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README.txt
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____ _____ ____ ______ ______ _ __ ____
/ __ \ ____ ____ ____ ___ |__ / / __ ) / ____// ____/| | / // __ \
/ / / // __ \ / __ \ / __ `__ \ /_ < / __ |/ /_ / / __ | | / // /_/ /
/ /_/ // /_/ // /_/ // / / / / /___/ // /_/ // __/ / /_/ / | |/ // _, _/
/_____/ \____/ \____//_/ /_/ /_//____//_____//_/ \____/ |___//_/ |_|
Fully Possessed
____________________________________________________________________________
DOOM3-BFG VR : Fully Possessed
Includes support for the HTC Vive via SteamVR, the Oculus Rift and Touch motion controls via the
Oculus SDK or SteamVR, and (in theory) Windows Mixed Reality via SteamVR.
VR Implementation: /u/Samson-
Major Contributions - Teleportation, Voice Commands, Flicksync, Bink videos, Loading other
savegames, code improvements: Carl Kenner
Holster slots, Crawl Space Head Collision, minor fixes: Leyland
Doom VFR style teleporting, JetStrafe, Slow Mo and Tunnel vision motion sickness fixes: jckhng
Spanish Voice Commands: TinoSM
Windows Mixed Reality and VS2017 support: Mark Sheehan
Additional VS2017 support: Bao Chi Tran Nguyen
Linux support and buffer overrun fixes: Christoph Haag
Originally inspired by: tmek
DOOM-3-BFG-VR Readme - https://github.com/KozGit/DOOM-3-BFG-VR
DOOM-3-BFG-VR was built using an older version of the RBDOOM3-BFG port.
RBDOOM-3-BFG Readme - https://github.com/RobertBeckebans/RBDOOM-3-BFG
_______________________________________
CONTENTS
_______________________________
This file contains the following sections:
1) SYSTEM REQUIREMENTS
2) GENERAL NOTES
3) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME
4) NEW FEATURES
5) CHANGES
6) CONTROLS
7) FLICKSYNC
8) VR OPTIONS
9) CONSOLE VARIABLES
10) KNOWN ISSUES
11) GETTING THE SOURCE CODE
12) COMPILING ON WINDOWS WITH VISUAL C++ 2013, 2015, OR 2017 EXPRESS / COMMUNITY
13) COMPILING ON LINUX
14) BUG REPORTS
15) LICENSE
16) CODE LICENSE EXCEPTIONS
___________________________________
1) SYSTEM REQUIREMENTS
__________________________
Minimum system requirements:
CPU: 3 GHz + Intel compatible
System Memory: 8 GB
Graphics card: Nvidia Geforce GTX 960 or higher, with recent drivers
or AMD 290 or above
OS: Windows 7 64 bit or above? or Linux
VR: SteamVR compatible HMD or Oculus Rift DK2 or above
A microphone or HMD containing a microphone
Recommended system requirements:
CPU: 3 GHz + Intel compatible
System Memory: 8 GB
Graphics card: Nvidia Geforce GTX 970 or higher, with latest drivers
or AMD 290 or above
OS: Windows 10 64 bit
VR: HTC Vive or Oculus Rift CV1 with Touch and roomscale sensors
_______________________________
2) GENERAL NOTES
______________________
This release does not contain any game data, the game data is still
covered by the original EULA and must be obeyed as usual.
Only the Doom 3 BFG Edition is supported. Classic Doom 3 is not supported yet.
You should patch the game to the latest version. If using Steam, this will happen automatically.
Note that Doom 3 BFG Edition is available from the Steam store at
http://store.steampowered.com/app/208200/
Saved games:
------------
The saved game folder is:
%UserProfile%\Saved Games\id Software\DOOM 3 BFG\Fully Possessed
Your settings are also saved there as vr_oculus.cfg and vr_openvr.cfg
You can delte the those setting files to return to default settings.
