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ForumsDiscussion Forum → Jedi Knight on Steam
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Jedi Knight on Steam
2009-09-19, 8:34 AM #201
Kroko: I haven't tried it yet but yeah it should... it's easy to test, run the JA executables directly. If it doesn't pop up a Steam window, then chances are you can run it anywhere.

2009-09-24, 11:43 AM #202
Originally posted by Krokodile:
So let me get this straight...

If I buy JA off Steam, I can "separate" it from Steam, it'll run all the mods and be exactly the same as the CD version except without requiring the CD?


Has anyone tried this with JK as well? If I buy it off of steam, I'm not going to be able to run it on the computer that has steam installed.
COUCHMAN IS BACK BABY
2009-09-24, 11:57 AM #203
Originally posted by Tracer:
Has anyone tried this with JK as well? If I buy it off of steam, I'm not going to be able to run it on the computer that has steam installed.


Works with JK, as it's literally just a copy of the install folder, as it would be seen from a CD install. (In fact, it was pointed out that the uninstaller EXE is in the folder :downswords:)
2009-09-24, 1:08 PM #204
So they didn't modify jk.exe at all? They just wrapped it up in another application?

This means all the unofficial patches will work.
2009-09-24, 3:01 PM #205
JA has Steam within the .exe, and changing the .exe to a NO-CD .exe causes the pirated version problem of exiting multiplayer games after a few seconds. So JA is very connected to Steam... unfortunately...
2009-09-24, 3:01 PM #206
@JM They did modify the jk.exe, but just to add in the Steam reliance. So the unofficial patch breaks it. I just loaded the jk.exe off my CD and used that.
2009-09-24, 3:34 PM #207
Citizen86, do you happen to know whether all/most mods will work with the Steam JA? Obviously you would not have tried all mods separately, just wondering if you have some experience with any possible compatibility issues.
Looks like we're not going down after all, so nevermind.
2009-09-24, 5:29 PM #208
Awesome, fixed nothing but managed to implant DRM that breaks mods. LEC doesn't just slam dunk, it breaks the backboard.
-El Scorcho

"Its dodgeball time!" -Stormy Waters
2009-09-24, 5:31 PM #209
Way to **** on the new leaf, LEC
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2009-09-24, 5:33 PM #210
Krokodile: The few I tried worked without any issue. I tried the Dark Forces mod, and another one... but yeah, they should work.
2009-09-24, 5:44 PM #211
The_MAZZTer and I looked at the Steam version of JK. The only difference is that the file, jk.exe, has been changed. The change seems to be added code at the end which decrypts the original code section that has been changed into encrypted data. I assume this is to prevent exe hacking.

What does this mean for us?

While typing this, I realized I don't know if the Steam version can be placed elsewhere to run separately from Steam. What I do know is that replacing the Steam jk.exe with the CD's jk.exe makes it exactly the same as the CD version (and can be moved elsewhere).

All unofficial patches do NOT work with the Steam version of jk.exe. I will be looking into ways of patching the Steam version. Most likely, I will have to add a new separate exe because it will be hard to patch the actual jk.exe and because Steam might update the jk.exe on its own, anyway.

As far as we can tell, addon levels and mods (as well as JKLauncher) should work with the Steam version.

Any music CD (including the original JK CD) will be played by Steam's JK, if a "CD Path" registry entry is added in the right place (not sure where at the moment).

:)
2009-09-24, 7:03 PM #212
Zeq: HKEY_LOCAL_MACHINE\SOFTWARE\LucasArts Entertainment Company\JediKnight\1.0\CD Path

Steam sets it to the location of the star wars jedi kinght directory but I'm fairly sure it could be set anywhere and the game would still work, as long as it can find all its resources locally it never checks the cd path (except to play music I guess).

Hmm not sure I noticed this before but HKEY_LOCAL_MACHINE\SOFTWARE\LucasArts Entertainment Company\JediKnight\1.0 seems to store all the installer and launcher settings while HKEY_LOCAL_MACHINE\SOFTWARE\LucasArts Entertainment Company\JediKnight\v1.0 stores all the ingame settings! I think the first key name is probably a typo LA never fixed since MotS uses the v1.0 key for all of it's settings, ingame and installer/launcher.

