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leyland 17 Nov, 2016 @ 9:36pm
DOOM 3 BFG (RB + OpenVR)
You can find the latest version here, last update Dec 13, 2016, 6:19 PM PST, it is based upon RB DOOM 3 BFG and OpenVR:

https://github.com/Codes4Fun/RBDOOM-3-BFG/releases/tag/1.1.0-openvr12

Console commands in a text file in the release.

You can leave feedback for me here.

If you want to submit issues on github do it here:
https://github.com/Codes4Fun/RBDOOM-3-BFG/issues

Last edited by leyland; 13 Dec, 2016 @ 7:22pm
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Showing 1-15 of 282 comments
6_Demon_bag 18 Nov, 2016 @ 5:06am 
This is really cool man, thanks for making it.

I would like to play this using the seated mode but when I enable it my view point is very low to the floor. I have altered the vr_playerheightCM to 50 which placed my view point to the right height but everything seemed very small, my gun was tiny.
HelsingKing 18 Nov, 2016 @ 5:44am 
Thank you a thousand times. This is the best FPS for VIVE atm thanks to you.

IF you are still working on this, i would love to see the rotation disabled from right trackpad for the VIVE, since it is not needed and would not mess up manual reload. Tweaking the left trackpad would also be appreciated since it is not really consistent. Maybe have the movement from actually pressing the direction instead? Thanks again for your monumental efforts.
Switch 18 Nov, 2016 @ 8:32am 
Great man! Thanks, I will try it when I have the chance
Wrathak 18 Nov, 2016 @ 8:33am 
Thank you for doing this, it's awesome.

There are a few things that make the experience very annoying that I think could easily be fixed.

1- Please remove the right trackpad turning as you end up rotating while reloading on accident and it's VERY nauseating. Rotation should only be done with headset. Better yet for reload, change the button to side grip, most games use that.

2- Change left trackpad movement so only the upper part moves you and the direction in which the controller points decides the direction.

3- Change flashlight to be permanent or change the button to trigger it as I always end up clicking on it by accident while moving around.

4- Reduce initial movement acceleration since the speed at which you start running is unnatural and makes you feel unbalanced.

5- Default character height feels shorter than reality, should probably raise it to around 200 cm.


If any of these can be fixed by myself by changing some configurations I would appreciate if anyone would tell me how.


Thank you for the hard work, I think I will greatly enjoy this :)
leyland 18 Nov, 2016 @ 8:48am 
Originally posted by 6_Demon_bag:
This is really cool man, thanks for making it.

I would like to play this using the seated mode but when I enable it my view point is very low to the floor. I have altered the vr_playerheightCM to 50 which placed my view point to the right height but everything seemed very small, my gun was tiny.

Try using vr_resetPose and maybe set vr_playerHeightCM to your real height, and then restart. I think I changed something not long ago and vr_resetPose will now need a restart, something I should fix soon.


Originally posted by HelsingKing:
IF you are still working on this, i would love to see the rotation disabled from right trackpad for the VIVE, since it is not needed and would not mess up manual reload. Tweaking the left trackpad would also be appreciated since it is not really consistent. Maybe have the movement from actually pressing the direction instead? Thanks again for your monumental efforts.

It looks like I can detect if it is a joystick or trackpad, so I'll disable it for trackpads, and create a command for making sure it is disabled.

Honestly I unfortunetly don't have a Vive (yet), and am using Rift with Hydra, so I have no idea how the trackpad works, I interpretted it as working like a joystick. I'll probably need to go ahead and buy a Vive to actually see what is going on (I wish they sold the controllers and lighthouse separately :/ ).
leyland 18 Nov, 2016 @ 9:20am 
Originally posted by Wrathak:
Thank you for doing this, it's awesome.

There are a few things that make the experience very annoying that I think could easily be fixed.

Many of them would be easy if I had a Vive, which looks like I'm going to be ordering one tonight. :) In the meantime I think I can use the Steam Controller as a way to emulate the trackpads.

I think I may know how to improve the controls. I think I need to treat them as relative to first contact, like when you first touch the pad you don't move and then if you slide your thumb forward it moves forward, etc.

That said I will disable the right controller rotation when it is a trackpad, or make it a console command, maybe off by default.

I'm not sure what to do about buttons either, there are so few of them!!! I may make weapon changing be the right trackpad. Not sure if it should be a swipe or if it would be better as pressing it in (like a dpad).

Some buttons can be reconfigured, they are being mapped to joystick buttons currently. The only button that can't be reconfigured is the "pause button" (the right menu button) but that is how it is setup in the game. This might change though, I am thinking of creating their own bindings so they are not mixed with gamepad bindings and maybe make them much easier to configure.
Wrathak 18 Nov, 2016 @ 9:39am 
Thanks for the quick reply.

I can't comment on your idea to improve movement with sliding motion. I would need to test it to tell if it's better or not.

The lack of buttons definitely requires some ingenius thinking with the vive :)

Personally I think there is 2 options for changing weapons.

Right trackpad, 4 side click like a dpad as you mentionned. (but then you can only use 4 weapons which I don't know how to improve.) Maybe use the 4 corners as well but I'm not sure if it would be precise enough. It might lead to picking the wrong weapon more often than not.

Right trackpad, left-right click to change to earlier and next weapons. That would be less efficient but simpler and work for all weapons easily.

It really needs to be a click and not just a swipe as the trackpad is not that easy to use while killing monsters.

