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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

Alxs
Honored Guest
Just a tip if anyone encounters that problem, I had major performance problems with a gtx 1080. I turned off the soft shadows and it runs at a fixed 90fps now (do not activate that option!..).

Anonymous
Not applicable

Help-no sound.

I did a clean install for 021 and now I can't get sound. Steam not running. Game detects my mic commands, but doesn't play back audio on my external speakers. I have sound if I launch in Steam (non-vr). Also, is there a way to back up my control settings between updates?

Samson
Heroic Explorer



Help-no sound.

I did a clean install for 021 and now I can't get sound. Steam not running. Game detects my mic commands, but doesn't play back audio on my external speakers. I have sound if I launch in Steam (non-vr). Also, is there a way to back up my control settings between updates?



What headset are you using?

If you are using a rift, and want to use external speakers instead of the rift headphones, open the console ( press ~ to open console ) and type vr_forceOculusAudio 0 <enter>.  By default, if using a Rift, the game searches for and selects the Rift audio device as the audio output.  You will need to restart the game after changing this value. If you set this to 0 and are using a rift, the game will use whatever audio device is set as the windows default device. If you wont want to use the windows default device, follow the instructions below to manually select an audio device.

If using OpenVR, when the game launches it will select whatever audio device is set as the windows default.
If you want to change this, try this:

From the console ( ~ in game to open console ) , type listDevices  < enter > this will list all detected audio playback devices. Take note of the number of the audio device you want to use.

Then set cvar s_device to select an audio device from this list. You will need to restart the game after changing the audio device.



Anonymous
Not applicable

Thanks Samson console command worked great. I was kinda fooled as when running 020 the audio just worked as long as Steam was closed. Great work on this , where can I donate to support all the hard work and great help?


Samson
Heroic Explorer
I appreciate the offer, but I'm not accepting any donations for this.   I'm not sure if 2EyeGuy has any donation links, you may want to check with him, he did a ton in the last two releases. ( @2EyeGuy, any links for donations?)

Odyssey_66
Explorer

I'd like to thank both Samson & 2EyeGuy for this incredible work. I just got aboard the VR train and within a week of experimenting, this VR mod alone has me optimistic for what the future with VR may bring us. Even with the slight oddities and quirks, the feeling of presence is astonishing. The use of the flashlight, gun and PDA are beautifully done. I spent 10 minutes viewing my characters movement in front of the bathroom mirror.....lol.

I find it ironic that Doom 3 BFG was never developed with VR in mind and yet it's the most compelling VR experience when comparing to software made for VR. This mod should be used as a template to build future full length games. Just curious, will any of this code be used for other ID games or is it possible to run mods within Doom 3?

Once again, brilliant work guys and thank you much!!!!!!!

Anonymous
Not applicable
I totally agree. This is a great example of what game developers should be working to for first person shooter control options. I turned on godmode to tweak my Touch setup and the game still scared the crap out of me. What a VR joy this mod is.

2EyeGuy
Adventurer


I find it ironic that Doom 3 BFG was never developed with VR in mind and yet it's the most compelling VR experience when comparing to software made for VR. This mod should be used as a template to build future full length games. Just curious, will any of this code be used for other ID games or is it possible to run mods within Doom 3?



Software made for VR is made for a much smaller audience and therefore much lower budget. This was a full AAA game.

It should be possible to apply this code to other iD games. I think there's still some code originally from Wolfenstein that's unchanged in Doom 3 BFG. But it would still be significant work. The other iD Software games that are open source are: Doom 3 (non-BFG), Doom 1 & 2, Doom. Quake 1, Quake 2, Quake 3 Arena, Wolfenstein 3D & Spear of Destiny, Return To Castle Wolfenstein, and Wolfenstein: Enemy Territory.

Quake 4 is based on the Doom 3 Engine, and half the source code is available from the SDK, so it might be possible to support it, or at least get it partly working.

It's not possible to run traditional Doom 3 mods with BFG Edition yet, but I've started work on supporting them.

Thane_
Heroic Explorer
I believe Chronicles of Riddick: Escape from Butcher Bay was possibly the first game to use the Doom 3 engine as a 3rd party. Do you think there is any chance of bringing that over? No source code for that one i don't think.

Downsider, who made the Penumbra VR mod, said somewhere in this reddit post that the source code wasn't exactly necessary for him to get a game to work in VR, that he was good at reverse engineering code or something like that.

https://www.reddit.com/r/Vive/comments/5f2bf6/penumbra_vr_released_with_trackpad_movement_the/

Heres an interesting list you may already know about: games with source code release:
https://en.wikipedia.org/wiki/List_of_commercial_video_games_with_available_source_code

Seeing as companies could certainly charge $10 or $20 or even more for a VR DLC or edition of their games, I wonder if the only thing stopping them from doing so is other projects and lack of time in general. You guys probably already have good jobs already, but i keep wondering how viable starting a business whos service was making VR editions of standard games to whatever spec they wanted. I tweeted Trine devs asking about a vr edition for example, and they said they were too busy at the moment. Just talking out loud. I just wonder if a pro team of programmers knocked on some doors of major developers, they might say, SURE! Chronicles of Riddick is owned by Starbreeze for example, who knows, they might be super enthusiastic,..

Stranger things have happened, remember "Jammer" working on Falcon 4.0?

Samson
Heroic Explorer
I've caught myself eyeballing the RTCW code pretty hard a few times..