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kjk v0.12.0

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@github-actions github-actions released this 08 Nov 12:11
edb9ac6

Unsigned builds for macOS (Apple silicon), Windows and Linux (x86-64). Read README.txt in the package first; SHA256SUMS lists each file's checksum, and each package comes with a build attestation: gh attestation verify <package file> --repo kjk-engine/kjk shows it was built by this repository.

Saves from earlier versions load.

Story

  • Kreia keeps the hand Sion cut off and wields one weapon. Companions keep their bodies when the party leaves a module, and slots the game locks can't be filled from the equip screen.
  • On Peragus, choosing "[Destroy the console]" at the shift console breaks it every time.
  • Shopkeepers behind a counter can be talked to (Greeta Holda and the rest) (#204).
  • Every wave of the Sand People ambush fights (#192).
  • The Ebon Hawk can be boarded again where an arrival point lay off the floor (#211).
  • After switching to 3C-FD, the leader key or portrait hands control back to T3-M4, and the camera follows.
  • Skill points left unspent are kept for the next level-up and Auto Level Up (#209).

Co-op

  • KOTOR II co-op works with Workshop mods subscribed in a different order on each machine.
  • The Endar Spire co-op session gets through its door again: Trask's opening is answered, guests stay in step with the host, and the way back opens.

Movement

  • Players walk at KOTOR's walk pace (Shift, or a short push of the stick) instead of a speedwalk, and companions keep a walking leader's pace instead of stopping and sprinting.
  • Heads stay level under Jedi Academy's stances and walks.
  • Running and walking backward out of combat use Jedi Academy's own backpedal.
  • Force Speed runs at KOTOR's speed out of combat (#194).
  • A parked throttle or pedal no longer turns the view by itself (#207).

Graphics and performance

  • Better CPU performance: on a windows machine, Endar Spire 128 → 210 fps, Harbinger 129 → 180, Javyar's cantina 124 → 169. Lamp shadows are drawn once and kept while nothing moves, and off-screen characters are skipped and other performance fixes.
  • Masks and visors are drawn on the head. The eye on the equip screen's head slot hides or shows them.
  • A hood thrown back stays back.
  • Terminals and the security camera's letterbox no longer flicker.
  • A blaster hit or a blade clash no longer leaves a light on the body.

Mods

  • Modded blasters without a TXI (High Quality Blasters) are drawn solid (#171).

Known issues

  • Modded textures without an env-map TXI on things other than weapons look see-through, as they do in KOTOR.

kjk v0.11.0

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@github-actions github-actions released this 07 Nov 16:18
cbd22ca

Unsigned builds for macOS (Apple silicon), Windows and Linux (x86-64). Read README.txt in the package first; SHA256SUMS lists each file's checksum, and each package now comes with a build attestation: gh attestation verify <package file> --repo kjk-engine/kjk shows it was built by this repository.

Saves from earlier versions load.

Story

  • KOTOR II's galaxy map opens.
  • Hosting a KOTOR II game with three or more seats starts. Before, it stopped with p_candbb.mdl: not found.
  • On Peragus, the turret's bolts reach the troopers, and the turret's view and controls give way to the conversation when Kreia arrives. The dead leave the world when the game removes them, so a fading tank droid no longer blocks Telos' shuttle.
  • Atton stays at the Ebon Hawk's helm, deactivated droids stay slumped, and TSL's chair sits loop as in the original.
  • Cutscene bodies no longer flash into a standing pose between clips: the Exile floats and sinks in the kolto tank.
  • Dantooine's Crystal Cave shows its crystals again.
  • Saves load after a mod changes a script, for example the K1 Community Patch's AI. The script's pending actions are dropped and logged, and the save is no longer refused.

Movement

  • You no longer snag on floor pipes or ride up console skirts (the Ebon Hawk): low clutter drawn on the floor is left to the walkmesh, as in KOTOR.

