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VitaRTCW

From GameBrew
Revision as of 03:24, 5 December 2022 by HydeWing (talk | contribs) (Text replacement - "GameBrew!" to "GameBrew")
Return to Castle Wolfenstein (vitaRTCW)
File:Vitartcwvita.jpg
General
AuthorRinnegatamante
TypeShooter
Version0.5
LicenseGPL-3.0
Last Updated2022/02/23
Links
Download
Website
Source

A port of Return to Castle Wolfenstein for PSVITA/PSTV based on iortcw.

World War II rages and nations fall. SS head Himmler has Hitler's full backing to twist science and the occult into an army capable of annihilating the Allies once and for all. Battling alone, you're on an intense mission to pierce the black heart of the Third Reich and stop Himmler -- or die trying. Fighting in advanced team-based multiplayer mode, you'll wage your own WWII in an all-out Axis vs. Allies contest for frontline domination.

Powered by the Quake III Arena engine, the Wolfenstein universe explodes with the kind of epic environments, A.I., firepower and cinematic effects that only a game created by true masters can deliver. The dark reich's closing in. The time to act is now. Evil prevails when good men do nothing.

Requirements:

  • libshacccg.suprx
  • Game Data Files: PC Steam

How to install

Controls:

  • Cross = Jump
  • Square = Reload
  • Circle = Open doors/Activate objects
  • Triangle = Change weapon
  • L Trigger = Aim/Use Binocular
  • R Trigger = Shoot
  • Left Analog/DPad Arrows = Move player
  • Right Analog = Aim
  • Touch = Precision Aim​

Media

=Screenshots

vitartcwvita-03.jpg vitartcwvita-01.jpg vitartcwvita-02.jpg vitartcwvita-04.jpg

Notes: vitaRTCW is still not stable

  • Framerate is unstable, in certain circumstances it can even drop drastically especially if playing in high res.
  • Multiplayer build is extremely experimental: expect crashes, maps not loading and issues when joining some servers.
  • Savegames can't be named (meaning you can have only a single savefile unless you manually rename your save file and overwrite it later).
  • It has not completely tested (only first levels got fully played, meaning later in the game, crashes may occur, if it happens, report them here or on GitHub with coredump attachment and possibly a save file to fastly reproduce the issue.​

How to enable dynamic lights and mipmaps

  • Dynamic lights are disabled by default to focus on framerate. If you want to enable them, in wolfconfig.cfg, change r_dynamiclight from 0 to 1
  • Also, if you had vitaRTCW installed prior v.0.4, you'd want to enable mipmaps usage by changing r_textureMode from GL_LINEAR to GL_LINEAR_MIPMAP_LINEAR or GL_LINEAR_MIPMAP_NEAREST​

Resolution

  • The engine (idTech 3) has been ported through vitaGL and is fully compatible with all supported PSVITA resolutions the same as vitaQuakeIII.
  • By default, vitaRTCW will run at 640x368 resolution! This is cause it's a little slower than PSP resolution but makes texts readable.
  • If you don't mind about texts and want the best framerate possible, you can switch to 480x272 or if you want better graphics at the cost of lower framerate, you can switch to 720x408 or 960x544.
  • To do so, edit in wolfconfig.cfg the r_mode value as follow:
  • 0 = 480x272
  • 1 = 640x368
  • 2 = 720x408
  • 3 = 960x544
  • Regardless of the resolution you'll play on, vitaRTCW will run with MSAA 4x!

Changelogs

v.0.5

  • Updated to latest vitaGL usage.
  • Added a check for libshacccg.suprx existence on boot.
  • Added aim assist feature for single player derived from the Android port.
  • Fixed fog rendering, now renders as intended.

v.0.4

  • Updated to latest vitaGL usage.
  • Updated to GCC10 usage.
  • Enabled multitexturing usage (huge performance boost).
  • Enabled texture compression usage.
  • Enabled executable compression (saves space on filesystem)
  • Fixed dynamic lights, now they render properly (r_dynamiclight).
  • Fixed several renderer related glitches (eg: sometimes garbage was rendered on screen).​

(v.0.1)

  • First Release.

External links

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