I also forgot to mention earlier that some of the text that appear and the HP/Shield meter are a bit too much at the edge of view and are too blurry to see well. The vive kind of sucks for thing that are not centered enough.
Last edited by Wrathak; 18 Nov, 2016 @ 9:40am
leyland 18 Nov, 2016 @ 10:50am 
Originally posted by Wrathak:
Thanks for the quick reply.

I can't comment on your idea to improve movement with sliding motion. I would need to test it to tell if it's better or not.

Hopefully that will be available later today.

Originally posted by Wrathak:
Right trackpad, 4 side click like a dpad as you mentionned. (but then you can only use 4 weapons which I don't know how to improve.) Maybe use the 4 corners as well but I'm not sure if it would be precise enough. It might lead to picking the wrong weapon more often than not.

Right trackpad, left-right click to change to earlier and next weapons. That would be less efficient but simpler and work for all weapons easily.

Currently the way Doom3 represents weapons in the HUD is in left to right order, so it makes more sense to have left-right clicking. But maybe up and down could be a quick select for certain weapons.

I do like the 4 (or more) side click but that seems like it should also have some UI associated with it, either in the HUD or to have a kind of weapon wheel, so you can see what you are selecting.

Originally posted by Wrathak:
It really needs to be a click and not just a swipe as the trackpad is not that easy to use while killing monsters.

That is a good point.

Originally posted by Wrathak:
I also forgot to mention earlier that some of the text that appear and the HP/Shield meter are a bit too much at the edge of view and are too blurry to see well. The vive kind of sucks for thing that are not centered enough.

I will try adjusting it, and maybe make a console command so others can tweak them and make suggestions for default settings.
Woodpigeon 18 Nov, 2016 @ 12:04pm 
Is it worth installing the high res texture packs on ModDb? It rocks anyway but curious if you used them in development.
Last edited by Woodpigeon; 18 Nov, 2016 @ 12:30pm
leyland 18 Nov, 2016 @ 12:15pm 
Originally posted by Woodpigeon:
Is it worth installing the high res texture packs on ModDb? It rocks anyway but curious if you used them in development.

I've tried the PD3 (Perfected Doom 3) Texture Pack but I had mixed feelings about it, I liked some of the walls and floors but the characters looked really bumping to me and their clothing looked a little strange as well.

I think BFG only works with some mods (textures and skins), my weapon changes may not be compatible with weapon mods. To use them with BFG you will need to unzip the pk4 files into your base directory.
Flarn 18 Nov, 2016 @ 1:07pm 
Just an FYI for anyone looking here, I had to add set r_fullscreen 0 to the command line parameters to get it to work. I was getting the opengl error common to Doom 3.
Will 18 Nov, 2016 @ 1:35pm 
This is great. Thank you.

Only needs a few control options to improve room scale movement.

-Option to disable right trackpad turning. Room scale play doesn't need it but the option should be there for seated. Should be press to turn, not just touch.
-Press top section of the right trackpad for next weapon, bottom section for previous. So if you left turning enabled then pressing left or right would turn the character while up down would cycle weapons.
-Option so touching the trackpad only walks, press the trackpad to run (onward)
-Option to disable trackpad touch (like it is now but you have to press not just touch)
-Disable strafe option (will effect dodging and pointing the light but will help stomach)
-Options to change walk & run speed
-move flashlight to left grip.
-move reload to right grip.


Can any of that be done in the console or already in and I missed it?

Last edited by Will; 18 Nov, 2016 @ 1:55pm
leyland 18 Nov, 2016 @ 1:59pm 
Originally posted by Flarn:
Just an FYI for anyone looking here, I had to add set r_fullscreen 0 to the command line parameters to get it to work. I was getting the opengl error common to Doom 3.

Thanks for sharing, I know of two people having opengl errors and will see if it fixes it for them. I will likely set r_fullscreen to 0 by default in my next release since it does not really need to be fullscreen for VR to work.

Originally posted by Will:
This is great.

Only needs a few control options to improve room scale movement.

-Option to disable right trackpad turning. Room scale play doesn't need it but option should be there for seated.
-Option so touching the trackpad only walks, press the trackpad to run (onward)
-Option to disable trackpad touch (like it is now but you have to press not just touch)
-Disable strafe option (will effect dodging and pointing the light but will help stomach)
-Options to change walk & run speed
-move flashlight to left grip.
-move reload to right grip. (feels like the better button to eject a magazine, but minor)

Can any of that be done in the console or already in and I missed it?

Most of those are not changeable yet but several of those are on my list. And I was going to change weapon next/prev into the right touchpad pressing left or right.
leyland 18 Nov, 2016 @ 2:57pm 
Originally posted by purifier:
Is it possible to disable the hud, to avoid screen burn? Also, disabling the left touchpad would be awesome, leaving only the clicking active (up to move and down for flashlight). What about grip buttons?

From what I understand screen burn is not an issue, but you can use the console command "g_showHud 0".

I kind of don't want to touch the left touchpad, that was not done right, due to the fact I don't have an actual Vive, I have an experimental change that I hope will improve it and make it less of an issue for everyone.

I currently plan on moving flashlight to right grip, reload to right grip, and right trackpad pressing for weapon changing.
Woodpigeon 18 Nov, 2016 @ 3:12pm 
I installed the texture packs and I *think* it's made a difference. Anyway really cool mod, really cool. As others have said right trackpad needs sorting. Any other projects you are working on? Or does it depend on source code and so on. Like ... How would you go about modding dishonoured? I still think it's criminal they haven't released that in VR (it uses teleportation for goodness sake).
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