Defunkt (@ionwerks) 's Twitter Profile
Defunkt

@ionwerks

ID: 1429803927432798216

calendar_today23-08-2021 13:53:27

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Fixes for Doom3Quest's arm IK, still some twisting/deformation in places but significantly less. Various two-handed wield improvements; youtu.be/QJub3ycqJus

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Third Person for Doom3Quest; Who asked for it? No one. Why would you add it? Because I could. Would anyone use it? Maybe for comfort. Will you fix the IK issues it exposes? Eventually. youtu.be/rv4pOWDqbh4

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Easily the hardest change to Doom3Quest has been pegging the camera to the player body while filtering out any undesirable lurching. Now this discarded movement returns as a source for weapon bobbing and also bouncing of the body/head mounted flashlight. #DOOM3 #MetaQuest #VR

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Experimenting with additional 'fake' shadows for Mars City (a small sop to the absence of dynamic shadows in Doom3Quest). #DOOM3 #MetaQuest

Experimenting with additional 'fake' shadows for Mars City (a small sop to the absence of dynamic shadows in Doom3Quest). #DOOM3 #MetaQuest
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A bit of random progress (because it has been a while). New shader with more complex lighting calculation and initial work on a full-size BFG.

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Took around 2-days to implement Level-of-Detail and binarized Save/Load for MD5. It then took another 2-months to cobble together enough content to make it worth enabling! Shown here in Dhewm3 but destined for Doom3Quest #DOOM3 #MetaQuest #VR

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Why does it all take so long? Well it doesn't help that I regularly get a bit OCD about stuff like menu screens. WARNING: Programmer Art!

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Long time no pimpin'. Motivation has been low (non-existent) but starting to push through again. Latest thing is manual pump and load for the shotgun (only).

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Appreciate the ❤️s. Inspired me to start on other reloads. Will be basic (not Pavlov) just splitting the OG anim & new ammo presented manually.

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As We moved to @TeamBeefVR has been touting it I should share this earlier video on dismemberment. Code-wise it's basically done but a big content push will be required to get it in-game so it's been shelved for now as a possible post-release update.

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Big thank you to LennyGuy20 who's doing a sterling job in bug finding (for which he has a rare talent). Here he is beating the snot out of an Imp using the motion controlled melee.

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A run through of the practical reloads done so far, just two to go. They're simple but that's probably not a bad thing in a sci-fi action shooter.

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Quick video for Ben Lang showing an additional Alyx-style ammo pickup (& more rotational smoothing). Certainly fast & reliable - thanks!

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This was fiddly AF but I have no regrets. Simple to execute (no randomness, just requires a committed tug) but perhaps also easy to fluff in moments of high stress. Spicy!

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Crikey, 2024 (don't ask how long I've been at this). Have ended up in the weeds a bit on manual reloads & also this latest bit of feature creep (practical ladders). But it adds a lot to be able to interact with the world more.

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Had my first actual, extended period in the Quest 3 today (Beat Saber & Thrill of the Fight). It's pretty bloody good (BS is crisp!), especially with a max-FOV interface - no longer feels like a scuba mask.