It will also try to load games (with partial success) from:
%UserProfile%\Saved Games\id Software\DOOM 3 BFG\base
%UserProfile%\Saved Games\id Software\RBDOOM 3 BFG\base
Games loaded from other versions, other mods, or different texture packs
will have some glitches until you complete the level (which may not always be
possible without cheats). You should use the "restartMap" console command after
loading if you are near the start or you get stuck due to a glitch. It will
restart the map with your current inventory but without any glitches. You can
also use the "endLevel" console command to win the level and continue to the
next level (without any glitches) if you get stuck near the end. But that is
sort of cheating.
Steam:
------
The Doom 3 BFG Edition GPL Source Code release does not include functionality for integrating with
Steam. This includes roaming profiles, achievements, leaderboards, matchmaking, the overlay, or
any other Steam features.
Bink:
-----
The Doom3BFGVR Edition GPL Source Code release includes functionality for rendering Bink Videos through FFmpeg.
Back End Rendering of Stencil Shadows:
--------------------------------------
The Doom 3 BFG Edition GPL Source Code release does not include functionality enabling rendering
of stencil shadows via the "depth fail" method, a functionality commonly known as "Carmack's Reverse".
Mods:
-----
The Doom 3 BFG Edition GPL Source Code release allows mod editing. In order for it to accept any change in your
mod directory, you should first specify your mod directory adding the following command to the launcher:
The fs_game mod directory is used exclusively by DOOM3-BFG VR : Fully Possessed and should not be used by other
mods. Additional mods can my use the fs_game_base directory
"+set fs_game_base modDirectoryName"
so it would end up looking like: Doom3BFGVR +set fs_game_base mymod
This will result in the game searching the Fully Possessed directory, followed by the modDirectoryName directory,
and finally the BASE directory when loading assets.
Binary mods from Classic Doom 3 (non-BFG) mods are not supported.
It is possible however to utilize some of the assets from Classic Doom mods,
however this is beyond the scope of this document.
___________________________________________________
3) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME
__________________________________________
1. Make sure you have Doom 3 BFG Edition installed in Steam.
Doom 3 BFG Edition is also available from Good Old Games, but I haven't tested that version.
2. Set the Doom 3 BFG language in Steam to your desired language.
3. In the unlikely event that you don't have the Visual C++ 2013 redistributable installed, get it here:
https://www.microsoft.com/en-au/download/details.aspx?id=40784
4. Old version 0.015 of this mod installed assets directly into the BASE directory of the Doom 3 BFG
installation. All assets are now installed into a separate mod folder named 'Fully Possessed'
located in the Doom 3 BFG directory. An installer is now provided that will automatically remove
files from old versions of this mod if present, and install the updated mod. The installer doesn't
add any files to the base folder, but it will remove files installed by mods that have the same
names as files used by this mod ( mostly weapons and player models ). This will NOT affect the base
game, but could possibly break other mods installed.
( Note that at the time of this writing, the stock RBDOOM-3-BFGVR mod by Leyland does not install
any assets, and this installation/removal process should not affect it. HOWEVER, if the hi-def
expansion has been installed in addition to the RBDOOM-3_BFGVR Mod, the hi-def expansion will
need to be reinstalled. )
* If any other mods have been installed, or if you are unsure what deleting files may mean, it
is STRONGLY recommended to make a backup copy of your Doom3 BFG installation before running the
installer. *
5. Installing the mod:
Start the Doom3BFGVR_Fully_Possessed_Alpha022.exe installer.
If Doom 3 BFG was not originally installed on your main Steam hard-drive, change the install path
to reflect the Doom 3 BFG installation directory. If you have enough disk space, it is recommended
to select to install both Base and Player AAS files. The AAS files may be omitted, but will
negatively impact the ability to use teleportation. It is only recommended to skip the AAS file
installation if you do not plan on using teleportation.
When installation is complete, a shortcut will be created on your desktop and in your program list.
6. If you want to use speech recognition to activate voice commands ( recommended ), it should be
enabled in Windows and trained for optimal performance. Speech recognition settings are available
in the Control Panel under 'Speech recognition.' At a minimum run 'Set up microphone', and for
optimal performance 'Train your computer to better understand you'
7. If you have an Oculus Rift: In the Oculus Home window, turn on: (cog), Settings, General, Unknown
Sources
8. Run the shortcut on your desktop, or run the Doom3BFGVR.exe file in your Doom 3 BFG folder to
launch the game. (SteamVR will be automatically activated if needed)
To play the game, you need the game data from a legal copy of the game, which
requires Steam for Windows. Currently, Doom 3 BFG: Fully Possessed is only officially compatible
with Windows, but see the Linux section.
