These are 640×480 working frames — the HUD and the cog's own on-screen readouts are part of the picture. This project has not been re-shot yet.
A deathmatch against human-like bots in LucasArts' own multiplayer maps m10 and m_boss17, without changing a byte of either map. Pick DEATHMATCH in the floating Mod Menu, set the bots (one to four), their skill (Newbie to Inhuman), the time, a frag limit, the weapons and the Force (on, off, or mixed: half of the bots), and fight a free-for-all against Jerec, Yun, Jan Ors and Mandalor -- or, with TARGET: THE PLAYER, a match where they come for you first. The bar was Raynar's rbots, the classic Jedi Knight bots of 2002: these roam the map on a plan for the items they need, hold a grudge on whoever hit them last, pick their gun by range and by yours, dodge, strafe-run, hop, swing glowing lightsabers that leave trails, use the Force, climb out of water, and respawn. It also carries the survival waves of the earlier arena, and every enemy now holds his weapon in the original game. Build 8 answers the owner's build-7 play test, and its features are the last: bots that look into the bend instead of at the wall, the TARGET and FORCE: MIXED options, and no persuasion shimmer.
Every enemy's weapon now shows in the original game. The earlier arena's enemies held nothing in real Jedi Knight: the game only draws a held gun for a PLAYER. Every LucasArts character model has an empty right hand -- the gun models carry the hand -- so the gun is now built into the hand: one model per character per gun, 48 of them, swapped when the bot switches. Against the old engine-only call, same pose and frame, it draws the same pixels.
Bots get their own lightsabers. The game draws a saber blade only for a player too, so a bot held a bare hilt. The blade is now in the bot's own model, by the technique of the classic SBX saber mod (credited; our own art): one full-bright blade, white-hot at the core and its bot's colour at the edge -- a see-through glow layer flickered as the blade turned, because the engine re-sorts see-through faces every frame. Every swing leaves a trail computed from the blade's real path through that swing's animation (the trails' technique credited to Sith Sabers), a streak that fades to nothing.
Stuck bots read the map, not probes. In water a bot never touches a floor, so it can never jump: it floated with its chin on the ledge. Now a stuck bot jumps at once, and if that fails it reads the level's own geometry for the lip within reach and gets a measured boost -- without creating a single thing.
Three engine limits every mod like this lives under: the shared static world also runs all 40 of the game's item scripts, so a mod that fills it switches off your shields in every level (the earlier arena did); a script's symbol table holds 256 entries and every piece of text in it counts; and a model a static script names without listing it loads into the level's own model table, which the original game does not bound. The owner ran builds 6 and 7 in the original Jedi Knight ("It works in the real JK"; "My play test went well"). 172 of 172 tests green at build 8.
| project | p70-elite-arena |
|---|---|
| date | 2026-10-07 |
| package | P70.GOB, UAL-LICENSE.txt, readme.txt, screenshot.jpg |
| build | 8 — (first packaged ) |
| sha256 | 4d7f4001bc8f614ba68b56c623e7b654afe9462f95a6d853d5c1b39b0373ab2e |
Installing it
P70.GOBis a mod. Unzip it and put the GOB in yourmodsfolder. It replaces P68 and P69, so remove those.- Setup → Controls → Keyboard: bind Mod Menu to a key.
- Single Player → Debug Play (retail needs
JK.EXE -devMode) → Jedi Training → m10 or m_boss17. The ARENA menu pops up: look at a button and press the key. Its blades and trails use 16-bit textures, so play with the 3D renderer, not software.
The GOB carries its own static world (static.jkl), the inventory table (items.dat) and the game's text (jkstrings.uni), each LucasArts' complete with the mod's lines added, plus the arena's cogs, the bots' models with their weapons and sabers, the trails, the menu and the animations.
These are living projects, not finished releases. A level is rebuilt whenever something is learned — a lighting rule, a texture orientation, a whole detail pass — and it keeps its filename through all of it. The build number is how to tell which one you have: it is printed in the readme inside every zip, and it only moves when the level's bytes actually change.