Combat

  • Poison works as in KOTOR: the first dose lands at once, what it drained comes back when it ends, and a second poison can't stack on the first. The portrait bar turns green.
  • Solo mode: Q (LB+LT), with the HUD's solo toggle lit.
  • Quarterstaffs, heavy repeaters and force pikes power up when readied and fold when put away.
  • You can walk during the fast kata and the two-weapon and staff spin attacks, as in Jedi Academy's single player. The two-weapon kata needs the Force.
  • Swings grunt at Jedi Academy's pace.

Graphics and performance

  • A player who joins a co-op game keeps the host's frame rate (1.8 → 21.7 fps at the Star Map).
  • Turning shadows off saves their cost.
  • KOTOR II's silver, cyan, viridian and bronze blades show their own colours.
  • Grass no longer draws over a saber blade standing in it (#193), and a room's wall lights no longer draw over the consoles in front of them.
  • Saber marks lie on the walls you see.

Sound

  • Floors sound like what they look like: Jedi Academy's footsteps, rolls and landings by the ground under each foot (sand, snow, dirt, mud, gravel, grass, stone, metal, wood, rug, water), with landing dust on soft ground.

Mods

  • Mod weapons exported from Blender draw at their own size (KOTOR Weapon Model Overhaul's shortsword was oversized).

Known issues

  • Modded textures without an env-map TXI look see-through, as they do in KOTOR (#171).

kjk v0.10.0

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@reclaimterrain reclaimterrain released this 06 Nov 15:18
2fa2037

Unsigned builds for Windows and Linux (x86-64). The macOS (Apple silicon) build is not here yet: GitHub had no Mac to build it on. Read README.txt in the package first; SHA256SUMS lists each file's checksum.

v0.9.0 was never published, so this release has everything since v0.8.0.

Story

  • On Peragus, the consoles and the mining shield work, and T3-M4's solo part plays. TSL's cutscenes animate, and 12 more fixes from playtests are in.
  • KOTOR's own scripts are now fully supported: inventories, item costs, damage by type, the Endar Spire's screen-change script and the rest work as in the original.
  • Story items you carry out of the area where you got them show their names and descriptions instead of internal file names.
  • On Tatooine, the Sand People's chieftain talks to you instead of attacking, once the scripts have made peace.
  • A companion's own conversation is spoken by that companion.

Combat and Force powers

  • Blaster bolts, muzzle flashes, sabers, deflections and Force powers light up the rooms around them.
  • Every swing of a kata, butterfly, spin or double-bladed jump attack that hits does damage.
  • Energy shields look and drain as in KOTOR: the droid's red sphere, a belt's blue glow.
  • HK-47 and T3-M4 throw grenades with their own animations, and Mira's wrist launcher fires grenades, rockets and darts.
  • Force Wave no longer hides Tatooine's sky.
  • Screen shakes tilt the camera by 0.7° at most, as in KOTOR, instead of 40°.

Interface

  • Character creation's powers step shows KOTOR's power chart, as the feats step does. The party screen frames the chosen companion in yellow.
  • Portraits show an icon for each active buff instead of an arrow.
  • A slot's equip list shows what it holds, marked "(Equipped)", under None.
  • Long lists and descriptions scroll.
  • The bug report is one box you can drop your zip on.

Sound and animation

  • Music and ambience play at KOTOR's own volumes against the dialogue.
  • T3-M4 rolls with his wheel sound and stands upright on the character sheet.
  • Bodies stand as upright as in Jedi Academy.

Mods

  • Mods in override/ replace an area's own files, and co-op only compares the files that are read.
  • KOTOR II loads the Steam Workshop items you're subscribed to, in the game's own order.
  • Scripts from override mods and TSLRCM work: maths, strings, factions, floating text, picking items up and putting them down, invisibility, damage reduction and damage shields.
  • Mods' 2DA tables load even when they don't store a cell-data size.

