Commit Graph
45 Commits
Author SHA1 Message Date
bearstonem e6a7c76f84 feat(vr): one HUD in the middle of the view, and the two bugs that hid it
The retail HUD is five menus from ui/hud_*.urc, each aligned to a corner of a
4:3 screen. On a monitor those corners are a glance away; through a lens they
are the far edge, present and unreadable. cg_vrhud.cpp draws the same
information again as one group below the centre of the view.

Nothing is read back out of the widgets, because there is nothing in them to
read: every one is a formatter over cl.snap.ps.stats[], thirty-two integers,
and the .urc files are pure layout - hud_health.urc is "playerstat 0,
maxplayerstat 1, draw it as a vertical bar". cgame has the same array as
cg.snap->ps.stats[]. The .urc files were still worth reading, as the spec for
which stat index and which shader each element uses, and the decode of the two
compass angles is taken from the widgets that already do it rather than guessed:
the heading is the eye yaw less stats[STAT_COMPASSNORTH]/182, a sixteen bit
angle, and the objective is stat/10 - 180 and is already relative to the view,
because hud_compass.urc draws it as a plain spinner and not the headingspinner
variant that subtracts the view angles itself.

It is drawn from cgame rather than as another widget for a reason beyond taste.
cgame's 2D goes through the one full screen window UIView3D::set2D sets up, and
that window is converged as a whole. A widget would arrive with its own window,
which is the first bug below.

Convergence: the correction belongs to the display, not to the window.

R_VRAdjust2DOrtho bent whatever ortho window it was handed, and in this engine
that window is usually one widget - UIWidget::set2D cuts a viewport and an ortho
window to each widget's own frame. The correction was therefore scaled to the
widget, and a 150 pixel compass in a 1680 pixel eye got about a twelfth of the
shift it needed while the objectives, drawn through the full screen window, got
all of it. Every element ended up with a disparity in proportion to its own
width, so each sat at a different apparent depth, and no vergence resolves that
set - which is what "the HUD will not converge" was.

It is R_VRAdjust2DRect now, applied to the viewport and scissor rectangle in
eye buffer pixels, which every 2D window shares. The scissor has to move with
it or a widget the shift has displaced is clipped away at where it used to be.
vr_hudOffset goes back to 1 in autoexec.cfg: 0 was set on a measurement of the
old bug, and it is the one value that cannot fuse at all, because the centre of
each eye's buffer is about seven degrees off its own axis in opposite
directions, so it asks the eyes to diverge by fourteen degrees.

Text: the font atlases had no texture.

Every string drew as a flat black rectangle - 0,0,0 with no glyph structure,
measured off an eye dump rather than a compositor screenshot. The atlas is a 32
bit TGA with a real alpha channel and the shader is correct, so neither of the
obvious causes held. The shader's own stage reported texnum 0, and GL_Bind binds
image->texnum straight, so it was binding texture zero, which samples opaque
black.

The image is alive and correctly named, so it was never freed - R_FreeImage and
R_DeleteTextures both memset, and the name survived. texnum was zero from
creation. R_LoadFontShader now notices and reloads, but it has to free the image
first: R_FindImageFileOld looks in the hash before it looks on disk, so asking
by name returns the very image that has no texture. Three of the four fonts come
back with a texture; verdana-14, the first one created, still comes back as zero
on a fresh load from disk, which means qglGenTextures is not writing to it and
the real bug is upstream in image creation. That is not fixed here, and
CG_HudDrawElements still draws its text as boxes because of it.

Also in here: R_DrawTrianglePic added to the cgame imports, which the UI has
always had as re.DrawTrianglePic and is the only way to draw anything rotated,
so the compass card can turn under a fixed needle the way hud_compass.urc does
it. The retail corner HUD is hidden from the "Hide the HUD when necessary" block
in UI_Update rather than from the explicit Display calls above it, because that
branch returns early and is not the path taken - when it is not, UpdateViews
walks the whole tree and draws every shown menu regardless, which is how
hud_health and hud_ammo stayed on screen through the first attempt.

Bars are R_DrawBox rather than a stretched gfx/2d/blank. That shader is declared
alphaGen oneMinusVertex, which inverts the alpha: the bars asked for at 1 came
out at 0 and the backdrop asked for at 0.35 came out at 0.65.

vr_hudGroupY is 0.73 and does not mean what it looks like. It places the cluster
in the flat frame, which is then scaled to vr_hudScale about the middle of the
display and lifted by the eye's vertical frustum asymmetry, 170 pixels of 1760
here - so 0.73 is a little below the middle of what is actually seen and 0.62
was a little above it. The reachable range is about 0.13 to 0.68 of the eye.

