‘Doom 3’ Rips & Tears onto Oculus Quest with This Unofficial Mod

As you’d imagine, Doom 3 (2004) wasn’t built for VR. But thanks to work by consummate modders Team Beef, the iconic first-person shooter from id Software can finally be played in all its horrific goodness on Oculus Quest, replete with Touch controls. There’s a few hoops to jump through to get it working, but it’s all in the name of doom-slaying.

Simon Brown (aka ‘Dr. Beef’) released the mod in full on SideQuest this week, which lets you port the game’s original files to the newly rejiggered VR-compatible game engine.

The project doesn’t contain any of the original copyrighted assets, so you’ll need to legally own Doom 3 if you want to play on Quest or Quest 2. At the time of this writing, only the original Doom 3 works (not Doom BFG). You can grab it over on Steam for $5.

The mod itself is free, however the team is also accepting donations through PayPal.

To play, you’ll need to roll up your sleeves and get under the hood a bit. Firstly, you’ll need to set up SideQuest for either your original Quest or Quest 2. Check out our guide on how to install SideQuest to get started.

From there, follow this step-by-step guide on the Doom 3 Quest website, which requires you to copy a few PK4 files from the installed Doom 3 game folder on your PC to the relevant SideQuest folder.

Team Beef says multiplayer isn’t available yet, however it’s not off the table.

“There is a possibility [multiplayer] may come later, but is however a lot of work,” the team says. “The networking code changed hugely from Doom 3 to BFG. Once this is stable and released we can review our options.”

Considering the team brought to SideQuest Return to Castle WolfensteinQuake, Quake 2, Doom, and Half-Lifeit’s hard to think of a more capable group up to the job.

– – — – –

If you have a PC VR headset, you won’t be able to play this specific mod, although there are others out there. Team Beef suggests downloading the ‘Fully Possessed Mod’ on Github to get you chainsawing and ripping through Hell’s ugliest baddies.

The post ‘Doom 3’ Rips & Tears onto Oculus Quest with This Unofficial Mod appeared first on Road to VR.

Doom 3 mit Oculus Quest und Quest 2 spielen

Simon Brown ist es gelungen, Doom 3 auf der Oculus Quest und Oculus Quest 2 spielbar zu machen. Der Klassiker erschien 2004 für den PC und kann ab sofort direkt auf der Oculus Quest ausgeführt werden.

Doom 3 mit Oculus Quest und Quest 2 spielen

Damit ihr Doom 3 auf der Oculus Quest spielen könnt, müsst ihr eine originale Kopie von Doom 3 besitzen (nicht die BFG-Edition). Die richtige Version findet ihr hier. Anschließend müsst ihr Sidequest starten und dort DOOM3QUEST auf die Quest installieren und die Anwendung ausführen. Dieser Schritt wird euch das Spiel nicht öffnen, aber die nötigen Ordner anlegen, die ihr nun befüllen müsst.

Geht in euren Steam-Ordner (PC) in das Verzeichnis von Doom3 (Steam/steamApps/common/Doom3/) und kopiert die folgenden Daten auf eure Oculus Quest in das Verzeichnis “/Doom3Quest/base” (wenn ihr kein Ordner mit dem Namen “Base” findet, dann legt ihn an):

game00.pk4
game01.pk4
game02.pk4
game03.pk4
pak000.pk4
pak001.pk4
pak002.pk4
pak003.pk4
pak004.pk4
pak005.pk4
pak006.pk4
pak007.pk4
pak008.pk4

Fertig. Nun sollte Doom 3 auf eurer Oculus Quest oder Oculus Quest 2 spielbar sein. Auf der Oculus Quest 2 soll Doom 3 besser laufen, jedoch wissen wir nicht, welche Unterschiede es im Detail gibt. Hier findet ihr die komplette Anleitung des Entwicklers.

Die Quest 2 ist in Deutschland nicht verfügbar. Ihr könnt sie aber über Amazon Frankreich mit eurem Amazon.de Account bequem bestellen und erhalten sie in wenigen Tagen. Eine detaillierte Anleitung findet ihr hier und unseren Langzeittest zur Quest 2 findet ihr hier.

