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Quakespasm-OpenVR

OpenVR support integrated into Quakespasm.

Forked from Zackin5's OpenVR port of Dominic Szablewski's (Phoboslab) Oculus modification of Quakespasm Forked from Dominic Szablewski's (Phoboslab) Oculus modification of Quakespasm and utilizing the OpenVR C wrapper by Ben Newhouse.

Cvars

  • vr_enabled – 0: disabled, 1: enabled
  • vr_crosshair – 0: disabled, 1: point, 2: laser sight
  • vr_crosshair_size - Sets the diameter of the crosshair dot/laser from 1-32 pixels wide. Default 3.
  • vr_crosshair_depth – Projection depth for the crosshair. Use 0 to automatically project on nearest wall/entity. Default 0.
  • vr_crosshair_alpha – Sets the opacity for the crosshair dot/laser. Default 0.25.
  • vr_aimmode – 7: Head Aiming, 2: Head Aiming + mouse pitch, 3: Mouse aiming, 4: Mouse aiming + mouse pitch, 5: Mouse aims, with YAW decoupled for limited area, 6: Mouse aims, with YAW decoupled for limited area and pitch decoupled completely, 7: controller attached. Default 7. (Note I haven't been very careful about maintaining these other modes, since they're obsolete from my point of view).
  • vr_deadzone – Deadzone in degrees for vr_aimmode 5. Default 30.
  • vr_viewkick– 0: disables viewkick on player damage/gun fire, 1: enable
  • 'vr_world_scale' - 1: Size of the player compared to normal quake character.
  • 'vr_floor_offset' - -16: height (in Quake units) of the player's origin off the ground (probably not useful to change)
  • 'vr_snap_turn' - 0: If 0, smooth turning, otherwise the size in degrees of each snap turn.

Note about weapons

Quake's weapons don't seem to be particularly consistently sized or offset. To work around this there are cvars to position/scale correct the weapons. Set up for the default weapons are included but mods may require new offsets.

There are 20 slots for weapon VR offsets. There are 5 cvars for each (nn can be 01 to 20):

  • 'vr_wofs_id_nn' : The model name to offset (this name will be shown when equipping a weapon that doesn't have a VR offset
  • 'vr_wofs_scale_nn' : The model's scale
  • 'vr_wofs_x_nn' : X offset
  • 'vr_wofs_y_nn' : Y offset
  • 'vr_wofs_z_nn' : Z offset

You can place these in an autoexec.cfg in the mod's directory.

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Continuation of Zackin5's vive support integrated into Dominic Szablewski's Oculus modification of Quakespasm.

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