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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Mon Mar 20, 2017 5:15 pm
by reprep
thanks i will try campaign.

for opengl like wrapper does SDL count?

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Mon Mar 20, 2017 8:07 pm
by Rinnegatamante
reprep wrote:thanks i will try campaign.

for opengl like wrapper does SDL count?
Nope, current SDL port doesn't have support for SDL_OPENGL mode.

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Fri Jun 23, 2017 9:16 pm
by Rameron
Hello!

Asked for help: when I'm launching game, it closed and after this in Quake folder appearing file "log.txt" with line "ux0:/data/Quake/id1/pak0.pak is not packfile". These files (pak0.pak and pak1.pak) I got from Quake 1 game folder.

Thanks for help.

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Sat Jun 24, 2017 2:28 pm
by Rinnegatamante
Rameron wrote:Hello!

Asked for help: when I'm launching game, it closed and after this in Quake folder appearing file "log.txt" with line "ux0:/data/Quake/id1/pak0.pak is not packfile". These files (pak0.pak and pak1.pak) I got from Quake 1 game folder.

Thanks for help.
Your pak files seems to be corrupted.

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Tue Jun 27, 2017 6:05 am
by Rameron
It was just pak files from russian version of game. The game work good on PC, but PSV don't want to accept these. But original pak files from original english game is working. Mystic.

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Fri Jul 14, 2017 4:01 am
by Deathscreton
So I've been peering into the source for vitaQuake as I want to look at maybe moving NZP (Nazi Zombies Portable) to this version. The dual analogs would do wonders.

Do you think this would be a possibility based on the differences of the PSP Quake and Vita Quake? I'd be willing to learn the internals if there was a possibility (I know the capabilities are there, but what would the difficulty look like? Would I be wasting my time?).

What IDE are you using, what compiler? FrikQCC?

I know mods are supported, would I be better off porting what I want in mod format instead of rewriting the demo for NZP?

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Sat Jul 15, 2017 12:52 pm
by Rinnegatamante
Deathscreton wrote:So I've been peering into the source for vitaQuake as I want to look at maybe moving NZP (Nazi Zombies Portable) to this version. The dual analogs would do wonders.

Do you think this would be a possibility based on the differences of the PSP Quake and Vita Quake? I'd be willing to learn the internals if there was a possibility (I know the capabilities are there, but what would the difficulty look like? Would I be wasting my time?).

What IDE are you using, what compiler? FrikQCC?

I know mods are supported, would I be better off porting what I want in mod format instead of rewriting the demo for NZP?
So:
- PSPQuake uses hw rendering with sceGu, vitaQuake uses sw rendering with vita2d for hw acceleration.
- NZP uses a modified version of Quake Engine, this will imply the fact that several drawing functions won't exist in sw rendering and you'll have to manually rewrite them in order to work with vitaQuake source.
- I don't use any IDE, they're too slow for me. I'm fine with Notepad++. As for compiler you don't have so much choices, you can use arm-vita-eabi-gcc / g++ only.
- NZP is not a mod, so no, you can't port it as a mod. NZP is a total conversion that introduces new stuffs in the main source of the engine. (Think at it as HexenII, the concept is the same).

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Sat Jul 15, 2017 1:24 pm
by MuskratDesman
But what about Qurtal (Portal on the Quake engine that came out on the PSP)?
Link to the page on moddb http://www.moddb.com/games/quartal

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Mon Jul 17, 2017 3:19 pm
by Deathscreton
Rinnegatamante wrote:
Deathscreton wrote:So I've been peering into the source for vitaQuake as I want to look at maybe moving NZP (Nazi Zombies Portable) to this version. The dual analogs would do wonders.

Do you think this would be a possibility based on the differences of the PSP Quake and Vita Quake? I'd be willing to learn the internals if there was a possibility (I know the capabilities are there, but what would the difficulty look like? Would I be wasting my time?).

What IDE are you using, what compiler? FrikQCC?

I know mods are supported, would I be better off porting what I want in mod format instead of rewriting the demo for NZP?
So:
- PSPQuake uses hw rendering with sceGu, vitaQuake uses sw rendering with vita2d for hw acceleration.
- NZP uses a modified version of Quake Engine, this will imply the fact that several drawing functions won't exist in sw rendering and you'll have to manually rewrite them in order to work with vitaQuake source.
- I don't use any IDE, they're too slow for me. I'm fine with Notepad++. As for compiler you don't have so much choices, you can use arm-vita-eabi-gcc / g++ only.
- NZP is not a mod, so no, you can't port it as a mod. NZP is a total conversion that introduces new stuffs in the main source of the engine. (Think at it as HexenII, the concept is the same).
I see. I won't let this deter me, but maybe I'll look at something that isn't as... Complicated. I'm not as smart as you guys are, takes me a lot longer to pick up on this. Lol. Thanks for answering Rin.

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Mon Jul 17, 2017 4:59 pm
by Rinnegatamante
MuskratDesman wrote:But what about Qurtal (Portal on the Quake engine that came out on the PSP)?
Link to the page on moddb http://www.moddb.com/games/quartal
Don't even know what this is but according to the desc, it uses Kurok engine that is a strongly modified version of Quake engine with a lot of new stuffs. (Tbh, that mod looks terrible btw, it would be a lot better to port Aperture Science from smealum to PSVITA at this point, it would probably be simpler and with a lot better results: https://www.youtube.com/watch?v=60_YR-zEEWc