QuakespasmNX - a better Quake port

I ported Quakespasm to the Switch. Why? Because it's better than NXQuake/TyrQuake and I'm too lazy to backport features from it into NXQuake.
Github repo: /fgsfdsfgs/QuakespasmNX
Latest version: 0.4.0 (Apr 20, 2021)
Download link: Github release page

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Some of the features of the port:
  • hardware-accelerated OpenGL-based rendering in 1280x720 and 1920x1080;
  • sound, including support for OGG and MP3 music tracks;
  • supports the Mission Packs and other mods compatible with Quakespasm (Quoth, Arcane Dimensions), with a simple mod selector menu;
  • analog controls and shit;
  • gyro aiming (thanks to falquinho for implementing this);
  • multiplayer support (I think);
  • most other features of Quakespasm, such as:
    • advanced renderer with cool stuff, such as colored lighting, fog, translucent water, high-res textures, model interpolation, etc;
    • scalable, optionally translucent HUD and menus;
    • music support, as mentioned earlier;
    • raised engine limits;
    • built-in controller support, which means I had to do basically nothing to make it work on the Switch.

To install it, just unzip quakespasmnx_v040.zip to the root of your SD card, then copy pak0.pak and (optionally, if you have the full version of Quake) pak1.pak from your Quake installation to /switch/quakespasm/id1/. You can then run the game using the Homebrew Launcher. You can get pak0.pak from the Shareware Quake data files in this archive.
If you want to play Mission Pack 1, copy hipnotic/pak0.pak to /switch/quakespasm/hipnotic/ from your installation.
If you want to play Mission Pack 2, copy rogue/pak0.pak to /switch/quakespasm/rogue/ from your installation.
For any other mod, just copy its folder to /switch/quakespasm/.

Some notes:
  • if it crashes and exits back to HBL/Horizon silently, check /switch/quakespasm/error.log to find out what caused it;
  • music should be copied into a music subfolder inside of the appropriate game folder, and the tracks should be named track02.ogg - track11.ogg (or .mp3 if you're using MP3s), e.g.:
    • Quake music goes into /switch/quakespasm/id1/music/;
    • Mission Pack 1 music goes into /switch/quakespasm/hipnotic/music/.
  • some more complex mods, like Arcane Dimensions, will only work if you run Quakespasm in regular app mode (not from the Album), as they require more memory;
  • to enable texture filtering, change gl_texturemode in config.cfg to GL_LINEAR_MIPMAP_LINEAR;
  • to enable round particles, change r_particles in config.cfg to 1, 2 for square particles;
  • you can adjust analog and gyro sensitivity in Options -> Joystick Options;
  • to get out of the "Completed" intermission screen at the end of a map, press "jump" (LTRIGGER by default) a few times;
  • to input text in text fields and console, press Y, to delete text press X, to scroll the console use L and R;
  • mod selector can be accessed from the Options menu;
  • multiplayer was only tested between Switch and PC, use the IP shown in the Multiplayer -> TCP/IP menu to connect to your Switch;
  • read the original Quakespasm readme for more information;
  • if you have any suggestions or bug reports, please post them here or in the Github issues.

Credits:
  • Quakespasm was made by:
    • Ozkan
    • Eric
    • Sander
    • Stevenaaus
    • based on FitzQuake by Fitzgibbons
    • and probably others;
  • falquinho and Ch0wW for their contributions and testing;
  • fincs, Armada651, Subv and probably others for their work on the OpenGL/mesa/libdrm stuff;
  • id Software for Quake.
 

Attachments

  • quakespasmnx_v040.zip
    3.2 MB · Views: 143
Last edited by fgsfds,

Vadographer

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Do you have any URL where we can get the working version?
I don't have a URL, as I just have different versions of Quake TF on hand, but ModDB has a few different versions, 1.3 and 2.5 should work. I think, I don't remember what versions I tried, I just have a ton of folders named FORTRESS all over my computer lol
 

mrgreezy3

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20190531_121323.jpg 20190531_121141.jpg 20190526_151839.jpg
Yes. I chose Quakespasm because it's my preferred Quake port, but DP is very much possible to port.

Can you make a port of darkplaces my good friend has a halo 5 quake1 mod that works on darkplaces and its marvelous may i link a video in this forum

Btw all of your ports from switch to vita(quakes,xash3d) are marvelous. I am using your quake 3 port for my friends mod of halo 5 here is some pics of my switch
 
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LogFromBLAMMO

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So I have a question: How would I go about entering text into the console? All hitting Y does it freeze the game for a second before continuing like nothing happened, I don't see the switch keyboard anywhere.

EDIT: I'm on 8.0.1 with Atmosphere 0.8.10 if that helps.
 
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Purple_Shyguy

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So I have a question: How would I go about entering text into the console? All hitting Y does it freeze the game for a second before continuing like nothing happened, I don't see the switch keyboard anywhere.

EDIT: I'm on 8.0.1 with Atmosphere 0.8.10 if that helps.

You using Chows updated version from a page back?

how do I turn on the crosshair? its not in the options menu

Type "crosshair 1" into the console
 

fgsfds

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You have to also press Y once you get into the console.
If you can't get it working, you can add commands to autoexec.cfg, quake.rc or config.cfg in your id1 or other mod folder.
 

Starfire213

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hey my controls don't work

--------------------- MERGED ---------------------------

actually it doesn't launch it just goes back the the hbmenu
NVM it didn't include the pak 0 shareware
 
Last edited by Starfire213,

bad361

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I can confirm this is happening for me aswell.. I just create a new save to get around it. then when it errors again i overwrite the last old one again.
except most of the time it refuses to overwrite any slot... so you have to delete them manually, lol, a bit annoying, but everything else works flawlessly
 

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