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  1. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  2. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  3. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  4. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  5. Hello, I'm updating my post to include a guide to get TDM running with VR headsets using Vorpx. I'll leave the original post below, as it's not my intent to revise history. I think it makes sense to try to keep these discussions consolidated, but please let me know if you'd prefer I start a new topic. With the release of the 2.05, the unlocked framerate makes TDM work better with Vorpx. While the original post aimed to share what I discovered and start a discussion, I think people may find it more helpful now to have the necessary steps on display in the OP when coming across this topic. If you're looking to play TDM with a VR headset and need assistance, please see the guide below: 1. Buy& install vorpx: http://www.vorpx.com/. Vorpx is a stereo injector that allows you to play non-VR games in VR. There are other free options out there that are being worked on that may be worth keeping an eye on for the future (vireio, a re-shade branch), but as far as I know, Vorpx is the only way to get TDM working at present. 2. Open your TDM installation folder & find your Darkmod.cfg file. Back it up. I have a folder with a monitor cfg and one with a VR cfg. You can switch from one to the other just by dropping in the respective file and overwriting. 3. Open Darkmod.cfg and find the lines seta r_customHeight & seta r_customWidth to set an 8:9 aspect ratio. For example, 1280x1440, 960x1080, 1600x1800, and 1920x2160. Choose the highest your system can handle. I'm using 1600x1800, so my .cfg file has these entries: seta r_customHeight "1800" seta r_customWidth "1600" Note: you may wish to try 4:3/5:4 or any other aspect ratio. Just keep in mind you'll need to tweak the fov_ratio to compensate. Which leads us to... 4. With the Darkmod.cfg still open, find seta r_fovRatio and change it to 0.9 if you're using an 8:9 resolution as indicated in step 2. It should look like this: seta r_fovRatio "0.9." If you're using a different aspect ratio, it may take some trial and error to find the right value to enter here. You'll know it's off if everything appears either "too zoomed in" or has a fisheye warping effect. 5. Save & close the Darkmod.cfg file. 6. Create an autoexec.cfg file in the same folder as your Darkmod.cfg and open it up. You can just copy the Darkmod.cfg file, rename it to autoexec.cfg and delete all of the contents. 7. In that file, add these lines: seta com_fixedtic "1" seta r_displayRefresh "90" This will allow the game to go above 60fps and/or allow vorpx to set it's "Async render" to 45fps or 90fps (depending on your hardware) allowing for a smoother experience than would otherwise be possible, as far as I understand it. 8. Save & close the autoexec.cfg file. 9. (Optional) If you would like to eliminate the game's "head bob," which can help with motion sickness, you'll need to bind it to a key-press. First, create an autocommands.cfg file inside the same folder and add these lines: seta pm_bobroll "0" seta pm_bobpitch "0" seta pm_bobup "0" Unfortunately I could not get this to auto-load with this file or the autoexec file. So I bound it to F11 by opening the Darkmod.cfg file and finding bind "F11." "It should look like this: bind "F11" "exec autocommands.cfg" 10. Save & close the autocommands.cfg file. 11. Download either grodenglaive's (Vive) or bucklebean's (Rift) vorpx cloud profile using the vorpx config app & follow the instructions to import it. Either profile may be a good starting point for either headset. It might be wise to try each & go from there. 12. Depending on your headset, you'll need to launch SteamVR or Oculus Home. 13. Lanuch vorpx 14. Launch TDM & disable post processing. Otherwise, you'll get flickering light sources. I also suggest disabling in-game AA to maintain decent FPS. 15. Vorpx translates mouse movement into head tracking. You should consider setting smooth mouse to off. You're going to want to tweak your in-game mouse sensitivity along with the vorpx head tracking sensitivity which can be found in the vorpx in-game menu. 16. Play TDM in VR - You'll probably want/need to press edge-peek (MMB default) to navigate the menu. Some things to consider: - Sometimes the main menu can flicker or completely disappear! Don't fear. Just press the edge peek button (MMB default) and your menu should come back. - The skybox doesn't appear correctly in 3D. There's a console command to remove the skybox completely, but the sky will flash/flicker. I don't have a fix. - Vorpx has a few 3D modes - G3D, Z-normal & Z-adaptive. The Z-modes DO NOT WORK. If you accidentally set one of these, you'll be greeted with blurry horizontal lines. You should be able to press your keyboard left & right arrow keys to set it back to G3D. If you can't, you're best bet is to shut down the game. You may not have saved that config, so a restart of the game might fix it. If not, you can try jumping back in and navigating the vorpx menu blind, but it's probably easier to just restore the cloud profile in the vorpx config app. - The settings from the vorpx cloud profiles might not be to your taste. Once in-game, press the "DEL" key to open up the vorpx menu. Here you'll find several tabs where you can make numerous tweaks to personalize your experience. You