Der Beitrag Doom 3 mit Oculus Quest und Quest 2 spielen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

John Carmack Keynote: The 11 Most Interesting Things He Said At Facebook Connect

Facebook’s technical guide John Carmack spoke unscripted for more than an hour on September 16th.

Carmack’s talk followed a day of presentations and a news-packed keynote formally announcing the $299 Oculus Quest 2 powered by Facebook. The talk came at the end of the day and requires your full attention to process in real-time, so it’s totally understandable if you haven’t had time yet to watch it.

The densely packed talk covers the internal debate over the prospect of a wireless PC VR “Air Link” for Oculus Quest as well as the overall execution of Facebook’s social VR strategy. I’ve listened through the talk a couple times now and pulled out the following 11 quotations to highlight the most interesting things Carmack said.

Facebook Defying Distance

“This could be kind of insensitive but the global lockdown and pandemic should have been sort of the global coming of age for virtual reality where this was the opportunity to defy distance, defy reality, and all of that, but we’re only sort of accidentally benefitting from this, where not only were we sold out most of the time — we couldn’t just produce units that people wanted to buy, and that is not an easy thing to just rapidly change….but worse, all of our social experiences were basically killed or deprecated…so we made this huge bet on Horizon.” — 00:03:03

Location-Based VR Killed By COVID-19

“Unfortunately location-based VR has probably taken a terminal hit from this. It’s going to be a long time before people probably feel comfortable going someplace and putting on a shared public headset and that’s, you know, too bad.” — 00:05:12 

Exercise In VR Is A Winning Application

“Exercise as a primary application of VR is really winning…People are ok with kind of making a sweaty mess in their own personal headset.” — 00:06:00 

Quest 2 “Very Close To A Pure Win”

“The original Quest turned out to be more right than we really expected…Quest 2 is better, faster, cheaper, and we’re making a ton more of them…this is very close to a pure win…The actual resolution is 3664×1920 but it’s a full RGB stripe…that means it is a little over twice the number of subpixels [as compared to Quest].” — 00:14:06

“You Could Start Doing Real Work” With VR Now

“You can have multiple 1080 screens…this is getting to the point where you could start doing some real work with it, it might have some advantages over laptops in some situations.” — 00:16:33

Oculus Quest’s Wireless “Air Link”

“We still haven’t announced a full wireless connection system for Link and we have these interminable arguments internally about this — about quality bars — and I…can say right this very minute someone is using a wireless VR streaming system and getting value from it…we should have some kind of an Air Link.” — 00:31:29 

Improved Headset Cameras After Quest 2

“Whatever the next headset is we’ve got to get higher resolution on the tracking cameras.” — 00:59:12 

Ultra Lightweight Headsets

“We did look at this for the latter days of Gear VR, doing this kind of two part plug-in instead of drop-in, and there may still be some useful things to go there…There are still some things for which Go is the best headset.” — 01:00:45

VR Phone Calls

“Eventually putting on the headset should be as seamless as answering a phone call because eventually you might sort of be answering phone calls in VR if we get to where we want to be with communication…you want to be able to be paged, put on the headset and just immediately be there. …” — 01:02:04 

Competing Visions

“Having things converged now on our VR platforms is an enormous relief. It’s really hard to overstate how much drama internally this has been over the years, where my vision for VR was always as this universal device — we should be able to play games, we should be able to browse the web, we should be able to do productivity things, we should be able to connect to a PC, to cloud services…its virtual, we can do anything, it should be universal. But most of the other founders were really about ‘we want this high-end awesome gaming system’ and this caused enormous tension through the years. And its kind of ironic how we wound up with this system where we have this lower-powered gaming focused device which wasn’t really what anybody was aiming for at the beginning…” — 1:02:31 

Future Controllers

“Maybe you have a controller-free SKU but the controllers are more expensive but they never lose tracking.” — 1:08:47 

John Carmack Keynote: The 11 Most Interesting Things He Said At Facebook Connect

Facebook’s technical guide John Carmack spoke unscripted for more than an hour on September 16th.

Carmack’s talk followed a day of presentations and a news-packed keynote formally announcing the $299 Oculus Quest 2 powered by Facebook. The talk came at the end of the day and requires your full attention to process in real-time, so it’s totally understandable if you haven’t had time yet to watch it.

