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Jedi Academy client by Devoted, built on JKSunny's EternalJK Vulkan PBR renderer. Aims for better JA++ compatibility, global illumination and improved mapping tools.

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DevoJK

DevoJK is a Jedi Knight: Jedi Academy multiplayer client by Devoted. It's built on JKSunny's EternalJK with the Vulkan PBR renderer, which itself builds on EternalJK, jaPRO and OpenJK.

Goals

  • Better JA++ compatibility: work well on servers running the JA++ mod.
  • Global illumination: more natural, bounced lighting on top of the Vulkan PBR renderer.
  • Improved mapping tools: better compiled lighting and shader support through DevoQ3Map2, so maps can take full advantage of the renderer.

Status: early, work in progress. Changes so far are listed under What's new.

What's new

  • SFX sabers in the menus: with Saber Trail set to SFX (cg_saberTrail 3), the saber preview in the profile and saber menus now uses the SFX blade, matching what you see in game. The blade glow and core size follow cg_shaderSaberGlow and cg_shaderSaberCore. Ported from JKEnhanced by redsaurus.
  • Black SFX blades fixed: black sabers no longer get a random colour with SFX sabers on.

Credits

DevoJK only exists thanks to the people who brought Vulkan and incredible graphics to Jedi Knight, and everyone who kept the game alive before them. Thank you to:

  • JKSunny, for the Vulkan renderer, PBR and many graphics improvements in EternalJK. DevoJK is built directly on this work.
  • ec- and the Quake3e contributors, whose Vulkan renderer the EternalJK one is based on, along with kennyalive's Quake-III-Arena-Kenny-Edition and suijingfeng's vkQuake3, which started it.
  • eternal, for creating and maintaining EternalJK, and bucky for contributing to it.
  • loda, for jaPRO and the client-side features EternalJK is built around.
  • Razish and the JA++ contributors, for the JA++ mod.
  • The OpenJK team (JACoders), including ensiform, Razish, xycaleth, eezstreet, mrwonko and many more, for years of engine fixes and improvements.
  • redsaurus and JKEnhanced, for SFX sabers.
  • Raven Software and Activision, for making Jedi Academy and releasing its source code.

For players

  1. Build DevoJK (see below), or use a release once one is available.
  2. Copy the files into your Jedi Academy GameData folder. For Steam, that's <Steam Folder>/steamapps/common/Jedi Academy/GameData/.
  3. Run eternaljk.x86_64.exe. The Vulkan renderer is selected with cl_renderer rd-vulkan.

For developers

Building

DevoJK uses CMake. On Windows with Visual Studio:

cmake -S . -B build -A x64
cmake --build build --config Release
cmake --install build --config Release --prefix <install folder>

The install folder gets the client, both renderers (rd-vulkan and rd-eternaljk) and the EternalJK folder with the game modules and assets.

Contributing

Bug reports, suggestions and pull requests are welcome under issues.

Fixes that also apply upstream are worth sending to JKSunny/EternalJK as well.

Vulkan support

From the EternalJK README by JKSunny: Vulkan support was first started by porting Quake-III-Arena-Kenny-Edition, then took its file structure from vkQuake3, and is now based on Quake3e, which is actively maintained and has many additions. A list of those additions is here.

License

License

DevoJK, like OpenJK, is licensed under GPLv2 as free software. You are free to use, modify and redistribute it following the terms in LICENSE.txt. See rv-readme.txt for Raven's original source release notes.

Author

  • Devoted

About

Jedi Academy client by Devoted, built on JKSunny's EternalJK Vulkan PBR renderer. Aims for better JA++ compatibility, global illumination and improved mapping tools.

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