Skip to content

Releases: shinyquagsire23/OpenJKDF2

v0.6.2 64-bit Debug

08 Sep 04:01
Compare
Choose a tag to compare
v0.6.2 64-bit Debug Pre-release
Pre-release

What's new?

  • Bugfix: Fixed crash on Fuel Station Launch for macOS
  • Enhancement/Bugfix: Fixed slope physics being framerate-dependent.

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

To transfer saves, copy your old player folder to %appdata%/Local/openjkdf2/ on Windows, or ~/.local/share/openjkdf2/ on macOS/Linux following installation.

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:

  • 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:

  • Joystick menu in Setup > Controls (input bindings are still loaded and written to config, though)
  • Load Configuration and Save Configuration in Setup > Controls > Options
  • Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
  • In-game screenshots

v0.6.1 64-bit Debug

07 Sep 03:49
Compare
Choose a tag to compare
v0.6.1 64-bit Debug Pre-release
Pre-release

What's new?

  • Bugfix: Fixed gamepad button 9 not showing bindings
  • Bugfix: Map overlay is now rendered to its own buffer and no longer interferes with HUD scaling.
  • Enhancement: Joystick inspector now shows 6 buttons at a time instead of 3.
  • Enhancement: Analog axes now have binary input buttons (2 per axis)
  • The last fullscreen/HiDPI state will now be stored to the registry and applied at startup, in addition to the per-player setting.

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

To transfer saves, copy your old player folder to %appdata%/Local/openjkdf2/ on Windows, or ~/.local/share/openjkdf2/ on macOS/Linux following installation.

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:

  • 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:

  • Joystick menu in Setup > Controls (input bindings are still loaded and written to config, though)
  • Load Configuration and Save Configuration in Setup > Controls > Options
  • Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
  • In-game screenshots

v0.6.0 64-bit Debug

06 Sep 05:19
Compare
Choose a tag to compare
v0.6.0 64-bit Debug Pre-release
Pre-release

What's new?

  • Bugfix: Force-enabled some mouse bindings which may have been inaccessible before.
  • Improvement: Cutscenes will now render to the edge of the display, instead of having double-letterboxing on non-4:3 displays.
  • Impl: Cutscene menu is now accessible.
  • Impl: Controls save/load menu is now accessible.
  • Impl: Joystick menu is now accessible.
  • Impl: Added support for SDL2 joysticks. Up to 2 can be connected.
  • Impl: Increased the maximum amount of joystick buttons from 8 to 32.
  • Impl: Added scroll axis ("Z") and button 5 to mouse.

From v0.5.7/v0.5.8

  • Bugfix: Fix DNS resolution in the multiplayer address box.
  • Bugfix: Tickrates lower than 100ms and higher than 300ms are now allowed for real this time.
  • Bugfix: -dedicatedServer can now view the player list and send chats.
  • Enhancement: Health/Ammo HUD no longer renders for non-headless dedicated servers.
  • Enhancement: Non-headless dedicated servers can now warp the camera using 0-9 keys, follow players by pressing the jump bind, and rotate/expand the camera using the arrow keys.
  • Enhancement: Tickrates under 100ms will now use a player physics tickrate of 150Hz, instead of 50Hz.

⚠️ This release breaks multiplayer compatibility; all clients will need to run v0.5.7/v0.5.8 for proper syncing ⚠️

From v0.5.6

  • Extended settings are stored separately to Players/<player>/openjkdf2.json instead of Players/<player>/<player>.plr.
  • Linux/macOS/Win64 now store registry settings to registry.json.
  • Tickrates lower than 100ms and higher than 300ms are now allowed.
  • Added -dedicatedServer and -headless cmdline arguments to allow for dedicated server hosting.
    • Server settings are loaded from registry.json. The easiest way to configure it is to start hosting through the game GUI, quit, and then start the dedicated server with the saved settings. registry.json can be copied between machines.
    • With -headless enabled, a debug console will be available to kick/kill/list players.
    • Without -headless, the dedicated server will have some visibility on the game, but will just be stuck in one place. (TODO: fly cam)
    • -headless currently still requires SDL2, but doesn't have any rendering overhead.

