STAR WARS™ Jedi Knight II: Jedi Outcast™

STAR WARS™ Jedi Knight II: Jedi Outcast™

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Aspect ratio fix for cutscenes in 16x9, and more
By Nathan
Considering I had to find this out by myself just browsing through the console on commands in a mod that isn't even on moddb let alone linked on PCGW, I felt that I should make a guide for people.

Vanilla Jedi Outcast of course plays fine in widescreen and looks good, but its cutscenes were designed for 4x3 displays, the fov was calculated for I think Vertically perhaps, I'm not a tech genius but I know you get different results from fov calculations between vert+/- horz+/- and such.

Anyway, the thing is, vanilla Jedi Outcast cutscenes in a modern 16x9 resolution have the fov all wrong, and you usually end up seeing the camera too "zoomed in", with characters on screen having their heads obscured by the black bars or even beyond.
It's annoying, and for years no one shared a solution, but we do have one!
   
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Source Port, console command.
https://jkhub.org/files/file/2877-jedi-knight-ii-enhanced/
https :// jkhub . org /files/file/2877-jedi-knight-ii-enhanced/

You download it, you unzip it into the Gamedata* folder, and you can just launch the Source port straight with the "Launch_JKIIEnhanced.bat" file, and then ingame open up the console with the tilde key usually (§ ~ or whatever, below ESC above TAB, some keyboards it might be something like ö ä)
And enter:
cg_fovAspectAdjust 1
And now your cutscenes, in engine, will have a proper framing, with people in focus in the center as intended.
That line was by default off, why did the modders leave it off? And also not documented on the download page or even in the readme file, it makes a difference, the story is after all the main strength of Outcast over Academy.

*You can right-click Jedi Outcast in your Steam library, hover over manage, and click on browse local files.

Do you want to add the command straight into the autoexec? Well, see below.

Addendum:
Researching a bit I believe the cg_fovAspectAdjust command is part of the OpenJK source port by default (just again annoyingly less talked about) and so you don't have to use JKIIEnhanced if you don't want, projects based on OpenJK should come with it, like
https://www.moddb.com/mods/shoot-dodge-mod-for-jedi-outcast
https :// www . moddb . com /mods/shoot-dodge-mod-for-jedi-outcast

And of course the OpenJK itself-- Though it's not compiled for Jedi Outcast by default, so see OpenJO instead (sadly not as up to date as OpenJK)
https://github.com/JACoders/OpenJK#for-players
https : // github . com /JACoders/OpenJK#for-players
https://jkhub.org/files/file/4008-openjo-for-jedi-outcast/
https :// jkhub . org/files/file/4008-openjo-for-jedi-outcast/
My autoexec for s**ts & giggles
C:\Users\--USERNAME--\Documents\My Games\OpenJO\jke
autoexec_sp.cfg

