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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

2EyeGuy
Adventurer

dougchism said:

Just tried this out, first VR game using locomotion. I didnt feel like puking but after 10 minutes or so I definitely had a headache and a hollow feeling in my gut. I can definitely see why people get problems playing for long periods of time.  


In the next version you will be able to avoid almost all locomotion, and use teleporting like in other VR games. I'd release it now, but I think I should wait for Samson, and I still need to make it work when you don't have a weapon.

Unfortunately, the pathfinding isn't perfect, so there are some places where you still need to use forwards locomotion and jumping. I'm using the pathfinding for the monsters, but it's probably possible to generate a player-specific aas file (although that still won't be perfect). Also, you can't really teleport above eye level, so you have to climb ladders manually. But teleporting should fix most of the motion sickness.

Other things that cause motion sickness are the menu, FMV, and loading screens, which don't have any positional tracking. 

And the in-game room scale positional tracking isn't right. When the chaperone is active and you move your head, the world should stay solidly locked to the chaperone, but it doesn't.

dougchism said:
The cutscenes are kinda weird, like you are 3 feet tall or sometimes stuck in the middle of a  piece of geometry. The models and textures look kinda funny even with the pack suggested.  
I want to make most of the cutscenes play without interrupting gameplay or changing your view. For example, when the guy at reception gives you the PDA, you should still be in control and you should see it from your point of view. When you walk past the window where Betruger is having a meeting, you should watch that cutscene through the window while you walk past. One minor issue though is that the characters sometimes talk without moving their mouths if you aren't supposed to be able to see them.

The textures in the BFG edition are worse than the original Doom 3, because they have been compressed.

dougchism said:
BTW whats with the extended no-action start to the game? I was wandering around a base for a while, nothing to kill. Next time I fire it up I will try a different episode. 
If you have a DEV menu, the action starts half-way through the Mars Underground level, so you can skip to there or Mars City 2. But I recommend playing the whole game.

Samson
Heroic Explorer

2EyeGuy said:


And the in-game room scale positional tracking isn't right. When the chaperone is active and you move your head, the world should stay solidly locked to the chaperone, but it doesn't.
Are you using a rift or a vive, and with which API?

If anyone else is seeing this, let me know - I know why this happens, and to be honest thought it was addressed. Chaperone is locked solidly to the view on the two machines I have to test with -- I'll take a look at this again. It's not the positional tracking per se, but the view is most likely lagging a frame due to the way the engine multithreading works and when the positions are polled, which causes it to go out of sync with the chaperone bounds. This is bad, so if anyone else is seeing this please let me know!   (Also  let me know if the issue disappears when com_smp is set to 1. Performance will tank so you wont want to run the game this way, but It will confirm my suspicions.)

I also need to add handling for when ASW kicks in, because that really does mess with movement.



2EyeGuy said:


I want to make most of the cutscenes play without interrupting gameplay or changing your view. For example, when the guy at reception gives you the PDA, you should still be in control and you should see it from your point of view. When you walk past the window where Betruger is having a meeting, you should watch that cutscene through the window while you walk past. One minor issue though is that the characters sometimes talk without moving their mouths if you aren't supposed to be able to see them



I played with this a while ago,  removing the influence levels on the player during the cinematics to make them interactive, and it looked like it was going to take a lot of work to make this playable. Some of the cinematics take place away from the player, so you would miss them if you didn't change the view. Some others hit triggers where it's odd if the players not there - like if you walk away from a cutscene and miss it, and it throws up new mission objectives at the end you have no Idea why.  I was starting to compile a list of which ones could be interactive and which ones might be better left alone, but in the end, even the cinematics like the ones you mentioned seemed very odd to play through.  Hopefully you have some ideas I never thought of, because it would be really cool.


(2EyeGuy, I Sent you a PM)

Flausn
Expert Protege
hi, i experienced this yesterday for the first time i turned and guardian turn with me...then it stop suddenly, and work like it should ...weird . greez

frbie
Explorer



frbie from reddit here: I installed everything as described above. The difference to before is the renaming of the script folder. Problem is still the same. When I
start ...VR.exe the Oculus Window comes to the front and then an Windows
error message appears that the Applikation is not working and I'll be
notified when the problem is solved. The only choice there is to close
the app.
I would really like to play Doom3!
I use Win10 64-bit Home, Nvidia Geforce
1070, and Bitdefender as Virus protection. This is a relativly clean install of Win 10. I mention the Bitdefender because this is the only special thing. All other Oculus and Steam
Apps are running without problems.


I misunderstood the instructions at first, too. If you don´t use a texture pack, you don´t need to rename or copy any scripts folders. Just install the game, copy over the content from the mod folder and start the VR.exe. In my case that worked.

Be sure, to delete the whole game directory, before reinstalling the game, deinstalling it from steam only won´t delete everything.


