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Doom 3 BFG Edition

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  • SamsonSamson Posts: 129
    Art3mis
    jrd3d wrote:
    the warping effect surrounds the fireball and the lost soul. It looks kinda cool at first, but you know that it is a glitch and it's not supposed to be there. Not a deal breaker by any means. Its like the atmosphere around the object starts to smudge or something like that. Not exactly sure how to word this abnormality.

    How is your anti aliasing configured? I did a very quick test, and saw the a glitch when MSAA is enabled (there is a bug in anti aliasing ), but have not been able to duplicate when AA is disabled.
  • jrd3djrd3d Posts: 138
    Hiro Protagonist
    I turned off anti aliasing and that appears to have fixed the smudging glitch effect. I do have a question about the "set vr_ipdManual" command though. once I "set vr_ipdoverride" to "1", it removes the 3d effect and when I enter "set vr_ipdManual 64" all it seems to do is shift my gun to the side a little. The image remains 2d/flat. Is there something that I am missing? Sorry to bother. The work you have done with this is nothing short of amazing!
  • SamsonSamson Posts: 129
    Art3mis
    jrd3d wrote:
    I do have a question about the "set vr_ipdManual" command though. once I "set vr_ipdoverride" to "1", it removes the 3d effect and when I enter "set vr_ipdManual 64" all it seems to do is shift my gun to the side a little. The image remains 2d/flat. Is there something that I am missing? Sorry to bother.


    The only thing you're missing is the bug I left in the code :oops:. The IPD offset for one eye wasn't being negated properly when using manual values - It's been fixed and the DL links have been updated.

    No bother at all - I need to know when I've broken something.
  • MarkVRMMarkVRM Posts: 16
    NerveGear
    @samson still waiting for the Hydra version with baited breath lol! I love testing things ;)
  • NATED066NATED066 Posts: 79
    Hiro Protagonist
    HI guys, I've been playing Doom 3 in VR for a while and it's great but, I'd love to play classic Doom and Doom 2.

    The problem is, I can't seem to disable the VR. Every time I start it, it fires up in VR mode.

    Any idea how to toggle it back? I've uninstalled, re-installed etc... with no luck.

    Thanks,
    N
  • SamsonSamson Posts: 129
    Art3mis
    NATED066 wrote:
    The problem is, I can't seem to disable the VR. Every time I start it, it fires up in VR mode.
    Any idea how to toggle it back? I've uninstalled, re-installed etc... with no luck.

    What version are you running?
    If it's the test version I posted links to, from the console ( ~ key brings up console ) type vr_enable 0 (press enter) then restart the game. (Although it should have defaulted to normal mode if a hmd wasn't detected. Could have been cruft in the old config file)

    If you're running standard Doom 3 bfg from steam, or 2eyes version, from the console type stereorender_warp 0 then from the game menu go to settings->3d options and make sure 3d view is off.
  • SamsonSamson Posts: 129
    Art3mis
    @samson still waiting for the Hydra version with baited breath lol! I love testing things ;)

    Good things are coming! ( Slowly anyway :) )
  • ktolocoktoloco Posts: 81
    Brain Burst
    I can run this mod with runtimes 0.6.0.1? Because the games start but dont recognizes the HDM, the blue light wont start.
  • Jokergod2000Jokergod2000 Posts: 302
    Nexus 6
    ktoloco wrote:
    I can run this mod with runtimes 0.6.0.1? Because the games start but dont recognizes the HDM, the blue light wont start.

    Works for me on 0.7, Windows 10. Not sure if that helps?
  • LinearLinear Posts: 34
    Brain Burst
    Hi Samson !
    How is Hydra controllers version progress going ?))
    (P.S. - is there any alpha or beta build of it?)
  • Dark_FreadDark_Fread Posts: 58
    Brain Burst
    Samson wrote:
    Here's a quick hack of 2eye's version with experimental support for the 0.7 SDK. ( not the other version I'm working on with motion controls ) You will still need the avcodec-55, avformat-55, avutil-52, and swscale-2 dlls to run this.

    https://www.dropbox.com/s/q2cvy2sjxzw27xx/D3BFG_OVRSDK0700_3.zip?dl=0

    Runs fine on Win7, runtime 7.0. Nice job.
    OR DKII - Win7 64 - Phenom X4 965 - Radeon R9 380 2Go (15.7 driver) - RT v7.0
  • planbplanb Posts: 43
    Dark_Fread wrote:
    Samson wrote:
    Here's a quick hack of 2eye's version with experimental support for the 0.7 SDK. ( not the other version I'm working on with motion controls ) You will still need the avcodec-55, avformat-55, avutil-52, and swscale-2 dlls to run this.

    https://www.dropbox.com/s/q2cvy2sjxzw27xx/D3BFG_OVRSDK0700_3.zip?dl=0

    Runs fine on Win7, runtime 7.0. Nice job.