Screenshots
One of these 14 tiles is a harness working frame (640×480), flagged on the tile: not yet re-shot at 1280×720 with the HUD and dev text off.
The readme that ships with it
========================================================================
Jedi Knight Mod
P70.GOB -- ELITE ARENA (build 8: your build-7 play test)
LucasArts' Jedi Training maps m10 and m_boss17, loaded in single
player, become an arena with a floating ARENA menu: a timed DEATHMATCH
against 1 to 4 ELITE BOTS (they run as fast as you, roam the map with a
plan, pick up weapons, ammo, health and shields, fight you AND each
other with every gun, the saber (a glowing blade in each bot's own
colour, a trail behind every swing), thermal detonators and the FORCE,
dodge, circle you, block your bolts, hold grudges, retreat when hurt,
climb out of the water, respawn), and SURVIVAL WAVES (P68's squad,
round after round). Every NPC holds a weapon you can SEE -- in real
Jedi Knight, not only in OpenJKDF2.
[cogfactory / p70-elite-arena]
BUILD 8 -- 2026-10-07
sha256 4d7f4001bc8f614ba68b56c623e7b654
19.3 MB
This mod is not made or distributed by LucasArts
Entertainment Co.
========================================================================
STATUS: BUILD 7 RAN IN REAL JEDI KNIGHT; THIS BUILD HAS NOT
------------------------------------------------------------------------
You ran build 6 and build 7 in the original Jedi Knight ("My play test
went well"). Build 8 answers that play test, and its features are the
last ones: later builds only polish.
Build 8 has run only in this project's engine fork (OpenJKDF2) -- see
THE RETAIL CHECKLIST at the end (items 11..14 are new). Item 14 is the
one only real Jedi Knight can answer: does a persuaded player still
flicker?
THIS PACKAGE
------------------------------------------------------------------------
P70.GOB the mod (no level: it changes nothing until you load m10 or m_boss17)
readme.txt this file
screenshot.jpg what it looks like
UAL-LICENSE.txt the licence of the animation library the bots' and the squad's movement comes from
INSTALLATION
------------------------------------------------------------------------
RETAIL JEDI KNIGHT: copy P70.GOB into the Resource folder of your Jedi
Knight install, beside Res1hi.gob and Res2.gob, and keep its name: JK
mounts every GOB in Resource in name order and the first one holding a
file wins; P70.GOB replaces jkl\static.jkl, misc\items.dat and
ui\jkstrings.uni, which Res2.gob / Res1hi.gob also carry, and P70.GOB
sorts before them. (Or keep it in a folder of its own and start JK.EXE
with -path <that folder>.) To remove the mod, delete P70.GOB.
P70.GOB REPLACES P68.GOB AND P69.GOB: remove both. Each of the three
ships its own static.jkl, items.dat and jkstrings.uni, and only one of
each can win. P70 contains everything P68 did (the survival arena) and
P69's floating menu (as the ARENA menu).
OPENJKDF2 / THE LIBRETRO CORE: put P70.GOB in the mods folder of your
Jedi Knight folder (OpenJKDF2 mounts mods\*.gob ahead of resource\).
BIND THE MOD MENU KEY ONCE: Setup -> Controls -> Keyboard: the list
now ends with "Mod Menu"; give it a key (H, say). If you bound it for
P69, the binding carries over (it is the same function). In
OpenJKDF2's libretro core, start the game through its menus once after
binding (a direct boot drops a mod key's binding).
HOW TO PLAY
------------------------------------------------------------------------
Load m10 or m_boss17 of the Jedi Training episode in SINGLE PLAYER.
Retail: start JK.EXE with -devMode, then Single Player -> Debug Play
-> Jedi Training -> m10 (or m_boss17). OpenJKDF2 always shows Debug
Play. A multiplayer host on those maps gets the arena too (the host's
player fights it).
The ARENA menu floats up in front of you a moment after the level
starts. Look at a button and press the Mod Menu key to choose it; look
away from the panel and press it to close the menu; press it again to
bring the menu back. Nothing starts until you choose.
