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
- 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.
- Copy the build/data directory to ux0:/ on your Vita. Replace everything if asked.
- Delete everything from valve/cl_dlls and valve/dlls.
- Install the VPK obtained after building the port.
- 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.