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vitaVoyager

From GameBrew
vitaVoyager
Vitavoyager2.png
General
AuthorRinnegatamante
TypeShooter
Version0.9.5
LicenseGPL-2.0
Last Updated2024/07/07
Links
Download
Website
Source
Support Author

vitaVoyager is a port of lilium-voyager, a fork of ioquake3 for running Star Trek Voyager: Elite Force Holomatch (multiplayer).

It is based on Thilo Schulz' ioEF engine (also known as iostvoyHM). The focus for Lilium Voyager is to maintain Elite Force multiplayer support on newer ioquake3 versions.

Both local and online multiplayer are fully implemented as well as game against bots.

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 hmconfig file inside baseEF folder.

Installation

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

Install the VPK, extract vitavoyager_data.zip (containing full holomatch data files) to ux0:/data.

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

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

vitavoyager3.png vitavoyager4.png

vitavoyager5.png vitavoyager6.png

Changelog

v0.9.5

  • 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.

v0.9

  • Updated to latest vitaGL usage.
  • Added multithread support (controllable from r_smp cvar).
  • 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.
  • Fixed a bug causing the game to close attempting to launch a new game after finishing/quitting another one.
  • Implemented flares rendering (Thanks to leilei).
  • Added specular component on view weapons (Thanks to leilei).
  • Added overbright support (Thanks to leilei).
  • Added envmap reflections on view weapons (Thanks to leilei).
  • Fixed a bug causing sounds overlap in certain circumstances (Thanks to leilei).

v0.8

  • 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).

v0.7

  • Optimized renderer code.
  • Huge performance boost thanks to vitaGL fixes.
  • Added full holomatch data files in the downloadable pack (Base game is no longer required).

v0.6

  • Fixed dynarec issues with game qvm. Now works as intended.
  • Updated to latest vitaGL commit.
  • Slightly reduced memory usage of the engine.
  • Fixed a memleak in dynamic libraries loader.

Credits

  • lilium-voyager and ioquake3 developers for the engine.
  • rsn8887 for the improved analogs sensitivity system.
  • All my Patreon supporters.

External links

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