Hacking [RELEASE] vitaQuakeIII - Quake III: Arena / Quake III: Team Arena port for PSVITA

Rinnegatamante

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vitaQuakeIII v.0.6 BETA

Description:

vitaQuakeIII is a port of Quake 3: Arena and Quake 3: Team Arena based on ioquake3 engine.
It's still in current BETA stage so expect bugs and unstable framerate but as of now it's already enjoyable for playing.
I suggest 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.

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

Controls:

DPad or 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

How to use full game files:

To use full game files, you'll need data files updated to latest patch available.
Place pk3 files from baseq3 folder to ux0:data/ioq3/baseq3 folder for standard game and pk3 files from missionpack folder to ux0:data/ioq3/missionpack folder for Quake 3: Team Arena.

Known bugs/issues:

- Framerate is unstable, especially in Team Arena
- Quake III: Arena logo is not properly rendered in main menu
- Character model is not properly rendered in Setup submenus
- 3D Icons in the in game HUD get covered from walls sometimes and from player weapon
- Attempting to launch Team Arena in game from Quake III causes a crash (use the Livearea icon)
- Multiplayer currently doesn't work

Screenshots:
ae5d69d9852e0a9574a8e7bcdabc60fde2c7ebf71f54e7f6be43947e6beb131e.png

cea44d0370d8cd3dabe2ffb33093d0545ce0361478cd32ef89ddd0513a669bcc.png

1df52b47db67a0b4d9f946144726c9d44e810bb4fa53fa84071a6a10ba80ef51.png

a4a72a86acbc35882c17e0e0568e97e48c6ce9bff4d1692f0a88e1f78338c8f1.png

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:
* XandridFire
* Billy McLaughlin II
* Styde Pregny
* AnOtHeROnE
* gnuffy
* Jorge Laurencena
* rsn8887
* PSX-Place.com
* John Wanot
* Count Duckula
* polytoad
* Edd
* Defkyle
* Davenor
* Samuel Batista
* Jaden Emrich
* Elwood Blues
* Justin
* Lars Zondervan
* Yakara Network
* Santiago Quiroga
* Pirloui
* Ramerson Wesley Araujo
* temp_anon
* 2Mourty
* gnmmarechal
* Bryan Hanbury
* Gelson Silva

Download:

The Data Files contain the demo version of Quake III already setup to be played, a tweaked q3config file and shared libraries for both Quake III and Quake III: Team Arena

https://rinnegatamante.it/vitadb/#/info/375
 
Last edited by Rinnegatamante,
D

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You are awsome! Do u think there might be a Chance to port openjk? It’s almost the same engine
 

sj33

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I don't own the game so would be impossible for me to even test it (and since i'm not a fan of Star Wars saga, i'm not willing to spend money for a game i won't play).
Is cost the only issue? I wouldn't mind grabbing it on Steam for you once I get paid.
 
Last edited by sj33,

Rinnegatamante

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Is cost the only issue? I wouldn't mind grabbing it on Steam for you once I get paid.

Not really, if i don't like a game, i just prefer working on something else (that's why i'm actually working on RTCW).
If i'll ever need the game, i probably use my Patreon's donations to cover the cost of the game (as i've did with RTCW and Quake III).
 

jastolze

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So psyched you finished the port! I've been away from my vita for a week and it figures it gets ported during that span lol. Questions though...

1. Do most mods work?
2. How much ram is available for this port? I was told 512 MB.
3. How many bots are ideal in terms of framerate? I usually just use custom maps via "map" command and add like 2-4.
4. Have you tried loading any larger maps that need extra ram? (like the Simpson's map)
 
D

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Not really, if i don't like a game, i just prefer working on something else (that's why i'm actually working on RTCW).
If i'll ever need the game, i probably use my Patreon's donations to cover the cost of the game (as i've did with RTCW and Quake III).
That’s understandable.
Thanks for your honesty!
Anyway. Rtcw is awsome too!
 

Rinnegatamante

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So psyched you finished the port! I've been away from my vita for a week and it figures it gets ported during that span lol. Questions though...

1. Do most mods work?
2. How much ram is available for this port? I was told 512 MB.
3. How many bots are ideal in terms of framerate? I usually just use custom maps via "map" command and add like 2-4.
4. Have you tried loading any larger maps that need extra ram? (like the Simpson's map)

1. Not tried mods and probably most won't work. You'll require to disable shared libraries in config file to even try.
2. Depends on what you mean for RAM since Quake III has different kind of internal heaps. Not to mention vitaGL too has his own two heaps.
3. Depends highly on what's rendered on screen and your config file.
4. No.
 

jastolze

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Some helpful resources for Q3...

Custom Maps: (To play maps, copy the PK3 file and place it into the baseq3 folder, then go to skirmish and it'll be at the end of the list)
- https://ws.q3df.org/maps/?map=&fo=2&cat=0&mo=0&ty=3&df=-1&we=-1&it=-1&fc=-1&au=&auf=2&show=50&view=1
- https://lvlworld.com/

Custom Models:
- https://gamefront.online/files/listing/pub2/Quake_3_Arena/Models/Player_Models/

Console Command listings (Since there's no on screen keyboard, you need to bind them to a button on the vita)
- http://www.joz3d.net/html/q3console.html

Cheats:
To be able to use codes in single-player mode, in the console, type: /sv_cheats 1, then, /devmap<name of map>.
Ex. q3dm11 for cheats enabled for that level.
Then, the level will load with cheats enabled.

Here are some cheats you can put in to the console after you have cheats enabled:

All skills unlocked at level 1: iamacheater

All skills unlocked at level 100: iamamonkey

God mode: /god

No clip (walk through walls): /noclip

Give all: /give all

Note on all weapons: The grenade launcher and BFG 10K weapons are unlocked by this code, but the graphics are incomplete. It will appear that your character in to holding any weapon when they are selected.

Source for cheats above are from: https://www.gamespot.com/quake-iii-arena-1999/cheats/
 

Emankcin

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Thank you for this, Rinnegatamante! My collection is complete! Although this is a lot harder than it was on the computer! Do you think you might be able to implement some sort of aim assist, like you did for Quake 1 on PSP?
 

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