Hacking [RELEASE] vitaQuake - Quake porting for PSVITA

jastolze

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@Rinnegatamante - I forgot to mention that the guy who ported quake 3 to psp released the source code. I know it's not the 3ds version but I think it would be less difficult to port than the windows version. If you're interested, the port was very good I reached about 45 fps and usually a steady 38 fps on very small maps, (after changing a whole bunch of settings) and that was on the psp. Imagine how it would run on the Vita. Here's the link to the source if you're interested: bladebattles.com/Quake3PSP/
 

Rinnegatamante

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vitaQuake updated to version 1.4!

Download link can be found here: http://rinnegatamante.it

Changelog:
Code:
- Removed black screen on startup for 5 seconds.
- Improved a bit framerate.
- Added a rescaler in Options menu to change renderer resolution for fps enthusiasts.
- Improved audio quality. Now audio shouldn't crackle anymore.
- Fix for Always Run options and Run button (LTRIGGER). Now they both work as intended.
- Increased analogs deadzone.
- Changed default camera sensibility. Now should be less reactive and more usable.
- Fixxed renderer aspect ratio. Before game was using a wrong aspect ratio (4:3 instead of 30:17).
- Fixxed renderer. Now glitchy brown rects shouldn't appear anymore on screen randomly.
- Fixxed touchscreen and retrotouch. Now they're both usable for camera movement like in v.1.2.
 
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sj33

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Good job with the renderer resolution setting. Simply dropping it down a little to 720x408 makes a world of difference to the framerate while still being quite high.
 

jastolze

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Wow an update! Do you think the next version will include hardware rendering? Have you tested mods lately? I can make a compatibility list of mods if you want. :D

Edit: For the PSP, there was a cmdline file where you could change the game to a mod, does vita quake support that? How should I start a mod?
 
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Rinnegatamante

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Wow an update! Do you think the next version will include hardware rendering? Have you tested mods lately? I can make a compatibility list of mods if you want. :D

Edit: For the PSP, there was a cmdline file where you could change the game to a mod, does vita quake support that? How should I start a mod?

I can't say about hardware rendering but i can say for sure next release will have cdaudio support since i've finished to add it right now and works like a charm :P
About mods, quake console is usable (pressing select will show Danzeff keyboard to insert commands).
 

jastolze

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I can't say about hardware rendering but i can say for sure next release will have cdaudio support since i've finished to add it right now and works like a charm :P
About mods, quake console is usable (pressing select will show Danzeff keyboard to insert commands).

I didn't know you could change the game command in console though. Oh and is MP broken? Because that's why I use mods.
 

jastolze

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Last edited by jastolze,

jastolze

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Also, game command doesn't work in console. You'll need a cmdline file or something to launch on start otherwise quake 1 vita has no mod support.
 

Rinnegatamante

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Here we are, the wait is finished, vitaQuake v.2.0 is now available for download!

vitaQuake v.2.0 has a lot of new cool features:

  • Multiplayer support: Enjoy the competitive gameplay of Quake with other players. vitaQuake now supports both locale and online multiplayer and we have also started an official online server with 16 slots. vitaQuake supports both native Quake and ProQuake servers. If you want to join the multiplayer community, take a look here: https://rinnegatamante.it/board/forumdisplay.php?fid=29
  • Mods support: Now vitaQuake supports mods. Enjoy mods for Quake and easily change the current in use mod with the comfortable Mod Selector included in the download package.
  • Soundtrack support: Tired of no music in background? Now vitaQuake supports also CDAudio tracks! More info on how to use official Quake soundtrack can be found in first post.
  • Several improvements and minor additions: A lot of bugfixs, minor features and improvements had been made. I suggest you to take a look at the complete changelog to figure out all the new changes!

Complete changelog:
Code:
- Added "Show Framerate" in Options that will toggle an fps counter on screen.
- Fixxed demos playback rotation. Now demos are correctly played in sequence.
- Added "Rumble Effect" in Options that enable dualshock rumbling when you get hit (PSTV only).
- Implemented MultiPlayer Locale / Online with support to native Quake and ProQuake servers.
- Added an official server in "Join Game" window running under ProQuake and using only shareware maps.
- Added support for mods and added a Mods Selector app to fast change in use mod directly from PSVITA.
- Improved framerate with the usage of some compiler optimizations.
- Code and menus cleanup.
- Fixxed settings saving / loading. Now they are correctly saved and re-loaded at vitaQuake startup.
- Added CDAudio (Soundtrack) support in both MP3 and OGG formats.
- Re-added "BGM Volume" in Options to change volume of CDAudio track.
- Now touchscreen is bind by default to "+showscores", will show Secrets/Monsters stats on singleplayer and players ranking on multiplayer.
- Now hostname and playername are set by default to in use PSN account nickname.

