The ID devs obviously do care for headtracking just not TrackIR. It's a catch 22 frown"ĭoom 3 BFG Edition has built in Head Tracking support. The point is, many developers just don't care for headtracking, as there is quite a small market for that. "I can understand your frustration, but you are full of assumptions, as you can't know how much effort is put into appealing to developers. ![]() I can understand your frustration, but you are full of assumptions, as you can't know how much effort is put into appealing to developers. Most developers are cool with it, as long as people don't make many from it. Also, legally it is not allowed to reverse engineer and/or modify code. The modding you are talking about is rarely done on such a level as adding head tracking (causing the character and camera to be dislocated from each other). That's okay, but don't say others what they should do. You don't seem to know anything about programming. However, there is also the issue on getting modifications released: many game developers are very hesitating to use other people their source code (for a good reason) Only yesterday it was approved to go open source (developers don't like sharing their code, see), so maybe that is a vantage point. Have you guys even looked at the code to to see if you can hook your stuff into the pre-existing code for head tracking? There obviously must be some in order for the game to head track with the rift. I cannot say that I am filled with much confidence over the future of your product if this remains the case along with your companies seemingly passive, none assertive attitude. You can hardly be the forefront of Head Tracking technologies when games with native head tracking support do not even consider the inclusion of your product. So I'll ask again, other than sitting back and waiting for a dev team to use your SDK and your community to bully developers what will you be doing to bring TrackIR support to a game which already has built in head tracking? Why the difference here - we know such hooks exist. Other posts from your dev team seem to indicate that if they knew a way they would add support for games such as Skyrim but are unable to find the necessary API hooks to do it. Games are modded all the time, with and without the developers being on board. The BFG is not found in the standard Doom 3 multiplayer maps, but is still modified for non-single player games, where it fires a slower projectile.Have you guys even looked at the code to to see if you can hook your stuff into the pre-existing code for head tracking? There obviously must be some in order for the game to head track with the rift.Īs I said before community pressure is one thing but it doesn't sound like you guys are making much of an effort to get TrackIR support into games other than "well we provided our SDK it's up to the devs".Īs I said previously, I understand this but to me this isn't all you can be doing, not by a long shot. The disadvantage of the BFG is that it will instantly kill its user if overcharged. Upon finding an enemy target, the projectile automatically detonates. ![]() Each projectile beams a damaging ray at enemies and contains an electronic core that can distinguish between allies and foes. One fully-charged blast will deal more than enough damage to kill almost all enemies on a direct hit, and most cannot survive within a few meters (in contrast to the 15 meters described by the UAC video). ("Big Fucking Gun" "Bio Force Gun" in the film) The BFG 9000 is an extremely powerful energy charge weapon that can clear entire rooms of opponents.
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