9. Enjoy
10. If you run into bugs, please report them. ( see section 9 )
___________________________________________________
4) NEW FEATURES
__________________________________________
New in 0.23 (unreleased):
Spanish voice commands (to use, replace dict/voice.dict with dict/voiceSpanish.dict)
New in 0.21-Alpha-WMR (WMR Joystick support) (unofficial):
Windows Mixed Reality Joystick support
New in 0.21b (unofficial): (2020 Feb 13)
Try to release in 2020 current (awesome but stalled) work combined by Koz and Carl,
Almost all is functionnal but dual weilding which doesn't work well with my set (ValveIndex)
Released as a Patch : install official v0.020, then unzip patch into the Doom Folder, you should accept all replacements
Contains almost all 0.21a updates (but dual weilding)
Merge save/loading fix by Carl
Merge compiling fix merged on Carl repo
New in 0.21a (unreleased):
Doom VFR style teleport and jet-strafe
Added headshot damage multiplier vr_headshotMultiplier (defaults to 2.5x)
Improved arm and body inverse kinematics and leaning, body now automatically turns
Screen blanking if eye moved into a solid.
Additional cinematic modes (vr_cinematic : now three modes, immersive, cropped, and projected).
Added enhanced support for camera cuts to improve cutscenes in VR.
Added cvar adjustable choke to shotgun to tame pellet spread.
Added instant player acceleration/decelaration when using artifical movement vr_instantAccel
Improved FOV reduction border code for better stereo overlap.
Holster slot states now persist thru level transitions and game saves/loads.
Updated player models/anims with higher def hands, better hand poses on weapons,
and initial controller based finger poses. ( vr_useHandPoses )
Added optional push to talk button for voice commands
Fixed Hell tunnel teleport camera issue.
Fixed issue with artifact/soul cube weapon axis.
Teleporting now updates body orientation to direction of teleport.
Enable teleportation in final boss fight of standard campaign.
Fixed a few bugs with in-game GUIs.
Fix loading saved games from other versions and mods.
ATI / AMD graphics card support. ( Fix black menu screens )
Voice command for "fists" has changed to "weapon fists" to prevent false recognitions.
vr_voiceMinVolume console variable to prevent false recognitions.
Scaled ammo, weapons, and keycards to correct sizes.
Option to use floor height and other view heights.
World Scale option.
vr_chibi head scale console command.
More laser sight options.
Head tracking in the main menu.
Holster slots work better with the PDA and QuickSave.
Allow path names longer than 260 chars ( fixes some crashes on start/level load ).
Slightly improve voice commands.
Default keyboard / mouse controls.
Less debug prints for sound effects.
Improved player hand models.
Basic mirrow window resizing via mouse drag.
Initial optional oculus touch hand pose support ( Off by default -
optionally enabled via vr_useHandPoses cvar. This is not fully implemented
yet. Currently limited to when hands are empty or when the player hand is
in a gui. Object manipulation is not implemented yet. )
New in 0.21:
Talking waking monsters is fixed.
Loading all saved games from 0.020 is fixed (not really).
You can now load most saved games from RBDoom 3 BFG (with major issues).
You can now load all saved games from version 0.015 (with major issues).
Improved performance.
There's a menu option for Asynchronous SpaceWarp.
You can now chose to walk in the direction of either hand when walking.
Language is now detected based on sound files not .lang files.
Added QuakeCon style teleport option.
http://www.gamespot.com/articles/doom-may-have-solved-vrs-traversal-problem/1100-6442439/
Added vr_hmdPerfHud console variable to debug framerate issues.
DOOM3-BFG VR : Fully Possessed offers many new features:
Native support for the HTC Vive via OpenVR when detected.
Native support for the Oculus Rift and Touch via the Oculus SDK when detected.
