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QuakeSpasm-OpenVR

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OpenVR support integrated into QuakeSpasm. The goal of this fork is primarily to keep it up-to-date with the current versions of QuakeSpasm and OpenVR. This allows maximized MOD support and support for the Enhanced Edition aka Re-Release of Quake.

There is however no big further development planned apart from minor features and bugfixes.

If your are looking for a much more feature rich VR experience, check out Quake VR (see section below on differences between both projects).

Here are the changes to the last iterations of QuakeSpasm-OpenVR by vittorioromero and Fishbiter:

  • Update to most current QuakeSpasm (v0.96.1)
  • 64bit build
  • Added head-based movment (in addition to controller-based movement)
  • Fixed Multiplayer (Cross-Play with non-VR players should be possible!)
  • Improved controller binding
  • Support for enhanced weapon models
  • Various other fixes and tweaks

Quake VR vs QuakeSpasm-OpenVR?

Vittorio Romeo expanded QuakeSpasm-OpenVR considerably into the most excellent Quake VR, which is definitely a much more feature rich VR implementation - including teleportation, finger tracking, VR interactions, two-handed weapons, dual wielding, holsters and much more.

It is however a heavily modified version of QuakeSpasm, which is not compatible with enhanced mods (like Arcane Dimensions) out-of-the-box, and does not allow multiplayer-crossplay with non-VR players.

I would recommend you to enjoy Quake VR primarily with vanilla Quake, it's official expansions as well as supported maps.

For a more bare-bone experience supporting all features of current QuakeSpasm (e.g. support for Arcane Dimensions and the Enhanced Edition), or cross-play multiplayer with non-VR-players QuakeSpasm-OpenVR would probably be the better option.

History

This fork of QuakeSpasm...

Setup and Usage

Extract the most recent release into your Quake or Quake\rerelease folder (where the subfolder Id1 resides).

Launch quakespasm-openvr.exe.

HD Textures

There is a HD textures package available. Simply extract the zip-file into the Id1 subfolder (where PAK0.PAK is located).

You can also download a HD texture pack for Arcane Dimensions here. Simply extract the textures folder into your ad directory.

Enhanced Models

There are also 3 mods available containing enhanced models for enemies and weapons. These can also be used with QuakeSpasm-OpenVR.

  • Plague's Weapon Pack for VR:

    This pack contains the fully modelled weapons by Plague, adapted and animated for VR by Skizot, and expansion weapons added by codeflorist. This pack is perfect for VR.

    To use them with QuakeSpasm-OpenVR, extract pakz.pak into your id1 subfolder and rename it by changing the z to a number higher then the highest existing pak-file inside your id1 folder. If you are using pak files from vanilla Quake this will be pak2.pak, and if you're using the Re-Release, it will be pak1.pak.

    For the expansions, as as well as Arcane Dimensions, do exactly the same with the hipnotic, rogue and ad subfolders. There is also a special pack available for the Alkaline mod. Simply extract it into the alk subfolder.

    You will notice, that the weapon offsets and scaling will be off. To switch to the correct offsets, access the VR Options in Quake's main menu and switch Gun Model Offsets from Vanilla to Plague. (Note that you will have to do that for each expansion/add-on you load, since Quake writes separate configs per mod.)

  • Enhanced Model Conversions Pack:

    This pack is a conversion of the enhanced models from Quake's Re-Release. Models from the expansions are missing though. There are 2 ways to use it with QuakeSpasm-OpenVR:

    • Extract the enhanced folder of the downloaded archive into your Quake folder, and start the game with -game enhanced. This should automatically load vanilla Quake with the new models and correctly apply the correct weapon offsets.
    • If you want to use the new models globally with all expansions and add-ons, rename pak0.pak from the enhanced folder by changing the 0 to a number higher then the highest existing pak-file inside your id1 folder. If you are using pak files from vanilla Quake this will be pak2.pak, and if you're using the Re-Release, it will be pak1.pak. You will notice, that the weapon offsets and scaling will be off. To switch to the correct offsets, access the VR Options in Quake's main menu and switch Gun Model Offsets from Vanilla to Enhanced. (Note that you will have to do that for each expansion/add-on you load, since Quake writes separate configs per mod.)
  • Authentic Model Improvements:

    This pack contains considerably more models as the one above - including converted ones from the Re-Release, but some weapons look worse than Plague's Weapon Pack and the Enhanced Model Conversion Pack linked above. To use them with QuakeSpasm-OpenVR, extract it into your Quake folder and rename the pakz.pak files by changing the z to a number higher then the highest existing pak-file inside your id1, hipnotic, and rogue folders. You will notice, that the weapon offsets and scaling will be off. To switch to the correct offsets, access the VR Options in Quake's main menu and switch Gun Model Offsets from Vanilla to Authentic. (Note that you will have to do that for each expansion/add-on you load, since Quake writes separate configs per mod.)

  • Block-Quake:

    A total conversion mod for Quake featuring familiar plastic blocks.

