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I'm working on a VR version - early alpha


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#226 duzenko

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Posted 13 September 2017 - 05:17 AM

@grodenglaive: Thanks. Yeah, mouse movement, GUI elements and the shadow issue are my priority when I continue working on the VR version. However, that probably won't happen before the release of v2.06 anymore. There are just too many changes to the engine to continue working on the 2.05 version.

How about adding the VR code in the trunk svn?


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#227 nbohr1more

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Posted 13 September 2017 - 05:45 AM

Yeah. Do it! :)
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#228 BuckleBean

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Posted 13 September 2017 - 09:52 AM

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. 


Edited by BuckleBean, 13 September 2017 - 09:52 AM.

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#229 nbohr1more

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Posted 14 September 2017 - 09:15 PM

Hmm...

The lightgem is not re-initializing on mission installs. You have to exit TDM and start it again
to get the lightgem back.

We had this problem during the 2.05 dev cycle.

http://bugs.thedarkm...iew.php?id=4395
rev 6640

Not sure why this is broken now...
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#230 woah

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Posted 15 September 2017 - 10:18 AM

Oh man, I can't believe I didn't see this until now.  Even if there are many technical challenges, I really can't think of a better type of game to adapt to VR.  Not only that, adding VR support could bring in many new players and perhaps get more people interested in developing for the mod.  VR users are starving for this kind of content.  And while many gamers don't have the patience to play the flat version of a Thief game, I think this will be different since from my experience VR lends itself to slower, more immersive gameplay.  The mod could also benefit from the many performance optimizations that VR would necessitate.

 

@cabalistic By the way, did you make a post on /r/vive a while back requesting suggestions for a game to mod VR support into?  I vaguelly remember someone requesting this and then someone else suggesting this mod.


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#231 cabalistic

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Posted 15 September 2017 - 04:18 PM

Sorry guys, I was away for a few days...

 

@woah: If by a while ago you mean months ago, then I may have written an answer to that post where I suggested Freespace, Jedi Knight and perhaps even The Dark Mod (not sure about that). But I was not the OP :)

 

@BuckleBean: As you said, it's publically available. I did not post about it outside of this forum due to its vastly incomplete nature, and I feel it might disappoint a lot of people in its current state. My goal is to have it close to the Doom3 VR mods, but it's a looong way off. Even so, as long as you emphasize its current state, I don't mind you mentioning it :)

 

@duzenko: I really don't think adding the code to the trunk is a good idea. VR support goes very deep into the engine core; to keep it completely optional would require a lot of code switches in a lot of places. That, in turn, will increase the code complexity and has a high risk of creating diversions between VR and non-VR engine code. Right now, when it's only just the bare-bones stereo rendering and head-tracking, this might just barely be feasible. But if I finally get around to roomscale additions, the changes will become more significant. To be honest, I would personally much rather keep this in a separate repository and pull changes from the SVN when needed. At the very least, this would require a very thorough discussion and analysis by the team before incorporating it into the trunk.


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#232 nbohr1more

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Posted 19 September 2017 - 10:40 PM

Hmm...

The lightgem is not re-initializing on mission installs. You have to exit TDM and start it again
to get the lightgem back.

We had this problem during the 2.05 dev cycle.

http://bugs.thedarkm...iew.php?id=4395
rev 6640

Not sure why this is broken now...

 

http://bugs.thedarkm...iew.php?id=4621

 

Fixed. By me. (Surprisingly...)


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