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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

CylonSurfer
Expert Protege
Great news about the saves. I disabled ASW manually last night, while it fixed the graphical glitches the root problem is still very noticable. Instead glitches I now see the touch controllers skipping / stuttering as I move them and the occassional jerkiness while moving around. Still unplayable for me unfortunately 😞 

HBObiWan
Protege
I've also been experience a lot of stutter in recent updates and I finally found the problem. If you set com_fixedTick "1" it should fix it.

2EyeGuy
Adventurer
There's no such variable as "com_fixedTick", unless you are thinking of a different mod.
EDIT: It's "com_fixedTic"

HBObiWan
Protege
My bad,   com_fixedTic   ...  without the "k"

CylonSurfer
Expert Protege
Can confirm that a combination of switching off ASW and entering com_fixedTic "1" in the console fixes the poor performance issue.

I added set com_fixedTic "1" to both vr_oculus_default.cfg & vr_openvr_default.cfg

Is there any way to set VR Character Settings > View Height in the above files? 67 is too high for me, I find 65.5 bring me to about eye level with the NPCs. This setting seems to get reset everytime the game loads a save or new level.

Other than that, everything appears back to normal other than my newer saves crash Doom on load with the error:

Multiple entities named 'vrTeleportTarget'

I have not changed anything since I last played and I've never used teleport. 😕  Seems to do it to all non-auto saves.




LordJuanlo
Protege


Can confirm that a combination of switching off ASW and entering com_fixedTic "1" in the console fixes the poor performance issue.

I added set com_fixedTic "1" to both vr_oculus_default.cfg & vr_openvr_default.cfg


I also confirm the fix (great find Obihb!), although in my case I didn't have to disable ASW, just setting that variable completely fixed the issue. 2EyeGuy, I'm not sure if disabling ASW is a good idea, because you said that you can't do it for Doom 3 and you would do it globally simulating a keystroke. This can leave ASW completely disabled for all Oculus apps, so please, try the com_fixedTic thing without disabling ASW to see how it goes for you. With this fix, the mod is absolutely fantastic right now.

By the way, I just noticed (not sure if someone already reported it) that when you have a weapon on your right hand and another weapon on the right holster, if you open the PDA the weapon on the holster goes away and you must pick it up again.

Another small annoyance: the sound comes from the default audio device instead of Rift audio, so I always must set it as default before playing the game.
Comunidad española de RV / Spanish VR Community

CylonSurfer
Expert Protege



I also confirm the fix (great find Obihb!), although in my case I didn't have to disable ASW, just setting that variable completely fixed the issue. 2EyeGuy, I'm not sure if disabling ASW is a good idea, because you said that you can't do it for Doom 3 and you would do it globally simulating a keystroke. This can leave ASW completely disabled for all Oculus apps, so please, try the com_fixedTic thing without disabling ASW to see how it goes for you. With this fix, the mod is absolutely fantastic right now.

Another small annoyance: the sound comes from the default audio device instead of Rift audio, so I always must set it as default before playing the game.


Yup, I noticed that too. No need to disable ASW at all. I have the same issue with sound, it stops the new Oculus audio mirroring from working too.

I found that pm_normalviewheight "66" sets the character height from the console, but can't find a way to make it default or stick for the next level. Any ideas?

2EyeGuy
Adventurer


Can confirm that a combination of switching off ASW and entering com_fixedTic "1" in the console fixes the poor performance issue.

I added set com_fixedTic "1" to both vr_oculus_default.cfg & vr_openvr_default.cfg

Is there any way to set VR Character Settings > View Height in the above files? 67 is too high for me, I find 65.5 bring me to about eye level with the NPCs. This setting seems to get reset everytime the game loads a save or new level.

Other than that, everything appears back to normal other than my newer saves crash Doom on load with the error:

Multiple entities named 'vrTeleportTarget'

I have not changed anything since I last played and I've never used teleport. 😕  Seems to do it to all non-auto saves.



So it's not a performance issue at all, it's just that the engine's 90 FPS doesn't exactly match the graphics card's, so every so often it thinks it needs to insert an extra engine frame and delay. Shortly after I said I couldn't fix this issue, I starting thinking about it, and was leaning towards that.conclusion.

Now I need to test what effect com_fixedTic has on features that slow time (slow mo motion sickness aid, and the next version's optional QuakeCon teleport mode), or freeze time (Flicksync, and pause menu on PDA). And what effect it has when the game actually can't run at 90 FPS for performance reasons.

I may have to use another solution to do something similar to what com_fixedTic does. Leyland's mod also dealt with this problem, and I think they came up with a solution.