- Motion Controls: Full motion controls are supported.
Independent weapon and flashlight control via motion controllers.
All in game GUIs ( including the in game PDA ) can be interacted with as touch screens.
Game and VR settings can be adjusted in game via a touch screen interface.
A weapon slot system has been implemented. The player may use motion controls to stash or
retrieve a weapon or the PDA from virtual holsters located on the player body. The player
may also use motion controls to grab or place the flashlight on the head or the body, and
then pick it back up in the hand later.
Full room-scale support. ( See locomotion )
- Locomotion: Multiple locomotion options are supported.
Teleportation support:
A parabolic aiming beam identifies areas the player can teleport to, as identified by
the game AAS system. Teleporting to a location will cause the player to activate all in
game 'triggers' along the path the player would walk to reach the destination. This
includes activating cutscenes, alerting or activating monsters, triggering any in game
scripted events, and taking any environmental damage that the player would incur along
this route. Players may not teleport through closed doors, or to areas the AAS system
has marked as unreachable by the player.
LIMITATIONS: Doom 3 was not initially designed with the idea of teleportation in mind.
Doom 3 uses an Area Awareness System (AAS) to determine if a location is reachable by a
character in the game, and then generate a path to that point. AAS files have been
generated for the player for most of the levels in the game, but there are limitations.
Issues can happen for example if trying to teleport onto a desk - you will teleport to
the desk but then be bounced to the floor, just as if you had tried to jump on the desk.
The AAS system is also currently unable to identify areas that are only reachable by
ladder, so it is not currently possible to teleport to an area if the only way to reach
it is via ladder. Additionally, there are a few small areas in the game the AAS system
is not aware of, and therefore cannot be teleported to. In these instances, the player
will need to use normal locomotion to reach these areas and continue the game.
Full room-scale support.
Your character can walk around and crouch using your real life motion. Walking in real
life allows you to walk around in the game, including walking up and down stairs or off
ledges. You can push small shipping containers and other items with real life motion.
Solid objects cannot be walked through, but they can be leaned over to some degree.
Jumping via real life motion is not supported.
Gamepad and Motion Controller locomotion:
Gamepad or Motion Controller Pads, Sticks, or Buttons can be used for artificial
locomotion. Options are included for controller relative movement ( Onward style ),
and normal gamepad style movement controls. There are a variety of options available
to the player, including smooth turning, comfort (snap) turning, and multiple comfort
options to reduce the effects of VR sickness when using artificial movement. All of the
controls can be rebound or disabled ( for example, turning or strafe can be removed
completely from the controllers ), and the various comfort options enabled or disabled.
These changes can be easily made in game via touch screen access to VR specific game
menus using the PDA.
Comfort Options:
There are various locomotion options available to assist in preventing motion sickness,
including comfort ( snap ) turning, third person movement, movement based FOV reduction,
slow motion movement, and using the Chaperone boundaries to provide a static reference.
- Voice Commands:
DOOM3-BFG VR : Fully Possessed supports voice commands via the Windows speech recognition
engine. System commands such as pause, resume, and menu are accessible by speaking.
Additionally, the player may 'Talk' to NPC's simply by speaking to them when they are in
focus. ( Talking does not imply the NPCs carry out an actual conversation - speaking to
them prompts them to say their predetermined lines.) All weapons can be selected by
saying their name, and can also be reloaded by voice command. Phrases that activate each
voice command are defined in a plaintext file that can be modified by the user to customize
behavior.
- Character and Weapon Options:
The player may choose to display the full character body while playing. Basic IK is
implemented for the player head, arms, and crouch height, so movement in real life is
replicated in the game to some degree. Note that the IK is extremely basic, and often
results in incorrect poses.
If they player does not wish to see their body while playing ( for example if the incorrect
arm IK is found to be to distracting, annoying, or just silly ), the player body may be
disabled. There are options to instead display only the active weapon with hands and a stat
watch, or just the active weapon with no hands.
The stat watch is a display located on the player wrist that indicates the current ammo
status for the active weapon, as well as vertical Health and Armor bars to monitor player
status. The Health bar is located on the left side of the statwatch, and the Armor bar is
on the right. The bars will shrink and change color as health and armor are depleted.
