Hacking [RELEASE] vitaQuakeIII - Quake III: Arena / Quake III: Team Arena port for PSVITA

Rinnegatamante

Well-Known Member
OP
Member
Joined
Nov 24, 2014
Messages
3,162
Trophies
2
Age
29
Location
Bologna
Website
rinnegatamante.it
XP
4,857
Country
Italy
Thank you for this, Rinnegatamante! My collection is complete! Although this is a lot harder than it was on the computer! Do you think you might be able to implement some sort of aim assist, like you did for Quake 1 on PSP?

Quake 1 on PSP was not made by me.
Quake 1 btw has builtin autoaim server side which got removed since Quake 2 due to interest shifting from singleplayer to multiplayer.
 
  • Like
Reactions: MUDD_BR

Emankcin

Active Member
Newcomer
Joined
Mar 20, 2018
Messages
29
Trophies
0
Age
45
XP
84
Country
United States
Quake 1 on PSP was not made by me.
Quake 1 btw has builtin autoaim server side which got removed since Quake 2 due to interest shifting from singleplayer to multiplayer.

Oh. I thought you did. Sorry about that. Still though, excellent work you've done on all of these releases! The Quake games are the sole reason I modded my Vita in the first place!
 

Rinnegatamante

Well-Known Member
OP
Member
Joined
Nov 24, 2014
Messages
3,162
Trophies
2
Age
29
Location
Bologna
Website
rinnegatamante.it
XP
4,857
Country
Italy
New BETA version available (0.6) with some improvements to the renderer, multiplayer support and added touchscreen support for aiming.

Changelog:
- Added touchscreen support for camera/cursor movement
- Added online and local multiplayer support
- Fixed a bug causing textures to not being rendered in some maps (eg. Q3TOURNEY1)
- Fixed a bug preventing Quake III Arena logo and character model to be rendered in game menus
- Optimized a bit renderer code, now game should run with better framerate


Note:

1) There's a known bug that can cause a game crash when trying to access some multiplayer servers. That issue is still being worked on to actually find the cause of said crash.
2) If you already had v.0.5 you can avoid to download Data Files and you can just replace uiarm.suprx in baseq3 with the file in the attachment of this post


Link:
http://vitadb.rinnegatamante.it/#/info/375

Thanks to all my Patroners for their awesome support:
- XandridFire
- Billy McLaughlin II
- Styde Pregny
- An0tHeROnE
- gnuffy
- Jorge Laurencena
- rsn8887
- PSX-Place.com
- John Wanot
- Count Duckula
- polytoad
- Edd
- Defkyle
- Davenor
- Samuel Batista
- Jaden Emrich
- Elwood Blues
- Justin
- Daniel Crane
- Lars Zondervan
- Yakara Network
- gnmmarechal
- Santiago Quiroga
- Pirloui
- Ramerson Wesley Araujo
- Gelson Silva
- temp_anon
- 2Mourty
- Bryan Hanbury
 

Attachments

  • uiarm.rar
    191.9 KB · Views: 173

jastolze

Well-Known Member
Member
Joined
May 2, 2012
Messages
385
Trophies
0
Age
32
XP
695
Country
United States
I meant to report that using the console to load a map from a key that's bound to that command works, but if you try to exit, leave arena or change map it force closes.

Also, is the console functioning? If so, you should create an on screen keyboard for it next update.

I tested a bunch of custom maps and they all work so far(at least in Q3A, haven't tried Team arena) larger maps slow down, I tried a map decent size with two bots and got about 15-35 FPS, depending on what was going on. In tiny maps, I got a consistent 40+ FPS with 7 other bots.

This report is using version 0.5, so hopefully it'll be a bit faster now. :)

Keep up the awesome work!
 
Last edited by jastolze,

Qwack

Member
Newcomer
Joined
Feb 4, 2018
Messages
18
Trophies
0
XP
118
Country
Hungary
New BETA version available (0.6) with some improvements to the renderer, multiplayer support and added touchscreen support for aiming.

Changelog:
- Added touchscreen support for camera/cursor movement
- Added online and local multiplayer support
- Fixed a bug causing textures to not being rendered in some maps (eg. Q3TOURNEY1)
- Fixed a bug preventing Quake III Arena logo and character model to be rendered in game menus
- Optimized a bit renderer code, now game should run with better framerate
Something wrong with the 0.6. If i close the game via the option menu exit, the navigation on the vita becomes laggy and somekind of slowmotion feeling. Have to reboot the vita if i want to get back the normal response time. Maybe the application after the closing did not release the allocated memory or wut?
 

