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BuckleBean

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Everything posted by BuckleBean

  1. Great news, I'm in business. I'm off to put the kids to bed. Looking forward to jumping back in as soon as I can.
  2. Excellent, will do. I'm also downloading a fresh instance of TDM to work with since I've mucked about with a bunch of settings trying to get it to work with vorpx. While I wouldn't expect it to be an issue, this should rule out any random changes I've made. I'll report back when I can.
  3. Hmm... no luck. Can't get it to launch in VR. Tried both the Rift & The Vive. Tried with SteamVR running & without. I also tried all of these permutations in the autoexec.cfg: "set vr_enable 1" set vr_enable 1 set vr_enable "1" seta vr_enable 1 seta vr_enable "1" Any thoughts? Does the in-game resolution matter? Tried 2560x1440 & 1920x1080.
  4. Oh, I wish I checked these forums more frequently. This is extremely exciting. I'd love to help out, but sadly, I'm no coder and don't understand much of this discussion. Still, I have a Rift & a Vive and will plan to test both. I'll probably only have time to test one tonight. I'm happy to give any feedback. Please let me know if there's anything specific you'd like me to do or look for. Outside of windowed mode, are there any other settings I ought to pay attention to?
  5. The developers confirmed they'd include an option to use the Vive trackpad for a more "traditional" control scheme. Also, they're working on bow mechanics.
  6. Now this is something to keep an eye on: https://www.thorrows.com/
  7. OP has been updated with a complete guide. Let me know if you have any questions.
  8. Hi mikulabc, I intend to update the OP to be more clear & concise and to reflect the current state of things, as it was originally written for the DK2. Sadly, I've been quite bogged down with work & don't know when I'll have a chance to get to it. If you have a Vive, you may want to start by downloading grodenglaive's cloud profile from the vorpx launcher (assuming you have vorpx). That profile is for the Vive & I admit it didn't quite work for my setup. I use vorpx with the Rift. I'd also add that you'll want to look into how to unlock the framerate, which now works with the 2.05 update without speeding up the game. You may want to set a custom resolution in the dark mod config file and tweak the fov. The OP goes into how to do this. These variables work in tandem. I chose an 8:9 aspect ratio and set the fov ratio to around 0.9. If you choose a 4:3 (or any other) aspect ratio, you'll need to tweak the fov ratio to compensate. You can use console commands to play with the fov ratio while in game, which should help you nail down something that feels comfortable. I'm sorry if this is unclear. I promise I'll try to get a more detailed step-by-step posted as soon as I can. Just keep in mind that this is a non-native experience. It's not going to compare well to a polished made-for-VR experience. It's still very special though, in its own way. But that's because TDM is quite special. This is just a different way to experience the game.
  9. Excellent, thank you. This is quite helpful. Yes, that native AA is killer even outside of VR. I turned it off a long time ago and found that things look just fine at higher resolutions (2560x1440). EDIT: One last question, can all of these settings be placed in the autoexec.cfg? I figure I can use the console to test things, but I'd probably want to just have it set up to load every time once I find something that works.
  10. I got a chance to mess with this tonight. Things appear to be working quite well with these settings. Thanks so much! After taking a look at the moddb announcement, I came across this bit about tdm_lg_interleave : "I have been playing with tdm_lg_interleave 3 but I've tested it as high as 8 without seeing any stutter or anomalies. For most missions, I can set tdm_lg_interleave_min to 1 along with tdm_lg_interleave 3 and gain FPS (even at sub 30FPS areas ) with no consequence for frame stutter..." I believe this suggests that by keeping tdm_lg_interleave_min to "1" and increasing tdm_lg_interleave, I may be able to achieve higher framerates. Indeed, increasing the latter seemed to do just that in some areas, but also a general overall higher average framerate. I tried values of 3, 8, 10, and 30 (just for kicks). I wasn't able to discern much of a difference between those values, though there was definitely an increase from the default setting. I'm not 100% sure i have all of this correct. Do you have any further guidance? Furthermore, do you have any additional suggestions for maximizing performance? I don't think VRAM is an issue for me. I'm using a GTX 1080sc - 2500k @ 4.4ghz - 16GB RAM. That CPU is still going strong in most cases, but i expect that could be holding me back here. I believe the creator of vorpx has stated that the software benefits from newer CPUs. Things are definitely improved in 2.05. I want to make the VR-Vorpx guide much clearer and would like to include information about performance. Any further info you have would be useful. Thanks again.