    Same here. Many thanks!!! :-)
  • maboo12maboo12 Posts: 45
    hey the mod is working now for me - just one issue: i can't see the hud. i don't see my health status or ammo...any advice?
    oh and how can i recenter my view?
    and i don't see any videos - cutscenes work but not the videos. i copied the ffmpeg ddls into the game directory but its not working...

    beside these things it works great - thx!
  • RABIDRABID Posts: 171
    Art3mis
    finally updated to Win10 and the latest DK2 drivers and Nvidia drivers. this looks and plays perfect! :D
  • ktolocoktoloco Posts: 81
    Brain Burst
    Hi, a make a gameplay with the last version of this mod, fucking amazing! Like a native game! Highly recomended
  • motorsepmotorsep Posts: 1,388 Oculus Start Member
    Why is view weapon synced to the head? Wouldn't it be better to look around as you'd normally do in real life and have weapon controlled independently ?
  • NukemarineNukemarine Posts: 493
    Hiro Protagonist
    motorsep wrote:
    Why is view weapon synced to the head? Wouldn't it be better to look around as you'd normally do in real life and have weapon controlled independently ?

    Personal preference, but unless you have a hand tracked controller it's best to use head look to aim. Aiming with the controller is somewhat difficult even with the keyhole feature. Others may disagree of course.
  • jrd3djrd3d Posts: 138
    Hiro Protagonist
    Does anyone know how to get the Trent Reznor Soundpack Mod working on this? I know it worked for the pre BFG edition, and there is a way you can get the old mods to work on BFG edition by itself, but so far I am clueless if it will work on the BFG VR edition.
  • jngdwejngdwe Posts: 566
    Nukemarine wrote:
    motorsep wrote:
    Why is view weapon synced to the head? Wouldn't it be better to look around as you'd normally do in real life and have weapon controlled independently ?

    Personal preference, but unless you have a hand tracked controller it's best to use head look to aim. Aiming with the controller is somewhat difficult even with the keyhole feature. Others may disagree of course.


    I can say that I definitely prefer keyhole. I can't stand aiming with my head, it just feels waaaay too unnatural. Does the mod have an option for keyhole?
  • jngdwejngdwe Posts: 566
    Does anyone have a fix for the laser aiming too high? My bullets do not hit where the laser points, basically. Running my game with the body view turned off.
  • SamsonSamson Posts: 129
    Art3mis
    Linear wrote:
    Hi Samson !
    How is Hydra controllers version progress going ?))
    (P.S. - is there any alpha or beta build of it?)

    Sorry it took so long to reply. Progress is going slowly, but aside from that fairly well.

    There are new hud options, and the hud is now an object in the world instead of a fixed overlay, so size and position can be changed. The hud can be attached to your view or to your body, toggled on or off, or activated by looking up or down at a used defined angle. Added another method to get ammo/health stats without needing the hud at all- sort of a surprise.

    All of the weapon viewmodels are now fully fleshed out.

    The player position is now bound to a neck model of the hmd position, so moving around in the tracking space updates the player position - you can't cheat and walk away from your body any more.

    Added an optional (toggleable) heading beam/indicator that points the direction the player body is facing.

    You can select between the laser sight, a laser dot, crosshair, or circle dot reticles that project correctly in the world from the weapon muzzle.

    If you want to view your body while playing, the weapon viewmodels are now used instead of the worldmodels, so weapon guis and effects are visible. Fixed the shadows for the viewmodels and player head. The weapons can also be separated from the body animation, and move and point where you are aiming when using standard or motion controls. Just for fun, added very very basic arm IK when using motion controls.

    When using motion controls, you now actually have to throw the grenades instead of just firing them. Started adding support for melee attacks with motion controls. (Club bad guys with the flashlight or weapon by swinging them)

    Added a lot of the standard movement/aim modes - keyhole, comfort turning (completely optional, but can be used exclusively or in tandem with stick yaw) etc.

