Official Oculus Rift GZ3Doom thread

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Re: Official Oculus Rift GZ3Doom thread

Postby Indecom » Sat Oct 19, 2013 7:16 pm

really looking forward to trying the new changes. sounds great!

For anyone that plays this with a rift, you can lower your player speed by typing turbo 65 into the console, sets it to 65% speed which feels great for me.
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Re: Official Oculus Rift GZ3Doom thread

Postby biospud » Sun Oct 20, 2013 9:54 am

I'm having trouble fixing one problem with GZ3Doom. I could use some advice. The player eye-level is at chest-height of the soldiers. I'm pretty sure I should be seeing them eye-to-eye. Plus, in the oculus rift, the floor appears to come up to my knees. So the whole player viewpoint needs to be shifted upward.

Is there a setting for the player view height? Is there a forum for developers where I might be able to get advice on this problem from other programmers?
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Re: Official Oculus Rift GZ3Doom thread

Postby XCVG » Sun Oct 20, 2013 9:45 pm

It can be specified for the player class in DECORATE, but I don't know if there's any non-hack way to do it in the engine code.
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Re: Official Oculus Rift GZ3Doom thread

Postby Gez » Mon Oct 21, 2013 12:25 am

You'd probably need to add a new property, such as Player.ViewHeightVR, which defines an alternate viewheight used only for rendering when using a VR device.
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Re: Official Oculus Rift GZ3Doom thread

Postby Nash » Mon Oct 21, 2013 3:57 am

That sounds messy. Wouldn't that create view height inconsistencies between VR and non-VR users?
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Re: Official Oculus Rift GZ3Doom thread

Postby Gez » Mon Oct 21, 2013 11:40 am

The problem here is that the standard viewheight is apparently wrong when using an Oculus Rift, and changing the default viewheight all the time even when not using such a device would also be wrong for hopefully obvious reasons.
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Re: Official Oculus Rift GZ3Doom thread

Postby Ghoul_RUS » Mon Oct 21, 2013 1:40 pm

I want to see how it works with Brutal doom!
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Re: Official Oculus Rift GZ3Doom thread

Postby Marrub » Mon Oct 21, 2013 5:50 pm

Ghoul_RUS wrote:I want to see how it works with Brutal doom!

Obviously everyone would be bleeding hyper-realistic blood and shouting FUCK YOURSELF.
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Re: Official Oculus Rift GZ3Doom thread

Postby biospud » Tue Oct 22, 2013 11:59 am

Ghoul_RUS wrote:I want to see how it works with Brutal doom!


There are a couple of videos on youtube showing Brutal Doom on the Rift.



To avoid some texture glitches when playing Brutal Doom in the Rift, it is important to either disable dynamic lighting, or to set
Options->Display Options->OpenGL Options->Dynamic Light Options->Use Shaders for Lights->YES
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Re: Official Oculus Rift GZ3Doom thread

Postby biospud » Tue Oct 22, 2013 6:11 pm

Nash wrote:That sounds messy. Wouldn't that create view height inconsistencies between VR and non-VR users?


I agree it will be messy; but there is an issue here I would like to be able to address. The Rift makes it more obvious that the player viewpoint is a bit weird. I'm trying to take my time here, and incorporate everyone's advice to find the best solution I can. I'll probably create a console variable that allows users to get whichever behavior they prefer. It will probably be a real tradeoff.

While investigating this, I decided I should try to place the player view point at the eye height of the multiplayer player avatar. But I discovered that the player avatar (and other enemies) are taller in gzdoom than they are in zdoom. So there is not necessarily a single standard I can rely on.

Image

Can someone name examples of doom engine games where there are player classes with different heights? I probably need to investigate those before adopting a strategy here. Please keep the advice and discussion coming.
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Re: Official Oculus Rift GZ3Doom thread

Postby kevansevans » Tue Oct 22, 2013 7:39 pm

Why not throw in a toggle that adjusts the height of the view point for player preference?
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Re: Official Oculus Rift GZ3Doom thread

Postby Naitguolf » Wed Oct 23, 2013 10:39 am

I've just finished the third episode from Ultimate DooM. Was an amazing trip. Again, thanks.

Also, i want to point one bug, if you pick the enviromental suit, only the right screen from Occulus seems to turn green, not affecting the other "eye".
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Re: Official Oculus Rift GZ3Doom thread

Postby biospud » Wed Oct 23, 2013 11:33 am

Naitguolf wrote:I've just finished the third episode from Ultimate DooM. Was an amazing trip. Again, thanks.

Also, i want to point one bug, if you pick the enviromental suit, only the right screen from Occulus seems to turn green, not affecting the other "eye".


You're welcome! I'm extremely pleased you enjoyed this experience. Thank you for the bug report. Please please communicate any other bugs/suggestions you have. I have opened this green effect issue on gitub https://github.com/cmbruns/gzdoom/issues/15.
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Re: Official Oculus Rift GZ3Doom thread

Postby TheMightyHeracross » Wed Oct 23, 2013 11:39 am

I don't have an Oculus Rift, but this looks awesome, and you clearly put effort into it.
Nice work, man. :D
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Re: Official Oculus Rift GZ3Doom thread

Postby DoomRater » Wed Oct 23, 2013 11:55 am

I'm crossing my eyes to watch this stuff as much as I can but omg it looks BEAUTIFUL
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