Skip to content

Releases: shinyquagsire23/OpenJKDF2

v0.2.11 64-bit Debug

25 Dec 20:24
Compare
Choose a tag to compare
v0.2.11 64-bit Debug Pre-release
Pre-release

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 and MUSIC/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 from MUSIC/1/Track<1..11>.ogg and MUSIC/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

20 Dec 21:53
Compare
Choose a tag to compare
v0.2.10 64-bit Debug Pre-release
Pre-release

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

20 Dec 19:13
Compare
Choose a tag to compare
v0.2.9 64-bit Debug Pre-release
Pre-release

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

19 Dec 22:19
Compare
Choose a tag to compare
v0.2.8 64-bit Debug Pre-release
Pre-release

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

19 Dec 01:42
Compare
Choose a tag to compare
v0.2.7 64-bit Debug Pre-release
Pre-release

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

18 Dec 19:56
Compare
Choose a tag to compare
v0.2.6 64-bit Debug Pre-release
Pre-release
  • 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

18 Dec 06:44
Compare
Choose a tag to compare
v0.2.5 64-bit Debug Pre-release
Pre-release
  • 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

18 Dec 04:27
Compare
Choose a tag to compare
v0.2.4 64-bit Debug Pre-release
Pre-release
  • 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

16 Dec 22:35
Compare
Choose a tag to compare
v0.2.3 64-bit Debug Pre-release
Pre-release
  • 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

14 Dec 05:28
Compare
Choose a tag to compare
v0.2.2 64-bit Debug Pre-release
Pre-release
  • 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