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 Jedi Knight Level

 DGTB.GOB

 The DIGITRON trigger protocol on a bare rig: one room, three cogs, no
 screen. The client RENDERS BY PRINTING, so the STATE/INTENT/RESYNC
 wire is measured with nothing else in the frame.

 [cogfactory / dgtb-net]

 BUILD 1  --  2026-09-05
 sha256 bc500ad37f8294176b3ca7ef09506c72

 This level is not made or distributed by LucasArts
 Entertainment Co.
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THIS PACKAGE
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  DGTB.GOB         the level
  readme.txt       this file
  screenshot.jpg   what it looks like

INSTALLATION
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Drop DGTB.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
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  There is nothing to look at. The wall you face is the INTENT button;
  press Use against it and the server's counter jumps by three.

  Everything this level does, it prints. DGTV lines are the server,
  DGTC the client, DGTB the scratch rig.

  This is a TYPE 2 (deathmatch) episode by default, so in a stock Jedi
  Knight it appears under Multiplayer -> Host.

WHAT IS IN THE GOB
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        89  episode.jk
      5335  jkl\dgtbnet.jkl
      2671  cog\dgtb2.cog
      7255  cog\dgtcli.cog
      9856  cog\dgtsrv.cog
      2188  mat\dgtbbtn.mat
      2188  mat\dgtbflr.mat
      2188  mat\dgtbwal.mat

     31770  bytes in 8 entries

CREDITS
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  Generated by tools/cogfactory in the openjkdf2_libretro tree
  (project dgtb-net).
  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.

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