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Topic Summary

Posted by: Dinosoide
« on: April 10, 2025, 07:51:45 PM »

Any progress mate?  :treasure:
Posted by: Raffine52
« on: January 12, 2021, 08:50:25 PM »

Cybermind's Jedi Knight Mod was great. It brings in a lot of Stuff from Jedi Knight: Dark Forces 2, But the problem lies is that
it reused Sprite Resources from Dark Forces 1 (Which has been done to death already) and some design choices can be lazy. So what I did to make
this good mod even better? take it and give it an update, adding in some things and fixing up some issues with the mod. This is Jedi Knight: Reborn.

This mod is in BETA, since I am releasing it so I can give feedback of how things can be improved.

CHANGES FROM THE ORIGINAL MOD:

- All Weapons now use Sprites taken from Dark Forces 2, And some fire rates has been changed up.
- The JK Fists and Bowcaster are added. The Former is because in the Original Mod, Doom's Fist is reused, which screams laziness right there.
So I decided to port over the JK Version of the Weapon. The latter is because no sprites were made for it, and it was left out as a result.
- All force powers are removed.
- Multiplayer Classes from MOTS are added.

Download: https://www.mediafire.com/file/wj43om6azupf0fw/Jedi_Knight_-_Reborn_V.BETA.pk3/file
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