    To use them with QuakeSpasm-OpenVR, extract blockquake_vanilla.pak into your id1 (or any mod) subfolder and rename it to a number higher then the highest existing pak-file inside your id1 folder. If you are using pak files from vanilla Quake this will be pak2.pak, and if you're using the Re-Release, it will be pak1.pak.

    You will notice, that the weapon offsets and scaling will be off. To switch to the correct offsets, access the VR Options in Quake's main menu and switch Gun Model Offsets to Block-Quake. (Note that you will have to do that for each expansion/add-on you load, since Quake writes separate configs per mod.)

You can also use multiple MODs in conjunction. E.g. load the Authentic pack first as e.g. pak1.pak to get the wide arrange of models and then the Plague's Weapon Pack second e.g. as pak2.pak to get the better VR-optimized weapon models. Of course you have to set Gun Model Offsets to Plague in this case.

Controls

Both head-based (default) and controller-based movement is supported. You can change it in the VR options.

Input from VR Controllers are mapped to various joystick-related input (except the left Application Menu button is bound to ESCAPE). The fork comes with the following reasonable default binding:

Controller Button Key Mapping Default Action
Left Trigger LTRIGGER Jump
Right Trigger RTRIGGER Attack / Enter in Menu
Left Application Menu / B Button ESCAPE Toggle Menu / Escape
Right Application Menu / B Button BBUTTON Next Weapon
Left Pad/Stick Click LTHUMB Run
Right Pad/Stick Click RTHUMB Jump
Left Grip LSHOULDER Show Scores
Right Grip RSHOULDER Jump
Left A Button ABUTTON Show Scores
Right A Button XBUTTON Previous Weapon
Right Axis 2 Press YBUTTON none
Right Pad/Stick Up UPARROW none
Right Pad/Stick Down DOWNARROW none
Right Pad/Stick Left LEFTARROW none
Right Pad/Stick Right RIGHTARROW none

Important infos:

  • In SteamVR's default Legacy bindings, controllers with a dedicated A button (e.g. Index Controllers) cannot use this button independently from the Grip button. To change this, map A Button Click to Left/Right A Button instead of Grip Button in SteamVR's controller binding for quakespasm-openvr.exe. Now A buttons and Grip can be mapped independently.
  • Right Axis 2 Press is not mapped at all in SteamVR's default Legacy bindings. You can bind it e.g. to the Right Touchpad Click to get an additional button.
  • By default, the right pad/stick is configured for smooth/snap turning. If you use real roomscale-turning, you can set Turn Speed in the VR-Settings to the lowest setting (0) to turn this off. Then you can rebind the pad/stick like a D-Pad with 4 directions. You can use these 4 additional bindings e.g. for quick-loading/-saving or mapping of specific weapons.
  • Check out the Community Binding Index Controller Bindings by gameflorist in SteamVR for a preset for Index Controllers, that makes the maximum buttons available for binding.

Mission Packs, Add-Ons and Mods

All mission packs, add-ons and mods (supported by QuakeSpasm) should work out of the box. This includes:

  • Scourge of Armagon
  • Dissolution of Eternity
  • Dimension of the Past
  • Dimension of the Machine
  • Arcane Dimensions (be sure to place it in a ad subfolder)
  • Alkaline (be sure to place it in a alk subfolder)
  • Slave Zero X: Episode Enyo (be sure to place it in a enyo subfolder)
  • Block-Quake (be sure to set Gun Model Offsets in the VR Options to Block-Quake)
  • etc.

As usual, expansion packs and mods are placed inside subfolders and then launched by stating the subfolder via the game parameter (e.g. quakespasm-openvr.exe -game hipnotic).

Quake Enhanced Edtion (aka Re-Release) stores it's Add-Ons in C:\Users\<your-user>\Saved Games\Nightdive Studios\Quake\. You have to copy the subfolders (e.g. honey or q64) of this folder into the folder where quakespasm-openvr.exe is located and launch the Add-On like stated above.

Known Issues

  • Arcane Dimensions, and Alkaline
    • When launching one of these mods, it will not display anything in VR at first. Press the Enter key twice in order to get in game and play in VR. Alternatively you can also add +map start to your start script to circumvent this problem. (e.g. quakespasm-openvr.exe -game ad +map start)
  • The Spiritworld
    • When launching this mod, it will not display anything in VR at first. Press the Esc key and then the Enter key twice in order to get in game and play in VR. Alternatively you can also add +map start to your start script to circumvent this problem. (e.g. quakespasm-openvr.exe -game spiritworld +map start)
  • Underdark Overbright & Copper
    • Water is rendered differently per eye in Underdark Overbright & Copper. The problem can be alleviated a bit by setting r_wateralpha "0" in your config.cfg.

