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Max Dickings wrote:I have a potentially very stupid question -
I'm about to get a free HTC Vive soon, strangely. Does this mean I can Doom in VR ( ) or is this only for the Occulus Rift?
At the moment GZ3Doom VR is only for the Oculus Rift. But I too will soon be getting a Vive. So there is a good chance GZ3Doom will eventually work on the Vive. But you may need to have patience.
Glad to hear! I've waited this long to play Doom in VR, or even VR for that matter, so more waiting shouldn't be a problem
Hello, I was wondering, which gzdoom version GZ3D 1.8.2b is based on? The thing is, VR_MODE 8 is running okay by instance in that version(talking about PC display) 1.8.10_e requires a few additional thingies to get installed(and most likely an existence of Rift helmet?) to make vr_mode 8 work, which I due to specific reasons cannot do. I have to add that I want to lauch GZ3D with cardboard-like VRBOX2 which works with spherized renders like Oculus Rift, that's why I can't launch it in vr_mode 3.
And so, I also wanted to ask if there is a list with GZ3D revisions between 1.8.2 and 1.8.10?
Being that it's been almost a year since the release of the commercial vr headsets and half a year at least with motion controls. Are there any plans to continue future updates to this project? So far this is the only ongoing doom 95 vr mod out there.
It won't; instead the features will be gradually implemented in GZDoom in a cleaner way. At least that was cmbruns/biospud's plan. A lot of stuff is already there.
Part of that cleaner way will be to use Valve's OpenVR API, rather than the native Oculus Rift SDK. Now that gzdoom is licensed GPL, it would be illegal to directly incorporate the Oculus Rift SDK. So future support for the Oculus Rift will be indirect, via OpenVR. Don't worry, I will be testing on both the Rift and the Vive headsets. But it might be a while before all the functionality of GZ3Doom is working in gzdoom.
This is brilliant! Before you know it, we'll have Gzdoom with VR, client/server, ZScript and a software renderer! About the only thing anyone could want more is larger maps.
Does the current version support the vive? I'm getting mine in a week and i can't wait to play doom with it. Also, Will motion controls work for aiming? It would also be sweet if you could set the weapon model to track with the controller (mostly When using 3d models, but maybe with sprites too). Finally, as unlikely as it is to get, would it be possible to add teleporting with the other controller, like in DOOM VFR?
This is really really awesome. Thank you for picking this up. I have a few comments:
I saw some comments in the commit history about flipping the model for left handed use. How can I switch to the left handed version of the model? It feels weird to see a foreign right forearm sticking out of my left wrist.
I see you added weapon switch controls to the side grip buttons for the Vive controllers. I like that. Have you thought about adding locomotion control on the controllers?
It should flip if you set openvr_righthanded to 0.
You can define locomotion onto the controllers. Maybe I took the wrong route here, but I just assigned the openvr inputs to appropriate looking existing inputs. It's confusing because some of those happen to be bound by default and some aren't.