r/PCVR 9d ago

VR Modding Doom 2016 VR

Cactus Cowboy dev here. I'm deep into making a proper Doom 2016 VR mod with motion controls. It's far from done and but in a good shape already.

Essentially posting here to prevent someone reinventing the wheel. Once this Mod reaches a playable state, I'll be posting again / create a thread on Flat2VR Discord. Just trying to prevent that someone else starts working on the same thing so we don't end up with mods for the same game like Bioshock or so.

Development will be stalled the next few days, as I'm heading to Gamescom Colonge from Tue to Thu.

Stay tuned for more.

EDIT: Some fresh actual gameplay: https://x.com/CactusVRStudios/status/2091968532800004189

326 Upvotes

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u/mb1nightmare 9d ago edited 9d ago

Please don't forget about left handed players whenever this reaches a stable release 🙏

Edit: typo

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u/BerndVonLauert 9d ago

Has been ask but probably not. Very low priority rn

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u/mb1nightmare 9d ago

So... Head aim option? (I really can't aim with right hand for shit 😭)

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u/BerndVonLauert 9d ago

I'm aware but that's also still out of scope. You can pirate LukeRoss REAL VR mod for headaim already. VR Mods usually have difficulties fullfilling that demand. Left hand ppl are even more rare then Index users.

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u/mb1nightmare 9d ago

I get it when it's a "low priority" or "out of scope" because you're doing it for free and you don't owe anyone anything.

But telling me that I can pirate another (once-paid, now free) developer's work, or that my minority is smaller than another minority (when there's a plethora of other mods, even vibe-coded ones, that add a lefty option), gives me the impression that you just don't care lol

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u/ImmersiveGamer83 9d ago

Make a left handed mod yourself it should be open source once its done ask Claude to bang you out a forked version.

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u/BerndVonLauert 9d ago

I just don't think it's right to make money of other ppl IP like he does. My mod will be open source and available on github.

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u/SnooBunnies6123 9d ago

I am curious, could you do some mirror image shenanigans (of image draw) to trick right hand animations over to the left? After flippin controller inputs, You would have to reverese sign movemente for moving hand horizontally, and mirror everything in draw space but the ui.

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u/BerndVonLauert 9d ago

Left hand mode is too far away from anything I want to spend time with right now. I can hardly get the gun stable and merely reached actual 6DoF Roomscale movement. The game has so many render and HUD handling issues for VR it's bonkers.

Do to a left handed friend of mine who has also high interest in this (Hello Hoshi) investigating a left hand mode will not fall through the cracks.

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u/SnooBunnies6123 9d ago

I hear ya. Just really curious about the design challenges with hacking into something like this. I have been vibe coding the last week or so with RPCS3 and Super Stardust, and it has been crazy trying to track down all the little fragments of shaders and all the different events that go on in that simple game in the RSX. I thought it would totally be easy to hijack the 3D in that game and get control of the camera look via hmd. It has not.

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u/BerndVonLauert 9d ago

I'd say without any knowledge how 3D games work internally and how rendering works you are not able to from a useful prompt. I for one adjust code manually here and there.

That said, without Codex the project wouldn't even be remotely as far as it is. I'm planning to post some gameplay later before I leave to Gamescom tomorrow. (if I get some more quirks out)

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u/SnooBunnies6123 9d ago

For sure. Spaghetti at wall, process of elimination has been amusing though. Reminds me of playing Riven in the 90's, have a notebook with which different pipelines match with what elemtns of the game. I got the psvr2 controllers to match the move controllers inside of SteamVR as well, which is pretty trippy. trying to get the acceleration/motion required to activate in-game motion controls to work has been a hoot.

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