github shinyquagsire23/OpenJKDF2 v0.6.9
v0.6.9 64-bit Debug

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

What's new?

  • Hotfix: macOS was compiled with ASAN on
  • Hotfix: Remove debug spam
  • Bugfix: Fixed a bug where pressing ESC during a cutscene menu cutscene would attempt to open the escape menu and crash.
  • Bugfix: Fixed misc nullptr deref crashes found while porting MoTS changes.
  • Enhancement: Monitors ultrawider than 21:9 will now have cutscenes constrained to the center 16:9 area, instead of cropping the video.
  • Co-op (experimental):
    • Objectives are now shown in co-op mode.
    • Puppet syncing has been improved slightly.
    • Enemies no longer drop items twice.
    • Objective clears should now be synced to everyone.
  • MoTS (experimental): Initial support for loading the Mysteries of the Sith expansion has been added.
    • The game 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. :)
    • OpenJKDF2 can be launched in MoTS mode by adding the -motsCompat command line argument. This will move asset searching to openjkmots instead of openjkdf2 and unlock all additional COG verbs and other changes. The debug menu is your friend.
    • Added support for loading RGBW lighting and thing archlighting.
    • Added support for ~most MoTS COG verbs.
    • Added support for E-11 scope zoom (including manual mode).
    • Added support for security camera overlays (TODO: I haven't actually checked this, but it reused the E-11 code).
    • Added support for homing rail gun missiles.
    • Added support for installing MoTS from GOG/disk.
    • Force Powers menu renders correctly (level progression is not implemented yet).

About these builds

Currently, I am only providing 64-bit builds for Windows and MacOS to find regressions and undefined behavior; Linux can download via Flathub or compile manually (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, 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, copy your old player folder to:

  • Windows: %APPDATA%\Local\openjkdf2\
  • macOS: ~/.local/share/openjkdf2/ ($XDG_DATA_HOME/openjkdf2)
  • Linux: ~/.local/share/openjkdf2/ ($XDG_DATA_HOME/openjkdf2)
  • Linux Flatpaks: ~/.var/app/org.openjkdf2.OpenJKDF2/data/openjkdf2

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 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.

Crash logs will be located in directory assets are located:

  • Windows: %APPDATA%\Local\openjkdf2\
  • macOS: ~/.local/share/openjkdf2/ ($XDG_DATA_HOME/openjkdf2)
  • Linux: ~/.local/share/openjkdf2/ ($XDG_DATA_HOME/openjkdf2)
  • Linux Flatpaks: ~/.var/app/org.openjkdf2.OpenJKDF2/data/openjkdf2

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

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