The popular mod, which allowed us to play with DK2, receives an update that decouples the look of the target and allows us to play Quake 2 with the commercial version of Rift.
Quake 2 make the leap to commercial virtual reality with support for the Oculus SDKthanks to Malcolm Smith’s update on Luke Groeninger’s Quake 2 VR mod. Version 2.0 of the popular mod, which allowed us to play in 2014 with our DK2, is based on Quakespasm, another mod that allows us to play, in this case, Quake 1 with the commercial version of Rift. Quake 2 VR allows us to move with classic movement and turns with comfort, if we want, since it is compatible with configurations in 180º or 360º. As for the control we can use keyboard and mouse, gamepad or motion controllers, although in the latter case we will not have absolute positioning of the weapons.
List of news:
- Oculus CV1 support (commercial version) with LibOVR 1.12
- Partial Touch support that allows you to use the controllers as gamepad and point with them. That is, we do not have absolute positioning of the weapons, but the orientation to aim.
- Turn in comfort mode, which can be customized or deactivated.
- Experimental auto crouch mode that allows the character to activate the crouch when doing so physically.
- Configurable Superspampling in the advanced VR options of the game menu.
- HUD and user interface adapted.
- Uncoupled the gaze of the targeted.
- Configure virtual reality options from the game menu.
- Gamepad support.
The authors have commented that Quake 2 VR should be playable by HTC Vive users, thanks to ReVive. To play the mod we have two versions available: one for those who have Quake 2, which we can download from here, and another for those who do not have the game who can download the shareware version and then download this other version of the mod. You can find more information on the official website.