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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.
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.
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.
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:
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.
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.
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
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
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 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.