Open havetc opened 2 years ago
I'm kinda fighting with the build environnement. As there is no doc about it, it is really tedious to setup. It is required to have an external installation of OpenVR ? I have an error with it, and in contrary to dependencies like Zmusic or bzip2, it doesn't seems to be within the repository. Having the info about what compiler do you use could at least give some idea about what may be a supported toolkit or not.
I'm kinda fighting with the build environnement.
i was in the same boat. here is what it did (windows 10):
prerequisites:
steps:
Where is the source code
to gzdoomvr sourceWhere to build the binaries
to an empty directory.Configure
at the bottom left, set generator to installed Visual Studio Version and click Finish
and let CMake do it's thing.OPENVR_SDK_PATH
to the OpenVR source.
also you might want to change ZDOOM_EXE_NAME
to gzdoomvr
. Generate
and let CMake do it's thing. no variables should be red anymore.GZDoom.sln
in Visual Studio.Build ALL_BUILD
in Build-menu. this should build gzdoom inside the Debug
(or Release
- if your build target is Release
) subfolder of your build folder.zmusic.dll
and openvr_api.dll
from a current gzdoomvr
release inside this folder (dunno how to get these to build with the rest).that should do the trick.
Thanks @codeflorist ! In the end once I used Visual studio (I started with Mingw, not a bright idea... ) it got far easier. I just got some trouble mainly with precompiled headers which wouldn't want to generate, but after a bit a tinkering I got it working. I think I have ninja as a generator, maybe setting it to visual studio as you say would have avoid me that problem!
Anyway the feature is almost done, I just need to fix a weird issue: when I try to turn an amount of degree, it turns almost the right amount but not quite. So if you make a full turn (4 time 90°), in the end you're not perfectly aligned with your starting position, which can be a bit disorienting.
PS: I think your comment is very usefull, and would deserve its place in the Readme. Maybe I'll add those instructions later in a pull request, but feel free to do it first if you want :)
PS: I think your comment is very usefull, and would deserve its place in the Readme. Maybe I'll add those instructions later in a pull request, but feel free to do it first if you want :)
yeah, i do have that planned, in addition to reworking/improving the mods-section.
UP, if someone with write access could kindly have a look at #86 , I implemented Snap turn a while ago and it should be quite straightforward to test it and validate it, and I'd be happy to add any modification if required :)
Hi, can I tur on snapturn somewhere on menu in gzdoomvr? I'm normal user, not programmer :)
Hi @Maacciieejj , not yet the feature has been implemented but is waiting for approval/merge. At the moment you won't find it in the release you can download here.
Do you know approximately when this will be? Because I want to play with my brother from snaptyrning so he won't get discouraged :) GZdoomvr has the option to play online just like regular gzdoom?
GZDoom version
No response
Which game are you running with GZDoom?
Doom
What Operating System are you using?
Windows 10
If Other OS, please describe
No response
Relevant hardware info
No response
Is your feature request related to a problem? Please describe.
Smooth turn can be nausea inducing in VR, and I far as I know it is the only option available to turn.
Describe the solution you'd like
I'd like to have an option to select between snap turn and smooth turn. I already started to look at the codebase, and that doesn't look like a big change to implement, so I'll try to do it once I'll have the compilation setup configured. I just post this feature request to have some feedback, and to ask you if it's not already an option that I've just missed :)
Describe alternatives you've considered
No response
Add any other context or screenshots about the feature request here.
No response