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Quake2Quest
==========
Welcome to the first (and only I think!) 6DoF implementation of the Quake 2 Engine
Welcome to the first (and only I believe) full 6DoF implementation of the Quake 2 Engine in VR.
This is built solely for the Oculus Quest VR HMD and will *not* run on any other device.
The easiest way to install this on your Quest is using SideQuest, a Desktop app designed to simplify sideloading apps and games ( even beat saber songs on quest ) on Standalone Android Headsets like Oculus Quest and Oculus Go. It supports drag and drop for installing APK files!
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IMPORTANT NOTE:
---------------
IMPORTANT NOTE
--------------
This is just an engine port; though the apk does contain the shareware version of Quake2, not the full game. If you wish to play the full game you must purchase it yourself, steam is most straightforward: https://store.steampowered.com/app/2320/QUAKE_II/
This is just an engine port, the apk does contain the shareware version of Quake2, not the full game. If you wish to play the full game you must purchase it yourself (https://store.steampowered.com/app/2310/QUAKE/).
Copying the Full Game PAK files to your Oculus Quest
----------------------------------------------------
Copy the PAK files from the installed Quake2 game folder on your PC to the Quake2Quest/id1 folder on your Oculus Quest when it is connected to the PC. You have to have run Quake2Quest at least once for the folder to be created and if you don't see it when you connect your Quest to the PC you might have to restart the Quest.
This port DOES support mods, an excellent resource for finding out what you can do is here: https://www.reddit.com/r/quake2gearvr/
Bear in mind that the above sub-reddit is for the Gear VR version, which is not dramatically different, but the folder in which game data/saves etc resides is now Quake2Quest instead of QGVR.
Copy the PAK files from the installed Quake2 game folder on your PC to the /Quake2Quest folder on your Oculus Quest when it is connected to the PC. You have to have run Quake2Quest at least once for the folder to be created and if you don't see it when you connect your Quest to the PC you might have to restart the Quest.
Controls:
---------
* Open the in-game menu with the left-controller menu button
* Left Thumbstick - locomotion
* Right Thumbstick - Turn (if configured to do so in the options)
* A Button - Jump
* B Button - Adjust pitch of weapon to your preference (saved in config)
* Y Button - Bring up the text input "keyboard"
* Dominant Hand Controller - Weapon orientation
* Dominant-Hand trigger - Fire
* Off-Hand Controller - Direction of movement (if configured in settings, otherwise HMD direction is used by default)
* Off-hand Trigger - Run
* Grip Buttons - Switch next/previous weapon
* Right-thumbstick click change the laser-sight mode
Caveats
-------
This version of Quake2Quest is now updated and based on the excellent Yamagi Quake 2 Engine (https://www.yamagi.org/quake2/). The original project this port is _very_ loosely based on the Quake 2 port created by Stefan Welker for the Open Dive VR headset (https://www.durovis.com/en/opendive.html), however that build has been deprecated.
WARNING: There is a good chance that unless you have your VR-legs this will probably make you feel a bit sick. The moment you start to feel under the weather YOU MUST STOP PLAYING for a good period of time before you try again. I will not be held responsible for anyone making themselves ill.
