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|title=Vita Homebrew Games (Shooter) - GameBrew | |title=Vita Homebrew Games (Shooter) - GameBrew | ||
|title_mode=append | |title_mode=append | ||
|image= | |image=quakespasmspikedvita2.png | ||
|image_alt=Quakespasm-Spiked | |image_alt=Quakespasm-Spiked | ||
}} | }} | ||
{{Infobox Vita Homebrews | {{Infobox Vita Homebrews | ||
|title=Quakespasm-Spiked | |title=Quakespasm-Spiked | ||
|image= | |image=quakespasmspikedvita2.png | ||
|description=Port of Quakespasm Spiked for PSVITA. | |description=Port of Quakespasm Spiked for PSVITA. | ||
|author=Rinnegatamante | |author=Rinnegatamante | ||
Line 15: | Line 15: | ||
|license=Mixed | |license=Mixed | ||
|download=https://dlhb.gamebrew.org/vitahomebrews/quakespasmspikedvita.7z | |download=https://dlhb.gamebrew.org/vitahomebrews/quakespasmspikedvita.7z | ||
|website=https:// | |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 | ||
}} | }} | ||
Quakespasm-Spiked is a port of Quakespasm-Spiked for | 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. | ||
==Installation== | ==Installation== | ||
Place the data folder in ux0:/data. | |||
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 | You can find complete soundtrack in ogg format [https://www.quaddicted.com/files/music/quake_music.zip here]. | ||
How to have colored lights: | |||
*The simplest way to get colored lights in Quake is to download | *The simplest way to get colored lights in Quake is to download [http://www.moddb.com/games/quake/addons/quake-colored-lightmaps 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). | *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. | *That package has colored lights support for the two official mission packs too. | ||
== | ==Screenshots== | ||
quakespasmspikedvita3.png | |||
quakespasmspikedvita4.png | |||
quakespasmspikedvita5.png | |||
quakespasmspikedvita6.png | |||
== | ==Changelog== | ||
''' | '''v1.5''' | ||
*Reworked Video Options menu to Advanced Options menu. | *Reworked Video Options menu to Advanced Options menu. | ||
*Removed all unused/not working options in Options menu. | *Removed all unused/not working options in Options menu. | ||
Line 61: | Line 59: | ||
*Now options will be saved when exiting Options menu. | *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. | *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 == | == External links == | ||
* | * Twitter - https://twitter.com/Rinnegatamante/status/1422563114785153024 | ||
* | * GitHub - https://github.com/Rinnegatamante/Quakespasm | ||
* VitaDB - https://vitadb.rinnegatamante.it/#/info/716 | * VitaDB - https://vitadb.rinnegatamante.it/#/info/716 | ||
* 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/ |
Revision as of 05:59, 29 December 2022
Quakespasm-Spiked | |
---|---|
General | |
Author | Rinnegatamante |
Type | Shooter |
Version | 1.5 |
License | Mixed |
Last Updated | 2021/11/25 |
Links | |
Download | |
Website | |
Source | |
Quakespasm-Spiked is a port of Quakespasm-Spiked for PS Vita. It is a modern Quake source port with limits removed and high mods compatibility.
Installation
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
v1.5
- 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
- Twitter - https://twitter.com/Rinnegatamante/status/1422563114785153024
- GitHub - https://github.com/Rinnegatamante/Quakespasm
- VitaDB - https://vitadb.rinnegatamante.it/#/info/716
- 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/