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 Post subject: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Thu Apr 04, 2013 3:27 pm 
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Joined: Sun Jan 15, 2012 9:26 pm
Posts: 200
"Raven is sad to hear about the closing of LucasArts today, we respected them and enjoyed working with them over the years,” said the studio in a statement sent to Kotaku Australia. “We wish the best for all the talented people who were let go and hope they find good work in studios in the industry.

“We loved and appreciated the experience of getting to make Jedi Knight II: Jedi Outcast and Jedi Academy for LucasArts. As a gift to the persistently loyal fanbase for our Jedi games and in memory of LucasArts, we are releasing the source code for both games for people to enjoy and play with."


######NEWS######:
Raven deleted the sources again coz of copyright issues.

This package includes 1.00 1.02a 1.03 1.04:
http://www.file-upload.net/download-749 ... 0.rar.html

Mirror 2: Download all released source codes seperately here:
http://jk2.ouned.de/downloads/files/sourcecode/



Other info spots:

OpenJK Project:
https://github.com/Razish/OpenJK

http://jkhub.org/topic/1974-openjk-general-topic/

JK2 is mostly written in c++ except the .asm
[22:51:48] <eezstreet> if you're using Visual Studio 7 or possibly 2003, JK2/A will compile without issues
[22:52:56] <eezstreet> 2008 works fine, or you can just wait
http://jkhub.org/page/index.html

Coders Home:
JACoders "modbase" project http://jacoders.org <- IRC CHAT: http://www.arloria.net/tiramisu/tiramis ... =#jacoders





OLD:
Spoiler:
Download it:

http://sourceforge.net/projects/jedioutcast/

(http://sourceforge.net/projects/jediacademy/)


KAISER EDIT:

v1.02 is released now (Nere compiled the MP source, there is not 1 byte missing :D):
http://sourceforge.net/p/jedioutcast/co ... 38f4/tree/

v1.03/1.04 source:
http://sourceforge.net/p/jedioutcast/co ... 853f/tree/

jka source:
http://sourceforge.net/p/jediacademy/co ... e643/tree/

download as zip:
click on downloading the snapshot


OpenJK Project:
https://github.com/Razish/OpenJK
Coders Home:
JACoders "modbase" project http://jacoders.org


Monroe was in IRC Chat too :D but left very fast. He just wanted to tell us about the upload fixes because they first mixed them up and released even JKA Xbox Source Code


Reason why it was released:
http://kotaku.com/lucasarts-closure-con ... -468994505
http://www.polygon.com/2013/4/4/4181560 ... di-outcast

"Raven is sad to hear about the closing of LucasArts today, we respected them and enjoyed working with them over the years,” said the studio in a statement sent to Kotaku Australia. “We wish the best for all the talented people who were let go and hope they find good work in studios in the industry.

“We loved and appreciated the experience of getting to make Jedi Knight II: Jedi Outcast and Jedi Academy for LucasArts. As a gift to the persistently loyal fanbase for our Jedi games and in memory of LucasArts, we are releasing the source code for both games for people to enjoy and play with."



Further Infos:
JK2 is mostly written in c++ except the .asm
[22:51:48] <eezstreet> if you're using Visual Studio 7 or possibly 2003, JK2/A will compile without issues
[22:52:56] <eezstreet> 2008 works fine, or you can just wait
http://jkhub.org/page/index.html[


+++++NEWS+++++SOURCE CODES WERE TAKEN DOWN BY RAVENSOFT LULZ - REASON WHY READ HERE:
http://jkhub.org/page/index.html


Spoiler:
OpenJK planning
FAQ:

Only the source code is free. You still need to buy the game to get all the models, textures, maps etc. required to actually play the game, although free versions of these assets are theoretically conceivable.

The code does not actually compile on recent version of Visual Studio yet. >> update?

The official repo is https://github.com/Razish/OpenJK

Missing:

BehaveED tool

StringED tool

Master server stuff? elaborate who cares, Didz' is better amirite >> No, proper dpmaster kthxbai

XSI importer/exporter for Max >> There are existing third party XSI import/export plugins. Why is this labeled as missing? (www.maxplugins.de) >> DT knows more, apparently he wanted to modify the script they used

TODO:

Uncrustify source once unnecessary crap is gone for standards.

find out what .lip files do

goblib badness - check out the xbox assets if possible, regarding D3D render path and if any artwork was needed

General maintenance:

Github https://github.com/Razish/OpenJK

Fix r_mode -1 crashing on listen server

Ensi is on it

Get rid of svc_setgame crap, its irrelevant if done properly like q3 engine with fixed filesystem too (kthx) {Even the overrides should be fine}

Port all tools to Mac (that weren't already available)

SDL backend for native linux (+mac?) client, NO SDL on windows, until SDL 2.0 is suitable

Or SFML? Controversial.