Screen Shot 2022-09-02 at 9 50 13 PM

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

To transfer saves, copy your old player folder to %appdata%/Local/openjkdf2/ on Windows, or ~/.local/share/openjkdf2/ on macOS/Linux following installation.

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:

  • 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:

  • Joystick menu in Setup > Controls (input bindings are still loaded and written to config, though)
  • Load Configuration and Save Configuration in Setup > Controls > Options
  • Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
  • In-game screenshots

v0.5.9 64-bit Debug

04 Sep 05:09
Compare
Choose a tag to compare
v0.5.9 64-bit Debug Pre-release
Pre-release

What's new?

  • Bugfix: Fix DLL load error on startup for certain Windows 7 systems which are missing security updates.
    • You may need to delete dbgcore.dll and dbghelp.dll if they are present. For other older systems, you may also need to delete exchndl.dll.
    • Deleting exchndl.dll is not recommended because I will not be able to provide support for crashes without OpenJKDF2.RPT, which exchndl.dll provides.

From v0.5.7/v0.5.8

  • Bugfix: Fix DNS resolution in the multiplayer address box.
  • Bugfix: Tickrates lower than 100ms and higher than 300ms are now allowed for real this time.
  • Bugfix: -dedicatedServer can now view the player list and send chats.
  • Enhancement: Health/Ammo HUD no longer renders for non-headless dedicated servers.
  • Enhancement: Non-headless dedicated servers can now warp the camera using 0-9 keys, follow players by pressing the jump bind, and rotate/expand the camera using the arrow keys.
  • Enhancement: Tickrates under 100ms will now use a player physics tickrate of 150Hz, instead of 50Hz.

⚠️ This release breaks multiplayer compatibility; all clients will need to run v0.5.7/v0.5.8 for proper syncing ⚠️

From v0.5.6

  • Extended settings are stored separately to Players/<player>/openjkdf2.json instead of Players/<player>/<player>.plr.
  • Linux/macOS/Win64 now store registry settings to registry.json.
  • Tickrates lower than 100ms and higher than 300ms are now allowed.
  • Added -dedicatedServer and -headless cmdline arguments to allow for dedicated server hosting.
    • Server settings are loaded from registry.json. The easiest way to configure it is to start hosting through the game GUI, quit, and then start the dedicated server with the saved settings. registry.json can be copied between machines.
    • With -headless enabled, a debug console will be available to kick/kill/list players.
    • Without -headless, the dedicated server will have some visibility on the game, but will just be stuck in one place. (TODO: fly cam)
    • -headless currently still requires SDL2, but doesn't have any rendering overhead.

Screen Shot 2022-09-02 at 9 50 13 PM

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

To transfer saves, copy your old player folder to %appdata%/Local/openjkdf2/ on Windows, or ~/.local/share/openjkdf2/ on macOS/Linux following installation.

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:

  • Built-in jkgfxmod texture pack support
  • IPv6 Multiplayer support, based on Valve's GameNetworkingSockets
  • Emissive textures and bloom rendering pipeline.
  • 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 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 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:

  • Joystick menu in Setup > Controls (input bindings are still loaded and written to config, though)
  • Load Configuration and Save Configuration in Setup > Controls > Options
  • Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
  • In-game screenshots

v0.5.8 64-bit Debug

03 Sep 21:26
Compare
Choose a tag to compare
v0.5.8 64-bit Debug Pre-release
Pre-release

What's new?

  • Bugfix: Fix DNS resolution in the multiplayer address box.

