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v1.1 - Weapon Wheel

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@GameOrDie007 GameOrDie007 released this 28 Sep 17:16
· 3 commits to main since this release

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.