github spacefarergames/AloneInTheDarkReHaunted 2.3.0.0705

pre-release7 hours ago

This pre-release now adds JACK IN THE DARK promo game that is bundled with the GOG / Steam releases of the AITD Trilogy.
It is fully HD and all features are implemented.

To install, see readme. Simply copy the whole archive contents into the same folder as your AITD1 copy, run TATOU.exe and you are good to go! The game can also install automatically into your Steam / GOG copy if (Steamless = false) is in config.

On Linux, simply run launch_tatou.sh SH script from a terminal (it launches the Tatou ELF binary from working directory), and away you go. Supports Vulkan / OpenGL on Linux with X /Wayland support using SDL. Supports the entire working set that the Windows version does, but uses either Vulkan / OpenGL depending on installed graphics driver for OS.

On macOS (11.3 or above required, uses Metal), simply run the Tatou.app bundle. The bundle isnt signed or notarized, so it is down to the user to allow it to run through macOS security settings. Supports all feature sets that Windows and Linux builds do.

Due to new compression applied to the HDA archives, releases are now optimized enough to be hosted on GitHub. To download the latest release, see Assets!

Install it the same way that you do AITD1. If you want it to auto-install, set Steamless = false in the Remaster cfg and it will install over JACK's folder in Steam / GOG. Keep these releases in seperate folders. AITD1 / JACK can conflict.

Known Issues
Unless in 'non holding mode' or 'drum mode' Grace's HD atlas replacements currently don't load. This is currently an engine restriction that we are working around.
Music currently does not play.

This release will also update AITD1 Rehaunted's code with some extra enhacements made for JACK and AITD2 which is currently being worked on. We have also updated the HD backgrounds throughout AITD1 so they are more faithful to the originals and thier lighting. To get around having to make hundreds of HD mask replacements, we've closely matched the original dimensions of the backgrounds so doors not sitting in frames etc properly aren't so much of an issue anymore.

See attached releases here.

Jack in The Dark - Drumroll Please!
image

image Alone In The Dark 1 - Fixed doorways and improved HD Backgrounds

This release also dramatically improves performance as we've made key optimizations while we've been performing work on Alone In The Dark 2, which has many more bodies and graphical effects on screen at one time.

Overview

Version 2.3.0.0705 focuses on Jack in the Dark (JACK) mode, resolving a series of issues that prevented JACK from rendering, sounding, and exiting correctly. Player character textures, held-item textures, book backgrounds, music, and the quit flow have all been brought in line with the rest of the remaster, and a single canonical model-atlas implementation now backs all games.


Bug Fixes

Rendering (JACK mode)

  • Grace (body 11) now renders with her atlas texture — Three hardcoded LAMP_BODY_NUM = 11 exceptions in the renderer were AITD1-specific (for the lantern body) but were also firing in JACK mode, where body 11 is the player character. The HD floating-poly culling pass was being skipped entirely for body 11, which silently dropped the atlas overlay path and left Grace rendering in flat base colors. The exceptions are now gated on g_gameId != JACK.
  • Held items now render textured in JACKdumpFlatPolyAtlas() previously required at least one textured primitive to dump a flat atlas. JACK bodies (held items, Grace, NPCs) often have only flat/ramp polys, so no flat atlas was ever produced and held items rendered untextured. The early-out is now relaxed for JACK so flat/ramp-only bodies still get a flat atlas.
  • JACK ramp polys routed through the textured atlas path — In JACK mode, ramp-shaded polygons (material 3–6) now sample the flat / main textured atlas instead of the ramp atlas, matching JACK's intended flat-textured look.
  • Per-game atlas namespacing — Atlases for JACK and AITD1 (which both use LISTBODY as the HQR name) are now namespaced on disk and in cache as JACK_LISTBODY_* so they no longer collide.

Audio (JACK mode)

  • JACK now plays MIDI music from LISTMUS.PAKplayMusic() always tried osystem_playTrack() first, which streams MP3/CD audio. With AITD1's 01.mp317.mp3 (or audio.hda) present in the working directory, JACK was inadvertently playing AITD1 audio. The MP3/CD branch is now skipped for g_gameId == JACK, falling through to the existing AdLib/MIDI path that loads from LISTMUS.PAK via HQR_Get + loadMusic + osystem_playAdlib.

UI / Flow (JACK mode)

  • Book backgrounds use the HD JACKBOOK artJACK_ReadBook() now loads JACKBOOK_000.png as the HD background before Lire(), matching AITD1's HD book-page treatment.
  • QUIT exits to desktop instead of hanging — In JACK mode, the system menu's QUIT branch now calls freeAll(); exit(0); directly instead of bouncing through the AITD1 game-over / menu transitions, which had no valid target in JACK and left the game frozen.

Improvements

Code Health

  • Unified model-atlas implementation — The duplicate "fixed" atlas implementation was merged into FitdLib/modelAtlas.cpp and the duplicate file was removed from the build. All games (AITD1, AITD2, JACK, Tatou) now share one canonical atlas dump/load/cache path.

Content Packaging

  • Repacked backgrounds_hd.hda2 — Regenerated the HD backgrounds archive (v2 format, per-entry zlib): 2700 entries (2566 compressed, 134 stored raw), ~305 MB, output to D:\FITD\build\vs2026-new\Fitd\Release\backgrounds_hd.hda2.

Technical Details

Modified Files

File Change
FitdLib/renderer.cpp Three LAMP_BODY_NUM = 11 exceptions (depth-cull for lines/polys, HD floating-poly clip skip) now require g_gameId != JACK; JACK ramp polys (material 3–6) routed through flat/main textured atlas; setCurrentBodyNum() prefixes JACK HQR names with JACK_
FitdLib/modelAtlas.cpp Canonical atlas implementation (merged duplicate); dumpFlatPolyAtlas() no longer requires textured prims when g_gameId == JACK
FitdLib/music.cpp playMusic() skips osystem_playTrack() MP3/CD path for JACK so MIDI from LISTMUS.PAK plays via the AdLib driver
FitdLib/JACK.cpp JACK_ReadBook() loads JACKBOOK HD background before Lire()
FitdLib/systemMenu.cpp QUIT in JACK mode now exits directly to desktop (freeAll(); exit(0);)

Affected Asset Layout

  • JACK atlases on disk: JackMode/atlases/body_JACK_LISTBODY_*.png, flat_JACK_LISTBODY_*.png, ramp_JACK_LISTBODY_*.png, other_JACK_LISTBODY_*.png, spheres_JACK_LISTBODY_*.png
  • JACK HD book pages: backgrounds_hd/JACKBOOK_000.png
  • JACK music: LISTMUS.PAK (existing JACK shipping content)

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