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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

elboffor
Consultant
Not to an arsehole or anything but...
When is the next release gonna drop?
This is my forum signature.
There are many others like it, but this is mine.

mckracken
Explorer
just checked out RBdoom-vr and there the cut-scenes are handled just perfect:
displayed on a virtual screen, playing like they did in 2d - meaning no animation and camera glitches

JoeManji08
Heroic Explorer
I apologize if my googling skills missed it, but I haven't been able to find an answer to this question:

Is anyone else experiencing very rapid head movement side to side?  Like 2x as fast as you're actually moving your head?  After a bunch of searching, I thought disabling vr strafing in the console would fix it, but that command did nothing as far as I could tell.

If anybody else got this, were you able to fix it?  I love playing this mod, but I have to keep my body very still to avoid getting sick.

Syndroid
Heroic Explorer


I apologize if my googling skills missed it, but I haven't been able to find an answer to this question:

Is anyone else experiencing very rapid head movement side to side?  Like 2x as fast as you're actually moving your head?  After a bunch of searching, I thought disabling vr strafing in the console would fix it, but that command did nothing as far as I could tell.

If anybody else got this, were you able to fix it?  I love playing this mod, but I have to keep my body very still to avoid getting sick.


Check your framerate. I'd assume your game is running on ASW enabled 45fps
Try reducing the render resolution, disabling AA or remove any graphics mods in order to get 90fps

Anonymous
Not applicable

Syndroid said:



I apologize if my googling skills missed it, but I haven't been able to find an answer to this question:

Is anyone else experiencing very rapid head movement side to side?  Like 2x as fast as you're actually moving your head?  After a bunch of searching, I thought disabling vr strafing in the console would fix it, but that command did nothing as far as I could tell.

If anybody else got this, were you able to fix it?  I love playing this mod, but I have to keep my body very still to avoid getting sick.


Check your framerate. I'd assume your game is running on ASW enabled 45fps
Try reducing the render resolution, disabling AA or remove any graphics mods in order to get 90fps


Is that a bug that will be fixed... or a feature ;). I think that obliging people to hit a guaranteed minimum of 90fps for head-tracking to work correctly may gather quite a few complaints. Since the runtime may suddenly drop into ASW due to a momentary dip in framerates, the some people might find head-tracking going wonky unpredictably and intermittently. Might cause more than a little nausea.

JoeManji08
Heroic Explorer

Syndroid said:

Check your framerate. I'd assume your game is running on ASW enabled 45fps
Try reducing the render resolution, disabling AA or remove any graphics mods in order to get 90fps


It's happening regardless of how high or low my graphics settings are, but I will check.  What's the best way to check fps?

And just in case it wasn't clear, it isn't my head rotation that is messed up, it is positional tracking.  For example, if I have my guardian visible, and take a step from side to side or forward/backward, I can see the in-game floor moving twice as fast as I am moving in real life.

Samson
Heroic Explorer

mckracken said:

just checked out RBdoom-vr and there the cut-scenes are handled just perfect:
displayed on a virtual screen, playing like they did in 2d - meaning no animation and camera glitches



I may get around to implementing this one day, it would be fairly easy to do,  I just personally dislike being pulled out of the 3d world like that - I actually prefer the fully 3d cutscenes, funky animations and all. (It would be nice to get those cleaned up one day though.) I'd be curious to see a vote of who prefers which method.




And just in case it wasn't clear, it isn't
my head rotation that is messed up, it is positional tracking.  For
example, if I have my guardian visible, and take a step from side to
side or forward/backward, I can see the in-game floor moving twice as
fast as I am moving in real life.


This is an issue that crops up when ASW kicks in.   It's been fixed in
the upcoming release - working to get it out hopefully pretty soon. 
There are a bunch of new features, just want to make as many bugs as
possible are squashed before release.

In the meantime, the best
way to avoid the movement issue is ( unfortunately ) to try to keep ASW
from kicking in for extended periods of time.  The easiest way to do
this is by reducing pixel density, and reducing MSAA.  If it's happening every time you move, somethings wrong or the settings are too high - what do you currently have MSAA and pixelDensity set to, and what kind of specs are you running?

mckracken
Explorer
Samson said:


mckracken said:

just checked out RBdoom-vr and there the cut-scenes are handled just perfect:
displayed on a virtual screen, playing like they did in 2d - meaning no animation and camera glitches



I may get around to implementing this one day, it would be fairly
easy to do,  I just personally dislike being pulled out of the 3d world
like that - I actually prefer the fully 3d cutscenes, funky animations
and all. (It would be nice to get those cleaned up one day though.) I'd
be curious to see a vote of who prefers which method.
"Funky" animations. I'd rather say a lot of times it's laughable and mood breaking. Not to mention that the disembodied camera is turning my stomach into small knots. Also: for a lot of cut-scenes it is true that the Doom-marine is not experiencing it in first-person.

Samson
Heroic Explorer

mckracken said:

"Funky" animations. I'd rather say a lot of times it's laughable and mood breaking.

This is why VR is so interesting, this is exactly how I feel about being pulled out of the game to watch a movie.


mckracken said:

 Also: for a lot of cut-scenes it is true that the Doom-marine is not experiencing it in first-person.

True! But I'm pretty sure the Doom-Marine is also not experiencing them by floating in space and watching a giant screen 🙂

And please don't think I'm trying to say you're wrong at all!  This is one of the things about the way people perceive things in VR that makes it so interesting - we're both right - we just key in on different parts of the experience, and find different things immersion breaking. 

JoeManji08
Heroic Explorer

Samson said:

This is an issue that crops up when ASW kicks in.   It's been fixed in
the upcoming release - working to get it out hopefully pretty soon. 
There are a bunch of new features, just want to make as many bugs as
possible are squashed before release.

In the meantime, the best
way to avoid the movement issue is ( unfortunately ) to try to keep ASW
from kicking in for extended periods of time.  The easiest way to do
this is by reducing pixel density, and reducing MSAA.  If it's happening every time you move, somethings wrong or the settings are too high - what do you currently have MSAA and pixelDensity set to, and what kind of specs are you running?


Specs (nothing OC'd): Win10, i7 4790, GTX 1070 8gb, 16gb RAM.

I looked at the oculus debug tool performance readout, and as you said, I was getting double movement anytime the fps went to a solid 45.  The unused resources graph on the right was jumping up and down like crazy.  Interestingly enough, I used the debug tool to disable ASW, and with 1.20 density/no AA, I was getting a very stable 90 fps.  I guess my computer was trying to use ASW to free up resources even though my fps was fine.

Thanks for helping me out!  I'm glad to hear a new release is on the way, and for now I can just play with ASW disabled, and I've got no problems!