A one-room multiplayer probe. Four spawn seats, a wall of 200 switchable panels, and cogs that print what the engine thinks the session is: IsMulti, IsServer, GetNumPlayers, which walkplayer is yours, and whether SetWallCel is being replicated.
| project | p25-mpmode |
|---|---|
| date | 2026-08-24 |
| package | P25.GOB, readme.txt, screenshot.jpg |
| build | 1 — 2026-09-05 |
| sha256 | 3ecbcd9473631b49f75b060c3bebe360c38c5f5e71d78dee909a0ee22eea2449 |
Installing it
- Unzip it.
- Drop the
.GOBinto theepisodefolder of a Jedi Knight install — the one that already hasJK1.GOBin it. - Pick it from the episode list. On a libretro frontend, load the
.GOBitself as content.
The GOB carries its own level, cogs, materials and sounds and
reads the stock resource/ for everything else. There is no
retail game data in the zip.
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
The readme that ships with it
========================================================================
Jedi Knight Level
P25.GOB
A one-room MULTIPLAYER probe level. Four spawn seats, a wall of 200
switchable panels, and a set of cogs that print what the engine thinks
the session is: IsMulti, IsServer, GetNumPlayers, GetMaxPlayers, which
walkplayer is yours, and whether a cog's SetWallCel is being
replicated.
[cogfactory / p25-mpmode]
BUILD 1 -- 2026-09-05
sha256 3ecbcd9473631b49f75b060c3bebe360
This level is not made or distributed by LucasArts
Entertainment Co.
========================================================================
THIS PACKAGE
------------------------------------------------------------------------
P25.GOB the level
readme.txt this file
screenshot.jpg what it looks like
INSTALLATION
------------------------------------------------------------------------
Drop P25.GOB into the `episode` folder of a Jedi Knight install (the one
that already has JK1.GOB in it) and pick it from the episode list.
Nothing else needs to change: the GOB carries its own level, cogs,
materials and sounds, and reads the stock resource/ for everything else.
On a libretro frontend, point the core at the GOB itself. It needs a
folder beside it holding `resource/` from a real install -- that is
where the retail data lives and none of it is in here.
NOTES
------------------------------------------------------------------------
This is the cogfactory's FIRST TYPE 2 (deathmatch) episode. In a
stock Jedi Knight it should therefore appear in Multiplayer -> Host,
not in the singleplayer episode list. Whether it does is the one
thing the automated tests cannot answer.
It prints a lot. Every readout goes to the dev console as well as
the log; that is the point of the level.
The panel wall repaints itself a few seconds in. Yellow is the last
of four cels; the wall changing colour means the cogs ran.
The other three walkplayers are spawn points, not characters. Jedi
Knight disables every player thing but yours, so in a solo session
they are invisible and you walk straight through them.
WHAT IS IN THE GOB
------------------------------------------------------------------------
91 episode.jk
47856 jkl\mpmode.jkl
4324 cog\p25cond.cog
1947 cog\p25flgs.cog
1957 cog\p25locl.cog
556 cog\p25nspa.cog
6984 cog\p25read.cog
6323 cog\p25seat.cog
567 cog\p25sypa.cog
2380 mat\p25cell.mat
2188 mat\p25flor.mat
2188 mat\p25wall.mat
77361 bytes in 12 entries
CREDITS
------------------------------------------------------------------------
Generated by tools/cogfactory in the openjkdf2_libretro tree
(project p25-mpmode).
Built to measure, not to play.
The readme format is styled after SM Sith Lord's cog headers,
because his are the ones everybody read.
========================================================================