The densely packed talk covers the internal debate over the prospect of a wireless PC VR “Air Link” for Oculus Quest as well as the overall execution of Facebook’s social VR strategy. I’ve listened through the talk a couple times now and pulled out the following 11 quotations to highlight the most interesting things Carmack said.

Facebook Defying Distance

“This could be kind of insensitive but the global lockdown and pandemic should have been sort of the global coming of age for virtual reality where this was the opportunity to defy distance, defy reality, and all of that, but we’re only sort of accidentally benefitting from this, where not only were we sold out most of the time — we couldn’t just produce units that people wanted to buy, and that is not an easy thing to just rapidly change….but worse, all of our social experiences were basically killed or deprecated…so we made this huge bet on Horizon.” — 00:03:03

Location-Based VR Killed By COVID-19

“Unfortunately location-based VR has probably taken a terminal hit from this. It’s going to be a long time before people probably feel comfortable going someplace and putting on a shared public headset and that’s, you know, too bad.” — 00:05:12 

Exercise In VR Is A Winning Application

“Exercise as a primary application of VR is really winning…People are ok with kind of making a sweaty mess in their own personal headset.” — 00:06:00 

Quest 2 “Very Close To A Pure Win”

“The original Quest turned out to be more right than we really expected…Quest 2 is better, faster, cheaper, and we’re making a ton more of them…this is very close to a pure win…The actual resolution is 3664×1920 but it’s a full RGB stripe…that means it is a little over twice the number of subpixels [as compared to Quest].” — 00:14:06

“You Could Start Doing Real Work” With VR Now

“You can have multiple 1080 screens…this is getting to the point where you could start doing some real work with it, it might have some advantages over laptops in some situations.” — 00:16:33

Oculus Quest’s Wireless “Air Link”

“We still haven’t announced a full wireless connection system for Link and we have these interminable arguments internally about this — about quality bars — and I…can say right this very minute someone is using a wireless VR streaming system and getting value from it…we should have some kind of an Air Link.” — 00:31:29 

Improved Headset Cameras After Quest 2

“Whatever the next headset is we’ve got to get higher resolution on the tracking cameras.” — 00:59:12 

Ultra Lightweight Headsets

“We did look at this for the latter days of Gear VR, doing this kind of two part plug-in instead of drop-in, and there may still be some useful things to go there…There are still some things for which Go is the best headset.” — 01:00:45

VR Phone Calls

“Eventually putting on the headset should be as seamless as answering a phone call because eventually you might sort of be answering phone calls in VR if we get to where we want to be with communication…you want to be able to be paged, put on the headset and just immediately be there. …” — 01:02:04 

Competing Visions

“Having things converged now on our VR platforms is an enormous relief. It’s really hard to overstate how much drama internally this has been over the years, where my vision for VR was always as this universal device — we should be able to play games, we should be able to browse the web, we should be able to do productivity things, we should be able to connect to a PC, to cloud services…its virtual, we can do anything, it should be universal. But most of the other founders were really about ‘we want this high-end awesome gaming system’ and this caused enormous tension through the years. And its kind of ironic how we wound up with this system where we have this lower-powered gaming focused device which wasn’t really what anybody was aiming for at the beginning…” — 1:02:31 

Future Controllers

“Maybe you have a controller-free SKU but the controllers are more expensive but they never lose tracking.” — 1:08:47 

John Carmack Talks Oculus Quest 2, XR2 & ‘Air Link’ To PC VR

Backed by a triple monitor setup, Facebook’s part-time technical guide John Carmack spoke about the state of VR this week unscripted and largely uninterrupted for roughly 82 minutes.

Wikipedia gives the runtime of the movie “This Is Spinal Tap” as 82 minutes. So you could hit play on the movie at the same moment Carmack starts talking, and you’d be at the end of the movie just about the time Carmack finishes saying “and I think I’m about done here.” During the unbroken stream of consciousness closing out Facebook Connect on Sept. 16, the co-creator of Doom, rocket scientist, and long-time VR enthusiast covers everything from Oculus Quest 2 and its “state-of-the-art” XR2 chipset to the Oculus Link PC VR connection, internal drama at Facebook, and their push toward a general purpose computing system.

