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  • #173770
    slydog43
    Participant

    I can’t seem to get vorpx to hook into quake 4, works with quake 3 but I get error with quake 4. Latest vorpx 18.2.3 with quake 4 from steam. I also tried running vorpx with admin priv, but no change.

    #173767
    matteo39
    Participant

    Sorry, took a little break from VR. I have this working fairly well and also had the same trouble as you. The way around it was just to cycle through the different rendering modes in vorpx. When it cycles through it pops up in both eyes the sencond time around. strange. I hope this gets fixed as others will have this trouble. My issue seems to be with the FOV. It just seems too zoomed in. Not sure if its me or if its the game. When I change the FOV, sometimes it changes and other times it doesn’t. I hope others try to play and we get more information about this game. I want to play it badly, as I’m into ID retro stuff (playing lots of quake 2)

    i’ve cycle throught the different rendering modes (z3d, g3d, off..), and nothing, the games is rendered only on one eye (left). Only when i put render mode “off”, the game is in both eyes.
    what i can do?

    #173738
    matteo39
    Participant

    Sorry, took a little break from VR. I have this working fairly well and also had the same trouble as you. The way around it was just to cycle through the different rendering modes in vorpx. When it cycles through it pops up in both eyes the sencond time around. strange. I hope this gets fixed as others will have this trouble. My issue seems to be with the FOV. It just seems too zoomed in. Not sure if its me or if its the game. When I change the FOV, sometimes it changes and other times it doesn’t. I hope others try to play and we get more information about this game. I want to play it badly, as I’m into ID retro stuff (playing lots of quake 2)

    i’ll try it! i must to reinstall the game…

    #173264
    Demosthenes
    Participant

    Daikatana 1.3

    Just as an experiment I copied my old modified Daikatana xp installation over to Win10 and then updated it with the following:

    https://bitbucket.org/daikatana13/daikatana/overview

    A new fixed version which allows high resolutions etc.

    I know Daikatana was working before with a Quake 2 profile, but it’s nice that this newer version works too. Easy to install and nice 3d too.

    OculusRiftRocks
    Participant

    as i said before it is generally not a good idea to send the incorrect signal to an LCD monitor regardless of the reprecussions of the monitor, it is bad practice in any case.

    but yes it will look correct on the HMD but it is like dual signalling to 2 different displays, you would run it in a window on the alternate monitor which has different Res/AR properies and run it full screen on the main one that your using, imagine two monitors, one 4:3 1024×768, one 16:19 1920×1080, if you have software that ran the game on both monitors at 4:3 and the user looked at the 4:3 display, the 16:9 display would just have it in a window, you would not constantly feed the 16:9 1920×1080 display with a full screen forced 4:3 image that would be stretched, in general you would do this.

    also keep in mind this is how almost EVERY game runs on steamVR, Oculus Home & fan Mods, I’m very sure VorpX used to be like that as well, it has a windowsed SBS view like quake II fan mod, VorpX is the odd one out, its bad pracitce to do this, it just so happens that it’s not a major issues in most peoples cases but it is still incorrect to do this, but if VorpX used to show windows SBS view, can’t it easily do it again?

    OculusRiftRocks
    Participant

    its a new 12″ high end laptop monitor with a custom board, its very popular alternative solution to the bulky monitors with no matte and IPS finish which was my main reason for going down the custom route, this is the best monitor on the planet and will never give it up for anything.

    makezine.com/2011/09/06/33-board-turns-your-bare-lcd-into-working-monitor/

    This link sums it up, but it looks much better these days, its for people that want 13″ IPS and Matte rolled into one, you wont get that with conventional monitors.

    sadly VorpX does damage the monitor, the picture that is displayed flashes a lot when you run in 5:4, if you run the game for more than 5 minutes the picture on the desktop is runied for about 20 minutes, it needs to recouperate, i was only able to test quake 4 and return wolfenstion for 5 minutes to see what it was like but ultimataely couldn’t play it.

    in my experience every official steamVR and fan moded VR game has run in a window, serious sam 3, arizona sunshine and doom 3, this may be due to this issue, but to a much less severe extent for every case of user, overall I dont’ think you want to force a monititor to run at a much higher resolution and/or different aspect ratio than its native resolution in general, seems that VorpX is the odd one out runing in fullscreen monitor.

    maybe it can be looked into later, but I don’t think its a good idea to dismiss it too quickly, the standard seems to be to have it in a window not duplicated on monitor (then again i remeber seing robo recall on the monitor i think?)

    for now I will try to run games in a window, to see what that’s like.

    matteo39
    Participant

    with the new version of vorpx quake 4 and the first prey, which use the doom3 engine, they run perfectly, but wolfestein (2009, that uses the same engine) not working: vorpx shows the phrase “attaching to wolf2.exe”, but then the game does not appear in oculus .
    what can I do?