From v0.5.7

  • Bugfix: Tickrates lower than 100ms and higher than 300ms are now allowed for real this time.
  • Bugfix: -dedicatedServer can now view the player list and send chats.
  • Enhancement: Health/Ammo HUD no longer renders for non-headless dedicated servers.
  • Enhancement: Non-headless dedicated servers can now warp the camera using 0-9 keys, follow players by pressing the jump bind, and rotate/expand the camera using the arrow keys.
  • Enhancement: Tickrates under 100ms will now use a player physics tickrate of 150Hz, instead of 50Hz.

⚠️ This release breaks multiplayer compatibility; all clients will need to run v0.5.7/v0.5.8 for proper syncing ⚠️

From v0.5.6

  • Extended settings are stored separately to Players/<player>/openjkdf2.json instead of Players/<player>/<player>.plr.
  • Linux/macOS/Win64 now store registry settings to registry.json.
  • Tickrates lower than 100ms and higher than 300ms are now allowed.
  • Added -dedicatedServer and -headless cmdline arguments to allow for dedicated server hosting.
    • Server settings are loaded from registry.json. The easiest way to configure it is to start hosting through the game GUI, quit, and then start the dedicated server with the saved settings. registry.json can be copied between machines.
    • With -headless enabled, a debug console will be available to kick/kill/list players.
    • Without -headless, the dedicated server will have some visibility on the game, but will just be stuck in one place. (TODO: fly cam)
    • -headless currently still requires SDL2, but doesn't have any rendering overhead.

Screen Shot 2022-09-02 at 9 50 13 PM

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

To transfer saves, copy your old player folder to %appdata%/Local/openjkdf2/ on Windows, or ~/.local/share/openjkdf2/ on macOS/Linux following installation.

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:

  • Built-in jkgfxmod texture pack support
  • IPv6 Multiplayer support, based on Valve's GameNetworkingSockets
  • Emissive textures and bloom rendering pipeline.
  • 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 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 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:

  • Joystick menu in Setup > Controls (input bindings are still loaded and written to config, though)
  • Load Configuration and Save Configuration in Setup > Controls > Options
  • Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
  • In-game screenshots

v0.5.7 64-bit Debug

03 Sep 20:54
Compare
Choose a tag to compare
v0.5.7 64-bit Debug Pre-release
Pre-release

What's new?

  • Bugfix: Tickrates lower than 100ms and higher than 300ms are now allowed for real this time.
  • Bugfix: -dedicatedServer can now view the player list and send chats.
  • Enhancement: Health/Ammo HUD no longer renders for non-headless dedicated servers.
  • Enhancement: Non-headless dedicated servers can now warp the camera using 0-9 keys, follow players by pressing the jump bind, and rotate/expand the camera using the arrow keys.
  • Enhancement: Tickrates under 100ms will now use a player physics tickrate of 150Hz, instead of 50Hz.

⚠️ This release breaks multiplayer compatibility; all clients will need to run v0.5.7 for proper syncing ⚠️

From v0.5.6

  • Extended settings are stored separately to Players/<player>/openjkdf2.json instead of Players/<player>/<player>.plr.
  • Linux/macOS/Win64 now store registry settings to registry.json.
  • Tickrates lower than 100ms and higher than 300ms are now allowed.
  • Added -dedicatedServer and -headless cmdline arguments to allow for dedicated server hosting.
    • Server settings are loaded from registry.json. The easiest way to configure it is to start hosting through the game GUI, quit, and then start the dedicated server with the saved settings. registry.json can be copied between machines.
    • With -headless enabled, a debug console will be available to kick/kill/list players.
    • Without -headless, the dedicated server will have some visibility on the game, but will just be stuck in one place. (TODO: fly cam)
    • -headless currently still requires SDL2, but doesn't have any rendering overhead.

Screen Shot 2022-09-02 at 9 50 13 PM

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

To transfer saves, copy your old player folder to %appdata%/Local/openjkdf2/ on Windows, or ~/.local/share/openjkdf2/ on macOS/Linux following installation.

