github ObeseCatLord/EDuke-VR v0.1.5-linux-arm64
EDuke VR v0.1.5 (Linux ARM64 / Steam Frame)

latest release: v0.1.5-windows
2 hours ago

EDuke VR v0.1.5 for Linux on 64-bit ARM: the Steam Frame on SteamOS, and other arm64 Linux.

Changes in v0.1.5

  • Co-op plays through the whole campaign. Finishing an episode's last level goes on to the next episode's first level (after episode 4, or the last one the server has, back to episode 1). Everyone restarts the new episode with the pistol and full health, as in single player.
  • Co-op players see the episode endings (the cutscene and end screen), then join the next episode. The server doesn't wait, so whoever skips the ending first starts playing first.
  • End screens can be dismissed in VR. "Press a button" screens after an episode's ending stayed frozen in the headset and ignored the controllers, in single player too.
  • Multiplayer: no more broken maps when a level loads slowly. A player whose level took a while to load (e.g. first time on a map) could get a corrupted level, or die outside the map at once.
  • The server and all players need v0.1.5; older versions can't join a v0.1.5 server.

Changes in v0.1.4

  • Multiplayer: everyone moves to the next level together. When someone uses the exit (for example the nuke button), the server now tells every player. Before, the other players' games changed level late, at a different moment, or not at all, which caused broken levels and freezes.
  • Valve Index: use/open (left grip) works with a light squeeze, instead of needing your whole hand closed around the handle.

Changes in v0.1.3

  • SteamVR: the game renders in VR while SteamVR's dashboard or a system screen has focus. Before, it showed only a flat 2D screen in the headset, for example on the Steam Frame when started outside Steam. Controllers work once the game has focus.
  • Tipping ("shake it baby"): Duke pinches the stack of bills between thumb and index and holds it out, instead of the bills clipping into his palm.
  • Tested on a Steam Frame (native ARM build): VR at a steady 72 fps, and joining a multiplayer server works.

Changes in v0.1.2

  • Windows: the game no longer crashes at startup. It used to crash right after "Initialized … cache", especially with the Voxel Duke pack. The cause was a compiler optimisation (link-time optimisation) in the Windows build corrupting memory; it is now built without it.
  • Multiplayer level changes through the exit work. Before, the next level could load broken (wrong geometry), freeze, or keep putting other players outside the map.
  • Switching to the pistol in multiplayer no longer flips the view to a flat screen for a moment.
  • Voice chat: automatic gain control. Every talker is brought to the same loudness; quiet microphones are raised up to 8x (voice_agc, voice_agc_max_gain).
  • Ducking for real now adapts to sitting down. Seated players were stuck crouched ("very short"). vr_physicalcrouch 0 turns ducking-to-crouch off.
  • One-time map triggers fire once in multiplayer. The E1L1 opening line no longer loops; secret areas and exits also fire once.
  • VR starts on OpenXR 1.0 runtimes such as SteamVR on the Steam Frame.
  • Network statistics in the game log once a minute: round trip, jitter, packet loss.

The server and all players need v0.1.5 (Windows, Linux and ARM releases of the same version play together). To update: ./update.sh / powershell -ExecutionPolicy Bypass -File update.ps1.

Install / update

Existing installs: run ./update.sh, which fetches this release on ARM machines. New installs: extract the archive, then run ./play.sh vr or ./play.sh desktop. ./join.sh HOST[:PORT] joins a server. On SteamOS, add play.sh as a non-Steam game. Requires glibc 2.31+, SDL2, and for VR an OpenXR runtime that supports OpenGL (SteamVR on the Frame lists it).

You need your own Duke Nukem 3D data (DUKE3D.GRP): put it in data/grp/, or let the game find an installed copy. Multiplayer works with v0.1.0 players and servers.

Not yet confirmed on a Frame headset: if VR still doesn't start there, the game's log from that run shows where it failed.

x86_64 Linux: see the -linux release. Windows: see the -windows release.

License

GPL v2 (EDuke32 and this port) plus Ken Silverman's BUILD license for the engine (non-commercial). Third-party library licenses are in licenses/. The source is this tag (the "Source code" downloads below). No game data is included.

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