Jedi Knight – Dark Forces II Unofficial Patch

Thumbnail

Rating: 0
Favourites: 0

Report File

Jedi Knight – Dark Forces II Unofficial Patch


File Information

  • Author RoboCop
  • Uploaded 22nd February 2017, 11:33 AM
  • Last Updated 15th August 2019, 05:53 PM
  • Category Jedi Knight Series
  • Total Downloads 23


Files



More From This User



JK Unofficial Patch
16-Jan-2008
ZeqMacaw






Patch JK for these features (* means new since last release):
* Includes v1.00 to v1.01 patch.
* Team chat feature:
- When game uses team mode, pressing the "talk" hotkey cycles between 3
prompts: "Send to all:", "Send to team:", and "Command:".
- All of your "Send to team" messages will only go to your team.
- This feature works even if no one else has the patch installed.
* Multiple instances of JK allowed when command line param "-devmode" is used.
* Auto-logging feature:
- When JK is started with the command line params of
"-devmode -verbose 2 -windowgui", a log file will be created in the "logs"
folder. The log file will record all in-game text messages.
* Text from jkStringOutput() and jkPrintUniString() when first param is -1 or -3
prints to Jedi Console.
* Corrects the bug: After a sequence of activated messages for force
hotkeys, only the most recently pressed force hotkey sends a deactivated
message. The same bug affects the item hotkeys, too. The fix sends a
deactivated message for *each* released hotkey when it is released.
* The -z replaces /? command-line param. Using -z enables the new cog verbs,
and will cause a checksum error for clients that are not using the same
patched JK as host. (-z was previsouly -p)
- Does not cause checksum error, except if the -z param is used (noted below).
So, a patched JK can be used even when other players do not have the same
patched JK.
- Larger visible sector/adjoin limit.
- Larger thing limit.
- Larger cog linked-symbol limit.
- Larger cog symbol limit.
- Larger material limit.
- No texture size limit.
NOTE: Textures above 256x256 are still chopped up, but each piece will show
entire texture.
- The "pinotnoir" in-game command has been changed to "level", and works in
both SP and MP games. For example, in MP game press the Talk hotkey, then
press Tab key, then enter "level 1" without the quotes to go to the first
level in the episode. (Only works on host. If a client, which has the
patch, uses the command, the client will exit the level and not affect any
others in the game.)
- The jkConcat and MP messages that normally only print to in-game screen, also
print to the Jedi Console.
- New cog verbs:
Attachment:
- surfaceIndex = GetThingAttachSurface(thingIndex); // Returns -1 if not attached to a surface.
- thingIndex = GetThingAttachThing(thingIndex); // Returns -1 if not attached to a thing.
Camera (these do not work correctly):
* float fovInDegrees = GetCameraFov(int cameraIndex)
* vector offset = GetCameraOffset(int cameraIndex)
* SetCameraFov(int cameraIndex, float fovInDegrees)
* SetCameraOffset(int cameraIndex, vector offset)
Math:
- resultInDegrees = ArcCosine(value);
- resultInDegrees = ArcSine(value);
- resultInDegrees = ArcTangent(value);
* flex result = Ceiling(flex value);
- result = Cosine(valueInDegrees);
* flex result = Floor(flex value);
- result = Power(base, exponent);
* flex result = RandomFlex(flex min, flex max)
* flex result = RandomInt(flex min, flex max)
- result = Sine(valueInDegrees);
- result = SquareRoot(value);
Surface:
- boolean = IsAdjoin(surfaceIndex);
Thing Action:
- headLVec = GetThingHeadLVec(thingIndex);
- headPitchInDegrees = GetThingHeadPitch(thingIndex);
* vector pyr = GetThingHeadPYR(int thingIndex)
- pyr = GetThingPYR(thingIndex);
* SetThingHeadPYR(int thing, vector PYR)
- SetThingPosEx(thingIndex, position, sectorIndex);
- previousPYR = SetThingPYR(thingIndex, pyr);
- SetThingRLUVecs(thingIndex, rVec, lVec, uVec);
- previousSectorIndex = SetThingSector(thingIndex, sectorIndex);
Thing Property:
* flex airDrag = GetThingAirDrag(int thingIndex)
* flex eyeOffset = GetThingEyeOffset(int thingIndex)
* flex headPitchInDegrees = GetThingHeadPitchMax(int thingIndex)
* flex headPitchInDegrees = GetThingHeadPitchMin(int thingIndex)
* flex jumpSpeed = GetThingJumpSpeed(int thingIndex)
* SetThingAirDrag(int thingIndex, flex airDrag)
* SetThingEyeOffset(int thingIndex, flex eyeOffset)
* SetThingHeadPitchMinMax(int thing, flex minPitch, flex maxPitch)
* SetThingJumpSpeed(int thingIndex, flex jumpSpeed)
*(crashes JK when level exits) int targetModelIndex SetThingMesh(int targetThingIndex, string targetMeshName, int sourceModelIndex, string sourceMeshName)
* SetThingParent(int thingIndex, int parentThingIndex)






Instructions:
- The jk.exe in these instructions refers to the original unpatched jk.exe file
distributed by LucasArts in JK v1.0.
- Backup jk.exe.
- Place patcher.bat, bspatch.exe, patch.dat, and JK-Extension.dll in same
folder as jk.exe.
- Run patcher.bat, which will apply the patch to jk.exe.
- Delete patcher.bat, bspatch.exe, and patch.dat.






Credits:
Sige
- Created the patcher.exe program and the initial set of patches.
- Created the initial cogext.dll.
- Started the documenting of data structures found in memory while JK is
running.
Hell Raiser
- Continued the cogext.dll development.
- Continued the documenting of data structures found in memory while JK is
running.
- Provided the source for cogext.dll.

Report File

Reason












Report Comment

Reason






Report Link

Reason





DMCA.com Protection Status

https://apg-clan.org tested by Norton Internet Security https://apg-clan.org tested by McAfee Internet Security

Flag Counter