GunLock is a multiplayer shooter experiment built for VR in UnrealEngine 4. It features iron sights aiming, positional tracking for leaning/ducking and weapon and ammo scavenging.
Download v0.2.4 here;
http://www.mediafire.com/download/psko5u1yd1u1mms/GunLock_v0_2_4.zip
or
https://docs.google.com/uc?id=0B1KRnJKwYT-0NGRQMUtjaHVtalU&export=download
See what's planned for next week's release;
https://trello.com/b/jqSaFlo2/gunlock
v0.2.4
-Added Zombie Elimination mode
-Added new Zombie mesh and animations
-Added new Zombie sounds
-Upgraded to Unreal Engine 4.6
-Added a black smear postprocess fix
-Changed Keyboard controls
-Moved to new dedicated server
v0.2.3
-Improved ragdoll physics
-Made run speed faster when not holding a weapon
-Fix players having the wrong color jacket after switching teams
-Fix some sounds not being spatalised
-Fix eyeball animation not working
-Fix clients grabbing at phantom items from the last round
-Fix spectator mode not triggering on death
-Fix screen desaturation staying on after death
v0.2.2
-Expanded the Warehouse map
-Added team elimination gamemode
-Increased maxplayers to 8
-Switched to baked lighting to improve framerate
v0.2.1
-Created firing range tutorial map
-Added ammo pickups
-Added magazine loading (when your right hand is empty)
-Added single round loading into weapon (when you have no magazine)
-Added damage system with bleed out
-Added eyeball tracking when close to other players
-Added push to talk option for voice comms
-Added server connection status messages
-Changed brown jackets to green
-Fix dead players being able to use voice comms
-Moved to a dedicated server for hosting
v0.1.4
-Added position tracked voice comms
-Added different color jackets for each player
-Added weapon holstering
-Added option to disable VR Comfort Mode
-Added ability to drop magazines/weapons
-Added aiming sway after running
-Added better falloff for sounds (with LPF)
-Fix reload sounds not transmitting to other players
-Fix for running footstep sounds playing when walking sometimes
-Fix corpses making pain sounds when shot
-Fix picking up magazines from guns on corpses
-Fix client crashing if you press reload too faster
-Fix gun not always spawning nearby a respawned player
-Fix arm animations freaking out when facing west
v0.1.3
-Added looting of corpses
-Added voice comms (untested!)
-Added version checking for clients, to prevent server crashes
-Added keyboard input
-Added changing of aiming eye
-Lowered crouching height
-Made dead bodies (and their loot) disappear after a while
-Added ambient sounds to Warehouse
-Fix guns and magazines being hard to see in shadows (chromed the M9!)
-Fix camera jittering when walking
-Fix not being able to pickup items sometimes
-Fix practice targets in the range not updating across the network
v0.1.2
-Fixed VR head tracking being overriden by the dedicated server
-Fixed magazines not respawning
-Fixed translucency and particles not rendering in VR mode
-Made guns spawn close to unarmed players
Comments
Pls try to get it on work, gun is not schooting, movement etc.
If you can create a dynamic play on the maps, it must get very very fantastich
EDit: tried it, is it suppose to be really choopy turning?
http://www.mediafire.com/download/veu5s9v900rskwi/GunLock_v0_2_1.zip
Changes
-Created firing range tutorial map
-Added ammo pickups
-Added magazine loading (when your right hand is empty)
-Added single round loading into weapon (when you have no magazine)
-Added damage system with bleed out
-Added eyeball tracking when close to other players
-Added push to talk option for voice comms
-Added server connection status messages
-Changed brown jackets to green
-Fix dead players being able to use voice comms
-Moved to a dedicated server for hosting
Lent my Rift to a friend, will this run without it for testing it tonight?
Edit, answer my own question just by finally getting the download to work and trying it.
It does work without the rift.
Thank you for the update. All the projects you work on seem to have "that Magic Touch"!
I really like this, but unfortunately get a little motion sickness after playing for 30mins or so, and its only due to the turning speed and having to turn using the analog stick.
Do you think its possible to make the movement/look work that same as in the Quake2 VR implementation?
Could you also confirm if this will support Sixsense STEM when you get yours?
All the best
Christoph :-)
Very well done control scheme teddy, and even now the balance is pretty good, the scarcity of bullets makes for a frantic start. Bleedout is working well though it would be nice to have a bandaging system so that a single bullet isn't the death sentence it currently is.
Looking forward to the updates!
Download it here;
http://www.mediafire.com/download/5x58yqa744gng4o/GunLock_v0_2_2.zip
v0.2.2 change list;
-Expanded the Warehouse map
-Added team elimination gamemode
-Increased maxplayers to 8
-Switched to baked lighting to improve framerate
I've just released version v0.2.3 which has a bunch of bug fixes and tweaks for team mode. Thanks for everyone helping me test it out, it's starting to get really fun!
Download v0.2.3 here;
http://www.mediafire.com/download/xd3hb1dz60ntmvl/GunLock_v0_2_3_fixed.zip
or
https://docs.google.com/uc?id=0B1KRnJKwYT-0aGVvUERuZ0F2bFE&export=download
Changes
-Improved ragdoll physics
-Made run speed faster when not holding a weapon
-Fix players having the wrong color jacket after switching teams
-Fix some sounds not being spatalised
-Fix eyeball animation not working
-Fix clients grabbing at phantom items from the last round
-Fix spectator mode not triggering on death
-Fix screen desaturation staying on after death
I seen Sharkku there and you Teddy, this game is forcing me to sell my rifle and buy a stem package this Christmas
There doesn't need to be any gameplay mechanic, just everything exactly the same but with models to execute
Bit cheeky asking I know but im regularly logged in and im a bit bored of just walking round collecting ammo lol
Also, getting a rendering error in the TDM (firing range works fine) - all the items/my playermodel are rendered black, no matter the type of lighting, and some of the metal bars high in the walls have a strange faint purple trail if I move quickly while looking at them. The trail thing is unnoticeable, but the items rendering black issue prevents me for seeing my ammo count and the like. I'll get some pictures later
I'm going to add some a zombie survival co-op mode soon, which should be good fun and help get more people testing it!