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DOOM 3 BFG - VR ( V0.021 Updated 3-12-2017)

Samson
Heroic Explorer

Latest Release And Downloads:

Latest Version: V0.021

https://github.com/KozGit/DOOM-3-BFG-VR/releases

Updates from v0.20:

Edit: Many many thanks to 2EyeGuy for all his hard work on the .020 release, and for handling bugfixes and compiling this release while I was on vacation

Additions:

QuakeCon style teleport. ( jkchng )

Fixes from v 0.020

Fix issue #107: use other hand for movement.
Fix issue #97: Fix talking waking monsters.
Fix issues 100 & 106: Change language detection to use sound files. Issue #100 and Issue #106            
Fix issues #113 and #27: Fix timing issues.    
Improve issue #27:Disable ASW and make it a menu.
Improve issue #103:    Fix loading old savegames with different scripts.
Fix crash loading 020 save games, and allow old versions.
Loading RBDoom savegames works now.
"Fix" loading script objects of different sizes.   
Fix save and load menus.    
Adjust installer, Readme, and other docs for v 0.21 Alpha.
Work Around Movement Popping.

**EDIT:**
Known issue: After saving a game it might appear greyed out in the load game list and be unable to find it. To fix this issue, either use this console command before opening the load game menu, or exit the program and restart it:
testSavegameEnumerate
This issue is fixed in the next version.


Previous Release:

Doom 3 BFG VR: Fully Possessed V0.020 Alpha


This is sizeable update with many new features and improvements.


New features include:


Teleportation is now supported, including a parabolic aiming beam.


Voice commands are supported - say a weapon name to select it!


Flicksync mode based on Ready Player One.


Many aids to prevent motion sickness, including a new Third Person movement mode.


Many other improvements have been made, please see the readme.txt for a full feature list and documentation.

https://github.com/KozGit/DOOM-3-BFG-VR/blob/master/README.txt


Default Configuration

No single controller configuration or comfort setting is going to accommodate all users equally,

so Doom 3 BFGVR: Fully Possessed defaults to a comfort oriented mode.
In the default mode, comfort ( or snap ) turning is enabled by default,
and artificial movement uses the Third Person mode. These settings
should provide a comfortable experience for almost all users. These
settings may be easily changed or disabed in game if they do not suit
your needs. From the System Menu ( say 'System', or press ≡ (menu) on
the left Touch or Right Vive ), then select 'VR Options' then 'Comfort +
Safety Protocols'. From this menu, use the 'Turning' options to change
the turning mode (' smooth 'is standard analog turning - caution -
smooth turning causes motion sickness in most people ). Use the 'Motion
Sickness Aid' options to change the comfort settings. 'None' disables
all motion aids, but this will induce motion sickness in the vast
majority of people.


Default Controller Layout

The default controller layout can also easily be changed in game. Any
controller button or Stick/Pad axis can be mapped to any in game action,
to easily create a controller layout tailored to your liking. From the
System Menu ( say 'System', or press ≡ (menu) on the left Touch or
Right Vive ), Select 'Controls' then 'Key Bindings', Scroll through
the list and highlight the action you would like to change the control
for. Press the trigger to enter 'bind' mode, then simply press the
controller button or stick/pad axis you would like to assign to that
action. If the button or stick is already assigned to a different
control, you will be asked if you are sure you want to re map, otherwise
you are done! A button or joystick/pad axis can be unbound from an
action the exact same way.


Installing Doom 3 BFG: Fully Possessed.


There are two options for installing the mod: A self-extracting installer, or a .zip file.

Due to the inclusion of new player AAS files needed to support teleportation, the size of the mod has

increased a fair amount. You will need about 1GB of free hard drive space to install the mod.


Installing with the self-extracting installer

Download the file 'Doom3BFGVR_Fully_Possessed_Alpha020_Installer.exe' from the release page at the top of this post and execute.


