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[RELEASE] vitaRTCW - Return to Castle Wolfenstein port

HENkaku is a native Homebrew Enabler for the PS Vita and PS TV. It lets you run homebrews on the PS Vita
kingcrimson1920
Posts: 47
Joined: Thu Jan 11, 2018 6:07 pm

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

Post by kingcrimson1920 »

SO what can i do? I restarted game and vita many times and still can’t load next level.
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Rinnegatamante
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Re: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port

Post by Rinnegatamante »

kingcrimson1920 wrote: Wed May 15, 2019 3:51 pm SO what can i do? I restarted game and vita many times and still can’t load next level.
Wait for a new release.
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kingcrimson1920
Posts: 47
Joined: Thu Jan 11, 2018 6:07 pm

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

Post by kingcrimson1920 »

ok So we will wait for new version.

I have one question.
I know that Clive barkers undying is not possible to make port.
What About Call of Cthulhu - dark corners of earth. ?? Another fantastic old game.

Both are ported to ma os
aymeric000
Posts: 97
Joined: Sat Jun 28, 2014 7:53 am

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

Post by aymeric000 »

@Rinnegatamante : Just a post to thanks for all the work you've done on the PSvita, this is a great port again and i can't wait to see more of it :D
PS Vita 1001 - 3.60 HENkaku Ensō - 64gb Memory card
PSP 1004 - 6.60 PRO-B10 CFW - 8gb Memory card
Kuro9712
Posts: 7
Joined: Thu Apr 02, 2015 4:43 pm

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

Post by Kuro9712 »

ahem, guys, you ever thought that the game is simply missing files, as you only copied TWO of about 10 or 15 files that are in the game's "main" folder?
Prolly not, so I'll tell you - IT IS MISSING FILES, so it simply cannot load the second stage.

I just tested it, and it loads the second stage once you copy them.
Kuro9712
Posts: 7
Joined: Thu Apr 02, 2015 4:43 pm

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

Post by Kuro9712 »

But it won't load the 3rd stage, as it will crash fully(12828-1), which seems to be caused by the imperfection of the code interpreter.
Now that calls for a newer version
Rinnegatamante
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Re: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port

Post by Rinnegatamante »

vitaRTCW v.0.2 available! I've updated first topic with multiplayer setup info and updated Notes paragraph

Changelog:
- Fixed cinematics rendering, now they are shown correctly.
- Updated to latest vitaGL commit.
- Increased available memory for the renderer.
- Reduced memory requirements for both renderer and sound manager.
- Enabled mipmaps usage.
- Implemented fog code.
- Implemented portals code.
- Ported multiplayer executable. (experimental)
- Now clicking on Multiplayer when in Single Player mode will launch multiplayer build instead of crashing.
- Fixed several renderer bugs related to depth issues (eg: Tram Ride skybox not being rendered, main character not being rendered in main menu, ecc...)
- Fixed a bug in skybox renderer that made it not properly render the skybox texture in certain circumstances.

Credits:
Ch3lin for the awesome livearea assets
iortcw developers (especially MAN-AT-ARMS) for the awesome work done and the help given during QVMs implementation
All my Patreon supporters:
  • Tain Sueiras
  • The Vita3K project
  • RaveHeart
  • Mored1984
  • Dieter B
  • ArkaniteOnVita
  • Count Duckula
  • rsn8887
  • T33Hud
  • Andyways
  • Daniel Krusenbaum
  • DiDoSvK
  • Elwood Blues
  • Thomas Würgler
  • GregoryRasputin
  • Demodex
  • styroteqe
  • Eduardo Minguez
  • Artūrs Lubāns
  • Samuel Batista
  • suLac4ever
  • BOBdotEXE
  • Troy Murray
  • Jared Breland
  • Daniel
  • Lars Zondervan
  • gnmmarechal
  • Yakara
  • Pirloui
  • PSX-Place.com
  • 2Mourty
  • Gelson Silva


Links:

- More info + Download: http://vitadb.rinnegatamante.it/#/info/459
- Sourcecode: https://github.com/Rinnegatamante/vitaRTCW/
If you want, visit my website: http://rinnegatamante.it :D
kingcrimson1920
Posts: 47
Joined: Thu Jan 11, 2018 6:07 pm

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

Post by kingcrimson1920 »

hmm i changed on new version.. save works.. but still i have crash when it loads second level... (i have save at the end on level one) i must play once again and make new save.

there is still no "crouch" in button and one question - what about sniper gun and shooting with zoom? we're talking about this.
Rinnegatamante
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Re: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port

Post by Rinnegatamante »

Second level works correctly here, upload your save file so i can check.
As for shooting with zoom, more than binding zoom to a control (which i already did unless rtcw has some different binding which is what i asked months ago and got no answer) i can't do.
Crouch maybe will be set to reartouch pad in an hotfix patch.
If you want, visit my website: http://rinnegatamante.it :D
kingcrimson1920
Posts: 47
Joined: Thu Jan 11, 2018 6:07 pm

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

Post by kingcrimson1920 »

check email. i copy rest files - this mp_.pk3 and still "VM-Create on game failed"
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