Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
However, I do not use ZDL and cannot help you set up ZDL to run the game, sorry.
Lastly - Nashgore will not work without modification in HoN. The author is refusing to directly support running Nashgore with the game. (source - https://steamcommunity.com/app/1898610/discussions/0/3464975249560217095/ )
You might be able to update Nashgore to work with HoN if you are willing to dig into the code a bit though. You can join the ZDoom Discord server ( https://discord.gg/zdoom ) to get help with this.
the comment about projectiles makes no sense to me
anyway thank you for the info!
Hi there!!!!
I bought the game for thisssss !!!
Love the idea of the game but also wanted to try with my own GZDoomVR to play in AWESOME Virtual Reality.
Can you or anyone help me to tell what is the command line I should use to launch the game with GZDoomVR from Steam?
Should I add something as:
-file HandsOfNecromancy.ipk3 ?
or any other pk3 files?
I´m about to start testing but not sure since I found many pk3 files in there...
Would absolutely love to see this working with gzdoomvr-4-13-2-2 (current)
THANKS!!!
This is the error:
------
Max. vertex shader storage blocks: 16
Resolution: 560 x 350
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
HandsOfNecromancy.ipk3:zscript/hnecromixin/hnecromixin.zc, line 731: Class ReallyNotGZDoom has unknown base class NotGZDoom
HandsOfNecromancy.ipk3:zscript/hnecrodecorations/switches.zc, line 20: Class ActorSwitchVT has unknown base class VisualThinker
HandsOfNecromancy.ipk3:zscript/hnecrodecorations/switches.zc, line 23: Attempt to override non-existent virtual function Tick
Execution could not continue.
3 errors, 0 warnings while compiling HandsOfNecromancy.ipk3:zscript.zc
-----------
Help ?
Right now the biggest issue is that we updated the torch powerup to not just statically light the level to a certain amount, instead there is a giant torch that follows the player around. Well - this doesn't play well with GZDoom, it causes linkage lag like you wouldn't believe (FPS drops <5) so a work-around was developed to bypass it completely, the light was simply made global and it no longer relinks to all the different walls in the level.
The code quality of that work-around is very poor, which is why it was never submitted to GZDoom proper. I've had some help on that front to fix it up and make it included-worthy but I haven't had a chance to try out the fixes, so for now, since people were complaining that the FPS dropped like a rock in GZDoom, it was decided to block the game from launching in GZDoom. So for now, handsofnecromancy.exe (or one of the engine-x.exe variants) is the only way to play the game.
Ahhh I see.
Thanks for the explanation, seriously because I would had keep trying to pull this off.
What a shame but I will wait then to see if hopefully Gzdoomvr gets updated at some point to run it.
Or maybe you can even mention it here in the forums when that happens.
I´m a massive fan of VR and after playing Doom VR with Brutal Doom and GZDOOMVR I just wanted to experience this one as well like this:
https://www.youtube.com/watch?v=y6zwYYYcyfA
Not sure if you have tried this with Doom but it looks and plays way beyond of AWESOME.
Imagine that you will see the entire game world around you in Real-Life-Size scale and glorious 3D (stereo) and use the controllers to aim for real as well.
Hopefully at some point it will work.
Thanks !!
Will this happen exactly the same with Hands of Necromancy 2 ???
Awwww
Ok, so my only chance is to play it Flat in a monitor until somehow GZDoomVR gets updated to support this as you explained:
And when that happens I will be able to play HoN1 and HoN2 (will buy it) both in GZDoomVR
Not sure about that effect but I can check indeed !
Maybe like a Beta build on Steam that can be selected as an alternative... sure!!
https://github.com/madame-rachelle/hon-gzdoom-compat/releases/download/v3.1.0/hon-gzdoom-compat-v3-1-0.pk3
This only works with HoN v3.1.0 (current version as of this post). Any other version might possibly break.
Thank you so much!
I´m starting to try but it seems that is about to launc,h and then I get this errors at the end.
Here is the full output log:
-----
OS: Windows 10 (NT 10.0) Build 19045
GZDoomVR version 4.11.3
Can't find './hon-videos.pk3'
W_Init: Init WADfiles.
adding Y:/Brutal Hands/gzdoom.pk3, 672 lumps
adding Y:/Brutal Hands/game_support.pk3, 3307 lumps
adding ./HandsOfNecromancy.ipk3, 1073 lumps
adding ./hon-audio.pk3, 499 lumps
adding ./hon-interface.pk3, 1397 lumps
adding ./hon-maps.pk3, 51 lumps
adding ./hon-music.pk3, 15 lumps
adding ./hon-sprites.pk3, 4641 lumps
adding ./hon-worldassets.pk3, 991 lumps
adding Y:/Brutal Hands/lights.pk3, 7 lumps
adding Y:/Brutal Hands/brightmaps.pk3, 499 lumps
adding Y:/Brutal Hands/game_widescreen_gfx.pk3, 214 lumps
adding Y:/Brutal Hands/gzdoomvr.exe, 1 lumps
Script error, "HandsOfNecromancy.ipk3:defcvars.txt" line 247:
Unknown cvar 'vr_hunits_per_meter' in defcvars
Script error, "HandsOfNecromancy.ipk3:defcvars.txt" line 526:
Unknown cvar 'save_sort_order' in defcvars
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Realtek Digital Output (Realtek High Definition Audio)
EFX enabled
No GENMIDI lump found. OPL playback not available.
I_Init: Setting up machine state.
CPU speed: 4007 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz
Family 6, Model 60, Stepping 3
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce RTX 3080/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 572.70 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
Max. texture size: 32768
Max. texture units: 32
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 560 x 350
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
HandsOfNecromancy.ipk3:zscript/hnecromixin/hnecromixin.zc, line 731: Class ReallyNotGZDoom has unknown base class NotGZDoom
HandsOfNecromancy.ipk3:zscript/hnecrodecorations/switches.zc, line 20: Class ActorSwitchVT has unknown base class VisualThinker
HandsOfNecromancy.ipk3:zscript/hnecrodecorations/switches.zc, line 23: Attempt to override non-existent virtual function Tick
Execution could not continue.
3 errors, 0 warnings while compiling HandsOfNecromancy.ipk3:zscript.zc
Nevermind !!
Disregard previous message I updated GZDoom VR to build: gzdoomvr-4-13-2-2
AND IT WORKS!!!
I have it now on background while writing,
Also VR CONTROLS WORKS and I´m shooting fireballs with true aiming with the VR CONTROLS
The weapons are ANT-Size-Scale hahah very small and 2D but still I can Aim for real with VR CONTROLS and the entire game is completely sorrounding me.
IT LOOKS AMAZING !!!
I´m going to check how adjust the rotation and some other options but I wanted to confirm back that IT WORKS SO GREAT !!!
I will try to check for any possible error..if any.
Anything I should check about the lights you mentioned?
THANK YOU SO MUCH !!!
The reason for this is simple - the projectile's real position is actually emulated on the screen. It is not possible to truly render projectiles so far away so the game fakes it by moving it back into your current sector and shrinking it so that it appears further away.
Unfortunately the projectiles problem is simply inavoidable. This is the nature of the beast, and until it is possible to hijack the rendering on those completely, it is what it is.
There is also a possible issue with sprite clipping, since HoN defaults to anamorphic (aka forced perspective), but I don't know how the VR port handles that. If it is disorienting simply set it to a different mode.