OR JUST NOT EVEN DO (etc)

Remove Xbox crap

Remove .cfgs from base folders

Restructure project files/solutions, ensure the slns work with latest VS versions

If we're using CMake, then it probably won't matter too much as you can generate the VS solutions using CMake

Switch to CMAKE for compiling (VS for sure) :DDDD mrwonko seems to know a decent amount on cmake script writing.

Remove CD checks and other anti-tamper protection. Keep sv_pure? Never used honestly.. ( Keep sv_pure but make it default to 0 now) CD Key checks exist in Ensiform's fork of OpenJK.

Add GPL license to files, because Raven forgot

Controller support, because me gusta

Alt-tab support, various other minor fixes from iojamp/q3

Remove the win32 console, replace with passive hidden loggable console for client, and cmd.exe for dedicated. <- i'm fine with this

NEW SDK NEEDED! GPL

What will happen to modbase? Copy code over, remove RE-related things and put those in the engine. Add GPL licensing

revision history of modbase will be gone. what about support for people/mods who run off 1.01? i think modbase should be left as it is for legacy support, and will be copied into OpenJK directory and worked on from there.

Can we assume existing mods from the SDK are now under the GPL licence? this has strong implications. The SDK licence essentially states we can't create anything using it to run under anything that isn't JA.

It is NOT required for existing mods to be under the GPL licence.

An easy work-around to remove the SDK licence is simply a diff + merge on the new GPL SDK and work from those sources.

Project outline:

Order of operations

Clean up JA's solution, clean compile

CMake project files

mrwonko is on it

SDL backend for native Linux client

native Mac client by redsaurus

??? some time in the future...

strip qvm layer

port JO as another fs_game. multiple import/export tables with identifiers for each game/cgame/ui module

JO->OpenJK installer, can just ask the user to specify JO's directory to copy paks from. binaries are no longer compatible, no matter.

MP: JA 1.02 + JO 1.05 combined in one EXE

SP: JA 1.02, JO 1.04/5 (Patch 1.04 only modified MP, what does do about numbering scheme)

JK2 will be ported to JA's engine as another fs_game -- syscalls will be handled after the qvm layer is removed

No base compatibility?

compat pack for stringed/whatever else we remove. other assets will be fine.

Replace StringEd with something else >> tinygettext translate an english string

Fix old renderer crap that was never implemented for PC? (bumpmapping, HDR, stencil shadows)

we have the option of porting rend2 from ioq3 how will this conflict with ghoul2 though- VBOs, HDR, realtime lighting/shadows. G2 will have to be added to it. okay, this shouldn't be too bad then, seeing as how the ghoul2 stuff is conveniently isolated

i would also rather use my own HDR/bloom/postprocess which i added to QtZ, still a step above the methods used in JA by modders okay. What about bumpmapping/ss? This method is better indeed, would love to add screenspace average variation though.

JK2:

Singleplayer:

Allow for fs_game support

Double ghoul 2 transform limit to match MP

Multiplayer:

Honestly, just use JKA's engine and give it support for JK2. Cleanest all-in-one option. Engine is fairly similar anyway.

JKA:

Singleplayer:

Fix game_import_t/whatever is needed to make the game actually compile

Allow for fs_game support

Double Ghoul 2 transform limit to match MP

Multiplayer:

Prevent people from downloading non-pk3 files so allowdownload can be used

Add ioq3's curl download support (requires new server & client to use)

Add ioq3's voip support

Add support for sp-specific FX fields

Remove qvm layer?? (See project outlines: base compatibility)

Fix fonts >> possibly look at iojamp for how to enhance the loader

Do all of Raven's "todos" <-- LOL NICE JOKE ;~; <- I'm serious.

Netcode improvements?

usercmd delta

ET_ specific entity states

unlagged/CPMA/OSP netcode changes, but this is mostly cgame. smoothing, interp/xerp, snaps

what does do about into psf overrides 8D?

Stretchgoals:

sabermarks etc. on brush entities etc.

(optional?) fix for ducking through patches in jamp

Bullet Physics Engine

C++ rewrite (network/binary compatibility hard?)

OpenGL 2 renderer (VBOs, Shader-based "shaders") for improved speed

optional normal mapping etc.

Ensiform's changes that should not be screwed up @Raz0r:

Max cvar count correctly increased to 2048

Command buffer increased to ~131k

Anti-tamper and No-CD implemented

Fixed * so it doesn't bug out names

SUPPORT JK2 1.02 GG


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Thu Apr 04, 2013 6:41 pm 
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0.o
Downloading NOW

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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Sat Apr 06, 2013 1:44 am 
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Joined: Fri Mar 22, 2013 4:48 am
Posts: 12
Nere can you give me the correct build bats ? They aren't working for me lol


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Sat Apr 06, 2013 4:08 pm 
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Posts: 220
how does one compile this? which file to open in vs?


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Sun Apr 07, 2013 2:33 pm 
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Joined: Fri Mar 22, 2013 4:48 am
Posts: 12
Finally I managed to compile hehe


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Sun Apr 07, 2013 8:21 pm 
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Joined: Sun Jan 15, 2012 9:26 pm
Posts: 200
Clark Kent wrote:
Nere can you give me the correct build bats ? They aren't working for me lol


Clark Kent wrote:
Finally I managed to compile hehe


Yea, the compiler is missing so you'll have to add it manually to get .qvms or simply make .dlls


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Sun Apr 07, 2013 9:35 pm 
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Can you upload the compiler here?

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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Mon Apr 08, 2013 10:09 pm 
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guys, just copy the old batch used in the normal jk2 sdk, and will compile fine.

i got jk2 1.02 qvms working 100%

PD: obiously the batch calls main compilers, remember to copy the folder with the compilers (icc, cpp, q3asm, etc....)

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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Mon Apr 08, 2013 10:20 pm 
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Joined: Mon Apr 08, 2013 10:13 pm
Posts: 10
Anyone want to collaborate or got any good mod ideas? I'm considering making a simple gameplay mod:

I've been thinking something along the lines of:

- New combos / the ability to combo between stance e.g. yellow, yellow, red
- Improved parrying / defence
- Using some of the existing animations (butterfly etc) for either new taunts or possibly special moves.
Phanto has been thanked by:


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Mon Apr 08, 2013 10:36 pm 
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Phanto wrote:
Anyone want to collaborate or got any good mod ideas? I'm considering making a simple gameplay mod:

I've been thinking something along the lines of:

- New combos / the ability to combo between stance e.g. yellow, yellow, red
- Improved parrying / defence
- Using some of the existing animations (butterfly etc) for either new taunts or possibly special moves.


just support me on my project: Jedi Knight Plus

Test: http://www.youtube.com/watch?v=Z6eg-EQltjg
Readme: http://jk2.gznetwork.com/JKplus2.0_Readme.txt

Now im converting with 1.02 source code.
my mail: [email protected]

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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Wed Apr 10, 2013 4:16 pm 
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Apparently they took the source down due to legal reasons.

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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Thu Apr 11, 2013 1:46 pm 
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Source?

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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Mon Apr 15, 2013 2:38 am 
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Joined: Fri Jun 08, 2012 10:49 am
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reup please


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Mon Apr 15, 2013 5:22 am 
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Joined: Fri Mar 22, 2013 4:48 am
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I have an own big idea in my mind for my server mod.. not going to tell anything about it but so far i hope i can release a first test version of this "idea" in a few days.
I'll create my own mod so i can be 100% sure there will not be anything which breaks the core gameplay. Coffay go in ICQ ive send you a message ;)


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Tue Apr 23, 2013 10:52 am 
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Clark Kent wrote:
I have an own big idea in my mind for my server mod.. not going to tell anything about it but so far i hope i can release a first test version of this "idea" in a few days.
I'll create my own mod so i can be 100% sure there will not be anything which breaks the core gameplay. Coffay go in ICQ ive send you a message ;)

Looking forward to see it :) - Btw, check your PM ^_^


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Tue Apr 23, 2013 7:35 pm 
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Talibankill is new: http://youtu.be/me--SDtYKRk?t=3m55s :lol:

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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Wed Apr 24, 2013 10:37 pm 
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Kaiser wrote:


boah wenn ich nicht so faul wäre würde ich damit ein geiles Video machen......


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Sun Jan 05, 2014 6:53 pm 
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Can anyone tell me how to compile/build jk2mp.exe ? I'm using VC+ 2008 express edition. I'm getting errors after the project has converted and i'm trying to build. :/


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Mon Jan 06, 2014 2:13 am 
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ill pm u. cant explain good


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Sat Apr 05, 2014 12:39 pm 
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Trying to build qvms using game.bat.

Something called sysmaker makes an error because it doesn't exist. Any idea what's up with that, anyone?

sysmaker ../g_public.h ../g_syscalls.c ../g_syscalls.asm
@if errorlevel 1 goto quit


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Sat Apr 05, 2014 1:27 pm 
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https://dl.dropboxusercontent.com/u/288 ... %20vms.zip You can use the batch files from this. I fixed the batch files long time ago when I started developing my own mod and they are working perfectly :)


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Sat Apr 05, 2014 3:16 pm 
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Thank you VERY much, working perfectly :D

Should be updated in the OP!


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Fri Apr 11, 2014 11:24 am 
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Joined: Thu Apr 26, 2012 7:27 pm
Posts: 568
jk2 sourcecode yeeeeeeeeeeeeee so happy now !!!!!!!!!!!!!!!!!!!!!!!


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 Post subject: Re: Jedi Knight 2: Jedi Outcast source code released!!!
PostPosted: Sat Apr 12, 2014 3:46 am 
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Kameleon wrote:
https://dl.dropboxusercontent.com/u/28853905/Original%20source%20with%20fixed%20vms.zip You can use the batch files from this. I fixed the batch files long time ago when I started developing my own mod and they are working perfectly :)



Nere hacked me hard, I can't edit his post LOL :D

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