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I read somewhere that the gog version of jedi knight has a different playlist for levels, for example level 1 plays 3 tracks instead of 2 like the original. I'm not sure if this is true or not but If anyone has any knowledge of this I would like to hear, Thanks.
This question / problem has been solved by mwnnimage
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Tycoon123: I read somewhere that the gog version of jedi knight has a different playlist for levels, for example level 1 plays 3 tracks instead of 2 like the original. I'm not sure if this is true or not but If anyone has any knowledge of this I would like to hear, Thanks.
This can be fixed with the user made CD wrapper found either here:
http://www.gog.com/forum/star_wars_dark_forces_series/jk_updated_cd_music_player_dll_fix_volume_looping_etc

Or here:
http://www.gog.com/forum/star_wars_dark_forces_series/jedi_knight_dark_forces_2_improved_music_and_other_goodies

Along with several other improvements.

There's similar problems with the GoG release of Outlaws ='(
Post edited July 25, 2015 by mwnn
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Tycoon123: I read somewhere that the gog version of jedi knight has a different playlist for levels, for example level 1 plays 3 tracks instead of 2 like the original. I'm not sure if this is true or not but If anyone has any knowledge of this I would like to hear, Thanks.
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mwnn: This can be fixed with the user made CD wrapper found either here:
http://www.gog.com/forum/star_wars_dark_forces_series/jk_updated_cd_music_player_dll_fix_volume_looping_etc

Or here:
http://www.gog.com/forum/star_wars_dark_forces_series/jedi_knight_dark_forces_2_improved_music_and_other_goodies

Along with several other improvements.

There's similar problems with the GoG release of Outlaws ='(
So this makes the music play like the original correct? Which one should I use? Also does this work with MotS? Thanks.
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Tycoon123: So this makes the music play like the original correct? Which one should I use? Also does this work with MotS?
It should do (It might not be perfect but it works better than the default Steam/GoG release)

I believe Tarvis wanted to make a few additional changes but he/she hasn't updated it since February =(

The main changes are:
> The music no longer cuts out when opening the menu
> The music continues to play after each track ends
> The volume slider works
> The bar music is played at the start of the first level
> Music is quietened during boss battle intro (Rahn speech)
> I assume the track order on each level is correct

The fix works for both games - but I believe Tarvis made it mainly for Dark Forces 2.

If you spot any adverse effects his thread would be the best place to post.

You can use either of the links - the files are the same.

Test out the game without modifying if first to see if you affected by the above.

I've just been collecting all the fixes I could find, mirroring them at mega & making the install process as easy as I could.
Post edited July 26, 2015 by mwnn
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Tycoon123: So this makes the music play like the original correct? Which one should I use? Also does this work with MotS?
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mwnn: It should do [i](It might not be perfect but it works better than the default Steam/GoG release)
[/i]
I believe Tarvis wanted to make a few additional changes but he/she hasn't updated it since February =(

The main changes are:
> The music no longer cuts out when opening the menu
> The music continues to play after each track ends
> The volume slider works
> The bar music is played at the start of the first level
> Music is quietened during boss battle intro (Rahn speech)
> I assume the track order on each level is correct

The fix works for both games - but I believe Tarvis made it mainly for Dark Forces 2.

If you spot any adverse effects his thread would be the best place to post.

You can use either of the links - the files are the same.

Test out the game without modifying if first to see if you affected by the above.

I've just been collecting all the fixes I could find, mirroring them at mega & making the install process as easy as I could.
Ok, mostly interested in getting the track order right so I guess this is the way to do it. When I play on gog version I do notice the boss fight music doesn't quiet so i do have that problem. Thanks a bunch :).

Btw is this the same fix as for the steam version?
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Tycoon123: Btw is this the same fix as for the steam version?
Are you referring to this fix?

It looks like the author is the same - the method used is slightly different.

As far as I'm aware the GoG version of Jedi Knight works far better "out of the box" than the Steam version.

Music works (but not perfectly), 3D + widescreen resolution support, no funky colours, WASD controls, etc

Applying a few of those extra fixes { especially my glitch/scratch free music ;) } should make the experience close to perfect.
Post edited July 26, 2015 by mwnn
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Tycoon123: Btw is this the same fix as for the steam version?
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mwnn: Are you referring to this fix?

It looks like the author is the same - the method used is slightly different.

As far as I'm aware the GoG version of Jedi Knight works far better "out of the box" than the Steam version.

