v0.9.2 64-bit Debug
Pre-release↓ Scroll to the bottom for ZIP download links. ↓
Sorry for the long delay (wow, I guess it was almost exactly a year). Got busy w/ work and then got laid off, then got a new job, super hectic lol. Please let me know if the builds aren't working, build dependencies can be a challenge sometimes.
What's new?
- Bugfix: Fixed multiplayer map loading
- MoTS (beta):
- Bugfix: Fixed rancor collision boxes (Implemented SITH_COLLIDE_TREE)
- Developers/Experimental:
- I fixed CMake building again, yay
From v0.9.1
- Hotfix: Fixed missing
libssp-0.dll
in win64 zip. - Bugfix: Fixed explosion colors
- Bugfix: Fixed a bug in
sithCogFunctionSurface_GetSurfaceAdjoin
- Bugfix: Fixed implicit function decl bug in
sithCogFunctionAI_AISetMoveSpeed
- QoL: Mouse look defaults to non-inverted now when making new profiles.
- Improvement: Improved emissive textures for jkgfxmod overrides when bloom is disabled.
- Bugfix: Fixed crashes when parameter is not passed to
activate
,jump
(dev console),hyper
(JKDF2) andquickzap
(MoTS) commands. - Bugfix: Fixed alignment differences not persisting when loading from a savefile or via debug menu (ie, Jan appears in Boc fight, incorrect cutscenes, etc)
- MoTS (beta):
- Bugfix: fix
sithDSSThing_SendSyncThing
MP item respawn
- Bugfix: fix
- Developers/Experimental:
- Lots of CMake/multi-platform cleanup and improvements
- Attempted a port to the DSi (barely works, probably not viable but a good proof-of-concept)
- Android port has audio now
From v0.9.0
- Everything: The build system has been overhauled to reduce external dependencies and maintain the same library versions across all platforms (special thanks to @JakeSmarter for doing a LOT of the legwork on this).
- For Windows users, the following files are no longer used and may now be deleted:
glew32.dll
,libogg-0.dll
,libopus-0.dll
,libopusfile-0.dll
,libprotobuf.dll
. - I did my best to test these changes, but it's possible some bugs emerged as a result. Testing/bug reports are greatly appreciated!
- For Windows users, the following files are no longer used and may now be deleted:
- Windows:
openjkdf2-64.exe
is now compiled with-O2
optimization instead of debug optimization.- This should hopefully improve strange performance scaling issues with SSAA.
- Windows/Development: MSVC/Visual Studio support is greatly improved, and GameNetworkingSockets is now fully supported.
- Bugfix: HiDPI/screen scaling should no longer results in blurry/downscaled rendering on Windows.
- Bugfix: Fixed a potential crash in
sithAIAwareness_sub_4F2C30
- Bugfix: Fixed undefined behavior in Valve GNS bindings which prohibited others from joining games on newer macOS compiles.
- MoTS (beta):
- None for this release
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 placingopenjkdf2-64.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 runopenjkdf2-64.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 fromopenjkdf2-64
. Alternatively, copy the crash log fromcrash.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 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, 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