Installing, playing the game, cutscenes, 3d acceleration.
What does not
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 GeForce 8800GTS 190.18, I get up to 120fps at 1280x1024, 80fps at 1400x1050 and 45fps at 1680x1050, with 3d acceleration selected.
|Operating system||Test date||Wine version||Installs?||Runs?||Used|
|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|
|Show||Ubuntu 15.10 "Wily" amd64 (+ variants like Kubuntu)||Feb 19 2016||1.9.3||N/A||Yes||Silver||JeffZ|
|Show||Mac OS X 10.9 "Mavericks"||Dec 07 2015||1.8-rc3||N/A||Yes||Silver||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