It looks as though the developer of this port has gone dark (such a shame considering how popular these types of releases have become in the last few years).
So for those curious about playing this on the Oculus Quest, I've done some testing using Virtual Desktop (not tried Oculus Link yet, although this should work too) and the game does run and play well with a few oddities.
WHAT WORKS WELL:
Movement
HMD Turning
Door interaction
Shooting
Sound (after clicking mouse over game window)
WHAT NEEDS WORK:
Snapturning - Requires holding left trigger, and clicking down left thumbstick in the direction you wish to turn.
Accurate Aiming - Bullets seem to hit either much higher or much lower than you're aiming.
Difficulty - Appears to be locked to the hardest difficulty, I imagine to artificially increase playtime.
Further Episodes - This port comes with only the first episode and has no way to import your own.
Sound - Game is completely silent until you click the window again on your PC.
I'd be interested in hearing from people who attempted to play via Steam Link and whether other people have had issues with aiming or turning, and what their solutions were, if any.
you need winrar to extract the notepad, right click on the notepad and then click extract files, it will extract into a file adn inside will be the exec.
I'm using Oculus Rift and I couldn't get snap turning to work. I wish it was just on the right thumbstick like other games. Otherwise good work, I like how you have to reach out to open doors rather than just press a button. Now if only someone would add snap turning to that VR Doom port...
I can say the same here as above. The rift controller maps shown does not match the regular mapping at all (which all does fell nicely). The only that does not work is snapturn that could been mapped to the right stick.
There is actually a more updated version of OpenVR Doom available which adapts the changes from DrBeef's QuestZDoom and is ported to GZDoom 4.2.4 engine
Doesn't work for me either, the only snap turning I can do is by holding the left grip button and pressing X and that just turns left. Would be nice to have it just mapped to the right control stick like every other VR game in existence.
Love the Rift version, but the left controls don't seem to work. I can only get it to snapturn left with trigger + Y, I can't snap right. It would be much better to snapturn with the right analog flicks.
Snapturn does indeed now work on touch controllers with the rift, thank you! It is still a little tricky to use because you have to hold the trigger, pull the left stick to the right/left/down, and then click it in like a button to get it to turn. I think this just comes down to the way touch and vive wand inputs are mapped to similar but mechanically different controls. Any chance you could remove the need to click the stick and just make it trigger and flick the stick to snap turn (Triggering snapturn on MotionController ThumbLeft_X and MotionController ThumbLeft_Y) , or would this make vive wand controls awkward and make it snapturn any time your finger touches the touchpad? Maybe you'd need an option in the options menu that changes the input behavior based on if you select vive wand or oculus touch? Dunno, but I'd be interested in seeing how the input is handled. Thanks again for your hard work on this project, I hope you're continuing to develop it!
is there any way you can make the other 5 episodes and Spear of Destiny and just get the game to perform a file-check and require the WL6/SOD files of the original game (for legal reasons) before all but the first episode is available, then add a save system and difficulty select screen (so we aren't locked on "I am Death Incarnate")?
This project is very promising and would really benefit from the full game implementation (provided that it's made to require files from the full game to run so Bethesda doesn't sue).
Another Issue I get is when I run out of ammo I don't default to the knife. I have an empty firearm instead and for some reason I can't change to the knife without spending an incredible amount of time faffing around with the trackpad of the gun controller (I can change weapons quickly when they have ammo but not so much when my guns are empty), so I just die if there are enemies around when this happens, as this leaves me completely defenseless, and as the game is locked on "I am Death Incarnate" it's hardly fair.
Also, in the original Wolf3D, when you collect an extra life, it boosts your health and ammo. This is not happening on Wolf3D VR.
Is there any way to change the difficulty level? Judging by the enemy placement and the amount of damage I take, this game is locked on "I am Death Incarnate" so I don't last long, usually dying on level 2 or the secret level (depending on if I choose to use the secret elevator), then it's even less likely for me to ever finish the level as I am kicked to the start of the level with only the knife and a pistol with only 8 rounds. Please allow a difficulty level selection in the menu so I can tone down the difficulty. This game is harder in VR than it is normally, so I'd love to not get my ass handed to me all the time while also worrying about the Vive cable wrapping around my ankles while I play, or dealing with vertigo if using the track pad control scheme.
First of all nice work porting the first episode of Wolf3D to VR.
I have two problems though.
When I play with trackpad movement I get extremely dizzy, lose my balance and physically fall over, which is dangerous.
When I play with teleport mode, due to the furious combat of wolf3D I get my ankles caught up in my Vive's cable and nearly trip over.
maybe one day I'll get used to trackpad movement but at the moment I just get a dizzy spell and completely lose my balance. I was just lucky I landed on my recliner chair and not the art table on my other side, my PC or the hard wood floor.
Maybe add a seated mode, where I can use an Xbox One Controller and sit on my chair, you know, for safety reasons?
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It looks as though the developer of this port has gone dark (such a shame considering how popular these types of releases have become in the last few years).
So for those curious about playing this on the Oculus Quest, I've done some testing using Virtual Desktop (not tried Oculus Link yet, although this should work too) and the game does run and play well with a few oddities.
WHAT WORKS WELL:
WHAT NEEDS WORK:
I'd be interested in hearing from people who attempted to play via Steam Link and whether other people have had issues with aiming or turning, and what their solutions were, if any.
I'm guessing this was written in an environment that doesn't support Android, hence the lack of Go and Quest versions...?
Also, is there no way to import files from my old CD-ROM copy of Wolfenstein 3D so that I can play the whole thing...?
I think since this conversion is made in Unreal Engine there's no simple way to add the rest of the episode officially, which is a shame.