    A lot of tweaks to make using in game gui interfaces more seamless in vr.

    Things that need to be finished:

    A bunch of weapon/player animation cleanup. This is the most time consuming thing left for me.
    Bugfixes - there are a few bugs with the way the game is paused when the pda is being used to display the in game menus.
    Motion control calibration needs to be streamlined.
    All the VR options need to be added to in game menus.
    Cutscene camera files need to be addressed again.
    Lots of cleanup.
    There is a bug with MSAA that appeared with Nvidia driver updates a while ago. If I roll back to older drivers it disappears. Still need to figure out if its them or me. Might just add FXAA in the interim.


    motorsep wrote:
    Why is view weapon synced to the head? Wouldn't it be better to look around as you'd normally do in real life and have weapon controlled independently ?
    You may want to read the whole thread, that version was really just a rendering test with the newer SDK. Im working to finish a mod that supports motion controls and addresses a lot of other issues.
    jrd3d wrote:
    Does anyone know how to get the Trent Reznor Soundpack Mod working on this? I know it worked for the pre BFG edition, and there is a way you can get the old mods to work on BFG edition by itself, but so far I am clueless if it will work on the BFG VR edition.
    Classic D3 mods that used the doom3 'sdk' to change game functionality will not work. Original D3 was split into two programs/parts, the 'renderer' and the 'game'. The D3 sdk let people modify and recompile the 'game' code which then talked to the renderer. D3BFG has the game and renderer unified as one program, so there is no way to use the modified game code from original D3 mods.

    Texture, sound, model, map mods etc can be used with a little work - I can't write a howto now but you should be able to search. Also check fs_resourceLoadPriority and fs_game. Backup your game installation first!
    jngdwe wrote:
    Does anyone have a fix for the laser aiming too high? My bullets do not hit where the laser points, basically. Running my game with the body view turned off.
    Fixed in upcoming mod.

    Sorry, still no ETA.

    Hope everyone has a merry Christmas / happy holiday / happy new year !
  • There are a ton of people that really appreciate what you are doing. Thank you so much! I am patiently awaiting your updates.
  • jrd3djrd3d Posts: 138
    Hiro Protagonist
    This is the mod launcher I was referring to for Doom 3 BFG to run some of the old Doom 3 mods:
    http://www.kot-in-action.com/forum/viewtopic.php?f=28&t=4435
  • motorsepmotorsep Posts: 1,388 Oculus Start Member
    jrd3d wrote:
    This is the mod launcher I was referring to for Doom 3 BFG to run some of the old Doom 3 mods:
    http://www.kot-in-action.com/forum/viewtopic.php?f=28&t=4435

    Oh, that's my thing :) I no longer mess with it, but there is a better mod going around:

    http://www.moddb.com/mods/doom-3-bfg-hi-def

    It would be really good for Doom 3 BFG for DK2 / Rift to use it, since it uses higher quality textures / models and effects.

    There is also a nice update coming with HDR / Ambient lighting and filmic post process effects:

    http://i.imgur.com/1nZPlNk.png
    1nZPlNk.png

    http://i.imgur.com/YqVX8X4.png
    YqVX8X4.png

    Not to mention soft shadows (shadowmaps) that are already in the engine. I am not sure if it was backported into this DK2 mod here.
  • rlabellerlabelle Posts: 215
    Art3mis
    Samson wrote:
    Linear wrote:
    Hi Samson !
    How is Hydra controllers version progress going ?))
    (P.S. - is there any alpha or beta build of it?)

    Sorry it took so long to reply. Progress is going slowly, but aside from that fairly well.

    There are new hud options, and the hud is now an object in the world instead of a fixed overlay, so size and position can be changed. The hud can be attached to your view or to your body, toggled on or off, or activated by looking up or down at a used defined angle. Added another method to get ammo/health stats without needing the hud at all- sort of a surprise.

    All of the weapon viewmodels are now fully fleshed out.

    The player position is now bound to a neck model of the hmd position, so moving around in the tracking space updates the player position - you can't cheat and walk away from your body any more.

    Added an optional (toggleable) heading beam/indicator that points the direction the player body is facing.

    You can select between the laser sight, a laser dot, crosshair, or circle dot reticles that project correctly in the world from the weapon muzzle.

