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Post news Report RSS The final major PSVITA/Nintendo Switch refresh, here's whats in it

Over the last week I've spent approx. 35 hours focusing solely on the Quakespasm (VITA/NX) version of the game, fixing every major issue or disparity case so that it is now completely up to date in features with dQuake (PSP). Here's a quick rundown of some of the major changes.

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Intro

This post is also available on GitHub Discussions.

Over the last week I've spent approx. 35 hours focusing solely on the Quakespasm (VITA/NX) version of the game, fixing every major issue or disparity case so that it is now completely up to date in features with dQuake (PSP). Here's a quick rundown of some of the major changes.


Proper Fog Implementation

fog

Previously, specific to PS VITA, the shader responsible for fog rendering never took into account fog coloration, instead using the same gray color, and incorrect calculation of density. This is now resolved.


FOV Changes

fov

Default FOV is now 90, and FOV no longer decreases while sprinting.


Revised GAME OVER screen

gameover

Currently exclusive to VITA/NX and will over time roll out to other platforms, not only was the GAME OVER screen properly scaled, it was also revised to better match the source material and look more visually appealing.


Map Introduction Text

intro

Introduction text for the content specified by the level creator now displays on the HUD.


Weapon Kickback

kick

Weapon recoil kick has been restored, making the focal point of fire change over time.


Move Speed enhancements

movespeed

The speed of movement is now server-controlled, allowing for better parity of features like directional-dependent speed, throttling when aiming down the sight, and weapon-variable speeds.


Fixes for "Overbright" props

overbright

(Forgot to get a before for this, oops!)
Issues with fullbright models becoming "overbright", blindingly white, are resolved.


Finalization of QMB Particle implementation

particles

Issues were fixed with particle tilesheets not rendering properly, as well as a bug involving scaling particles impacting their origin (resulting in muzzleflash offset issues)


Alpha-blending fixes

scope

sprite

Issues were resolved with rendering graphics that utilizes an alpha channel for translucency.


Zombie skin variance

skins

Zombies in the world will now have a variety of 4 skins, as opposed to always displaying the same texture.


Implementation of Ray Gun trail and effects

trail

The legacy Quake explosion effect has been replaced for the Ray Gun.


Finalized UI scaling

uiscale

All Interface elements across the game are now properly scaled for legibility and polish.


Conclude

Now that the VITA/NX platform is fully in parity with others, focus will shift on doing the same for the Nintendo 3DS version, and VITA/NX will no longer fall behind in any capacity.

As always, thanks to my Patrons:
* K Z
* Tyler Young
* Rinse a Gateau Mandate
* Benjamin Engelhardt
* botdog
* DerpedCrusader
* Jackson Clayton
* Ryan Baldwin
* LEXX

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Derped_Crusader
Derped_Crusader - - 971 comments

Woot woot!

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Baker55
Baker55 - - 250 comments

Those are some very nice updates!

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dgn
dgn - - 724 comments

Thanks fopr these great updates.
Cheers.

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Biodude
Biodude - - 2,029 comments

Nice work!

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Guest
Guest - - 689,776 comments

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