[Pre-realese]vitaXash3D

Discussion in 'PS Vita - Hacking & Homebrew' started by Damin72, Feb 25, 2018.

  1. Damin72
    OP

    Damin72 GBAtemp Regular

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    Aug 17, 2015
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    [​IMG]
    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.


    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.
     
    cvskid, swosho, SLiV3R and 7 others like this.
  2. Enigma Hall

    Enigma Hall GBAtemp Advanced Fan

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    Feb 6, 2013
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    Sounds good.
     
  3. XDel

    XDel Author of the Alien Breed Odamex Projekt.

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    Jul 25, 2012
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    Solaris
    I don't own a Vita, but Half-Life is like DOOM in that it should be ported to everything it can run on! :)
     
  4. THEELEMENTKH

    THEELEMENTKH GBAtemp Advanced Maniac

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    May 31, 2016
    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 THEELEMENTKH, Feb 26, 2018
  5. stranno

    stranno Member

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    Feb 17, 2013
    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.
     
  6. Kerbangman

    Kerbangman GBAtemp Fan

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    Sep 19, 2016
    Hyped here.

    Congrats on the port
     
  7. RedoLane

    RedoLane GBAtemp Advanced Fan

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    Sep 16, 2016
    Israel
    This and HDTF at the same month?
    We might as well declare February as HL month!
     
  8. PabloMK7

    PabloMK7 Red Yoshi! ^ω^

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    Feb 21, 2014
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    Yoshi's Island
    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
     
    Last edited by PabloMK7, Feb 26, 2018
    Panzer_Baboon likes this.
  9. DRAGONBALLVINTAGE

    DRAGONBALLVINTAGE Black Tempters Unite!

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    Jun 27, 2017
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    Sacred World of the Kai
    I don't have a Vita but will ESF work on this later?
     
  10. bobdamnit

    bobdamnit I rule the Mushroom Kingdom

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    Jul 15, 2014
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    Indiana
    Good to see you over here from the 3DS forums!

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

    eduall GBAtemp Regular

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    May 29, 2014
    Venezuela
    that's neat! in a future will be playable with openGL Medal Of Honor Allied Assault? or another game with OpenGL capable
     
  12. Kerbangman

    Kerbangman GBAtemp Fan

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    Sep 19, 2016
    Just tried my original Halflife folder and the game seems to end at a blocked hall way.
    Is this playing as a demo?
     
  13. sj33

    sj33 GBAtemp Psycho!

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    Oct 22, 2013
    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.
     
  14. Kerbangman

    Kerbangman GBAtemp Fan

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    Sep 19, 2016
    Theres an update for mods.....
     
  15. Damin72
    OP

    Damin72 GBAtemp Regular

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    Aug 17, 2015
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    Not only mods. Autoaim start working. =)
     
  16. Kerbangman

    Kerbangman GBAtemp Fan

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    Sep 19, 2016
    I'm having a problem with my setup and only get so far and blocked by a wall.
    I guess my setup is in demo mode regardless of it being a legit PC copy.

    Also Blueshift works well.
     
    Last edited by Kerbangman, Feb 28, 2018
  17. dmc310

    dmc310 GBAtemp Regular

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    Dec 28, 2013
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    This is amazing
     
  18. sj33

    sj33 GBAtemp Psycho!

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    Oct 22, 2013
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    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.
     
  19. Kerbangman

    Kerbangman GBAtemp Fan

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    Sep 19, 2016
    Version 3 released
     
  20. naxeras

    naxeras Newbie

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    Aug 25, 2014
    It is possible use etchanced blue shift models and the spanish translation from steam version?
     
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