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:

  • Built-in jkgfxmod texture pack support
  • IPv6 Multiplayer support, based on Valve's GameNetworkingSockets
  • Emissive textures and bloom rendering pipeline.
  • 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 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 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:

  • Joystick menu in Setup > Controls (input bindings are still loaded and written to config, though)
  • Load Configuration and Save Configuration in Setup > Controls > Options
  • Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
  • In-game screenshots

v0.5.6 64-bit Debug

03 Sep 05:14
Compare
Choose a tag to compare
v0.5.6 64-bit Debug Pre-release
Pre-release

What's new?

  • Bugfix: Fix multiplayer passwords and password textbox alignment.
  • Bugfix: Dedicated server host no longer appears in jkGuiMultiTally.
  • Store extended settings to Players/<player>/openjkdf2.json instead of Players/<player>/<player>.plr.
  • Linux/macOS/Win64 now store registry settings to registry.json.
  • The maximum number of players for dedicated servers is now fixed to not include the server host (ie, a maximum players of 2 will allow 2 extra players to connect).
  • Tickrates lower than 100ms and higher than 300ms are now allowed.
  • Dedicated server toggle is now stored to registry.json.
  • Added -dedicatedServer and -headless cmdline arguments to allow for dedicated server hosting.
    • Server settings are loaded from registry.json. The easiest way to configure it is to start hosting through the game GUI, quit, and then start the dedicated server with the saved settings. registry.json can be copied between machines.
    • With -headless enabled, a debug console will be available to kick/kill/list players.
    • Without -headless, the dedicated server will have some visibility on the game, but will just be stuck in one place. (TODO: fly cam)
    • -headless currently still requires SDL2, but doesn't have any rendering overhead.

Screen Shot 2022-09-02 at 9 50 13 PM

/!\ This release probably breaks multiplayer compatibility; all clients will need to run v0.5.6 for proper syncing /!\

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

To transfer saves, copy your old player folder to %appdata%/Local/openjkdf2/ on Windows, or ~/.local/share/openjkdf2/ on macOS/Linux following installation.

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:

  • Built-in jkgfxmod texture pack support
  • IPv6 Multiplayer support, based on Valve's GameNetworkingSockets
  • Emissive textures and bloom rendering pipeline.
  • 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 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 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:

  • Joystick menu in Setup > Controls (input bindings are still loaded and written to config, though)
  • Load Configuration and Save Configuration in Setup > Controls > Options
  • Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
  • In-game screenshots

v0.5.5 64-bit Debug

02 Sep 08:10
Compare
Choose a tag to compare
v0.5.5 64-bit Debug Pre-release
Pre-release

What's new?

  • Bugfix: Fix a bug where switching away from the saber while its blade extends will cause the blade to instant-extend on subsequent switches to the saber.
  • Bugfix: Fix saber blade polyline rendering so that the base circle is behind the blade.
  • Bugfix: Pressing Return after typing in a chat message or cheat will no longer trigger inventory items.
  • Bugfix: Fixed server/info messages printing incorrectly for clients
  • Bugfix: Fixed server map rotation reporting old maps to clients
  • Added support for hosting a dedicated server in Advanced options. The server will be able to observe and route packets in this mode without participating as a player.
    • Headless/console only support is planned, but not currently implemented.
  • Characters now render fully in the MP character builder.
  • Experimental/Mods: All actors can use JKFLAG_DUALSABERS flag, instead of just bosses.

/!\ This release probably breaks multiplayer compatibility; all clients will need to run v0.5.5 for proper syncing /!\

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

To transfer saves, copy your old player folder to %appdata%/Local/openjkdf2/ on Windows, or ~/.local/share/openjkdf2/ on macOS/Linux following installation.

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:

  • Built-in jkgfxmod texture pack support
  • IPv6 Multiplayer support, based on Valve's GameNetworkingSockets
  • Emissive textures and bloom rendering pipeline.
  • 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 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 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:

  • Joystick menu in Setup > Controls (input bindings are still loaded and written to config, though)
  • Load Configuration and Save Configuration in Setup > Controls > Options
  • Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
  • In-game screenshots

v0.5.4 64-bit Debug

01 Sep 04:56
Compare
Choose a tag to compare
v0.5.4 64-bit Debug Pre-release
Pre-release

What's new?

