r/turok • u/VinceCrusty • 12d ago
Turok Dinosaur Hunter VR - first release v0.90 beta
https://www.youtube.com/watch?v=VFPTWqVEW-UTurok VR - Full PCVR mod for Nightdive's Turok
Turok was one of my favorite games growing up on the Nintendo 64, and ever since I got into VR I wanted to play the original game with proper stereoscopic 3D, roomscale movement and fully tracked weapons. So I eventually started building it myself.
The mod is made for Nightdive's current KEX4 version of Turok. There is no source code, proper engine documentation or VR framework available, so getting VR into KEX required a lot of reverse engineering and trial and error. This is quite different from developing a mod for an open source or well documented engine.
The original weapon models were also never designed to be viewed freely in VR. Many were heavily incomplete outside the normal first person camera, so most weapons had to be completed or rebuilt. Some were replaced entirely with new models while staying as close as possible to the original Turok style.
Main features:
• Full stereoscopic VR and 6DoF head tracking
• Roomscale movement and 6DoF weapons
• Hand mounted weapon wheel with slow motion selection
• Left and right shoulder weapon slots
• Physical knife attacks or classic trigger attacks
• Two-handed weapon handling with offhand grabbing and full weapon movement
• VR tuned bow aiming
• Normal and immersive climbing can be used together
• Hand mounted HUD
• Full left handed mode
• Smooth and snap turning
• Comfort vignette and optional weapon camera shake
• Configurable haptics
• VR corrected menus, crosshair, water rendering and UI
• Controller layouts for left and right handed play directly in the VR options
PCVR only. OpenXR and Vulkan are required. SteamVR and VDXR are supported.
Turok's physics, scripts and game logic still run at roughly 60 Hz to preserve the original timing, while the VR presentation is interpolated for higher headset refresh rates. **120 Hz is recommended** if your hardware can handle it.
A few things are still experimental. Immersive climbing can occasionally be buggy around entering, leaving and crossing ledges. Quicksaves work, but Turok was never designed for unrestricted quicksaving, so unusual game states may still cause problems. Water reflections also still have some VR artifacts, particularly near the beginning of Level 1.
The original textures have aged pretty badly in VR, so I strongly recommend the iddqd_textures pack:
https://www.moddb.com/mods/iddqd-textures/addons/iddqd
GitHub / issues:
https://github.com/VinceCrusty/TurokVR
And after what feels like launching the game about 4000 times during development, I can safely say I no longer enjoy the beginning of Level 1 quite as much as I used to.
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u/KharusVII Hunter 12d ago
Oh I know the feeling.
I’m in the process of decompiling a recomp of turok rage wars. And what a time it has been lol.
With it though.
I almost have motion controls working In vr.
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u/VinceCrusty 12d ago
Don’t give up, things will get better once you’ve got the basics down
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u/KharusVII Hunter 12d ago
I’m just taking a break and working on another niche title.
Xbox 360 this time so recomp was fast and easy.
2 months on rage wars just to get it pc native.
24 hours on ____ just to get it pc native lol.2
u/VinceCrusty 11d ago
Yes, Rage Wars is probably also a version of the KEX 4 engine, which is a real pain to reverse engineer. There’s absolutely no documentation. There’s a reason why, apart from assets, there are basically no mods for Turokl that hook into the exe or anything like that
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u/KharusVII Hunter 11d ago
Rage Wars is 100% Nintendo 64 black magic… :,( But yeah recompiling/decompiling Rage was absolutely alice in wonderland type adventure. So much n64 pain was nailed to it. If you know what I mean.
I’m really close to releasing this abomination on the public though.
And m doing both pcvr, stand alone, and flat screen ports, so kinda over doing it by spreading myself so thin. I’d love to share notes with you if possible though. Surprisingly a lot of turok 1-3 is relevant for rage wars. It’s kinda the … kid they don’t talk about if you know what I mean lol.
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u/Cathartic_auras 12d ago
Is weapon damage adjusted for VR or is itjust default? The only reason I ask is because my arms are gonna get tired swinging the knife and shooting arrows lol.
Also what an exhaustive process this must have been. Thank you so much for your time and work, and I will absolutely be trying this later!
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u/VinceCrusty 12d ago
Thanks! You don’t normally use the knife, and you’re not forced to use it in an immersive way either; you can just press the trigger. Incidentally, the bow isn’t immersive yet, I’m still working on that. It’s complicated because I don’t have access to the animations in Blender (they break if you change anything).