- HUD and GUI options:
The HUD is now projected into the world as a translucent object. The HUD can be enabled
fully, disabled, or can activate when the player looks down past a user defined angle.
Individual elements of the HUD can be hidden if desired. The HUD position can be adjusted
by the user, and locked to either the player view or the player body.
In game GUIS such as the PDA, interactive computers, card readers, buttons, or keypads can
be interacted with simply by touching them with your virtual finger as you would a normal
touchscreen. If desired, touchscreen mode can be deactivated, and gui interaction can be
controlled either by aiming your weapon or via gaze aiming.
- Flicksync:
Flicksync is an experimental mode based on the book Ready Player One by Ernest Cline.
In the book, players in a virtual environment participate in and act out the lines of their
favorite movies, and their virtual performances scored.
In this just for fun mode, the player selects a character to portray in the game. The aim
is to act out the game's cutscenes by becoming that character. You must say all of that
character's lines exactly at the appropriate times. Points are earned by saying your lines
correctly, clearly, and at the right time. ( See the Flicksync section under Controls for
full instructions .) The Flicksync mode is still a work in progress, so bugs are to be
expected.
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5) CHANGES
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- VR support (Doom 3 only, 1 and 2 use a virtual screen in VR)
- Motion Controls
- Voice Commands
- Flicksync Mode
- Better looking cola cans and video discs
- Mostly uncensored Doom 1 and 2 (still no blue SS soldiers in secret level)
- Fixed Doom 2 extra secret level MAP33: Betray (accessed by pushing a wall in level 2).
- Win64 support
- OpenAL Soft sound backend primarily developed for Linux but works on Windows as well
- Bink video support through FFmpeg
- Soft shadows using PCF hardware shadow mapping
The implementation uses sampler2DArrayShadow and PCF which usually
requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should
be widely supported.
All 3 light types are supported which means parallel lights (sun) use
scene independent cascaded shadow mapping.
The implementation is very fast with single taps (400 fps average per
scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look
really good which should give you stable 100 fps on todays hardware (2014).
- Changed light interaction shaders to use Half-Lambert lighting like in Half-Life 2 to
make the game less dark. https://developer.valvesoftware.com/wiki/Half_Lambert
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6) CONTROLS
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* IMPORTANT * ALL CONTROLS CAN BE EASILY CUSTOMIZED/REMAPPED BY THE USER *
Un-Binding or Binding controls:
Any axis or button can be re-mapped to any movement or control function.
Rebinding controls is accomplished through the 'Settings->Controls->Key Bindings' menu.
This menu is available from the Main Menu when the game is first launched, or
by pressing the System Menu button in game, and selecting the 'Settings->Controls->
Key Bindings' menu on the PDA.
Be careful not to speak when binding a control, or you will rebind what talking does.
You can't rebind specific voice commands. Edit the dict file instead.
The thumb rests on the Touch controllers can be bound, so be careful not to bump them.
You can use the right joystick and trigger to highlight and select an action.
If you are in game and using the PDA to adjust settings, you may use motion controls
and your virtual finger to access the menu as a touch screen. Touch an entry once to
highlight, and touch again to select.
Use the joystick or touch controls to highlight a command and see its current bindings.
If available, button graphics will identify a bound control, otherwise a text descriptor
is used. If the list of bindings is longer than the available space in the menu, the full
binding list for the selected action is listed (without button graphics) at the bottom
of the screen.
Select the highlighted action with the trigger or by tapping. Once selected, you can unbind
a currently bound control or add a new binding. To unbind a control, simply press the axis
or button you would like to unbind and it will be removed from the list. To bind a control,
simply press the desired button or axis and it will be added to the binding list. If the
desired button/axis is currently bound to another action, you will be asked if you want to
continue and reassign it to this command ( removing the existing binding ), or to cancel.
Changing comfort ( snap ) turning:
By default, the game is configured to use comfort or snap turning.
