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Releases: cmbruns/gz3doom

GZ3Doom 1.8.10_b

02 Nov 00:01
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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

17 Oct 23:56
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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

10 Oct 13:22
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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.

VR Doom Guy

GZ3Doom Version 1.8.6_l

12 Apr 13:57
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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.

doom_vr_mode_3b

GZ3Doom Version 1.8.6_k

06 Apr 00:39
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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

29 Mar 12:50
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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

14 Mar 18:14
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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

dk2-product

Installers for Windows and Mac are available in the Downloads section, below.

GZ3Doom Version 1.8.6_h

14 Mar 18:18
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Release Notes:

  • First Mac version of GZ3Doom released
  • Aspect ratio now correct in both non-Rift and Rift modes (at the same time!)

imac_16-9

GZ3Doom Version 1.8.6_g

14 Mar 18:35
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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

14 Mar 21:25
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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.