may even want to create your own custom profile to share. Some of the tweaks need "advanced settings" to be enabled on the main page of the vorpx launcher. - If you find that game objects, NPCs, doorways, etc... appear to be too large or too small, you'll want to adjust the stereo separation to taste. - If you find the game too bright or dark, you can adjust the gamma. The in-game gamma & brightness does not work. - You may want to adjust the sharpness setting to taste. My default profile has this all the way up. - If you set "fluidsync" on, the game will lock to no greater than 45fps. You may find this more comfortable than a variable framerate. I prefer to have this off most of the time because the Vive, Rift, & vorpx all have built-in software solutions to help with this. I want to be clear, VR, especially with vorpx requires a lot of power to run. However, with these software solutions, framerates that drop even into the 20's or 30's are surprisingly playable. What you are willing to put up with is going to be a matter of personal preference. You can check your framerate by pressing att+f. It might be wise to take a look at the TDM wiki for information on how to improve performance. You want to maintain as high a framerate as possible for the most comfortable experience. If your framerates are just so bad & you can't handle it at all, you may want to try turning off 3D entirely in the vorpx menu. You will lose depth (obviously) but your framerate will skyrocket. It should be close to what you normally see outside of VR. While the 3D is particularly excellent for this title, even by vorpx standards, it's not everything. The performance hit is huge and it's a trade-off you may wish to consider. - You may want to play with the letterbox & pixel 1:1 settings in the vorpx menu to assist with FOV adjustment. Use these in conjunction with the aspect ratio settings and the fov ratio settings. - You can set how far the screen pops out for edge peek. You may find it preferable to move it closer to make readables easier. This requires the advanced settings to be enabled in the vorpx config app. - You can play with motion controls as controller input. The controllers will be represented in the game world, but cannot interact with anything without a button press. It's interesting and may increase immersion, but I still prefer M+KB. YMMV. If you want to do this, you'll have to open the in-game vorpx menu by pressing "DEL" or the controller equivalent & remap the buttons to your liking. - Check out HTRF audio. It's totally worth it. http://forums.thedarkmod.com/topic/17689-improve-your-tdm-experience-by-playing-with-openal-soft-hrtf-better-3d-audio/ Here's a video that Grodenglaive put together about a year ago showing this working: https://www.youtube.com/watch?v=BKYVq4jgy5k&t=139s Please don't hesitate to let me know if you have any questions. Original Post below: ................................................................................................................................................................................................................................................................................................................................................................... Hi Everyone, Apologies for the long post ahead... I'd really like to thank everyone working on this project. You've truly created something very special here and I feel quite fortunate to have stumbled onto this a couple of years ago. When I received the DK2 last summer, one of the first things I did was attempt to get The Dark Mod working with 3rd -party injection drivers vireio perception (http://www.mtbs3d.com/new-vireio-site) and vorpx (http://www.vorpx.com/). Sadly, neither would hook because they are based on directx and TDM uses opengl. I talked to some folks working on the Doom 3 oculus implementation project and even downloaded TDM source code with the intent to try my hand at support, but quickly learned I was in WAY over my head. Fast-forward to 10/23/15 and the latest version of vorpx has preliminary support for opengl titles. The first thing I tried was TDM and it hooked! Huge disclaimer: the game does not have official support. There is NO 3D effect, nor is there positional tracking. Head tracking is intact, so your head movements are like mouse-look, but not the full 6-degrees of freedom (like leaning forward, backward, up, down...). Framerate is also a minor issue (see below). I want to be very clear that this is far from perfect. VR purists would probably not touch this. I am, however, quite pleased as punch. I learned a long time ago not to allow the perfect to be the enemy of the good. FWIW, in a very short time I have determined that this will be my preferred method of playing. I booted up Tears of Saint Lucia and I can't describe the feeling of looking up at the buildings. The sense of scale is spot on. And oh my god, this game is DARK on the OLED screen. The flickering torches and candles in the distance... the lighting in this game is glorious. The atmosphere is visceral. The slow, careful, stealth pacing is perfect for VR. Frantic movements are generally not good. This is the opposite. There are some things that need consideration: - Framerate - generally, a rock-solid 75fps is required to have a good experience on the DK2. TDM is locked to 60 (or 62/63?). I could not figure out how to unlock it again. I had done that before when I got my 144hz monitor, which I quickly learned was a mistake. The