SURVIVAL WAVES: 5 rounds. Each round you are moved to the round's
start; the squad (2, 3, 3, 4, 4 members a round) appears at its spots
and stays FROZEN through a 5-second countdown; at FIGHT! they hunt
you, take cover, flank and fall back. The clock runs until the last
one falls; then the reward (+25 health, +25 shields, +40 energy, +40
power), a 4-second pause, the next round. After the last: ARENA
SURVIVED with the total time. A death ends the run (press fire to
restart the level: the menu comes back).
DEATHMATCH >: set BOTS (1-4), SKILL (NEWBIE, EXPERIENCED, SKILLED,
EXPERT, INHUMAN), TIME (3, 5, 10 or 20 minutes), FRAG LIMIT (none, 10,
20, 30), WEAPONS (all; SABERS ONLY: you and the bots with fists and
the saber, the map's guns, ammo and thermals hidden for the match; or
guns only) and FORCE (ON: the bots use the Force; OFF; MIXED: half of
them do, rounded up, chosen when the match starts), then START MATCH.
OPTIONS > (on the ARENA menu) holds TRAILS (the bots' saber trails on
or off) and TARGET (ANYONE, or THE PLAYER: the bots go for you first);
both take effect at once, even mid-match. You are moved to a spawn
with Jedi Knight's multiplayer loadout (fists, bryar, saber, 50
energy, 100 shields; no bryar in SABERS ONLY); the bots -- Jerec, Yun,
Jan Ors and Mandalor -- appear at spawns spread away from you, and
everyone stands FROZEN through a 5-second countdown. FIGHT! starts the
clock (the time left is shown at every minute and at 30, 10 and 5..1
seconds). Every frag is announced (JEREC FRAGGED YOU (REPEATER)). When
you die, wait for the death screen and press fire: you come back at a
multiplayer spawn with the loadout again (the level is NOT restored).
A dead bot comes back 5 seconds later at a spawn nobody is looking at,
dropping its gun. The match ends when the time is up or someone
reaches the frag limit: the winner and the table (frags/deaths), the
bots freeze, then vanish, and the ARENA menu comes back.
SCOREBOARD prints the table (or the survival run so far); END MATCH
stops either and returns to the menu.
DO NOT SAVE DURING A ROUND OR A MATCH. Jedi Knight saves a thing made
from a mod's static template with an index it cannot read back, and
loading such a save can crash the game (found by P68). In a single-
player deathmatch real Jedi Knight blocks saving anyway (the
multiplayer respawn mode is on). The death restart of a survival run
is safe.
The mod is idle on every other level -- the single-player campaign
included -- except that the Mod Menu key still opens the ARENA menu
there; its buttons only say ARENA: NOT AN ARENA MAP.
WHAT IS NEW IN BUILD 8: YOUR BUILD-7 PLAY TEST
------------------------------------------------------------------------
EYES ON THE PATH, NOT THE WALL: the bots you saw running down the
Canyon Oasis ramp shooting at the wall were not aiming at all. A
leftover of the old movement controller fired the bot's gun along its
look whenever it strafe-ran (and once at every stop), with or without
a target, using no ammo. That is gone: every shot is an aimed one now.
A strafe-running bot with nobody in sight now turns its body INTO the
bend ahead, as you would, instead of keeping one side for life. It no
longer fires when its gun's path to you is blocked by a corner, even
when the bot's eyes can see past it. When it loses sight of you it
watches the spot where you vanished for about 2 seconds, then lets go.
TARGET (ARENA menu -> OPTIONS): ANYONE, the default, is build 7's
free-for-all. THE PLAYER makes you the preferred target: a bot that
sees you and another bot equally close picks you, and a bot with
nobody in sight heads toward you about half the time it roams. It is a
preference, not a lock-on: a bot that another bot is hitting still
fights back, unless you are right next to it too, and no bot sees you
through walls. The match line and the scoreboard say TARGET: THE
PLAYER.