Controls
--------
All these controls are for right-handed mode (vr_control_scheme 0), if you wish to use a left-handed control scheme then add the following to the config.cfg file and all buttons/sticks/controls will be switched:
```
set vr_control_scheme "10"
```
* Open the in-game menu with the left-controller menu button (same irrespective of right/left handed control)
* A Button - Crouch
* B Button - Jump
* Y Button - Bring up the cinematic screen view
* X Button - Show the "Help Computer" whilst X is pressed
* Dominant-Hand Controller - Weapon orientation
* Dominant-Hand Thumbstick - left/right Snap turn, up/down weapon change
* Dominant-Hand Thumbstick click - change the laser-sight mode on/off
* Dominant-Hand Trigger - Fire
* Dominant Grip Button - Show inventory screen (use up and down on the right stick to select inventory item and fire to select)
* Off-Hand Controller - Direction of movement (or if configured in config.cfg HMD direction is used)
* Off-Hand Thumbstick - locomotion
* Off-Hand Trigger - Run
* Off-Hand Grip Button - Weapon Stabilisation - with the machine gun this will reduce the scatter of the projectiles
* Off-Hand Thumbstick click - If cheats are enabled then this will give you ALL pickups/weapons
Useful CVARs
------------
You can set a cvar in the config.cfg in the following manner:
```
set vr_snapturn_angle "5"
```
|cvar|description|
| --- | --- |
|cheats|If set to 1 then you can click the off-hand thumbstick button to activate "give all", giving you all weapons, pickups etc|
|vr_snapturn_angle|Sets the angle of the snap turn, set to a value < 10 for smooth turning|
|vr_walkdirection|Set to 1 for HMD oriented movement direction|
|vr_control_scheme|Sets the control scheme (default: 0 - off-hand controller oriented, 1 - HMD oriented)|
|vr_height_adjust|Allows you to set a height adjustment (for seated play) value in metres|
Things to note / FAQs:
----------------------
* You are the weapon.. to make it truly 6DoF the location of the weapon is what the engine understands to be the player. So you can peek round corners and enemies won't spot you, but if you poke the gun round to shoot, they'll see you.
* The original soundtrack can work, you can find details here: https://www.reddit.com/r/quake2gearvr/comments/7r9eri/got_the_musicsoundtrack_working/
* You can change the right-thumbstick turn mode in the Options -> Controller menu, but be warned possible nausea awaits
* You can change handed-ness (for you left handers) in the Controller settings menu
* By default the direction of movement is where the HMD is facing, this can be changed in the menu to the direction the off-hand controller is facing (strafe-tastic)
* You can change supersampling in the commandline.txt file, though by default it is already set to 1.3, you won't get much additional clarity increasing it more and may adversely affect performance
* A number of the controller buttons are currently unmapped; future updates may give them function (see future to-dos on console commands for example)
* You can now use text input - Please see V1.1.0 release notes for instructions
* Mods and Texture packs *do now work*
* The Original Soundtrack in OGG format *does now work too*!
* Multiplayer is unlikely to work very well, if at all I'm afraid. I explain reasons why can be seen here (they apply to this as well as Lambda1VR): https://www.reddit.com/r/Lambda1VR/comments/dtutnx/so_whats_with_the_head_aiming_in_multiplayer/
* The folder into which the pak files from the full game and other things like mods and the OST shoud be copied is now called _Quake2Quest_, this is to avoid collision with the older configuration files for the previous version, it also means if you did prefer the vanilla version, you can roll back and all your saves will be intact.
Known Issues:
-------------
* If you use dpmod, you know that it applies an extra weapon offset (to the right); I've tried and failed to correct it, so for now the weapon doesn't line up with the controller at all, though the laser sight is correct
* Laser Sight out of alignment when very close to wall/object
* Any save games from the previous version will *NOT* work, this is due to the engine change.
* As mentioned, multiplayer probably doesn't work very well at all, if at all..
Credits:
--------
This build now includes modified weapon models that have had the hands and arms removed and are based on the HD weapon model pack that can be found here: http://realistic.tastyspleen.net/PAKS/HI%20RES%20PAKS/
VR Weapon Model modifications courtesy of @Baggyg
Future To-Dos:
--------------
* Add an off-hand world entity - such as Flashlight or the HUD
* Left-handed mode needs to have the axe model reflected and a mod created so it uses the left-hand model rather than the right
Building:
---------
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* Create a local.properties file in the root of the extracted Oculus Mobile SDK that contains the ndk.dir and sdk.dir properties for where your SDK/NDK are located (see Gradle documentation regarding this)
* To build debug you will need a _android.debug.keystore_ file placed in the following folder:
_oculus_sdk_dir_/VrSamples/Quake2Quest/Projects/Android
Alternatively you can use the docker image created by BrainSlugs83 which can be found here: https://github.com/BrainSlugs83/DockerOvrSdk