KozGit / DOOM-3-BFG-VR

Doom 3 BFG VR: Fully Possessed. Doom 3 BFG with native Oculus Rift/Touch or OpenVR support
GNU General Public License v3.0
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Doom VFR jet strafe #176

Closed jckhng closed 7 years ago

jckhng commented 7 years ago

Added Doom VFR jet strafe locomotion mechanism into the Doom VFR (previously QuakeCon) teleport mode (under Comfort Options). Touch the top, bottom, left and right edge of the left touchpad to "jet strafe" immediately in that direction in a fixed step.

The jet strafe is described in this video: https://youtu.be/hhDbEaVQXJc?t=3m53s

The jet strafe implementation can be viewed at https://youtu.be/m1y1ATU0ysE

KozGit commented 7 years ago

Wow, nice work, thanks for adding this! I'm in the middle of some local changes on v022. - as soon as I finish them, I will push then merge this. It will probably be a little bit before I finish. I'm on vacation next week - but I definitely want to get these included asap.

jckhng commented 7 years ago

Just committed some fixes for jet strafe and teleport to work better. Known issue: Cannot climb ladders. Workaround is to switch locomotion mode (E.g. non teleport, and walk into ladder) and then switch back to teleport.

KozGit commented 7 years ago

So, finally finished updating the model anims and am taking a look at this, but using Touch controls , the Jet Strafe does not appear to do anything. I can teleport with the time slowdown and dash style teleport, but the left stick does nothing. Haven't tested with the Vive yet.

( And Just to make sure I'm not being dumb, how am I supposed to be using the controls for jet strafe and VFR style teleporting. Do you need to push the teleport button to strafe? )

Edit, think I've sorted out the Touch controls, but need to know if the jet strafe is supposed to repeat if held, or needs a new tap/press for each jump.

jckhng commented 7 years ago

I have tested it out on the Vive and it was working fine. Unfortunately, I do not have a Rift to test on so I am not very familiar with the Touch controllers. I think it should be a new discrete tap for each jump rather than repeated jumps while held.

Thank you for updating the model animations!