Known issues

  • Modded textures without an env-map TXI look see-through, as they do in KOTOR (#171).

kjk v0.8.0

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@github-actions github-actions released this 05 Nov 15:05
6489002

Unsigned builds for macOS (Apple silicon), Windows and Linux (x86-64). Read README.txt in the package first; SHA256SUMS lists each file's checksum.

Story

  • Leaving Yavin Station no longer leaves you stuck. The galaxy map on the Ebon Hawk opens again after Yavin, and the station's door panels can be used where their consoles are drawn. Saves already stuck there work as they are.
  • Sand People you angered on Tatooine are at peace again once you put the robes back on. A faction's standing could go past its limit and stay hostile; it now stays within 0–100 as in KOTOR.
  • Hostile turrets and droids stop fighting when a conversation starts, as in KOTOR. This fixes the trap scene in the Taris Sith base, where they kept shooting at Bastila and you during the talk.
  • In co-op, a trigger that spawns someone once (like Ganda on Tatooine) no longer runs twice when a guest's companion walks in at the same moment.

Cutscenes

  • In cutscenes where one voice line runs over several shots (Zhar's training on Dantooine, Karath reporting to Malak before Taris is bombed), the picture no longer freezes until the voice ends, and the next shots are no longer silent.

Combat and Force powers

  • Hostile Force powers no longer hurt neutral or friendly characters. Before, a level 1 Shock could kill friendly NPCs on Dantooine, and Drain Life, Choke, Whirlwind, Stasis and Push caught them too.
  • Buffs such as Force Speed, Valor and Aura work again when you cast them a second time after they run out.
  • Throwing a grenade with a blaster in hand no longer fires the blaster too.

Interface

  • The equip list only shows items your character's race can use, so droid gear no longer shows up for humans. Items your character can't use yet, such as armour that needs a feat they don't have, show in red, and their description says why (for example "Feat Required: Armor Proficiency: Heavy").
  • The use key now aims along the crosshair, so traders behind counters (like Greeta Holda in Anchorhead) can be reached.

Animation

  • Women move like K1's women: hips tilted over the leg they stand on, feet closer together, elbows in. Their shoulders no longer push up into the neck.
  • Moves fit K1's bodies better. Feet slide less, both hands stay on a staff, the victory toss and other moves that throw the hilt look right, and legs no longer swing round between two moves.
  • The arena now has every armour. Female bodies get a woman's voice. With two sabers, L turns the second one off and on. A thrown saber spins and makes JA's sounds, and the staff's butterfly lands properly.

Mods

  • Jedi Academy saber mods that give a hilt more blades than its model was made for no longer block loading after character creation (*blade3: no such tag). They load as they do in JA.

kjk v0.7.0

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@github-actions github-actions released this 05 Nov 06:34
e782c57

Unsigned builds for macOS (Apple silicon), Windows and Linux (x86-64). Read README.txt in the package first; SHA256SUMS lists each file's checksum.

Save editor (WORK-IN-PROGRESS, expect bugs!)

  • kjk now comes with a save editor, kjk-save-editor (on macOS, "kjk Save Editor.app" next to kjk). It finds your saves and your KOTOR and TSL installs on its own, and shows items, feats, powers, quests and globals with their in-game names and icons.
  • You can edit equipment, inventory, powers and feats, stats, the party, and quests and flags. Every change is listed in plain words and can be undone exactly.
  • Before it writes a save, the editor checks that the save loads and runs. It backs the save up first, and it won't overwrite a save that kjk has saved over since you opened it unless you tell it to.

Performance

  • Frames are faster, by roughly 60–70% in busy areas: the Taris undercity by the elevator went from 125 to 210 fps, and the sandcrawler outside Anchorhead from 152 to 235. The game's simulation now runs alongside drawing, and the HUD, particles and animated materials do less work each frame.

Story

  • Yavin Station is on KOTOR's galaxy map again. Saves past Dantooine get it the next time you open the map.

Combat

  • Casting Force lightning, grip, push or pull with your lightsaber put away raises your arm, and the bolts come from your hand instead of your hip.