Rinnegatamante

Well-Known Member
OP
Member
Joined
Nov 24, 2014
Messages
3,162
Trophies
2
Age
29
Location
Bologna
Website
rinnegatamante.it
XP
4,857
Country
Italy
I meant to report that using the console to load a map from a key that's bound to that command works, but if you try to exit, leave arena or change map it force closes.

Also, is the console functioning? If so, you should create an on screen keyboard for it next update.

I tested a bunch of custom maps and they all work so far(at least in Q3A, haven't tried Team arena) larger maps slow down, I tried a map decent size with two bots and got about 15-35 FPS, depending on what was going on. In tiny maps, I got a consistent 40+ FPS with 7 other bots.

This report is using version 0.5, so hopefully it'll be a bit faster now. :)

Keep up the awesome work!

You can lower resolution to greatly increase framerate (check OP).
As for the console, adding sceIme (the official Vita keyboard) is planned (like it currently works on vitaQuake).

Something wrong with the 0.6. If i close the game via the option menu exit, the navigation on the vita becomes laggy and somekind of slowmotion feeling. Have to reboot the vita if i want to get back the normal response time. Maybe the application after the closing did not release the allocated memory or wut?

This generally happens when an application is closed without properly shutting down sceGxm (aka GPU). (For example it may happen if you press PS button when an homebrew is willing to show a Coredump crash screen).
Can't say why it happens however i always close applications by pressing PS button and closing the livearea page. In vitaQuakeIII there are no issues in doing so (differently to vitaQuake where doing so prevents the saving of the config file if it got modified).
 
  • Like
Reactions: jastolze

jastolze

Well-Known Member
Member
Joined
May 2, 2012
Messages
385
Trophies
0
Age
32
XP
695
Country
United States
@Rinnegatamante That's awesome about the console.

If I make a compatibility list for custom q3 map compatibility, would you be willing to add it to the original post so people will see how well it runs?

I'll include the Vitaq3 version, FPS, glitches or texture flaws, how many bots are included, and anything else that you think should be added.
 

Rinnegatamante

Well-Known Member
OP
Member
Joined
Nov 24, 2014
Messages
3,162
Trophies
2
Age
29
Location
Bologna
Website
rinnegatamante.it
XP
4,857
Country
Italy
@Rinnegatamante That's awesome about the console.

If I make a compatibility list for custom q3 map compatibility, would you be willing to add it to the original post so people will see how well it runs?

I'll include the Vitaq3 version, FPS, glitches or texture flaws, how many bots are included, and anything else that you think should be added.

If you like so, i can add a link to the post with your list and you can keep it updated, as you wish.
Btw, there are so many things that can change FPS that dunno if you can create a proper list (q3config settings are one of them for example: you can change resolution and graphical settings and that can drastically improve/drop framerate).
 
  • Like
Reactions: jastolze

peter8

Well-Known Member
Member
Joined
Oct 15, 2021
Messages
603
Trophies
0
Age
43
XP
1,256
Country
Germany
UPDATE - vitaQuakeIII v.1.1

(vitaGL - updated)

Changelog (v.1.1):
- Updated to latest vitaGL usage.
- Added multithread support (controllable from r_smp cvar) for better performances.
- Added gyroscope aiming (controllable from cl_gyroscope, cl_gyro_h_sensitivity and cl_gyro_v_sensitivity cvars).
- Made so that right analog sensitivity can be adjusted via cl_analog_slowdown cvar.
- Made sv_pure 0 by default making offline games run with better performances.

Million thanks Rinnegatamante.
 

peter8

Well-Known Member
Member
Joined
Oct 15, 2021
Messages
603
Trophies
0
Age
43
XP
1,256
Country
Germany
Test -> Quake III Arena BETA Test Build - Nov 14 1999 Prototype
Info : Compiled two weeks before the final build. Also known as DEMOTEST.

PC Release/Source : Q3Test 1.09 BETA
Vita Version : vitaQuakeIII v.1.1
Vita Install : copy pak0.pk3 into the baseq3 folder (the final and beta copy can not install in the same time, make a choice)
Note : The Final version will inflict textures over Mod Menu, do not use it ! Start 1.09 only as single base folder and all is fine.
Result : WORKING, mostly perfect, also the title logo is correct in green color, music also working. YEAH


*

Compatible List of BETA Test Builds only for VITA ioquake3 Port vitaQuakeIII v.1.1 :

NOTE :
When testing any beta copy, do not use the Final version as main base folder ! Instead use 1.09 as main base folder and load all other beta copys over Mod menu. 1.09 is the boot fix for older builds. The 1.09 has mostly no differences, use a lower build version and there are many Map differences with extra rooms or doors.

