Jedi Knight 2 & Jedi Academy Multiplayer NoCD/Fixed Exe's..
They all miss an important factor and therefore should be nuked.
The multiplayer binarys (jamp.exe/jk2mp.exe) contain a custom protection which checks its data at runtime and computes a 4byte checksum. The game compares it to the original checksum. If the checksum is incorrect the client will recieve a CL_ParsePacketEntity() error midgame (based on a random timer).
I have checked all the NoCD/Fixed exe's on GameCopyWorld for both games and none of them circumvent the protection.
Heres some proof of the protection:
jkajk2protsw0.jpg
Heres a list of the releases on GCW that dont bypass the protection in jedi knight 2/jedi academy multiplayer..
* Jedi Academy v1.01 MP [ENGLISH] No-CD/Fixed EXE
* Jedi Academy v1.0 MP [FRENCH] No-CD/Fixed EXE
* Jedi Academy v1.0 [ALL] No-CD Patch
* Jedi Knight 2 v1.04 [ENGLISH] No-CD/Fixed Update
The rest appear to be single player fixes with loaders for multiplayer so im assuming they work providing they dont patch the memory before the CRC is done.
--eVc