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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Strange moving problems. #341

Open dtdman420 opened 4 years ago

dtdman420 commented 4 years ago

Hi, I just got the game last week and installed the newest release of this mod from i think March 2020. I think is was .21g or something. Using WMR headset and everything works great for a while then all of a sudden my movement will start turning to the left then the right. I tried to mess with dead zones but it did not help. Any ideas?

It does not feel like controller drift, which would explain why the dead zone settings did not work.

P.S Thank you so much for all your hard work. It is really great!

NPi2Loup commented 4 years ago

In old version, there was a bug when mapping controllers input to actions, in some weird case same controller input was bind to two differents actions (like turn left AND strafe left). It may cause what you say. I could be fix by clear all inputs and rebind them all.

I fixed this in one fork : https://github.com/NPi2Loup/DOOM-3-BFG-VR/releases/tag/v0.021g-Alpha If you already have installed it, you just need to rebind you directions actions, it will removed (bad) previous binding

KozGit commented 4 years ago

If using a WMR headset, you will need to disable a fix that was ironically put in place to stop this same type of problem with the original Vive wands. From the console ( press the ~ key to open the console ) type

vr_openVrStuckPadAxisFix 0

And press enter. Let me know if this works for you!

tetsugoro commented 4 years ago

WMR user here. I tried playing this mod a few months ago and quit because I had the same issue with the view turning in weird directions when going forward and sometimes turning back and forth repeatedly until I load a save. Extremely disorienting to say the least. Neither of the above solutions did anything for me at the time. Good news though, turns out the issues seem to be related to head-oriented movement as they have disappeared now that I've switched to controller-oriented movement.

By the way NPi2Loup, your builds of the mod aren't using OpenAL like the official ones so you can't use OpenAL Soft with them.

NPi2Loup commented 3 years ago

swinging movments : same as #351