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DOOM 3 BFG - VR ( V0.021 Updated 3-12-2017)

Samson
Heroic Explorer

Latest Release And Downloads:

Latest Version: V0.021

https://github.com/KozGit/DOOM-3-BFG-VR/releases

Updates from v0.20:

Edit: Many many thanks to 2EyeGuy for all his hard work on the .020 release, and for handling bugfixes and compiling this release while I was on vacation

Additions:

QuakeCon style teleport. ( jkchng )

Fixes from v 0.020

Fix issue #107: use other hand for movement.
Fix issue #97: Fix talking waking monsters.
Fix issues 100 & 106: Change language detection to use sound files. Issue #100 and Issue #106            
Fix issues #113 and #27: Fix timing issues.    
Improve issue #27:Disable ASW and make it a menu.
Improve issue #103:    Fix loading old savegames with different scripts.
Fix crash loading 020 save games, and allow old versions.
Loading RBDoom savegames works now.
"Fix" loading script objects of different sizes.   
Fix save and load menus.    
Adjust installer, Readme, and other docs for v 0.21 Alpha.
Work Around Movement Popping.

**EDIT:**
Known issue: After saving a game it might appear greyed out in the load game list and be unable to find it. To fix this issue, either use this console command before opening the load game menu, or exit the program and restart it:
testSavegameEnumerate
This issue is fixed in the next version.


Previous Release:

Doom 3 BFG VR: Fully Possessed V0.020 Alpha


This is sizeable update with many new features and improvements.


New features include:


Teleportation is now supported, including a parabolic aiming beam.


Voice commands are supported - say a weapon name to select it!


Flicksync mode based on Ready Player One.


Many aids to prevent motion sickness, including a new Third Person movement mode.


Many other improvements have been made, please see the readme.txt for a full feature list and documentation.

https://github.com/KozGit/DOOM-3-BFG-VR/blob/master/README.txt


Default Configuration

No single controller configuration or comfort setting is going to accommodate all users equally,

so Doom 3 BFGVR: Fully Possessed defaults to a comfort oriented mode.
In the default mode, comfort ( or snap ) turning is enabled by default,
and artificial movement uses the Third Person mode. These settings
should provide a comfortable experience for almost all users. These
settings may be easily changed or disabed in game if they do not suit
your needs. From the System Menu ( say 'System', or press ≡ (menu) on
the left Touch or Right Vive ), then select 'VR Options' then 'Comfort +
Safety Protocols'. From this menu, use the 'Turning' options to change
the turning mode (' smooth 'is standard analog turning - caution -
smooth turning causes motion sickness in most people ). Use the 'Motion
Sickness Aid' options to change the comfort settings. 'None' disables
all motion aids, but this will induce motion sickness in the vast
majority of people.


Default Controller Layout

The default controller layout can also easily be changed in game. Any
controller button or Stick/Pad axis can be mapped to any in game action,
to easily create a controller layout tailored to your liking. From the
System Menu ( say 'System', or press ≡ (menu) on the left Touch or
Right Vive ), Select 'Controls' then 'Key Bindings', Scroll through
the list and highlight the action you would like to change the control
for. Press the trigger to enter 'bind' mode, then simply press the
controller button or stick/pad axis you would like to assign to that
action. If the button or stick is already assigned to a different
control, you will be asked if you are sure you want to re map, otherwise
you are done! A button or joystick/pad axis can be unbound from an
action the exact same way.


Installing Doom 3 BFG: Fully Possessed.


There are two options for installing the mod: A self-extracting installer, or a .zip file.

Due to the inclusion of new player AAS files needed to support teleportation, the size of the mod has

increased a fair amount. You will need about 1GB of free hard drive space to install the mod.


Installing with the self-extracting installer

Download the file 'Doom3BFGVR_Fully_Possessed_Alpha020_Installer.exe' from the release page at the top of this post and execute.


By default, the installer will look to install the mod in the default
app directory in your Steam library on drive C. If your Steam library is
in a different location, or you have installed doom 3 someplace else,
browse to the location of your Doom 3 BFG installation. IMPORTANT
If you browse to select a directory to install the mod, the installer
will append 'Doom 3 BFG edition' to the install path. REMOVE THIS from
the install path, so that only the full name of your Doom 3 BFG
directory is displayed. Failure to do this will result in the mod files
being installed in the wrong directory. Once installed, you should see
a folder named 'Fully Possessed' inside your main Doom 3 directory
along with some support files and the Doom3BFGVR.exe. Launch this .exe
to play.


