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Classic Doom/Heretic/Hexen games in stereo 3D and VR; modified version of gzdoom.
Home Page: http://rotatingpenguin.com/gz3doom/
This project forked from cmbruns/gz3doom
Classic Doom/Heretic/Hexen games in stereo 3D and VR; modified version of gzdoom.
Home Page: http://rotatingpenguin.com/gz3doom/
Hi, I love this project, but I'm running into some issues rebinding my controls. I'm on Vive, and I want to make it so that touching the left part of my touchpad uses the alt fire in Doom mods since I don't need a turn left and right function on my controllers because I have a decent room scale setup.
But I can't seem to figure out how to make it not turn me in a direction when I rebind a function to what the game sees as Rstickleft, since only the new bind for that particular input appears to show up in the gzdoom .ini file meaning I cannot seem to unbind having that make me turn left in game.
Also, while I'm here, I've found that I like the straight-sight of "Fat weapon" models in VR options since it makes it easy to aim, but I also like the visual information of the sprite especially on mods with gun reloads in them, is there a way I can combine the two? I'm not really much of a fan of when I use the current sprite + weapon since it diagonally puts the guns together into a sort of form that looks kinda like Λ, which makes it kind of hard to aim by comparison to fat weapon.
I'm using the Bolognese Gore Mod V2 with your version of gz3doom. It's suppose to have a menu so you can adjust the amount of blood and gibs under Options. It doesn't show up. It shows up if I use regular gzdoom.
GZDoomOpenVR is one of the very few games that causes me VR sickness (not nausea, but fatigue and distress). Despite having the fortitude to play other intense, fast-moving FPS games in VR for long sessions, I can only play this in smaller doses.
I believe it's due to the motion acceleration. I'm playing on Vive and after an exploration of the menu, I haven't found an option that hastens the movement acceleration and deceleration, e.g. so that if I lift my thumb off of the touchpad I don't continue to slide and slow down over the course of a half second or so.
I'm stubborn about minmaxing my game performance (yes, it's single player, but this is subjective stuff), so reducing the maximum player speed or turning on comfort options such as a FOV shroud probably isn't an option for me.
I haven't done a thorough exploration, but I haven't found a way to adjust the acceleration in GZDoomOpenVR, either via a menu option or a clever parameter. My instinct says that if I could increase the rate of acceleration/deceleration (almost like "drag") on the player movement, I'd be able to enjoy the game for longer periods without worrying about physical distress, and if nothing else some way to adjust this would be greatly appreciated in case there does exist some personal sweet spot for players to have the greatest comfort.
Love the mod, but I have to use a KB/M combo since my WMR controllers (Samsung Odyssey+) are detected but take no action even tweaking the button mapping. I don't see other people with this issue, maybe it's just me.
The initial release (0.9.1) is outdated and riddled with bugs. The newer versions are 100x better than the version being used.
I think it'd would help a lot aiming with sprite only weapons. I'd use cross sprite weapon mode except it doesn't always look good :/
I still prefer the old-fashioned way of using the gamepad, even in VR. Any way we can turn off the use of tracked controllers?
While I know Chasecam isn't necessary for VR play, for certain animations or pseudo cutscenes that play in some WADs and mods, it's a good thing to have.
Whenever Chasecam is active, the camera shakes up and down or front to back very fast, and while it doesn't affect me so much, I can see how a lot of people can get motion sick from that. It does seem to calm down for a few moments after pausing, but then it goes crazy again. Turning your head also seems to just be the same as moving your mouse: your whole view shifts turning left and right and the camera moves up or down when looking down or up. I certainly wouldn't know how to fix it, but it would be good to have Chasecam for viewing cutscenes in mods and WADs.
No matter what I change ltrigger
to in the gzdoom-username.ini, it always seems to +use
. I'd really like to be able to rebind it to +speed
or maybe +attack
I would suggest to add Snapturning to the locomotion options.
https://www.youtube.com/watch?v=a00Pe2iF2us
I already using "Laser Sight" mod and its pretty neat
as you can see on my video. [Red Dot]
However, It requires keybinding & doesn't automatically turned on.
If it is integrated & automatically turned every time,
It would be nice I think.
For the moment the HUD is rendered on a separate layer, and we have little to no control over it.
It would be nice to be able, to either scale this layer up or to have the ability to move it closer to the viewpoint.
There are very nice mods that change the HUD to look like the inside of an helmet. But it looks very silly when it only takes a third of your view.