In the comments and description of the video below I’ve got a guide taking you directly to some of the most interesting comments. One in particular comes up around 31 minutes and 28 seconds into the talk when Carmack discusses a wireless connection between a gaming PC and Oculus Quest.

“We still haven’t announced a full, like, wireless connection system for Link,” Carmack acknowledged. “And we have these interminable arguments internally about this — about quality bars — and I…can say right this very minute someone is using a wireless VR streaming system and getting value from it.”

Guy Godin’s Virtual Desktop, of course, is one of the most obvious examples. The version of the app available through the Oculus Store for Quest doesn’t allow owners to play their PC VR games wirelessly due to restrictions imposed by Facebook, given variability in the quality of the experience. Plenty of people venture onto SideQuest, though, and install a patch that unlocks this capability. Though Carmack doesn’t specifically name Virtual Desktop in his comments, he essentially points out solutions like that are “clearly meeting someone’s minimum quality bar and delivering value because they keep coming back and doing it…so I continue to beat that drum where we should have some kind of an ‘Air Link.'”

That’s the first time we’ve noted that term “Air Link” and it’s interesting to hear him speak this openly about the situation surrounding a wireless PC VR connection. Oculus Quest is already one of the leading PC VR headsets used on Steam via methods like Oculus Link and Virtual Desktop, and Oculus Quest 2 is poised to send a lot more Facebook headsets into use on Steam starting in October.

We’ll have updates as soon as we hear more about Facebook’s plans for wireless PC VR games on Oculus Quest. I encourage you to check out some of Carmack’s comments at the time stamps noted as chapter markers in the video above. Carmack’s comment’s provide a a rare view into Facebook’s internal team dynamics while providing glimpses of the road ahead sprinkled throughout.

Here’s some more time stamps to jump to as well:

  • 00:03:03 “Global lockdown and pandemic should have been sort of the global coming of age for virtual reality…”
  • 00:05:12 “Unfortunately location-based VR has probably taken a terminal hit from this…”
  • 00:06:00 “People are OK with kind of making a sweaty mess in their own personal headset..”
  • 00:08:55 “Lag in reality like that – it grates — and it is fixable and it’s something we could make a difference on and that could make a real difference in a lot of these meetings…”
  • 00:12:07 “You have to get everything right and then you’ve got reality as something just seamlessly flows into the simulation, sometimes I talk about how it would be interesting to go ahead and take the lighting in a room and synchronize that up with our screen flashes…”
  • 00:14:06 “Quest 2 is better, faster, cheaper, and we’re making a ton more of them…this is very close to a pure win..”
  • 00:14:54 “The actual resolution is 3664×1920 but it’s a full RGB stripe…that means it is a little over twice the number of subpixels [as compared to Quest]”
  • 00:16:33 “This is getting to the point where you could start doing some real work with it, it might have some advantages over laptops in some situations.”
  • 00:17:36 Field of View and IPD: “It’s better than Rift S or Go that had no adjustment at all and it has allowed us to get this kind of much better screen for it.”
  • 00:18:34 “It is clearly the best display that we’ve ever had.
  • 00:31:29 “We still haven’t announced a full wireless connection system for Link…we should have some kind of an Air Link”
  • 00:32:47 Qualcomm XR2…”for the first time we are using a state-of-the-art chip”
  • 00:59:12 “Whatever the next headset is we’ve got to get higher resolution on the tracking cameras.”
  • 01:00:45 “We did look at this for the latter days of Gear VR, doing this kind of two part plug-in instead of drop-in, and there may still be some useful things to go there.”
  • 01:00:59 “There are still some things for which Go is the best headset”
  • 01:02:04 “Eventually putting on the headset should be as seamless as answering a phone call…”
  • 1:02:31 “Having things converged now on our VR platforms is an enormous relief. It’s really hard to overstate how much drama internally this has been over the years…”
  • 1:03:12 “We have this low-powered gaming focused device which wasn’t really what anybody was aiming for at the beginning…”
  • 1:05:17 “Getting the more inexpensive systems out on VR is critical, and eventually we can have our super high-end boutique things…”
  • 1:08:47 “Maybe you have a controller-free SKU where the controllers are more expensive but they never lose tracking…”
  • 1:12:06 “It is all about the headset learning to understand the world around it…”
  • 1:18:41 “We’ve got our push to be a general purpose computing system…”
  • 1:19:40 “I think we need more Android applications…”
  • 1:21:40 “And I think I’m about done here…”

Tom Hall Interview — Why Doom Co-Creator Is Making Virtual Reality Games

Tom Hall is a versatile game designer with over three decades of experience. He has worked on note games such as Doom, Duke Nukem, Rise of the Triad, Wolfenstein 3-D, and Anachronox (all traditional games). But he has also shown interest in the broader craft of making games for other platforms, working on the Diner Dash mobile games at PlayFirst and later at Glu Mobile.