    If you want to view your body while playing, the weapon viewmodels are now used instead of the worldmodels, so weapon guis and effects are visible. Fixed the shadows for the viewmodels and player head. The weapons can also be separated from the body animation, and move and point where you are aiming when using standard or motion controls. Just for fun, added very very basic arm IK when using motion controls.

    When using motion controls, you now actually have to throw the grenades instead of just firing them. Started adding support for melee attacks with motion controls. (Club bad guys with the flashlight or weapon by swinging them)

    Added a lot of the standard movement/aim modes - keyhole, comfort turning (completely optional, but can be used exclusively or in tandem with stick yaw) etc.

    A lot of tweaks to make using in game gui interfaces more seamless in vr.

    Things that need to be finished:

    A bunch of weapon/player animation cleanup. This is the most time consuming thing left for me.
    Bugfixes - there are a few bugs with the way the game is paused when the pda is being used to display the in game menus.
    Motion control calibration needs to be streamlined.
    All the VR options need to be added to in game menus.
    Cutscene camera files need to be addressed again.
    Lots of cleanup.
    There is a bug with MSAA that appeared with Nvidia driver updates a while ago. If I roll back to older drivers it disappears. Still need to figure out if its them or me. Might just add FXAA in the interim.


    motorsep wrote:
    Why is view weapon synced to the head? Wouldn't it be better to look around as you'd normally do in real life and have weapon controlled independently ?
    You may want to read the whole thread, that version was really just a rendering test with the newer SDK. Im working to finish a mod that supports motion controls and addresses a lot of other issues.
    jrd3d wrote:
    Does anyone know how to get the Trent Reznor Soundpack Mod working on this? I know it worked for the pre BFG edition, and there is a way you can get the old mods to work on BFG edition by itself, but so far I am clueless if it will work on the BFG VR edition.
    Classic D3 mods that used the doom3 'sdk' to change game functionality will not work. Original D3 was split into two programs/parts, the 'renderer' and the 'game'. The D3 sdk let people modify and recompile the 'game' code which then talked to the renderer. D3BFG has the game and renderer unified as one program, so there is no way to use the modified game code from original D3 mods.

    Texture, sound, model, map mods etc can be used with a little work - I can't write a howto now but you should be able to search. Also check fs_resourceLoadPriority and fs_game. Backup your game installation first!
    jngdwe wrote:
    Does anyone have a fix for the laser aiming too high? My bullets do not hit where the laser points, basically. Running my game with the body view turned off.
    Fixed in upcoming mod.

    Sorry, still no ETA.

    Hope everyone has a merry Christmas / happy holiday / happy new year !

    I've been anxiously awaiting this as well. Not only to play with my hydra, but I backed the Kickstarter for Sixense Stem controllers that ship in April, and they are to be backward compatible to Hydra support. Hopefully it will be plug and play. Doom 3 BFG with Stem and Virtuix Omni should prove to be amazing, or terrifying. Outstanding work, the kids and myself have had a ton fun playing the HL2 integration, your work is appreciated.
    Youtube: www.youtube.com/channel/UCDrvzyiqz8Qiu7 ... irmation=1
    FaceBook: www.facebook.com/The-Wombat-Cave-103351200009813/
    Twitter: https://twitter.com/TheWombatCave
    Upcoming: Sixense Stem-May,Virtuix Omni-April,HTC Vive-?,Oculus CV1-Mar.28
  • -applauds- thanks all involved for getting this running on 0.7

    Now I need to find a way to switch to keyhole aiming, coz craning my neck to aim up is fooked :)
  • rlabellerlabelle Posts: 215
    Art3mis
    DarkyDan wrote:
    -applauds- thanks all involved for getting this running on 0.7

    Now I need to find a way to switch to keyhole aiming, coz craning my neck to aim up is fooked :)

    Are you playing with the Razer Hydra cause it should be really natural to look down the sites. In HL2 VR, it is as seemless as aiming with a real gun.
    Youtube: www.youtube.com/channel/UCDrvzyiqz8Qiu7 ... irmation=1
    FaceBook: www.facebook.com/The-Wombat-Cave-103351200009813/
    Twitter: https://twitter.com/TheWombatCave
    Upcoming: Sixense Stem-May,Virtuix Omni-April,HTC Vive-?,Oculus CV1-Mar.28
  • RABIDRABID Posts: 171
    Art3mis
    Samson wrote:
    Linear wrote:
    Hi Samson !
    How is Hydra controllers version progress going ?))
    (P.S. - is there any alpha or beta build of it?)

