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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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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Rinnegatamante »

nicojarre wrote: Fri Jan 26, 2018 5:25 pm
Rinnegatamante wrote: Fri Jan 26, 2018 1:31 pm
nicojarre wrote: Thu Jan 25, 2018 4:11 pm

I also needed to delete hipnotic folder that was in my id1! Now it works like a charm. Impressive work!!!
Only improvement left would be the overbright and fullbright and that would make it the most beautiful Quake version ever :D

One bug report and one question :
- When the ps vita running vitaQuake 2.6 goes in sleep mode or if going to Vita menu screen for a second, turning it back on crashes quake with error C2-12828-1.
- Is there a way to change Gamma and Contrast via the console? Command seem to not be recognized...
Gamma is not changeable at all in glQuake. It's a common bug. However you can increase/reduce PSVITA brightness on the game by holding PS button for a while.
I suppose that contrast is also not changeable?
I've managed to bugfix gamma so Brightness setting will come back in next release.
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If you want, visit my website: http://rinnegatamante.it :D
nicojarre
Posts: 7
Joined: Mon Jan 22, 2018 9:15 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by nicojarre »

Rinnegatamante wrote: Sat Jan 27, 2018 11:50 am
nicojarre wrote: Fri Jan 26, 2018 5:25 pm
Rinnegatamante wrote: Fri Jan 26, 2018 1:31 pm

Gamma is not changeable at all in glQuake. It's a common bug. However you can increase/reduce PSVITA brightness on the game by holding PS button for a while.
I suppose that contrast is also not changeable?
I've managed to bugfix gamma so Brightness setting will come back in next release.
That's a great news!! On the way to bring back the old dark Quake atmosphere :)

Dunno if anybody tried, but even under-clocking Ps Vita to lowest settings, VitaQuake 2.6 still runs at >40fps. Amazing.
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Artem6
Posts: 6
Joined: Mon Jan 29, 2018 7:24 am

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Artem6 »

Hello. Excellent work. Big thanks and bow!! But one thing haunts:
- When the ps vita running vitaQuake 2.6 goes in sleep mode or if going to Vita menu screen for a second, turning it back on crashes quake with error C2-12828-1.
I confirm that I have the same problem...
is there a solution?
Thanks!
Rinnegatamante
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Joined: Sat Mar 26, 2011 10:02 am
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Rinnegatamante »

Artem6 wrote: Mon Jan 29, 2018 7:44 am Hello. Excellent work. Big thanks and bow!! But one thing haunts:
- When the ps vita running vitaQuake 2.6 goes in sleep mode or if going to Vita menu screen for a second, turning it back on crashes quake with error C2-12828-1.
I confirm that I have the same problem...
is there a solution?
Thanks!
That's a common bug in henkaku, it's not related to vitaQuake directly.

However vitaQuake v.2.7 released!

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

Changelog:

- Fixed a bug causing homebrew to crash on startup if official missionpacks where shipped in data files.
- Fixed a bug causing mods and missionpacks to use original Quake soundtrack. Now they use their own soundtrack files.
- Added launchers for official missionpacks on vitaQuake Livearea bubble.
- Fixed particles rendering. Now it works as intended.
- Fix for chase camera rendering. Now it draws the player correctly.
- Fix for mirrors rendering. Now they correctly reflect scene.
- Added Quake 3 boobing effect to pickups.
- Fixxed v_gamma command, now it correctly changes game brightness.
- Increased max texture size from 1024x1024 to 4096x4096 (sceGxm hardware limit).
- Added specular mode for Quake veteran challengers (gl_xflip).
- Re-worked Options menu to have all new vitaQuake features.

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 Araújo
- temp_anon
- 2Mourty
- Gelson Silva
- gnmmarechal
- Bryan Hanbury
If you want, visit my website: http://rinnegatamante.it :D
maciak
Posts: 47
Joined: Wed May 25, 2011 11:58 am

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by maciak »

Hi,
Is there any way you could make text in menu larger? It's pretty hard to see it :(
Artem6
Posts: 6
Joined: Mon Jan 29, 2018 7:24 am

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Artem6 »

Rinnegatamante wrote: Tue Jan 30, 2018 4:37 pm
Artem6 wrote: Mon Jan 29, 2018 7:44 am Hello. Excellent work. Big thanks and bow!! But one thing haunts:
- When the ps vita running vitaQuake 2.6 goes in sleep mode or if going to Vita menu screen for a second, turning it back on crashes quake with error C2-12828-1.
I confirm that I have the same problem...
is there a solution?
Thanks!
That's a common bug in henkaku, it's not related to vitaQuake directly.

Thank you, I really hope that in the future it will be better))
And thanks for the new version of the game!!
sorry for my bad English)
futurealbert
Posts: 2
Joined: Wed Jan 31, 2018 2:16 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by futurealbert »

Hi, I really appreciate you making this . Its a great game to have on the vita. Runs great too.

I've been trying to get some mods running with it, namely the half-life conversions. There is two that I know of, and I cant get either to work.

The first is Quakelife https://github.com/autonomous1/quakelife. I import the maps from hl1 from steam. And when I go to launch new game after loading mod it crashes.

The second is the old psp half-life quake conversion. It has sound files and scripts and stuff. So you get the story. But once I load that mod that also crashes when I start new game.

If anyone has had any better luck than this, please let me know. Thanks!
mrdude
Posts: 11
Joined: Thu Feb 01, 2018 6:48 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by mrdude »

Is there a guide from building this from the git.

I keep getting errors when running the makefile. Do you need any specific packages/paths set to build this.

I just built pkgi to make sure my system was building ok and that compiled the vpk & other files with no problems.

EDIT: OK figured it out after realising I needed to build vitaGL then run the "make install" command.
dmaskell92
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Location: New York

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post 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
Imageux0
----Imagedata
--------ImageQuake
------------Imagehipnotic
----------------Imagecdtracks
----------------Imagepak0.pak
----------------Imagepak1.pak
----------------Imagepak2.pak
------------Imageid1
----------------Imagecdtracks
----------------Imagepak0.pak
----------------Imagepak1.pak
------------Imagerogue
----------------Imagecdtracks
----------------Imagepak0.pak
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.
Does it quit? If not, then it's legit... Too legit.

Nvidia Shield Portable 48gb
Dreamcast: SEGA Sports - 80gb IDE HDD
4k PS3 Super Slim OFW 4.82
1k PSP: 6.60 ME-2.3
1K PSVita: Ensō 32GB - 64GB SD2VITA - 128GB PSVSD
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ji11x38
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Joined: Thu Sep 18, 2014 4:47 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post 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!

Regards

JI
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