For me no improvment. I deinstalled from Steam and deleted the whole D3 directory manually. So everything started from scratch. I installed D3BFG from Steam again and made an backup. I unzipped the mod folder into the D3BFG folder. I checked the files in the folder. Then I started and had the crash again. It occurs when the Oculus window starts. Is there something like a protocoll where I can search for problems? As mentioned my PC is is very standard one.

SeargentMofo
Explorer


If anyone else is seeing this, let me know - I know why this happens, and to be honest thought it was addressed. Chaperone is locked solidly to the view on the two machines I have to test with -- I'll take a look at this again. It's not the positional tracking per se, but the view is most likely lagging a frame due to the way the engine multithreading works and when the positions are polled, which causes it to go out of sync with the chaperone bounds. This is bad, so if anyone else is seeing this please let me know!   (Also  let me know if the issue disappears when com_smp is set to 1. Performance will tank so you wont want to run the game this way, but It will confirm my suspicions.)

I also need to add handling for when ASW kicks in, because that really does mess with movement.




I don´t know if it is part of the problem you mean, but I get a little shifting of the world, too. Feels like the world would move a few centimeters with me when leaning forward, instead of coming towards me. But the effect is very little and subtle.

What are people doing to get such bad performance on a GTX 1080? I run the game at standard settings (without changing any graphical settings after installing game and mod) and it runs like butter even on my GTX 770. It don´t feels like ASW would kick in any time :smile:

Flausn
Expert Protege
i see it with afterburner...maybe you didnt notice the microstutter but in afterburne ri see them...

frbie
Explorer

frbie said:




frbie from reddit here: I installed everything as described above. The difference to before is the renaming of the script folder. Problem is still the same. When I
start ...VR.exe the Oculus Window comes to the front and then an Windows
error message appears that the Applikation is not working and I'll be
notified when the problem is solved. The only choice there is to close
the app.
I would really like to play Doom3!
I use Win10 64-bit Home, Nvidia Geforce
1070, and Bitdefender as Virus protection. This is a relativly clean install of Win 10. I mention the Bitdefender because this is the only special thing. All other Oculus and Steam
Apps are running without problems.


I misunderstood the instructions at first, too. If you don´t use a texture pack, you don´t need to rename or copy any scripts folders. Just install the game, copy over the content from the mod folder and start the VR.exe. In my case that worked.

Be sure, to delete the whole game directory, before reinstalling the game, deinstalling it from steam only won´t delete everything.


For me no improvment. I deinstalled from Steam and deleted the whole D3 directory manually. So everything started from scratch. I installed D3BFG from Steam again and made an backup. I unzipped the mod folder into the D3BFG folder. I checked the files in the folder. Then I started and had the crash again. It occurs when the Oculus window starts. Is there something like a protocoll where I can search for problems? As mentioned my PC is is very standard one.


One question. When I install the mod in the Q3 directory I install it in a way that the base folder files of the mod are copied IN the base folder of the original game. Is it OK?

dougchism
Expert Protege
How to enable snap turning?


Samson
Heroic Explorer

frbie said:

For me no improvment. I deinstalled from Steam and deleted the whole D3 directory manually. So everything started from scratch. I installed D3BFG from Steam again and made an backup. I unzipped the mod folder into the D3BFG folder. I checked the files in the folder. Then I started and had the crash again. It occurs when the Oculus window starts. Is there something like a protocoll where I can search for problems? As mentioned my PC is is very standard one.


When it crashes, do you get a window with a blue text screen in it, or does it drop back to the menus with a text overlay over half the screen? If it's the second one, use the mouse scroll wheel or the cursor keys to scroll all the text up until you see a line that starts with 'error' and post what it says. If it's the window with a blue screen, post what it says.


Flausn
Expert Protege

frbie said:


frbie said:




frbie from reddit here: I installed everything as described above. The difference to before is the renaming of the script folder. Problem is still the same. When I
start ...VR.exe the Oculus Window comes to the front and then an Windows
error message appears that the Applikation is not working and I'll be
notified when the problem is solved. The only choice there is to close
the app.
I would really like to play Doom3!
I use Win10 64-bit Home, Nvidia Geforce
1070, and Bitdefender as Virus protection. This is a relativly clean install of Win 10. I mention the Bitdefender because this is the only special thing. All other Oculus and Steam
Apps are running without problems.


I misunderstood the instructions at first, too. If you don´t use a texture pack, you don´t need to rename or copy any scripts folders. Just install the game, copy over the content from the mod folder and start the VR.exe. In my case that worked.

Be sure, to delete the whole game directory, before reinstalling the game, deinstalling it from steam only won´t delete everything.


For me no improvment. I deinstalled from Steam and deleted the whole D3 directory manually. So everything started from scratch. I installed D3BFG from Steam again and made an backup. I unzipped the mod folder into the D3BFG folder. I checked the files in the folder. Then I started and had the crash again. It occurs when the Oculus window starts. Is there something like a protocoll where I can search for problems? As mentioned my PC is is very standard one.


One question. When I install the mod in the Q3 directory I install it in a way that the base folder files of the mod are copied IN the base folder of the original game. Is it OK?


Q 3 ?