Subtitles for all ingame dialogue can be turned on with g_subtitles 1. Using the console command fly_xwing allows doing so. There is code for flying an X-Wing Fighter, indicating aircraft would've been flown by the player at some point. When you do, they have limited ammo and their guns are all rapid-fire. By entering the console command setmindtrick 4 while playing the game, you have the ability to take control of enemies. This level of Force Mind Trick cannot normally be reached. This variable also changes the lightsaber's deadliness with higher numbers doing more damage.Īlternatively, setting g_dismemberment to exactly 11381138 or higher can result in unrestricted saber dismemberment without affecting the saber damage and game balance. This also works in cutscene areas, spawning areas, and the unused pit level. This feature can be enabled with this command: g_saberrealisticcombat. Originally, you were able to slice enemies in half with the lightsaber. Or these were possibly just a batch of sound effects being used to play around with. These sound files mentioned would've been used as announcer voices, perhaps suggesting that Kyle was originally going to be the announcer, not Mon Mothma. #define DEFAULT_LOSE_OBJECTIVE "sound/chars/kyle/prototype/isntworking.mp3" #define DEFAULT_WIN_OBJECTIVE "sound/chars/kyle/prototype/personal.mp3" There's also some interesting tidbits in the Saga code itself that give background into the game's development. In fact, the code files for the gametype there retains the same file names (bg_saga.h, bg_saga.c, g_saga.c, g_saga.h), and unlike Jedi Academy's Siege Mode, there is some preliminary support for bots in this mode. It is pretty close to functioning, and would've worked very similarly to the Siege mode in Jedi Academy. A fan mod exists of this system working.Īn entire multiplayer game mode, called Saga Mode, exists in the code. The code for it is not included in the shipped game, but is enabled with a preprocessor command. The complete source code for Jedi Knight II was made available by Raven Software in April 2013, but was later taken down due to copyright issues regarding the BINK and Xbox XDK code, which were accidentally included in the files.Ĭgs.media.captureAwardSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav" ) Ī fully working Quake 3 style system of in-game awards, such as "Humiliation!" (from getting killed with a stun baton) exists, and would've been announced by Mon Mothma. The game's SDK, containing the multiplayer mod code (not the engine) and a version of Q3Radiant (the Quake 3 map editor) dubbed JK2Radiant was released shortly after the game's launch. TEXT_LANGUAGE1 "We're going to have company!"Īlso contained in kejim_post.sp and spoken by Jan. TEXT_LANGUAGE1 "All right! Now let's see what's so important."Īlso contained in kejim_post.sp and spoken by Kyle, this may have indicated that another part of the mission may have been cut. TEXT_LANGUAGE1 "Maybe we can get in without being noticed."Ĭontained in kejim_post.sp, this might indicate that that mission may have included stealth portions like cairn_dock2 does. They can be re-enabled with the console command "g_subtitles 1" the Xbox and GameCube versions allow enabling these subtitles in the menu. Every single line in the game has subtitles, but the Options menu only allows for subtitles in cinematics, making effectively 90% of the subtitle text go unused in the PC version without console commands. All of these reference sound files that don't exist. Several lines from here appear to be alternate, unused takes of existing lines, or reveal clues as to previous stages of a mission's development. sp files (in the /strip/ folder in assets1.pk3 and assets2.pk3), which are plaintext and can be viewed in any text-editing application. The game contains all of its subtitles in. Most likely a test mission that wasn't included in the game for obvious reasons. The map itself is missing from the files however. It would've used the same dynamic music as Artus Detention and Doomgiver Detention based on the files, and presumably would've come between Cairn Assembly and Cairn Reactor, judging from the file's layout. To access this level, enter the console command map pit.Ī reference to a map called cairn_stockpile is mentioned in dms.dat, the file for determining how the dynamic music system works on levels and what to play on them. The multiplayer map duel_pit (titled Trial Pit) uses a similar map design. Tavion does return in Jedi Knight: Jedi Academy. This level was meant to be another battle with Tavion. An unused level with Tavion in the middle.
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