Music works (but not perfectly), 3D + widescreen resolution support, no funky colours, WASD controls, etc

Applying a few of those extra fixes { especially my glitch/scratch free music ;) } should make the experience close to perfect.
Ok, thanks for your help :).
Just to explain the difference between my Steam version:

I put together the Steam music patch a while before the GoG version came out, and the only music wrapper around then was a lot more convoluted than the one GoG used, which I was not aware about at the time. It was necessary because the Steam release had no music whatsoever!

The old one (called _inmm.dll) used a bundled small version of Winamp to actually playback the music. As you can imagine, it was dicey but it worked and I had it set up so that you wouldn't notice it.

I noticed music didn't loop and assumed it was a problem with the wrapper, but it turns out it's a bug in Jedi Knight itself, where music won't start again unless the player is standing still doing nothing for a few seconds.

Still, since the old wrapper used Winamp, I could actually specify a playlist in place of a CD track, so I was able to force it to repeat externally outside of Jedi Knight's control. Therefore I could avert the loop bug. That's why the layout of the Music folder is different.

The GoG wrapper (based on one called ogg-winmm) is a lot simpler, playing music in its own thread instead of remote-controlling Winamp. However, it doesn't have the playlist functionality for the same reason. Overall though, it's much better.

It was simply just that the GoG wrapper was not up to date with the ogg-winmm repository, having minor issues such as volume control not working.

Since Windows 10 came out, they seem to have fixed that issue in newer downloads of Jedi Knight. However, it still does have the bug where the music plays a track too far. This is a bug present in ogg-winmm itself, so I made my own fork to fix it.

http://www.mediafire.com/download/s5lypg970azzdmp/fixed_winmm_win10.zip
https://github.com/Tarvis451/ogg-winmm

I did not want to deal with converting the gog music setup to the old clunky _inmm method, hence why they are different. I have since updated the Steam music patch to use the newer ogg-winmm wrapper, at the cost of the looping bug coming back.

Eventually I might implement playlists into ogg-winmm to get around this bug again, but not right now. At the very least it has parity with the original game as it was on Windows 95 the way it is now.
Post edited October 25, 2015 by Tarvis
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Tarvis: Just to explain the difference between my Steam version:

I put together the Steam music patch a while before the GoG version came out, and the only music wrapper around then was a lot more convoluted than the one GoG used, which I was not aware about at the time. It was necessary because the Steam release had no music whatsoever!

The old one (called _inmm.dll) used a bundled small version of Winamp to actually playback the music. As you can imagine, it was dicey but it worked and I had it set up so that you wouldn't notice it.

I noticed music didn't loop and assumed it was a problem with the wrapper, but it turns out it's a bug in Jedi Knight itself, where music won't start again unless the player is standing still doing nothing for a few seconds.

Still, since the old wrapper used Winamp, I could actually specify a playlist in place of a CD track, so I was able to force it to repeat externally outside of Jedi Knight's control. Therefore I could avert the loop bug. That's why the layout of the Music folder is different.

The GoG wrapper (based on one called ogg-winmm) is a lot simpler, playing music in its own thread instead of remote-controlling Winamp. However, it doesn't have the playlist functionality for the same reason. Overall though, it's much better.

It was simply just that the GoG wrapper was not up to date with the ogg-winmm repository, having minor issues such as volume control not working.

Since Windows 10 came out, they seem to have fixed that issue in newer downloads of Jedi Knight. However, it still does have the bug where the music plays a track too far. This is a bug present in ogg-winmm itself, so I made my own fork to fix it.

http://www.mediafire.com/download/s5lypg970azzdmp/fixed_winmm_win10.zip
https://github.com/Tarvis451/ogg-winmm

I did not want to deal with converting the gog music setup to the old clunky _inmm method, hence why they are different. I have since updated the Steam music patch to use the newer ogg-winmm wrapper, at the cost of the looping bug coming back.

Eventually I might implement playlists into ogg-winmm to get around this bug again, but not right now. At the very least it has parity with the original game as it was on Windows 95 the way it is now.
Ok, just to get this straight, this new fix makes the tracks play correctly, but the music not looping is still there but that was the case in the original? I wasn't aware jedi knight was updated so I guess I have the old version of it and the old version of this fix, could I just put this new fix in the game folder and be good to go?
Yes (not looping is how original Jedi Knight behaved) and yes, just drop in the new winmm.dll to replace the old one
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Tarvis: Yes (not looping is how original Jedi Knight behaved) and yes, just drop in the new winmm.dll to replace the old one
Ok thanks a lot.
Anyone else have the issue of the music continuing to play even after turning the music slider all the way to 0?