FORCE: MIXED (the DEATHMATCH page's FORCE button, third state): half
of the bots, rounded up, use the Force -- 1 of 1, 1 of 2, 2 of 3, 2 of
4 -- chosen at random when the match starts. Each keeps its choice
through every respawn. The others fight exactly like FORCE OFF bots,
strafe-running included. The match line says FORCE MIXED.
NO PERSUASION SHIMMER: a bot using Force Persuasion no longer turns
invisible on and off (the flicker you saw). It still persuades: the
sound, the mana, and bots below INHUMAN lose track of it. Your own
persuasion is Jedi Knight's stock power, unchanged; see item 14.
WHAT IS NEW IN BUILD 7: EXPERTS THAT PRESS, MOVE AND JUMP
------------------------------------------------------------------------
SABER AGGRESSION: an EXPERT bot in reach swings every 0.55 s, an
INHUMAN one every 0.45 s (the stock standing strike's 0.8 below
SKILLED; the stock quick-slash chain averages 0.5), chaining its
strikes; from SKILLED it follows you when you back away instead of
stopping short, and keeps you as its target when you step beside or
behind it.
STRAFE-RUNNING (no-Force matches only): like a real player, an EXPERT
or INHUMAN bot (a SKILLED one now and then) runs with its body turned
35 degrees off its path, forward and strafe together -- 1.22 times its
straight run, as yours is. With the FORCE ON nothing changes (you
found those bots fast enough).
JUMPING: a bot stuck against a step or a lip, or floating in water,
jumps at once (no more standing there for a moment). From SKILLED the
bots hop now and then while running and fighting, EXPERT and INHUMAN
ones leap at you with the saber (a jump attack) and leap away when
your saber hits them. They never hop off a ledge onto a drop.
WHAT IS NEW IN BUILD 6: TRAILS OF LIGHT
------------------------------------------------------------------------
A saber swing's trail is no longer a solid coloured sheet. It is now a
thin streak behind the tip of the blade, white-hot where the blade is
and fading through the bot's colour into nothing, as a dotted (screen-
door) pattern that thins out as the swing ages. It follows the blade's
real path as before, on the front strikes, the side strikes and the
new slash.
Every bot's trails now load (in build 5 two of the four bots had none
in OpenJKDF2, and the extra models could overrun memory in real Jedi
Knight).
WHAT IS NEW IN BUILD 5: SABERS YOU CAN SEE, OUT OF THE WATER
------------------------------------------------------------------------
THE BOTS' SABERS GLOW. Jedi Knight draws a lightsaber's blade only for
a player, so in builds 1..4 a bot swung an empty hilt. Each elite
bot's saber model now carries its own blade -- a white core with a
coloured edge, always fully lit, shimmering -- and the bot gives off a
little light while the saber is out. The blade is part of the saber
model, so it shows only while the bot holds the saber.
BLADE COLOURS: Jerec red, Yun yellow, Jan Ors blue, Mandalor green. To
change them, edit BLADE_COLOURS in the project's src/wpn/blade.py and
regenerate the GOB.
SWING TRAILS: every saber swing leaves a short streak in the bot's
colour along the path the blade really takes (build 6: white-hot to
nothing; three to five steps, each smaller than the last, gone when
the swing ends; none when a swing is cut short). The bots now also use
a new slash (from Quaternius' animation library) beside Jedi Knight's
own strikes, and each strike lands at its swing's fastest moment. The
ARENA menu's OPTIONS page has TRAILS: ON / OFF.
OUT OF THE WATER, UP THE STEPS: a bot stuck floating in a water
channel or the pool, or standing against a step too tall to walk up,
looks at the map's geometry around it for the nearest edge it can
reach and jumps out onto it (three tries, then it gives that spot up
for 10 seconds and goes elsewhere). The bots still never dive for the
guns on the channels' bottoms.
