Half-Life 2: VR Mod

Half-Life 2: VR Mod

Resident Evil 2: Source
Blood_Wraith 24 Jan, 2023 @ 8:38am
Thanks for the port
Creator of Resident Evil 2: Source here, thanks for the HL2 VR port of my mod (damn, that was fast)

I've linked this port to both the L4D2 and Gmod editions' workshop pages.

L4D2 - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2243054854

Gmod - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2716806565

Can't try this myself, as I don't have VR (not interested in VR quite yet). Would like to see someone playing this to see how it looks in motion, though. Anyone feel free to record a playthrough of this and put it on YT.
Last edited by Blood_Wraith; 24 Jan, 2023 @ 8:39am
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Showing 1-12 of 12 comments
ld.dante 24 Jan, 2023 @ 2:26pm 
i had fun with it for sure, one of my long time wants back in the day, when the word of vr was getting around, (dk1). this is scary sometimes too. you have any other resident evil campaigns you can put on hlvr? maybe a collab project with someone or something i dont know.
Qwazzy  [developer] 26 Jan, 2023 @ 4:00pm 
Glad I was able to, being only a novice mapper and modder myself.

I might try recording a playthrough sometime! Not sure how it would look, flatscreen recordings of VR play can be wonky, but I've done it before.
Blood_Wraith 31 Jan, 2023 @ 2:51pm 
Alright, someone finally covered it with a video.

https://www.youtube.com/watch?v=HK3qkUFwco8
Qwazzy  [developer] 31 Jan, 2023 @ 8:03pm 
Glad it was covered, and better than I would have been able to do.

I noticed your comment about placeholder stuff, I might have missed that, as I did see the additional addon to the GMod version which mainly replaced weapons (which wouldn't work for VR since the weapons use special models to make them work in VR). I'm certainly willing to try packing in any other additional materials the map could use if that turns up.

As it is, I'm just happy to avoid missing textures and Error models. Though I agree RE zombie models and sounds would be very cool.
Blood_Wraith 3 Feb, 2023 @ 7:50pm 
If you do update this again, here's a few suggestions.

1. Restore typewriter functionality

Go to all the typewriter buttons in Hammer, go into the Outputs tab, and put something like this

Onpressed - Command (command entity) - Command - save ROOMNAME

and with a delay of 0.02 or so, so the save trigger fires after it deducts 1 point from the
ink ribbon counter.

That should be the only type of Output trigger you need to add back to these buttons.... I think. I'm assuming the SAVE command will work as intended, and won't pull a Garry's Mod (with it's custom save system shenanigans)

If you want to see how I did this in the HL2 mod version, you can open up one of the re2_x maps up from the HL2 version of RE2:S

https://www.moddb.com/mods/resident-evil-2-source/downloads/resident-evil-2-source-vmfs

2. Remove Glowing Gmod Buttons

The glowing buttons that are near the start of each map, those were meant specifically for the Gmod version, and randomly seeing a glowing button like that in this just takes you out of the immersion. They're for toggling music and unlocking all doors. Feel free to remove those buttons.

Streets - Behind the corner of the building, near the fire/truck wreck.
RPD - On the table in the main hall, obviously.
Sewer - Under the stairs near the.... water purifier... grinder.. thing.
Lab - To the side of the green fridge in the security room.

3. Fix game start item spawns

Either the weapon/item entities in the VR version are different from vanilla HL2, or HL2VR just treats them weirdly at start. Or... I just removed the entities that spawn the stuff for the Gmod version, can't remember. If I DID remove those item start entities,

Just stick item_suit, weapon_crowbar, weapon_pistol right on top of the info_player_start, give them all the same name, like STARTITEMS.

Then place a Point_Template at the start, name it StartItemsTemplate, and put STARTITEMS in the first template field.

Make a logic_auto entity (or modify the existing one), go to Outputs tab, put this output in there

OnNewGame - StartItemsTemplate - ForceSpawn

Or again, just open up re2_1.vmf from the HL2 mod version, and copy/paste the missing spawn entities. Or just use it for reference, if copy/pasting don't work.

Either way, try to figure out how to fix the player not starting with suit, crowbar, and handgun at the start. Could have something to do with the logic_auto, maybe try giving it a slight delay to the stuff spawning. Or just stick item_suit, weapon_crowbar, and weapon_pistol in Kendo's gunshop. Or at least the suit and handgun, it's kind of fitting to find the crowbar in the alley near the van. I think that's where I put a crowbar in the L4D2 edition.

4. Restore RE2:S Gmod Edition extra content

Self explanatory. This is basically the enemy skins (all 2 of them), sounds, weapon and item models, etc. You can go into the folder (extract it with Gmad), and remove the weapon models/textures/sounds. Or you can grab that content from HL2 mod version (preferably V 1.02 where the files are loose, unless you wanna use GCFScape to extract them from V 1.04)

5. (Optionally, and if you didn't already) add some extra goodies to the random shop interiors on Streets (these interiors aren't present in the HL2 mod version)
Last edited by Blood_Wraith; 3 Feb, 2023 @ 8:04pm
Qwazzy  [developer] 3 Feb, 2023 @ 11:28pm 
Thank you for the advice, that's very useful.