Having trouble getting the game working on my HP Reverb G2, in particular, I can't shoot with the trigger
I can assign buttons on my controller to shooting, but that's quite awkward and doesn't feel the same, so I'd really prefer to shoot with an actual trigger.
This is the mod: https://www.moddb.com/mods/voxel-doom-ii/addons/voxel-doom-ii-with-parallax-textures
Execution could not continue.
Script error, "cheello_voxels.zip:zscript.zc" line 11:
Version mismatch. 4.8.2 expected but only 3.2.0 supported.
Are there plans to update this version of gzdoom from v3.2.0 to 4.8.2?
As the title says :)
Will there come some index support?? The buttons on the controllers seems mapped very wrong and I don´t know how to fix it.
The A buttons are doing the same as the grib buttons.
Hello, I really like this mod so far! Everything feels great besides the jank gun models I can only really complain about this. When I was trying to grab the shotgun on e3m1 the moving platforms affected my directional movement and threw me into the lava multiple times. Here in my video you can see what I mean at 1:13:20
HI,
Firstly many thanks for your efforts on this mod, it's exceptional.
I'm trying to map the oculus controllers, and have used the ini file to map the controls as follows:
#Oculus A#
pad_b=+use
#Oculus B#
pad_back=reload
#Oculus X#
pad_a=weapprev
#Oculus Y#
pad_start=togglemap
#Oculus Left Stick Button#
pad_x=grenadetoss
#Oculus Right Stick Button#
pad_y=kickem
#Oculus Left Trigger#
ltrigger=+jump
#Oculus Right Trigger#
rtrigger=+attack
#Oculus Left Grip#
lshoulder=weapnext
#Oculus Right Grip#
rshoulder=+altattack
I've worked out the controller aliases above, and I assume the Oculus Left Trigger is "ltrigger" however, mapping the left and right triggers does not work in game. As default it appears to work like a select button in the menus, like the right trigger. I am able to re-sassign the right trigger (rtrigger=+attack) using the ini file, but not the left trigger.
My questions are:
• Is there a way to map the left trigger?
• Is it possible to allow detection and mapping of the triggers in game?
Many Thanks
Matt
Hi. Please implement support for wide FOV headsets. When playing, the image is not super imposed. (Can be somewhat fixed on Pimax, but has issues, using parallel projections, but not others).
There is a thread about how to do it here:
https://community.openmr.ai/t/how-to-enable-native-pimax-wide-fov-support-in-games/28420/24
Hello there!
I just tried out this mod as part of a tutorial on Reddit to get GZDoom to play on my VR headset, once I had discovered that there were actual VR settings, even if only small ones, within the current upstream GZDoom. However, I couldn't get Steam to launch this in VR...
But since this one worked fine, I will set up shared WADs. However, I am facing an issue in terms of configuration: I am visually impaired, and need bigger text...because, that text was way too small in the options menu :)
So, how can I either:
Thank you in advance!
I tried to play a map I created in vanilla GZDoom VR and the moment a Sector Set Portal in GZDoomBuilder's feature set comes into view, it consistently crashes every single time. The map will load up, and it won't crash until you see the sector set portal itself. This has been a problem in a few mods I've tried to play that use map trickery to create non euclidean space.
1 - please make menu up down based on touchpad PRESS actions not swipes, the touchpad is too sensitive for both modifying options and moving up and down. I tried to change one vr setting but has to scroll down to it and modified every option on the way too it because the control is too sensitive (HTC Vive wands)
2 - Theres no way to move both vive wands are on, but neither touchpad is making movement happen.. Perhaps it is a new bug, but locomotion isn't working (at least with doom 2 wad which is the only one that counts.
First, holy cow I love this mod! Thank you so much. I show Brutal Doom VR to all my geek friends when they visit.
I tested multiplayer on a LAN with Rift S and Valve Index. Both normally play fine. I loaded up using ZDL and selected the P2P mode. Both connected and loaded fine. I got an out of sync message and your own spot where bullets would shoot out was stuck where you spawned.
Can we add multiplayer to the future feature list?
I've found I can bind touching the Vive touchpad as rstickright
rstickleft
etc. Is there any way to bind pressing those directions, though?
Hi
user Ajantaju has created an amazing 3d weapons compliment to your mod
[https://github.com/ajantaju/br_vr/releases/tag/Beta1]
These weapons come this a small issue thought, that it causes stutters the first time one of these guns are shown in game (loaded). Ajantaju has suggested it's caused by a limitation of Gzdoom and preloading would solve.
Is it possible to implement preloading into your build?
Cheers
Matt
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