I also found a strange problem with the force bar. This means that the original demo level (converted to the retail game, of course) and other levels with Snow won't work. It won't load any map that has the texture gfx/effects/snowflake1. Oh, and the game apparently hates Snowflakes now. Just figured I would mention this because I really don't understand what difference it could make. Apparently, U.W's version of the pistol works for the game, but not the one that originally came with the new Imperial model? I don't get it, but the problem is fixed.
I also have the JK2 version of the Ultimate Weapon's mod installed. I removed the PK3 with both Hap's imperial and his Imperial pistol and the game now loads the default imperial with Hap's pistol. It says that it can load one LOD of the pistol but not the other. When I tried to load a game that has an NPC with Hap's Imperial Pistol, like the lowest ranked Imperial, the Imperial Workers and the Bespin Police, the game always crashes. Because I already have this model, I just deleted the file in the mod that has another copy of the Imperial the exact same applies for Hap's Stormtrooper. I have several other mods in my base, including my own version of Hap's Imperial with his pistol. None of the expected CFG problems thankfully, but problems that may have something to do with what the build itself is capable of. This is pretty cool, but I'm having some problems. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™ ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. The AI Workshop: an NPC debugging suite and playhouse Randomized dialogue system - some lines have been replaced with unused takes Dynamic Glow (from JKA) applied to many of the shaders in the game currently New AT-ST model, with improved handling and a new minigun weapon (many) fixed bugs and errors in the original game files A bounty of new commands and cvars to toy around with In the current release (Alpha 1), the mod contains the following features: If you are looking for the Jedi Academy version, you are sorely mistaken. This is the Jedi Knight II version of the mod. The series is based on OpenJK, which is in turn based on the source release from April 2013. Jedi Knight: Enhanced is a mod which aims to enhance the base game experience by adding new content, refurbishing old content, and forming a new creative base to work off of. The forums for this mod can be found here: This is an early alpha with not so many features. Should the cd be non returnable.The first release of the Jedi Knight II:Enhanced mod. If not is your CD player old? could be mis-reading the cd.Įlse.
If the file is on the hard disk drive, run scandisk / defragĪssume the file is bad and cannot be recovered Reinstall the program being used to open the file If the CD was burned it is possible that it was burned improperly.įile is bad or program attempting to open the file is badįinally, if the file is being opened from the hard disk drive or other media, it is likely that the file is corrupted or the program opening the file is corrupted.
If the file is being opened from a CD-ROM it is possible the CD is dirty or scratched causing read errors. A CRC is data that is sent with a block of data, that when received by where the information is being sent to, the CRC can be used to verify if data was all received correctly. Short for Cyclic Redundancy Check, CRC is a method of detecting errors in data transmission. Data-error, (CRC-error), Cyclie Redundancy check.