Releases: vittorioromeo/quakevr
Releases · vittorioromeo/quakevr
quakevr v0.0.8.1
Please make sure to carefully go through the README before installing and playing Quake VR.
Changes
- Added a new
vr_player_stepsize
CVar to customize the auto-climb stair step height threshold. Increasing this variable (via console, via config file, or via the 'Debug' in-game menu) will make it easier for the player to automatically climb stairs.
Changes in v0.0.8.0
- Added a new
vrstart
default map, with a mission pack selection hub and physical buttons to change common options. See video here. - Fixed QCVM issues when saving/loading game files.
Changes in v0.0.7.0 beta
- Added flick reloading for the super shotgun.
- Simply flick your wrist upwards when holding the super shotgun to reload it. See this video for an example.
- Probably fixes QCVM issues when saving/loading game files.
- Improved throwing algorithm -- now it should feel a bit more natural.
quakevr v0.0.8.0
Please make sure to carefully go through the README before installing and playing Quake VR.
Changes
- Added a new
vrstart
default map, with a mission pack selection hub and physical buttons to change common options. See video here. - Fixed QCVM issues when saving/loading game files.
Changes in v0.0.7.0 beta
- Added flick reloading for the super shotgun.
- Simply flick your wrist upwards when holding the super shotgun to reload it. See this video for an example.
- Probably fixes QCVM issues when saving/loading game files.
- Improved throwing algorithm -- now it should feel a bit more natural.
quakevr v0.0.7.0 beta #1
Please make sure to carefully go through the README before installing and playing Quake VR.
This version is a beta version. Expect bugs and other issues.
Changes
- Added flick reloading for the super shotgun.
- Simply flick your wrist upwards when holding the super shotgun to reload it. See this video for an example.
- Probably fixes QCVM issues when saving/loading game files.
- Improved throwing algorithm -- now it should feel a bit more natural.
quakevr v0.0.6.1
Please make sure to carefully go through the README before installing and playing Quake VR.
This version is an hotfix for v0.0.6 -- check the v0.0.6 release notes for an overview of the new features.
Changes
- Various bugfixes.
- Fix console error spam when moving a weapon near the holsters with weapon reloads disabled.
- Added missing haptic feedback when firing weapons in their secondary ammo type mode.
- Weapons are now unloaded when switching ammo type, preventing one ammo type to be used with another.
- Avoid showing clip/magazine size on the status bar and floating weapon text for weapons that do not support reloading (e.g. laser cannon).
quakevr v0.0.6
Please make sure to carefully go through the README before installing and playing Quake VR.
Changes
- Added weapon reloading mechanics.
- Most weapons now have a clip/magazine which can be reloaded by physically moving the weapon to the player's hip holsters.
- This feature can be customized (e.g. make all holsters eligible for reloading) or completely disabled.
- Controller bindings are also available, in case someone wants to reload weapons by pressing a button.
- Added ammunition counters on weapons.
- Most weapons now have a "physical" ammunition counter on them, which tells the player how much ammunition is in the clip/magazine and how much is in the reserve.
- This feature can be disabled. If weapon reloading is disabled, the ammunition counter will just show all ammunition for that weapon.
- Partial manual code merge from
quakespasm-spiked
.- Added dedicated server support via the
-dedicated
flag. - Added VOIP communication for multiplayer.
- More robust networking, should also work through NATs.
- Unfinished
csqc
support. - Untested support for new mesh/texture/audio formats.
- Added dedicated server support via the
- Various bugfixes.
- The annoying "
ting1.wav
missing" message should now stop appearing. - Fixed ammunition boxes not being force-grabbable sometimes.
- Fixed a few various crashes and minor issues.
- The annoying "
quakevr v0.0.5.1
Hotfix: virtual keyboard pointer was not working properly on some HMDs.
See release v0.0.5 for detailed patch notes!
quakevr v0.0.5
Please make sure to carefully go through the README before installing and playing Quake VR.