Unsigned builds for macOS (Apple silicon), Windows and Linux (x86-64). Read README.txt in the package first; SHA256SUMS lists each file's checksum.

kjk v0.6.0

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@github-actions github-actions released this 04 Nov 08:04
438b936

Story and quests

  • Tanis Venn's quest on Tatooine moves on again: his call no longer loops, and his droids can be talked to.
  • Setting all five panels to red in the Sith base on Taris frees the Duros right away, not one panel late.
  • People talking in a conversation move like they're talking instead of standing still, and their line's gestures play on top.

Combat

  • HK-47 and T3-M4 raise their guns when they fire instead of shooting with them at their side.
  • Enemies only pick up weapons they know how to use: Brejik keeps his own blade instead of grabbing Bastila's lightsaber.

Characters

  • Bastila (and any Jedi, droid or TSL prestige class) can spend skill points when levelling up.
  • A companion you sent away comes back as you left them when you switch to them: same level, gear and hit points.
  • Hair, flaps, hoods and leaves sway as the original games sway them, and the area's wind moves them.
  • TSL faces are no longer drawn with holes in them.

Saves

  • Saves from older versions load after an update that changed a module: objects keep their state and characters stand back on the floor.
  • If a save can't load exactly, kjk offers to restore its story: your party, items, journal and choices.

Co-op

  • The remote droid moves smoothly, can look up and down, uses KOTOR's own effects for its gear, and sees movies and the comm call's tint.

Other

  • kjk keeps its area cache to 8 GB per game, removing the oldest entries first, so it no longer fills your disk.

Unsigned builds for macOS (Apple silicon), Windows and Linux (x86-64). Read README.txt in the package first; SHA256SUMS lists each file's checksum.

kjk v0.5.0

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@github-actions github-actions released this 03 Nov 08:13
67fb426

Combat

  • Blasters have weight: each shot shoves the gun back, the camera kicks up slightly, and the muzzle flash matches the bolt's colour. Heavy guns kick hardest; the pistol no longer kicks more than the rifle.
  • With two pistols, Sniper Shot fires both at once and Rapid Shot alternates hands.
  • Rapid Shot now fires a 3-shot burst (4 with Multi Shot) and Sniper Shot gets +4/+6/+8 to hit, so both feats are worth using.
  • Sniper Shot's scope no longer piles up into a white block when you fire fast.
  • Stasis: the glow goes away when the enemy can move again, and doesn't show at all if the power didn't take hold.

Story and scenes

  • NPCs who bump into each other walk around instead of stuttering or freezing in place (for example the droid and the Jedi on Dantooine).
  • Malak's lightning on the Star Forge lasts the whole scene instead of cutting out after a moment.
  • Companions wearing armour move their lips when they talk.
  • The hologram dancers in Javyar's Cantina on Taris are the right way up.
  • Characters standing on slopes no longer float above the floor (Juhani in the Enclave courtyard, Vrook in the council chamber).

World and characters

  • The door before the rancor in the Taris sewers opens when you click it from the ramp in front of it.
  • Looting bodies and bags makes a sound.
  • A companion whose level is above where the game first set it can level up again (Bastila was stuck at level 8).
  • Texture mods in the game's override folder now show up, for example High Quality Blasters.

Co-op

  • Fixed a guest's companion running off at an enemy and ignoring its player for a few seconds when someone else in the party got hit.

Unsigned builds for macOS (Apple silicon), Windows and Linux (x86-64). Read README.txt in the package first; SHA256SUMS lists each file's checksum.

kjk v0.4.0

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@github-actions github-actions released this 02 Nov 08:59
22ee188

Controllers and menus

  • Controller and Steam Deck support: analog movement, menus you can use with a pad, one Force button, and every input can be rebound.
  • On-screen button hints on every screen, with the same buttons doing the same thing everywhere.
  • Menus scale with the window size, items show their stats, and party members can be picked by clicking.