By default, the installer will look to install the mod in the default
app directory in your Steam library on drive C. If your Steam library is
in a different location, or you have installed doom 3 someplace else,
browse to the location of your Doom 3 BFG installation. IMPORTANT
If you browse to select a directory to install the mod, the installer
will append 'Doom 3 BFG edition' to the install path. REMOVE THIS from
the install path, so that only the full name of your Doom 3 BFG
directory is displayed. Failure to do this will result in the mod files
being installed in the wrong directory. Once installed, you should see
a folder named 'Fully Possessed' inside your main Doom 3 directory
along with some support files and the Doom3BFGVR.exe. Launch this .exe
to play.


Installing with the .zip file

Download the 'Doom3BFGVR_Fully_Possessed_Alpha020.zip' file from the release page at the top of this post, and
extract into your main Doom 3 BFG directory. You should see a folder
named 'Fully Possessed' inside your main Doom 3 directory along with
some support files and the Doom3BFGVR.exe. Launch this .exe to play.


Compatibility with existing Mods or Native Doom 3 BFG

Doom 3 BFG: Fully Possessed stores all changed assets and save games in
their own directories. Installing the mod will not interfere with
existing mods or the native game.


Compatibility with the Hi-Def texture pack

Doom 3 BFG:Fully Possessed is compatible with the hi-def texture pack.
Please be aware that the 'generated' folder included in the hi-def
texture pack is corrupt, and will crash the game if not deleted. This
is not an issue with this mod, but with the texture pack itself. After
installing the texture pack, delete the 'generated' folder inside the
'Base' directory.

NOTES


  1. The texture pack also installs German language files. If you do not
    want the game menus to be in German, delete the 'german.lang' file in
    the 'Base/Strings' directory.
  2. It does not matter if you install the mod first or the texture pack
    first, but be aware that games saved without the texture pack installed
    will not work once the pack is installed, and vice versa.

Reporting Bugs

Many bugs have been addressed in this relase, but if you do find one,
please open an issue on our tracker. We can't fix it if we don't know
its broken!

https://github.com/KozGit/DOOM-3-BFG-VR/issues


Enjoy!




OLD UPDATES:

--------------------


Update 12-10-2016

Fixed bug related to save game crashes. Archives updated


Additional Update 12-9:

I've updated the OpenVR version of the mod to address  issues some people were having, and added a few new features.

There are now versions of the mod that support OpenVR and the Rift/Touch natively via the Oculus SDK.

See  below for a link and additional info. 


Update 12-9


I've updated the mod and posted a test verison with native Oculus/Touch support.

This includes full motion controls and the ability to interact with in game guis and the PDA by using them as touch screens.

Release:

https://github.com/KozGit/DOOM3-BFG-RIFT/releases/tag/v0.11-alpha

Please
make a clean copy of your doom 3 directory before installing, right now
this mod will not co-exist with other mods as too many of the
assets have been changed.

Take a look at the description on the release page, and the two readme files
included in the archive.  I've also included a .pdf that lists
most of the common cvars you can use to configure the mod.  Please
remember all the controls ( all joystick axes and buttons) can be
unbound or remapped to any other control. In the system menus go to 
(Settings->Controls->Key Bindings)

There's still a little oddness during loading screens.  Let me know if you find any issues. This is the first test of this, so there may be issues I'm unaware of, please let me know if you find anything.



------------------------------------------------------------------------------------------------------------

Previous update:


I've been working on a mod for Doom 3 BFG edition for a while, and it might be ready for an alpha test. I'm looking for people to test and let me know what issues ( and I'm sure there will be some ) you have. ( Please note this is an entirely new mod, not a variant of an existing one.)


Anyway, here we go:

https://github.com/KozGit/DOOM3-BFG-RIFT/releases

New features:



Full motion control support for weapons, with support for right or left handed control.

Reload mechanics and motion controlled melee attacks are NOT finished yet, but in progress.

For now press the attack button to punch and reload to well, reload. Grenades are now

thrown via motion controls.



Flashlight modes

The flashlight can be held in the off hand, mounted to the weapon, mounted to the player helmet, or

mounted to the player body. If 'mount to weapon' mode is enabled, and a weapon without a barrel is

selected (e.g. grenade, fists, chainsaw) the flashlight is temporarily moved to the head.



Player body view modes:

You can chose to view the entire player body with ( very very basic ) IK for the arms, view the weapon and

hands, or view the weapons only.



