github shinyquagsire23/OpenJKDF2 v0.1.14
v0.1.14 64-bit Debug

latest releases: v0.9.9, v0.9.8, v0.9.7...
pre-release4 years ago

What's new?

  • Improvements to menuing: Enter, Shift and arrow keys function more as expected now in relevant menus.
  • Saves can now be deleted from the save/load menu.
  • Fixed a bug where thing types were not fully written to save data, causing player things to be
    • This fixes a useful quirk where bouncy thermal detonators can go from passing through the player to colliding with and hitting the player, if the game is saved and then reloaded after a bouncy detonator is spawned.

About these builds

Currently, I am only providing 64-bit builds for Windows and MacOS to find regressions and undefined behavior; Linux users have to compile for now (See BUILDING.md for instructions). It is recommended to backup any savedata you place significant value on before running.

Running

Windows: Copy resource/ and openjkdf2-64.exe into the same directory as JK.EXE and run it.
MacOS: Copy resource/ and OpenJKDF2.app into the same directory as JK.EXE and run it. Game assets can optionally be copied to ~/.local/share/openjkdf2/ to make the appbundle portable.
Linux: Copy resource/ and openjkdf2-64 into the same directory as JK.EXE and run.

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 mtinc2@gmail.com with a crash stacktrace. If it's reproducible, a savefile or instructions to reproduce would also be appreciated.

Linux: Copy the crash log from crash.log or the console output.
MacOS: Cmd+Space, type Console.app and copy the entire crash report from openjkdf2-64. Alternatively, copy the crash log from crash.log
Windows: Copy the crash log from openjkdf2-64.RPT.

QoL feature notes:

  • Music is loaded from audio tracks dumped to MUSIC/TrackN.ogg in ogg vorbis format (same as the GOG release), if they are present.
  • Menus and the game viewport auto-rescale to the window size, with appropriate aspect ratio vertex projection (ultrawide, or at least wide-er monitor support).
  • Game runs at full framerates instead of 30FPS/50FPS in Singleplayer (validated up to 144FPS)
  • Weapon waggle is scaled properly with FPS
  • FOV is adjustable in Settings > General
  • HiDPI is configurable in Settings > General
  • HUD elements are scaled with screen resolution
  • LOD and mipmap distances are scaled with render resolution to ensure textures and models don't degrade noticeably on higher-resolution screens.

What isn't working:

  • Input menu in Options (input bindings are loaded and written to config, though)
  • Multiplayer menu and all submenus
    • Multiplayer tally screen
    • Multiplayer character builder
  • Display 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)
  • Subtitles and credits
  • In-game screenshots

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