gameflorist / quakespasm-openvr

Quake for Windows OpenVR (based on Fishbiter/Quakespasm-OpenVR with up-to-date Quakespasm)
GNU General Public License v2.0
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Optimize certain mods for QuakeSpasmVR. #3

Closed ni1chigo2115 closed 1 year ago

ni1chigo2115 commented 1 year ago

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?

codeflorist commented 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?

ni1chigo2115 commented 1 year ago

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.)

codeflorist commented 1 year ago

@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:

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. 😊👍

codeflorist commented 1 year ago

@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.

ni1chigo2115 commented 1 year ago

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.)

codeflorist commented 1 year ago

@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

ni1chigo2115 commented 1 year ago

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)

ni1chigo2115 commented 1 year ago

Now I can CLOSED this ISSUE once this BUILD is officially released.

codeflorist commented 1 year ago

@ni1chigo2115 many thanks for testing!

i just published v0.96.1a with this feature.