v0.2.3 64-bit Debug
Pre-release- Fix pausing cutscenes with Spacebar
- Fix Kyle being set to default pose while quicksaving
- Loading saves still will have a default pose briefly
- Fix force jump, other force powers causing Kyle to render with flat colors when "+twinkle" particles spawn, due to a bug with rdSprite particles.
- Fix unimplementation crash on post-Maw decision/forcepower takeaway.
- Fix Mouse Buttons 3 and 4 (Wheel click and XButton1)
About these builds
Currently, I am only providing 64-bit builds for Windows and MacOS to find regressions and undefined behavior; Linux users have to compile for now (See BUILDING.md for instructions). It is recommended to backup any savedata you place significant value on before running.
Running
Windows: Copy resource/
and openjkdf2-64.exe
into the same directory as JK.EXE and run it.
MacOS: Copy resource/
and OpenJKDF2.app
into the same directory as JK.EXE and run it. Game assets can optionally be copied to ~/.local/share/openjkdf2/
to make the appbundle portable.
Linux: Copy resource/
and openjkdf2-64
into the same directory as JK.EXE and run. Game assets can optionally be copied to ~/.local/share/openjkdf2/
to make the executable portable.
See README.md for more details on directory structure, especially for Linux or MacOS users with case-sensitive filesystems.
My game crashed, what do I do?
I'm looking for regressions and crashes! File an issue or email me at [email protected]
with a crash stacktrace. If it's reproducible, a savefile or instructions to reproduce would also be appreciated.
Linux: Copy the crash log from crash.log
or the console output.
MacOS: Cmd+Space, type Console.app
and copy the entire crash report from openjkdf2-64
. Alternatively, copy the crash log from crash.log
Windows: Copy the crash log from openjkdf2-64.RPT
.
QoL feature notes:
- Music is loaded from audio tracks dumped to
MUSIC/TrackN.ogg
in ogg vorbis format (same as the GOG release), if they are present. - Menus and the game viewport auto-rescale to the window size, with appropriate aspect ratio vertex projection (ultrawide, or at least wide-er monitor support).
- Game runs at full framerates instead of 30FPS/50FPS in Singleplayer (validated up to 144FPS)
- Weapon waggle is scaled properly with FPS
- FOV is adjustable in Settings > General
- HiDPI is configurable in Settings > General
- HUD elements are scaled with screen resolution
- LOD and mipmap distances are scaled with render resolution to ensure textures and models don't degrade noticeably on higher-resolution screens.
What isn't working:
- Joystick menu in Setup > Controls (input bindings are still loaded and written to config, though)
- Load Configuration and Save Configuration in Setup > Controls > Options
- Multiplayer menu and all submenus
- Multiplayer tally screen
- Multiplayer character builder
- Map view in ESC menu
- Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
- Subtitles and credits
- In-game screenshots