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Releases: GameOrDie007/RazeXR-PCVR

v1.1 - Weapon Wheel

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@GameOrDie007 GameOrDie007 released this 28 Sep 17:16

Team Beef's RazeXR on PC VR, over OpenXR. The first update brings a weapon wheel, a crosshair that stays on the end of your gun, turning that feels right, menus the right shape, and Blood's two big fan campaigns.

New install: download the zip, extract it anywhere, run SETUP.bat once, then Play RazeXR PCVR.bat.

Updating from 1.0: extract the zip over your existing folder and let it replace the files. Your saves and settings are kept, because nothing in the zip touches them. Run SETUP.bat again only if you are adding Death Wish or MARROW.

New

  • A weapon wheel. Hold your gun hand's stick click and every weapon you are carrying hangs in a ring in front of you, as the same 3D models you hold. Reach towards one (it lights up) and let go of the stick to switch to it. Time slows while the wheel is open, so choosing is not a gamble (VR Options, Wheel Slow Motion). Crouch stays on X. Turn the wheel off in VR Options and the stick click crouches again.
  • Death Wish and MARROW, the two big Blood fan campaigns, are recognised like the official add-ons, with their own soundtracks. Own Blood: Refreshed Supply? There is nothing to do. It includes both, and Setup brings them across with the rest of Blood. Death Wish arrived in Refreshed Supply's patch 3.0, so update the game first. Otherwise get them free from their authors, put the zip in games\blood\ and run SETUP.bat. README.md has the details and the links.

Better

  • The crosshair stays on the end of your gun. It was placed 30 times a second while everything else is drawn every frame, so it trailed behind whenever you turned. It now moves with the gun, and it no longer sinks into the wall it is sitting on.
  • Snap turning no longer flashes the gun on the wrong side of the view for a frame.
  • Smooth turning is 120 degrees a second on Medium, whatever your headset's refresh rate. It used to be tied to the frame rate: about 270 a second at 90 Hz, faster still at 120. Slow, Fast and Very Fast scale from there.
  • Direction Mode can be Off. Besides following your head or your off-hand controller, the stick can now walk you the way your body faces, which only turning with the stick changes (VR Options, Direction Mode, Off).
  • Menus are the right shape and size. The splash, the main menu and the pause menu were stretched tall. They now keep the shape they were drawn in, and the pause menu sits comfortably in front of you instead of filling your view.
  • Alt-tab no longer freezes the headset. The game keeps drawing to the headset when its desktop window loses focus.
  • Sharper menu text. The game now tells the headset where each eye's picture was actually drawn, which lets the compositor's own correction line up.

For Valve Index and Pimax players

These were reported by players whose hardware we do not have, so please tell us how they go.

  • Valve Index controllers get a layout of their own: left trackpad press opens the menu, right trackpad press is the quick kick, and the A and B buttons work as X, Y, A and B. It is on by default, and left-handed play swaps the two trackpads.
  • SteamVR's controller binding screen now says what each button does (fire, jump, crouch, menu and so on) instead of naming the buttons, for anyone rebinding.
  • Pimax double vision (crossed eyes in game under Pimax Play) should be fixed by the eye position change above. If the world swims or shears on your headset, turn off VR Options, Troubleshooting, Fix Double Vision (Pimax) and send us razexr_vr.log.

Fixed

  • Turning Voxels off no longer takes the weapon out of your hand.
  • Starting the game with no headset connected no longer freezes on the first frame. It plays flat, as it should.

Known issues

Listed in full in README.md. In short: a handful of melee weapons have no voxel model anywhere, so they stay as sprites and are not on the weapon wheel, and Exhumed's and Redneck's weapons hold a single pose because no animation frames exist for them.

Licence and credit

GPL-2.0, inherited from Raze. Source is this repository.