Cvars

  • vr_enabled – 0: disabled, 1: enabled
  • vr_crosshair – 0: disabled, 1: point, 2: laser sight
  • vr_crosshair_size - Sets the diameter of the crosshair dot/laser from 1-32 pixels wide. Default 3.
  • vr_crosshair_depth – Projection depth for the crosshair. Use 0 to automatically project on nearest wall/entity. Default 0.
  • vr_crosshair_alpha – Sets the opacity for the crosshair dot/laser. Default 0.25.
  • vr_aimmode – 7: Head Aiming, 2: Head Aiming + mouse pitch, 3: Mouse aiming, 4: Mouse aiming + mouse pitch, 5: Mouse aims, with YAW decoupled for limited area, 6: Mouse aims, with YAW decoupled for limited area and pitch decoupled completely, 7: controller attached. Default 7. (Note I haven't been very careful about maintaining these other modes, since they're obsolete from my point of view).
  • vr_deadzone – Deadzone in degrees for vr_aimmode 5. Default 30.
  • vr_viewkick– 0: disables viewkick on player damage/gun fire, 1: enable
  • vr_world_scale - 1: Size of the player compared to normal quake character.
  • vr_floor_offset - -16: height (in Quake units) of the player's origin off the ground (probably not useful to change)
  • vr_snap_turn - 0: If 0, smooth turning, otherwise the size in degrees of each snap turn.

New cvars for analog stick (and touchpad?) tuning on VR controllers. Default values should behave the same as before, but note that this version has not been tested with snap turning enabled. These have only been tested with analog sticks (Oculus Touch and Index Controllers), no idea how they behave with Vive touchpads.

  • vr_joystick_yaw_multi - 1.0: Adjusts turn speed when using VR controllers, suggested 2.0-3.0
  • vr_joystick_axis_deadzone - 0.25: Deadzone value for joysticks, suggested 0.1-0.2
  • vr_joystick_axis_exponent - 1.0: Exponent for axis input, suggested 2.0. Larger numbers increase the 'low speed' portion of the movement range, numbers under 1.0: decrease it, 1.0 is linear response. 2.0 makes it easier to make fine adjustments at low speed
  • vr_joystick_deadzone_trunc - 1 If enabled (value 1) then minimum movement speed will be given by the deadzone value, so it will be impossible to move at speeds below the deadzone value. When disabled (value 0) movement speed will ramp up from complete standstill to maximum speed while above the deadzone, so any speed is possible. Suggest setting to 0 to disable

Note about weapons

Quake's weapons don't seem to be particularly consistently sized or offset. To work around this there are cvars to position/scale correct the weapons. Working default offsets are included for the following weapons:

  • Vanilla Quake, Scourge of Armagon and Dissolution of Eternity weapons (including the VR versions of Plague's weapon pack and Enhanced and Authentic Model Packs - see info above for details!)
  • Arcane Dimensions weapons (be sure to use folder-name ad and start game with -game ad to have them applied, see info above for use of VR weapons)
  • Alkaline weapons (be sure to use folder-name alk and start game with -game alk to have them applied, see info above for use of VR weapons)
  • Weapons for Block-Quake (set Gun Model Offsets in the VR Options to Block-Quake).
  • Weapons for Slave Zero X: Episode Enyo (be sure to use folder-name enyo and start game with -game enyo to have them applied).
  • Underdark Overbright's axe (be sure to use folder-name udob and start game with -game udob to have them applied)
  • The Spiritworld's and axe (be sure to use folder-name spiritworld and start game with -game spiritworld to have them applied)

Unsupported mods may require new offsets. You can modify offsets by using the following cvars:

There are 20 slots for weapon VR offsets. There are 5 cvars for each (nn can be 01 to 20):

  • vr_wofs_id_nn : The model name to offset (this name will be shown when equipping a weapon that doesn't have a VR offset
  • vr_wofs_scale_nn : The model's scale
  • vr_wofs_x_nn : X offset
  • vr_wofs_y_nn : Y offset
  • vr_wofs_z_nn : Z offset

Here are the nn values for all vanilla and mission pack weapons:

Weapon nn
Axe 01
Shotgun 02
Super Shotgun 03
Nailgun 04
Super Nailgun 05
Grenade Launcher 06
Rocket Launcher 07
Scourge of Armagon (hipnotic):
Thunderbold 08
Mjolnir Hammer 09
Laser Cannon 10
Proximity Launcher 11
Dissolution of Eternity (rogue):
Lava Nailgun 12
Lava Super Nailgun 13
Multi Grenade Launcher 14
Multi Rocket Launcher 15
Plasma Gun 16

You can place any modified cvars in an autoexec.cfg in the mod's directory to apply them for a mod, or in id1 to apply them globally.

If you have found working values for a mod, feel free to create an issue, and i will try to include support for them out-of-the-box!

Development and Building

Merging current QuakeSpasm

Here is how to merge the current version of QuakeSpasm:

git remote add sezero https://github.com/sezero/quakespasm.git
git fetch sezero --tags
git merge quakespasm-0.95.1 // use tag of new version to merge

Building on Windows

Here is how to build this fork on Windows:

  1. Install current version of Visual Studio (17.5.3 at the time of writing) with C++ workloads.
  2. Open the file .\Windows\VisualStudio\quakespasm.sln in Visual Studio
  3. Build quakespasm-sdl2.
  4. As usual you also need a id1 folder with a PAK0.PAK to be able to launch the game.

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Quake for Windows OpenVR (based on Fishbiter/Quakespasm-OpenVR with up-to-date Quakespasm)

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