WHAT IS NEW IN BUILD 4: THE FORCE AND THE WHOLE MAP
------------------------------------------------------------------------
THE BOTS USE THE FORCE (FORCE: ON, the default; the DEATHMATCH menu's
FORCE button turns it off). Every few seconds -- more often the higher
the skill -- a bot that sees you attacks with a power: holding the
saber against your gun it PULLS the gun out of your hand (it drops as
a pickup); otherwise LIGHTNING, GRIP (within 1 unit: you are held in
place and hurt every half second), BLINDING, or DESTRUCTION. On its
own timer it defends: below 70 health it HEALS, else it runs at Force
SPEED, raises PROTECTION or turns PERSUADED (bots below INHUMAN lose
track of it). Since build 8 a persuaded bot no longer shimmers: build
7 hid its body seven frames in eight, never synced, and that was the
flicker you saw in real JK. YOUR persuasion is the stock power,
unchanged by this mod -- if a persuaded player still flickers in build
8, it is the stock power's own invisibility, not the bots'. Its mana
is 400 at a spawn and comes back slowly.
YOUR POWERS WORK ON THEM: GRIP holds a bot and hurts it, PULL takes
its gun (dropped as a pickup and thrown to you), DEADLY SIGHT burns
it, and PERSUASION makes you invisible to every bot below INHUMAN (an
INHUMAN bot still sees you).
YOUR SABER PARRIES a bot's saber strike from the front. At INHUMAN a
bot's thermal detonators land where you are going, not where you were.
SABERS ONLY hides the map's guns, ammo and thermals for the match
(they come back at the end).
THE WHOLE MAP: on m10 the bots now reach the north ledge (the
sequencer charges) and the walkway under the upper floor (the shield
recharges); the four guns lying on the bottoms of the water channels
and the concussion rifle on the east ledge stay yours (the bots cannot
swim). On m_boss17 a bot no longer stays on the deck it spawned on: it
drops to the lower decks and walks between them.
WHAT IS NEW IN BUILD 3: THE FIGHT
------------------------------------------------------------------------
The bots RUN as fast as you run (holding Shift); at NEWBIE they walk
at your walking pace. At EXPERT a bot sometimes, at INHUMAN always,
DODGES a bolt coming at it -- a hop aside or a jump. At EXPERT and up,
close to you, it CIRCLES you instead of standing still. A bot holding
the SABER swings it as you do (the same strikes; 50 damage a hit, one
swing every 0.8 s) and, while it is not swinging, BLOCKS bolts that
come at its front and sends them back (the wider the front, the higher
the skill; below EXPERT the deflected bolt can go astray). A bot with
THERMAL DETONATORS lobs them at you from 1.5 to 4 units away (never
closer than 1). Your FORCE BLINDING works on them: a blinded bot loses
you and wanders until it clears. Force lightning and destruction hurt
them (build 4: grip, pull, deadly sight and persuasion too). A bot in
a pit sector dies (these two maps have none). SABERS ONLY works.
The bots' skill table (rbots'): aim error below EXPERT, leading a
moving target at INHUMAN, dodging at EXPERT and up, turning aside for
a pickup it sees from SKILLED, retreating when outgunned (EXPERIENCED:
holding the bryar against a better gun; SKILLED: a weak gun against
the rail detonator or the concussion rifle), not chasing you more than
a floor above it from SKILLED, choosing weapons by range and by yours
from EXPERT.
THE ELITE BOTS (build 2)
------------------------------------------------------------------------
Each bot is a body driven by three small scripts: a BRAIN (it looks
every half second for anyone in front of it within 8 units it can see
-- you or another bot -- and prefers the closest, or whoever just shot
it; it turns its head at an attacker at once; it chases, sidesteps at
EXPERT and up, and gives up to go for health below 30 health or for a
better gun when it is outgunned), its ARMS (an inventory of its own:
it takes the map's pickups by walking onto them, chooses the biggest
gun it has ammo for -- at EXPERT and up by range and by the weapon its
target holds -- aims with an error that shrinks with the skill, leads
moving targets at INHUMAN, and fires each gun at the stock rate) and
the map's walker (P68's, on a navigation graph baked from the map).
When nothing is in sight it plans a route to the pickup it needs most,
or to a far corner of the map. The behaviours follow rbots, the JK bot
mod by Raynar and Hell Raiser (rbots.massassi.net), rebuilt here, not
copied.
