Hello everyone, i hope it is ok to post in this thread about my recent work. I have updated a bit this VR fork of GZDoom. Currently it is on 3.5.1 version. This is a version required by Eviternity so it is possible to finally play it in VR My goal is to update gzdoom-vr to at least version 3.7. Updating to 4.0 would probably require more serious refactoring and I am not sure if i have skills to do this. So no promises, but I will be trying because playing Doom in VR is incredibly fun and I have a strong motivation to not let this fork to die
Here are binaries: https://github.com/hh79/gz3doom/releases
Official Oculus Rift GZ3Doom thread
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The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine are perfectly acceptable here too.
Please read the full rules for more details.
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- Posts: 1
- Joined: Fri Feb 28, 2020 7:02 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Official Oculus Rift GZ3Doom thread
Updating thread to reflect Hari’s amazing work getting the project to 4.1.3 albeit with vulkan now being turned off.
https://github.com/hh79/gz3doom/releases/tag/gvr4.1.3
I’m looking forward to VR builds being up to date maybe with current GZDoom releases for wad support. I’m bugging “Dr.Beef” of the “SideQuest” team to consider not porting “LZDoom” and instead work with this current code Base for Oculus Quest potential porting. He seemed very hesitant and said 3.83->4.0 was a hurdle in LZDoom and seeing this progress should light a small fire under the feet of naysayers to the idea of current Doom Development.
Thank you for your hard work. Very pumped.
https://github.com/hh79/gz3doom/releases/tag/gvr4.1.3
I’m looking forward to VR builds being up to date maybe with current GZDoom releases for wad support. I’m bugging “Dr.Beef” of the “SideQuest” team to consider not porting “LZDoom” and instead work with this current code Base for Oculus Quest potential porting. He seemed very hesitant and said 3.83->4.0 was a hurdle in LZDoom and seeing this progress should light a small fire under the feet of naysayers to the idea of current Doom Development.
Thank you for your hard work. Very pumped.
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- Posts: 1
- Joined: Wed May 20, 2020 4:22 am
Re: Official Oculus Rift GZ3Doom thread
Hello, I wonder if you could help me with controller mapping. I'm using an Oculus Rift S with the Touch controllers and movement with a joystick also fires the weapon. Also the grip button switches weapons. The controls settings in the menu won't register the Touch controllers' input. I've tried both Fishbiter and hh79's gz3doom. Could you please advice on remapping the controls?
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