Intro
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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
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
Default FOV is now 90, and FOV no longer decreases while sprinting.
Revised GAME OVER screen
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
Introduction text for the content specified by the level creator now displays on the HUD.
Weapon Kickback
Weapon recoil kick has been restored, making the focal point of fire change over time.
Move Speed enhancements
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
(Forgot to get a before for this, oops!)
Issues with fullbright models becoming "overbright", blindingly white, are resolved.
Finalization of QMB Particle implementation
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
Issues were resolved with rendering graphics that utilizes an alpha channel for translucency.
Zombie skin variance
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
The legacy Quake explosion effect has been replaced for the Ray Gun.
Finalized UI scaling
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
Woot woot!
Those are some very nice updates!
Thanks fopr these great updates.
Cheers.
Nice work!
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