Page 1 of 20

[RELEASE] vitaQuake - Quake port for PSVITA

Posted: Sat Jul 30, 2016 7:13 pm
by Rinnegatamante
vitaQuake v.2.8

Image
Introduction:
vitaQuake is a port of Quake for PSVITA. It started as a direct port of winQuake but now it' a lot more advanced than this last.
At the moment vitaQuake has unique features like dualshock rumbling when player get hit, an fps counter and an internal render rescaler. It supports also double analogs for comfortable gameplay, online and locale multiplayer with featured servers, soundtracks support, sounds support and a lot more stuffs

Video footage (referred to an old version v.1.3):
https://www.youtube.com/watch?v=oZZv6_dRjYE

Features:
- Native 960x544 resolution!
- Hardware accelerated renderer
- Sound and Soundtrack support (READ BELOW FOR SOUNDTRACK USAGE)
- Support for shareware and full versions of Quake
- Support for mods
- Native support to both PSVITA analogs
- Unique features like dualshock rumbling, fps counter, ...
- Variable camera sensibility for right analog in option menu
- Touch and retrotouch support
- Danzeff keyboard for Quake console usage
- Different hidden settings unlocked in Options Menu (FOV, Depth of Field, Crosshair...)
- Multiplayer with support for both locale and online games with featured online servers
- Support for native Quake and ProQuake online servers

TODO List:
- Add gyroscope support

Controls:
- Left Analog / Digital Pad = Move player
- Right Analog = Move camera
- O / X = Jump
- R Trigger / Square = Shoot
- Triangle = Change Weapon
- L Trigger = Run
- Touch = Show game status
- Retrotouch = Move camera
- Select = Enable Danzeff Keyboard in Console Menu for commands insertion

Credits:
- MasterFeizz for ctrQuake source which i studied to understand how winQuake works.
- Ch0wW for several improvements and code cleanup.
- frangarcj, xerpi and Davee for helping during the journey that lead to the creation of vitaGL.
- All my Patreon supporters:
- Arkanite
- Styde Pregny
- Billy McLaughlin II
- XandridFire
- AnOtHeROnE
- PSX-Place.com
- John Wanot
- Count Duckula
- polytoad
- Edd
- Defkyle
- Davenor
- Samuel Batista
- Jaden Emrich
- Elwood Blues
- Justin
- Santiago Quiroga
- Timo
- Pirloui
- Setiyagung
- Ramerson Wesley Ara├║jo
- temp_anon
- 2Mourty
- Gelson Silva
- gnmmarechal
- Bryan Hanbury

Installation:
- Place the data folder in ux0:/

About Multiplayer:
Currently there is only one official vitaQuake server that uses only shareware maps and is a simple deatmatch with 16 slots. If you want to start a new server, please contact me.
If you want to join the multiplayer community, take a look here: https://rinnegatamante.it/board/forumdisplay.php?fid=29

How to use soundtrack:
- Create a folder in ux0:/data/Quake/id1 and call it cdtracks
- Place the audio tracks renamed as track001, track0002, ... in ogg or mp3 format in this folder.

You can find complete soundtrack in ogg format here: https://www.quaddicted.com/files/music/quake_music.zip

How to have colored lights:
As of v.2.8, colored lights are available thanks to .lit lights support from DarkPlaces client by LordHavoc.
The simplest way to get colored lights in Quake is to download this package: http://www.moddb.com/games/quake/addons ... -lightmaps
Grab LIGHTS.PAK file and place it in your vitaQuake installation (where pak0.pak is) and rename LIGHTS.PAK as if it's a normal pak (so if you have pak0 and pak1, rename it pak2.pak).
That package has colored lights support for the two official mission packs too.

Links:
Download: http://rinnegatamante.it
GitHub Repository: https://github.com/Rinnegatamante/vitaQuake

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Posted: Sat Jul 30, 2016 7:21 pm
by maxld
Working great, thanks!

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Posted: Sat Jul 30, 2016 7:27 pm
by Yoyogames28
How does the framerate fare for it right now?

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Posted: Sat Jul 30, 2016 7:30 pm
by maxld
Yoyogames28 wrote:How does the framerate fare for it right now?
I would say that it stays at 20fps+ but it is only a guess. It is definetly playable.

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Posted: Sat Jul 30, 2016 7:33 pm
by haxxey
I'm hosting this on VPK Mirror, if you don't mind. EDIT: Never mind, you have a data folder and I've no clue how to handle that on my site yet, I'll figure it out tomorrow (unless you manage to pack the data folder into the vpk?)

Nice work!

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Posted: Sat Jul 30, 2016 7:40 pm
by Rinnegatamante
Wolfmade wrote:I'm hosting this on VPK Mirror, if you don't mind. EDIT: Never mind, you have a data folder and I've no clue how to handle that on my site yet, I'll figure it out tomorrow (unless you manage to pack the data folder into the vpk?)

Nice work!
Impossible to pack the folder in the vpk since it can be subject to edits (for example for mods or for full quake version utilization).
Yoyogames28 wrote:How does the framerate fare for it right now?
In some scenes you'll have some framedrops but it stays on an average of 23-24 fps.
In the future i'll switch to hardware GPU rendering making it fullspeed for sure.

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Posted: Sat Jul 30, 2016 8:04 pm
by xFx
Thanks, plays and controls with both sticks really good! (Never had a chance to beat 1st quake :D )

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Posted: Sat Jul 30, 2016 8:11 pm
by kimomaka
Thank you for this release !

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Posted: Sat Jul 30, 2016 8:33 pm
by gnmmarechal
Awesome! I can confirm it works fine as well.

Re: [RELEASE] vitaQuake - Quake porting for PSVITA

Posted: Sat Jul 30, 2016 8:42 pm
by humbertosnk
O heck YESSS :--DDDDDDDDDDDDDDDDD