Raze by Christoph Oelckers, Mitchell Richters and the ZDoom team. RazeXR by Team Beef. VRaze by Domyoji. Voxel Duke 3D by Cheello. The bundled voxel weapon models are here with their authors' permission, listed in THIRD-PARTY-PERMISSIONS.md. The games themselves by 3D Realms, Monolith, Lobotomy Software, Xatrix and TNT Team.

v1.0 - Initial Release

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@GameOrDie007 GameOrDie007 released this 10 Sep 02:53

Updated 10 September 2026. Two corrections since this went out, both to text
only. Team Beef's website address was wrong, and the people who made the voxel
weapon models are now named individually after Domyoji sent VRaze's Contributors
list. The engine is unchanged from the original upload — there is nothing to
re-download for.

Team Beef's RazeXR on PC VR, over OpenXR. First release.

Download the zip, extract it anywhere, run SETUP.bat once, then Play RazeXR PCVR.bat.

Setup needs nothing installed

No Python. Setup runs on the PowerShell that ships with Windows, finds the Build games you already own on Steam and GOG, and copies their data out of your own installs. None of that can be distributed, which is why it is taken from your machine.

It builds the in-hand weapon models from the same data, fetches the voxel packs that cannot be bundled, and writes a launcher for every game it ends up with.

Nineteen games

Duke Nukem 3D Atomic and its expansions (Duke it out in D.C., Caribbean, Nuclear Winter, Duke!ZONE II, Penthouse Paradise), World Tour with Alien World Order as episode five, Blood and Cryptic Passage, Shadow Warrior with Wanton Destruction and Twin Dragon, Redneck Rampage with Rides Again and Route 66, NAM, WWII GI with Platoon Leader, and Exhumed/PowerSlave.

What is in it

  • Voxel weapons in your hands — ninety-one models, every game covered. Thirty-five are built on your machine from your own game data; sixty-six ship here with their authors' permission.
  • Voxel monsters, props and scenery for Duke, Blood, Shadow Warrior and Exhumed, from the community packs.
  • Switch Game on the main menu and in every game's pause menu, with cover art, so you can move between all nineteen without taking the headset off.
  • A pause menu that hangs in the world. The menu is a panel floating in front of you while the game holds still around it — you can look around it, and your hands and weapon keep tracking. Team Beef's build put the whole paused frame on a virtual screen instead, which meant the world stopped being a world the moment you opened a menu. Off-hand stick click hides the panel for a clean screenshot.
  • A PC VR Options page — turning mode, anti-aliasing, HUD placement, and the panel's size, distance and behaviour.
  • A log per game, plus a startup log recording each stage, so a problem says where it happened.

Built against a 1:1 reference

Every PC addition was made only after a strict reproduction of their Quest build behaved identically to it on PC. Team Beef's VR layer applies to this tree essentially verbatim.

What you need

The games themselves, and Windows with an OpenXR runtime. Two catch people out:

  • PowerSlave / Exhumed must be the DOS release. The 2022 Nightdive remaster will not work. Take Steam's free soundtrack DLC with it, or the game has no music.
  • Blood must be One Unit Whole Blood, or a collection containing it.

Redneck Rampage's music lives in a separate free bonus download that GOG ships alongside the game rather than inside it. Leave that zip in Downloads and run Setup again, or unpack it where Setup tells you.

Known issues

Listed in full in README.md. The short version: a handful of melee weapons have no voxel model anywhere and stay as sprites; Exhumed's and Redneck's weapons hold a single pose because no animation frames exist for them; and the pause panel covers about 73 degrees of view at the default size, so a little of the shape change any flat surface shows as you turn to look along it is visible — Menu Depth and Menu Size under VR Options both reduce it.

Licence and credit

GPL-2.0, inherited from Raze. Source is this repository.

Raze by Christoph Oelckers, Mitchell Richters and the ZDoom team. RazeXR by Team Beef. VRaze by Domyoji. Voxel Duke 3D by Cheello. The bundled voxel weapon models are here with their authors' permission, listed in THIRD-PARTY-PERMISSIONS.md. The games themselves by 3D Realms, Monolith, Lobotomy Software, Xatrix and TNT Team.