Rinnegatamante has released version 0.9 of VitaQuakeIII for your homebrew enabled PS Vita for when your on the go or your PlayStation TV / Vita TV when your gaming away on the big screen. Either way this is an enjoyable homebrew port. In this version marked as 0.9 the developer has added an Automatic Data FIle Downloader when data files are not present. This makes the release much easier to install and setup and a nice edition to the vita homebre. There has been alot of attention to performance as well in this update the addition of dynamic libraries support for OpenArena core has provided a significant boost. Also, this update provides some experimental support for Urban Terror. This add-on is multiplayer, but as the vita port developer explains in the release notes provided below there will be some issue as outlined due to this was a release designed for the PC and the Rinnegatamante had to do quite a bit of work to get it running on the Vita:
v.0.9 available for download introducing experimental Urban Terror support! Urban Terror core is still experimental and the game itself requires A LOT of resources (standard Urban Terror executable requires 500 MBs on PC while on Vita i managed to get a max of 305 MB for vitaQuakeIII). Expect graphical glitches and crashes with it but you can start trying it from this version.
- - Added data files downloader when game data files are missing.
- - Updated to latest vitaGL commit.
- - Optimized renderer (both speed and memory usage wise).
- - Added dynamic libraries support to OpenArena core (drastic performance boost).
- - Fixed several issues related to dynarec that might cause app crashes.
- - Fixed a memory leak in dynamic libraries unloader.
- - Made r_noportals a configurable setting (Development purpose, DO NOT TOUCH THIS yet).
- - Added a check that prevents screen to power off.
- - Fixed an issue in skyboxes rendering that might have caused messed up sky rendering in some maps.
- - Now loading mods/missionpacks from inside the application works as expected.
- - Enabled the background rendering on main menu.
- - Added (experimental) Urban Terror support.
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
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.
Regarding OpenArena core:
OpenArena core is highly experimental (even more than Team Arena one) so expect issues on larger scale:
1) It doesn't have dynamic libraries support for QVMs: This means game will have in general lower performances and will use dynarec.
2) Related to dynarec, it is unstable which means you have to expect crashes. You can solve this issue by forcing interpreter instead of dynarec (To do so, edit vm_ui, vm_game and vm_cgame values in ux0:data/openarena/baseoa/q3config.cfg from 0 to 1) but interpreter is A LOT slower than dynarec.
3) By default the core runs at 480x272 resolution. Framerate's already kinda bad but playable on relatively small maps. Increasing it to 960x544 is possible (look up to this post) but not recommended.
4) OpenArena core doesn't use OpenArena engine but still ioquake3 engine. This means some stuffs (especially in the renderer) are missing (eg. the particles renderer).
- Framerate is unstable, especially in Team Arena and OpenArena
- 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)
- 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:
- Tain Sueiras
- The Vita3K project
- Count Duckula
- Daniel Krusenbaum
- Elwood Blues
- Thomas Würgler
- Eduardo Minguez
- Artūrs Lubāns
- Samuel Batista
- Troy Murray
- Jared Breland
- Lars Zondervan
- Gelson SilvaImportant Note
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. OpenArena full data files are also included.
PS Vita / Ps TV vitaQuakeIII v0.9 Released - Data Files Downloader Added + "Urban Terror" support added
By STLcardsWS on Jan 12, 2020 at 10:18 AM
The Power Supply (Vol. 02) - Our Guest Today: "PS4 Developer @m0rph3us1987"With the very first introduction of our new Series of Developer Interviews - as known by "The Power Supply" - you were already allowed to dabble a little bit with Volume 01 of the series, where you got a deep look into the work from well-known Developer @deank he did for this scene. While he worked mainly for the PS3 Community, we thought it would be only fair to bring you a PS4 Developer with Volume 02 of this Interview Series today. This Developer maybe don't have the same long reputation as deank have since he began to tinker with the PS4 as his very first Sony Console. But this doesn't mean that he isn't worth to ask some questions. We covered his Achievements already in the past here in this Forum, especially when we provided you our yearly Overview about the CCC Events held in Germany. In fact, you should be familiar with him and his Lecture he held back at 35C3. So please give an warm welcome to m0rph3us1987, while in his Interview, we will talk about his Lecture he held, we will learn how he sees the current situation in "PS4 Development and Hacking" and we will get an deep insight how he began to learn writing some code in his young age. So allow us to introduce him further.Continue reading
RetroArch (PS4) R3 Released: New libretro Cores Added (Dramcaset / Jaguar / ScummVM /) + Source CodeFollowing the initial release of R1 and the followup of R2, developer @OsirisX has just released R3 for the PS4 Port of RetroArch with new core being added, various bug fixes to go along and also a release of the promised source code is included as well.. The new update provides ps4 support for Flycast (Sega Dreamcast), Bettle PSX, Virtual Jaguar, ScummVM, Stella-2014 (Atari 2600), Vectrex and SameBoy are the new cores included (emulation like dreamcast is experimental and many games have speed issues) in this release This update is based on RetroArch v1.8.4 and the Core Updater has been enabled, multi-controller Support has been added (up to 4 can be used), previous R1/R2 only one controller was supported. Also some cores that need have added support for keyboard and mouse controls. This port has evolve quite nicely and should be even better with now the source code release and likely will becomes part of the official release as this is still considered an "unofficial" port, but likely to become the official port.
Also the developer has created a Core Updater, which provides another method to update the cores. It help keeps the main pkg lite and you can also download indvidual cores via RetroArch itself as that bug of downloading cores has been fixed. See all the latest details below pertaining to the R3 release.Continue reading
The Power Supply (vol. I) Featuring a chat with developer deank (creator of multiMAN / webMAN & ...)In this inaugural edition of The Power Supply (A new developer interview series) we have the pleasure to interview one of the legendary developer's of the PlayStation Homebrew Community. A developer whom has contributed on a variety of projects and been a master of some of his own . Very well known in the PS3 scene, this dev is responsible for projects that include the AIO Homebrew known as multiMAN, or the popular ps3 plugin known as webMAN (not to be confused with a forked version called webMAN MOD by aldostools). Then later on the emergence of the sMAN plugin can be from only one person and that developer is of course @deank . The developer has graciously given us some time for a Q/A interview to kick of this new series. Dean will give us a bit of insight on himself, along with his development journey on the PS3 . Also, we have asked the developer if he still has plans for a multiMAN (PS4) release after a small hint in the past that suggested the developer at least was contemplating the idea , Also, does Dean have any immediate plans for future development on the PS3/4, We have these answers and more from himself in the discussion below, so lets dive into:.Continue reading
Share This Page
- henkaku homebrew
- playstation 2
- playstation 2 resources
- playstation portable
- playstation portable cfw
- playstation portable resources
- playstation tv
- ps vita
- ps2 resources
- ps3 cfw
- ps3 homebrew
- ps4 homebrew
- psp cfw
- psp resources
- pstv homebrew
- vita homebrew
- webman mod
- User Record:
- Latest Member:
MegaMan- War of the Past OpenBOR OPL ready ISO -Neill Corlett