Author Topic: Jedi Knight II: Jedi Outcast mod  (Read 8209 times)

MechWarrior001

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Jedi Knight II: Jedi Outcast mod
« on: June 21, 2008, 05:07:27 am »
Hopefully you know that both JKII & Tremulous use modified versions of the same engine.
That being said, would it be possible to make Tremulous read (and correctly use) the JKII *.pk3 files?
I've tried copy & pasting them into the base folder but it doesn't work.

P.S. The reason I'm asking this is because I don't own JKII, and I'm also curious to see if this works.

your face

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Re: Jedi Knight II: Jedi Outcast mod
« Reply #1 on: June 21, 2008, 05:13:15 am »
Will not work.  Even though they use the same 'engine,' they are still completely different games.  :P
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MechWarrior001

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Re: Jedi Knight II: Jedi Outcast mod
« Reply #2 on: June 21, 2008, 05:34:23 am »
Not even if we just take a few files like the BSPs and textures for use in multiplayer?

kangounator

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Re: Jedi Knight II: Jedi Outcast mod
« Reply #3 on: June 21, 2008, 08:33:25 am »
You are not supposed to use the JKII assets in tremulous due to copyright issues.

And you cannot run JKII on tremulous as the syscalls for the qvms must be different (<-- if you don't understand that, it means that it is IMPOSSIBLE to run JKII on Tremulous)
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TinMan

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Re: Jedi Knight II: Jedi Outcast mod
« Reply #4 on: June 21, 2008, 09:18:31 am »
If you had the game content (from a retail copy of the game) and a set of decompilers, you could port JKII to run on the ioquake3 engine (what tremulous is modified off of as a standalone mod). It would not be legal to redistribute the specific JKII media, but you could redistribute the modified engine that is used to run it. This is how the ioquake3 port of Star Trek: Voyager Elite Force was made.
http://thilo.kickchat.com/efport-progress/

Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
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doomagent13

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Re: Jedi Knight II: Jedi Outcast mod
« Reply #5 on: June 21, 2008, 05:18:30 pm »
Who needs a decompiler?  There is an sdk for making custom .dlls.  BTW, it DOESNT USE QVMS!!!

TinMan

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Re: Jedi Knight II: Jedi Outcast mod
« Reply #6 on: June 21, 2008, 05:39:55 pm »
Well, that's how ioEliteForce and the Linux port of American McGee's Alice were done. The original .exe's, .dlls, and .qvms were decompiled to see how the media was implemented by the engine and what special stuff was added to the engine that would have to be written from scratch for the ioquake3 ports.
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

MechWarrior001

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Re: Jedi Knight II: Jedi Outcast mod
« Reply #7 on: June 21, 2008, 10:53:56 pm »
But what if we didn't use the JKII files? What if we modeled the Weapons, characters, levels & textures ourself? That wouldn't go against the EULA would it?

kevlarman

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Re: Jedi Knight II: Jedi Outcast mod
« Reply #8 on: June 22, 2008, 01:13:43 am »
But what if we didn't use the JKII files? What if we modeled the Weapons, characters, levels & textures ourself? That wouldn't go against the EULA would it?
if you didn't use the JKII files, then you would be creating a new game (including the code) from scratch.
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Samurai.mac

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Re: Jedi Knight II: Jedi Outcast mod
« Reply #9 on: June 22, 2008, 04:08:37 pm »
And what's so difficult about spending $10 to get the actual game? Seems like a bit of a waste of time, trying to recreate in Trem, to me.

your face

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Re: Jedi Knight II: Jedi Outcast mod
« Reply #10 on: June 22, 2008, 05:10:46 pm »
Yeah, it's a fun game, I would recommend it.  ;)
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Bissig

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Re: Jedi Knight II: Jedi Outcast mod
« Reply #11 on: June 22, 2008, 06:39:14 pm »
But what if we didn't use the JKII files? What if we modeled the Weapons, characters, levels & textures ourself? That wouldn't go against the EULA would it?

Youd still have to remake the scripts and everything too. Better spend that kind of time on coding for trem or a completely new game. (I love the jedi knight games - still...)

your face

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Re: Jedi Knight II: Jedi Outcast mod
« Reply #12 on: June 23, 2008, 02:07:46 am »
if you didn't use the JKII files, then you would be creating a new game (including the code) from scratch.

Youd still have to remake the scripts and everything too. Better spend that kind of time on coding for trem or a completely new game. (I love the jedi knight games - still...)
Same difference.  :)
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