This can be easily changed via the Settings->VR Options->Comfort Options
menu, under the Turning option. Cycle through the various options to select the turning
mode you prefer. ( Analog mode provides the typical smooth turning function - however
this is one of the most common cause of VR sickness.)
Alternative, you may manually rebind Turn Left, Turn Right, Comfort Turn Left, and
Comfort Turn Right in the Settings->Controls->Key Bindings menu.
Default controls for the Oculus Touch, HTC Vive, and Gamepad :
* Read each section carefully. The controls behave differently depending
on if you are playing the game or using a menu or the PDA. *
Walking and crouching in real life are reflected in the game. You can
walk up and down steps, over ledges, or push small objects by walking in
real life. Crouching can also be controlled via button, see below.
By default, the flashlight ( or PDA when active ) are held in the left hand,
and the weapon is held in the right hand. This can be changed by picking up the
weapon or PDA from it's slot with your other hand, or through the VR Options->
Character Options: Weapon Hand menu entry.
Grenades are thrown via motion controls - press
the trigger to start the throw, swing your arm and release the trigger to throw.
_________________________________________
Default Control Bindings: Oculus Touch
*IN MENUS OR PDA:
Use either stick to highlight menu entries.
Press either trigger to select.
Press Y or Grip to go back/exit.
If you are using the PDA, or the System Menus on the PDA in game,
you can use your virtual finger to select menu items just like using
a touch screen.
*GAMEPLAY CONTROLS.
LEFT Controller:
By default, the LEFT controller/hand will aim the flashlight, once equipped.
Left Stick: The left stick controls player movement.
The default configuration is motion relative to the direction the
controller is pointing ( Onward style ).
Artificial motion will induce VR sickness for most people, so
teleportation instead of stick control should be considered as a
primary form of movement in these instances.
For those who find teleportation immersion breaking or uncomfortable,
there are a variety of ( optional ) comfort modes available in the VR
menus. These modes include FOV reduction, Slo-Motion, Black Screen and
Chaperone effects to reduce the discomfort caused by mismatched vection.
See the VR MENUS section for more details.
Left Grip: Crouch.
Left Stick
Press: Press the left stick down to toggle the flashlight on and off.
Left Trigger: Hold to run.
Left Y: Recenter view/reset height.
If you stand up or sit down while playing, press this to adjust the
game to your new position.
If the player body is visible, use this to reset the body to face the
current view direction.
Left X: Activate the PDA if it's in you inventory.
Left X also will skip the active cutscene.
In a Flicksync, this gives up on the current line.
Left ≡ (menu) Brings up the in game Pause/System menu on the PDA.
( The PDA does not need to be in you inventory to use this function)
RIGHT CONTROLLER:
By default the RIGHT controller controls the right hand and the weapon
Right Stick
Up/Down: Next / Previous Weapon
Right Stick
Left/Right: Snap turn 45 degrees left or right.
Right Grip: Reload
Right Stick
Press: Jump
Right Trigger: Attack / Fire
Use Cue Card Power-Up in Flicksync
Right A: Reload
Right B: Teleport
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Default Control Bindings: HTC Vive
*IN MENUS OR PDA:
Use either pad to highlight menu entries.
Press either trigger to select.
Press either grip to go back/exit.
If you are using the PDA, or the System Menus on the PDA in game,
you can use your virtual finger to select menu items just like using
a touch screen.
*GAMEPLAY CONTROLS.
LEFT Controller:
By default, the LEFT controller/hand will aim the flashlight, once equipped.
Left Pad: The left stick controls player movement.
The default configuration is motion relative to the direction the
controller is pointing ( Onward style ).
Artificial motion will induce VR sickness for most people, so
teleportation instead of stick control should be considered as a
primary form of movement in these instances.
For those who find teleportation immersion breaking or uncomfortable,
there are a variety of ( optional ) comfort modes available in the VR
menus. These modes include FOV reduction, Slo-Motion, Black Screen and
Chaperone effects to reduce the discomfort caused by mismatched vection.
See the VR MENUS section for more details.
Left Grip: Crouch.
Left Pad
Press: Press the left pad down to toggle the flashlight on and off.
