v0.5.6 64-bit Debug
Pre-releaseWhat's new?
- Bugfix: Fix multiplayer passwords and password textbox alignment.
- Bugfix: Dedicated server host no longer appears in jkGuiMultiTally.
- Store extended settings to
Players/<player>/openjkdf2.json
instead ofPlayers/<player>/<player>.plr
. - Linux/macOS/Win64 now store registry settings to
registry.json
. - The maximum number of players for dedicated servers is now fixed to not include the server host (ie, a maximum players of 2 will allow 2 extra players to connect).
- Tickrates lower than 100ms and higher than 300ms are now allowed.
- Dedicated server toggle is now stored to
registry.json
. - Added
-dedicatedServer
and-headless
cmdline arguments to allow for dedicated server hosting.- Server settings are loaded from
registry.json
. The easiest way to configure it is to start hosting through the game GUI, quit, and then start the dedicated server with the saved settings.registry.json
can be copied between machines. - With
-headless
enabled, a debug console will be available to kick/kill/list players. - Without
-headless
, the dedicated server will have some visibility on the game, but will just be stuck in one place. (TODO: fly cam) -headless
currently still requires SDL2, but doesn't have any rendering overhead.
- Server settings are loaded from
/!\ This release probably breaks multiplayer compatibility; all clients will need to run v0.5.6 for proper syncing /!\
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: Extract the distribution zip so that openjkdf2-64.exe
is in the same directory as JK.EXE and then run openjkdf2-64.exe
.
MacOS: Copy OpenJKDF2.app
into your Applications folder and run it.
Linux: Copy openjkdf2-64
into the same directory as JK.EXE and run.
If game assets are missing, an install prompt will show on startup and ask for either:
- An existing GOG/Steam/original installation
- An original Disk 1, followed by Disk 2
To transfer saves, copy your old player
folder to %appdata%/Local/openjkdf2/
on Windows, or ~/.local/share/openjkdf2/
on macOS/Linux following installation.
If you are not using custom shaders, delete resource/shaders/
to revert to the default graphical settings.
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
.
Crash logs will be located in directory assets are located. If you cannot find them, be sure to check %appdata%/Local/openjkdf2/
on Windows, or ~/.local/share/openjkdf2
on macOS/Linux.
QoL feature notes:
- Built-in jkgfxmod texture pack support
- IPv6 Multiplayer support, based on Valve's GameNetworkingSockets
- Emissive textures and bloom rendering pipeline.
- Screenspace Ambient Occlusion (SSAO)
- Music is loaded from audio tracks at
MUSIC/Track<12..32>.ogg
in Ogg Vorbis format (same as the GOG/Steam releases), if they are present. Music can also be loaded fromMUSIC/1/Track<1..11>.ogg
andMUSIC/2/Track<1..11>.ogg
for installs made from original disks. The music looping bug is also fixed. - 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 by default instead of 30FPS/50FPS in Singleplayer (validated up to 144FPS)
- FPS can be capped to any value in Setup > Display
- VSync can be enabled or disabled in Setup > Display
- Weapon waggle is scaled properly with FPS
- FOV is adjustable in Setup > General
- HiDPI is configurable in Setup > 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
- Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
- In-game screenshots