↓ Scroll to the bottom for ZIP download links. ↓
What's new?
- Bugfix: Fixed Force Powers screen crashing when returning to DF2 from MoTS.
- Bugfix: Fixed idle timer not working.
- Bugfix: Fixed a misc crash when loading untextured models.
- MoTS (beta):
- Bugfix: Fixed door on Level 10 closing during the cutscene.
- Bugfix: Fixed Jedi rank disappearing from top-left corner of character editor after selecting non-Jedi personalities.
- Impl: Multiplayer characters screen now supports 'Personalities'.
- Impl: Fixed backpack drops to be filled with weapons first, then the rest of the items.
From v0.8.7
- Hotfix: Fixed x86_64 Linux flatpaks crashing.
- Bugfix: Fixed some crashes in Quake-style console.
- Bugfix: Misc crash cleanup.
- Enhancement: Added
npc spawn/thing spawn,bindandunbindcommands.- Binds are stored globally for now.
- Autocomplete after
npc spawnwill list all the current level's Thing templates.
- Enhancement: Quake-style console now supports inserting/editing text.
- Enhancement: Quake-style console now sorts autocomplete alphabetically.
- Enhancement: Quake-style console now adds a space after autocompleted commands.
- MoTS (beta):
- None for this release.
From v0.8.6
- Hotfix 3: Fixed MoTS cutscenes cropping off significant portions on resolutions between 16:9 and 21:9.
- Screens with ratios wider than 16:9 on MoTS will see black bars on the left/right sides to make the centered content 16:9.
- Hotfix 2: Fixed chat/info font color on some mods.
- Hotfix 2: Fixed some misc bugs in Quake-style console shade.
- Bugfix: Chat/info text is now wrapped+centered at high HUD scales.
- Bugfix: Fixed some potential crashes in Quake-style console.
- Enhancement: Added a command history to the Quake-style console.
- MoTS (beta):
- Bugfix: Fixed scope zoom persisting between save loads.
- Enhancement: Reduce stutter and desync in MoTS cutscenes.
From v0.8.5
- Hotfix: Fixed a bug where ammo/health/shields would render '1' as '0', and the subtitle font would render '!' as '['.
- Enhancement: Added a Quake-style console when pressing `/~.
- Commands can be TAB'd to autocomplete.
- Console can be scrolled up/down using the scroll wheel.
- Bugfix/Impl: 8bpp UI/HUD elements rendered on the GPU will now use stored palettes if available, and otherwise use the main menu's palette instead of the world palette.
- MoTS (beta):
- None for this release.
jkquake.mp4
From v0.8.4
- Bugfix: Fixed a bug where pausing a cutscene and then skipping it would cause subsequent cutscenes to start paused.
- Enhancement: Overlay map and force targets will no longer clip weird in some parts of the screen.
- Enhancement: Crosshair is now rendered on the GPU.
- Enhancement: Added
crosshairScaleandcrosshairLineWidthoptions in player JSON. - MoTS (beta):
- Bugfix: Fixed crosshair showing in E-11 Scope.
From v0.8.3
- Hotfix: Fixed 8bpp font rendering.
- Hotfix: Fixed HUD textures rendering white and/or buggy.
- Hotfix: Force HUD textures to be unfiltered for now.
- Bugfix: Fixed rendering for transparent surfaces through other transparent surfaces.
- Bugfix/Enhancement: Fix rendering inventory amounts >99, and inventory amounts are now right-aligned on hi-res HUD mods.
- Enhancement: All HUD rendering is now performed on the GPU, with the exception of the overlay map, crosshair and force target circles (TODO, for a later release)
- This should also fix some rough edges with the HUD upscaling and player lists.
- Enhancement/Impl: 16-bit HUDs should now work correctly (most hi-res HUDs, TODOA, etc).
- Enhancement: Added a HUD scale to
Displaysettings. - MoTS (beta):
- Bugfix: Fixed main menu button positions.
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 can now be completed! But some behavior may be missing. Any bug reports on game behavior (no matter how minor) are extremely appreciated, 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
-motsCompatcommand line argument and following the install instructions, or by placingopenjkdf2-64.exe(and the other required DLLs) in an existing MoTS install folder. - MoTS mode can also be launched from the
Expansions & Modsmenu by double-clicking on the menu list entry.
Running
- Windows: Extract the distribution zip so that
openjkdf2-64.exeis in the same directory as JK.EXE, then runopenjkdf2-64.exe. - MacOS: Copy
OpenJKDF2.appinto 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
openjkdf2into 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.appand copy the entire crash report fromopenjkdf2-64. Alternatively, copy the crash log fromcrash.log - Linux: Copy the crash log from
crash.logor 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>.oggin Ogg Vorbis format (same as the GOG/Steam releases), if they are present. Music can also be loaded fromMUSIC/1/Track<1..11>.oggandMUSIC/2/Track<1..11>.oggfor 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