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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brightness settings in PDA UI #340

Open MrKerag opened 4 years ago

MrKerag commented 4 years ago

The lowest ammount of r_lightScale "2" meanwhile orginal doom 3 had something about 0.6 Would be nice to have an ability to change that down to 0.1 in PDA UI settings.

Also I've made a better view model meshes and corrected a lot of stuff keeping their light weight. Removed unused bones in most of the models. Corrected and reconsidered animations for better VR experience. I would like to share it with you. So you could use it in your mod if you will. It was too much work to keep it just for my self :) BFG

KozGit commented 4 years ago

Hey, would love to take a look at the updated models/animations! Do you want to create a pull request, or do you have Dropbox/download link where I could check it out? Your BFG already looks a thousand times better than the hacked one I threw together years ago that was supposed to be temporary :)

MrKerag commented 4 years ago

I'll use google drive! Today ill get back home from work, get everything packed for you and will give you the link.

MrKerag commented 4 years ago

https://drive.google.com/file/d/1ULdYyrBDLFcJzDXZVXVcgQ3Z-EF3pZgx/view?usp=sharing

There ya go. New animations. Additions and even some of IK animations for player body. Actually I also have new player mesh that changes player model to standard marine skin that includes meshes for cutscenes. In my opinion it adds up to horror element as player doesent feel special.. gets the feeling that he can die just as the rest of fellow marines. However.. even tough ive remade all meshes for the player...player still has helmet on in mars city1 during the game..in cutscenes ive managed to fix that trough mars_city1.def by applying the head skin (nodraw to sarge2) on the head mesh in cutscenes... but for some reason even tough new mesh has all that is needed...two bodies as well as two heads... skin does not apply to head as it does to the body during the gameplay. If it would..helmet would just disappear just as the marine armor body. If you could give me some hint on how to solve that.. That would be much appreciated.

Also would really love if you'd bring back muzzleflash lights back. They are in the game...and you can see them from the 3rd person perspective...but for some reason they dont work in first person view. :\ some modders such as ultimate HD crew managed to do that somehow..but I didnt find any strings on how they did that.

Flashlights! If player brings flashlight to his head and press use button..it gets attached to the body...but body flashlight is pretty much useless because body is almost never straight with the direction player shoots.. Ive seen that when using PDA flashlaght gets attached exactly to the head..would be nice if it would do the same during gameplay. Also would be wonderfull addition if you could add another attach spot in the front of a hand with a weapon.. so that flashlight would get attached\detached to the weapon on the go...right now we can do that only in settings. or im missing something? Also would be nice if players could setup the time of Flashlight discharge up to infinite... because while researching that issue ive found a lot of players being upset with the new flashlight system. I personally like it..but such a fast discharge gets irritating at some point.

Reloads: Ive implemented couple of ejections of clips trough EjectBrass function... for a plasmagun and BFG... i would also love to do that with the rest of the weapons like pistol to eject clip..machinegun etc... but in ejectbrass function the "velocity" variable just doesent work! So I just cannot change the direction in which entity should fly out. =\ I dunno why.

And last... if you have any desire to make interactive reloads..I could help you with that..by deviding animations on start reload(eject old clip)... wait for reload(player brings clip to a needed spot) and finnish reload(finnishing reload animation)... would make a hand holding clip and stuff like that. Put some pouch spot on the stomach...if player moves left hand to it and grabs..he gets the ammo in his hand..and just has to move it to the injecting clip spot...then finnish reload animation and there ya go. I would do that myself..but I have no idea on how to program.))

karstenvader commented 1 year ago

Kerag, I tried to install the package you linked to improve the viewmodels but my game refuses to load saves or load a new game.

MrKerag commented 1 year ago

Kerag, I tried to install the package you linked to improve the viewmodels but my game refuses to load saves or load a new game.

By this point im not sure if its my addition issue or VR mod issue. I dont even have the game installed because I didnt play it for years.