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quakespasm-rift's Issues

VR_RESET no longer recognized

I tried to bind the VR_RESET command to a key. Whenever I press the key quake tells me the function is not recognized.

Any way to play quakespasm VR with Dark Places Quest-QuakeVR?

Since there is a proper dark places Quake VR port for the Oculus Quest i would be fun to be able to do crossplay between the Rift and the Quest.

Seems like quakespasm and dark places use different network protocols. Any way to change to a common protocol, maybe b commandline?

Touch support?

Hey, can we get touch support like in that awesome VR port of the Doom3 BFG edition? :)

Teleportation locomotion ?

Any chance to add teleportation locomotion, as an option, to this port ? I get sick instantly when trying to navigate in VR as in conventional FPS games :(

Can't build from source

Tried building from the source following instructions, but it fails on linking stage :( (although I was doing release build, not debug build and x64 if that makes any difference)

I went over include/lib folders in the project properties but couldn't find any mention of OVR folders :/

Renaming stuff, moving forward.

When I started this project I thought I'd do a quick'n'dirty hack specifically for the Rift. The codebase has grown much more flexible since, allowing us to load warping parameters directly from OVR and specifying a bunch of other values.

So the names for the cvars and some files are a bit out of date now. Here's my suggestion:

Cvars should be named with the vr_ prefix (somewhat similar to TF2):

  • vr_enabled
  • vr_supersample
  • vr_prediction
    ... etc.

r_renderhmd.c should be renamed to vr.c (?) and all public functions (those called from the outside of vr.c) should have the VR_ prefix, e.g.: SCR_UpdateHMDScreenContent becomes VR_UpdateScreenContent.

And while we're at it, oculus_sdk.cpp could be renamed to vr_ovr.cpp (?).

In the future there may be other worthwhile VR headsets with different SDKs, so each SDK "glue", such as the vr_ovr.h, should expose a struct with the same set of functions needed to enable and configure the HMD. E.g. something like this:

// In vr.h:
typedef struct {
    int (*init)();
    void (*release)();
    int (*get_device_info)(hmd_settings_t *hmd_settings);
    void (*get_view)(float view[3]);
    void (*reset_orientation)();
    void (*set_prediction)(float time);
    void (*set_drift_correction)(int enable);
} vr_interface_t;


// In vr_ovr.c, exposed as 'extern' in vr_ovr.h
vr_interface_t vr_interface_ovr = {
    InitOculusSDK,
    ReleaseOculusSDK,
    GetOculusDeviceInfo,
    GetOculusView,
    ResetOculusOrientation,
    SetOculusPrediction,
    SetOculusDriftCorrect
};

Preparing for different HMD SDKs is probably a bit over the top right now, especially since we don't know how they will look like. I just thought I'd throw this out here :)

Thoughts?

Mouse stop working in vr

I have this strange issue that when i enable vr ingame, mouse completely stop to work, when the vr it's off the mouse work as intended, i can look around and bind mouse1 for attack, but when vr it's enabled the mouse disappear, it don't move and i can't bind keys.

It's completely unplayable for me that way as i have to phisically turn to look around, but i'm seated and playing with keyboard.

(No, i'm not gonna buy a controller.)

I have a Lenovo Explorer wmr headset, Wmr app, Wmr for SteamVr app, Oculus app, ReVive app all installed and working.

Ingame the headset work fine, i can look around, but it's impossible without a mouse look.

Are Wmr headset unsupported?

Unrelated, i can't active vr if i start from Quakespasm-rift.exe, i have to drop the exe into one of the ReVive injector.

Am i missing something?

Xinput Support

Quake2VR works well with Steam Big Picture with its Xinput Support is it possible to support in Quake 1 too.

SteamVR/OpenVR port for linux VIVE support ?

Any chance of a OpenVR / SteamVR port so we can get Quake running in the VIVE on Linux ?
There is a working work for Doom3 right now that works great, and there are more and more games popping up here and there, so I'm really interested in getting the quake series into the VIVE on Linux too.

Any thoughts on this ?

Multiplayer not working when in VR Mode

Much thanks for this port, loving it with decoupled aiming and a gyro mouse. However, multiplayer does not work when the CV1 headset is connected and vr mode is on. If I turn the hmd option to off, I can join a local multiplayer session on my LAN hosted by another computer with quakespasm VR running on it. Please fix multiplayer, I have two vr headsets and would love to play coop Quake in VR, or even with one person using a headset and others not.
I tried connecting to a dedicated quake server I installed on another computer on my LAN, that didnt work either (In VR mode) it did work with VR Enabled set to off. If you want I'll paypal you $100 if you fix it to work with multiplayer, for real, just tell me where to paypal the money :)

Can't play AD with this

Getting the following error:

Mod_LoadModel: progs/s_exp_small.spr not found

Vanilla Quake starts fine with Quakespasm-Rift.

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