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{{#seo:
|title=Vita Homebrew Games (Shooter) - GameBrew
|title_mode=append
|image=quakespasmspikedvita2.png
|image_alt=Quakespasm-Spiked
}}
{{Infobox Vita Homebrews
{{Infobox Vita Homebrews
|title=Quakespasm-Spiked
|title=Quakespasm-Spiked
|image=quakespasmspikedvita2.png
|image=quakespasmspikedvita2.png
|description=Port of Quakespasm Spiked for PSVITA.
|description=Port of Quakespasm Spiked, a modern Quake source port with high mods compatibility.
|author=Rinnegatamante
|author=Rinnegatamante
|lastupdated=2021/11/25
|lastupdated=2023/01/15
|type=Shooter
|type=Shooter
|version=1.5
|version=1.6
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/vitahomebrews/quakespasmspikedvita.7z
|download=https://dlhb.gamebrew.org/vitahomebrews/quakespasmspikedvita.7z?k33p0fil35
|website=https://www.psx-place.com/threads/release-quakespasm-spiked-modern-quake-sourceport-with-high-mods-compatibility.34786/
|website=https://www.psx-place.com/threads/release-quakespasm-spiked-modern-quake-sourceport-with-high-mods-compatibility.34786/
|source=https://github.com/Rinnegatamante/Quakespasm
|source=https://github.com/Rinnegatamante/Quakespasm
|donation=https://www.patreon.com/Rinnegatamante
}}
}}
Quakespasm-Spiked is a port of [https://qssm.quakeone.com/ Quakespasm-Spiked] for PS Vita. It is a modern Quake source port with limits removed and high mods compatibility.
{{#seo:
|title=Vita Homebrew Games (Shooter) - GameBrew
|title_mode=append
|image=quakespasmspikedvita2.png
|image_alt=Quakespasm-Spiked
}}
Quakespasm-Spiked for PS Vita is a port of the popular modern Quake source port [https://qssm.quakeone.com/ Quakespasm-Spiked]. It has been optimized for the PS Vita, with limits removed and high mods compatibility.


==Installation==
==Installation==
Place the data folder in ux0:/data​.
How to install:
* Requires libshacccg.suprx.
* Install the VPK file and place the data folder in ux0:/data​.


How to use soundtrack:
How to use soundtrack:
* Create a folder in ux0:/data/Quakespasm/id1 and call it music
* Create a folder in ux0:/data/Quakespasm/id1 and call it music.
* Place the audio tracks renamed as track01, track02, ... in ogg or mp3 format in this folder.
* Place the audio tracks renamed as track01, track02, ... in ogg or mp3 format in this folder.
* The same can be done for any mission pack or mod folder.​
* The same can be done for any mission pack or mod folder.​
 
* You can find complete soundtrack in ogg format [https://www.quaddicted.com/files/music/quake_music.zip here].
You can find complete soundtrack in ogg format [https://www.quaddicted.com/files/music/quake_music.zip here].


How to have colored lights:
How to have colored lights:
Line 36: Line 38:


==Screenshots==
==Screenshots==
quakespasmspikedvita3.png
https://dlhb.gamebrew.org/vitahomebrews/quakespasmspikedvita3.png
quakespasmspikedvita4.png
https://dlhb.gamebrew.org/vitahomebrews/quakespasmspikedvita4.png


quakespasmspikedvita5.png
https://dlhb.gamebrew.org/vitahomebrews/quakespasmspikedvita5.png
quakespasmspikedvita6.png
https://dlhb.gamebrew.org/vitahomebrews/quakespasmspikedvita6.png


==Changelog==
==Changelog==
'''v1.6'''
* Renamed Mouse Speed option to Touch Sensitivity.
* Added two new options under Advanced Options to adjust analog sensitivity (Joy X/Y Sensitivity).
* Increased available memory for the engine (Potentially allowing more demanding mods to work)
* Updated to latest vitaGL version.
* Fixed a bug making impossible to adjust Y axis gyroscope in the options menu.
* Fixed a bug making impossible to reduce X axis gyroscope value in the options menu.
* Fixed a bug making impossible to invoke keyboard on game console (Pressing Triangle now correctly invokes it).
* Fixed a bug making Use Retrotouch option to be always On even when showed as Off.
* Fixed a bug making so that touchscreen input would spam Fire actions.
* Fixed a bug making so that touchscreen sometimes didn't properly move camera on the Y axis.
* Fixed a bug causing some textures to sporadically render glitched.
'''v1.5'''
'''v1.5'''
*Reworked Video Options menu to Advanced Options menu.
*Reworked Video Options menu to Advanced Options menu.
Line 61: Line 76:


==Credits==
==Credits==
* Original authors of Quakespasm and Quakespasm-Spiked for the engine
* Original authors of Quakespasm and Quakespasm-Spiked for the engine.
* Ch3lin for the livearea assets.
* Ch3lin for the livearea assets.
* fgsfds for the mods menu and the base code used for keyboard implementation.
* fgsfds for the mods menu and the base code used for keyboard implementation.
Line 72: Line 87:
* PSX-Place - https://www.psx-place.com/threads/release-quakespasm-spiked-modern-quake-sourceport-with-high-mods-compatibility.34786/
* PSX-Place - https://www.psx-place.com/threads/release-quakespasm-spiked-modern-quake-sourceport-with-high-mods-compatibility.34786/
* GBAtemp - https://www.reddit.com/r/vitahacks/comments/oxpxvc/release_quakespasmspiked_v10_modern_quake/
* GBAtemp - https://www.reddit.com/r/vitahacks/comments/oxpxvc/release_quakespasmspiked_v10_modern_quake/
* Reddit - https://www.reddit.com/r/vitahacks/comments/oxpxvc/release_quakespasmspiked_v10_modern_quake/
[[Category:PC game ports on Vita]]
[[Category:Vita game ports]]

Latest revision as of 05:04, 26 October 2024

Quakespasm-Spiked
Quakespasmspikedvita2.png
General
AuthorRinnegatamante
TypeShooter
Version1.6
LicenseMixed
Last Updated2023/01/15
Links
Download
Website
Source
Support Author

Quakespasm-Spiked for PS Vita is a port of the popular modern Quake source port Quakespasm-Spiked. It has been optimized for the PS Vita, with limits removed and high mods compatibility.

Installation

How to install:

  • Requires libshacccg.suprx.
  • Install the VPK file and place the data folder in ux0:/data​.

How to use soundtrack:

  • Create a folder in ux0:/data/Quakespasm/id1 and call it music.
  • Place the audio tracks renamed as track01, track02, ... in ogg or mp3 format in this folder.
  • The same can be done for any mission pack or mod folder.​
  • You can find complete soundtrack in ogg format here.

How to have colored lights:

  • The simplest way to get colored lights in Quake is to download this package.
  • Grab LIGHTS.PAK file and place it in your vitaQuake installation (where pak0.pak is) and rename LIGHTS.PAK as if it's a normal pak (so if you have pak0 and pak1, rename it pak2.pak).
  • That package has colored lights support for the two official mission packs too.​

Screenshots

quakespasmspikedvita3.png quakespasmspikedvita4.png

quakespasmspikedvita5.png quakespasmspikedvita6.png

Changelog

v1.6

  • Renamed Mouse Speed option to Touch Sensitivity.
  • Added two new options under Advanced Options to adjust analog sensitivity (Joy X/Y Sensitivity).
  • Increased available memory for the engine (Potentially allowing more demanding mods to work)
  • Updated to latest vitaGL version.
  • Fixed a bug making impossible to adjust Y axis gyroscope in the options menu.
  • Fixed a bug making impossible to reduce X axis gyroscope value in the options menu.
  • Fixed a bug making impossible to invoke keyboard on game console (Pressing Triangle now correctly invokes it).
  • Fixed a bug making Use Retrotouch option to be always On even when showed as Off.
  • Fixed a bug making so that touchscreen input would spam Fire actions.
  • Fixed a bug making so that touchscreen sometimes didn't properly move camera on the Y axis.
  • Fixed a bug causing some textures to sporadically render glitched.

v1.5

  • Reworked Video Options menu to Advanced Options menu.
  • Removed all unused/not working options in Options menu.
  • Added an option to turn on/off Bilinear Filtering.
  • Added an option to edit Water opacity.
  • Fixed V-Sync option: now it works as expected.
  • Fixed Statusbar Alpha option: now it works as expected.
  • Fixed Brightness option: now it works as expected.
  • Added Field of View option.
  • Added Show Crosshair option.
  • Added Rumble Effect option (will make controller rumble when you lose health).
  • Added Use Retrotouch option to turn on/off rearpad usage.
  • Added gyroscope aiming support.
  • Added Show Framerate option.
  • Now options will be saved when exiting Options menu.
  • Greatly improved performances by transitioning from immediate mode rendering for entities and world to shaders based optimized pipeline.

Credits

  • Original authors of Quakespasm and Quakespasm-Spiked for the engine.
  • Ch3lin for the livearea assets.
  • fgsfds for the mods menu and the base code used for keyboard implementation.
  • All my Patroners for their awesome support.

External links

Advertising: