Hacking [Pre-realese]vitaXash3D

Damin72

Well-Known Member
OP
Member
Joined
Aug 17, 2015
Messages
284
Trophies
0
Age
27
XP
1,757
Country
Russia
Nls3_zfquPg.jpg

Really strange. Such a fantastic work and no posts? Well then, fgsfdsfgs port Xash3D to Vita. Some info from his GitHub below. If you want try first build - go to his Github.https://github.com/fgsfdsfgs


vitaXash3D
A port of Xash3D-FWGS to the PSVita.


Warning
This is currently very broken and not user-friendly at all. Expect severe graphics glitches, crashes and gameplay oddities.
HLSDK is statically linked into the engine executable, so you can only use this with Half-Life right now.
Any other GoldSrc mod/game would require some modifications to be able to hardlink in the same way, I'll write a guide on that later.

Status/Known issues

You can create issues for anything that is not listed here.

  • Graphics:
    • dynamic lights cause artifacts in lightmaps, esp. if the dlight hits a transparent surface;
    • model lighting is somewhat broken: there's no normals or glShadeModel;
    • if the engine fails to load a texture for a decal or sprite it will infinitely retry loading it, lagging the game to hell;
    • some translucent textures render as opaque;
    • translucent HUD elements have "holes" in places with high color intensity;
    • might be some issues in particle, beam and tracer rendering;
    • BMP menu elements (gfx/shell/btns_main.bmp & co in WON HL's pak0.pak or in the unpatched extras.pak) don't render at all, so they're disabled for now;
    • rendering is slow, especially for models.
  • Sound:
    • crackling and other shit happens whenever the game hangs/loads something;
    • the internal mixer uses 44KHz sample rate, while snd_vita uses 48KHz, making sound a bit too high pitched.
  • Input:
    • Vita buttons map to keyboard keys, analog sticks are actually handled like joysticks;
    • button->key and joystick axis mappings are hardcoded;
    • deadzones are hardcoded and there's no analog rescaling.
  • Game:
    • apparently after enough mapchanges the engine runs out of memory and dies a horrible death, but this is unconfirmed;
    • saving is SLOW, autosaves hang the game for 20-60 seconds;
    • saving/loading and map transitions via changelevel need extensive testing;
    • HLSDK is statically linked into the engine executable, so there's no easy way to change/port mods.
  • Misc:
    • -fno-short-enums generates billions of warnings and is probably not safe to use, but it seems to work fine, so ignore them for now;
    • code quality is absolute ass, there's ifdefs everywhere, will have to either remove them and make a standalone port or add Vita as a platform properly;
    • heap size might be too small, but increasing it to 192 makes it crash on startup;
    • file I/O is slow as shit, investigate;
    • networking is broken and currently is not a priority.

Running

  1. Copy the valve directory from your Half-Life installation (preferably the Steam version) to ux0:/data/xash3d/ on your Vita. If you don't have access to a Half-Life installation, you can use the data files from the free demo version of HL, Half-Life Uplink.
  2. Copy the build/data directory to ux0:/ on your Vita. Replace everything if asked.
  3. Delete everything from valve/cl_dlls and valve/dlls.
  4. Install the VPK obtained after building the port.
  5. Run it. Selecting the "Dev Mode" icon enables advanced logging and debug features, so use that for debugging. The log will be saved to ux0:/data/xash3d/engine.log.

Credits

  • Uncle Mike & co for Xash3D and FWGS team for Xash3D-FWGS;
  • Vita SDK Team for the Vita SDK;
  • Rinnegatamante for vitaGL, vitaQuake/vitaQuakeII and general advice;
  • ArkSource for the Live Area stuff.
 

AxlSt00pid

Well-Known Member
Member
Joined
May 31, 2016
Messages
1,926
Trophies
1
Age
24
XP
3,515
Country
Spain
Wait, so with this we can actually run Half-Life (and maybe even its mods) on the vita?
Cool! Now there's no need for that Kurok mod that tried to mimic Half-Life.
Now I'm patiently waiting for the 3.67 exploit to be able to run this homebrew
EDIT:
I just tried this out on the Vita of a friend.
Even though I only tried the training area it runs better than I expected, I hope this becomes more stable and better over time, just like VitaQuake
 
Last edited by AxlSt00pid,

Deleted member 323844

Well-Known Member
Member
Joined
Feb 17, 2013
Messages
802
Trophies
1
XP
2,335
Country
Spain
Wait, so with this we can actually run Half-Life (and maybe even its mods) on the vita?
Cool! Now there's no need for that Kurok mod that tried to mimic Half-Life.
Now I'm patiently waiting for the 3.67 exploit to be able to run this homebrew
HLSDK is statically linked into the engine executable, so there's no easy way to change/port mods.

The game runs Half-Fine (:-P). It can reach 60FPS in some areas while it drops down to even 15FPS with enemies, explosions, particles, etc.

It tends to crash a lot and it hangs for a while when it load new areas (ingame, not loading screens).

But it is an amazing feat. Hope to see further development.
 
D

Deleted-351540

Guest
Developer: "It's time to choose my nickname! Hmmmm.... how should I be named? Okay I got it!" (Punches the keyboard with the fist) "fgsfdsfgs; Perfect" :P
Good to see you over here from the 3DS forums!

Also, Google "fgsfds". It's slang for "prude-slut" lololol
 

eduall

Well-Known Member
Member
Joined
May 29, 2014
Messages
560
Trophies
0
XP
1,632
Country
Venezuela
that's neat! in a future will be playable with openGL Medal Of Honor Allied Assault? or another game with OpenGL capable
 

Kerbangman

Well-Known Member
Member
Joined
Sep 19, 2016
Messages
525
Trophies
0
Age
61
XP
690
Country
Just tried my original Halflife folder and the game seems to end at a blocked hall way.
Is this playing as a demo?
 

sj33

Well-Known Member
Member
Joined
Oct 22, 2013
Messages
4,072
Trophies
2
XP
4,726
Country
Japan
Tip for users - if the game seems to freeze, go to the livearea and back again, it ‘unfreezes’ the game.

I remember having the same issue with the iOS port.
 

sj33

Well-Known Member
Member
Joined
Oct 22, 2013
Messages
4,072
Trophies
2
XP
4,726
Country
Japan
This is genuinely really good. I used the iOS version on my iPhone SE - it’s not that much more stable than this, and this features proper controller support. When this progresses a bit more, I’m definitely going to play through the game again.
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
    Xdqwerty @ Xdqwerty: @SylverReZ, @AncientBoi my condolences to both of you