    Sorry it took so long to reply. Progress is going slowly, but aside from that fairly well.

    There are new hud options, and the hud is now an object in the world instead of a fixed overlay, so size and position can be changed. The hud can be attached to your view or to your body, toggled on or off, or activated by looking up or down at a used defined angle. Added another method to get ammo/health stats without needing the hud at all- sort of a surprise.

    All of the weapon viewmodels are now fully fleshed out.

    The player position is now bound to a neck model of the hmd position, so moving around in the tracking space updates the player position - you can't cheat and walk away from your body any more.

    Added an optional (toggleable) heading beam/indicator that points the direction the player body is facing.

    You can select between the laser sight, a laser dot, crosshair, or circle dot reticles that project correctly in the world from the weapon muzzle.

    If you want to view your body while playing, the weapon viewmodels are now used instead of the worldmodels, so weapon guis and effects are visible. Fixed the shadows for the viewmodels and player head. The weapons can also be separated from the body animation, and move and point where you are aiming when using standard or motion controls. Just for fun, added very very basic arm IK when using motion controls.

    When using motion controls, you now actually have to throw the grenades instead of just firing them. Started adding support for melee attacks with motion controls. (Club bad guys with the flashlight or weapon by swinging them)

    Added a lot of the standard movement/aim modes - keyhole, comfort turning (completely optional, but can be used exclusively or in tandem with stick yaw) etc.

    A lot of tweaks to make using in game gui interfaces more seamless in vr.

    Things that need to be finished:

    A bunch of weapon/player animation cleanup. This is the most time consuming thing left for me.
    Bugfixes - there are a few bugs with the way the game is paused when the pda is being used to display the in game menus.
    Motion control calibration needs to be streamlined.
    All the VR options need to be added to in game menus.
    Cutscene camera files need to be addressed again.
    Lots of cleanup.
    There is a bug with MSAA that appeared with Nvidia driver updates a while ago. If I roll back to older drivers it disappears. Still need to figure out if its them or me. Might just add FXAA in the interim.


    motorsep wrote:
    Why is view weapon synced to the head? Wouldn't it be better to look around as you'd normally do in real life and have weapon controlled independently ?
    You may want to read the whole thread, that version was really just a rendering test with the newer SDK. Im working to finish a mod that supports motion controls and addresses a lot of other issues.
    jrd3d wrote:
    Does anyone know how to get the Trent Reznor Soundpack Mod working on this? I know it worked for the pre BFG edition, and there is a way you can get the old mods to work on BFG edition by itself, but so far I am clueless if it will work on the BFG VR edition.
    Classic D3 mods that used the doom3 'sdk' to change game functionality will not work. Original D3 was split into two programs/parts, the 'renderer' and the 'game'. The D3 sdk let people modify and recompile the 'game' code which then talked to the renderer. D3BFG has the game and renderer unified as one program, so there is no way to use the modified game code from original D3 mods.

    Texture, sound, model, map mods etc can be used with a little work - I can't write a howto now but you should be able to search. Also check fs_resourceLoadPriority and fs_game. Backup your game installation first!
    jngdwe wrote:
    Does anyone have a fix for the laser aiming too high? My bullets do not hit where the laser points, basically. Running my game with the body view turned off.
    Fixed in upcoming mod.

    Sorry, still no ETA.

    Hope everyone has a merry Christmas / happy holiday / happy new year !
    sounds amazing!!! really looking foward to playing with the STEM (if they ever ship :roll: ) . is there any chance the doom mod can be ported to other games that use this engine like Quake 4?
  • ScandyScandy Posts: 18
    Hi,
    excuse me for my (maybe stupid) question but reading the older posts I could not understand if there is a way to play DOOM 3 BFG (Steam version) on DK2 with 0.8 runtime (Windows 10).

    Thank you
  • ktolocoktoloco Posts: 81
    Brain Burst
    Scandy wrote:
    Hi,
    excuse me for my (maybe stupid) question but reading the older posts I could not understand if there is a way to play DOOM 3 BFG (Steam version) on DK2 with 0.8 runtime (Windows 10).

    Thank you

    Hi, you can play this without problem!
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