Name   Version   Size   Date   Description 
JKGR-Cars!.zip 18.07.14 (Cars) 853 KB 2018-07-14 21:56:40

Mostly the same as the previous version, but:
- Implemented (imperfect) collisions
- Skidmark pieces will now always connect
- Current speed and gear are displayed at the ammo/battery counters

JKGR-Cars!.zip 16.01.12 (Cars) 734 KB 2018-07-14 21:53:28

More cars. This time it's a Porsche.

Pretty much the same as the first release, except a lot better. Each time you spawn a car it comes in a different color.

There are still issues with collisions and stuff, and the car interior looks pretty fugly. The Porsche has no dashboard yet.

[Originally uploaded to JKGR page]

JKGR-Cars!.zip 15.08.03 (Cars) 574 KB 2018-07-14 21:50:35

Ta-Da!

I decided to release the standalone cars as a mod. How to:

To spawn a car, select Fists and use Fire 1 or 2. You can't spawn more than one car at once. Should work with any mod that doesn't modify static.jkl or weap_fists.cog.

Controls:
Accel/Braking/Turning: Arrow keys
Nitro: A
Horn: D
Handbrake: Crouch
Enter/Leave car: Activate
Change speedometer display (MPH/KPH): Crouch + Activate

Turning is slightly harder while Gas key is pressed. Braking or handbraking right before a turn causes a temporary stability loss, allowing the car to drift. The stability loss caused by handbraking is slightly stronger.

As this is merely a test version, there are still some unfinished stuff, such as the fact dirt sounds are played incorrectly while running offroad. Also, cars are indestructible.

Also included the car cog separately so you can mess with the settings yourself.

[Originally uploaded to JKGR page]

ushanka.zip Model 57 KB 2018-07-14 20:28:27

The famous Soviet/Russian winter hat. Includes two versions, one with the flaps down and another with the flaps down't. Both are (very) low poly with 8-bit mats.

JK-RaceTrack.zip Level (MP) 446 KB 2018-07-13 20:46:13

A large race track. There's not a lot to see, but certainly a lot to travel. Includes a tiny simple RC car you can drive around in, or you can use your favorite high speed mods, including the JKGR cars or Rolling Revolution.

JKUpdate.txt 7 19 KB 2018-06-26 00:20:25

Some new Verb/Message/misc feature suggestions for XZero and Quib Mask to look at.

Version 7: Reorganized, added verbs for interacting with Level/JKL-defined cogs. Added some other misc verbs and suggestions.

Version 6: Reorganized, added AI-related verbs, added known JK limits, added many other new verb ideas and suggestions, changed some stuff up.

quiblevel.gob Level (SP) 71 KB 2018-04-15 04:12:33

For Quib Mask's fantastic transparency enhancement tests.

MotS-FixedKeys.zip Keyframe 61 KB 2018-04-05 19:55:12

Some Keyframes for MotS enemies with adjusted rates/speed.

kyQueen.3do Model 229 KB 2018-02-17 22:28:22

Xenomorph Queen model for Zero Raven's project. Textures not included.

JKM-GSX-AddOn (Download Link).txt Mod (SP/MP) 1 KB 2018-02-05 03:06:20

Click here to download
(I can't upload large [?] files to JKHub)

Includes 6 .GOOs:
* JKM-GSX-Basic.goo: Basic version of GSX for MotS by XZero, modified to include enhanced lightsabers for Sith enemies as well as saber trails. Fixed a issue with the last release where Kyle didn't have a lightsaber on the final level.

* JKM-GSX-AddOn.goo: This patch changes the way some Force Powers work and allow you to roll by pressing the Crouch hotkey while moving. For the Force Powers, it basically makes enemy targeting much quicker (for force powers that need a target) and allows you to turn off other force powers at will. Note that the cost of force powers is unchanged, so you won't be saving any Force Mana by turning them off. Force Push no longer requires a target, instead it now pushes all enemies and projectiles in front of you, similar to how it works in JO/JA. Completely revamps LEC's terrible Saber Throw. You can also perform a stab attack after rolling with your lightsaber. Last but not least, Saber Blocking becomes more efficient and more accurate the higher your Force Rank is.
!!!Requires JKM-GSX-Basic!!!

* yJKM-GSX-CustomSaber.goo: Changes the lightsaber system so it's a little more intuitive. Move diagonally to attack diagonally, move sidewards to attack sidewards. Alt attack has a shorter range but also shorter fire delay.
If for some reason this is not working, try renaming the file to "1JKM-GSX-CustomSaber.goo".
!!!Requires JKM-GSX-Basic!!!

* zJKM-GSX-Gunrunner.goo: Mysteries of the Sith with a JK Gunrunners touch. Turns Kyle and Mara into Averus and Eve from JKGR, with their voices and animations included. Note that this patch also includes the GSX-CustomSaber patch by default.
If for some reason this is not working correctly (ie. animations look wrong), try renaming the file to "0JKM-GSX-Gunrunner.goo".
!!!Requires JKM-GSX-Basic!!!

* JKM-Fixes.goo: Fixes some minor issues with MotS, such as AT-STs that fire from behind in Medium difficulty and enemies with Rail Detonators that fire twice at the same time. Furthermore, fixes an minor issue where blocking blaster bolts could very ocasionally break the player's animations, and the Dart Flowers' model should look in the direction they're facing. Also fixes the issue where lightsaber colors in Multiplayer Characters menu are shown incorrectly.

* JKM-ModelFixes.goo: This little patch fixes faulty texture mapping on some models by LEC. This might not be necessary if you already have a graphical enhancement patch (such as MotS Enhanced/MotS GU).

GSX Basic made by XZero in 2008, modified by Lib'Sa Norec in 2015.
Everything else by Lib'Sa Norec in 2018.
Originally released in 2015, modified to include new stuff and fix some bugs.

JK1-AddOn.zip Mod (SP/MP) 50 KB 2018-01-19 22:29:51

Fully compatible with JKEnhanced, JK Retexture Pack and Muzzle Flash Mod, as well as most custom maps.

Requires JK13 Patch!

Includes four .GOBs:
* JK1-Fixes.gob: This fixes issues with JK2013 where lightsaber blades have incorrect widths and flags when loading/starting new levels. Also fixes a small issue with base JK where blocking attacks could cause the player's animations to play incorrectly. Lastly, it fixes transparency issues with the water on Level 04.

* JK1-CustomSaber.gob: Changes the lightsaber system so it's a little more intuitive. Move diagonally to attack diagonally, move sidewards to attack sidewards. Alt attack has a shorter range but also shorter fire delay.

* JK1-CustomForce.gob: Changes the way some Force Powers work. Basically, enemy targeting is much quicker (for force powers that need a target) and allows you to turn off other force powers at will. Note that the cost of force powers is unchanged, so you won't be saving any Force Mana by turning them off. Last but not least, Saber Blocking becomes more efficient and more accurate the higher your Force Rank is.

* JK1-OfficerFix.gob: Fixes the side of the head of the Imperial Officer enemy model. LODs included. Do not use this if you're using Jedi Knight Enhanced.

force_well.cog Cog (Mod) 1 KB 2018-01-19 22:03:38

force_well.cog but hacked to allow saber blocking from every angle.

kyxeno.3do Model 185 KB 2018-01-12 13:00:32

Xenomorph model for Zero Raven's project. Textures not included.

tree.zip Model 92 KB 2017-07-16 20:26:10

Custom low-poly tree 3do, uses 8 bit textures (dflt.cmp).

birdsandbugs.zip Cog (Level) 84 KB 2017-06-30 10:03:41

Add flying birds, butterflies and insects to your level. Includes all necessary cogs, models, keys, sounds and templates.

Ledge.zip 16.01.27 1,875 KB 2016-01-27 19:14:45

Note: Requires JK2013

Allows the player to grab on to ledges.

You can select up to 10 wall surfaces to make them "grabable". You just need to touch one of these walls and the player will hold on to its upper edge. There is also a timer for how long the player will keep hanging before being forced to go, setting it to 0 will disable it. You can use W/Jump to climb and S/Crouch to let go, as well as A/D to move left/right.

You can also climb down ledges by walking backwards in it's direction. For that to happen, you must cleave the floor (about 0.05 JKUs wide) right next to the ledge. Important: the wall and the floor must have the same number in the cog, otherwise it won't function correctly.

Includes keyframes and custom sounds, as well as a test level (that contains a little sneak peek on the OST composed by yours truly for JKGR as well as some other cool stuff).

Special thanks to Descent_pilot for his Line/Plane intersection script.

16.01.27:
- You can now climb down ledges.
- Added a hack to make it so the player model won't look up/down but you can still move the camera.
- You can no longer go beyond the edges of the surface.
- Keyframes will always look right regardless of the player's collide size.
- Included new sounds.

14.08.27:
- Player can be forced to let go by explosion forces.
- Fixed bug which didn't allow player to grab to ledges below Z=0.
- Added "climbable" variable (boolean) which defines whether the ledge is climbable or not.

14.02.04:
- First release

GSX-JKM-AddOn.zip Mod (MotS SP/MP) 1,248 KB 2015-04-28 14:04:28

Includes four .GOOs:
* GSX-Basic.goo: Basic version of GSX for MotS by XZero. Modified to include enhanced lightsabers for Sith enemies, as well as saber trails.

* GSX-AddOn.goo: This patch changes the way some Force Powers work and allow you to roll by pressing the Crouch hotkey while moving. For the Force Powers, it basically makes enemy targeting much quicker (for force powers that need a target) and completely revamps LEC's terrible Saber Throw. Needs GSX-Basic.

* GSX-CustomSaber.goo: Changes the lightsaber swings to a eight-directional style, similar to that in JO/JA. Alt attack performs melee attacks, and you can do combo moves by rapidly switching sides when attacking (A/D). Needs GSX-Basic.
(Swing animations by Checksum for Duel Zero Mod for JK / Kick animation by ShadowX for SBX, both available at Massassi.net)

* JKM-Fixes.goo: This little patch fixes faulty texture mapping on some models by LEC. This might not be necessary if you already have a graphical enhancement patch (such as MotS Enhanced/MotS GU).

ThermPlus.zip Mod (SP) 191 KB 2015-03-28 16:30:22

This little mod changes the Therm Det's explosion, no new COGs. This mod works with any other mod that doesn't modify Static.jkl.

Fixed a bug were the explosions had no sound.
(original released 2010-07-19)

00_fadesector.cog Cog (Level) 1 KB 2014-08-27 10:25:27

Entering selected sectors makes the screen fade to black and the level to be restarted, similar to as if the player was falling off a cliff.

SurfGrabLevel.gob Level (SP) 744 KB 2014-02-04 09:31:40

Demonstration of my Surface Grab cog. Includes a cliff and a few ledges to grab on.

steve.png Other 3 KB 2014-01-21 22:13:00

A Kyle skin for Minecraft.

stuff.zip Level (SP) 272 KB 2012-07-16 19:24:26

Two test levels. The first one involves moving, jaws, and moving jaws. Also contains some weirdness, touch the sun to escape the weirdness.
The second one is set in a dark mansion.

adjoin.gob Level (SP) 360 KB 2012-03-31 13:18:36

A small experiment with adjoins and overlapping sectors. Try running around in different directions, until you notice something weird.

smartscroll.cog Cog (Level) 1 KB 2011-10-31 19:11:20

Automatically makes all surfaces in the level with the selected material slide to a desired position with the desired speed.

Drumset.zip Model (Other) 16 KB 2011-06-24 14:14:28

a low-poly drum set model, scaled to fit the kyle model.

yun.zip Mod (SP) 45 KB 2011-02-05 08:23:57

A enhanced Dark Jedi test, only works with Yun at level 7, must be ran as a mod.

sprespawntest.zip Mod (SP) 2 KB 2010-10-23 15:02:31

This changes the way JK's in-game loading works. When you die, instead of going back to the last saved game, you simply respawn, like in MP, but at a previously saved position on the map. Use fieldlight to save your position. If no position is saved on the map, you will return to the place where the level started. Note that anything that happens after you die will still be there, just like in MP. Enemies killed after you saved your position will still be dead when you respawn. The advantages of using this saving method is that the game doesn't crash after you die, not even if there's a Static.jkl template on the map, simply because JK doesn't reload them again. I believe that with some more advanced cogging, this may work just like JK's default saving, but without crashing.

item_irgoggles.cog Cog (Item) 4 KB 2010-07-31 10:29:22

Color filter test cog. Activate to switch between negative filter values, activate again to turn it off. Activate while crouching to switch between saturation values.

Edit - 8bit only.

MJMod.zip Mod (SP) 11,892 KB 2010-07-19 15:24:10

A small tribute to Michael Jackson, made in my favorite game. Select Fists to become him. This mod works with any other mod that doesn't modify Static.jkl, but won't work on MP.

Crap.zip Level (MP) 4,307 KB 2009-06-13 17:13:27

The worst thing I ever did. Thou shall NOT waste thy bandwidth with this kind of garbage.

shiptest.rar Level (SP) 15 KB 2009-06-03 13:31:52

A small SP level made just for testing an idea. In this level, you are a jedi master that must stop a ship from falling into a city. You just need to press the fire key fast enough.

celsha.rar Model (Player) 39 KB 2009-05-22 14:37:52

A cel-shaded (Cartoony-looking) Kyle

Dual.zip Mod (SP/MP) 86 KB 2009-05-20 12:30:26

Gives Dual-Glowsabers with working trails to any skin in JK, including JKE. The only saber color available is blue, since the mod is only for testing.

Works for MP, although other player's saber trail might get stuck sometimes.

Potter.zip Model (Player) 153 KB 2008-03-07 19:42:02

A Harry Potter skin, made by ChrisSwan for his abandoned Harry Potter TC, modified by me.

06_troopertalk.cog Cog (Level) 1 KB 2008-03-07 19:37:23

The trooper talk cog featured in level 6 with an extended dialogue.

s2eaten.key Other 29 KB 2007-09-30 01:26:02

A (useless) zombie-like keyframe for s2eaten.3do