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Created: 08/23/2003
After creating my Mos Espa RPG
level, I set about to make some new projects. I made and subsequently
scrapped dozens of them, but my all-time dream was to make a good
first-person medieval mod... something just about no one had ever even
tried before. My project became the Dungeons & Dragons Total Conversion
(D&DTC). I kept working at it, trying to make my dream FPS... and never
succeeded. This was largely because I was NO good at programming. I
could edit textures, game files, etc., but I couldn't change what the
weapons actually DID. Naturally, I COULD have teamed up with a
programmer who could edit the game's COG files, but by the time I had
the rest of the mod finished, JK was dying and I was doing other things.
So I just released it as it was... looking different but playing the
same.
This was a very bad idea.
My biggest mistake was calling this a "Total Conversion." So to make
it clear: this is NOT really a Total Conversion. At least not a very
thorough one. Sure, it makes everything LOOK different by changing
almost all the text and images in the entire game... but it will play
almost exactly the same. When you pull out your axes and "throw" them,
it will look and sound like you are throwing axes: but they will do
almost exactly the same thing as a stormtrooper rifle. The only
alteration was that I made a few of the weapons fire slightly
differently and do different amounts of damage. Because of the limited
number of actual alterations to the gameplay (and because no one cared
about Jedi Knight anymore by the time this was released), the "D&DTC"
had a horrible reception on The Massassi Temple, no one ever played it,
and it only recieved about 800 downloads. A huge disappointment compared
to the insane popularity of my first level (Mos Espa RPG) with its
13,000 downloads.
NOTE: Besides the few changes I already mentioned, the only
programming change was a new hotkey setup that will allow you to change
the appearance of your "big sword" (read: lightsaber). So be sure to
check that out when you're setting up your character. Also, although the
skins may look like a mess in the character editor, they will look okay
once you actually get into the game.
The Dungeons and Dragons Total Conversion may not be what some would call a
true "Total Conversion", but I think I've worked long and hard enough on
this mod now to put the two letters "TC" at the end. Others are welcome to
disagree with this statement. Anyway, the D&DTC changes the existing
weapons, skins, and Force powers to weapons, skins, and spells from Dungeons
and Dragons (been living under a rock and don't know what D&D is? It's the
medieval fantasy role-playing rule system that games like Baldur's Gate,
Dark Alliance, and Neverwinter Nights run on). This mod does not, however,
add anything to do with statistics, skills, or other aspects of the Dungeons
and Dragons rule-set. It simply changes the game to look like it is taking
place in an up-close-and-personal version of the world of Baldur's Gate or
Baldur's Gate II, two of my favorite games of all time. Oh, and I am
planning to release a multiplayer level (The Candlekeep RPG) for this mod in
the future. For now it works best with existing medieval levels. Any level
that takes place in a castle-like or all-natural environment will do, I
guess. ;-)
PS: Please read the manual.doc included in the ZIP for more info.
Download from Saber-Scorpion's Lair
(Compressed .zip file, 4.3 MB)
If you're interested, here is the GOB
file for what I had made so far of the Candlekeep RPG map that I was
making to go with the mod.
1 - First, download an install a little program called
Jedi Knight Patch
Commander.
2 - Unzip the file you downloaded from me, and add the .gob file to JK Patch
Commander.
3 - Activate the patch, then launch the game.
4 - You should see the changes immediately (new menu), and they will appear
in either single or multi-player. Have fun!


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