Player guide
Mod compatibility
Mod compatibility has two layers: loading the mod's native modules, then deciding which server features those modules support. This page explains both checks and why a feature can silently do nothing.
First check whether the mod’s modules load
Older mods commonly shipped their native cgame, ui, or jampgame libraries inside a
PK3. TaystJK still loads assets from those PK3s, but does not unpack their executable
libraries by default. The result can look partly correct while the mod’s custom HUD,
menus, or game code is missing.
See mods that package native libraries inside a PK3
for the preferred loose-library layout, architecture requirements, and the Windows-only
com_unpackLibraries compatibility switch. The server feature checks below matter only
after the intended client module has loaded.
What the client decides
On connecting, the client reads the server’s gamename and classifies it into one of six
kinds
(cg_servercmds.c):
gamename starts with |
Treated as |
|---|---|
JA+, ^4U^3A^5Galaxy, AbyssMod |
JA+ |
japro |
jaPRO |
smU |
OpenJK-alt |
base_enhanced, base_entranced |
Base Enhanced |
basejk |
Base JKA |
Lugormod, ^5L^7ugormod ^5v3 |
Lugormod |
Anything else is treated as base JKA, and so is any server on a pre-1.01 protocol regardless of its name. The match is on the start of the string, so a server that renames itself loses the classification and the features that depend on it.
Why that ordering matters
The six kinds are an ordered enum, not a set
(cg_local.h):
basejka < base_enhanced < ojkalt < lugormod < ja+ < japro
Most feature checks are written as at least JA+ rather than as a named list. A feature guarded that way is on for JA+ and jaPRO and off for everything to the left, including Lugormod. This is why the practical answer to “does my client do X here” is usually just “are you on a JA+ or jaPRO server”.
What is actually gated
Not everything. The client’s own display settings, including the HUD tools, cosmetics you see locally and console behaviour, do not care what the server runs. What is gated is behaviour the server has to agree with, because the client is predicting movement or drawing something the server also has an opinion about.
| Feature | Needs |
|---|---|
| RGB sabers | JA+ or jaPRO, or the server advertising it (cg_players.c) |
| Black sabers | the same, and not disabled by plugin settings (cg_players.c) |
| Flipkick | the server advertising it (bg_pmove.c) |
| Grapple | JA+, or jaPRO with its grapple set, or the server advertising it (bg_pmove.c) |
| Roll fixes 1–3 | JA+ or jaPRO with the matching option, or the server advertising it (bg_pmove.c) |
The plugin command |
JA+ or above; it returns silently otherwise (cg_consolecmds.c) |
| Force column on the team overlay | jaPRO, which is what supplies the data |
Lugormod is a special case throughout: it is recognised on its own and several movement paths branch specifically for it, because it moves players in ways the stock prediction gets wrong.
Base Enhanced and Base Entranced: use NewJK
If you play on base_enhanced or base_entranced servers, the recommended client is not this one. Use NewJK/NewMod instead.
Those server mods and NewMod share an author, and NewMod is built for them specifically. It supports their features properly rather than approximately. TaystJK recognises base_enhanced well enough not to break, but it is not trying to replace that pairing and should not be treated as a substitute for it.
This is a recommendation about which client to run, not a limitation you can configure around.
taystJKinfo: how a server turns these on
A server does not have to be JA+ or jaPRO. Any game module can advertise the individual
capabilities it supports by putting a bitmask in the taystJKinfo serverinfo key, which
the client reads on connect
(cg_servercmds.c).
The mask covers RGB and black sabers, flipkick, grapple, and the three roll fixes. The
bits are listed on the feature flags spec.
It does not bypass the plugin command’s JA+/jaPRO check
(cg_consolecmds.c),
or enable the team overlay’s force column on other mods: that still requires jaPRO
(cg_draw.c).
If you run a server on something other than JA+ or jaPRO and your players report that RGB sabers or flipkick do nothing, this key is the answer.
Telling which you are on
serverinfo prints the keys described here, including gamename and taystJKinfo if the
server sets it. That is the quickest way to check whether a feature is missing because of
your client or because of the server.
A feature that behaves differently between two servers is not a client bug. See where to report.
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