IHV Prototype February 12 1999 = WORKING
Need beta copy 1.09 as main folder and load over Mod menu. Try it more often, will often crash or will not load, but it works.

Q3Test 1.00 April 23, 1999 = WORKING
Need beta copy 1.09 as main folder and load over Mod menu.

Q3Test 1.03 April 28 1999 = ?

Q3Test 1.05 May 10 1999 = WORKING
Need beta copy 1.09 as main folder and load over Mod menu.

Q3Test 1.06 July 15 1999 = WORKING
Need beta copy 1.09 as main folder and load over Mod menu.

Q3Test 1.07 July 20 1999 = WORKING
Need beta copy 1.09 as main folder and load over Mod menu.

Q3Test 1.08 August 2 1999 = WORKING
Need beta copy 1.09 as main folder and load over Mod menu.

Q3Test 1.09 November 14 1999 = WORKING
Works perfect as single base folder. WARNING Do not load 1.09 over the Final build version with Mod menu from seperate folder, the final version will inflict the textures to the Beta version.
! Use 1.09 as main base folder and load all other beta test copys over the Mod menu


I love it rinne !
 
Last edited by peter8,

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • Jayro @ Jayro:
    The phat model had amazingly loud speakers tho.
    +1
  • SylverReZ @ SylverReZ:
    @Jayro, I don't see whats so special about the DS ML, its just a DS lite in a phat shell. At least the phat model had louder speakers, whereas the lite has a much better screen.
    +1
  • SylverReZ @ SylverReZ:
    They probably said "Hey, why not we combine the two together and make a 'new' DS to sell".
  • Veho @ Veho:
    It's a DS Lite in a slightly bigger DS Lite shell.
    +1
  • Veho @ Veho:
    It's not a Nintendo / iQue official product, it's a 3rd party custom.
    +1
  • Veho @ Veho:
    Nothing special about it other than it's more comfortable than the Lite
    for people with beefy hands.
    +1
  • Jayro @ Jayro:
    I have yaoi anime hands, very lorge but slender.
  • Jayro @ Jayro:
    I'm Slenderman.
  • Veho @ Veho:
    I have hands.
  • BakerMan @ BakerMan:
    imagine not having hands, cringe
    +1
  • AncientBoi @ AncientBoi:
    ESPECIALLY for things I do to myself :sad:.. :tpi::rofl2: Or others :shy::blush::evil:
    +1
  • The Real Jdbye @ The Real Jdbye:
    @SylverReZ if you could find a v5 DS ML you would have the best of both worlds since the v5 units had the same backlight brightness levels as the DS Lite unlockable with flashme
  • The Real Jdbye @ The Real Jdbye:
    but that's a long shot
  • The Real Jdbye @ The Real Jdbye:
    i think only the red mario kart edition phat was v5
  • BigOnYa @ BigOnYa:
    A woman with no arms and no legs was sitting on a beach. A man comes along and the woman says, "I've never been hugged before." So the man feels bad and hugs her. She says "Well i've also never been kissed before." So he gives her a kiss on the cheek. She says "Well I've also never been fucked before." So the man picks her up, and throws her in the ocean and says "Now you're fucked."
    +1
  • BakerMan @ BakerMan:
    lmao
  • BakerMan @ BakerMan:
    anyways, we need to re-normalize physical media

    if i didn't want my games to be permanent, then i'd rent them
    +1
  • BigOnYa @ BigOnYa:
    Agreed, that why I try to buy all my games on disc, Xbox anyways. Switch games (which I pirate tbh) don't matter much, I stay offline 24/7 anyways.
  • AncientBoi @ AncientBoi:
    I don't pirate them, I Use Them :mellow:. Like I do @BigOnYa 's couch :tpi::evil::rofl2:
    +1
  • cearp @ cearp:
    @BakerMan - you can still "own" digital media, arguably easier and better than physical since you can make copies and backups, as much as you like.

    The issue is DRM
  • cearp @ cearp:
    You can buy drm free games / music / ebooks, and if you keep backups of your data (like documents and family photos etc), then you shouldn't lose the game. but with a disk, your toddler could put it in the toaster and there goes your $60

    :rofl2:
  • cearp @ cearp:
    still, I agree physical media is nice to have. just pointing out the issue is drm
  • rqkaiju2 @ rqkaiju2:
    i like physical media because it actually feels like you own it. thats why i plan on burning music to cds
    rqkaiju2 @ rqkaiju2: i like physical media because it actually feels like you own it. thats why i plan on burning...