  11. Thanks, nbohr1more. This is very much appreciated. I responded to the reddit comment, but I'll continue the discussion here if needed. I hope to jump back in tonight & try your suggestions. While testing in VR with vorpx running, it was tough to say how well it was working because framerates were consistently low with geometry 3D enabled. The issue is most noticeable over 60fps. However, with G3D off, tjhings seemed promising. Furthermore, I jumped back in for a few minutes on a 144hz monitor & was pleased as punch to see the game running at 144fps with no apparent game speed issues. This is all very promising. Out of curiosity, is there a difference between using an autocommands.cfg vs. autoexec.cfg? I had the former set up with commands to eliminate head bob bound to F11. I added the seta com_fixedtic "1" in that file & it seems to take effect without a keypress. Just curious.
  12. In response to a reddit thread announcing steam greenlight (congrats all!), it came to my attention that 2.05 will introduce support for unbound FPS. Is there a recommended way of achieving that? Inserting seta com_fixedtic "1" into an autocommands.cfg file as I was doing before seems to be working quite well without messing with the game speed. Though I've only attempted the new training mission & haven't spent a significant amount of time. Additionally, I want to make sure this works with other missions. Further testing is needed. Is this the best approach? I'm planning to update the Oculus/Vive Vorpx OP. It needs to be cleaned up for clarity anyway. Here's the reddit thread for reference: https://www.reddit.com/r/pcgaming/comments/5scybb/the_dark_mod_has_been_added_to_steam_greenlight/ddej9zp/ Cheers
  13. That video is perfect. Seriously, well done.
  14. I'd love to try Onward, but I have a 4 y/o & and 4 m/o at home & would be a rotten team player.
  15. Here's another "Thief-inspired" VR title in the works. Clearly "Steam Dolls" needs a lot of work & seems to be more "adventure-gamey." This short clip here looks to be more stealth focused: https://www.youtube.com/watch?v=CuKzJh7l3NI. Thief DS-style climbing, huh? On another note, I was thinking about one other possible way to get TDM in VR. Since someone has modded Doom 3 to work in VR & TDM was at one point a Doom 3 mod, maybe getting that up & running on the latest hardware & then running an older version of TDM would do the trick. This Doom 3 mod claims to have VR working with Doom mods: https://forums.oculus.com/community/discussion/13130/doom-3-wip/p1. It's old & not updated to work with the latest Rift runtime, but I imagine it could be possible to update. If I ever get the chance, I may try to hook up the old DK2 & get it running on an old runtime. Then I'll download an older version of TDM & see if I can get it running. If I can, then I'll see about contacting the dev to find out if he could get it working on the latest hardware.
  16. @ Lux, you're right about the sliding feeling. Artificial locomotion kind of feels like riding around on a segway. Stealth games feel more like scooting around in a wheelchair because I'm crouched 90% of the time. There's plenty of native VR games to keep you busy. The community is split on vorpx. It can be fiddly & many people feel it's not worth the effort. I got into vorpx in 2014 when there was far less to do with a headset & there were virtually no full scale games. I've found it to be quite worth my while. I wish there was a demo/trial, that would really help folks decide if it's something they want to mess with because you really have to try it to know whether or not it's your cup of tea. On another note, someone just got Doom 3 BFG working on the Vive: https://www.reddit.com/r/Vive/comments/5dqlnd/doom_3_bfg_mod_updated/. It looks fantastic. Movement speed felt a bit too fast for me & the locomotion controls weren't perfect. But when I got to the the area near the beginning knowing i was about to face an enemy, I "noped out." Just too scary! And if you haven't tried google earth yet, you absolutely must.
  17. Hi Lux - I realize this post is months late, but I wanted to say that if you end up getting vorpx, even if you can't do 3D, it may be worth checking out. Additionally, the Thief games work great & require less performance. I've played T2X in VR recently & it's great. I'd be happy to answer any questions or help with settings. I may need to update my OP actually as things have changed some with the consumer headsets. Grodenglaive's vive profile is nice to have. I'll upload one for the rift some time after the next vorpx update comes out. There's currently a bug preventing me from saving profiles. : / In the mean time, I recommend you check out the Steamdolls demo for the Vive: http://store.steampowered.com/app/461100/. It's an adventure game for the Vive inspired by Thief. The atmosphere/environment is very Thief. There's a bit of craziness going on with the story, but it's the only thing official out there that feels like being inside of a Thief game.
