Installation, menus, starting and playing a game. Went through first level.
What does not
Graphics are a bit glitchy.
What was not tested
As installed, extreme graphical glitches make it nearly unplayable. Surfaces are not drawn, or are sometimes drawn in front of surfaces that are further away. Altering the settings in the menus does not help. However, editting the color depth settings in GameData/demo/jk2config.cfg to "seta r_depthbits 32" and "seta r_colorbits 32" reduce the glitches enough so the game is playable.
|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