Not at all. It's just a matter of parsing a file, and that's entirely doable in UE.
u can
I had to send back one of my valve index controllers to get it fixed, can I still play the game with 1 controller?
hi,
uwu
Ive been trying to get this game for a while. When ever I try to download it, it downloads as a notepad. Any help?
you need winrar to extract the notepad, right click on the notepad and then click extract files, it will extract into a file adn inside will be the exec.
THANK YOU SO MUCH!!!!!!
I'm using Oculus Rift and I couldn't get snap turning to work. I wish it was just on the right thumbstick like other games. Otherwise good work, I like how you have to reach out to open doors rather than just press a button. Now if only someone would add snap turning to that VR Doom port...
I can say the same here as above. The rift controller maps shown does not match the regular mapping at all (which all does fell nicely). The only that does not work is snapturn that could been mapped to the right stick.
Hi! It's very cool. What's about Doom 1 & 2 in VR???
Search for GZDoomOpenVR
https://github.com/Fishbiter/gz3doom/releases
There is actually a more updated version of OpenVR Doom available which adapts the changes from DrBeef's QuestZDoom and is ported to GZDoom 4.2.4 engine
https://github.com/hh79/gz3doom/releases
thx boiis
How was this made? Incredible job, good work.
when i try to unzip it, it says there isn't anything in the folder. can help?
Cool as shit! Can't turn with the Oculus Rift S stick, but honestly I had a lot more fun ACTUALLY turning around and moving. Good stuff.
Doesn't work for me either, the only snap turning I can do is by holding the left grip button and pressing X and that just turns left. Would be nice to have it just mapped to the right control stick like every other VR game in existence.
game is good you need play very good
Great game and loads of fun greatly recommend
Love this, just wish the bullets were slower so I could dodge and actually survive.
It also works great with the Valve Index
Quest it dude if you can.
I have played it on the quest via vrdesktop and its cool but off some.
Release for quest and sideload vr please.Jesusavesouls !
Great Game!
Is there a chance of porting the game to the Oculus Quest?
Would be awesome!
Would love more of these classic games in vr! Great job!
Quest version maybe?
hello there i have a problem with the sound
Try clicking the game window on your PC.
Hello my sound on the game doesnt work could somebody help me ?
I had the same, on your computer click on the game window then it should work.
Try clicking the game window on your PC.
Yeah lets get apk for the quest.
Another bump for Quest Version, or Open Source so others can.
This game is most excellent!!
Loved the original and love this even more
Bump for Quest, even is sideload only
I'd kill (Nazis) for a Quest version!
Love the Rift version, but the left controls don't seem to work. I can only get it to snapturn left with trigger + Y, I can't snap right. It would be much better to snapturn with the right analog flicks.
Quest Support would be so cool !
Would it be possible for a port of this for Oculus Quest?
Snapturn does indeed now work on touch controllers with the rift, thank you! It is still a little tricky to use because you have to hold the trigger, pull the left stick to the right/left/down, and then click it in like a button to get it to turn. I think this just comes down to the way touch and vive wand inputs are mapped to similar but mechanically different controls. Any chance you could remove the need to click the stick and just make it trigger and flick the stick to snap turn (Triggering snapturn on MotionController ThumbLeft_X and MotionController ThumbLeft_Y) , or would this make vive wand controls awkward and make it snapturn any time your finger touches the touchpad? Maybe you'd need an option in the options menu that changes the input behavior based on if you select vive wand or oculus touch? Dunno, but I'd be interested in seeing how the input is handled. Thanks again for your hard work on this project, I hope you're continuing to develop it!
What DirectX version does this use? It wont launch.
is there any way you can make the other 5 episodes and Spear of Destiny and just get the game to perform a file-check and require the WL6/SOD files of the original game (for legal reasons) before all but the first episode is available, then add a save system and difficulty select screen (so we aren't locked on "I am Death Incarnate")?
This project is very promising and would really benefit from the full game implementation (provided that it's made to require files from the full game to run so Bethesda doesn't sue).
Another Issue I get is when I run out of ammo I don't default to the knife. I have an empty firearm instead and for some reason I can't change to the knife without spending an incredible amount of time faffing around with the trackpad of the gun controller (I can change weapons quickly when they have ammo but not so much when my guns are empty), so I just die if there are enemies around when this happens, as this leaves me completely defenseless, and as the game is locked on "I am Death Incarnate" it's hardly fair.
Also, in the original Wolf3D, when you collect an extra life, it boosts your health and ammo. This is not happening on Wolf3D VR.
Is there any way to change the difficulty level? Judging by the enemy placement and the amount of damage I take, this game is locked on "I am Death Incarnate" so I don't last long, usually dying on level 2 or the secret level (depending on if I choose to use the secret elevator), then it's even less likely for me to ever finish the level as I am kicked to the start of the level with only the knife and a pistol with only 8 rounds. Please allow a difficulty level selection in the menu so I can tone down the difficulty. This game is harder in VR than it is normally, so I'd love to not get my ass handed to me all the time while also worrying about the Vive cable wrapping around my ankles while I play, or dealing with vertigo if using the track pad control scheme.
First of all nice work porting the first episode of Wolf3D to VR.
I have two problems though.
When I play with trackpad movement I get extremely dizzy, lose my balance and physically fall over, which is dangerous.
When I play with teleport mode, due to the furious combat of wolf3D I get my ankles caught up in my Vive's cable and nearly trip over.
maybe one day I'll get used to trackpad movement but at the moment I just get a dizzy spell and completely lose my balance. I was just lucky I landed on my recliner chair and not the art table on my other side, my PC or the hard wood floor.
Maybe add a seated mode, where I can use an Xbox One Controller and sit on my chair, you know, for safety reasons?
Great game guys! Any chance of simplifying the snap turning?