Normal single player, saving and loading, menus, configuration, etc. Played through until the end of the single level.
What does not
Multiplayer. It pops up a screen with an empty selection of "network providers". Trying more than one 16bpp mode fails. It then tries to switch back to the previous mode. If this is also a 16bpp mode (i.e. there wasn't an intervening 8bpp mode), it fails, and may return to the menu, or may crash.
What was not tested
The -windowgui option that appears necessary for the full version is not required for the demo.
|Operating system||Test date||Wine version||Installs?||Runs?||Used|
|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|
|Show||Ubuntu 15.10 "Wily" amd64 (+ variants like Kubuntu)||Feb 19 2016||1.9.3||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