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VR Q3A, (ET:WWC)

Posted: Fri Dec 30, 2016 5:37 am
by Ganemi
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Re: VR Quake?

Posted: Sun Jan 01, 2017 12:26 pm
by CZghost
Great :) Looks amazing :)

Re: VR Quake?

Posted: Mon Jan 02, 2017 7:20 am
by Ganemi
Thanks. It was a pain in the ass to put together, but really fun. Still have a lot of work to do.

I want to get objectives and classes implemented, then do some per-light soft shadows like Sikkmod did:

https://www.youtube.com/watch?v=4vwNcMHsob4

Soon!

Re: VR Quake?

Posted: Tue Jan 03, 2017 3:01 pm
by TIFsenior
I downloaded your video and played it as a SBS video in 3D with sview

your weapon fails with this method :dts: but environment works in a nice 3D :up:

I cannot imagine playing with this, in 5mn I'll break my neck :owned:

Re: VR Quake?

Posted: Tue Jan 03, 2017 8:03 pm
by Ganemi
Hey, thanks so much for pointing that out to me. While I'm still experimenting with it, it's definitely trivial to get eye distance information from user input to the renderer, so it wouldn't be that hard to change. :)

I think the main benefit of this would be a game where it might help you to look over your shoulders. In ET i used to play covie all the time, and was kind of annoyed that I couldn't discreetly look around while in disguise to avoid drawing attention and getting shot. That's just one example. I wouldn't want to play a game like this where you had to use VR. If you turned it off, the game would still sort of handle like Red Orchestra, since I implemented freeaim code a while ago! https://www.youtube.com/watch?v=CM54n_46H_g

Re: VR Q3A, (ET:WWC)

Posted: Wed Mar 29, 2017 11:37 pm
by Ganemi
The video works again. :O

Re: VR Q3A, (ET:WWC)

Posted: Sun Apr 23, 2017 12:18 am
by Ganemi
Well, shit on a bagel. Oops. It actually works now.