The Source port automatically reads it, it won't read "autoexec" files by themselves, it needs the "_sp" after them.
helpusobi 1 // The important line for 16x9 cutscene fix!!!! seta cg_fovAspectAdjust "1" seta s_kHz "44" seta r_customwidth "1920" seta r_customheight "1080" seta r_mode "-1" seta cg_fov "95" seta cg_fovViewmodelAdjust "1" seta com_maxfps "62" seta r_displayRefresh "60" // My custom gamma stuff, the "overbrightbits" also help a bit to brighten stuff up, listed below seta r_ext_gamma_control "0" seta r_ignorehwgamma "1" seta r_gamma "1.1" seta r_intensity "1.1" // OpenAL doesn't work for me, ambient noises don't fade out with distance properly, so off for me seta s_UseOpenAL "0" // New with Source Port? Some redundant, or nonfunctional // sfxsabers & dynamicglow are a bit strong, be warned seta cg_sfxSabers "1" seta r_dynamicglow "1" seta cg_ignitionFlare "1" seta r_mapOverBrightBits "1" seta r_surfaceWeather "1" seta r_environmentMapping "1" seta r_directedScale "1" seta r_drawfog "1" seta r_drawworld "1" seta r_smp "1" seta cg_g2MarksAllModels "1" // Old engine stuff, should be highest quality, apart from cg_shadows, but 2 & 3 look awful seta r_subdivisions "4" seta r_znear "4" seta r_ext_texture_filter_anisotropic "16" seta r_ext_max_anisotropic "16" seta r_lodscale "999" seta r_lowMemTextureSize "0" seta r_ext_texture_env_add "1" seta r_lodcurveerror "5000" seta r_ext_compress_textures "0" seta r_ext_compress_lightmaps "0" seta r_ext_compiled_vertex_array "1" seta com_hunkMegs "1111" seta r_modelpoolmegs "111" seta s_soundpoolmegs "111" seta r_picmip "0" seta r_lodbias "0" seta r_detailtextures "1" seta r_dynamiclight "1" seta r_flares "1" seta r_depthbits "24" seta r_stencilbits "16" seta r_texturebitslm "32" seta r_texturebits "32" seta r_colorbits "32" seta r_surfaceSprites "1" seta r_primitives "2" seta r_facePlaneCull "1" seta r_swapInterval "1" seta r_finish "0" seta r_dlightBacks "1" seta r_drawSun "1" seta r_fastsky "0" seta r_ignoreGLErrors "1" seta r_ignoreFastPath "1" seta r_vertexLight "0" seta r_noportals "0" seta r_simpleMipMaps "0" seta r_ext_multitexture "1" seta r_allowExtensions "1" seta ui_r_glCustom "4" seta r_weatherScale "2" seta r_overBrightBits "1" seta r_dlightMode "2" seta cg_shadows "1" //More custom stuff seta cg_simpleItems "0" seta cg_drawStatus "1" seta cg_draw2D "1" seta cg_drawGun "1" seta g_subtitles "1" seta s_allowDynamicMusic "1" seta cg_autoswitch "1" seta cg_gunAutoFirst "1" seta cg_saberAutoThird "1" seta cg_thirdPersonRange "100" seta cg_gunZ "0.5" seta cg_crosshairY "0" seta cg_crosshairX "0" seta cg_crosshairSize "18" seta cg_drawCrosshair "1" seta cg_dynamicCrosshair "1" seta cg_crosshairForceHint "1" seta cg_crosshairIdentifyTarget "1" //Dismemberment chaos shenanigans seta g_dismemberment "11381138" seta g_dismemberProbabilities "100" seta g_dismember "1000" seta cg_dismember "1000" seta g_saberMoreRealistic "2" seta g_saberRealisticCombat "2" seta cg_saberEntMarks "1" seta cg_saberDynamicMarks "1" seta cg_saberDynamicMarkTime "999999" seta g_corpseremovaltime "999999" seta cg_brasstime "999999" seta broadsword "2" seta com_blood "1" seta cg_gibs "1" seta cg_marks "1" seta cg_drawDecals "1" seta cg_deadBodyFilter "0" seta ui_iscensored "0" seta g_saberAutoBlocking "1" seta g_saberAutoAim "1" seta g_knockback "1100" seta cg_tracerChance "0.5" seta cg_tracerlength "222" //seta d_slowmodeath "4" //Probably obsolete with source port //seta snaps "60" //seta sv_fps "60" //seta cl_maxpackets "120" //snd_restart //vid_restart
Bonus: Dynamic lights for projectiles
So, you have your source port, do you want fancy dynamic lights for your blaster fire to light up the place?

Go to
\Steam\steamapps\common\Jedi Outcast\GameData\jke\ext_data\weapons
Open
default.json
With notepad, and you want to add lines like:
"MissileDLight": 125, "MissileDLightColor": [ 1.0, 1.0, 0.5 ], "AltMissileDLight": 125, "AltMissileDLightColor": [ 1.0, 1.0, 0.5 ],
Steam for some reason won't show what's inside the brackets, even with noparse, so it's a set of 3 numbers, going from 0.0 to 1.0, like 1.0, 1.0, 0.5 the color numbers correspond to red - green - blue, the WP_BRYAR_PISTOL numbers like 1.0, 1.0, 0.5 inside the brackets (spaces before and after the last numbers) give it a yellow light, for WP_BLASTER red would be 1.0, 0.0, 0.0 green for the WP_BOWCASTER would be 0.0, 1.0, 0.0 , the other numbers are I think size, 125 is pretty big.


You get the idea, pretty simple eh? Looks cool imo.

Extra bonus FX Mod v3.0:
https://www.moddb.com/mods/jk2-fx-mod/downloads/fx-v3-0
https :// www . moddb . com/mods/jk2-fx-mod/downloads/fx-v3-0

Compatible with the Source port, just extract the pk3 file into the base folder and it'll be automatically read, looks nice IMO (you can copy its autoexec lines into the autoexec_sp, though do double-read some, some are taste, just like they are in my custom one, you can individually customize it)
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Personally I renamed the openjo_sp.x86 exe file in the Gamedata folder into the jksp exe file (making backup copies of course) and added to the steam launch options +set fs_game jke (when right-clicking Outcast in my Steam library and clicking properties) so that I could launch straight with my steam shortcut the source port version with Steam overlay, so that's something you can do if you don't want to run it separately from the bat file.
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If you need anything else go to PCGW for more info (someone should add the source port thing there too)
https://www.pcgamingwiki.com/wiki/Star_Wars:_Jedi_Knight_II_-_Jedi_Outcast