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mod still being worked on? #1
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Yep - Haven't had a lot of time, have had ( a lot ) of family in town for the holidays. Today is the last day they are here, so should be able to finish testing. I've updated some things: Sorted out the focus issue that was keeping people from re-binding controls correctly using the controllers. Included the correct default controller layout config instead of the right hand only config packaged in the Added a bindable control to bring up the pause/system menu via controller button Fixed the movePoint control method so it works with all movement directions, not just forward ( works like onward now), with options on how to orient the player body (if viewing it), either to the point direction or the look direction Added a click to move option. Fixed the glitchy intro menus - vsync issue that interestingly enough did not occur on my win 7 dev box. Which oddly enough fried the day before Thanksgiving. One old GTX780 bites the dust. Fixed the scale in the intro menus. Added motion control crouching. Fixed latency issue caused when SMP enabled Smoothed out going over stairs There were a bunch of other small fixes. I'm adding some options for how pad input is processed as well. Hopefully will have something to release in the next few days or so. If you have any requests or suggestions I'd love to hear them, thx! |
Awesome so with click to move will you be able to set touch to walk then click to run? |
Melee and two handed gun handleing ? |
Awesome so with click to move will you be able to set touch to walk then click to run? I'm sorry, I'm not sure exactly what you mean by this.. you can set it so just touching the touchpad will make you walk, and clicking the pad ( or whatever button you define ) will make you run, is that what you mean? I also added where you wont walk at all unless you click while touching the pad, and if you click again while moving you toggle run. Adding these type of options are pretty straightforward, so let me know if there is something else I'm forgetting and I'll see what I can do. |
So yea I'd like just touching the trackpad to have me walk and pushing in on it to run...this is how I play with other mod and works well |
Ok, that's no problem, you just leave the axes on the left pad bound to the player move directions, and the pad press bound to run - this is actually the new default scheme for the left controller. |
the console command flashlight_batteryDrainTimeMS can adjust that.. try -1 for infinite |
i heard some people having issues with - 1 if you do just set a high number in there |
i think you need a space between the - and the 1 for it to work either way glad it's working for you |
you know of anyway to get aliasing to look better in this game? MSAA and SS don't really seem to have much effect.. for example at the start look at the railing going up the stairs as you walk the shimmering is awful and I found even at 8x MSAA or 1.5x resolution scaling it still is pretty bad.. all that AA seems to help in this game is text readability |
I am eagerly waiting for the update to play the game as at the moment no menu button is a big problem. Any idea when it will be released? |
I received my touch today, and took some time tonight to implement native rift/touch support via the Oculus SDK. I want to do a little testing in the morning, and should post test binaries for both SteamVR and native Oculus tomorrow in the afternoon or evening. Sorry for the delay! |
Great, I think it's fantastic that you made this mod which is very immersive with the pda and the touch interface. Looking forward to playing with the update and thanks for this. |
I posted an update with native Oculus and Touch support, you can download it on the release page. The OpenVR version has had all the changes implemented, I just need to package it up and post it, i'll do that tomorrow. Aerowyn, I'm not sure why changing the pixel density or MSAA settings is not having an effect for you, normally the change is pretty drastic from pixel density 1.0 to 1.5. If you go too high though, it can actually start to have a negative impact on image quality. I like to run with 2x msaa enabled and at a pixel density around 1.4 or 1.5. (Are you having the same issue on both mods?) |
Allright, I've posted an updated version of the OpenVR version of the mod that should hopefully address the issues some people were having with controls, and implemented some new features. Check the release page for info and let me know how it works for you! |
Awesome thanks man! |
Hi, Sorry for taking so long to address these issues. There is a new repository for the mod - you can download an updated version for OpenVR here: https://github.com/KozGit/DOOM-3-BFG-VR/releases I apologize, but the OpenVR version has been upgraded, but not tested, so expect some issues. PLEASE try running the mod in a clean install first, before installing the texture pack. This will make it much easier to sort out any issues. If you have any issues, ( and i expect some ), please open an issue in the new repository and I'll get to work on fixing them, I'm not adding any more features until the bugs are worked out of this. Thx! |
wasn't sure were else to ask was curious if this was still being worked on
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