Releases: shinyquagsire23/OpenJKDF2
v0.6.2 64-bit Debug
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 fromMUSIC/1/Track<1..11>.ogg
andMUSIC/2/Track<1..11>.ogg
for installs made from original disks. The music looping bug is also fixed. - Menus, cutscenes and the game viewport auto-rescale to the window size, with appropriate aspect ratios (ultrawide, or at least wide-er monitor support).
- Game runs at full framerates by default instead of 30FPS/50FPS in Singleplayer (validated up to 144FPS)
- FPS can be capped to any value in Setup > Display
- VSync can be enabled or disabled in Setup > Display
- Weapon waggle is scaled properly with FPS
- FOV is adjustable in Setup > General
- HiDPI is configurable in Setup > General
- HUD elements are scaled with screen resolution
- LOD and mipmap distances are scaled with render resolution to ensure textures and models don't degrade noticeably on higher-resolution screens.
What isn't working:
- 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
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 fromMUSIC/1/Track<1..11>.ogg
andMUSIC/2/Track<1..11>.ogg
for installs made from original disks. The music looping bug is also fixed. - Menus, cutscenes and the game viewport auto-rescale to the window size, with appropriate aspect ratios (ultrawide, or at least wide-er monitor support).
- Game runs at full framerates by default instead of 30FPS/50FPS in Singleplayer (validated up to 144FPS)
- FPS can be capped to any value in Setup > Display
- VSync can be enabled or disabled in Setup > Display
- Weapon waggle is scaled properly with FPS
- FOV is adjustable in Setup > General
- HiDPI is configurable in Setup > General
- HUD elements are scaled with screen resolution
- LOD and mipmap distances are scaled with render resolution to ensure textures and models don't degrade noticeably on higher-resolution screens.
What isn't working:
- 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
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.
From v0.5.6
- Extended settings are stored separately to
Players/<player>/openjkdf2.json
instead ofPlayers/<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.
- Server settings are loaded from
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 fromMUSIC/1/Track<1..11>.ogg
andMUSIC/2/Track<1..11>.ogg
for installs made from original disks. The music looping bug is also fixed. - Menus, cutscenes and the game viewport auto-rescale to the window size, with appropriate aspect ratios (ultrawide, or at least wide-er monitor support).
- Game runs at full framerates by default instead of 30FPS/50FPS in Singleplayer (validated up to 144FPS)
- FPS can be capped to any value in Setup > Display
- VSync can be enabled or disabled in Setup > Display
- Weapon waggle is scaled properly with FPS
- FOV is adjustable in Setup > General
- HiDPI is configurable in Setup > General
- HUD elements are scaled with screen resolution
- LOD and mipmap distances are scaled with render resolution to ensure textures and models don't degrade noticeably on higher-resolution screens.
What isn't working:
- 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
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
anddbghelp.dll
if they are present. For other older systems, you may also need to deleteexchndl.dll
. - Deleting
exchndl.dll
is not recommended because I will not be able to provide support for crashes withoutOpenJKDF2.RPT
, whichexchndl.dll
provides.
- You may need to delete
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.
From v0.5.6
- Extended settings are stored separately to
Players/<player>/openjkdf2.json
instead ofPlayers/<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.
- Server settings are loaded from
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 fromMUSIC/1/Track<1..11>.ogg
andMUSIC/2/Track<1..11>.ogg
for installs made from original disks. The music looping bug is also fixed. - Menus 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
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.
From v0.5.6
- Extended settings are stored separately to
Players/<player>/openjkdf2.json
instead ofPlayers/<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.
- Server settings are loaded from
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 fromMUSIC/1/Track<1..11>.ogg
andMUSIC/2/Track<1..11>.ogg
for installs made from original disks. The music looping bug is also fixed. - Menus 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
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.
From v0.5.6
- Extended settings are stored separately to
Players/<player>/openjkdf2.json
instead ofPlayers/<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.
- Server settings are loaded from
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 fromMUSIC/1/Track<1..11>.ogg
andMUSIC/2/Track<1..11>.ogg
for installs made from original disks. The music looping bug is also fixed. - Menus 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
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 ofPlayers/<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.
- Server settings are loaded from
/!\ 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 fromMUSIC/1/Track<1..11>.ogg
andMUSIC/2/Track<1..11>.ogg
for installs made from original disks. The music looping bug is also fixed. - Menus 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
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 fromMUSIC/1/Track<1..11>.ogg
andMUSIC/2/Track<1..11>.ogg
for installs made from original disks. The music looping bug is also fixed. - Menus 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
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 fromMUSIC/1/Track<1..11>.ogg
andMUSIC/2/Track<1..11>.ogg
for installs made from original disks. The music looping bug is also fixed. - Menus 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
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:
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 fromMUSIC/1/Track<1..11>.ogg
andMUSIC/2/Track<1..11>.ogg
for installs made from original disks. The music looping bug is also fixed. - Menus 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