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v0.8.2 64-bit Debug

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@shinyquagsire23 shinyquagsire23 released this 19 Jan 02:39
· 376 commits to master since this release

↓ Scroll to the bottom for ZIP download links. ↓

What's new?

  • Bugfix: Fixed GOG installs playing incorrect soundtracks on some levels.
  • Bugfix: Improved soft-reset state resetting when switching to MoTS/expansions.
  • Bugfix: Fixed noclip causing performance issues sometimes.
  • MoTS (beta):
    • None for this release.

From v0.8.1

  • Bugfix: Fix MoTS mode only looping back to DF2 resources on JK.EXE replacement installs (current working directory).
    • In this configuration, MoTS will load and install to LocalData, same as launching openjkdf2-64.exe standalone.
    • If you wish to specify the location of your MoTS install, set the OPENJKMOTS_ROOT environment variable. DF2 can be specified with OPENJKDF2_ROOT.
  • Bugfix: Fix Open Resource Folder on macOS.
  • Enhancement: Total-conversion style mods can be placed in their own folders inside expansions/ and loaded from Expansions & Mods, as if the folder was passed via -path.
  • Enhancement: The end credits tracks are now based on the disk number the level is specified to be from. The main menu will simulate having Disk 1 inserted.
  • MoTS (beta):
    • Bugfix: Fixed MoTS attempting to load soundtracks using (incorrect) Disk 1/2 music track offsets. MoTS soundtracks are 1:1 with the original track numbers.
    • Bugfix: Fixed MoTS credits tracks.
    • Bugfix: Fixed a crash with some forcefields.
    • Impl: Implemented a change in sithThing_SetNewModel. May fix an unreported savegame bug.

From v0.8.0

  • Bugfix: Fix soundtrack audio on final level for disk/Steam installations.
  • Bugfix: Possibly fix looping issues on disk/Steam installations?
  • Enhancement: Added the OpenJKDF2 version and commit hash in the main menu and Expansions & Mods.
  • Bugfix/Enhancement: Increased COG node stackdepth to meet (more than) MoTS requirements.
  • Enhancement: MoTS can now be started and installed from the Expansions & Mods menu by double-clicking the entry.
    • This feature is currently considered beta and may (or may not) have unexpected issues not seen with a cold -motsCompat launch.
    • Mod folders will be added in a later release.
  • MoTS (beta):
    • Enhancement: DF2 can now be started and installed from the Expansions & Mods menu by double-clicking the entry.
      • This feature is currently considered beta and may (or may not) have unexpected issues not seen with a cold launch.
      • Mod folders will be added in a later release.
MoTS_DF2_Switcher.mp4

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.
  • MoTS mode can also be launched from the Expansions & Mods menu by double-clicking on the menu list entry.

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 ↓