Installing with the .zip file

Download the 'Doom3BFGVR_Fully_Possessed_Alpha020.zip' file from the release page at the top of this post, and
extract into your main Doom 3 BFG directory. You should see a folder
named 'Fully Possessed' inside your main Doom 3 directory along with
some support files and the Doom3BFGVR.exe. Launch this .exe to play.


Compatibility with existing Mods or Native Doom 3 BFG

Doom 3 BFG: Fully Possessed stores all changed assets and save games in
their own directories. Installing the mod will not interfere with
existing mods or the native game.


Compatibility with the Hi-Def texture pack

Doom 3 BFG:Fully Possessed is compatible with the hi-def texture pack.
Please be aware that the 'generated' folder included in the hi-def
texture pack is corrupt, and will crash the game if not deleted. This
is not an issue with this mod, but with the texture pack itself. After
installing the texture pack, delete the 'generated' folder inside the
'Base' directory.

NOTES


  1. The texture pack also installs German language files. If you do not
    want the game menus to be in German, delete the 'german.lang' file in
    the 'Base/Strings' directory.
  2. It does not matter if you install the mod first or the texture pack
    first, but be aware that games saved without the texture pack installed
    will not work once the pack is installed, and vice versa.

Reporting Bugs

Many bugs have been addressed in this relase, but if you do find one,
please open an issue on our tracker. We can't fix it if we don't know
its broken!

https://github.com/KozGit/DOOM-3-BFG-VR/issues


Enjoy!




OLD UPDATES:

--------------------


Update 12-10-2016

Fixed bug related to save game crashes. Archives updated


Additional Update 12-9:

I've updated the OpenVR version of the mod to address  issues some people were having, and added a few new features.

There are now versions of the mod that support OpenVR and the Rift/Touch natively via the Oculus SDK.

See  below for a link and additional info. 


Update 12-9


I've updated the mod and posted a test verison with native Oculus/Touch support.

This includes full motion controls and the ability to interact with in game guis and the PDA by using them as touch screens.

Release:

https://github.com/KozGit/DOOM3-BFG-RIFT/releases/tag/v0.11-alpha

Please
make a clean copy of your doom 3 directory before installing, right now
this mod will not co-exist with other mods as too many of the
assets have been changed.

Take a look at the description on the release page, and the two readme files
included in the archive.  I've also included a .pdf that lists
most of the common cvars you can use to configure the mod.  Please
remember all the controls ( all joystick axes and buttons) can be
unbound or remapped to any other control. In the system menus go to 
(Settings->Controls->Key Bindings)

There's still a little oddness during loading screens.  Let me know if you find any issues. This is the first test of this, so there may be issues I'm unaware of, please let me know if you find anything.



------------------------------------------------------------------------------------------------------------

Previous update:


I've been working on a mod for Doom 3 BFG edition for a while, and it might be ready for an alpha test. I'm looking for people to test and let me know what issues ( and I'm sure there will be some ) you have. ( Please note this is an entirely new mod, not a variant of an existing one.)


Anyway, here we go:

https://github.com/KozGit/DOOM3-BFG-RIFT/releases

New features:



Full motion control support for weapons, with support for right or left handed control.

Reload mechanics and motion controlled melee attacks are NOT finished yet, but in progress.

For now press the attack button to punch and reload to well, reload. Grenades are now

thrown via motion controls.



Flashlight modes

The flashlight can be held in the off hand, mounted to the weapon, mounted to the player helmet, or

mounted to the player body. If 'mount to weapon' mode is enabled, and a weapon without a barrel is

selected (e.g. grenade, fists, chainsaw) the flashlight is temporarily moved to the head.



Player body view modes:

You can chose to view the entire player body with ( very very basic ) IK for the arms, view the weapon and

hands, or view the weapons only.



Weapon sight modes:

Chose from a laser sight, laser dot, circle dot, or crosshair.



Optional heading indicator.

