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Doom 3 WIP

gplourde
Honored Guest
Original Doom3 for Oculus Rift DK2 - WIP!

Last updated: [September 16, 2014]



This is using the original GPL code so compatible with mods.

Project page: https://github.com/Perpixel/Doom3
Current build download link: https://dl.dropboxusercontent.com/u/22702748/Doom3_VR_09162014a.zip

Objectives:
1) Getting 100% of Doom3 functionality working in the Rift DK2.
2) Adding VR experience with updated UI and controls.
3) Keeping the code portable and usable to other projects.

Status:
This is a project started in mid August 2014 and progress very quickly so far the game is playable but missing head position tracking. No work done on the UI yet. Not recommended to play just yet.

Known issues:
Post processing look different from one eye to the other.
Frustum error cause problem in some very small area where one eye see something and the other doesn't.
HUD doesnt fit screen.
Head position tracking is not working.
Using the PDA offset the HMD orientation. Workaround is to not move your head at all when you open the PDA
123 REPLIES 123

hneuhaus
Honored Guest
That sounds great I'd love to see an update on this one. Would you mind updating the binary release in the first post? Thanks a lot!

Mediocritus
Honored Guest
With an Oculus Rift DK2 and SDK 0.5.0.1, and with the Jan 11, 2015 version of the Perpixel/Doom3 git repo:
https://github.com/Perpixel/Doom3/commi ... 9cf86392b8
I had to do a bunch of manual cleanup to get everything running.

Here are the steps:

  • Copy my OculusSDK folder into neo/extern/
  • Open the neo/neo.sln in Visual Studio 2013 (Community Edition)
  • Right-click and remove the LibOVR project in VS.
  • Right-click the libs folder in VS and "Add Existing Project ..."
    -> neo/extern/OculusSDK/LibOVR/Projects -> choose the correct one for your VS
  • Repeat #4 for LibOVRKernel
  • Right-click each project and "Upgrade Compiler..." (from VS2012 to VS2013)
  • Try to build LibOVR, LibOVRKernel, Game (dll) and Doom (exe) repeatedly, in Win32 Release mode.
  • For all the #include path errors, find the files in the OculusSDK folder tree and manually edit the #include statements in the project code (a few .h files got moved into Include/ instead of Src/ folders, and some are in the LibOVRKernel folder now, no longer in LibOVR).
  • For the missing symbols at link-time, right-click the Doom (exe) project -> Properties -> Linker -> General -> Additional Library Dirs, pull down menu -> Edit, then double-click the empty box and browse to:
    neo\extern\OculusSDK\LibOVR\Lib\Windows\Win32\Release\VS2013 and then again for
    neo\extern\OculusSDK\LibOVRKernel\Lib\Windows\Win32\Release\VS2013
    Then again for Debug, by toggling the "COnfiguration" button, and replacing Release with Debug in the paths above.
  • Right-click Doom project, Properties -> Linker -> Input
    and pull down the Additional Dependencies menu, Edit,
    add "LibOVR.lib" and "LibOVRKernel.lib" (do this for Debug and Release both if you want).

  • For the complaint about the Link.Output not matching TargetName/Extension,
    in Doom project Properties -> Linker -> General -> Output File put: $(TargetPath)
  • Build successfully?
  • Copy "base" folder from game to the same location as Doom.exe (build/Win32/Release)!
  • Create a little run.bat text file, which just has the single line:
    Doom.exe +set com_allowConsole 1 +set vr_enableOculusRiftRendering 1 +set si_pure 0 +set r_fullscreen "0"
    Optionally Send to Desktop (create shortcut).


Plug in Oculus DK2 & configure it to be in direct mode (not extended/desktop). Run the run.bat... voila!

Mediocritus
Honored Guest
Oh yeah, and there were some ambiguous definitions of RadiansToDeg (or vice versa), it couldn't decide between simply RadiansToDeg() or OVR::RadiansToDeg().

I looked at both definitions, they seem identical, so I just prefixed the 3 calls that were ambiguous with OVR:: and the compiler was happy.

Anonymous
Not applicable
Does anyone happen to have this precompiled and willing to upload a zip or something? Also, is this still being worked on? I'm dying here!

Anonymous
Not applicable
"jngdwe" wrote:
Does anyone happen to have this precompiled and willing to upload a zip or something? Also, is this still being worked on? I'm dying here!


This version for BFG edition is available for download here and works well:

https://www.reddit.com/r/oculus/comment ... 2_support/

Doom 3 BFG thread is here:

viewtopic.php?f=29&t=226&start=200

Anonymous
Not applicable
"Blasp" wrote:
"jngdwe" wrote:
Does anyone happen to have this precompiled and willing to upload a zip or something? Also, is this still being worked on? I'm dying here!


This version for BFG edition is available for download here and works well:

https://www.reddit.com/r/oculus/comment ... 2_support/

Doom 3 BFG thread is here:

viewtopic.php?f=29&t=226&start=200



Not really interested in the BFG edition.

jrd3d
Explorer
"jngdwe" wrote:

Not really interested in the BFG edition.


Beggars can't be choosers. Be happy even this version works as well as it does.

Anonymous
Not applicable
"jrd3d" wrote:
"jngdwe" wrote:

Not really interested in the BFG edition.


Beggars can't be choosers. Be happy even this version works as well as it does.


No need to be rude. This is the thread for the original Doom 3 mod, not the BFG edition. I said absolutely nothing about BFG, or about how well this version works. Really, I don't know why you even replied if "beggar" was all you had to say to me.

dp2008
Honored Guest
Hope it's ok to post that. If not please delete.

compiled:
https://mega.co.nz/#!6k8w0CaS!JkbwrQKEX ... JVr_j00ox0

works in general but for me results in simulator sickness after short time.

jrd3d
Explorer
"dp2008" wrote:
Hope it's ok to post that. If not please delete.

compiled:
https://mega.co.nz/#!6k8w0CaS!JkbwrQKEX ... JVr_j00ox0

works in general but for me results in simulator sickness after short time.


can you elaborate a little on what this is?