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Quake VR: UNLEASHED ? - My Visceral Remaigining Of Quake
Hello!

My name is Vittorio and I've been hard at work on my personal visceral/brutal reimagining of Quake, built both for VR and flat-screen.



A trailer is worth a thousand words:
- https://www.youtube.com/watch?v=TRj7xRLuT64



My mod aims to provide total freedom and immersion to the player. You can:

- dual-wield any weapon, use them for melee attacks, or even throw them;

- fight with your fists, props, or even the dead bodies of your enemies;

- climb any solid geometry, crouch, go prone, or slide;

- disarm enemies and use their own weapons against them, or pick them up and throw them off ledges or wrestle them;

- detach torches from walls and use them as weapon, or set fire to enemies and wooden structures;

- grab loose rocks and bricks and throw them; stack crates and climb them to find alternative routes;

- use unique weapons like the knights' swords and the ogres' chainsaws;

- dismember and dynamically deform enemies with your attacks;

- play Arcane Dimensions and any official expansion simultaneously, mixing and matching any entities/maps/weapons;

- and much more...



Here's a recent video of the arena mode, in flatscreen:
- https://www.youtube.com/watch?v=GwEKN5WhEtU

You can find many other videos and shorts in my YouTube channel.



Some technical details:

- the mod was originally written completely by hand around ~5yrs ago;

- a few months ago, I've started a complete AI-assisted revamp;

- the underlying engine is a heavily modified version of Ironwail, using a fork of FTEQCC for QuakeC compilation;

- I've fully integrated Box3D as the physics engine;

- many annoying limitations like fixed size collision hulls were completely lifted;

- every humanoid enemy is fully dynamic and can wield any combination of weapons plus any armor;

- player and enemy animation are fully procedural and controlled via an IK system, plus hours of painstaking manual adjustments.



More information and downloads:
- https://github.com/vittorioromeo/quakevr

Please download the latest v1.1 beta if you want to try it, as it's greatly improved over v1.0 despite the beta status. The full v1.1 release should be coming later this week.


Eager to know what you think and to answer any of your questions.
Cheers!
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