In Tribute To Lucasarts, Raven Releases The Source Code For Jedi Knight II

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In Tribute To Lucasarts, Raven Releases The Source Code For Jedi Knight II


For a long time a certain subset of fans have been asking Raven to release the source code for the single player component of Jedi Knight II: Jedi Outcast and Jedi Academy, two Star Wars games Raven Software developed for Lucasarts. But Raven never sent the code into the wild. Until now.

Partly to satiate modders, and partly as a tribute to the shuttering of Lucasarts, Raven has now decided to release the source code for two of the Star Wars games it developed.

“Raven is sad to hear about the closing of LucasArts today, we respected them and enjoyed working with them over the years,” said the studio, in a statement sent to Kotaku Australia. “We wish the best for all the talented people who were let go and hope they find good work in studios in the industry.

“We loved and appreciated the experience of getting to make Jedi Knight II: Jedi Outcast and Jedi Academy for LucasArts. As a gift to the persistently loyal fanbase for our Jedi games and in memory of LucasArts, we are releasing the source code for both games for people to enjoy and play with.

There is no official support for the source code and, according to Raven, it’ll most likely take some work to get it running with retail assets, but that’s for the modders to figure out!

You can download the source code for Jedi Knight II: Jedi Outcast here and Jedi Academy here.

Comments

  • Cool… Will download and look at this… and with my limited coding knowledge I’m sure I’ll do absolutely nothing with it 🙂

    edit: for starters, what would I even open this with?!

    • JKII was built on a modified version of the Quake III engine. (And made exceptionally good use of it, too, considering Arena was so icky)

      So you’d be looking for the ID TECH 3 engine ▬ Which uses the C language

      • Well CoD and MoH all used the Quake 3 Engine, Halflife, HL2, Source are all made with the quake 2 engine so much so that halflife on the mac was cancelled because it suffered fro the same issues as Quake 2 did, that being that Mac and PC players could not complete against one and other unlike Quake 1 and Quake 3

        • Q3A Engine was used for CoD, MoH and Q3A amongst others. Half-Life WAS made with a heavily modified Quake engine, but Source is a whole new beast, built from the ground up for HL2. It has no relation to the Q3A engine.

          • GoldSrc (Half-Life) is a heavily modified version of Quake1 with a bit of Quake2 and the QuakeWorld network protocol chucked on top.

            Source (Half-Life 2+) is not as revolutionary as Valve want you to think 🙂 It was _not_ written from the ground up, and it still contains a good (~30%?) smattering of the original Quake engine code!

            Neither Source nor GoldSrc inherited any code I’m aware of from Q3A.

    • Some people in the past have thought about porting the code over to an engine which supports better collision, like UDK.

      This might just spur people on to make it, and I’d be all for it. Heck I’d even help out!

      Fond memories of JKII and the online play. 1 v 1 saber duels (no butterfly Kata, you newbies!!!)

    • I mentioned that I still play occasionally and asked about interest in it a few weeks back in TAY. I’m gonna be busy with uni now though but I’ll probably find a populated server every now and then and play. If you see anyone named eRonin it’s probably me =P

    • Agreed. I’d love to see a new Jedi Knight game to match the current crop of games out there. Shiny new visuals like the Force Unleashed was capable of, and some other modern game conventions as well, but same old classic gameplay. Man, I’d kill for a (good) new Star Wars action-adventure game…hopefully Disney allow plenty of developers to try their hand at licensed titles but manage to filter out the crap, and allow good developers the budgets and time to make their titles good.

      • Actually, I thought straight up it would have been bigger as well, so then I opened up one of my source-code files that has 2638 lines in it, and weighs in at 68kb. So for 10mb I would have 396,252 lines of code.

  • Loving some of the comments in this code
    // there has to be a better way than this…
    //We can do this, we have the memory
    // if we don’t call OTLook, things wedge
    // don’t spew tons of messages

    And my favorite, under the animal AI

    // Do I Have A Leader?
    // AM I A Leader?
    // If Our Leader Is Dead, Clear Him Out
    // If My Leader Isn’t His Own Leader, Then, Use His Leader
    // Eh. Can this get more confusing?

      • Here’s a few more I’ve found. Love reading this stuff.

        //FIXME: just make a flag, dude!
        //never taunt these mindless creatures (Found under the code for the Rancor)
        //hmm, bosses should do this less against the player
        //FIXMEFIXMEFIXMEFIXMEFIXMEFIXMEFIXMEFIXMEFIXMEFIXMEFIXMEFIXMEFIXMEFIXMEFIXMEFIXMEFIXMEFIXME
        //desann doesn’t do these kind of frilly acrobatics
        //boss-level guys can multitask, the rest need to chill out during special moves

        //I’m to his right
        {enemy jump code}
        //fuck, jump instead
        {enemy roll code}
        //fuck it, just force it

      • And here’s some angry programmers
        //on ground and not moving and on level ground, no reason to do stupid fucking gravity with the clipvelocity!!!!
        //SIGH… fucks him up BAD
        //SIGH… spine wiggles fuck all this shit
        //just get the fuck out
        //FUCK IT, always check for do not enter…
        //ask them what the fuck they’re doing
        // Need to extern these. We can’t #include qcommon.h because some fuckwit used LS_NONE to mean both a lightstyle and a sabermove.

          • Heh, I just mean I wrote them. I’m one of the programmers at Raven who worked on the two Jedi games.

            FYI, the original source links that were posted got mixed up – both were Jedi Academy – one was X-Box and one was PC. This has been straightened out.

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