Closed ni1chigo2115 closed 1 year ago
@ni1chigo2115 I haven't seen this before, but it looks very interesting. What is exactly the problem with it? I assume the weapon offsets/positions?
Yes, the main problem is that it replaces existing vanilla assets, so it is not registered in the configuration file, and the offset of the weapon will be vertically and horizontally off-set. (The best thing would be to be able to adjust the weapons one by one ingame, but that would be difficult.)
I know the most solid thing to do would be to make a dedicated model for quakespasm-openvr, but I don't think it has received much attention yet. (I'd really like to set the angle for each weapon as well, but if I have to be that particular about it, I'd rather make a dedicated model for VR.)
@ni1chigo2115
Check out this release candidate for the next version: https://github.com/gameflorist/quakespasm-openvr/releases/download/untagged-dca695b0a072b9f91e09/quakespasm-openvr-0.96.0bRC1_win64.zip
With it you can now use the enhanced models with already correctly applied offsets and scalings out-of-the-box.
There are 2 ways to use them with Quakespasm-OpenVR:
enhanced
folder of the OSJC's mod into your Quake
folder, and start the game with -game enhanced
. I can check for the mod this way and automatically load specific offsets. (It is already done this way also for Arcane Dimensions)pak0.pak
from the enhanced
folder by changing the 0
to a number higher then the highest existing pak
-file inside your id1
folder. If you are using pak
files from vanilla Quake this will be pak2.pak
, and if you're using the Re-Release, it will be pak1.pak
. I have no real way to check for this thou, so i added a new VR option in-game called Gun Model Offsets
(cvar vr_gunmodeloffsets
). Switching this from Vanilla
to Enhanced
will apply the correct offsets.I have also included this info in the Readme.
Feel free to test the Release Candidate and let my know of any better suited cvars than the ones i came up with!
I also tried implementing weapon-specific angle-cvars, but it's a bit problematic, since it will also change the aiming/projectile/crosshair angle - resulting in different shooting angles per weapon, which i find confusing when switching weapons. I'm afraid decoupling shooting from weapon angles would be a more complex code change. Though i'd gladly accept a pull request for it!
Some enhanced weapons (didn't check vanillas) do indeed have minor differences in angles from the rest, namely: Shotgun, Super Shotgun and Rocket Launcher. But i think this is barely noticable while playing. You could of course still change the angles in the models themselves.
PS: Many thanks again for bringing this mod to my attention! It's a great enhancement for QuakeSpasm-OpenVR. 😊👍
@ni1chigo2115
I've now also added support for the Authentic Model Improvements Pack available here: https://github.com/NightFright2k19/quake_authmdl
The change is included in -0.96.0bRC2 available here: https://github.com/gameflorist/quakespasm-openvr/releases/download/untagged-3f61904d5dbea6a87991/quakespasm-openvr-0.96.0bRC2_win64.zip
Gun Model Offsets
has to be set to Authentic
for the correct offsets to be applied.
If I see something that looks good and needs to be modified, I would like to be contacted. (I'd be happy to fix it as much as possible by the user.) I'll be in touch if you have any requests for additional features, thanks!
(Just can't access the RC from myself at the moment.)
@ni1chigo2115 ah, sorry. i didn't realize those links only work for me. here is a public link for RC2: https://mega.nz/file/EbE33Iwa#c-XluGed-8Jlay5Sq8getepzlu-Fr9G_NSTSe3v4Qbw
i tested Weapon position preset switching is working well, great! (Maybe when QuakeSpasm officially supports the md5 format like Spiked Fork, they should add another position preset) https://github.com/gameflorist/quakespasm-openvr/assets/23652237/225d2e5b-4e2b-4d84-8d3a-a6ca1a56c08e
(use model is Authentic Model Improvements Pack)
Now I can CLOSED this ISSUE once this BUILD is officially released.
@ni1chigo2115 many thanks for testing!
i just published v0.96.1a with this feature.
https://quakeone.com/forum/quake-mod-releases/finished-works/283295-osjc-s-enhanced-quake1-model-conversions-pack-v1 Not very good news, but I found a mod that forces the HD model of the Q1 remaster to be applied to QuakeSpasm. Should I use cvar to fix it?