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Releases: shinyquagsire23/OpenJKDF2

v0.1.0 64-bit Debug

17 Nov 02:56
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v0.1.0 64-bit Debug Pre-release
Pre-release

Initial debug release of OpenJKDF2. 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: Place openjkdf2-64.exe in the same directory as JK.EXE and run it.
MacOS: Place OpenJKDF2.app in the same directory as JK.EXE and run in. Game assets can optionally be copied to ~/.local/share/openjkdf2/ to make the appbundle portable.
Linux: Place openjkdf2-64 in the same directory as JK.EXE and run.

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: Crash reporting is currently unimplemented.

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:

  • Input mapping (for blobless/SDL2, input maps are hardcoded)
  • Subtitles and credits
  • HUD/chat text (top-center)
  • Multiplayer menu and all submenus
    • Multiplayer tally screen
    • Multiplayer character builder
  • Sound menu in Options
  • Display menu in Options
  • Input menu in Options
  • Map view in ESC menu
  • Map view with TAB
  • Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)