  • Bugfix: Fixed blaster bolt surface ricochets. Bugged behavior was an improper reflection angle and the bolt slowing dramatically.
  • Bugfix: Fixed noticeable stuttering (24-100ms) on chained explosions, caused by alBufferData getting called twice.

/!\ This bugfix breaks multiplayer compatibility due to the blaster bolt fix; all clients will need to run v0.5.4 for proper syncing /!\

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

To transfer saves, copy your old player folder to %appdata%/Local/openjkdf2/ on Windows, or ~/.local/share/openjkdf2/ on macOS/Linux following installation.

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:

  • Built-in jkgfxmod texture pack support
  • IPv6 Multiplayer support, based on Valve's GameNetworkingSockets
  • Emissive textures and bloom rendering pipeline.
  • 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 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 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:

  • Joystick menu in Setup > Controls (input bindings are still loaded and written to config, though)
  • Load Configuration and Save Configuration in Setup > Controls > Options
  • Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
  • In-game screenshots

v0.5.3 64-bit Debug

30 Aug 04:07
Compare
Choose a tag to compare
v0.5.3 64-bit Debug Pre-release
Pre-release

What's new?

  • Bugfix: Fixed crash on Win64 when typing in the address box.
  • Bugfix: Fixed mouse/keyboard input getting passed to game while in the multiplayer ESC menu.
  • Bugfix: Updated to SDL 2.24.0, SDL2_mixer 2.6.2. This fixes a bug in HiDPI mode where the mouse would run off the right side of the window instead of being captured.
  • Bugfix: Clients now see server disconnects and exit accordingly.
  • Improvement: Framelimit menus to 60FPS to save power.
  • Improvement: Server enumeration is now done in a separate thread, so the UI will no longer hang randomly.

From 0.5.2

  • Added support for changing the MP server port; Ports can be changed and then appended to the end of the hostname textbox like so:

Screen Shot 2022-08-28 at 9 27 29 PM

Screen Shot 2022-08-28 at 9 30 11 PM

Also note that the textbox supports DNS resolution, so yourcoolservername.biz:12345 will also work.

  • Bugfix: Fix IP/hostname textbox to accept more than 16 chars.

From 0.5.0/0.5.1

  • Bugfix: Fixed a longstanding type confusion bug with Player/Actor things. Saves made before this point may exhibit some buggy behavior when loaded.
  • Bugfix: Fixed a crash on exiting multiplayer, caused by a type confusion between sithSoundClass and sithPlayingSound.
  • Bugfix: Fixed chat messages not working in multiplayer.
  • An initial Multiplayer implementation is now working on macOS/Win64/Linux
    • Things are 100% expected to be a bit buggy, but for the most part it's functional.
    • Based on Valve's GameNetworkingSockets, so IPv6 is supported and all messages are encrypted.
    • LAN discovery is currently unsupported, however an IP address textbox is now present in the Join Game menu.
    • Currently all communication happens on port 27020, and servers broadcast to all IPv4/IPV6 interfaces.
    • Any and all protocol compatibility is subject to change between versions, for now. I'm still working out a lot of the details. Make sure all users are using the same OpenJKDF2 version tag and you won't have any issues.

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

To transfer saves, copy your old player folder to %appdata%/Local/openjkdf2/ on Windows, or ~/.local/share/openjkdf2/ on macOS/Linux following installation.

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:

  • Built-in jkgfxmod texture pack support
  • IPv6 Multiplayer support, based on Valve's GameNetworkingSockets
  • Emissive textures and bloom rendering pipeline.
  • 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 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 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:

  • Joystick menu in Setup > Controls (input bindings are still loaded and written to config, though)
  • Load Configuration and Save Configuration in Setup > Controls > Options
  • Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
  • In-game screenshots