Now he’s shifting his focus to virtual reality games. This week he announced he’s joining Resolution Games, the Stockholm, Sweden-based company that Candy Crush Saga co-creator Tommy Palm runs. Hall has joined as a senior creative director and said he’s happy to work on “de-stressors,” or games that reduce daily stress.

Hall started his career at id Software as one of four cofounders, making legendary first-person shooter games for the PC. He left to cofound Ion Storm and rode that company through its rise and fall. His colleague from the id days, John Carmack, became the chief technology officer at Oculus and pioneered mobile VR before moving to a consulting role last fall.

Hall’s endorsement comes at an interesting time for VR, which has struggled to find its footing. Initial sales are far below what advocates hoped for around 2014, but passion for VR abides, and headsets such as the Oculus Quest have been selling out during the pandemic. I talked with Hall about the arc of his career and why he was drawn to VR and augmented reality games.

Resolution Games has published VR games that include Bait, Acron: Attack of the Squirrels, Angry Birds VR: Isle of Pigs, and Wonderglade. The company employs 66 people and is working on Cook-Out: A Sandwich Tale and Blaston.

Here’s an edited transcript of our interview.

Above: Tom Hall worked on titles like Restaurant Dash With Gordon Ramsay

Image Credit: Glu

GamesBeat: What’s been going on? You left Glu not long ago.

Tom Hall: Yeah. It was a wonderful experience over seven years. The team felt like a family. Our studio was really special. I’ve been following VR for a very long time. With the team, I made a VR game in 1992, Wolfenstein VR. It was a nice peek at the future.

GamesBeat: Did that ever make it out into the market?

Hall: It was an arcade machine. You lowered a helmet over yourself and controlled it with a joystick. The field of view was a little bit wider. It was an interesting project to try, very early on. I’ve been interested in VR and AR for a long time. I have a ton of headsets, a ton of games. Back at Glu, we released VR titles and things with AR features. It’s a fascinating medium to explore as a game designer.

That’s one of the reasons I was thinking — there were the first early starts. “Gee-whiz, this is a shiny new toy.” Now we’re in companies that are serious about taking VR and AR into the future, thinking about what game experiences could be besides just playing basketball or things like that. Something a little deeper. It’s an interesting time to be in the space. AR is going to infuse our lives. VR is going to grow into a more mature medium. We used to ask if a game could make you cry, if the sense of personal reality could be so strong. With the right experience, you’re going to cry your eyes out.

This is a great time to be making VR content at a premier VR and AR developer. I’m really excited about it.

GamesBeat: Why have you been so open to new platforms throughout your career? You were in the PC world. You were in mobile. You’re moving to VR here. Other people tend to stick with the things they started around.

Hall: At id, we had a thing where we made Gamer’s Edge games and id games. We tried all sorts of games. That was exciting. As we sort of co-invented the first-person shooter, it was like — we made five of those, refining the process of it, from Hovertank on. To me, who [got] the honor of defining and refining the basics of what FPS controls are, how you move in 3D, how you take actions — that was a heavy honor to have.

Now we’re past the initial phase of that in VR, how you move and so on. But we’re still finding out what actions you can take in the environment, what actors and items in the space can mean. The emotions and experiences that we can draw out going forward need to grow beyond fear and vertigo. We want to explore how meaningful an experience you can have and get beyond just shooters that are scary. What experience can be novel, given this first-person, very intimate experience?

Resolution Games' Acron: Attack of the Squirrels.

Above: Resolution Games’ Acron: Attack of the Squirrels.

Image Credit: Resolution Games

GamesBeat: What titles did you work on at Glu?