Combat

  • New key to choose your feat attack for guns, dual blades and double-bladed weapons.
  • Raised guns show KOTOR's Power Blast charge-up and laser sight.
  • Hold an item key and scroll to choose which grenade, medpac, stim or shield it uses.
  • The saber throw has its own key.
  • A companion leading the party casts its Force powers.
  • Grenades bounce and explode on their fuse again; enemies' grenades reach their target.
  • Rapid Shot's flames stop when the burst ends.
  • Stunned, sleeping and paralysed characters play their own animations.

Story and scenes

  • The rancor chokes on the grenade and it bursts out of its mouth.
  • Trask's door scene on the Endar Spire plays.
  • The twin-blade trooper runs instead of sliding, and characters no longer hop when they stop.
  • Droids' skill checks show over their heads.

Co-op

  • A guest playing T3-M4 can open the Taris Sith base.
  • Companions keep their gear when a scene recreates them (Bastila's saber no longer turns blue and disappears on Dantooine).
  • Guests get a remote droid only when the party has fewer characters than players; a guest whose companion is down keeps it.

Unsigned builds for macOS (Apple silicon), Windows and Linux (x86-64). Read README.txt in the package first; SHA256SUMS lists each file's checksum.

kjk v0.3.1

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@github-actions github-actions released this 31 Oct 12:35
f27ff7d

Unsigned builds for macOS (Apple silicon), Windows and Linux (x86-64). Read README.txt in the package first; SHA256SUMS lists each file's checksum.

You need your own copies of

  • KOTOR (the game itself)
  • KOTOR II: TSL (its UI is used)
  • Jedi Academy (its combat animations are used)
    kjk ships no game files. Point it at your installs on first launch.

What's new in v0.3.1

A small patch release: fixes from the first outside co-op playtest, plus a few things you reported on v0.3.0.

Co-op

  • Conversations no longer freeze when a guest joins. If a guest used an NPC while a scripted scene was paused (Lyn's dance in the cantina, Kandon Ark walking up), the conversation stayed stuck forever. Now the guest joins the conversation instead.
  • A guest's companion at a console gets the console's dialogue, not their own (the Endar Spire's terminals, for example).
  • The swoop race finishes properly with guests in the game. The race result now reaches the story, so the mechanic's "race over" line plays and the story carries on.

Your party

  • Companions keep their weapons after a module change or a load: no more invisible saber on Bastila, and Mission's rifle no longer turns back into her starting pistol. This also happened in single player.

Creatures

  • The Taris sewer rancor now eats from the bone pile, and its death burst comes from its mouth instead of its feet.
  • Droids and beasts lean with the floor on ramps and slopes instead of floating level over them (T3-M4, astromechs, the Black Vulkar pool droid, banthas, dewbacks, rontos).

Saves

  • Saves from v0.3.0 load in v0.3.1.

Co-op versions
Everyone needs the same version: v0.3.1 can't play with v0.3.0. How to host and join is unchanged; see the v0.3.0 release notes.

Still open

  • You can't jump up onto beams and some ledges yet (issue 39).

THIS IS AN ALPHA BUILD! Expect bugs. Read KNOWN-ISSUES.md before reporting.

Please report bugs by opening an issue (F12 makes the zip to attach), or submit a pull request.

kjk v0.3.0

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@github-actions github-actions released this 31 Oct 08:20
f6dd89c

Unsigned builds for macOS (Apple silicon), Windows and Linux (x86-64). Read README.txt in the package first; SHA256SUMS lists each file's checksum.

You need your own copies of

  • KOTOR (the game itself)
  • KOTOR II: TSL (its UI is used)
  • Jedi Academy (its combat animations are used)
    kjk ships no game files. Point it at your installs on first launch.

What's new in v0.3.0

This release is mostly the fixes from your playtests and the open GitHub issues. Both games are played start to finish by the automated playthrough on this exact build: KOTOR to both endings, KOTOR II to the end credits.