All the game-loading bugs are already all completely fixed in the next version. It doesn't matter whether you use teleport or not, we still create a vrTeleportTarget entity (or two by accident) in case we need to draw Samson's pretty blue circle and parabola. There's no way to avoid this bug in the current version (except perhaps if you try deleting that entity from the console before you save or load the game?), so I'll release a new version soon. But any buggy saved-games you create now, you WILL be able to load in the next version. So don't worry, you just have to wait a few days before you can load those games you saved.

Right now I was working on trying to load saved games from Leyland's RBDoom 3 VR mod and the original Doom 3 BFG. But it's not working yet. I don't know if Samson or Leyland added some extra things to the save file that they didn't document (I fixed the documented ones already), or if some of the restore code calculates the size of what it's loading dynamically. Maybe I'll just check the file offset in each mod after loading each item until I find where they differ. I'd really like people to be able to transfer over all their progress.





Can confirm that a combination of switching off ASW and entering com_fixedTic "1" in the console fixes the poor performance issue.

I added set com_fixedTic "1" to both vr_oculus_default.cfg & vr_openvr_default.cfg


I also confirm the fix (great find Obihb!), although in my case I didn't have to disable ASW, just setting that variable completely fixed the issue. 2EyeGuy, I'm not sure if disabling ASW is a good idea, because you said that you can't do it for Doom 3 and you would do it globally simulating a keystroke. This can leave ASW completely disabled for all Oculus apps, so please, try the com_fixedTic thing without disabling ASW to see how it goes for you. With this fix, the mod is absolutely fantastic right now.

By the way, I just noticed (not sure if someone already reported it) that when you have a weapon on your right hand and another weapon on the right holster, if you open the PDA the weapon on the holster goes away and you must pick it up again.

Another small annoyance: the sound comes from the default audio device instead of Rift audio, so I always must set it as default before playing the game.


I assumed disabling ASW with the shortcut keys was specific to that game session, not global. Can we get confirmation on this, @cybereality? I guess I'll add a fifth option to leave the setting unchanged, and make that setting the default. By the way, if anyone from Oculus is listening, the way ASW works is extremely annoying for games that run at between 45 and 90 FPS. Which is basically every game. Dolphin VR MUST be able to run at 50 or 60 FPS or it will be completely broken. You're effectively forcing us to make our own asynchronous timewarp implementation, even though you had your own built into the drivers. Also it would be nice if there was an Asynchronous Timewarp mode for content that is locked at 30 FPS. We try to redraw the scene with opcode replay, but I'd like to give users the option of falling back to Asynchronous Space/Timewap for when it doesn't work.

That holster issue isn't a bug, it's a feature. I knew it would happen like that when I designed it. You don't have to pick the weapon up again, it's still in your inventory and strapped to your back, it just doesn't magically go back into the holster after you had to holster something else there to use your PDA. It was too much work to fix and I was lazy, but it also matches real life, so I thought it was OK. Holster your current weapon, say the name of the old weapon that was holstered there before or grab it from your back, then holster it again. Then you will be back how you were.

Originally the gun you were holding just magically disappeared while using the PDA, but I didn't like that. Now while holding your PDA you can see your gun, and reach for it with either hand to put the PDA away and grab the gun in that hand.

I think it also affects touch screens, which is a more serious issue for people who want to have their guns set up before going through a locked door. But I went with real-life logic rather than video-game logic. In real life though you'd use your left hand to press touch screens if holding something in your right, so I'd like to add that feature.

I'm aware of the sound issue. It's always been that way for me with this mod. I don't know if it's because Samson implemented it wrong, or because I chose the wrong CMake project file. There's cmake-vs2013-32bit.bat and cmake-vs2013-32bit-OpenAL.bat and I don't know which I'm supposed to use. I don't even know which one I did use to build that released version.

Oculus, in their wisdom, didn't provide an actual useful API, example, or documentation to get the sound device in a way that's compatible with any modern sound API. So unless you're using DirectX 8 and DirectSound, you have to come up with a hack. I can try using the hack I used for Dolphin VR, but that's only based on how my own computer seems to do things, I have no idea how compatible it is with other OSes or drivers. That reminds me, the Oculus positional audio SDK doesn't actually include an actual SDK, which seems kind of insane to me. @cybereality

Kano_Connor
Explorer
Well done with the fix everyone! Booted it up, wacked in the console command and boom, 75% percent  performance overhead and totally stable 🙂

2EyeGuy
Adventurer
I just got loading games from Leyland's RBDoom 3 VR mod, and the  original Doom 3 BFG, working. Loading games from other mods will probably work too. Gosh that was a lot of work though. Doom 3 really wasn't designed for this.