Releases: cmbruns/gz3doom
Releases · cmbruns/gz3doom
GZ3Doom 1.8.10_b
To play GZ3Doom in Oculus Rift mode:
- Install Oculus Runtime 0.8
- Install recent display driver version as documented on that runtime download page (see link above)
- Install GZ3Doom (run the .exe below)
- Obtain a .WAD file for the game you want to play (more information here), and place the .WAD file in the same folder you installed GZ3Doom to.
- Turn on your Oculus Rift
- Test the Oculus Rift demo scene in the Oculus Configuration Utility to make sure your Rift functions
- Launch GZ3Doom using Start Menu->Programs->GZ3Doom->"GZ3Doom on Oculus Rift" shortcut.
- (alternatively) type "vr_mode 8" in the gz3doom console.
- (Optional) Configure a wireless controller using Menu->Options->Configure Controls, and play standing up. Consider configuring turning controls using the "snap 45 left" and "snap 45 right" controls, for increased comfort.
- Report problems at https://github.com/cmbruns/gz3doom/issues
- Join the discussion on reddit
Release Notes:
- Lighting works better in Rift mode
- Eliminate three minor HUD-related graphics glitches
- Advance to new Oculus SDK version 0.8.0
- Repair blend effects from picking up items and radiation suits
GZ3Doom 1.8.10_a
To play GZ3Doom in Oculus Rift mode:
- Install Oculus Runtime 0.7
- Install recent display driver version as documented on that runtime download page (see link above)
- Install GZ3Doom (run the .exe below)
- Obtain a .WAD file for the game you want to play (more information here), and place the .WAD file in the same folder you installed GZ3Doom to.
- Turn on your Oculus Rift
- Test the Oculus Rift demo scene in the Oculus Configuration Utility to make sure your Rift functions
- Launch GZ3Doom using Start Menu->Programs->GZ3Doom->"GZ3Doom on Oculus Rift" shortcut.
- (alternatively) type "vr_mode 8" in the gz3doom console.
- (Optional) Configure a wireless controller using Menu->Options->Configure Controls, and play standing up. Consider configuring turning controls using the "snap 45 left" and "snap 45 right" controls, for increased comfort.
- Report problems at https://github.com/cmbruns/gz3doom/issues
- Join the discussion on reddit
Release Notes:
- Sync with gzdoom 1.8.10, the final release in the gzdoom 1.X series
- Add Options menu items for vr mode, head bobbing, and a control configuration for position recentering
- Avoid various crashing and unusable state conditions
- Reset head position without resetting yaw view direction
- Remove trailing weapon motion after position changes
- oculardium_optimosa command turns off mouse smoothing
- vr_weapon_height CVAR works again in Rift mode
GZ3Doom 1.8.6_m
To play in Oculus Rift mode:
- Install Oculus Runtime 0.7 https://developer.oculus.com/downloads/pc/0.7.0.0-beta/Oculus_Runtime_for_Windows/
- Install recent display driver version as documented on that runtime download page (above)
- Install GZ3Doom (run the .exe below)
- Obtain a .WAD file for the game you want to play ( http://zdoom.org/wiki/IWAD ), and place the .WAD file in the same folder you installed GZ3Doom to.
- Turn on your Oculus Rift
- Test the Oculus Rift demo scene in the Oculus Configuration Utility to make sure your Rift functions
- Launch GZ3Doom using Start Menu->GZ3Doom->Oculus Rift Mode shortcut.
- (alternatively) type "vr_mode 8" in the gz3doom console.
- (Optional) Configure a wireless controller using Menu->Options->Configure Controls, and play standing up. Consider configuring turning controls using the "snap 45 left" and "snap 45 right" controls, for increased comfort.
- Report problems at https://github.com/cmbruns/gz3doom/issues
Release Notes:
- Convert to Oculus SDK 0.7 (direct mode only)
- Title screen is now usable in the Rift
- HUD, weapon, and crosshair layers are a bit less nailed-to-your-head in the Rift.
- There is just one Rift shortcut menu launcher now.
- Rift view is mirrored to screen.
GZ3Doom Version 1.8.6_l
Release Notes:
- Position tracking works in DK2
- Split hud and menus for side-by-side vr_modes 3 and 4
- Correct position tracking for yaw in DK1 and DK2
- Use Oculus SDK frame timing
- Advance to Oculus SDK 0.4.4 from 0.3.2 (no more pausing the service...)
- Enhancements to vr_mode wiki at https://github.com/cmbruns/gz3doom/wiki/Stereoscopic-3D-Modes-%28vr_mode%29
- Correct spelling of "oculardium_optimosa" in installed Rift shortcut scripts.
GZ3Doom Version 1.8.6_k
Release Notes:
- Add neck-model based position tracking for both DK1 and DK2
- Correct error in stereo 3D separation at high roll angles
- Place weapon at bottom of screen, where it belongs, in side-by-side vr_modes 3 and 4 (HUD is not yet separated)
- Add controller menu options "snap45left" and "snap45right" for VR "comfort mode" turning controls.
- Installer creates separate aliases for launching GZ3Doom directly into Rift mode, on a particular monitor.
For instructions on how to use GZ3Doom with the Oculus Rift DK2, see:
https://github.com/cmbruns/gz3doom/wiki/How-to-run-GZ3Doom-on-Oculus-Rift-Development-Kit-2-%28DK2%29
GZ3Doom Version 1.8.6_j
Release Notes
- Console is now readable in Rift mode, if CON_SCALETEXT is set to "1".
- Map is now readable in Rift mode
- Image scaling and fov are improved on DK2
- Adjusted fov on both DK1 and DK2
- Fixed subtle isotropic warping error on DK1 and DK2
- Set Rift prediction interval to 30 milliseconds
- Create new CVAR vr_lowpersist, to set/unset low-persistence mode on the Oculus Rift DK2
- Create meta-command "oculardium_optimosa" to set a bunch of preferred parameters for the Oculus Rift
- Creates movement aliases "turn45left" and "turn45right", which can be bound to keys for "comfort mode"
- Create new CVARS vr_hud_scale, and vr_sprite_scale, to change the size of the HUD and weapon, respectively, in Rift mode
GZ3Doom Version 1.8.6_i
Release Notes:
- Add minimal head-tracking functionality for DK2 device
- Positional tracking does NOT work, but rotational tracking, like on the DK1, does.
- Uses the now-obsolete 0.3.2 Oculus SDK, instead of the even-more-obsolete 0.2 SDK.
- Start using github features for release management
For instructions on how to use GZ3Doom with the Oculus Rift DK2, see:
https://github.com/cmbruns/gz3doom/wiki/How-to-run-GZ3Doom-on-Oculus-Rift-Development-Kit-2-%28DK2%29
Installers for Windows and Mac are available in the Downloads section, below.
GZ3Doom Version 1.8.6_h
GZ3Doom Version 1.8.6_g
Release Notes:
- Avoid camera problem when viewing Rift mode without a Rift attached.
- Merge latest changes from gzdoom upstream
GZ3Doom Version 1.8.6_e
Release Notes:
- Apply late-scheduled head tracking, to reduce latency, to make menu viewing more comfortable, and to reduce annoyance of doom mods that force head position.
- Elevate per-eye camera shift from OpenGL-only, up to renderer camera, to avoid missed textures in culling.
- Reset pitch and roll when leaving rift mode.