WEAPONS YOU CAN SEE (build 1)
------------------------------------------------------------------------
P68's troopers fought empty-handed in real Jedi Knight: the engine
call that hands an NPC its gun (jkSetWeaponMesh) only works on the
player there. P70 builds the gun INTO each NPC model instead -- 48
models: the four squad skins with fists and the rifle, and the four
elite skins (Jerec, Yun, Jan Ors, Mandalor) with all ten weapons --
and swaps the model when the weapon changes. In OpenJKDF2 the new
models draw exactly what the old call drew (measured pixel for pixel).
SETTINGS (this build)
------------------------------------------------------------------------
survival: rounds 5; members per round 2, 3, 3, 4, 4; countdown 5 s; pause 4 s
reward per round: +25 health, +25 shields, +40 energy, +40 power
To change them, regenerate the GOB from the project
(src/arena/settings.py).
THE RETAIL CHECKLIST (what build 8 asks of real Jedi Knight)
------------------------------------------------------------------------
1. JK starts with P70.GOB in Resource (and P68.GOB / P69.GOB removed).
2. 'Mod Menu' is at the end of Setup -> Controls -> Keyboard; bind it.
3. m10: the ARENA menu floats up after the level starts; the key chooses,
closes and re-opens it; the cursor and the highlight follow your look.
4. A 3-MINUTE DEATHMATCH AGAINST 2 EXPERT BOTS ON m10 (the defaults):
a. START MATCH: you and the bots at spread spawns, frozen through 5..1.
b. The bots ROAM the map with a purpose and TAKE pickups (weapons,
ammo, health, shields) -- the items come back about 30 s later.
c. They FIGHT EACH OTHER and YOU; the frag lines name the weapon.
d. Each bot HOLDS ITS CURRENT GUN in its hand (it changes with the gun).
e. A bot you shoot turns to you at once; one hurt badly runs for health.
f. Dead bots RESPAWN 5 s later; you respawn at a spawn when you press
fire on the death screen (no level restore); saving is blocked.
g. The clock prints the time left; at 0:00 TIME UP, the winner, the
table; the bots freeze, vanish, and the menu comes back.
h. The bots RUN as fast as you do with Shift (no slow walk).
i. Shoot at an INHUMAN bot: it hops aside or jumps; most bolts miss.
j. Close in on an EXPERT bot: it circles you, it does not stand still.
k. A bot with the SABER swings at you (the stock strikes and, from
build 5, a new slash; about 50 a hit) and your bolts BOUNCE back
off its blade from the front.
l. Give it time to find THERMAL DETONATORS: it lobs them at you from
mid range, never point-blank.
m. WEAPONS: SABERS ONLY -- you and the bots with fists and the saber;
the map's guns and ammo are gone until the match ends.
n. FORCE BLINDING on a bot: it stops shooting and wanders off for a
while; lightning and destruction hurt it.
o. FORCE: ON (build 4): the bots cast lightning, grip (you cannot move;
you lose health every half second), blinding, destruction; a saber
bot pulls your gun out of your hand; a hurt bot heals; bots run
at Force speed, raise protection, persuade (build 8: no shimmer).
p. FORCE: OFF -- no bot uses a power.
q. Your GRIP holds a bot and hurts it; your PULL takes its gun (the
gun flies to you); DEADLY SIGHT burns it; PERSUASION: an EXPERT
bot loses you, an INHUMAN one does not.
r. Your saber parries an EXPERT bot's saber strikes from the front.
s. INHUMAN bots' thermals land where you are running to.
t. SABERS ONLY (build 5): each bot's saber has a GLOWING BLADE in its
colour (Jerec red, Yun yellow, Jan Ors blue, Mandalor green), bright
in the dark corners and in the sunlit ones; it shimmers.
u. Every swing leaves a TRAIL (build 6): a thin streak behind the tip,
white-hot at the blade, fading through the bot's colour into
nothing -- not a solid sheet; it follows the blade's path, on the
side strikes too; a bot killed mid-swing leaves none.