speed of the game was all out of whack. Still, I'd like to see how it operates at 75. Nevertheless, the very good news is the latest version of vorpx also incorporates asynchronous timewarp, which eliminates the stutter/judder that occurs when the framerate drops below 75. The game is smooth sailing and would not be playable without this feature. - Resolution, FOV - because of the odd shape of the screen and the need to render 2 images, normally, when a game runs at a 16:9 aspect ratio, you need an FOV of around 120 to get it to look right. TDM used to allow you to set a custom FOV, but I cannot figure out if that's still possible. Instead (and likely for the better), you need to set a custom 8:9 resolution (I used 1280x1440) in the .ini files and set r_fovratio to about 0.85 (still playing with it, but a value somewhere between 0.85 - 0.888 should work). This gets the FOV almost perfect. See here for more info: https://www.reddit.com/r/oculus/comments/3q2nup/vorpx_09_performance_tip_custom_89_resolution/ - I created an autocommands file to eliminate the head bob. YMMV. For me, when in VR, head movements not controlled by the player can make me nauseous. Even on a monitor, honestly. See here: http://forums.thedarkmod.com/topic/7763-can-the-view-tilting-while-moving-be-turned-off/ And that's it! Please let me know if you have any questions or suggestions. I'd be curious to see how others are getting on. For reference, I have played the following in VR: Dishonoed Deus Ex GOTY DXHR Thief Gold Thief 2 + T2X Thief 2014 Neon Struct The first 3 on that list I have done complete playthroughs, including DLC. The rest to varying degrees. The stealth genre is so perfect for VR because combat can be avoided (if desired), you can usually move at your own place, exploration is rewarded, and the atmosphere in these games is among the best. I often find myself just sitting quietly listening to the patter of the rain or the crackle of a fireplace, soaking it all in. p.s. - It's also helpful to be pretty familiar with the game mechanics because you can't see the m+kb.
  6. First off, I know there are some other threads which have diverged into conversation about the Oculus Rift, but they're pretty dated and I figured there should be a thread largely dedicated to the rift itself since I think most would agree that it's shaping up to be the most promising consumer-level VR headset out there. But anyways I'm making this thread today because Oculus just unveiled their new prototype at CES--the "Crystal Cove" http://www.ign.com/articles/2014/01/07/ces-oculus-rift-makes-evolutionary-leap-with-new-motion-tracking-hands-on The IGN video player is garbage, so here's a youtube link to the video: They now have positional headtracking and a new OLED display--two things I've been particularly excited about. The positional headtracking means they're no longer limited to rotational headtracking--now it's responsive to translation too (so in Thief one could lean around a corner / over a balustrade, peek through a keyhole, or perform a multitude of other precise actions). The OLED display should mean a very good contrast ratio and a low display response time in the microseconds (as far as I know, OLED is the closest we'll get to CRT level response times and contrast ratios for many years ... and having a technology that can actually display black again would be great for Thiefy games). They've also reduced the overall latency and blurring--the IGN article stresses that this was the most significant improvement. From what I've picked up around the web, the devkit rift is ~45ms, this new prototype's latency is 30ms, and they expect to have the first consumer version's latency below 15ms (supposedly <20ms is the "holy grail").
  7. It looks like someone over in the oculus forums has done a hack to get Doom3 working... https://developer.oc...hp?f=29&t=13130 I wonder if that would be an easy port to TDM? That would be the ultimate Thief experience.
  8. http://tinyurl.com/oyxg6js TDM for Oculus Rift when
    1. stumpy

      stumpy

      the 'Oculus Touch' should come with some straps to stop the player from throwing them very far and breaking things. from what it says you need both of them to pick things up and use them.

  9. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  10. http://kotaku.com/fa...lion-1551487939 Hmmm...and I just recently ordered the DevKit2. Thoughts?
  11. As the title says, I've got the dev kit. I'm interested in adding Rift support in original idTech4, and this would be a great place to see that put to use. I'm still in the process of setting my new PC up on the software end in order to develop. As soon as I've got that all settled, I'll get right on to researching the best way to implement it in the original codebase.
  12. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  13. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  14. A rather familiar face showed up in Deus Ex: System Rift http://i.imgur.com/jRdBEKY.jpg

  15. The Rift : Summer 2010 Vertical contest entry You asked for it, and even if you didn't you got it. First released TDM mission, was fun, took a long month. Thanks to my Beta testers: Midnight Xarg Bikerdude nbohr1more
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  16. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  17. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  18. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

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