08-23-2014 04:40 AM
08-27-2014 12:36 AM
"gplourde" wrote:
If anyone want to give it a try PM me. Only the first five and need to show proof you developed something with the devkits.
08-27-2014 06:39 AM
"Immersionist" wrote:"gplourde" wrote:
If anyone want to give it a try PM me. Only the first five and need to show proof you developed something with the devkits.
Did anyone PM you? Unfortunately I can't help you aside from donations and user feedback on implementation of the port.
08-27-2014 07:20 AM
08-27-2014 08:23 AM
"gplourde" wrote:
I'm not ready to share it with everyone since I have not a single clue how I will handle aiming and UI yet. My offer was for peoples that would be able to compile the code themselves and set things up without support. AKA programmers interested in this stuff.
08-27-2014 08:34 AM
08-27-2014 08:01 PM
08-27-2014 11:31 PM
"gplourde" wrote:
I do use private git repo. Not to sure how to manage the conflicting licensing issue with the rift SDK. Probably need to write a rift sdk DLL and not link to the sdk library. That is pretty much why I don't have it public. At this point I even consider having all the GPL code on GIT and non GPL code somewhere else with a script to download all the code and then merge/build locally on the user PC with VS express. That way I don't have to deal with the licensing problems.
08-28-2014 04:23 AM
08-28-2014 04:39 AM
"gplourde" wrote:
https://dl.dropboxusercontent.com/u/22702748/DOOM3_DK2_270814.zip
+set com_allowConsole 1 +set vr_enableOculusRiftRendering 1 +set si_pure 0
08-28-2014 05:23 AM
g_fov [angle] - Specifies the angle for the Field of View (FOV). The wider the angle, the larger the field of vision for the player, giving a "fish eye" view in effect, however performance will be reduced. The smaller the angle, the higher the performance. The default of 90 is recommended, but players can try 85 which is a value used in some other games and will gain a slight boost in FPS. In multiplayer, g_fov can only be changed between 90 and 110.