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Maxrebo2: Also do you know of a mod the makes the hud bigger at higher resolutions
Not sure about the rest of your question, but the answer to this was actually in the thread. You should read through the thread if you get a chance, lots of good info in here:

http://www.gog.com/forum/star_wars_dark_forces_series/dark_forces_ii_jedi_knight_enhanched_mod_installation_tutorial/post19
Thanks,I ending just beating the JK with my Disk Version with the original hud because by the time you posted this I had just beaten Jerec.But I am now doing MOTS with the MOTS version of the hud mod.I never did manage to get the Ultimate Patch working thus I can't use the GOG version with mods.One bit of info for everyone the MOTS version of Glowsaber X doesn't work since it renders you unable to equip your saber.
This MotS Graphical Update Mod uses the previously mentioned mod as a base but includes even more models:

moddb.com/games/star-wars-jedi-knight-mysteries-of-the-sith/downloads/mots-graphical-update

It has an updated Mara Jade model along with Rebel troopers in the first level.
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turnandpull: This MotS Graphical Update Mod uses the previously mentioned mod as a base but includes even more models:

moddb.com/games/star-wars-jedi-knight-mysteries-of-the-sith/downloads/mots-graphical-update

It has an updated Mara Jade model along with Rebel troopers in the first level.
Ooh, a new one! Very cool, tyvm :)
Hello Guys, this is my new account (don't ask why), so if you have any questions, just ask and I will try to help.

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turnandpull: This MotS Graphical Update Mod uses the previously mentioned mod as a base but includes even more models:

moddb.com/games/star-wars-jedi-knight-mysteries-of-the-sith/downloads/mots-graphical-update

It has an updated Mara Jade model along with Rebel troopers in the first level.
Thank you!
Post edited April 28, 2015 by opeter3
Everything works perfectly for me. Thanks for making the thread!

The hud mod is a huge help.
Post edited May 02, 2015 by ChristopherRobin
Has anyone actually managed to patch the GOG JK.EXE (with it's fixes intact), so that JKE can be used WITHOUT either replacing the JK.EXE with an unofficial patch, or using the dgVoodoo graphics fix? I can get this to work when replacing the EXE with the one contained in the JKULTIMATE15 zip, but by replacing the EXE I encounter pallet corruption and 'black menu issues', and when I fix these with dgVoodoo my game stutters and my framerates drop... Anyone attempted to fix the GOG EXE for mods that require the unofficial patches compatibility?
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turnandpull: This MotS Graphical Update Mod uses the previously mentioned mod as a base but includes even more models:

moddb.com/games/star-wars-jedi-knight-mysteries-of-the-sith/downloads/mots-graphical-update

It has an updated Mara Jade model along with Rebel troopers in the first level.
Why there is written v. 0.33?
On JKHUB it was v 0.1 (2011-01-30), but it is the same file.
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Wolfram_von_Thal: I've tested the game on Vista 64 and Win 7 64 and tried to use the mods as described above. On both systems it's the same error. The "vanilla"-hardware acceleration works without problems.
Yes, I'm experiencing the same issues. I know JKE is functional because I can run it with my god awful steam copy and even with my CD copy, permitting I give my CD copy a cross look and a stern talking to. But with the GOG version, it won't load the first level. I know the resources are working because I can load a multiplayer match.

I might have to dig back in to those countless years of my youth that I poured in to being a novice Jedi Knight mod developer.

EDIT: Been messing with it for hours. I think I'm just going to get my money back and take another 15 year break from this game. I don't think it's been in the closet long enough since it doesn't want to behave.

EDIT Again: I know it's exclusively a 64 bit OS issue, just doesn't make sense that it's ONLY JKE and ONLY with the GOG version. I can't figure out what's different about the GOG version that would cause a load fail conflict w/ JKE only on an x64 OS.

One more time with feeling: I won't be defeated. Time to dust off ConMan and take this bad boy apart.