I actually hadn't noticed you had the VMFs already available on Moddb - I was starting to assume I'd need to ask for them or attempt a likely broken decompile. I'll see if I can find the time soon to attempt these changes.

If I have any further questions I'll let you know in this thread.
Qwazzy  [developer] 4 Feb, 2023 @ 10:06pm 
I'm basically trying to decide if I want to alter the GMod versions or the HL2 versions.

At first I thought it was a good idea to alter the HL2 versions, as they're more streamlined for that game experience - no extra areas for sandbox use, no buttons to disable, et cetera. And with less going on, there's less chance of lag with it running in VR.

What's stumping me a bit though is the custom stuff that overrides default stuff. For example, the sound effects on the main menu, the zombie SFX replacements, zombie textures, and so on. If I pack all that into one addon, the possible problem is that it will override those same content when playing the HL2 campaign, or other peoples' workshop maps, forcing them to disable or unsubscribe from RE2 until they want to play it again, which isn't ideal. I'm considering possibly separating anything that overrides vanilla HL2 assets into a separate optional pack, but I'm having trouble figuring out what's standalone and what's overriding without comparing a lot of files one at a time.

Any thoughts?
Blood_Wraith 5 Feb, 2023 @ 7:09pm 
I suppose you could do what I did with the Gmod edition, and just have the extra stuff be it's own addon (minus the weapon stuff).

HL2 and Gmod versions are about 95% identical. Minus the extra interiors on the Streets level, and those glowing buttons. You mas well just stick with the Gmod version for those extra streets interiors. Go with your discretion though, it's up to you.
Qwazzy  [developer] 6 Feb, 2023 @ 10:09pm 
Made some progress. I tested the HL2 version of the maps, while also successfully removing content that would overwrite vanilla content so I can make it optional (zombie skin/sounds, antlion skin/sounds, poison/fast zombie sounds, interface sounds, health item models, manhack model/sounds, etc). A lot of it seems to work just fine right away, including starting off with the suit and crowbar/pistol as intended. Saving at typewriters worked as intended too.

I did notice some problems I have to look into though:

Soundscapes seemingly not working. Event-specific ones like monster tension music and final boss music worked, but the background-themed tracks (RPD theme most notably) weren't playing. Need to figure out why.
Gunshop ammo on shelf was missing texture. Probably my fault.
Stars office had a missing model. Probably also my fault.
White van in alley - ammo pickup wasn't working. The model was there but I couldn't interact with it, and there was no item glow in VR to indicate it could be picked up.
Weapon keycard in basement - opened its drawer fine, but could not pick it up. Went nuts on it with both hands spamming Use and I could not get it to work. Need to investigate, possibly reposition or enlarge the "button" (I assume) so it can be used.

I will have to make another run to test with the optional content enabled as well to make sure all that looks and sounds good too. As for the stuff I listed, I'll be taking a look into the map files.

The soundscape one worries me most. I have zero experience working with them and have no clue where to begin there.
Last edited by Qwazzy; 6 Feb, 2023 @ 10:10pm
Qwazzy  [developer] 6 Feb, 2023 @ 10:18pm 
Actually, I do. Realized I didn't carry over the scripts folder since most of it is HL2 specific and should already be in vanilla files. But there was a soundscapes.txt in there that lists RE2 music in it. I've moved it over and will test that next time. (Also the credits file.)

If you happen to recall off the top of your head any other scripts that need to be preserved that aren't HL2-vanilla, please let me know. Not asking you to go digging into the files yourself, just asking if you remember anything that I should make sure to grab.
Last edited by Qwazzy; 6 Feb, 2023 @ 10:19pm
Qwazzy  [developer] 4 Jun, 2023 @ 4:23pm 
Finally stopped being lazy and I think I have it in a good place now.

The maps are from the HL2 version (no GMOD buttons at the start, no open areas, etc).

The suit is now in the gun store with the pistol and can be taken into the rest of the campaign.

No issues loading from map 1 to 2 as far as I saw.

Typewriters work as intended, and save the game upon use.

Soundscapes still work.

Custom zombie sounds/models/etc are now included. I couldn't get a reasonable solution to have them as "extras" without dealing with missing models and textures, so I just included it all. So, anyone who wants to play vanilla campaign or other custom content should probably not keep this subscribed or there will be conflicting assets. It is what it is.
Qwazzy  [developer] 4 Jun, 2023 @ 4:25pm 
There were a couple things I ultimately did have to tweak with Hammer. One was putting in the suit, as mentioned. Another notable one was the weapon room keycard in the RPD basement. For whatever reason, the player could open the drawer but could not activate the "button" that gave the keycard no matter how hard I tried. So I ended up turning the cabinet into a single unmoving brush without an interactive drawer, and instead put the keycard on the hospital bed right next to it instead. A fairly minor change, I feel.
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