Not done: the damage direction ring, the objective as compassobjarrow rather
than a pip, and the compass worth having, which is one the player takes out of a
pocket and holds.
2026-08-02 23:16:00 -07:00
bearstonemandClaude Opus 5 711cad20e6 feat(vr): reach into the world - use, holsters, ladders and thrown grenades
Four interactions that all needed the same thing: the hands' positions and
velocities on the other side of the game module boundary. They share the
plumbing, so they share a commit.

use moves to B on the weapon hand, where the reference puts activate. The
objectives list keeps the left hand's button; it had been bound to both, which
was a button spent twice on one rarely opened screen. The trace also starts from
the head's real position now rather than the body's notional eye - the two come
apart exactly when leaning through a doorway to reach the thing on the far side.

Weapons live on the body, the way Half-Life: Alyx does it: pistol at the right
hip, grenades at the left, rifle and smg over the shoulders. Reaching back to
where a weapon came from puts it away, reaching anywhere else swaps - holstering
on any zone would have cost two gestures for every swap. Zones are measured from
the head and rotated by the head's heading, so they stay on the body rather than
wandering as the player turns.

Ladders are climbed by pulling on them. MOHAA moves a climbing player by the
root motion of the climb animation, with pmove skipped entirely, so this runs
after the animation rather than instead of it: the animation still plays and the
distance travelled is the distance the hand pulled. Both grips, averaged when
both are held, and the grips stop meaning reload and rifle-steady while on a
ladder.

Grenades leave along the arm. Which instant of a swing to read is the whole
problem and took several passes: averaging across the release blends the wind up
with the follow through; the peak of the whole swing is usually the *backswing*,
which threw grenades over the player's shoulder. What works is the natural
gesture's own shape - take the direction the hand had as it let go, then find
the fastest sample that agrees with it, which excludes the wind up by
construction. Strength is a fraction of the game's own throw so all of MOHAA's
grenade tuning survives.

The sideways damping is the one deliberate lie. An underhand swing crosses the
body, so the hand really is moving sideways at release - measured, lobs drifted
left by up to 0.73, more sideways than forward. Damped in proportion to how
gentle the throw is, so hard throws keep their true direction.

A weapon wheel is included and is not finished: its input works and a tap of the
same stick holsters, but the ring never appeared on screen and the drawing was
not chased down. It is harmless - a hold selects nothing and does nothing.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 15:49:25 -07:00
bearstonemandClaude Opus 5 4f5b54c74c feat(vr): a hand on each controller, placed in the renderer's frame
The first person model already has the hands as separate surfaces - triggerhand,
lefthand, garandhand and viewsleeves on USarmyplyr.skd - so putting one on each
controller needs no mesh work at all. The weapon hand's copy drops the left hand
surface and a second copy is drawn on the off hand carrying only that, using the
same Surface_NameToNum and MDL_SURFACE_NODRAW the game already uses to swap
lefthand for garandhand on rifles.

Two things had to be right first, and both were wrong in ways that looked like
tuning problems rather than faults.

**The frame.** cg.refdef.vieworg is not the camera. R_VRComposeView adds the
head's play space offset to it, rotated into the body's frame, after cgame is
finished (tr_vr.c). So anything anchored on vieworg alone is left behind by
exactly the head's offset within the play space - and because the head swings
about the neck, every look around moved it, and a snap turn left it behind
entirely since a stick turn moves the body frame that a head relative offset
knows nothing about.

Both hands are now reported measured from the tracking origin, the frame
VR_PoseToView puts the eyes in, and composed the way the renderer composes the
camera:

    bodyAngles = (0, viewYaw - baseYaw, 0)
    handWorld  = vieworg + bodyAxis * trackingOffset

RTCWQuest reaches the same place by a different road - convertFromVR rotates a
head relative offset by viewangles[YAW] - hmdorientation[YAW] and the -64 plus
hmdposition[1] * worldScale rebase then replaces its height, which comes to the
same thing. Either route works. Taking half of each does not, and did not: a
head relative offset composed as though it were play space leaves the hand at
vieworg + R*(hand - head) while the camera is at vieworg + R*head, so the head's
movement is counted twice and every hand movement is amplified. That is what
"the right hand is accelerated" was, and it happened because VR_GetWeaponPose
was left reporting the old frame while its caller had moved to the new one - the
signature is identical either way, so nothing complained. The header now says so
at length.

**The anchor.** A hand drawn at the model origin sits wherever the animation put
it, which for a rifle is a long way out in front. The model is now moved so the
hand's own bone lands on the controller instead, inverting the composition the
engine itself uses in Entity::GetTagPositionAndOrientation. The off hand anchors
on Bip01 L Hand and the weapon hand on tag_weapon_right, because what the player
is holding there is the gun and the controller is its grip.

Every candidate anchor is measured and logged rather than trusted, which earned
itself immediately: tag_weapon_left was assumed to be an unused slot parked at
the origin and is nothing of the sort (23.5 units out), while the weapon hand's
lookup was returning -1 in silence and anchoring nothing. Both now report what
they found and how far out it is, and the early return says which precondition
failed.

Tracking is confirmed 1:1 on both controllers on the device. What is left is the
wrist bones' own rotation convention, which is a constant and lives in
vr_weaponAdjust and vr_offHandAdjust.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 23:45:57 -07:00
bearstonemandClaude Opus 5 046e2dd9a6 feat(vr): put the weapon in the player's hand, from the reference
Four pieces, each adapted from RTCWQuest rather than invented.

Aim. Weapon::GetMuzzlePosition derives a shot from player->m_vViewAng, which is
MOHAA's analogue of rtcw g_weapon.c:1904. It now takes the controller's pitch
and the yaw the hand leads the head by, added to the view yaw the game already
has - the controller's absolute yaw means nothing to the game, since the player
can snap turn on the stick and the play space has an arbitrary forward. Only the
trace moves; the camera stays on the head.

The angles reach fgame through gameImport_t rather than the usercmd, which has
no spare field - angles[3] is the view direction and buttons is packed. A
dedicated server answers false and keeps the aim it had.

Placement. The first person model is MOHAA's FPS view model, positioned by
CG_OffsetFirstPersonView against the camera and given the walk bob. Both are
wrong in a headset: the hand has its own position, and shaking the view model
when the camera is the player's head is a way to make people ill. It now goes
where the hand is - RTCWQuest's CG_CalculateVRWeaponPosition, including
dropping the origin to the feet and adding the measured head height back so the
weapon hangs at the height the player is really holding it, rather than off the
camera where crouching would drag it about.

Selection. Nothing was bound to it at all, and there is no button left - the
triggers fire, both face buttons on each hand are objectives and jump, and the
sticks and grips are duck and use. The reference does not spend a button either:
the dominant thumbstick up is weapprev and down is weapnext, gated on the
sideways component so it cannot be read as a turn and edge triggered so a held
stick does not run the inventory. This port's turn already ignores that stick's
Y axis, so nothing was displaced.

Two handed hold. Off hand grip squeezed with the hands close together points
the weapon along the line between them instead of along the weapon hand alone -
how a rifle is actually held, and steadier, because a wobble at one hand is
damped by the distance to the other. Roll is halved rather than taken from the
line, which carries none. The off hand grip was a duplicate of use; the weapon
hand's still opens doors.

The suggested binding array was 16 with 14 in use. Now 32.

Aim and placement are built but not yet confirmed on the device.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-27 08:10:24 -07:00
Tim Angusandsmallmodel 2c9e500570 XDG home directory support
Co-authored-by: smallmodel <15067410+smallmodel@users.noreply.github.com>
2025-10-19 21:03:23 +02:00
smallmodel ecf70528a7 Move all C++ core classes to the corepp directory 2025-08-24 16:51:11 +02:00
smallmodel f885408059 Improve class and event printing with interface classes 2025-08-23 22:28:52 +02:00
smallmodel c345035e12 Add Cvar_CheckRange exports 2025-01-27 00:13:01 +01:00
smallmodel 0644bc2967 Don't execute old commands from previous map when initializing cgame 2024-12-09 21:27:08 +01:00
smallmodel 861338b0fc Add support for smaller lightmaps
Large lightmap can be disabled for very low-end hardware. A BSP file with a smaller lightmap (_sml.bsp) will be used instead of the standard one if the map supports it
2024-12-02 20:36:45 +01:00
smallmodel 6fe1e86b31 Automatically scale UI elements for high resolutions
This fixes UI elements being tiny on high resolutions like 4K. Now most UI elements will scale automatically with resolutions above 1920x1080.
2024-11-30 22:40:00 +01:00
smallmodel 05e14f6364 Adjust the objectives menu accordingly depending on the game message box which depends on the compass scale 2024-11-19 19:41:46 +01:00
smallmodel 6bc621462c Use CL_FontStringWidth instead of uie.FontStringWidth 2024-11-19 19:17:16 +01:00
smallmodel 9e060d11b6 Allow user-created variables 2024-11-11 20:58:37 +01:00
smallmodel 8aa059dd21 When paused, keep in sync with the server time (#371)
This fixes an issue where a temporary lag would occur when starting a single-player map, or when pausing/unpausing the game
2024-09-29 00:10:52 +02:00
smallmodel 724d1db9b8 Properly clear parents of orphaned entities 2024-09-22 21:38:35 +02:00
smallmodel 8f355fe188 Add Voip code from ioq3 2024-09-22 16:50:44 +02:00
smallmodel 93cd470659 Fix broken cgame state saving 2024-07-15 23:44:11 +02:00
smallmodel ff6e81d44f Fixed CL_GetSnapshot sometimes wrongfully assigning parents multiple times and displaying errors
This should fix #170
2024-05-01 18:55:25 +02:00
smallmodel a7b3fdd70b Added getConfigStringIdNormalized client game import to normalize config strings 2024-03-02 14:06:32 +01:00
smallmodel ceb901e9ca Fixed disconnected menu not being pushed properly 2024-02-14 18:32:06 +01:00
smallmodel edd25b9264 Readded support for supporting configstrings in multiple chunks 2023-12-27 15:13:42 +01:00
smallmodel ed6839dc99 Export DebugPrintf for client 2023-09-17 19:34:10 +02:00
smallmodel 5ea3fc28f7 Added FS_ListFilteredFiles, FS_FreeFileList, R_GetModelName and R_GetShaderName to client game imports 2023-09-06 20:31:50 +02:00
smallmodel acc8081ef2 Added checksum return parameter in CL_CM_LoadMap for cgame 2023-08-28 20:28:59 +02:00
smallmodel 9116063d3f Added CL_RestoreSavedCgameState and CL_RestoreSavedCgameState 2023-08-16 00:08:24 +02:00
smallmodel 149d3ce2fc Added CL_InitRadar 2023-08-15 22:21:01 +02:00
smallmodel e6448697d3 Let cg cleanup temp models
Fixed server restart
2023-08-13 23:20:51 +02:00
OM 36dce22071 Moved cgi.protocol to a new variable called cg_protocol instead, due to issues like GetCGameAPI being loaded before having client imports (cgi) 2023-07-02 19:16:48 +02:00
OM 931c3147f8 Initialize targetGame and protocol in imports 2023-06-29 21:26:34 +02:00
OM 9fdda882e5 Execute known commands in a separate function called CL_ProcessServerCommand
Also fixed crash with server quitting: Com_Error was called immediately with the cgame module in stack - Com_Error would call CL_Disconnect which would unload cgame module, invalidating stack frames and rendering longjmp impossible
2023-06-27 00:23:11 +02:00
OM 6134b150c1 ioq3 files backport 2023-06-25 20:26:47 +02:00
OM 04c7565281 Fixed a few warnings 2023-06-17 02:27:12 +02:00
OM c287638f99 Reworked file inclusion (using relative path) 2023-06-17 01:24:20 +02:00
OM 7b79877516 made renderer (original quake III) work with SDL 2023-05-27 22:23:03 +02:00
OM 3d223f5a5d Updates 2023-05-27 15:36:19 +02:00
OM dc45c33c79 ioq3 updates 2023-05-26 20:53:00 +02:00
OM 6e94bb6eca ioq3 sound 2023-05-24 21:45:26 +02:00
OM 80f3296854 *CL_GetSnapshot* will take parent entities into account 2023-05-20 01:01:54 +02:00
OM f985785629 CL_ShutdownCGame: don't set the key catcher 2023-05-10 19:34:09 +02:00
L 5a87b21efc Fixed all compilation errors 2023-05-08 00:02:31 +02:00
L 72f090b289 Fixed openmohaa.exe compilation (only 102 linker errors) 2023-05-07 21:28:54 +02:00
L 7030c23994 Fixed compilation issues 2023-05-07 20:38:08 +02:00
mohabhassan be0fa16fb1 Game + Actor improvements p1. 2018-09-17 23:50:38 +02:00
Ley0k 09bed43f97 Hard reset 2016-03-27 11:49:47 +02:00