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Quakespasm-Spiked Vita: Difference between revisions

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Revision as of 05:59, 29 December 2022

Quakespasm-Spiked
General
AuthorRinnegatamante
TypeShooter
Version1.5
LicenseMixed
Last Updated2021/11/25
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

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