Just a quick rough-and-dirty overview of my initial findings. I just straight up blew away the 3d objects folder. I had a hunch based on something I remembered from way back about load crashes occurring when the game was trying to handle an object with some kind of illegal vertex or maybe too many vertextes. It loaded the level, then crashed, likely because it was trying to load a specified object that had been removed. I anticipated this, so the crash wasn't a surprise. What is perplexing is that the x64 version would appear to contain the condition restricting vertex count in 3d models while the x86 version appears to have that restriction patched out. I know how to patch it out on a cd copy, but that method hasn't worked with the GOG version, not yet at least, I think because the method is tailored to an x86 executable, so the patcher is corrupting the application. Here's a thought. Going to restore JKE.gob and run JK.exe in compatibility. And.. no dice. That didn't work.

Another edit:
It's this issue here. Still, can't explain why we're only seeing this on x64.
http://forums.massassi.net/vb3/showthread.php?11113-Know-your-limits-in-JK

JKE works based on some patching that removes or rather expands these limitations. I'm supposing that the GOG installer detects whether you're running x86 or x64 and uses an appropriate executable, also that the x64 executable lacks some of the patching that removes these limitations. This is assuming there's a different x64 executable included in the install package. Need to redownload the installer and look at the guts to be sure. The other possibility is that there's some kind of architecture change where the patching doesn't apply the same in x64. The latter is a bit more of a stretch, but still a possibility.
Post edited May 10, 2015 by TQuin
GOT IT!

http://jkhub.net/project/show.php?projid=756&section=downloads

This is a patched x64 executable that will remove the limitation and allow you to load the first level w/ JKE installed. I tested with JKE is a different folder and also in the resource folder. Works across the board.
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TQuin: GOT IT!

http://jkhub.net/project/show.php?projid=756§ion=downloads

This is a patched x64 executable that will remove the limitation and allow you to load the first level w/ JKE installed. I tested with JKE is a different folder and also in the resource folder. Works across the board.
Yes - but this JK.exe is not a modified GOG exe, and as such, when I use it I lose in-built fixes, and I encounter pallet and black menu issues that I have to fix with DGvoodoo. Which means that I'm back to stuttery framerates again.

Been reading this forum thread (back from 2004!), where the original thing limit in JK.exe was discussed, patched and debated for legality. I've taken a look at the hex listing - definately no match - not that a 32bit/64bit exe patch would match anyway...

For information.

http://forums.massassi.net/vb3/showthread.php?27855-Patch-for-JK-exe-No-Thing-Limit!
Post edited May 10, 2015 by guartrainer
I think you misunderstood. That fix I just posted will ONLY help users trying to run JKE on a 64 bit OS and are getting a load failure on the first level. All others, follow the guidance in the original post.

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TQuin: GOT IT!

http://jkhub.net/project/show.php?projid=756§ion=downloads

This is a patched x64 executable that will remove the limitation and allow you to load the first level w/ JKE installed. I tested with JKE is a different folder and also in the resource folder. Works across the board.
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guartrainer: Yes - but this JK.exe is not a modified GOG exe, and as such, when I use it I lose in-built fixes, and I encounter pallet and black menu issues that I have to fix with DGvoodoo. Which means that I'm back to stuttery framerates again.

Been reading this forum thread (back from 2004!), where the original thing limit in JK.exe was discussed, patched and debated for legality. I've taken a look at the hex listing - definately no match - not that a 32bit/64bit exe patch would match anyway...

For information.

http://forums.massassi.net/vb3/showthread.php?27855-Patch-for-JK-exe-No-Thing-Limit!
Just reporting back that limiting my fps to 47 has fixed my stuttering fr issue, as detailed in the linked post below. Now playing with DGvoodoo and the Jedi Knight Enhanched Mod - all smooth.

http://www.gog.com/forum/star_wars_dark_forces_series/30_fps
Thanks for figuring all this out!
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ChristopherRobin: Everything works perfectly for me. Thanks for making the thread!

The hud mod is a huge help.
Can you pack your files from gaming folder (only patches and mods) and give me a link to it, please?