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quakevr v0.0.4

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@vittorioromeo vittorioromeo released this 29 Apr 17:47
· 31 commits to master since this release
80bfe33

Please make sure to carefully go through the README before installing and playing Quake VR.

Changes

  • Added teleportation.
    • New teleportation mechanic to help players who get motion sickness from smooth locomotion. Range can be configured. Roomscale movement can also be multiplied to help players with smaller playing areas.
  • Added support for "Scourge of Armagon" mission pack.
    • Full support for the SoA mission pack, including levels and new weapons. The new weapons are available even if you do not own the expansion. See the README for installation instructions.
  • Added MIRV-firing ogres from "Dissolution of Eternity".
    • Full support not yet available for DoE, but starting to port some features over.
  • Added grappling hook from "Dissolution of Eternity".
    • Available as a "toy" under the "Debug" options menu, as it is fairly game-breaking. But it is a lot of fun to play with!
  • Added "smooth line" crosshair.
    • New rendering setting that smooths out the laser's beginning and ending.
  • Added two-handed weapon aiming with virtual stock support.
    • Most weapons can now be held with two hands. By default, your shoulder position will also be taken into account in order to simulate a virtual stock.
  • Turned on shadows by default and added shadow options.
    • Feature from QuakeSpasm. Not perfect, but can improve immersion. Might also reduce FPS, so it can be turned off.
  • Added dual-wielding.
    • You can now dual-wield weapons to your heart's desire. Enjoy the carnage.
  • Added VR torso.
    • Tries to figure out the player's torso orientation independently from the head using the position of the hands as an heuristic. Also renders a torso (can be disabled).
  • Added weapon holsters.
    • Added six weapon holsters on your body (shoulders, waist, thighs).
  • Weapons are now phyiscal objects.
    • Weapons can now be thrown or dropped on the ground. Throwing weapons can damage enemies. Weapons can be picked back up and stored in holsters.
  • Added force grabbing for dropped weapons.
    • Dropped weapons can be picked up without bending over, useful for seated play. Multiple types of force grab available.
  • Added weight simulation for weapons.
    • Weapons now have a "weight" value which makes them harder to move or turn around. Useful to balance more powerful weapons such as the laser cannon, and to improve immersion.
  • Added random weapon drops from enemies and ammo boxes.
    • Enemies and ammo boxes can now randomly spawn weapons the player has found before. Helps with the fact that holster slots are limited and that weapon can be thrown/lost.
  • Added positional damage.
    • Most humanoid enemies now take more damage when shot in the head, and slightly less damage when shot in the legs/arms.
  • Fixed missing items from levels.
    • Some items (e.g. biosuit, keys) were missing from levels due to hitbox changes. The hitbox changes have been reverted until I understand what is happening here.
  • Fix elevator-related bugs.
    • There were some severe bugs when riding elevators, including the player taking damage and failing to interact with items. They should all be fixed now.
  • Fix jumping issues.
    • Jumping against a wall didn't work properly before. This was due to the original roomscale movement implementation. This has been fixed, and jumping is consistent now.
  • Added bindings for WMR controllers.
    • These have been provided from a WMR user, so they should work.
  • Added scale and scale_origin to QuakeC entities.
    • Allows individual entities to be scaled without having to modify the model itself.
  • Added menu tooltips.
    • Most menu entries now have a tooltip explaining what they do.
  • Added boolean locomotion bindings.
    • Boolean smooth locomotion bindings were added to help people whose thumbstick doesn't work or is not recognized from their VR setup (e.g. OpenComposite).
  • Added vr_fakevr mode for debugging.
    • Allows most VR features to be tested on a 2D screen, useful for debugging and testing non VR-specific changes.
  • Rewrote most of the menu system.
    • Menus can now be coded declaratively, saving a lot of time and allowing quicker iteration.
  • Extreme code refactoring and cleanup.
    • The glm library is now being used all over the source code. No more vec3_t.