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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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dmaskell92
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by dmaskell92 » Fri Feb 02, 2018 12:36 pm

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.
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ji11x38
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by ji11x38 » Sun Feb 11, 2018 1:36 pm

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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Rinnegatamante
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Rinnegatamante » Mon Feb 12, 2018 2:32 pm

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
If you want, visit my website: http://rinnegatamante.it :D

sidnemon
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by sidnemon » Mon Feb 12, 2018 5:21 pm

Thank you very much for the work and effort. An excellent port.

gambikules
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by gambikules » Mon Feb 12, 2018 7:01 pm

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 » Mon Feb 12, 2018 9:12 pm

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
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Joined: Mon Jan 22, 2018 9:15 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by nicojarre » Mon Feb 12, 2018 11:39 pm

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
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by mrdude » Tue Feb 13, 2018 12:22 am

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
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by rsn8887 » Tue Feb 13, 2018 12:52 am

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
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Joined: Mon Jan 29, 2018 7:24 am

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Artem6 » Tue Feb 13, 2018 6:18 am

Wow, great!!
Thank you friend!!

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