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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

drkaii
Explorer
Ok I see now that yes there are two mods. This one is better in many ways, especially because you have a world scale option.

EDIT: I just tried it and I can't seem to get the World Scale to actually do anything. Is it just a place holder option at the moment?

drkaii
Explorer
I can see you were bullied into open sourcing it. Gosh I HATE that. It's your code, do what you want  with it. I never give in to the open source bullies.

drkaii
Explorer
Is there a list of Console Commands? I see syndroid was using something called manualipd and managed to change it, but that cvar doesn't exist. Is there any way to change the IPD/World Scale and have it actually work? 

Sorry if I am being such a noob

drkaii
Explorer

Syndroid said:

I tried it again using the orientation reset button this time. much better. Now I only need to stand on my toes to get a little extra height while resetting the view in order to match the ingame floor to the guardian floor bounds. 
Maybe it would be a better solution if the game would read the actual floor height that is defined in the Oculus software, I think most other standing games work this way. It could be annoying to repeat that resetting procedure every time too.

The world scale still feels a bit off though. The IPD vaule I'm using with my Rift is 61. My height is 178cm.
With cvar "manualipd" set to 68 the scale of things look right to me, but this slightly affects the postional tracking (walking around won't translate 100% natural anymore).
Without the ipd override, humans and objects like telephones, pda's etc, are bigger than they should be, imo. 

Other things I noticed:
-When looking down or lowering my head just a little bit, the game switches to crouch mode and the height is wrong again. I think the game should at no time change or define your real height and always use the predefined floor height while playing standing. 
-I tried "vr_motionFlashPitchAdjust" in hope to fix the flashlight pitch for Touch controllers, but the game didn't recognize this command.
-Don't know if there is any haptic feedback implementation yet, but my gamepad vibrated while playing.

If the scale and height things were fixed, this would be easily the best VR experience for me, but the overall experience is still amazing the way it currently is.
Other things are flawless . Thumbstick navigation is perfect. using touch panels works great.



here ^
ok last message, sorry for the spam. 

bigmike20vt
Visionary
Sorry to sound like a forest gump but, where is the link for the compiled build of the newest patch?

I must be blind but I cant see it

I am banging around GitHub but I can only see what I think is the source

edit I think I found it on the post here on feb 5th, the 0.15. downloading now

thjanks
Fiat Coupe, gone. 350Z gone. Dirty nappies, no sleep & practical transport incoming. Thank goodness for VR 🙂

drkaii
Explorer
Wasn't easy to find, but here it is: https://github.com/KozGit/DOOM-3-BFG-VR/releases

2EyeGuy
Adventurer

drkaii said:

Ok I see now that yes there are two mods...



drkaii said:

Ok I don't seem to understand what the difference is between this and leyland's mod?


There are two mods. Samson's mod (this thread), and Leyland's mod. There's three if you count tmek's mod, but that is ancient and only supports DK1. I think there's also a separate gplourde's mod for the original Doom 3 (not BFG).

Samson's mod natively supports both Oculus and SteamVR.
Samson's mod has touch screens that you can reach out and touch with your finger.
Samson's mod lets you hold the PDA, and the pause menu is on the PDA.
Samson's mod has a full body with inverse kinematics.
Samson's mod has fixed gun models so there's no hole on the side of the gun you don't normally see.
Samson's mod has mostly working new VR menus to change the options, rather than having to use console commands.

Leyland's only supports SteamVR.
Leyland's mod has proper head-tracking in the menus.
Leyland's mod has a gaze cursor in the menus.
Leyland's mod has the vr_comfortMode letterbox motion sickness prevention you mentioned.
Leyland's mod has a slow motion motion sickness prevention method.
Leyland's mod has holster slots on your body so you can grab weapons or PDA.
Leyland's mod has a fix for standing up inside crawl spaces or low ceilings.
Leyland's mod has realistically sized video discs (I added that)

But I've been porting most of Leyland's features over to the next version of Samson's mod. I haven't got proper head-tracking working yet in the menus, and I haven't put a gaze cursor in the menu. But I added the other features.

I've also added a lot of my own features to the next version of Samson's mod:
  • Teleporting
  • Talking to NPCs just by talking
  • Voice commands for switching weapons
  • Experimental Flicksync mode (from Ready Player One)
  • Blacking out the screen, and chaperone motion sickness prevention methods
  • Improved holster slots
  • Additional holster slots for manually attaching the flashlight to your head or left shoulder
  • Allow swapping hands just by grabbing the gun/pda/torch with your other hand
  • Fixed bad tracking when low FPS
  • Fixed missing NPC voices bug
  • Removed head bob after jumping
  • Added chaperone options to show chaperone while throwing things around, or always
  • Fixed loading screens to use Oculus world-space quad layers for perfect 90 FPS tracking while loading
  • Merged the Oculus and OpenVR versions into a single executable
  • Added more menus, and rearranged them a bit
  • Fixed most of the bugs in the menus (except the last option in HUD options)
  • Fixed flashlight shadow in Mars City 1 (except in the first cutscene)
  • Fixed application not exiting
  • Fixed warped view after dying and starting a new game
  • Fixed key bindings being loaded incorrectly from profile.bin
  • Fixed compiling and instructions so anyone can build it
  • Fixed Doom 1 and 2 controls
  • Undid most of the censorship in Doom 1 and 2
  • Fixed MAP33: Betray in Doom 2
So Samson's mod will very soon be indisputably the best version, and will include most of Leyland's unique features.

Now I'm just waiting for Samson because he hasn't pushed any commits or pulled any of mine for weeks. Apparently he's working on some features of his own.

drkaii
Explorer
Amazing stuff! Thanks for the detailed reply. Hopefully he will answer soon. I think a very important feature would be to bring over Leyland's 3D strength world scaling, as Samson's is done just via IPD, and the vr_WorldScale option does nothing (and leads to loss in positional tracking accuracy). Leyland's does it via vr_playerheightcm, although this messes up the position of the camera. 

Sorry if I am going over obvious stuff you know all about, I'm new here and excited to get this running (and recorded on my channel)

bigmike20vt
Visionary

drkaii said:

Wasn't easy to find, but here it is: https://github.com/KozGit/DOOM-3-BFG-VR/releases


thanks...... whilst perhaps not immediately obvious I was being a bit blind. I blame it on it being the end of a long day
Fiat Coupe, gone. 350Z gone. Dirty nappies, no sleep & practical transport incoming. Thank goodness for VR 🙂

Syndroid
Heroic Explorer

drkaii said:

Amazing stuff! Thanks for the detailed reply. Hopefully he will answer soon. I think a very important feature would be to bring over Leyland's 3D strength world scaling, as Samson's is done just via IPD, and the vr_WorldScale option does nothing (and leads to loss in positional tracking accuracy). Leyland's does it via vr_playerheightcm, although this messes up the position of the camera. 



I second this.

You said that the scale is too small for you. Do you have a high IPD? What's your IPD/Lens distance in Oculus?
I guess I have a small IPD. It is currently set to 60-61 in Oculus. And in this mod, everything is noticibly too big for me.

So in case you have a high IPD, maybe that means that this mod have an issue in dealing with the IPD values from the Oculus software..  Maybe the 3D strength shifts more than it shoud be when moving the IPD/lens slider on the HMD?

As far as I remember, Leylands "vr_playerheightcm" let's you always be aligned to the floor. So if you set a ridiciulous value like 20, your eye height should still have the correct distance to the floor in game, but the scale of the world itself shrinks down to toysize and your foot would fill whole parts of the map.