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v0.7.12 64-bit Debug

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@shinyquagsire23 shinyquagsire23 released this 15 Jan 03:31
· 417 commits to master since this release

↓ Scroll to the bottom for ZIP download links. ↓

What's new?

  • Hotfix: Fixed noclip crashing on Windows.
  • Hotfix: Added jkSetSaberFaceFlags.
  • Bugfix: Fix soundtrack audio when loading saves on levels that normally use Disk 2 on Steam/original disk installations.
  • Bugfix: Fix the game sometimes asking for disk 2 when loading disk 2 cutscenes/levels on Steam/original disk installations.
  • Bugfix: Fixed blinding fading out to purple.
  • Bugfix: Fixed Thing triangles not drawing on the bottommost row/rightmost column of 1px.
  • Bugfix: Fixed a visual inconsistency in General > Advanced menu where the "Keep Corpses" tickbox would not be set based on the loaded setting.
  • Visuals: Fixed bilinear filtered textures having blocky/black edges (notably: gratings, the blaster bolt collision sprites, some semitransparent surfaces)
  • MoTS (beta):
    • Impl: Implemented SITH_MESSAGE_ESCAPED COG message when pressing ESC in a cutscene cog.

From v0.7.11

  • Enhancement: Added experimental noclip cheat.
  • Bugfix: Fix some sectors rendering black/transparent lines along their edges sometimes.
  • Bugfix: Fix saber sometimes being partially extended when unholstering (before extension).
  • MoTS (beta):
    • Bugfix: Fixed blaster cannon drivers slowly drifting upwards.
    • Bugfix: Fixed blaster cannon sounds.

From v0.7.10

  • Hotfix 2: Fix hovering sentry probe's hover sounds
  • Hotfix: Backport COG_VARTYPE_STR fix (sithDSSCog_ProcessSyncCog) from MoTS so that MaxVision(tm) doesn't crash on savefile reload.
  • Enhancement: Increase maximum simultaneous playing sounds from 32 to 256.
  • Bugfix: Fixed a divide-by-zero bug in the AI autoaim on a Normal/Hard difficulty Gran on Level 5 (which has an incorrect AI class that causes it to only fire melee fists when the player is far away) which caused the screen to go black.
  • MoTS (beta):
    • Bugfix: Fixed some MoTS cheat names not being added correctly, by increasing the maximum cheat name amount from 32 to 64.
    • Bugfix: Fixed AI not firing as aggressively as they should be (this also fixes the Interrogation Droids).
    • Bugfix: Fixed the Blaster Cannon being able to scoot around.
    • Bugfix: Fixed some random HUD issue maybe.
    • Bugfix: Fixed the Jail Key not being serialized correctly on Level 8
      • Old saves can be remedied by entering the cheat takemeto 7 to fully reload the level.

⚠️ This release may break multiplayer compatibility; all clients should run v0.7.10 for proper syncing ⚠️
⚠️ This release may require manual action to fix broken savegames (see release notes above) ⚠️

About these builds

Currently, I am only providing 64-bit builds on all platforms to make it easier to find regressions and undefined behavior; 32-bit is supported but not provided. Windows/macOS zips are located in the Assets spoiler at the bottom, and Linux can download via Flathub or compiled manually (See BUILDING.md for instructions). It is recommended to backup any savedata you place significant value on before running.

About Experimental JK MoTS support

  • MoTS can now be completed! But some behavior may be missing. Any bug reports on game behavior (no matter how minor) are extremely appreciated, because it helps me to keep track of what needs to be done. There's a lot, the debug menu is your friend :)
  • MoTS mode can be launched by adding the -motsCompat command line argument and following the install instructions, or by placing openjkdf2-64.exe (and the other required DLLs) in an existing MoTS install folder.

Running

  • Windows: Extract the distribution zip so that openjkdf2-64.exe is in the same directory as JK.EXE, then run openjkdf2-64.exe.
  • MacOS: Copy OpenJKDF2.app into your Applications folder and run it. You may need to right click -> Open to get around Gatekeeper.
  • Linux: Install via Flathub, or compile and copy openjkdf2 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, enter the main menu and select Expansions & Mods, then click Open Resource Folder. A window will open where you can copy your old player folder to. You can also install any mods to mods/ and episodes/.

mods.mp4

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.

  • Windows: Copy the crash log from openjkdf2-64.RPT.
  • MacOS: Cmd+Space, type Console.app and copy the entire crash report from openjkdf2-64. Alternatively, copy the crash log from crash.log
  • Linux: Copy the crash log from crash.log or the console output.

To open the asset directory where the crash log is located, enter the main menu and select Expansions & Mods, then click Open Resource Folder, as shown in the above mp4.

QoL feature notes:

  • Built-in jkgfxmod texture pack support
  • IPv6 Multiplayer support, based on Valve's GameNetworkingSockets
  • SDL2 controller/joystick support, with up to 32 buttons bindable.
  • Emissive Textures, Bloom, 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 from MUSIC/1/Track<1..11>.ogg and MUSIC/2/Track<1..11>.ogg for installs made from original disks. The music looping bug is also fixed.
  • Menus, cutscenes and the game viewport auto-rescale to the window size, with appropriate aspect ratios (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:

  • Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
  • In-game screenshots

↓ Downloads here ↓