Developer Rinnegatamante has teased us a few days ago with a new upcoming release for a different Quake port. Although Rinne had been working for quite a while on VitaQuake, it seems like Quakespasm-Spiked will be its replacement moving forward.
What is Quakespasm-Spiked for PS Vita?
From the readme:
Quakespasm-Spiked is a port of Quakespasm-Spiked for PSVITA. It is a modern Quake source port with “limits removed” and high mods compatibility.
“limits removed” sounded a bit fuzzy, but looking at the readme from Quakespasm-Spiked, there seems to be a bit of history going on here:
QSS exists because of my frustration with common quake engines totally ignoring mod development, and with mapper-focused engines ignoring multiplayer and multiplayer engines ignoring maps.
QSS is my attempt to fix that. Being based upon QuakeSpasm it retains the benefits thereof (and singleplayer is still the primary focus). And with my numerous networking fixes it ca actually be used through firewalls or over ipv6, and without flickering when there are too many entites – it should be noted that this makes it better for extreme singleplayer maps too.
Meanwhile it also supports numerous QuakeC extensions, even including Simple CSQC, so mods are no longer limited to hacks. It supports an effects system too, so you can finally create weapons that are actually different – assuming enough players also upgrade.
Quakespasm-Spiked vs VitaQuake
Quakespasm-spiked is apparently better on many points compared to the original, but mod compatibility seems to be where it shines. It is so much better in fact that Rinnegatamante has stated he will not maintain VitaQuake anymore, and will focus on Quakespasm-Spiked instead. And frankly, the only problem I might have with that is that VitaQuake was much easier to say
The final goal is to deprecate vitaQuake in favour of QuakeSpasm Spiked with Quakespasm as an alternative lighter version given the fact that Quakespasm in general has an insanely better mods compatibility. 3/3
— Rinnegatamante (@Rinnegatamante) August 3, 2021
Quakespasm-Spiked Features
From Quakespasm-spiked readme.
- Based on QuakeSpasm, offering familiarity.
- Retains Quakespasm’s look and feel.
- Superior networking (server just needs port 26000 forwarded through NATs, without having to deal with DMZ nonsense).
- High framerates no longer affect physics.
- Expanded limits vs Quakespasm.
- Plethora of SSQC extensions (to make the impossible possible!).
- Simple CSQC support, for mod-specific huds and menus!
- Optional fancy particle system (compatible with FTE+DP).
- Optional PNG texture replacements (not just tga).
- MD3 model support, basic IQM support.
- PK3 support.
- Ogg vorbis for sound effects as well as just music.
- Fixes ‘sticky walls’ bug.
- Skyrooms (“_skyroom” “x y z paralax rotspeed rotx roty rotz” worldspawn key)
- Per-entity BSP Contents overrides (eg: self.skin = CONTENTS_WATER;).
- Supports lightmap scaling, BSPX lits, and lots more stuff!
- Increased lightstyle limit (beyond 255). Requires updated light util.
- Increased lightstyles-per-face limit (up to 16). Requires updated light util.
- Voicechat (can be embedded into demos).
- Provides misc_model support, for mods that do not.
Download Quakespasm-Spiked PS Vita
You can download this Quake port for PS Vita here.
As a reminder, you will need a PS Vita Custom firmware in order to run this homebrew game.
Taking it further: if you want more Quake, check out VitaQuakeIII’s recent update, from the same developer
Source: VitaDB
The post PS Vita Release: Quakespasm-Spiked 1.0 by Rinnegatamante. Quake for your Vita, with better mod support appeared first on Wololo.net.