Releases: shinyquagsire23/OpenJKDF2
v0.2.11 64-bit Debug
What's new?
- Fixed the intro camera in the second fight with Yun.
- Fixed a bug where system languages which use comma decimal separators would crash on startup or fail to load levels.
- Added support for disk-dumped soundtracks. Original disk soundtracks will be loaded from
MUSIC/1/Track<1..11>.ogg
andMUSIC/2/Track<1..11>.ogg
for each disk's soundtrack.- Dumping the soundtrack from disks at install time is planned for a future release of OpenJKDF2, but is not currently implemented.
- Added support for GOG/disk soundtrack interoperation: If a disk-based install's soundtrack files are missing, it will instead attempt to use a GOG track number from
MUSIC/Track<12..32>.ogg
as a fallback. - All platforms now use CMake for building, to allow for building/debugging with Visual Studio and MSVC. Please check BUILDING.md for new building instructions.
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
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:
- 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. - 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
v0.2.10 64-bit Debug
What's new?
- Fixed a physics bug which prevented Barons Hed ledge jump skip from working
- Fixed explosions not splash damaging nearby surfaces on 64-bit builds
- Properly fixed and removed a workaround for a type confusion bug which caused the player to instantly slam sideways and die if they jumped on escalators.
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
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:
- 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
v0.2.9 64-bit Debug
What's new?
- Backface culling is now implemented properly and renders two-sided surfaces correctly.
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: 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
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:
- 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
v0.2.8 64-bit Debug
What's new?
- Removed backface culling due to rendering regressions on some models
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: 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
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:
- 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
v0.2.7 64-bit Debug
What's new?
- Added an automated, one-time installer which is able to install OpenJKDF2 for the current user, if
resource/jk_.cd
is not found.- Filenames for each required asset that needs to be installed are displayed in an error dialog before prompting an install.
- Assets can be installed either from an existing GOG/Steam installation, or via original game CDs.
- Assets are installed to the following locations:
%appdata%/Local/openjkdf2/
on Windows, or~/.local/share/openjkdf2
on macOS and Linux.
- Fatal errors will now check for missing essential assets, and prompt a reinstall if necessary.
- Windows can now load game assets from
%appdata%/Local/openjkdf2/
, if assets are not found in the launching directory. resource/shaders
has been removed from the distribution zips and are now embedded in the game executable. Custom shaders can still be loaded from<install_root>/resource/shaders/
for development/modding purposes, however it is suggested to delete this folder to allow for more streamlined updating.
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: 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
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:
- 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
v0.2.6 64-bit Debug
- Add backface culling so that insides of objects don't render (sometimes was noticeable in tight spaces, where the inside of the player's face would be shown)
- Fix aspect ratio so that boxes are actually square.
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
v0.2.5 64-bit Debug
- Fix stack overflow on Windows_GameErrorMsgbox error printing.
- Fix memleak in jkCog_SetWeaponMesh
- Fix SDL_GetBasePath memleak
- Fix jkCutscene_frameBuf memleak
- Fix jkHudInv_font memleak
- Fix player polyline memleak
- Fix player povModel memleak
- Fix player rd_thing memleak
- Fix possible player sithActor memleak
- Fix fcaseopen memleak
- Fix jk_snwprintf memleak
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
v0.2.4 64-bit Debug
- Mouse cursor is stored and returns to old position when transitioning from menu to gameplay and then back.
- Fix macOS builds relying on several Homebrew dependencies.
- Fix high framerates (>60Hz) on macOS.
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
v0.2.3 64-bit Debug
- 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
v0.2.2 64-bit Debug
- Overlay map is now implemented.
- Due to the HUD size correction, there is a bug where portions of the screen may not render the map, or will render the map at 2x size.
- Fix cooked detonators being stuck unthrown on savefile load.
- Fix cooked detonators not cancelling their throw on weapon switch.
- Fixed a crash when pressing escape or something in the HUD chat/cheats.
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