In game type /exec configname.cfgĪn example cfg will be bundled in the zip file! cfg but change encoding to Japanese Shift-JIS before adding the japanese characters then save. To have Japanese names or Japanese in chat.
To enable go into Setup then Sound and Change Text to nihongo (will be in kanji)
Japanese Patch/Overhaul mod for Jedi Academy ::JEDI:: for the hosting that provides said maps. shader file that is loaded before both maps.
This file combines the instructions found in both. The second shader file has important directives that influence transparency and appearance of textures in rannon_praxeum. Because the two maps have the same shader file (je_sehkola.shader), only the first is loaded while the second is ignored. That's why this file is prefixed with 'z'.īetween the two maps, 'rannon_settlement_v3' is loaded first. Most of you know that JKA loads files in reverse-alphabetical order. It's worth noting that the maps in question, as of now, are not available on JKHub. pk3 in your GameData/base folder and enjoy! Two RP maps by Sekhola (rannon_praxeum and rannon_settlement_v3) have a shader conflict that makes rannon_praxeum look less-than-perfect.
This mission, which would've seen Alisa battle Rahm Kota and Kirriam Myndi, was cut late in development due to various level bugs, however, as revealed in the TXT datapads, the events of the mission still took place.Īside from the story and plot, Hamster gives all the credit for the game being possible to Raven Software and the Knights of the Force Team.Hello everyone! JLH here, and I bring another fix. One notable event during development was the 'Endor Space' Mission. Hamster stated his favourite part of development was the fact he was able to finally play a game where the majority of it is an 'Empire' campaign. Hamster stated the hardest thing whilst making it was trying to not re-use maps, and relying on the limited selection of maps in Jedi Academy and KOTF. These TXT files, while mostly there to explain the story, also contain datapads on important characters. As such, most of the story is explained in TXT files provided with the pack. This is largely due to it running off of a mod in itself. Unlike it's base game, it has no cut-scenes, and all enemies are loaded into the level at the beginning, causing some lag on the larger levels. Work stalled often due to game limitations and a changing vision, with it being made in four main chunks, with February, July, November and March being the main developmental period. Hamster decided that while some elements of canon would be used, it would largely be based on an alternate version of the original EU, due to the game's base being from that timeline, but has stated the game takes place outside of both. The plot, while largely planned out at the start, changed significantly over time due to both game limitations and new ideas. Storyline & Script of Knighthood Developmentĭevelopment started in February of 2019 as a 'side project' while messing around using KOTF.