    #171823
    RJK_
    Participant

    You could try an OpenGL profile like from KOTOR or Neverwinter Nights 1, Quake 3 / 4 ect.

    #171443
    RJK_
    Participant

    Quake 4 profile doesnt show black screen anymore when pushing ESC. Though Quake3 profile (as far i remember) has HUD adjustment which is missing here. I have uploaded a profile to the cloud with G3D in FULL VR mode. Looks quite nice to me, push DEL for a nice 3rd person view. Only issue here is the HUD which still could be larger and better visible. Tell me if you like it.

    #171383
    RJK_
    Participant

    Using a quake 3 profile makes the headtracking work better, but 3D settings must be done very carefully. Leaving the game performes better with Quake 3, HUD has better quality, but still text is not readable. Black Screen appears with all profiles used when pressing ESC in order zu go back to main menu.

    #171351
    morbidexpression
    Participant

    I tried the ones Ralf suggested and the Quake 4 profile is the one to use with Neverwinter Nights: EE. You don’t need to remap edgepeek and all three modes work. Wish I could increase 3D strength a bit but there’s definitely SOME depth there, noticeable when adjusting camera. Very playable multiplayer if you like to use voice chat too.

    #171319
    Ralf
    Keymaster

    The older the game the better the chance to get an OpenGL title working with stereo 3D. Good base profiles for experiments are Quake, Quake 2, Quake 3, Quake 4, Star Wars Jedi Knight 2 and Amnesia, which all use slightly different stereo approaches or settings. As a last resort try the D2X-XL profile, which still uses the outdated (but most compatible since simplistic) pre 18.1.0 implementation.

    #171315
    morbidexpression
    Participant

    Neverwinter Nights: Enhanced Edition works for me now, I think I’m using a copy of the Quake III profile using nwnmain.exe in admin mode. In geometry 3D. It looks gorgeous zoomed out like a tabletop game but spazzes out and turns into a postage stamp occasionally. Hitting the middle mouse button seems to sort it out. Something with the camera settings and/or head tracking is going wonky but can probably be fixed easily.

    Piddled around on a persistent world server anyway since I had voice chat going with the mic on the rift, REALLY enjoyable to muck around half-playing D&D with people online despite the camera and cursor problems.

    Ralf, might be worth taking a look at profiles for NWN1:EE and NWN2, that worked for me as well and was goddamn delightful loading up an old module I made and running around rubberbanding in 3D throughout.

    If anyone can sort out the camera or find a good graphics setting that fixes these glitches, shout! They are redoing all the assets and character models for NWN:EE along with improvements to the UI and shaders, so things could improve significantly if we can adjust the UI in a few months.

    #169024
    Ralf
    Keymaster

    Theoretically yes, practically no. No Z3D in Q4. What you can try is an ini tweak to disable the framerate cap. I removed that from the settings optimizer due to the timing issues outlined above, but maybe faster moving speed and similar glitches are less distracting for you than the 3D glitch:

    1. Navigate to [Quake 4 install]\q4base
    2. Open Quake4Config.cfg with a text editor
    3. search for ‘com_FixedTic’ without the quotes, change the value to 1

    If ‘com_FixedTic’ is not in your ini, add it at the end of the file EXACTLY as below

    seta com_FixedTic "1"
    

    -1 is also supposed to do something, but didn’t when it was tested.

    #169013
    Ralf
    Keymaster

    DX11 TESO has Z3D, that what made clear in the changelog and nothing else was ever said anywhere. You should pester Zenimax to bring back DX9 support, the game had good Geometry 3D before they axed that. 😉

    Not sure what your issues may be with Prey 2007 and Quake 4, they work perfectly fine normally. If you installed them under C:\Program Files please make sure that you have write access to the game folders to ensure vorpX can change their config files.

    Alternatively try to install them somewhere else where Windows does not block write access per default.

    Also make sure to use the Steam versions of Quake 4/Prey 2007. Direct VR will probably not work on old CD versions (or versions you can ‘obtain’ on the internet).

Viewing 15 results - 61 through 75 (of 108 total)

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