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TIGSource ForumsDeveloperPlaytestingQuake VR - turning Quake into a first-class PCVR experience
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Author Topic: Quake VR - turning Quake into a first-class PCVR experience  (Read 776 times)
vittorioromeo
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« on: November 11, 2021, 03:25:04 PM »

Hey folks! I wanted to share a VR mod I created for Quake (1996) last year. My goal was to make the timeless classic feel like an experience genuinely developed for VR. Without further ado, here's some footage!







You can download the latest build here on GitHub (installation instructions included). In terms of features, this mod offers:

  • Smooth locomotion
  • Teleportation
  • Fully room-scale (including jumping)
  • Hand tracking (including full finger tracking)
  • Weapon models with hands and ironsights
  • VR interactions (melee, headbutts, pick up items, press buttons)
  • Rebalanced for VR (hitboxes, difficulty, projectile speed)
  • Steam VR Input API support (can rebind inputs in Steam VR settings)
  • Many customization options (e.g. melee damage/range, hand/body item pickup, and more)
  • Brand new particle system (smoke, blood, lightning effects, and more)
  • Haptic feedback (weapons, melee, damage, interactions with items)
  • Full Scourge of Armagon support (weapons, enemies, maps)
  • Full Dissolution of Eternity support (weapons, enemies, maps)
  • Two-handed weapon aiming (with virtual stock support)
  • Weapon weight simulation
  • Grappling hook (from Dissolution of Eternity)
  • Positional damage (headshots, leg shots)
  • Dual-wielding
  • Weapon holster system (hip and shoulders, fully customizable)
  • Weapon throwing & force grabbing
  • Multiplayer support (also with bots)
  • Weapon reload system
  • Sandbox map

The mod is written in C++17, over a fork of QuakeSpasm. Contributions and feedback are always welcome.

I hope you enjoy!
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PierrickC
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« Reply #1 on: November 11, 2021, 05:14:58 PM »

Hey folks! I wanted to share a VR mod I created for Quake (1996) last year. My goal was to make the timeless classic feel like an experience genuinely developed for VR. Without further ado, here's some footage!







You can download the latest build here on GitHub (installation instructions included). In terms of features, this mod offers:

  • Smooth locomotion
  • Teleportation
  • Fully room-scale (including jumping)
  • Hand tracking (including full finger tracking)
  • Weapon models with hands and ironsights
  • VR interactions (melee, headbutts, pick up items, press buttons)
  • Rebalanced for VR (hitboxes, difficulty, projectile speed)
  • Steam VR Input API support (can rebind inputs in Steam VR settings)
  • Many customization options (e.g. melee damage/range, hand/body item pickup, and more)
  • Brand new particle system (smoke, blood, lightning effects, and more)
  • Haptic feedback (weapons, melee, damage, interactions with items)
  • Full Scourge of Armagon support (weapons, enemies, maps)
  • Full Dissolution of Eternity support (weapons, enemies, maps)
  • Two-handed weapon aiming (with virtual stock support)
  • Weapon weight simulation
  • Grappling hook (from Dissolution of Eternity)
  • Positional damage (headshots, leg shots)
  • Dual-wielding
  • Weapon holster system (hip and shoulders, fully customizable)
  • Weapon throwing & force grabbing
  • Multiplayer support (also with bots)
  • Weapon reload system
  • Sandbox map

The mod is written in C++17, over a fork of QuakeSpasm. Contributions and feedback are always welcome.

I hope you enjoy!

This is so cool, very nice job + another excuse to play quake again Gomez

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