github shinyquagsire23/OpenJKDF2 v0.6.13
v0.6.13 64-bit Debug

latest releases: v0.9.9, v0.9.8, v0.9.7...
pre-release3 years ago

↓ Scroll to the bottom for ZIP download links. ↓

What's new?

  • Bugfix: Fixed saber sometimes not being extended on post-kill save reload.
  • Bugfix: Don't spam splash sounds if an object is rapidly moved between sectors by a COG, but the object has no velocity.
  • Bugfix: Misc rdPuppet ASAN OOB fixes.
  • Enhancement: Improved jkgfxmod texture caching performance. Texture data is not unloaded when pressing ESC.
  • Enhancement: Added the option to cache all textures at startup (default: enabled).
    • This can be disabled in Setup > Display > Advanced

From v0.6.12

  • Bugfix: Fixed Z-near clipping on PoV models (especially noticeable at high FOVs)
  • Bugfix: Fixed animations resetting on savegame load (and possibly some co-op animation sync issues)
  • Bugfix: Fixed some animations lingering on savegame load
  • Bugfix: Fixed the weapon holster animation not playing (and possible other animations?)
  • Bugfix: Fixed some OOB access/memory corruption bugs in sithAIClass and rdPuppet
  • Bugfix: Fixed SSAO rendering over saber blade
  • Bugfix: Fixed saber blade rendering behind PoV model
  • Bugfix: Fixed saber PoV animations not showing several other animations
  • MoTS (experimental):
    • Fixed FOV not applying correctly
    • Fixed some animations not loading
  • Enhancement/Bugfix: Added support for jkgfxmod albedo_factor; emissive_map no longer requires emissive_factor.
  • Enhancement: Improved the bloom implementation to not be as blown out:

Old Bloom:
old
New Bloom:
new_bloom

About these builds

Currently, I am only providing 64-bit builds on all platforms to make it easier to find regressions and undefined behavior; 32-bit is supported but not provided. Windows/macOS zips are located in the Assets spoiler at the bottom, and Linux can download via Flathub or compiled manually (See BUILDING.md for instructions). It is recommended to backup any savedata you place significant value on before running.

About Experimental JK MoTS support

  • MoTS cannot be completed yet! However, I will gratefully accept any bug reports on game behavior, because it helps me to keep track of what needs to be done. There's a lot, the debug menu is your friend :)
  • MoTS mode can be launched by adding the -motsCompat command line argument, or by placing openjkdf2-64.exe in an existing MoTS install folder.

Running

  • Windows: Extract the distribution zip so that openjkdf2-64.exe is in the same directory as JK.EXE, then run openjkdf2-64.exe.
  • MacOS: Copy OpenJKDF2.app into your Applications folder and run it. You may need to right click -> Open to get around Gatekeeper.
  • Linux: Install via Flathub, or compile and copy openjkdf2 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, enter the main menu and select Expansions & Mods, then click Open Resource Folder. A window will open where you can copy your old player folder to. You can also install any mods to mods/ and episodes/.

mods.mp4

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.

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

To open the asset directory where the crash log is located, enter the main menu and select Expansions & Mods, then click Open Resource Folder, as shown in the above mp4.

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:

  • Using plus or minus to resize the screen (with SDL2, resolution auto-resizes to window size)
  • In-game screenshots

↓ Downloads here ↓

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