With independent head/body movement it's easy to forget which way the body ( and forward

movement) is pointing. The heading beam points in the direction the body is moving. Beam can be

solid, have arrows, or scrolling arrow. Temporary artwork.



Movement options:

The player body is locked to user position, so moving in the real world moves the player body.

Optional comfort turning, with user defined delta and repeat delay.

Walk speed adjustment from game default consistent over level changes

Option for forward movement to be in direction off hand controller is pointed

Headkick and knockback are disabled by default but can be toggled.

For non motion controls, you can lock the view and aim together, or use independent aiming with user

defined deadzones



Hud options:

Hud is translucent and projected into world.

Hud can be locked to the view or the body.

Hud position and size are configurable.

Hud can be toggled on or off, or faded in when user looks down past defined angle

If hidden, can be configured to reveal when health below defined level

Individual Hud elements can be turned on or off if desired



Stat Watch ( for the love of god someone come up with a better name )


Ammo stats are provided on a wrist worn armament inventory device if player has weapon equipped.

Soon to provide health stats as well.



Gui interaction modes.

Player can choose one of three ways to interact with in game guis

1) Look direction controls gui cursor

2) Weapon aim controls guis, in the event weapon has no barrel (grenade, fists, etc) default to look

direction

3) If motion controls are enabled, guis can be touch activated. When close enough to touch, look at gui

to activate then touch gui to control.



PDA is rendered as model in game.

PDA can be held in hand, or fixed in a position in front of the player body. If gui touch mode is enabled, the

PDA works as a touch screen device. Pressing escape during the game brings up the system menus in

game on the PDA.

PDA fixed position can be adjusted.



Cinematics

Cinematics are now from a fixed camera position. This is still being worked on, but is much better than the

free camera IMO. Some camera files still need to be tweaked for some of the cinematics. Pressing the PDA

button will exit the current cinematic



Pixel density can be adjusted.



ALL controller buttons and axes can be re-mapped to any control or action.



Weapon models have been fully fleshed out.

All of the options are currently controlled via cvars that start with vr_.  I'll add the options to the menus at some point.

The code has not been tested on any machines other than mine, so hopefully it will at least run for some of you 🙂

There are some issues I do know about. The loading and saving transitions are pretty glitchy, which is annoying.  I'll either smooth them out or just black them out.  I changed how the player hand animations work, so occasionally the hands don't play the correct firing animation.  I know how to address just need to implement.  The weapons also jump/blink for a frame when you change weapons, I know how to address I just need to get to it. Also, the source code is a mess, it's not actually on github at the moment, I'm working to clean it up and get it posted soon.

Anyway, let me know how it works for you!





908 REPLIES 908

jrd3d
Explorer
anyone know a way to get the Trent Reznor sound effects to work with this?  The shotgun sounds fine, but for some reason the pistol and machine gun make a "beep" noise whenever they are fired.  I was hoping extracting the pk4 into the base directory would work, but that was wishful thinking I guess.

JoeManji08
Heroic Explorer



I have this issue too, using a GTX1080 and 6700k. It seems that ASW
is on 100% of the time almost, causing a lot of GFX glitches as well as small stutters
here and there. The previous version was almost flawless for me. I have
tested with and without the HD texture packs and get identical results.
Basically, the game is unplayable for me at the moment.


Have you tried disabling ASW using the Oculus Debug Tool?  After doing that, and without changing any graphics settings, I was getting a solid 90 FPS, and all the glitches you're talking about went away! (1070 and 4790k here)

2EyeGuy
Adventurer
To show the FPS, in the console type com_showFPS 2 or com_showFPS 1 for more details.
Use Ctrl + NumPad1 to disable ASW. It is a huge improvement. You may have to set a registry key first, I don't know.
ay85fhjtfpst.jpg

ApollyonVR
Rising Star
Was also getting huge fps drops. Deleted everything in the DOOM 3 BFG folder and used the "verify integrity" feature in steam to reinstall it. Installed the VR mod and the texture pack suggested by @Syndroid on page 21. Mostly smooth now, can drop to to around 80-85 with SS at 1.8. And you do not need any registry key to control ASW, it can be done with either the suggested key combos, the debug tool or my own Oculus Tray Tool application. If you are bothered with ASW kicking in now and then, try locking it to 45 fps with ASW on. That should set it to always be on and you don't get the switching back and forth. Or disable it and check the performance graph and see what fps you are getting. Really awesome work you guys have done on this, very very impressive. Teleporting works like a charm. 😃

2EyeGuy
Adventurer
I just added a menu option for Asynchronous SpaceWarp, and disable it by default, in the next version. I had to use fake keystrokes because I didn't see an API for it.