Hall: I did Diner Dash, Cooking Dash, and Restaurant Dash with Gordon Ramsay, and I worked on Diner Dash Adventures. We had a new technology panel, also, so we kibitzed on various VR and AR features for games. My most recent title out was Diner Dash Adventures.

GamesBeat: In that case, where people would say “These aren’t real games, the real games are Quake and Doom,” what was your answer to that?

Hall: Free-to-play games are fun, bite-sized de-stressors. You can enjoy a game loop over a period of days. In a way, it fits the VR session experience. People will play a session of VR and then pick it up the next day. That’s a natural move onward. I don’t think that it’s valid to say that these games are better than these other games. I love all kinds of games. Making Wolfenstein and Doom was an amazing experience, and making free-to-play games that millions of people play is an amazing experience too. I just want to put fun experiences that have strong character and personality in front of people, and I hope that they enjoy them.

GamesBeat: How many game companies have you worked at now?

Hall: I’ve been in the industry 33 years, and I’ve been making games for 40. I don’t have that count on me, but it was id, and then Apogee and 3D Realms. Ion Storm. MonkeyStone Games. Then I went to work for Midway, and then KingsIsle, Loot Drop. Then PlayFirst/Glu Play, which is now part of Glu Mobile, and now here.

GamesBeat: What did you consider to be the most fun, and why?

Hall: They’ve all been fun, awesome experiences. Maybe the craziest part was when we first got a check for Commander Keen and realized we could make games for a living. But we were also on a death crunch for years and years. It was great because we loved making games and we were young, but there’s something to be said for work-life balance. I’ve enjoyed every period because I’ve always tried to seek new challenges instead of sitting down. You talked about the variety of games. I like finding what’s cool and new each time, so there’s always a new challenge and I’m always learning.

GamesBeat: Do you feel you eventually hit that work-life balance?

Hall: I think so. The industry is maturing a bit. I still have that in me. If I’m going to sleep and I think of an idea, I’ll stay up and write it out. But it’s by choice, not because of the system.

GamesBeat: It doesn’t feel like we’re at a place where people are accepting all gamers and all games as “real,” I guess. I feel like we still have a ways to go to get there.

Hall: Some gamers are reacting to these new kinds of games. “Oh my gosh, this rock-‘n’-roll music is horrible!” But people enjoy these kinds of games. They’re having fun. They’re taking a break. You give them something they can pick up and let them have fun.

GamesBeat: What was it about Resolution Games in particular that was attractive?

Hall: As I said, with VR and AR, and Mike Booth coming on board, that was interesting. A friend mentioned they were making some cool games. One of the Anachronox team, Henrik Jonsson, is in Sweden working there on Amplifier Game Invest. He said that these were good people. I had a programmer friend who said they were making some cool stuff. I already had Angry Birds VR and AR, so I knew these were solid, polished titles. We kept talking, and it made more and more sense. I want to get in that forefront, changing the nature of what’s possible. This is a good marriage of talented, top-tier VR and AR developers. They just won an award for Angry Birds. What doesn’t make sense? I’ve been a passionate VR and AR guy for many years, and they’re making great games.

GamesBeat: As far as where VR is now and where you think it has to go — it still needs to find more of a mainstream audience. What’s going to get it there?

Hall: I liked what John Carmack said about Oculus Quest being in the Switch area of adoption. I think that’s smart. Weirdly, my former cofounder and I are working on a device that he brought into being. That’s been cool. These are all stepping stones toward AR being woven into our lives and VR having the potential for emotional connection, virtual connection. The pandemic is showing us a time where everyone is virtual. That would be more powerful altogether.

Everything is marching forward. Devices are getting more advanced. Control is getting more advanced. We’re hitting a sweet spot now where people have voiced what they want out of the experience, six degrees of freedom and all that. We’re about to see more mature stories told in VR. Jon Favreau did a great title, Gnomes and Goblins. It’s a movie-like experience. He took that experience and directed a digital movie in VR with the Lion King. It allowed him to be in the scene, to see the shots.

All these things are starting to click and elevate what can be done in the real world, what can be done in digital entertainment, and what can be done in VR. We’ll see that mature and broaden as creators make really touching things. You could see the artistry being applied to this new medium. You had Bjork making this wonderful video where she’s dancing around you. So many experiences are possible, the expression of an art piece into a new art form, a new medium. We’re learning how to use this first-person experience in bold new ways and convey more meaning to the player or the viewer.