Weapon sight modes:

Chose from a laser sight, laser dot, circle dot, or crosshair.



Optional heading indicator.

With independent head/body movement it's easy to forget which way the body ( and forward

movement) is pointing. The heading beam points in the direction the body is moving. Beam can be

solid, have arrows, or scrolling arrow. Temporary artwork.



Movement options:

The player body is locked to user position, so moving in the real world moves the player body.

Optional comfort turning, with user defined delta and repeat delay.

Walk speed adjustment from game default consistent over level changes

Option for forward movement to be in direction off hand controller is pointed

Headkick and knockback are disabled by default but can be toggled.

For non motion controls, you can lock the view and aim together, or use independent aiming with user

defined deadzones



Hud options:

Hud is translucent and projected into world.

Hud can be locked to the view or the body.

Hud position and size are configurable.

Hud can be toggled on or off, or faded in when user looks down past defined angle

If hidden, can be configured to reveal when health below defined level

Individual Hud elements can be turned on or off if desired



Stat Watch ( for the love of god someone come up with a better name )


Ammo stats are provided on a wrist worn armament inventory device if player has weapon equipped.

Soon to provide health stats as well.



Gui interaction modes.

Player can choose one of three ways to interact with in game guis

1) Look direction controls gui cursor

2) Weapon aim controls guis, in the event weapon has no barrel (grenade, fists, etc) default to look

direction

3) If motion controls are enabled, guis can be touch activated. When close enough to touch, look at gui

to activate then touch gui to control.



PDA is rendered as model in game.

PDA can be held in hand, or fixed in a position in front of the player body. If gui touch mode is enabled, the

PDA works as a touch screen device. Pressing escape during the game brings up the system menus in

game on the PDA.

PDA fixed position can be adjusted.



Cinematics

Cinematics are now from a fixed camera position. This is still being worked on, but is much better than the

free camera IMO. Some camera files still need to be tweaked for some of the cinematics. Pressing the PDA

button will exit the current cinematic



Pixel density can be adjusted.



ALL controller buttons and axes can be re-mapped to any control or action.



Weapon models have been fully fleshed out.

All of the options are currently controlled via cvars that start with vr_.  I'll add the options to the menus at some point.

The code has not been tested on any machines other than mine, so hopefully it will at least run for some of you 🙂

There are some issues I do know about. The loading and saving transitions are pretty glitchy, which is annoying.  I'll either smooth them out or just black them out.  I changed how the player hand animations work, so occasionally the hands don't play the correct firing animation.  I know how to address just need to implement.  The weapons also jump/blink for a frame when you change weapons, I know how to address I just need to get to it. Also, the source code is a mess, it's not actually on github at the moment, I'm working to clean it up and get it posted soon.

Anyway, let me know how it works for you!





908 REPLIES 908

Samson
Heroic Explorer


So are aadvark and I the only people experiencing this black hourglass screen on the headset, while the game continues playing fine in the mirrored window on the monitor?

I just can't seem to figure out what causes the game to hang and show the hourglass screen, it seems to happen at a specific times, like I can load a game and walk around without any problems, but soon as I kill a certain enemy the screen switches to the black hourglass and I can't seem to get the game to display in the headset anymore


I would like to know if anyone else is experiencing this - it's not an issue I've ever encountered.  Did you say that the game continues to play normally on the mirror screen?  As in the headtracking and motion controls still work, it's just not displayed on the rift?  If you can find an exact repeatable spot where this happens, it may help.


2EyeGuy
Adventurer

lenne0815 said:

Thanks for the heads up, im just waiting for pulling the trigger for updating my installation guide, im sure the next version will be great ! ( And yes the missing npc voice is fixed by setting the language to english in steam )


 Correction:

The missing npc voice is fixed by deleting base/strings/english.lang (unless you have the game set to English in Steam, in which case you need that file).
We shouldn't have even included that file, because I don't think we changed anything in it.
Once you do that, you can play in VR in any language you like. The menus that we added will be in English though, because we haven't localised them yet. And in the new version, the voice commands will all be in English, because I haven't localised them either, and you won't be able to play the FlickSync mode. But talking to people by talking in whatever language you want will still work.