The problem seems to be the Render Backend time being extremely inconsistent. But I have no idea why.

2EyeGuy
Adventurer

bigmike20vt
Visionary
wow! some great work there guys!. Are there no disgruntled employees at sega who could leak the Alien Isolation Source? 😉
Fiat Coupe, gone. 350Z gone. Dirty nappies, no sleep & practical transport incoming. Thank goodness for VR 🙂

CylonSurfer
Expert Protege



Have you tried disabling ASW using the Oculus Debug Tool?  After doing that, and without changing any graphics settings, I was getting a solid 90 FPS, and all the glitches you're talking about went away! (1070 and 4790k here)


Thank you, I'll give that a go when I get home. Fingers crossed that will fix the issue, now if only I could get my old saves to work again.

@2EyeGuy
I also noticed that if I change my height using the menus it gets changed back when a new level or map is loaded. I think the old version did the same as well. The new audio mirroring also doesn't appear to work with the new version.

As others have said, great work so far!

Kano_Connor
Explorer




One question: Am I the only one having severe performance problems? It looks like ASW is kicking in all the time.




I have this issue too, using a GTX1080 and 6700k. It seems that ASW
is on 100% of the time almost, causing a lot of GFX glitches as well as small stutters
here and there. The previous version was almost flawless for me. I have
tested with and without the HD texture packs and get identical results.
Basically, the game is unplayable for me at the moment.

The
update also broke my previous save games the same as Baggyg and I notice
it doesn't work with the new Oculus audio mirroring option enabled, the
game loads but only plays sound through the windows default audio
device and isn't mirrored to the Rift headphones.


I am having performance problems too, Just created a disscussion for it

https://forums.oculus.com/community/discussion/50405/anyone-experiencing-bad-doom-vr-performance#lat...

I noticed some severe lag, fired up the tray tool and found out that its constantly dropping application frames. This is the first version I have used but its definitely not playable. Running 5820k @ 4.5ghz and a 1070.

2EyeGuy
Adventurer
Don't delete or overwrite any saved games that don't work. I'm fixing all the game loading bugs in the next version (which I'll release soon).

The reason it fails to load saved games from 0.015 is because we had to change the scripts at the last minute to make them compatible with the texture pack, and Doom 3 BFG was designed in such a way that you can't load games with different scripts, and you can't tell what versions of the scripts a game was saved with. So I had to add a lot of hacks to discard the script and thread stuff if it doesn't match, and just load the scripts the same way it would when you start a new game. You'll lose the state of scripts, but that's mostly just whether a monster is currently attacking you, whether you're in the middle of reloading, or whether you're using the PDA. Everything else will load like normal.

Edit: Also I forgot we changed the game name to "DOOM 3 BFG VR: Fully Possessed" and it wouldn't load saves that didn't have that name.

The reason it crashes sometimes trying to load it's own saves, is if it saves the player before the teleport target icon, loading the player creates a new teleport target icon, and loading the teleport target fails with an error because there's already one. Then it tries to shutdown the map gracefully because of the error, but it tries to shut down a physics entity that hasn't been fully loaded yet, and crashes trying to read from a NULL pointer. I'm just about to fix that now. On the other hand, if it saved the teleport target first, then loading the player sees that there's already a teleport target and doesn't create a new one, and it loads successfully. So there's a random 50% chance that anything you save won't load in the current version.

I've fixed the german.lang problem, the Asynchronous SpaceWarp problem, the talk wake monster bug, and mostly fixed the loading game problems. So I'll do a new release soon.

But I can't fix the menu is black on ATI problem because I don't have an ATI card, and I can't fix the crashes on startup because I can't replicate them. And I can't fix the dropped (to asynchronous timewarp, not actually dropped) frames that happen intermittently, because I can't work out what's causing them.