SamuKata
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Quake4XR 0.1.2 (In The Shadows)

NOTE: After installing this new version, please ensure you delete Quake4/saves/q4base/Quake4Config.cfg, otherwise you will not get the new defaults in terms of shadows / refresh rate etc.

I'd wanted to drop this a bit sooner, but Quest 3 threw a spanner in the works as the game was not correctly scaling to 72fps. This caused a constant judder. Thankfully fixed after a lot of pain.

Still looking at general improvements rather than any specific level fixes like the stationary guns.

Change Log:

1) Working visible HUD and Objectives System

2) Implemented Dynamic Shadows - These are currently defaulted on for both headsets. However performance in the outdoor areas is a bit rough. Inside is better. If this causes you any discomfort you can turn off shadows from the Settings -> System -> Advanced Menu

3) Implemented Flashlight Shadows

4) Corrected in-game timings to allow 72hz mode (default for Quest 3 only)

5) Added per headset defaults

6) Tweaked general gun offset

7) Temporary new Main Menu (Via LennyGuy20)

8) Some small improvements to weapons (Via LennyGuy20)

Plan for Next Version:

1) Proper per gun offsets

2) Fix the sound system / doppler effect

3) Two Handed weapon holding

3) VR Menu

Download Site: www.quakevr.com/patreon

Instructions: https://trello.com/c/v2KaRjYX/42-install-instructions-quest-quest-2

Quake4XR 0.1.2 (In The Shadows)

Comments

Quake 4 is full fledged single player game just like Quake 1 and Quake 2 was. In cotrast to Quake 3 Arena which was MP only. It has got a freaking awesome SP campaign with some amazing looking scenes, especialy for standalone vr: Check some gameplay here: https://youtu.be/OwmLs97yC3Q?t=7347 -Bummser

Is quake 4 a single player campaign?

WIG

Thanks for the feedback. It will continue to improve! - Bummser

Tried version 012 using a Quest 3 for the first time, and have the following observations: - I only played up to the point where I was escorting the Medic back to the rest of the unit I was hooking up with. - Running the apk the 1st time did not create the folders; it only created the Quake 4 icon next to other recently played games. Running the apk a 2nd time did create the folder structure to where the pk4 files could be inserted. Starting up the game was not an issue. - Once into the game, everything advertised was working on the first try (flashlight, guns, dynamic shadows). The one thing I found out was NOT to screw with the reticule settings. Once I tried to do that (because to be honest, I could not detect an aiming reticule), my virtual hands/weapons were permanently offset. To get back to 'normal', I literally had to uninstall/reinstall everything. - Smooth locomotion was exactly that....smooth. I did not notice smooth turning being available. - The Dynamic Shadows work as advertised (e.g., better inside than outside) with the best example of when passing underneath those big-arse ceiling fans. Combining that with the flashlight shadow gave such a solid presence within the virtual world, that it is extremely easy to forget how 'old' the graphics are. The flashlight worked as advertised (with all weapons). - I attempted two-handed holding ????? when trying to use the left grip button. It slightly works for the gun, but with I have to 'force' it back into the center of the screen. When trying it with the rifle, it was too far off center to do anything useful with it. - The HUD is nicely implemented and have no issues with it at present. The objective 'screen' works well enough, it felt like it sat up just a little too high, but I would need to replay to confirm. - Weapon firing is much improved, with the only relevant features lacking are either a 'floating' reticule, or the ability to use a scope attached to a weapon (assuming such a thing is possible). What mostly occurs is my firing off a few 'tracer' rounds, to get a feel of where I am aiming. - NPCs were still speaking low until I was much closer to them. I'm sorry I don't play more of the game, but I'm not that much into trying to complete the game while VR is still under development. What I do see are continual signs of improvement, very much 'lock-in-step' with your statements. Onward to VR Victory with Team Beef!

Collin Drennen


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