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u/VinceCrusty 11d ago
New release with some fixes and new features
https://github.com/VinceCrusty/TurokVR/releases/tag/0.91-beta
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u/Impossible_Cold_7295 12d ago
why is this not in steam workshop?
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u/VinceCrusty 12d ago
I think the mod is a bit too invasive for the Steam Workshop. I also don’t think Steam allows you to include a DLL that has to be placed in the root directory
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u/VinceCrusty 7d ago
New Release 0.93.1
- Reworked shoulder-slot selection to reduce accidental weapon switches. Haptic feedback now signals when a slot is ready, and pressing either trigger or grip selects its weapon immediately
- Fixed shoulder-slot selection while using the immersive Tek-Bow
- Restored left and right shoulder weapon assignments under **VR Options → Weapons**
- Added a **Shoulder Slots: On/Off** option, disabled by default. Turning it off disables shoulder selection and greys out both assignment options
Update: Copy the 4 files to the main directory and run Turok once to install it
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u/VinceCrusty 6d ago
New release with new features and some fixes v0.93.5
- Added a first-run setup window for handedness, turning, movement direction, HUD, immersive bow, shoulder slots, and vignette settings
- Added optional HD texture pack download and installation. Existing packs are detected and left unchanged
- Improved installation dialog visibility so notifications appear in the foreground
- Added selectable Head-based or Offhand-based movement, with support for both handedness modes
- Fixed turning options: Snap angle is now disabled during Smooth Turn, and Smooth Turn speed is disabled during Snap Turn
- Existing user settings are preserved when updating or reinstalling the mod
Update: Copy the 4 files to the main directory and run Turok once to install it
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u/VinceCrusty 2d ago edited 2d ago
New release with new features and some fixes v0.93.8
- Added Menu Size under VR Options > Comfort, with levels 1–10 and a default of 8 for new installations
- Added Menu Position: Head / Fixed under VR Options > Comfort. Head follows the headset; Fixed keeps the menu in place so you can look around freely
- Fixed menu opening alignment to use your current horizontal viewing direction while keeping the menu upright
- Aligned the title-screen 3D background with your viewing direction at startup and fixed clipping when looking around
- Fixed a brief flash of the original menu size or position when closing menus
- Fixed the automap’s roomscale tracking and heading: physical turning now correctly rotates the map, compass and player marker
- Reduced the view-mounted automap to 50% of its original size so more of it fits within the headset’s field of view
- Added Map Intensity under VR Options > Visuals
- Added Map Display: View / HUD under VR Options > Visuals. HUD places the map beside the active HUD, allowing it to remain visible during gameplay
- Repositioned the title-screen copyright text directly below the main menu panel
Update: Copy the 4 files to the main directory and run Turok once to install it
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u/VinceCrusty 18h ago
New release with new features and some fixes v0.94.0
- Added a weapon-mounted ammo HUD with individual placement for each weapon and handedness. It shows only the currently selected ammo type and quantity of ammunition
- Added Ammo HUD: Pinned on Weapon / Normal HUD to VR Options and first-run setup. Pinned on Weapon is the default
- Added Roomscale Crouch under VR Options → Comfort. Physically duck to enter crawl passages, or use the Crouch button as an alternative. Movement inside passages stops when you rise too far above your entry pose and resumes when you duck again. The allowance adapts to your entry height. Button-operated crawling lowers the viewpoint further for better clearance
- Added Boss/Air Display: View / HUD under VR Options → Visuals, allowing boss-health and underwater air bars to be centered on the active HUD. Boss/Air Display falls back to the view display when the HUD is disabled or temporarily hidden
- Made the installer dropdowns narrower, added an accidental-switch warning for Shoulder Slots, and thanked iddqd13 in the HD texture pack installation flow
- Minimal idle movement for weapon models disabled
- Stock HUD graphics and fonts now load directly from `game.kpf`, eliminating redundant loose copies. Custom weapon-wheel graphics are packed into `zzzz_VR_Assets.kpf`; obsolete files such as `MaskPositions.txt` are no longer shipped
- Installation and updates automatically remove obsolete asset folders while preserving settings, saves and other mods
- Added an installer choice between Immersive (Roomscale) crouching and Auto Crouch (Original), with Auto Crouch remaining the default
Update: Copy the 4 files to the main directory and run Turok once to install it
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u/GunnyMoJo 12d ago
How do you handle platforming in this? There's a lot of jumping around in Turok 1