Changes
- Added multiplayer support.
- Highly anticipated! Play against bots or other players, with all the same immersive Quake VR features you can use in singleplayer.
- Added support for "Dissolution of Eternity".
- Full support for the official Mission Pack #2, including new enemies, weapons, and game mechanics. Secondary ammunition packs are also implemented - to switch between ammo types, press a physical button on the weapon with the other hand!
- Added support for "Dimension of the Past".
- Full support for the addon developed by MachineGames to commemorate the game's 20th anniversary.
- Added support for "Honey" by czg.
- Full support for "Honey", a beautiful and highly-rated custom map by czg.
- Added full finger tracking.
- Index users, rejoice! You can now move each finger individually. Point at things, flip off enemies... so many possibilities!
- Added floating virtual keyboard.
- Need to use the console? Need to change your name? No need to take your headset off anymore.
- Added custom map menu.
- Custom map menu automatically populated by maps installed in
.pak
files or in theId1/maps
folder.
- Custom map menu automatically populated by maps installed in
- Ammunition and health boxes can now be force grabbed.
- No need to bend over. Just point and force-grab!
- Reduce animation recoil while 2H aiming.
- While aiming with two hands, recoil animations are greatly reduced to help you keep your aim where it's supposed to be.
- Reduce shotgun spread while 2H aiming.
- While aiming with two hands, shotgun and super shotgun spread is greatly decreased. Good for long-range shots!
- Added 2H throw.
- Throwing a weapon with two hands now results in a faster and more damaging projectile.
- Improve particle rendering performance.
- Rewritten the particle rendering system to avoid multiple draw calls and use a data-oriented layout.
- Added headbutt mechanic.
- Yep. Just make sure that your headset is snugly attached to your head.
- Added autosave mechanic.
- Crashes suck, especially if you forgot to save your game. No worries, now your game will save itself periodically and at the start of every new level.
- Changed default force grab to "Linear".
- "Parabola" has always been a bit wonky, and "Linear" is easier and faster, which fits Quake's fast-paced gameplay better - especially in multiplayer.
- Added custom tutorial map.
- Added a simple custom tutorial map with banners that guide you through the basics of Quake VR.
- Fixed swimming direction.
- It should now be consistent with walking direction.
- Added glow to holsters.
- When hovering an holster or holstered weapon, it will now sligthly glow.
- Fixed many many bugs.
- Too many to list or remember.
quakevr v0.0.4
Please make sure to carefully go through the README before installing and playing Quake VR.
Changes
- Added teleportation.
- New teleportation mechanic to help players who get motion sickness from smooth locomotion. Range can be configured. Roomscale movement can also be multiplied to help players with smaller playing areas.
- Added support for "Scourge of Armagon" mission pack.
- Full support for the SoA mission pack, including levels and new weapons. The new weapons are available even if you do not own the expansion. See the README for installation instructions.
- Added MIRV-firing ogres from "Dissolution of Eternity".
- Full support not yet available for DoE, but starting to port some features over.
- Added grappling hook from "Dissolution of Eternity".
- Available as a "toy" under the "Debug" options menu, as it is fairly game-breaking. But it is a lot of fun to play with!
- Added "smooth line" crosshair.
- New rendering setting that smooths out the laser's beginning and ending.
- Added two-handed weapon aiming with virtual stock support.
- Most weapons can now be held with two hands. By default, your shoulder position will also be taken into account in order to simulate a virtual stock.
- Turned on shadows by default and added shadow options.
- Feature from QuakeSpasm. Not perfect, but can improve immersion. Might also reduce FPS, so it can be turned off.
- Added dual-wielding.
- You can now dual-wield weapons to your heart's desire. Enjoy the carnage.
- Added VR torso.
- Tries to figure out the player's torso orientation independently from the head using the position of the hands as an heuristic. Also renders a torso (can be disabled).
- Added weapon holsters.