Left Trigger: Jump
Left ≡ (menu) Activate the PDA if it's in you inventory.
Will skip the active cutscene.
In a Flicksync, this gives up on the current line.
RIGHT CONTROLLER:
By default the RIGHT controller controls the right hand and the weapon
Right Pad
Up: Next Weapon
Right Pad
Down: Previous Weapon
Right Pad
Left/Right: Snap turn 45 degrees left or right.
Right Grip: Reload
Right Pad
Press: Teleport
Right Trigger: Attack / Fire
Use Cue Card Power-Up in Flicksync
Right ≡ (menu): Brings up the in game Pause/System menu on the PDA.
( The PDA does not need to be in you inventory to use this function)
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Default Control Bindings: Gamepad
You can play the game in VR using an XBox 360/One gamepad if you don't have motion
controllers. The game will automatically switch to gamepad mode when you start
using the gamepad. You can use the gamepad for room-scale if you want.
Left Stick: Movement.
This can cause motion sickness, So it's recommended to
teleport by holding B, looking where you want to go, and letting go.
Push left
stick in: Run
Left
trigger: Toggle Flashlight
Right
stick: Aim weapon, and will turn you if you aim past the
deadzone threshold.
Push right
stick in: Crouch
Right
trigger: Attack / Fire weapon
Shoulder
buttons: Switch weapons
A = jump
B = teleport
X = reload
Y = use
View / Back = PDA / Skip cutscene
≡ / Start = menu.
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Default Control Bindings: Keyboard / Mouse
You can play the game in VR using keyboard and mouse if you don't have motion
controllers. The game will NOT automatically switch to gamepad mode when you start
using the keyboard, so you might need to turn on gamepad mode manually in the VR options
if your arms are weird. You can't use the mouse for room-scale yet because we haven't
implemented head aiming.
WASD: Movement.
This can cause motion sickness, So it's recommended to
teleport by holding RMB, looking where you want to go, and letting go.
Z/X: Comfort turn 45 degrees left or right
C: Crouch
Space: Jump
Shift: Run
E: Use (not really needed)
R: Reload
F: Toggle Flashlight
Arrow
Keys: Aim weapon, and will turn you if you aim past the
deadzone threshold.
NumPad: Comfort turn left/right 45 degrees
NumPad0: Teleport
LMB: Attack / Fire weapon
RMB: Teleport (aim with head, not mouse)
MMB: Reload
Mouse
Wheel: Switch weapons
~: Console
Q: Soul Cube / Artifact
1-0: Switch weapons
Tab: PDA / Skip cutscene
Esc: menu
Pause: Freeze program
F5: Quick Save
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Using the PDA:
You can move the PDA around in your hand, while using your right finger to touch the
screen to select entries or scroll bars. You can also use the sticks/pads and buttons
on each hand to select options.
Use Y or grip to put your PDA away again.
If the tracking glitches, your PDA can end up far away. If this occurs, repeatedly
press Y or Grip to close the PDA. ( This is a known issue that will be addressed )
You can also manually grab the PDA from your left hip using motion controls.
When you move the left controller over the correct spot, the right controller
vibrates. Use the grip button to pick up the PDA. Your flashlight will be temporarily
holstered on your hip while using the PDA.
When you are finished with the PDA, you can place it back the same way, and grab your
flashlight. ( Grabbing the PDA before you collect it from Reception brings up the
pause menu instead of the PDA. )
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Using the System/Pause menu:
Activating the System/Pause menu ( Press ≡ (menu) on the left Touch or Right Vive )
will pause the game and display the system menus on the PDA as above. You can
load/save/exit the game, Change the control bindings via System->Controls->Key Bindings,
or adjust the various VR options via VR Options. See the section on VR options for more
details.
Touch the 'Back' options, or press Y or the Grips to go back/exit.
_________________________________________
Teleporting:
You can teleport anywhere you could normally reach by walking, ducking, or jumping
onto things. When you teleport, your character will trigger any in game events and
take any environmental damage that the player would incur by walking the route to the
destination.
