[RELEASE] vitaQuake - Quake porting for PSVITA

Discussion in 'PS Vita - Hacking & Homebrew' started by Rinnegatamante, Jul 30, 2016.

  1. Arballisk

    Arballisk Newbie

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    May 10, 2016
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    This may be a dumb question, but which folders from the GOG installation do I use? And mods just go in their own self-named folder?

    And to play the mission packs (hipnotic and rouge) do I just select them from the mod selector?

    And map mods with multiple paks; do I just copy all of those over asis or combine them, some also have the progs.dat outside the pak.
     
    Last edited by Arballisk, Oct 7, 2016
  2. mesenkomaha

    mesenkomaha Advanced Member

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    Mar 19, 2014
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    Any idea when we will see hardware rendering on Quake? Some of the levels have significant frame drops.
     
  3. jonsaan

    jonsaan Newbie

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    Jan 23, 2017
    Hi. Can anyone assist. I am running TYRQuake via retroarch. All is working very nicely.

    BUT...I cannot for the life of me get the music to work. I have tried all suggestions I have found on the web. I have tried both ogg files and mp3 files placed in a cdtracks folder in the quake directory and the ID1 directory. Nothing seems to make that music play.
     
  4. Kerbangman

    Kerbangman GBAtemp Advanced Fan

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    Sep 19, 2016
    It mentioned AudioCD so maybe you need wave files?
     
  5. gnmmarechal

    gnmmarechal GBAtemp Guru

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    Why do you not use vitaQuake instead?

    Sent from my cave of despair where I collect souls
     
  6. jonsaan

    jonsaan Newbie

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    Jan 23, 2017
    I have now installed vita quake but have the same problem. Weird. No music.
     
  7. Kerbangman

    Kerbangman GBAtemp Advanced Fan

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    Sep 19, 2016
    OK I have worked it out. Place your track002.ogg etc in a folder called cdtracks in the actual mod folder. e.g id folder.
    Plays ok here.
     
  8. jonsaan

    jonsaan Newbie

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    Jan 23, 2017
    scratch that. It's working with Vita quake. THANKS!
    hi, I got it working with VitaQuake. Thanks all!
    Doesn't seem to work with tyrquake.
     
  9. Kerbangman

    Kerbangman GBAtemp Advanced Fan

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    Sep 19, 2016
    Vita quake plays really well. Really enjoying it.
    I have just tried Quake 1 Arena but it just bombs out.
    Anybody had this working?

    Is there a way to play maps on Vitaquake.

    e.g bsp files
     
    Last edited by Kerbangman, Mar 1, 2017
  10. jastolze

    jastolze GBAtemp Fan

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    May 2, 2012
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    Yes, open console, type "map [name of map] without the bsp file type. Most load fine in multiplayer. And quake 1 arena, from what I remember is problematic in quake 1 ports. I think it has something to do with the models.
     
  11. Kerbangman

    Kerbangman GBAtemp Advanced Fan

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    Sep 19, 2016
    Thanks

    I have found another way. make a file called autoexec.cfg and write on the first line "map mapname" and that will now boot the game using the map util.

    Have you managed to get nehahra or epsilion working?
     
  12. sirrjohn

    sirrjohn Member

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    Mar 20, 2017
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    How can I install this for ARK 3.63 ? Appreciate any help.
     
  13. gnmmarechal

    gnmmarechal GBAtemp Guru

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    You can't. ARK can only run PSP content.
     
  14. sirrjohn

    sirrjohn Member

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    Mar 20, 2017
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    I see, well, that sucks :/ I would love to play this port.

    Do you have any idea if ark can run plugins like cwcheat?

    -edit-

    I managed to get CWCHEAT to work but I couldnt find a way to add cheat code database to the plugin.. seems thats only possible in PSP, am I wrong?
     
    Last edited by sirrjohn, Mar 26, 2017
  15. gnmmarechal

    gnmmarechal GBAtemp Guru

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    huh, it should be possible to add the database, I don't remember the correct path, but it should work?
     
  16. Emankcin

    Emankcin Member

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    Mar 20, 2018
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    Originally, I was using Quake 1.9, I think. Maybe 2.0. I know I did have the music installed and working, although the volume was very low. Anyway, the version I was using came packed with the mod selector. I had both mission packs, and a fan made mission pack, each installed to separate folders. When I upgraded to (I think version 2.1, or 2.2, whichever replaced the mod selector with the live area selector), starting the game no longer ran the mission pack I was playing before, and when I tried to select one it just makes the launch sound, and the screen goes blank for a second, before returning to the live area. What has changed, and how can I fix this?
    Currently, my directories are as such:
    Quake - ux0:/data/quake/id1
    mission pack 1 - ux0:/data/quake/mp1
    mission pack 2 - ux0:/data/quake/mp2
    fan mission pack - ux0:/data/quake/id2
    aftershock (never worked) ux0:/data/quake/aftershock

    If I can at least get my official mission packs working again, that would be awesome. Do I need to chance the directory?
     
  17. zniel0

    zniel0 Member

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    Aug 13, 2018
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    its old thread but I cant seem to get mods working, quake 1 port does support mods just not sure how to do it
     
  18. skarmachild

    skarmachild GBAtemp Regular

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    Jun 21, 2007
    So I've got 2 Vita's each with Quake on.. I'm trying to get multiplayer working, online or local, to no success. Anyone succesully done this? Couldn't even get it working on the PSP port, the multiplayer, but I'm so desperate to play through on co op !
     
  19. Purplstuph

    Purplstuph Quake Enthusiast

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    Nov 9, 2016
    Canada
    The current version has limited support for certain mods.
    Version 2.5 has better mod support.

    As for Quake 1 arena, you have a better chance using the psp version on adrenaline.
    I've updated the railgun if you're interested.
    Simply replace the progs folder with the one in the archive.
    More here: https://gbatemp.net/threads/updated-quake-not-live-3ds.541355/
     
  20. zniel0

    zniel0 Member

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    Aug 13, 2018
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    2.5 has the same issues with loading many of the mods Arcane Dimensions ( technically you can force load maps) Doom mod/ zer/shark even the less demanding ones wont work. The only mods that work are old custom maps (map design in quake has evolved way past those). Sadly most mods use Quakespasm/Darkspaces moded engines(on the nintendo switch you can load pretty much any mod since its quakespasm).

    I dont think its a hardware limitation its just a matter of someone who may be interested in porting Quakespasm to the vita.
     
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