GZDooM on Oculus Rift: Download on page 6!
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Re: Oculus Rift support in GZDooM
Lol yea, if anything, I'd likely have two options, one that moves the gun with your head, up/down, left/right, and tilting, and the other option would just move the gun left and right with your head but keep it aiming forward, and not letting it tilt, since doom has an autoaim thing, would keep it more vanilla feeling i think.
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Re: Oculus Rift support in GZDooM
None. That's something that really couldn't be done outside the engine.mallo wrote:Do you know how much DECORATE would that need?
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Re: Oculus Rift support in GZDooM
That's not even something that would be suited to this very well. the weapons are usually just flat sprites, the most you can do is rotate it around one axis before it starts to look like garbage.
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Re: Oculus Rift support in GZDooM
It was a joke...Gez wrote:None. That's something that really couldn't be done outside the engine.mallo wrote:Do you know how much DECORATE would that need?
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Re: Oculus Rift support in GZDooM
Fast movement is not at all an integral part of Doom. Shooting is an integral part of Doom.Graf Zahl wrote:...and here we go. If we need to discuss changes to the gameplay for me it is a dead end. The fast movement is an integral part of the game.
But I think if the movement speed of the player is reduced, the movement speed of the monsters also might have to be reduced.
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Re: Oculus Rift support in GZDooM
Its my personal opinion, that in doom, player speed is trivial, and reliant on player preferences. If changing that is a deal breaker then why is the option already there? I personally wouldnt need to lower the monster speed to match mine, i'd just shoot them more lol. But that's only if i felt like changing my speed, which i tried last night just for the hell of it.
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Re: Oculus Rift support in GZDooM
Well try playing with half turbo speed on slaughter maps...
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Re: Oculus Rift support in GZDooM
Rift support has been added to Quake with really exciting results: http://www.penny-arcade.com/report/arti ... the-oculus
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Re: Oculus Rift support in GZDooM
Sounds interesting.
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Re: Oculus Rift support in GZDooM
Definitely, i'm going to have to start downloading some more quake mods. This is my new favorite way to play quake . Now to get doom working... after this week. haha
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Re: Oculus Rift support in GZDooM
Wow, just read about this Rift-supported omni directional treadmill. Can't wait for these VR gear to become mass-produced consumer stuff! Looks like I will be able to enjoy full VR games in my lifetime after all... provided I don't get hit by a bus or something soon XD
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Re: Oculus Rift support in GZDooM
yea that fella is one of the many new control options that have been popping up after the Rift showed up.
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Re: Oculus Rift support in GZDooM
NOW LET'S MAKE A BREATHING THINGIES SO THE PLAYER CHARACTER COULD BREATHE AT THE SAME RATE AS YOU - it would be more realistic! :D
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Re: Oculus Rift support in GZDooM
Somebody used a microphone to detect when a player was breathing in or out and was able to reflect it in game by adding a gas masky darth vadery effect. Could also be used to stretch and compress the players chest to simulate pushing and pulling air.
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Re: Oculus Rift support in GZDooM
I find you a little harder to stomach with each post. Cmon dude.mallo wrote:NOW LET'S MAKE A BREATHING THINGIES SO THE PLAYER CHARACTER COULD BREATHE AT THE SAME RATE AS YOU - it would be more realistic! :D
In all seriousness, I see the oculus going hand-in-hand with omni treadmills. Really cool to have something a good deal like the virtual reality we've all seen in the past in tv and books. Maybe it would provide a new weight-lose incentive? Especially for games that have uncapped stamina, like say, Doom, where you could keep running and burning more calories to make doom guy avoid a monster ambush, or you could bunker down behind some cover and try your luck at that.