You can't teleport across gaps you have to jump across, or onto the tightrope in the
Mars City Underground level. There is a path length/complexity limit on how far you
can teleport in one hop, but it's fairly far. There are some bugs in the Player AAS
files, and some levels are missing, so there are instances where you can't teleport
places you should be able to. In these instances, walk in real life or move forward
with the stick/pad a little until you can teleport again. If you didn't install the
Player AAS files at install, you will only be able to teleport places a Zombie can go.
To teleport, push in the right touchpad, or hold down B on Touch, then move your hand
to aim the parabola where you want to go. Release the stick or touchpad to teleport
there. Pressing the trigger while the aiming beam is active will cancel the teleport.
If the teleport target is red, you will need to duck/crouch before teleporting to the
destination. If there's no circle, that means you can't teleport there from your current
location.
There are two teleportation modes. "Blink" teleports you instantly. "QuakeCon" slows
time and warps you there.
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Using Slots:
Slots are locations defined on the player body you can stash or retrieve weapons, the PDA,
or the flashlight by using motion controls to grab/stash them. When a motion controller
is inside of a slot area, the right controller will vibrate. When the controller
vibrates, press the grip button on the controller in the slot to grab/place/swap the item.
You can manually place the flashlight on your left shoulder or your head using the slots,
and then later retrieve it from those places the same way.
You can swap your hands by grabbing the holster on your right hip with your left hand.
This will transfer the flashlight to your right side and pick up any holstered weapon in
your left. Swapping hands will swap most of the controls, but does not swap the analog
sticks/touchpads.
You can manually grab the holster on your right hip to holster your weapon.
If there's already a weapon holstered there, the weapons will swap.
You can grab behind your weapon hand's shoulder to switch to the next weapon.
You can grab behind your weapon hand's lower back for previous weapon.
You can also grab the PDA on your left hip with your right hand, if you prefer.
You can then put it back on the same side like normal, or holster PDA on the right
to switch hands.
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Interacting with Guis:
To use a touchscreen/gui, walk up to the screen and look at it. When you have
focused on the gui, your weapon will lower and your hand will point a finger and
raise to the gui. You can now reach out and use the gui like a normal touchscreen.
To exit the gui, walk backwards or teleport.
_________________________________________
Motion Control Errata:
Currently, you cannot use motion controls to pick up items in the environment, or to
punch/melee attack. ( These features are being worked on)
If you are displaying the player body, and the arms look strange due to a bad IK pose,
use the controller to move the character forward. This will make your body face the
correct direction. If your body isn't attached to your neck properly, try jumping.
If things just seem out of alignment, or to switch from seated to standing mode,
Recenter view/reset height with whichever button is defined (you must say "reset view"
on Vive).
Voice Controls:
You can use the built in microphone in the Rift or the Vive to activate voice commands
using Windows built in Speech Recognition.
If you want to use speech recognition to activate voice commands ( recommended ), it
should be enabled in Windows and trained for optimal performance. Speech recognition
settings are available in the Control Panel under 'Speech recognition.' At a minimum
run 'Set up microphone', and for optimal performance 'Train your computer to better
understand you'
The phrases recognized by the voice commands are defined in the
"Fully Possessed/dict/voice.dict" file.
This file may be edited to change the phrases associated with each action.
Apart from the default English language, other languages (Spanish as of now) are available in Fully Possessed/dict/
just rename the corresponding voiceXXX.dict to voice.dict in order to use that language.
Available Voice Commands:
Talk:
Speak to other people by walking up to them and speaking.
You can say whatever you want. After you finish talking, they will respond.
They will briefly look at you when you first start speaking.
Speaking can wake up nearby monsters, so be careful!
Say: Anything
Recenter view:
This resets the view height to you current view position,
and makes the player and the view face your current view direction.
Useful for switching between sitting and standing mode of if the
player body becomes disoriented.
Say:
Reset View
Recenter View
Reset HMD Orientation
Reset HMD View
Run:
Say: Start Running
Walk/Stop Running:
Say: Stop running
Start walking
Reload:
Say: Reload
Flashlight:
Say: Flashlight
Torch
PDA Select:
Say: PDA
Personal Data Assistant
Say: Cancel
System/Pause Menu