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Search found 910 matches

by Rinnegatamante
Mon Sep 23, 2019 6:36 pm
Forum: HENkaku
Topic: [RELEASE] vitaQuake - Quake port for PSVITA
Replies: 282
Views: 203636

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Thank you very much for the continued improvement of Quake and other games. The issue I'm running into is I keep getting a GPU Driver crash, and also my performance is kind of on the low side, with many dips into the 30s; is it just me? Changing MSAA or SSAA doesn't seem to have any effect. In what...
by Rinnegatamante
Mon Sep 23, 2019 6:35 pm
Forum: HENkaku
Topic: [RELEASE] vitaQuake - Quake port for PSVITA
Replies: 282
Views: 203636

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Quake sometimes gets an error r_drawsprite: no such frame. If there's too much, it crashes the ps vita. That's also probably because i had to mix my pak1 with pak0 in order to make the port recognize my game as full version. It's very annoying when that happens. Downgrading to a lower version until...
by Rinnegatamante
Mon Sep 23, 2019 6:34 pm
Forum: HENkaku
Topic: [RELEASE] vitaQuake - Quake port for PSVITA
Replies: 282
Views: 203636

Re: [RELEASE] vitaQuake - Quake port for PSVITA

After updating to vitaQuake 4.0, the app simply refuses to load id1 (files taken from my GOG copy). When I try to launch it, it instantly closes down and in ux0:data/Quake I get a log.txt that says "W_LoadWadFile: couldn't load gfx.wad" It used to work before I updated to 4.0. https://i.imgur.com/a...
by Rinnegatamante
Sat Sep 21, 2019 10:12 am
Forum: HENkaku
Topic: [RELEASE] vitaQuake - Quake port for PSVITA
Replies: 282
Views: 203636

Re: [RELEASE] vitaQuake - Quake port for PSVITA

A new major release (v.4.0) is available for download! I'm actually working into extending vitaQuake to make it suitable to be adapted to WRATH: Aeon of Ruin once it will release so expect more and more extensions to come to vitaQuake. This release sets up the grounds for advanced mods support with ...
by Rinnegatamante
Thu Sep 05, 2019 4:47 pm
Forum: HENkaku
Topic: [RELEASE] EDuke32 Vita
Replies: 43
Views: 59348

Re: [RELEASE] EDuke32 Vita

v.1.6 released! Changelog: - Added support for internal .mid BGM tracks. No longer required to enable Autoload and supply external tracks for correct BGM playback. - Added support for GRPs in SSI format. - Added support for BAT scripts to fastly launch GRPs with custom arguments. - Improved cache si...
by Rinnegatamante
Tue Aug 13, 2019 4:38 pm
Forum: HENkaku
Topic: [RELEASE] vitaVoyager - Star Trek Voyager: Elite Force Holomatch port for PSVITA
Replies: 11
Views: 25312

Re: [RELEASE] vitaVoyager - Star Trek Voyager: Elite Force Holomatch port for PSVITA

https://unityone.fandom.com/wiki/Star_Trek:_Voyager_-_Elite_Force "Fortunately you can play the multiplayer for free. Either you get it from the UFP, a multigaming clan or The Last Outpost, one of the last Elite Force RPG communities left." https://ufplanets.com/cms.php?27-Star-Trek-Voyager-Elite-F...
by Rinnegatamante
Sun Aug 11, 2019 6:11 pm
Forum: HENkaku
Topic: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port
Replies: 73
Views: 97380

Re: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port

Regarding the crash spot, can you send me a save near it so i can check what causes the crash?
by Rinnegatamante
Sat Aug 10, 2019 2:16 pm
Forum: HENkaku
Topic: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port
Replies: 73
Views: 97380

Re: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port

but the game doesn't make an autosave there, because it doesn't load the next level. at least after all the tries, I don't have one. My last autosave is Boss1, which is the beginning of the boss level. would be cool if someone could provide one, I don't mind importing a save file to test this furth...
by Rinnegatamante
Sat Aug 10, 2019 12:23 pm
Forum: HENkaku
Topic: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port
Replies: 73
Views: 97380

Re: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port

after this 2 movies after this stage game is load on your vita? i have error like this i wrote in post up. as you see is not only problem in my vita. I don’t remember any deadlock. You can progress by loading the autosave related to the cutscene (take the latest one). It should properly make the ga...
by Rinnegatamante
Sat Aug 10, 2019 10:31 am
Forum: HENkaku
Topic: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port
Replies: 73
Views: 97380

Re: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port

IlDucci wrote:
Fri Aug 09, 2019 9:08 pm
Teeny tiny nitpick: Is it possible to enlarge the opening FMV so the proper aspect ratio is followed?
That's how iortcw works, so not possible.

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