[PS Vita Scene] vitaRTCW v0.6 released
The developer Renegademancer has released a new update for vitaRTCW , the port of Return to Castle Wolfenstein for the portable console PlayStation Vita and PlayStation TV .
The update introduced the gyroscopic aim which in fact makes the controller more similar to a mouse, in the sense that through this new function we will be able to “correct” or move the aim by moving the gamepad, and therefore exploiting the sensitivity of two hands instead of just one inch.
Synopsis
World War II rages on and nations fall. SS chief Himmler has Hitler’s full backing to turn science and the occult into an army capable of annihilating the allies once and for all.
Fighting alone, you are on an intense mission to pierce the black heart of the Third Reich and stop Himmler – or die trying.
Fighting in advanced team-based multiplayer mode, you will face your WWII in an allied vs. Axis vs. allies for frontline domination.
Powered by the Quake III Arena engine , the Wolfenstein universe explodes with the kind of epic environments, AI, firepower, and cinematic effects that only a game crafted by true masters can deliver.
The Dark Reich is approaching. The time to act is now. Evil prevails when good men do nothing.
Checks
- – Jump.
- – Reload.
- – Open doors and activate items.
- – Change weapon.
- – Aim and use binoculars.
- – Shoot.
- o – Move player.
- – Objective.
- Touch- Precision Aim.
Installation
- Download and install the vpk files and directory
data
(if manually installing the data files, extract the archive to the directoryux0:data
). - Move the
pak0.pk3
,sp_pak1.pk3
and RTCW files (tested with Steamsp_pak2.pk3
data files ) inside the directory .ux0:data/iortcw/main
- [OPTIONAL] If you want to install the Italian/French/Spanish/German translations, get the related files from this address: https://github.com/iortcw/iortcw/releases/tag/1.51c and overwrite all the files in
ux0:data/iortcw/main
.
Changelog
- Updated to the latest use of vitaGL.
- Adds gyro aiming (controllable by
cl_gyroscope
,cl_gyro_h_sensitivity
andcl_gyro_v_sensitivity cvars
). - Made it so that right analog sensitivity can be adjusted via
cl_analog_slowdown cvar
.
Note
vitaRTCW is still extremely experimental:
- The framerate is unstable, in some circumstances it can even drop drastically.
- Multiplayer support is extremely experimental: Expect crashes, maps not loading, and problems when joining some servers.
- State saves cannot be renamed (meaning you can only have one save file unless you manually rename the save file and overwrite it later).
- It has not been fully tested (only the first level was fully reproduced, i.e. later in the game, crashes can occur, if this happens, please report them here or on GitHub with attached the coredump and possibly a save file to reproduce the problem quickly ).
Resolution
The engine (idTech 3) was ported via vitaGL and is fully compatible with all supported PlayStation Vita resolutions such as LIFEQuakeIII.
By default, vitaRTCW will run at a resolution of 640×368! This is because it is slightly slower than PSP resolution but makes the texts readable.
If you don’t mind texts and want the best possible framerate, you can switch to 480×272 resolution or if you want better graphics at the cost of lower framerate, you can switch to 720×408 or 960×544 resolution.
To do this, change in wolfconfig.cfg
the value r_mode
as follows:
- 0 = 480×272
- 1 = 640×368
- 2 = 720×408
- 3 = 960×544
Download: vitaRTCW v0.6
Download: Source code vitaRTCW
Source: twitter.com