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Dragonball Z Oculus Rift project update!

Domitjen
Adventurer
Update Contents: The build has been recompiled now without having the need of visual studio 2008's debug libraries, this allows us to move on to head/positional tracking implementation.

Screenshots of the game in the rift:



Files you need:

The original zeq2lite revision 1536:

http://zeq2.com/lite/?page_id=33

The Rift version files:

https://dl.dropboxusercontent.com/u/15008133/OculusZEQ2Lite.zip


I would recommend everyone to try out the original version first on their monitor to get accomodated to the ui/controls and stuff. Install the Rift files over the stable revision of ZEQ2Lite, and make sure you use the included zeq2config.cfg file too! Make a backup of yours first if you want to keep your controls and settings safe for when you want to switch back to normal ZEQ2Lite. I need reactions people, I want people record them trying this out and see their expressions 😄 (if it works though:p)
This project is open-sourced, whoever can improve it, go ahead 😄

_____________________________________________________________________________________________
Alright, Here is the FULL story for anyone that wonders:
Zeq2lite, is an open sourced dbz sandbox project. It excists about 2 years now on the stable revision 1536. (the first link). A week ago, I had the idea to give this game native Rift support, unfortunately I have no developer skills, but I donated to their dreamhost servers for the upcoming 2 years so that the project most definitly wouldn't be shut down. After that I contacted one of the main creators of the original project, turns out he has a dk2 order aswell and was Psyched about it. So we discussed the matter a bit, and a week later the "game" was recompiled for the Oculus Rift.(Second link). Just take the files out of the second link at put them in the main Zeq2lite folder, overwrite everything and enjoy Dragonball Z in Stereoscopic 3d!

Beware, there is NO head or positional tracking implemented yet

Original gametrailer:
24 REPLIES 24

Domitjen
Adventurer
Update: The build has been recompiled now without having the need of visual studio 2008's debug libraries, this allows us to move on to head/positional tracking implementation.

treebolt
Honored Guest
Looks very cool, can't wait to try it when my DK2 arrives 😄

Domitjen
Adventurer
"treebolt" wrote:
Looks very cool, can't wait to try it when my DK2 arrives 😄


It was compiled with the old sdk, so I doubt It'll work, someone is testing it out right now, I'll let ya know.

cefyl
Honored Guest
damn, these with PrioVR and other VR controllers can become the Best ! KAMEHAMEHA ! !
Writer on : VRapps.co : All (or almost 😛 ) Oculus Rift Games, Apps & Movies EnterTheRift.fr : The French VR Community Community : All articles of French VR enthusiasts

Domitjen
Adventurer
"cefyl" wrote:
damn, these with PrioVR and other VR controllers can become the Best ! KAMEHAMEHA ! !


that's quite frankly my dream aswell:p

Domitjen
Adventurer
"treebolt" wrote:
Looks very cool, can't wait to try it when my DK2 arrives 😄


I was scared it wouldn't since it was compiled using an old sdk, but apparently it does, someone tried it.

But remember , this is at it infancy, no vr uI, no headtracking, no positional tracking yet...only stereoscopic view for now.

Tgaud
Honored Guest
Charisma from the TV show come also from the animation.
the movements and positions..

It would be great to have them more realists.

Domitjen
Adventurer
"Tgaud" wrote:
Charisma from the TV show come also from the animation.
the movements and positions..

It would be great to have them more realists.


Zeq2lite uses an intristic interpretation of the dbz world, every animation is a frame-by frame animation by the show itself. There are alot of animations, but not yet coded in to it fullest extend, that's why it can appear blocky and choppy now. The current melee system is only a placeholder.

Oceanos
Honored Guest
I really hope you decide to use the latest sdk with it at some point. 6dof lacking in such a nostalgic world/experience would be a shame. Not to mention future CV1's might only work starting up from the sdk 4, since what fully works on the dk2 is supposed to also work on the cv1 and vice versa.

Domitjen
Adventurer
If all goes well and as planned, there will be positional tracking.