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[RELEASE] vitaQuake - Quake port for PSVITA

HENkaku is a native Homebrew Enabler for the PS Vita and PS TV. It lets you run homebrews on the PS Vita
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Rinnegatamante
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Posts: 912
Joined: Sat Mar 26, 2011 10:02 am
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Rinnegatamante »

vitaQuake v.2.8 available, now with colored lights support (check first post for a little tutorial on how to get them), fixed renderer, correct dynamic lights and correct underwater lightmaps. Also several bugfixes and minor additions.

Changelog:
- Improved Livearea elements (icon and startup banner), thanks to Ch3lin.
- Improved analogs aim and deadzone (Thanks to rsn8887).
- Centered end level screen score.
- Minor bugfix in "Show Weapon" voice not being properly ordered in Options menu.
- Several bugfixes in the renderer, now everything works as intended.
- Fix for underwater shadows, now they get rendered as expected.
- Added support for colored lights in .lit format.
- Added "Bilinear Filtering" in options menu (Enabled by default).
- Fixed dynamic lights coming from explosions, enemies, etc. Now they get rendered as expected

Download:
http://vitadb.rinnegatamante.it/#/info/10

Credits:

- Ch3lin for some improvements in the Livearea elements.
- 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
- rsn8887
- PSX-Place.com
- John Wanot
- Count Duckula
- polytoad
- Edd
- Defkyle
- Davenor
- Samuel Batista
- Jaden Emrich
- Elwood Blues
- Justin
- Santiago Quiroga
- Timo
- Pirloui
- Ramerson Wesley Araújo
- temp_anon
- 2Mourty
- Gelson Silva
- gnmmarechal
- Bryan Hanbury
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If you want, visit my website: http://rinnegatamante.it :D
sidnemon
Posts: 1
Joined: Mon Feb 12, 2018 5:17 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by sidnemon »

Thank you very much for the work and effort. An excellent port.
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gambikules
Posts: 32
Joined: Sat Aug 06, 2016 4:34 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by gambikules »

Now need lights in lua ! :roll:
Diabolickal
Posts: 1
Joined: Mon Feb 12, 2018 9:08 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Diabolickal »

Whenever i clone the github source and compile, only the lightmaps work(colored works too), theres no textures just white brushes. Am i missing something?
nicojarre
Posts: 7
Joined: Mon Jan 22, 2018 9:15 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by nicojarre »

GREAT!
And colored lighting brings back a lot of the original dark atmosphere. Amazing.

Now only lacks gl_overbright from fitzquake to be the best looking Quake port ever :))
mrdude
Posts: 11
Joined: Thu Feb 01, 2018 6:48 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by mrdude »

Thanks for the update, it's working well with Dopa & Abyss of Pandemonium as well as the other 2 expansion packs. Cheers buddy.

For those that don't know how to load these expansions, go to the main menu and select options/go to console/then press 'select' to bring up the keyboard. Once you have that type 'game dopa' or 'game impel' or whatever else the folder is that you stored your expansion files. Once you start the game the expansion should load. I didn't see that in the readme - so I'm posting that info here.
rsn8887
Posts: 177
Joined: Wed Feb 03, 2016 11:49 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by rsn8887 »

Amazing work, thanks!

I played a bit and noticed this surprisingly "dim" lamp next to the wall in the first level, that I remembered should be bright white.

Then I found this interesting article about differences between Software Quake and various GLQuake versions: https://www.quaddicted.com/engines/software_vs_glquake

In the article the two features listed regarding lighting are:
- overbright: bright lights on wall and floors show up even in bright rooms (lights can go up to 200%).
- fullbright: certain parts of textures appear at the same brightness always, even in the shadow (red arrows, switches etc., texture colors can be set to full bright, so they will never be dim)

I am not sure if Vitaquake supports these advanced features yet, and/or if they can be supported. Note original GLQuake doesn't even support these features.
Artem6
Posts: 6
Joined: Mon Jan 29, 2018 7:24 am

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Artem6 »

Wow, great!!
Thank you friend!!
mrdude
Posts: 11
Joined: Thu Feb 01, 2018 6:48 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by mrdude »

If the text in the menus could be made larger, that would be a bonus, currently I need a magnifying glass to read it as it's that small.
Discopanda
Posts: 1
Joined: Thu Feb 22, 2018 2:57 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Discopanda »

Hello,

I have this mostly working and it brings back fond memories! Couple of issues though I'm hoping to get some help with:

My pak0.pak is in the correct folder and Quake runs fine. But when I add the lights.pak file to the same folder and rename to pak1.pak Quake fails to launch - black screen. Any ideas?

I get a message that I have the shareware version; should it say this?

Multiplayer? The forum link doesn't work - how can I get online with this?

Thanks all
P
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