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BuckleBean

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About BuckleBean

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  • Birthday 05/27/1979

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  1. Just a quick note, I have a Valve Index set to arrive later this month. I'm very excited to take TDM for a spin with the new headset. Since it uses SteamVR, I expect it to work just as it did with the Vive & Rift. For what it's worth, I didn't have any luck using SteamVR input to rebind the keyboard/mouse controls to VR controller triggers/buttons. I may explore other solutions once I have the Index + controllers in hand.
  2. It's all good. Thanks for the reply! You're doing something for free in your spare time. Your efforts have been very appreciated. It sounds like waiting is the smart move. I'm honestly happy to play it as is right now, I just wanted to try out some new missions. I'll probably download another instance of TDM and keep 2 versions to make it easier to go back and forth between VR and pancake. Cheers!
  3. Any news on the 2.06 port? I've held off updating. Does anyone know what'll happen if I try to play a mission designed for 2.06 while still on 2.05? I guess it'd be easy enough to try and see for myself. On another note, TDM-VR works with opencomposite (https://gitlab.com/znixian/OpenOVR/blob/master/README.md) for anyone who's using that in lieu of SteamVR for Rift. The downside is you can't reset your position because you need the SteamVR menu to do that, so you're out of luck if you don't begin the game sitting completely still, facing forward. Nevertheless, I thought it was worth mentioning. Also, I'm going to try to bind keyboard controls to the VR-controllers (https://steamcommunity.com/games/250820/announcements/detail/3809361199426010680). It won't be like having "hands" in-game, but I found with other games (Alien Isolation, for example), it positively impacts the experience. Plus it'll allow me to stand up. Last night, I played through Chronicles of Skulduggery: Pearls & Swine. I really enjoyed that one! No VR-related issues to speak of. Performance dipped in a few places, but no show-stoppers.
  4. Thanks for the update! I check back in on this thread from time to time. That looks like a solid roadmap. If you can nail the bullet points, I think it'll be good enough to recommend. I wonder if the 3d cross-hair could be toggle-able...? Crosshairs are weird in VR. Like, it's easy to go cross-eyed, if that makes sense. But I understand the desire for something like that. Sometimes I feel like I'm frobbing forever, struggling to move the mouse over the correct spot. BTW, I agree seated is better than nothing. Alien Isolation taught me that. Roomscale is great, but it's not everything. Thanks again and keep up the great work!
  5. Yes, I've seen that stated before. Nevertheless, the head bobbing is ever-present until I press F11. In all likelihood, this is something on my end. User error, misunderstanding, or other such mistakes are totally plausible. Whatever the case may be, it's working well enough.
  6. In addition to populating the autocommands.cfg with the values you listed, I also had to bind it to a key to get it to load. My Darkmod.cfg has this: bind "F11" "exec autocommands.cfg" You should be able to choose a different keybind if you want. I have to press this every time I load a save. Not a big deal, but something to keep in mind.
  7. No worries at all! I'll just keep from updating for the time being. Thanks for the quick reply.
  8. Hi, is this compatible with 2.06? In other words, if i update to 2.06, is there anything I need to do to keep things working?
  9. That's great news! I still play missions using your previous implementation. Looking forward to where this goes!
  10. I have a general question - are there any concerns with sharing this alpha with anyone outside of the TDM community? I've recently been asked for recommendations for seated VR games/ports/mods like Alien Isolation. This fits the bill, but I haven't mentioned it to anyone besides grodenglaive, who's been active here. I'd hate for this thread to be inundated with tech support questions, especially since the mod is on hold for the moment. On the other hand, anyone could stumble into this thread and download the mod. Cabalistic, do you have a preference? I'm happy to oblige.
  11. I have to agree with this, generally speaking. At present, I couldn't recommend this to anyone who is unfamiliar with TDM, especially if you're learning the controls. Being unable to see them could be a challenge. However, an experienced TDM player can get on quite nicely. I've played through a few missions and I'm finding it to be truly spectacular. I don't know that I'll ever want to go back to using a monitor. It's significantly better than using vorpx in it's current state.
  12. Download this: https://github.com/fholger/thedarkmodvr/releases/download/v0.1.3/thedarkmodvr_0.1.3.zip Extract the contents into your TDM folder. Overwrite any necessary files. Launch from the new .exe. Use your monitor for viewing the main menu and any readables. The HUD & light gem are also difficult to view in VR. Being familiar with the controls is a real help. M+KB only as far as I can tell. One of the most immersive gaming experiences available, full stop.
  13. No worries. I've been tied up. I'll try to see about getting to this tonight. However, I'd like to mention that I also tried to enable EAX via this tutorial: http://forums.thedarkmod.com/topic/18249-tutorial-how-to-setup-eax-for-tdm-on-any-soundcard/ I also saw a crash on startup. However, it boots up fine now, though EAX won't work. I get the message telling me that I don't have the required hardware. In both of these cases, user error is definitely possible. I'm certainly not immune to making mistakes. However, it's interesting that both are audio related. I know the VR headsets do some audio-related magic & I wonder if there's a conflict. I should try disabling VR to see if either HRTF or EAX are working.
  14. Thank you. I'm not sure if logging is on. Perhaps you can tell by the contents of my log file, which are as follows: [game\DarkModGlobals.cpp ( 362):INI (INIT) FR: 0] LogFile created at 2017.08.08 21:03:23[game\DarkModGlobals.cpp ( 365):INI (INIT) FR: 0] DLL last cleaned and rebuilt on Jul 23 2017 11:13:21[game\DarkModGlobals.cpp ( 367):INI (INIT) FR: 0] The Dark Mod 2.05, code revision 6757[game\DarkModGlobals.cpp ( 408):FRC (FORCE) FR: 0] LogBegin: 0[game\DarkModGlobals.cpp ( 408):FRC (FORCE) FR: 0] LogEnd: 0[game\DarkModGlobals.cpp ( 408):FRC (FORCE) FR: 0] LogInfo: 0[game\DarkModGlobals.cpp ( 408):FRC (FORCE) FR: 0] LogDebug: 0[game\DarkModGlobals.cpp ( 408):FRC (FORCE) FR: 0] LogWarning: 0[game\DarkModGlobals.cpp ( 408):FRC (FORCE) FR: 0] LogError: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_FRAME: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_SYSTEM: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_MISC: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_FROBBING: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_AI: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_SOUND: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_FUNCTION: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_ENTITY: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_INVENTORY: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_LIGHT: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_WEAPON: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_MATH: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_MOVEMENT: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_MAINMENU: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_AAS: 0[game\DarkModGlobals.cpp ( 418):FRC (FORCE) FR: 0] LogClass_STATE: 0
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