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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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01y
Posts: 20
Joined: Sat Aug 11, 2018 6:45 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by 01y »

Rinnegatamante wrote: Sat Sep 01, 2018 4:16 pm As for settings, you have to close the game from main menu options and not by pressing the PS button.
By "quit", I meant selecting "quit" from the menu. Happens then too. Doesn't save the bilinear filtering option at least.
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Spaofun
Posts: 1
Joined: Sun Sep 02, 2018 2:16 am

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Spaofun »

Hi there!

I've just recently purchased a Vita and stumbled across this incredible port of Quake!

I've been messing around in the config file and trying out an autoexec.cfg to try and remove vertical aiming, but I can't seem to get it to disable.

Is there a way to make the right joystick just turn left and right rather than having full freelook enabled?

Thanks in advance!
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Rinnegatamante
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Rinnegatamante »

No, it's not possible to disable freelook for how right analog has been implemented.
If you want, visit my website: http://rinnegatamante.it :D
kingcrimson1920
Posts: 47
Joined: Thu Jan 11, 2018 6:07 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by kingcrimson1920 »

Is possible to play mission packs? In menu start i see two logos of mission packs just like in New Quake 2?
Rinnegatamante
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Rinnegatamante »

Yes, it's possible. vitaQuake supports mods too other than official mission packs
If you want, visit my website: http://rinnegatamante.it :D
Rinnegatamante
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Rinnegatamante »

vitaQuake v.3.1 available for download!

Full changelog:
- Fixed GIT versioning not being displayed.
- Implemented MSAA 2x and MSAA 4x support (Required homebrew reboot for changes to apply).
- Added uma0:/ partition support for Data Files.
- Fixed a bug causing some sliders in Options menu to be incorrectly set at boot.
- Fixed a bug causing graphical glitches if viewsize was < 100.
- Fixed several issues related to some CVAR values.
- Fixed a bug causing fog not being rendered at boot if gl_fog (Fog option) was enabled.

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 patroners for their awesome support:
  • Tain Sueiras
  • nobodywasishere
  • RaveHeart
  • XandridFire
  • Count Duckula
  • rsn8887
  • T33Hud
  • Andyways
  • Elwood Blues
  • Oleg Des
  • CLAUDIO ADRIANO KIEUTEKA
  • Artūrs Lubāns
  • suLac4ever
  • Samuel Batista
  • BOBdotEXE
  • Florian Gaul
  • Troy Murray
  • Jared Breland
  • Daniel
  • Lars Zondervan
  • gnmmarechal
  • Yakara Network
  • Pirloui
  • PSX-Place.com
  • 2Mourty
  • Gelson Silva
Download: http://vitadb.rinnegatamante.it/#/info/10
If you want, visit my website: http://rinnegatamante.it :D
memphis1424
Posts: 2
Joined: Mon Jul 01, 2019 5:13 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by memphis1424 »

Anyone else having issues with Running in this game? I've tried mapping to different buttons and It still doesn't work.
Rinnegatamante
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Rinnegatamante »

A new major update has been released that brings vitaQuake version to v.3.5! Renderer has been greatly optimized and adhoc multiplayer is now available as well as several other new features!

Changelog:
- Added a V-Sync voice in Options menu.
- Made so that changing V-Sync settings won't require an app restart anymore to take effect.
- Added cel shading support for entities (Cel Shading voice in Options menu).
- Added AdHoc multiplayer support (Change Protocol setting in Multiplayer submenus).
- Fixed a bug causing MSAA and Resolution sliders in Options menu to not act as intended when left arrow was pressed.
- Huge renderer optimization in terms of framerate.
- PSVITA settings (language and confirm button) are now applied to on screen keyboard too.
- Increased available memory by 28 MBs.

Thanks to all my Patroners for their awesome support:
- Dieter B
- Tain Sueiras
- RaveHeart
- nobodywasishere
- The Vita3K project
- Count Duckula
- rsn8887
- ArkaniteOnVita
- Igor Kovacs Biscaia
- Mored1984
- T33Hud
- Andyways
- Daniel Krusenbaum
- Elwood Blues
- Samuel Batista
- gnmmarechal
- GregoryRasputin
- Jared Breland
- Lars Zondervan
- Artūrs Lubāns
- Troy Murray
- styroteqe
- Daniel
- BOBdotEXE
- Demodex
- Pirloui
- 2Mourty
- suLac4ever
- Eduardo Minguez
- PSX-Place.com
- Gelson Silva

Download:
http://vitadb.rinnegatamante.it/#/info/10
If you want, visit my website: http://rinnegatamante.it :D
skarmachild
Posts: 2
Joined: Sat Jul 06, 2019 3:17 pm

Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by skarmachild »

Awesome, been waiting for ages to find a way to play local co-op on Quake - tried PSP, PS1, RetroArch, various other things...

One thing, the game only recognises the shareware pak not the full pak. I must be doing something wrong cause I have the full game, I just bunged over pak0 and pak1
Rinnegatamante
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Re: [RELEASE] vitaQuake - Quake port for PSVITA

Post by Rinnegatamante »

Should work fine. Are the pak files inside id1 folder like in the attachment?

I used Steam data files.
Attachments
id1.png
id1.png (9 KiB) Viewed 19842 times
If you want, visit my website: http://rinnegatamante.it :D
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