It’s all very exciting. Each device and each step forward are marching toward a wonderful future where that’s possible. Whether it’s the Oasis, or whether we just use this as a connection so we feel like all the team members are all in one spot — it allows an experienced person to operate remotely. It’s going to be infused in our lives, just like AR. Being someone that determines where that goes and how it grows is exciting.

GamesBeat: What sort of role do you have within the team? How do you like to work in terms of team size and so on?

Hall: My official title is senior creative director. It’s interesting because Sweden is like, “Well, we have to figure that out.” We have people on the team that have 25 years of experience, and they’re just “game developer.” It doesn’t matter as much, culturally. But it’s cool. The teams tend to be smaller and more experienced, which matches my style. At id, we were all experts in our lane. We did our stuff. “OK, I need to know this, and I need to know this. OK, do it.” We’re working the same way here. We come up with a bunch of stuff and link it up. It’s surprisingly effective and wonderful.

GamesBeat: Did the team at Glu wind down, or did you decide to leave on your own?

Hall: It had been seven years. I just thought it was a good time to explore. I’d learned all I could learn there. It was time to move on and explore somewhere else. This is a perfect destination for that. They were all amazing, almost above every other team I’ve experienced before. They were a real family. It was special. But I thought it was time to do it.

GamesBeat: Are you still based in San Francisco?

Hall: The cool thing about this is, since it’s remote, I can be free to — if I want to move on with my family I can do that. But it’s wonderful to have that remote working. In this pandemic, everyone is in it, but it’s nice to be able to do that. Once the air clears, I’m sure I’ll be hopping over to Sweden once in a while. But for now, it’s fantastic.

GamesBeat: As far as making games during the pandemic, it seems like it’s still possible.

Hall: It’s very natural. We don’t have any watercooler conversations, but it’s almost easier to ping people on Slack or do a quick video call. It works very well so far. It’s been a fantastic experience getting to know Tommy and the team, everyone there. It was surprisingly nice and natural. “You’re doing great stuff, I’d like to work with you.” “OK, let’s do this.” I respect the games Resolution has made, and I can’t wait to join forces.

GamesBeat: Hopefully, the game industry will — I don’t know … I can’t say “calm down.” It’s been crazy in the last few days, the last few weeks, the last few months.

Hall: I just hope it results in a kinder, gentler game industry. That’ll be a good thing.

This post by Dean Takahashi originally appeared on VentureBeat.

The post Tom Hall Interview — Why Doom Co-Creator Is Making Virtual Reality Games appeared first on UploadVR.

QuestZDoom Receives Update, Includes Isabelle From Animal Crossing

QuestZDoom released last month and gives Oculus Quest users a way to play classic Doom games and mods in full 6DoF VR. Now, a new update is available for QuestZDoom, which adds some minor features and bug fixes, while also bringing a new companion to the game — Isabelle from Animal Crossing.

Yes, really.

Announced on Reddit, the update is mostly minor changes including compatibility for more mods that require a later version of GZDoom (the engine on which the mod runs) and a change to player movement that makes it more consistent with other VR games. You can read the full patch notes here.

While not strictly part of the update itself, the announcement also came with a bonus surprise — the launcher will soon have a new option to install a mod that adds an ‘Isabelle companion’. The mod, initially available for flatscreen Doom, adds Isabelle from Animal Crossing as a 2D companion in-game.

While it’s unlikely anyone would complain about Isabelle joining you in Doom for no reason, the mod is actually referencing a series of jokes from earlier in the year. Animal Crossing: New Horizons and Doom Eternal both released on March 20, which led to people joking about Doomguy and Isabelle becoming best friends. Even the official game accounts got in on it, and then there was this amazing fan-made video that sees them team up to kill some demons.

Now, with the Isabelle companion mod, we’re all a little bit closer to living out that video in VR. You can watch some footage of the mod running on 2D Doom here — QuestZDoom will be updated to include VR support for the mod in the near future.

If you want to know how to install and play QuestZDoom on your Oculus Quest, check out our guide here.

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How To Install And Play Doom In VR On Oculus Quest

You can play DOOM on basically every gaming platform out there, as well as many objects that were never intended for video games (such as calculators and pianos) and now, as of today, that list also includes the Oculus Quest.