v. ARENA menu -> OPTIONS -> TRAILS: OFF: no trails in the next
swings (the blades still glow); ON brings them back.
w. 4 BOTS, SABERS ONLY (build 6): every bot's swings leave trails --
Jan Ors' blue and Mandalor's green too; the level loads cleanly.
x. SABERS ONLY, FORCE OFF, EXPERT / INHUMAN (build 7): in reach a bot
swings fast and keeps swinging; back away and it follows you.
y. Same match: the bots run faster than before, turned a little
sideways (strafe-running, like you); with FORCE ON as before.
z. They hop now and then, leap at you sword first, and leap away
when you hit them; none hops off a ledge into a drop.
5. SCOREBOARD and END MATCH from the menu during a match.
6. SURVIVAL WAVES still runs: the countdown, FIGHT!, ROUND 1 CLEAR.
7. Your inventory works: shields absorb hits, bacta, field light, force powers.
8. m_boss17: the same menu; a deathmatch there: a bot spawned on a high
deck drops to the lower decks and walks between them.
8b. m10: the bots reach the north ledge (sequencer charges) and the
walkway under the upper floor (shield recharges) -- you have to
race them there; the guns on the water channels' bottoms stay yours.
8c. m10 (build 5): a bot that ends up in a water channel or the pool
climbs back out onto the edge within a few seconds; none stays stuck.
8d. m_boss17 (build 5): no bot stands stuck in the shallow pool against
the step up to the walkway (your earlier screenshot's spot).
8e. (build 7) a bot stuck at that step, or in the water, jumps out at
once -- no pause first.
9. Another level (the SP campaign): nothing changes, saving works again.
10. Multiplayer host (optional): bots fight on the host; your frags of
bots count on the JK scoreboard, a bot killing you is not a suicide.
11. (build 8) m10, FORCE OFF, EXPERT: the bots running down the north
ramp (toward the bowcaster alcove) look down the ramp and into the
turn, not at the wall, and never shoot when nobody is in sight.
12. (build 8) ARENA menu -> OPTIONS -> TARGET: THE PLAYER, then a match
with 3 or 4 bots: they come for you more than for each other, and
with nobody in sight they roam your way about half the time. The
match line and SCOREBOARD say TARGET: THE PLAYER. ANYONE: build 7.
13. (build 8) DEATHMATCH -> FORCE: MIXED: half of the bots (rounded up)
use the Force, the others strafe-run; a bot keeps its side of that
after it dies and comes back. The match line says FORCE MIXED.
14. (build 8) FORCE ON: a bot persuading no longer flickers. Use YOUR
persuasion near the bots: if YOU still flicker, that is Jedi
Knight's own stock power (P70 does not change it), not the bots'.
Tell the project what you saw, item by item.
CREDITS
------------------------------------------------------------------------
The squad's locomotion and the bots' new saber slash are Quaternius'
Universal Animation Library [Pro] (CC0 1.0, quaternius.com; the
licence is misc/ual-license.txt in the GOB), fitted to the multiplayer
skeleton by p65 Motion Study; the on-foot controller is a port of the
aeronauts project's; the navigation graph is p64's Path-Finder bake
(MIT, after Recast, zlib); the squad is p66/p67's; the floating menu
is p69's. The static-world route and the landmark idea are SM Sith
Lord's XtremeFuckin'Warfare's; one model per held weapon is how rbots
shows its bots' guns, and the bots' behaviours are rbots' (Raynar and
Hell Raiser, rbots.massassi.net), studied and rebuilt, not copied. The
maps, the bodies, the weapon models and their textures are LucasArts'
own (the weapon models are LucasArts' meshes placed in LucasArts'
bodies); everything else was generated by tools/cogfactory.
The glowing blades follow the technique of SBX by ShadowX (the blade
built into the model, always fully lit) and the swing trails that of
Sith Sabers and Sith Sabers II by EAH_CL0wN (a clone attached to the
body that steps through trail models); the techniques were studied and
rebuilt with this project's own geometry and textures -- no file of
theirs is in P70.GOB.