- Added six weapon holsters on your body (shoulders, waist, thighs).
- Weapons are now phyiscal objects.
- Weapons can now be thrown or dropped on the ground. Throwing weapons can damage enemies. Weapons can be picked back up and stored in holsters.
- Added force grabbing for dropped weapons.
- Dropped weapons can be picked up without bending over, useful for seated play. Multiple types of force grab available.
- Added weight simulation for weapons.
- Weapons now have a "weight" value which makes them harder to move or turn around. Useful to balance more powerful weapons such as the laser cannon, and to improve immersion.
- Added random weapon drops from enemies and ammo boxes.
- Enemies and ammo boxes can now randomly spawn weapons the player has found before. Helps with the fact that holster slots are limited and that weapon can be thrown/lost.
- Added positional damage.
- Most humanoid enemies now take more damage when shot in the head, and slightly less damage when shot in the legs/arms.
- Fixed missing items from levels.
- Some items (e.g. biosuit, keys) were missing from levels due to hitbox changes. The hitbox changes have been reverted until I understand what is happening here.
- Fix elevator-related bugs.
- There were some severe bugs when riding elevators, including the player taking damage and failing to interact with items. They should all be fixed now.
- Fix jumping issues.
- Jumping against a wall didn't work properly before. This was due to the original roomscale movement implementation. This has been fixed, and jumping is consistent now.
- Added bindings for WMR controllers.
- These have been provided from a WMR user, so they should work.
- Added
scale
andscale_origin
to QuakeC entities.- Allows individual entities to be scaled without having to modify the model itself.
- Added menu tooltips.
- Most menu entries now have a tooltip explaining what they do.
- Added boolean locomotion bindings.
- Boolean smooth locomotion bindings were added to help people whose thumbstick doesn't work or is not recognized from their VR setup (e.g. OpenComposite).
- Added
vr_fakevr
mode for debugging.- Allows most VR features to be tested on a 2D screen, useful for debugging and testing non VR-specific changes.
- Rewrote most of the menu system.
- Menus can now be coded declaratively, saving a lot of time and allowing quicker iteration.
- Extreme code refactoring and cleanup.
- The
glm
library is now being used all over the source code. No morevec3_t
.
- The
quakevr v0.0.3
- Added haptic feedback.
- Available when shooting, taking damage, interacting with items or buttons, and more.
- Added brand new particle system.
- Adds textured particles that can rotate, scale, and alter their transparency.
- Can be enabled/disabled (or have a multiplied effect) by changing the settings in the "VR Options" menu.
- Added bindings for Vive, Oculus, and generic controllers.
- This should fix the bug of not being able to use your controllers. Everything is configurable through the Steam VR interface.
- Snap turn increment adjustments are now in 5 degrees.
- Gives you more freedom to control your snap turn amount.
- Made episode 1 boss slightly easier.
- I made it too hard in the first release.
- Fix laser crosshair positions.
- Improve melee damage calculations.
- Should be more reliable, and hard hits are more impactful. Quad damage also counts as 6x for melee damage.
- Various bug fixes.
- Code cleanup.
quakevr v0.0.2
- Added Steam VR API support.
- Controller bindings can now be changed through the Steam VR interface.
- Added roomscale jump mechanic.
- Set your height in the "VR Gameplay Options" menu and jump in real life to jump in-game! Can be configured in the "VR Gameplay Options" menu.
- Improved hand collision detection and resolution.
- Player hands now collide against entities (e.g. enemies) and the collision resolution is more natural.
- Added setting to control menu rendering distance. Can be configured in the "VR Options" menu.
- Added setting to allow item interactions with the whole body.
- Allows items to be picked up by walking over them, or buttons to be pushed by walking into them. Can be configured in the "VR Gameplay Options" menu.
- Added speed modifier button and setting.
- Allows players to reduce/increase their speed by holding a button. Values can be configured in the "VR Gameplay Options" menu.
- Various bug fixes.
- Code cleanup.