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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Fri Feb 02, 2018 12:36 pm
by dmaskell92
I found 2.7 on the homebrew browser


This port is crazy good at this point!

Regarding the Mission Packs, I wanted to inform people just because it took me a while to figure out. I read this entire thread, plus the github and didn't find any information.

Make the Mission pack icons Rinn added on the livearea functional without messing up the original Quake files!
for the sake of people who read, your file structure should look like:
File Structure
Regular Quake files: id1 folder
Dissolution of Eternity: rogue folder
Scourge of Armagon: hipnotic folder

Happy gaming, and you did a awesome job Rinn.

Also is there a way to set FOV to like 50% (right in the middle) by default? If not I can select it manually each time, no biggie.

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Sun Feb 11, 2018 1:36 pm
by ji11x38
Hey guys,

And first of lots of thanks to Rinnegatamante for the hard work!
The port works like a charm and looks - i am an early adaptor who has been checking out every version since the first release - better and better by the day!

Thanks to dmaskell92 i managed to get the Mission packs running without to much of a hustle and am now wondering if there is any list of working mods or recommendations to start of with.

In the last version i tried to get fantasy quake running, resulting in a replacement of all ingame models and the available weapons but without a way to start the actual maps.

Some feedback (i am in particular on quake-life as i am fond of playing half-life on the vita) would be more than appreciated.
If i get enough feedback on working mods (including a description on how you made them work), i would also be willing to create a table of working mods!

Thanks again and keep up the work!



Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Mon Feb 12, 2018 2:32 pm
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.

- 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



- 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
- John Wanot
- Count Duckula
- polytoad
- Edd
- Defkyle
- Davenor
- Samuel Batista
- Jaden Emrich
- Elwood Blues
- Justin
- Santiago Quiroga
- Timo
- Pirloui
- Ramerson Wesley Ara├║jo
- temp_anon
- 2Mourty
- Gelson Silva
- gnmmarechal
- Bryan Hanbury

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Mon Feb 12, 2018 5:21 pm
by sidnemon
Thank you very much for the work and effort. An excellent port.

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Mon Feb 12, 2018 7:01 pm
by gambikules
Now need lights in lua ! :roll:

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Mon Feb 12, 2018 9:12 pm
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?

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Mon Feb 12, 2018 11:39 pm
by nicojarre
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 :))

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Tue Feb 13, 2018 12:22 am
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.

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Tue Feb 13, 2018 12:52 am
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:

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.

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Posted: Tue Feb 13, 2018 6:18 am
by Artem6
Wow, great!!
Thank you friend!!