I'm fixing the bug in the next version right now, so that it works even if english.lang is present. 

StreetPreacher
Adventurer

Samson said:



So are aadvark and I the only people experiencing this black hourglass screen on the headset, while the game continues playing fine in the mirrored window on the monitor?

I just can't seem to figure out what causes the game to hang and show the hourglass screen, it seems to happen at a specific times, like I can load a game and walk around without any problems, but soon as I kill a certain enemy the screen switches to the black hourglass and I can't seem to get the game to display in the headset anymore


I would like to know if anyone else is experiencing this - it's not an issue I've ever encountered.  Did you say that the game continues to play normally on the mirror screen?  As in the headtracking and motion controls still work, it's just not displayed on the rift?  If you can find an exact repeatable spot where this happens, it may help.




Hi Samson, I just tested again and it appears that the game continues running normally in the monitor window while the Rift is displaying a black screen with the hourglass.  The controls keep working, and the HMD tracking seems to work as well.  I just can't seem to get the game to display again... 

I guess i'll try a clean re-install with the latest builds, just worried about losing my save game progress 🙂  

mckracken
Explorer
can you change the cutscenes point of view, so that you are not in the middle of them or floating around the scenery? (so they display like in the non-VR game)

is it possible to hold two handed weapons with both hands? Like the Shotgun etc. It feels weird holding big guns with one hand.

love everything else 🙂

Shadowmask72
Honored Visionary
Got this to work kinda but OP needs to change the first post because the link is out of date.


System Specs: MSI NVIDIA RTX 4090 , i5 13700K CPU, 32GB DDR 4 RAM, Win 11 64 Bit OS.

ParadiseDecay
Rising Star
Guys! I don't know if you this..... but there's also a Quake mod now. Links featured in the comments of my video here: https://www.youtube.com/watch?v=jg5RSArCvaE
☆ YouTube 'Content Creator' and 'Steam Curator' ( https://www.youtube.com/user/ParadiseDecay ) ☆ Devs! I'm always on the look out for new and interesting VR experiences! ☆ Oculus Rift CV1 ☆ Windows 10, 64 bit ☆ Intel Core i7-3770 ☆ 16.0GB Ram ☆ GeForce GTX 1060

RABID
Expert Protege


Guys! I don't know if you this..... but there's also a Quake mod now. Links featured in the comments of my video here: https://www.youtube.com/watch?v=jg5RSArCvaE


theres an HD texture pack for this. it makes a huge difference. i really with this mod had touch support

FrankDrebin1979
Protege


Guys! I don't know if you this..... but there's also a Quake mod now. Links featured in the comments of my video here: https://www.youtube.com/watch?v=jg5RSArCvaE


This is so old news. Please update us when touch controller is supported.....

2EyeGuy
Adventurer

mckracken said:

can you change the cutscenes point of view, so that you are not in the middle of them or floating around the scenery? (so they display like in the non-VR game)

is it possible to hold two handed weapons with both hands? Like the Shotgun etc. It feels weird holding big guns with one hand.

love everything else 🙂


I added a Flicksync mode where you can be one of the characters in the cutscene. But you have to speak their lines.

Cutscenes do display like in the non-VR game (only without movement along a path), that's the problem. We could add a box around the cutscenes like in Leyland's version, but I really didn't like that feature. Someone would have to edit all the cutscenes if we really want them to work better in VR.

You can mime holding the weapon with both hands, if you attach the flashlight to your head or torso. But it's tricky to make holding things in two hands work in VR when there's nothing to stop your hands moving apart. If it makes you feel better, Martian gravity is only 38% of Earth's, so it's easier to lift an object with one hand than it would be on Earth with two hands. Phobos gravity is ridiculously low. That only applies to LIFTING vertically though. Swinging and wielding a weapon is still just as hard in low gravity.

mckracken
Explorer
"Cutscenes do display like in the non-VR game" Hmm. But what about the model movement glitches (lost mission intro is a good example)

Would it work to have them display like on a virtual cinema mode - like what Vorpx does. So basically just like Nvidias 3dvision.