  18. I've been playing some of these games over the past year or so. I was trying to get them to run mostly from a first person perspective & I've had mixed results. Chaos Theory worked out the best & I posted about it here: http://forums.thedarkmod.com/topic/17717-splinter-cell-chaos-theory-first-person-mod/ I've actually been replaying that one again on the Oculus Rift with decent results. Chaos Theory really holds a special place in my heart & it's kind of magnificent just being in that world. I played through Pandora Tomorrow almost to the end, but got distracted & haven't gone back to finish. I'm in a similar spot with Double Agent, which I also got running ok in 1st person. But just a heads up, that PC port is really bad. The game has a bug where there's no sound unless you install it on your C drive. It's not like that for everyone, but sadly for me. Also, the mouse acceleration is abysmal & if you disable it in the system files, it inverts your mouse look in the menus & weapon/item select. I also experience CTDs too frequently. And sometimes my save games disappear. In those cases, I can go to level select & start from there, thankfully. But it's still annoying to lose any bit of progress. Also, the key rebinding is too limited. Not trying to be a downer, just want to give you a fair warning of what you're signing up for. It's really one of the worst PC ports I've ever played. As for the gameplay itself, I've enjoyed my time with it, generally speaking, but it's no Chaos Theory. There are some tedious side-tasks in the hub area where Sam is under cover. It just feels like busy work & a waste of my time. But I liked sneaking around most of the missions.
  19. Thanks for the great write-up. I hadn't seen the locomotion system explained yet. Translational movement via trackpad is no problem for me, but any kind of smooth, artificial yaw is killer. My biggest impediment getting this is the multiplayer aspect. My schedule isn't open enough to be a reliable team mate.
  20. Hi grodenglaive, I've been meaning to write, but I'm sad to say that I had a death in the family & have been tied up with family business the past few weeks. I got my Vive & my Rift almost a month ago, now. I have yet to try TDM with the Vive, since it got vorpx support, but plan give it a shot with your profile, which is very appreciated. Last night, I loaded it up on the Rift CV1 with my old settings & was happy to see it hook. I still suffer from some of the same framerate issues I had before (insert sad face here), so disabling the 3D is still the most comfortable for me. I'm interest to compare the experience, Rift Vs Vive. Rift has the proprietary asynchronous timewarp, which goes a very long way in dealing with low fps/dropped frames. Valve's version is reprojection & I'm not sure how it works. Additionally, vorpx has a custom version, so I really don't know what's entirely at play when not hitting a solid 90fps on the vive. One thing's for sure, maintaining 90fps is going to be tough, especially when TDM works best locked at 60 (or 62ish, it seems). With the Rift's ATW, it's very smooth when locked at 60. Sorry for babbling. The main reason I'm writing is I noticed my DK2 settings didn't work any longer with the new headset, too much warping. It looks like you've spent some time doing the balancing act between the resolution/fov ratio/letterbbox1/zoom/etc... Before I messed with that, I noticed the 2D FOV setting in the vorpx menu. Increasing that actually mitigated the warping. Going all the way up to 1.0 got rid of it completely, but the fov was a bit narrow for my taste, so I backed it down to 0.75. There's a slight warp, but barely. Anyway. it's one more parameter to tweak if you're feeling OCD & still have some warping or want to try to get rid of the cropping. I'm sad to say I noticed the brightness issue, too. The game is much brighter than before, which does detract from the experience. It's The DARK mod, after all. I have no idea what's causing it, but it's there on the rift, too. I wonder if there's a difference between the 2. I spent some time playing T2X with both headsets. The Vive had much better contrast, was much darker. The Rift was a bit washed out. The Rift was smoother, though, despite hitting 90fps for both (gotta love the older games). Bottom line, I'm pleased we still have TDM in VR & look forward to a future where someone develops a proper stealth game made for VR. The closest thing I've seen on the horizon aside from Budget Cuts is this: https://www.youtube.com/watch?v=amOPcQT-yRg. Plot-wise, it looks all kinds of crazy, but the gameplay begins around 1:00, and looks very "Thief" to me. I've been in touch with the dev & he's confirmed it's heavily inspired by Thief. I think the steam greenlight campaign did not go well, so I'm not sure what the deal is at this point. Take care
  21. Ok, see the pics below. The further out you are, the cooler the colors. The closer you get, the warmer. You should also be seeing some greens. Something is definitely wrong. Sadly, I don't have any idea what's causing this. http://imgur.com/a/Yzxe8
  22. That looks wrong to me. As you described, it's all cold. There should be warmer colors (redish/pinkish) present surrounding the living NPC in the tent, for example, right?
  23. One TDM protip I'm sure you're aware of is to make sure you close the door behind you. I've been playing Behind Closed Doors (pun intended) and remembered this after seeing big framedrops while entering or exiting a building. Definitelty helps. This mission is incredible, by the way. 2 random notes: 1. It looks to me like you may have head bob activated in the video, though it could just be positional tracking. This sort of thing is a matter of taste, but it makes me a bit dizzy in the rift. For anyone like me, there's a link in the original post that provides instructions for creating an autocommands file that lets you bind a key to turn this off. Unfortunately, it has to be pressed everytime you load a save. I'd love to see a menu option to toggle this on/off. 2. Can't say enough about the HRTF audio. Seriously, it enhances the experience a great deal and I highly recommend it to everyone, without reservation.
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