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vitaQuakeIII

From GameBrew
vitaQuakeIII
Vitaquakeiii2.png
General
AuthorRinnegatamante
TypeShooter
Version1.3
LicenseGPL-2.0
Last Updated2024/11/29
Links
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Website
Source
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This is a port of ioquake3, an improved source port of idTech 3, the engine running Quake III: Arena.

vitaQuakeIII supports Quake III: Arena, OpenArena and Quake III: Team Arena.

Note: It is suggested not to mess up with Setup menu since the release will have an already tweaked config file that should offer a good framerate without downgrading too much graphics. If you want to change some settings, edit q3config file inside baseq3 folder.

Installation

Install libshacccg.suprx, if you don't have it already, by following this guide.

To use full game files, you'll need data files updated to latest patch available.

  • For standard game, place pk3 files from baseq3 folder to ux0:data/ioq3/baseq3 folder.
  • For Quake 3: Team Arena, place pk3 files from missionpack folder to ux0:data/ioq3/missionpack folder.

User guide

How to use lower resolutions

To use lower resolutions to improve framerate more, edit in q3config file the r_mode parameter to:

  • 0 = 480x272
  • 1 = 640x368
  • 2 = 720x408
  • 3 = 960x544

How to enable dynamic lights and mipmaps

If you used to play vitaQuakeIII before v.1.0 release, you probably have those two features disabled in your config files. To enable them edit:

  • r_dynamiclight from 0 to 1
  • r_textureMode from GL_LINEAR to GL_LINEAR_MIPMAP_LINEAR or GL_LINEAR_MIPMAP_NEAREST

Regarding OpenArena core

OpenArena core doesn't use OpenArena engine but still ioquake3 engine.

This means some stuffs (especially in the renderer) are missing (eg. the particles renderer).

Controls

D-Pad/Left Analog - Move character

Right Analog/Touchscreen - Move Camera

L - Aim

R - Shoot

Cross - Jump

Square - Crouch

Circle - Use Item

Triangle - Change in use weapon

Start - Pause

Select - Show Score

Screenshots

vitaquakeiii3.png vitaquakeiii4.png

vitaquakeiii5.png vitaquakeiii6.png

Changelog

v1.3

  • Updated to latest vitaGL usage.
  • Greatly improved performances thanks to circular vertex pool usage in vitaGL.

v1.2

  • Updated to latest vitaGL usage.
  • Added support for virtual keyboard. You can make it show up whenever you have a text input focused by pressing X.
  • Reduced engine's memory usage.

v1.1

  • 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.

v1.0

  • Updated to latest vitaGL usage.
  • Updated to GCC10 usage.
  • Enabled multitexturing usage (huge performance boost).
  • Enabled texture compression usage.
  • Fixed dynamic lights, now they render properly (r_dynamiclight).
  • Removed Urban Terror core (too heavy for PSVita).
  • Fixed several renderer related glitches (eg: fog not properly rendering in some maps).
  • Fixed portals and mirrors rendering (r_noportals).

Credits

Original credits:

  • ioq3 developers for ioquake3 engine.
  • fgsfds for helping me implementing dynamic linking for shared libraries.
  • rsn8887 for the improved analogs sensitivity system.
  • Ch3lin for the Livearea assets.
  • All my Patreon supporters.

If you like the author's work and wish to support them, consider becoming a Patreon supporter.

External links

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