
project = Rand()*100;
|
| Name | Version | Size | Date | Description |
|---|---|---|---|---|
| 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. |
| 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. |
| ThermPlus.zip | Mod (SP) | 9 KB | 2010-07-19 14:01:53 | 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. Explosion doesn't play it's sound, I still don't know why. |
| 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. |
| 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 |