Download: http://rinnegatamante.it
 

Dark Ronin

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Here we are, the wait is finished, vitaQuake v.2.0 is now available for download!

vitaQuake v.2.0 has a lot of new cool features:

  • Multiplayer support: Enjoy the competitive gameplay of Quake with other players. vitaQuake now supports both locale and online multiplayer and we have also started an official online server with 16 slots. vitaQuake supports both native Quake and ProQuake servers. If you want to join the multiplayer community, take a look here: https://rinnegatamante.it/board/forumdisplay.php?fid=29
  • Mods support: Now vitaQuake supports mods. Enjoy mods for Quake and easily change the current in use mod with the comfortable Mod Selector included in the download package.
  • Soundtrack support: Tired of no music in background? Now vitaQuake supports also CDAudio tracks! More info on how to use official Quake soundtrack can be found in first post.
  • Several improvements and minor additions: A lot of bugfixs, minor features and improvements had been made. I suggest you to take a look at the complete changelog to figure out all the new changes!

Complete changelog:
Code:
- Added "Show Framerate" in Options that will toggle an fps counter on screen.
- Fixxed demos playback rotation. Now demos are correctly played in sequence.
- Added "Rumble Effect" in Options that enable dualshock rumbling when you get hit (PSTV only).
- Implemented MultiPlayer Locale / Online with support to native Quake and ProQuake servers.
- Added an official server in "Join Game" window running under ProQuake and using only shareware maps.
- Added support for mods and added a Mods Selector app to fast change in use mod directly from PSVITA.
- Improved framerate with the usage of some compiler optimizations.
- Code and menus cleanup.
- Fixxed settings saving / loading. Now they are correctly saved and re-loaded at vitaQuake startup.
- Added CDAudio (Soundtrack) support in both MP3 and OGG formats.
- Re-added "BGM Volume" in Options to change volume of CDAudio track.
- Now touchscreen is bind by default to "+showscores", will show Secrets/Monsters stats on singleplayer and players ranking on multiplayer.
- Now hostname and playername are set by default to in use PSN account nickname.

Download: http://rinnegatamante.it

It's just... You made my day! I've been dreaming of MP support.
 

jastolze

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I tried placing a mod in ux0:/data/Quake/ and it didn't show up in the mod selector. Do I need to have them in Pak format or something? The progs.dat is where it needs to be so Idk what I'm doing wrong...
 

Rinnegatamante

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I tried placing a mod in ux0:/data/Quake/ and it didn't show up in the mod selector. Do I need to have them in Pak format or something? The progs.dat is where it needs to be so Idk what I'm doing wrong...

Folder must be like ux0:/data/Quake/mod/pak0.pak
 

jastolze

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Folder must be like ux0:/data/Quake/mod/pak0.pak
I'd like to add on this. If, for some reason, you don't have a mod with a pak file (sometimes they don't, mine didn't) you need to use pak explorer to place all files in one. Pak explorer can be found here: http://www.quaketerminus.com/tools.shtml

Just copy the files into the pak file, (including the progs.dat, which is necessary for all mods to function)
 

Zeroba

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Love the MP support, though I noticed certain maps with lava get to an unbearable framerate online even with the resolution set to lowest.
 

jastolze

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@Rinnegatamante How would I go about changing the listen command? It's currently set to 4 players and the mod I have with bots becomes a little boring with only 3 other players. Typing listen in console doesn't do anything really. In Quake for PSP there was a command line where you could change it to whatever. Does that exists on Vita Quake?
 

Rinnegatamante

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@Rinnegatamante How would I go about changing the listen command? It's currently set to 4 players and the mod I have with bots becomes a little boring with only 3 other players. Typing listen in console doesn't do anything really. In Quake for PSP there was a command line where you could change it to whatever. Does that exists on Vita Quake?

Increasing it will make the client lag a lot. Not sure if it's worth the change.
 
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