PS4 ioQuake3-PS4

Which Console are you inquiring about?
Playstation 4

Mayo

Forum Noob
As many other ioQuake3/Quake 3 ports, PS4 has finally joined the party. Featuring many unique PS4-only perks, the goal was just to port ioQuake3 to PS4, but thanks to the help of another user who helped me with some UI/gameplay elements as well as testing we improved the port a lot.

AI has been used to assist me in this project. I won't share my CLAUDE.MD, but you can find the details of which AI models I used, and their respective role. I hope this will help and encourage more developers or people trying to approach this field in a much less intimidating way. Be aware that the approach was the same for basically every Quake 3 port I made.
Hardened code's skill module is mandatory. Without it, AI will hallucinate a lot and will either introduce issues or regressions.
Sonnet 4.6
did good chunk of the work code-wise. It would often struggle with more advanced things (ex. renderer). If it struggled or introduced regressions when implementing something, I would instantly swap to Opus to continue
Opus 4.6 does the much more complex stuff, then code review and comment trimming.
Codex although not mandatory does the double check on code.

MAIN FEATURES:
  • Touchpad aim (Enable with L3+Touchpad)
  • Name is taken from the console's Username on boot. Can be manually updated from the Setup screen or the config file.
  • Lightbar will pulse depending on your health.
  • OSK support for
  • Rumble support (enable/disable with L3+R3) with its intensity based off weapon/damage feedbacks.
  • Mod support
  • Standalone Open Arena and Team Arena support

INSTALLATION:

Place pak0-8 in /data/ioq3/baseq3 for Quake3 Arena, pak0-3 in /data/ioq3/missionpack for Team Arena and the pak files from Open Arena into /data/ioq3/baseoa for Open Arena. Also place libSceShaccVSH.sprx and libScePigletv2VSH.sprx in /data/self/system/common/lib/

Latest release

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