Installing, playing the game, cutscenes when windowed, 3d acceleration.
What does not
Cutscenes when fullscreen, menus when fullscreen are hard to use. Multiplayer, Wine does not have a full directplay implementation.
What was not tested
Multiplayer works with dplay dlls from dx5. menus work with -windowgui option
|Operating system||Test date||Wine version||Installs?||Runs?||Used|
|Show||Ubuntu 21.04 "Hirsute" (+ variants like Kubuntu)||Jan 08 2022||7.0-rc5||Yes||Yes||Yes||Gold||JeffZ|
|Show||Ubuntu 20.04 "Focal" (+ variants like Kubuntu)||Jan 14 2021||6.0-rc6||Yes||Yes||Yes||Gold||JeffZ|
|Show||macOS 10.13 "High Sierra"||Jul 27 2018||3.13||Yes||Yes||Yes||Gold||JeffZ|
|Show||Mac OS X 10.11 "El Capitan"||Dec 23 2016||2.0-rc2||N/A||Yes||Silver||JeffZ|
|Show||Ubuntu 16.04 "Xenial" amd64 (+ variants like Kubuntu)||Jul 20 2016||1.9.14||N/A||Yes||Gold||JeffZ|
On recent version of wine (0.9.56+) you may experience crashes. To work around this, start the main application like this:
cd /home/jeffz/.wine/drive_c/Program\ Files/LucasArts/Jedi\ Knight\ Demo/
wine jkdemo.exe -windowgui
To stop regressions in this game, a few test cases need to be written 1. reproduce the ddraw codepath used in the cutscenes at the beginning of the game 2. reproduce the ddraw codepath used for the menu system where blitting is done to update parts of the screen, they are redrawn incorrectly, so a test comparing the expected colour value against the updated value is needed 3. probably the hardest, would be a testcase that uses the same 3d acceleration as enabled by the configuration options