The Quest version of DOOM is by way of QuestZDOOM, a sideloaded launcher that enables you to access free versions of DOOM and other related content, as well as the original DOOM, DOOM II, Heretic, and Hexen if you own those games already. Included with QuestZDOOM is also a list of mods you can install to enhance the audio, change weapon textures to 3D models or voxel designs, and even new map packs.

Installing via SideQuest

There are two required apps to install in order to play QuestZDOOM on the Oculus Quest — the launcher and the engine. These are two separate APKs that can be installed via SideQuest.

If you haven’t used SideQuest before and don’t know how to use it, you should follow the setup instructions in our guide here. However, if you’ve used it previously and know the basic process, all you need to do is install the launcher and the engine via SideQuest and you’re good to go.

You can either follow the links above or locate the launcher and the QuestZDOOM engine in SideQuest’s Games and Apps tab or search bar.

Once installed, start the ‘launcher’ application from your list of Unknown Sources in the Library tab inside your headset. From there you’ll select which core game files to launch, such as FreeDoom, followed by any other assets or mods you want to enable.

It’s all pretty straight forward with lots of options. The user interface isn’t great for VR, it’s basically a giant window that looks like an old-school PC game launcher, but it works well enough.

sidequest doom wad file directory

Installing Original WAD files

Now if you want to use QuestZDOOM to play the original  DOOM, DOOM II, Heretic, or Hexen, you can do that as well — including with some of the great mods available. In order to do this you need to legally own the full games already on PC. If you don’t, there are lots of very cheap ways to grab them:

At the very least I recommend trying the original DOOM (the Ultimate DOOM version works great) to get an authentic retro feel with a jolt of blood-soaked nostalgia.

Now to get any of these original id Software games working in VR on Quest, it’s very simple:

  1. Install the apk files for QuestZDOOM and the launcher on your Quest following the steps above.
  2. Start the launcher in your Quest at least once.
  3. Install and run at least once the games you want to copy over to your headset.
  4. Navigate to the local files of your game installation. For example, Ultimate DOOM on Steam installed to steamapps/common/Ultimate Doom and from there open the ‘base’ folder.
  5. Locate the file named ‘DOOM.WAD’ and copy it.
  6. Now plug your Quest into your PC and open up SideQuest. Wait until the bubble in the top left corner is green and the Quest is fully connected.
  7. Click the folder icon to open the file browser on your Quest.
  8. Scroll down and open the ‘QuestZDOOM’ folder in your Quest directory.
  9. Open the ‘wads’ folder in this directory.
  10. Paste in the source wad file for the original id game you’d like to play, such as ‘DOOM.WAD’ or ‘DOOM2.WAD’.
  11. Close SideQuest and unplug your Quest.

Doom Oculus Quest

First Time Setup

The first time you open the launcher, a few files will need to be downloaded, which can take a minute or two depending on your internet connection speed. You’ll be able to see the files being downloaded underneath the QuestZDOOM logo. Just wait for it to finish, it works like a patcher you might see for a PC game or MMO.

From there everything is organized into columns: Core Games, Maps / Conversions, Gameplay Mods, Weapon Packs, Textures / Sounds, and Other Files.

You might notice that upon launching one of the games that the main menu is basically a 2D square in your face, but once you actually start the game everything will fall into place as a fully immersive 6DOF experience. The pixelated visuals oddly feel at home in VR, especially if you enable a weapon pack like voxel weapons or 3D weapons.

 

VR Options

Once you get inside the game, I highly recommend immediately opening the Options and taking a look at tweaks you can make. Under ‘VR Options’ you can adjust things like your character’s height if it feels off, change the angle of snap turns, enable teleportation movement, change walking speed, and even alter the angle and size of weapons.

After adjusting those, you should go into the ‘Customize Controls’ menu and assign the change weapons button to something easy to access, like one of the grip buttons, and make sure everything like shoot, interact, and jump are easily accessible as well.


That’s about it! If you have any questions about playing QuestZDoom let us know down in the comments below and don’t be shy about reaching out to the developers (like Simon “Dr. Beef” Brown) for feedback or questions as well.

Let us know what you think!

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