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GL : Mouse Position to 3d Space

JA/JO:
JA : Getting Started
All : Qboolean
All : Bit Flags
All : Vector Math
JKA : Saber Cycle BugFix
JK2 : Classes
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All : FontDat File Info
JK2 : Breakdown
JK2 : PM_ Anim

Dox:
JK2 : Source
JKA : Source

Related:
LF : JA Coding
LF : OJP Forum
LF : General Editing
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JA Code Modding - FAQ

What do I need to make a mod?

Jedi Academy (JA) source code comes with a MS Visual C++ 7 (MSVC) project file (the .sln file), but can be converted to a MS Visual C++ 6 project file (a .dsw file), at which point it will compile fine.

Realistically, if you're reading this, you're probably not ready to go dashing off to compile on Linux, but at some point you'll want / need to.

How do I compile and run my mod?

In MSVC, you set your Active Configuration to whichever side of code you want to compile, and Build it. The result is a .dll you can stick inside a .pk3 and inside your own mod directory, and run from JA.

What do I need to know to make a mod?

You'll need to know how to set up a mod directory, make a .pk3 file and how to work your IDE. Aside from that, you'll need to understand C, in general.

Specifically, you'll need to understand:

Syntax
Functions
Data Types
Operators
BitWise Operators

Of these, you'll want to garner an understanding of syntax, or else you won't be able to read the code, or change it effectively.

What do I do if I get a bizzarre error, or get stuck?

There is help - at some point you'll be able to ask questions at this site, but I always recommend that you check in to irc.quakenet.org and head to the #jkacoding channel. You'll need an IRC client, such as mIRC or Trillian.
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