project = Rand();
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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: |
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: 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 Includes 6 .GOOs: * 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. * 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. * 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. * 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. |
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-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: 14.08.27: 14.02.04: |
GSX-JKM-AddOn.zip | Mod (MotS SP/MP) | 1,248 KB | 2015-04-28 14:04:28 | Includes four .GOOs: * 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. * 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. |
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. |
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 |