kernel with signalling).

Anyway. Just letting it be known that progress is happening. Once the back end is finished other people can actually get involved, meaning the project can really take off. Watch this space.

2005-07-02 07:00:00
0.05 Alpha

There have been several additions and refinements. Code generation should be near-perfect and all stack leaks should be gone.

For the binary release I also added 2 new verbs for testing:

flex s2ReadString(), which reads a string from stdin/the console.

bool s2StringCompare(string, string), which compares two strings.

The functionality of both of these hinges on how strings and flexes behave in the VM. Have fun figuring it out! :)

2005-06-28 06:51:26
0.03 Source Release

The source code for 0.03 has been posted in the files section, along with the Visual Studio 2003 project and solution files. It should compile cleanly on pretty much any operating system.

A small disclaimer: Most of the back-end stuff is only temporary, or will see an overhaul so it can be safely incorporated into a real game. It's messy, and don't count on things staying the same for very long.

2005-06-27 19:52:58
COG VM 0.03 Pre-Alpha

if(SigeRunsStupidScript()) clean_up_after_him();

- Issue involving the 'dirty stack' model and looping resolved. (seriously, thanks Sige)
- jkStringConcatFormatted*() actually works now. I test these things, I swear.

2005-06-27 18:14:18
COG VM 0.02 Pre-Alpha

The following improvements have been made over the original release:

- First Win32 port available
- Added support for the missing grammar for(expression-statement; expression-statement; )
- No longer case-sensitive