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: 145
Last edited by fgsfds,

Thorhax

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I think I got it working, ty for all the help.

Now I'm wondering if there is a way to enable autoaim, I have wrist troubles from well, too many years of gaming combined with shitty DNA.
 

Purple_Shyguy

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I think I got it working, ty for all the help.

Now I'm wondering if there is a way to enable autoaim, I have wrist troubles from well, too many years of gaming combined with shitty DNA.

My game gives that compile error too. I think they all do.

Make sure "external music" is turned on in options.

Do you know the "music" in quake is really just ambient noise? Like hums and creepy whispering and droning thuds. Only really track 2 is metal music.

Turn external music on, turn the sound volume all the way down (to test if you can hear just the music) and then start a new game to refresh. That'll probably fix the music. If you choose "go to console" and type in 'music track02' it'll play a track. Try 'music pause' and 'music resume' as well.

As for autoaim, there isn't any autoaiming in Quake but someone did add gyro controls to this version that you can make highly sensitive so you can aim a lot easier with very slight tilting of the switch/joycons.

Options -> joystick options -> gyro aiming: on/alt gyro turning:on. And turn the sensitivity up a good few chunks.

Gyro controls are amazing and honestly every 3rd and 1st person game should have them.
 
Last edited by Purple_Shyguy,

such

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This might seem an odd necro-plea considering there's an official port these days, but here goes...

Is there any chance for a port of a recent Quakespasm version? Relative to v0.93.2 used for 0.4.0 newer Quakespasm builds add support for those fancy new Quake episodes, and it'd be really amazing to have that on the go coupled with the great mod selector courtesy of the greater yet @fgsfds

Simply put, this excellent unofficial port can get even more excellent (and overtake the official one at that).
 

Purple_Shyguy

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This might seem an odd necro-plea considering there's an official port these days, but here goes...

Is there any chance for a port of a recent Quakespasm version? Relative to v0.93.2 used for 0.4.0 newer Quakespasm builds add support for those fancy new Quake episodes, and it'd be really amazing to have that on the go coupled with the great mod selector courtesy of the greater yet @fgsfds

Simply put, this excellent unofficial port can get even more excellent (and overtake the official one at that).

If we bug fgsfds once a year we might convince him to an update 🤭🤭🤭🤭

Last version was April 2021, 2 years ago! 🥹🥹🥹
 
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Harpuia20

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So, has anyone been able to find a cause or solution to the issue of not being able to overwrite saves after they've been loaded? I realize you can sorta get around it by just making new saves, but it's still kind of a pain.
 

such

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If we bug fgsfds once a year we might convince him to an update 🤭🤭🤭🤭

Last version was April 2021, 2 years ago! 🥹🥹🥹
Well, another 10 months have passed, and my urge to play those new Q1 episodes on the Switch has not diminished.

It's starting to hurt a little, frankly. The only prescription is Quakespasm 0.96.1.


Still a great port, even if it is getting a little long in the tooth @fgsfds!
 

Purple_Shyguy

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Well, another 10 months have passed, and my urge to play those new Q1 episodes on the Switch has not diminished.

It's starting to hurt a little, frankly. The only prescription is Quakespasm 0.96.1.


Still a great port, even if it is getting a little long in the tooth @fgsfds!

You ever try Android on switch? You can run Quakespasm Spiked on there.
Screenshot_2024-02-15-23-38-50-63_b4de3044aa239eb1069d2839a72f95e2.jpg
 

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