Your party

  • Talk to companions: aim at Carth, Bastila, Kreia or anyone in your party to see their name and health, then press E to start their conversation. This should work for a companion another player drives in co-op too.
  • Going down hands over control: when your character falls, you take over the next party member still standing, just as Tab would. In co-op, a companion another player drives is skipped. The new leader calls out one of their "ready" lines.
  • No more poison death loop: going down clears poison and other effects that tick over time, so you no longer die again the moment you get back up.
  • Proper get-ups: a downed character stands up from however they fell, on their back or front, for every death animation.
  • Companions level when you say: they no longer level themselves; you (or the co-op player driving them) choose when. They fight beside whoever you're leading, and your weapons go to your own character while you lead a companion.
  • Personal space: you bump and slide past characters the way KOTOR does, and the party keeps its distance in conversations (no more Mission standing inside Carth).

Combat and creatures

  • Gamorreans swing their axes the Jedi Academy way, including the ones that carry no weapon item. Jawas punch.
  • Beasts attack with their own animations, stand still to strike, and flinch when hit.
  • NPCs fight each other where the game sets that up: the Gamorreans and rakghouls in the Taris sewers no longer stand around staring at each other.
  • Big and floating creatures can be hit where you see them: the rancor, the sewer droids, sensor balls and the like are no longer hittable only at their feet. Punches reach big creatures such as bomas too.
  • Wounds are lit to match the body.

Exploring

  • Area names: facing a door or exit that leads to another area shows that area's name at the top of the screen, as in KOTOR.
  • Doors: you open a door from in front of it instead of walking into it. You can also close an open door again (KOTOR doesn't let you; this one is ours).
  • Mines: walking up to disarm a mine no longer sets it off. Disable and Recover Mine only show when you have Demolitions skill. The kneeling animation plays, and the result floats over your character as in KOTOR: success, failure or Skill Too Low. The same goes for Security on locks. Mines are also easier to aim at.
  • Give items to containers: containers have KOTOR's Give mode. Yes, the synthesized odor and frag grenade trick on the Taris sewer rancor works.
  • Medpacs, stims and shields play their animation and take effect when it ends, as in KOTOR.

Screens

  • Buff arrows: party portraits show blue up-arrows for buffs and down-arrows for debuffs, as in KOTOR II.
  • Quit: Quit now asks "Do you really want to quit?" first, and a new Quit to Desktop button closes the game.
  • Message boxes grow to fit their text and scroll the rest.
  • F12's bug form opens already filled in with the title, version and report name.

Saves

  • Quickload loads the save in place instead of restarting the game. A quicksave that isn't allowed right now (in a conversation, a cutscene or combat) tells you why on screen.
  • Saving works on Windows again.
  • Older saves load: saves from v0.2.0 are read by this version, and so are saves made with different game data. In theory.

KOTOR II

  • Automatic playtest can run KOTOR II from peragus to end credits
  • Characters wait and walk around each other as in KOTOR II, including at Malachor's academy and with Mandalore.

Co-op

  • Remote droid: a guest with no companion to drive flies a small remote droid with a few tools of its own. It can't change the story.
  • Levels are built the same way on every platform.

Up to 3 players. Everyone needs the same kjk version (v0.3.0 can't play with v0.2.0) and the same KOTOR mods/override folder.

  • Host: choose Host in the main menu (or kjk host). Forward UDP port 29170 on your router to your PC and allow kjk through your firewall. Give your friends your public IP (search "what is my ip").
  • Join: choose Join and enter the host's IP (or kjk join 203.0.113.5).
  • Can't forward ports? Use a virtual LAN like Tailscale, ZeroTier or Radmin VPN, and join on the host's VPN address instead.
  • Optional password: kjk host --password secret / kjk join <ip> --password secret (command line only for now).

Still open

  • You can't jump up onto beams and some ledges yet (issue 39).

THIS IS AN ALPHA BUILD! Expect bugs. Read KNOWN-ISSUES.md before reporting.

Please report bugs by opening an issue (F12 makes the zip to attach), or submit a pull request.