2009-09-24, 7:07 PM #213
http://forums.steampowered.com/forums/showpost.php?p=11356628&postcount=32

this has more info on the location of JK's registry settings
eat right, exercise, die anyway
2009-09-24, 7:09 PM #214
Oh yeah Zeq JKM.EXE looks like it got the same treatment.

2009-09-27, 1:56 PM #215
Is it just me, or do you run slower/jump less distance in the Steam version of JK? I loaded up one of my old SP levels and was having some major trouble with one of the jumping puzzles. Either I suck in my old age, or you don't jump as far in this new version...
******
I beat the internet. The last guy was hard.
2009-09-27, 2:09 PM #216
It's the same.

As far as I can tell they didn't actually modify the game in any way at all. However, if they broke the unofficial patches, well. **** them.
2009-09-27, 2:11 PM #217
I guess I just suck at jumping. Or maybe I had some walkplayer speed-hax going on before without knowing it.
******
I beat the internet. The last guy was hard.
2009-09-27, 2:52 PM #218
Strafe jumping helps. Strafe and run forward at an angle and somehow your speed is much greater.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-09-27, 3:08 PM #219
Yeah, I tried that. I still fell short of what was an easy jump in classic JK.
******
I beat the internet. The last guy was hard.
2009-09-27, 3:14 PM #220
Did you forget to check always run?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-09-27, 3:28 PM #221
Sounds like always run to me, I've been managing the BGJ strafe jump across the 2 cliffs :)
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2009-09-27, 3:46 PM #222
lawl I'm a noob.

Apparently I've been playing too many modern shooters recently. JK walk speed feeds a lot like other shooter's run speed. :p
******
I beat the internet. The last guy was hard.
2009-09-27, 4:02 PM #223
jEDIkIRBY is Confused and Thinks this is Getting Bizarre.

He Wonders Wat Iz ffa?
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2009-09-27, 5:04 PM #224
Originally posted by ******:
lawl I'm a noob.

Apparently I've been playing too many modern shooters recently. JK walk speed feeds a lot like other shooter's run speed. :p


If you aren't taking damage from hitting the wall, you're not playing JK

:cool:
2009-09-27, 5:09 PM #225
Originally posted by Cool Matty:
If you aren't taking damage from hitting the wall, you're not playing JK

:cool:

Or Little Big Adventure.
2009-09-27, 7:54 PM #226
Also remember force speed.
2009-09-27, 8:20 PM #227
In MoTS there is a secret area where you need to force jump between some planks.
Kyle Katarn died many atime.
2009-09-27, 8:30 PM #228
Originally posted by Emon:
Strafe and run forward at an angle and somehow your speed is much greater.


Trigonometry gone wild.
Why do the heathens rage behind the firehouse?
2009-09-27, 8:32 PM #229
Originally posted by TheCarpKing:
Trigonometry gone wild.


I think I have that DVD.
2009-09-27, 8:44 PM #230
I like to think he has some terrible leg deformity to allow that.
Also this the best thread ever.
2009-09-27, 8:44 PM #231
Originally posted by Emon:
Strafe jumping helps. Strafe and run forward at an angle and somehow your speed is much greater.


forward full speed + sideways full speed = 2x speed.

its good math

o.0
2009-09-27, 10:49 PM #232
Actually, good math would make that sqrt(2) times speed.... but I digress.
******
I beat the internet. The last guy was hard.
2009-09-27, 11:01 PM #233
Originally posted by ******:
Actually, good math would make that sqrt(2) times speed.... but I digress.


I think that's what it is. Good math, poor physics.
Why do the heathens rage behind the firehouse?
2009-10-12, 8:15 PM #234
So does multiplayer JK use the steam method of joining servers? That'd be sweet.
2009-10-12, 8:16 PM #235
No, that would've taken effort.
2009-10-13, 4:49 PM #236
So I'm thinkin that means no revitalization of jk multiplayer.
Man, I'd be glad if all they did was update the graphics and netcode, they could re release the same exact game, and I'd buy it for 60 dollers.
lol dollars
2009-10-13, 4:50 PM #237
Go to JKhub and get JKlauncer, All your MP you need.
123456

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