5089: The Action RPG

5089: The Action RPG

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phr00t  [developer] 24 Jan, 2016 @ 7:15pm
Virtual Reality & 5089
Watch the SteamVR mechanics video! It is on the main lineup of trailer videos on the store page.

Getting Started

5089 uses SteamVR, which you can get through your Steam client (under "Tools"). SteamVR is designed to work with multiple headsets, and I've designed 5089 to work with mutliple virtual reality configurations.

When a virtual reality headset is plugged in, you will only see a white screen appear on your desktop. Put your headset on!

VR Mirror Display

If you want a mirror window so others can see you play, you can do CTRL+M on the SteamVR headset window. If you want a high performance mirror window, put a "enablemirror.txt" file in your 5089 saves directory (<user home>/5089/enablemirror.txt). The file can be empty.

The mirror is disabled by default to improve performance.

VR Movement Modes

If you have an HTC Vive, which is the recommended system, "room scale" will be set by default. Otherwise, "sitting" will be set. You can change the movement options under "Input Config" on the main menu. In "sitting" mode, you will have to turn your player with a mouse, or a tracked virtual reality controller. "Mixed" VR Mode will disable mouse & tracked controller turning, requiring you to turn your head around for 360-degree turning. Finally, "room scale" VR Mode disables ALL artificial movement (even falling). In this final mode, a floor will always be at your feet the size of your playing area.

If you are not in "room scale" mode, you can use the keyboard (or tracked virtual reality controller) to move beyond your tracking space. In any VR mode, you will be given a teleporting device that won't break on death & will always work -- it will shoot a ball that you can teleport to.

"Room scale" mode, with a Vive wand, also uses the "move" trackpad to shoot your teleport device in the direction pressed on the trackpad. Releasing your finger will engage the teleport.

Having trouble with the ball teleportation system? Want instant teleporting?

Read here: http://gtm.steamproxy.vip/app/414510/discussions/0/364042703856098044/

Tracked Controllers

Vive wand guides will appear when using tracked controllers. They will give you a quick introduction to the controls.

For more information, read over the in-game "VR Input Help" under "Input Config"! There are many controls that need to be assigned to movements & buttons on the handheld controllers, so it may take a little getting used to. It sure is fun, though!

Supersampling? Want to resize or reposition the GUI?

In v1.89, I added support for a vrsettings.txt file, which will let you tweak a few placement variables for the GUI. You can read more about it here:

http://gtm.steamproxy.vip/games/414510/announcements/detail/604993342279375154

Poor performance? Compatibility problems?

Try disabling rain effects in the Effects Configuration menu. Some Vive users have reported rain is the cause -- v1.90 has added an option to disable the rain effects.

A recent issue with AMD & OpenGL performance problems has been fixed in 16.5.1+, make sure you are using at least that driver! Still having performance problems? Try disabling some effects like Shadows and Ambient Occlusion on the Effects menu.

If SteamVR isn't working with your headset, head over to the SteamVR general discussion forums for troubleshooting.
Last edited by phr00t; 23 Aug, 2016 @ 6:33am
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Showing 76-90 of 97 comments
phr00t  [developer] 7 Jan, 2017 @ 8:46pm 
Originally posted by IHAVETHEPOWER:
Just started playing... so far so good... only issue I'm having is cursor control. I'm on rift with touch and using Mixed mode. it seems that the cursor directions are inverted which takes time getting use to but is fine the issue I'm having is that its too sensitive. Is there a way to change how fast the cursor responds? Same thing with the turn speed when using seated mode the turn rotation is too fast.

Also, the hands are flipped... gun in left and controls on right which can't be physically switched on Touch.

Thank you for that report. I should be able to address these, though I don't have a Touch, so I'll post an update to the beta branch and you guys let me know if things have improved!
phr00t  [developer] 8 Jan, 2017 @ 12:51pm 
Originally posted by IHAVETHEPOWER:
Just started playing... so far so good... only issue I'm having is cursor control. I'm on rift with touch and using Mixed mode. it seems that the cursor directions are inverted which takes time getting use to but is fine the issue I'm having is that its too sensitive. Is there a way to change how fast the cursor responds? Same thing with the turn speed when using seated mode the turn rotation is too fast.

Also, the hands are flipped... gun in left and controls on right which can't be physically switched on Touch.

Did you set the VR Input to Touchpad at least?
brdsnow(human) 8 Jan, 2017 @ 3:13pm 
Yeah, I tried touchpad too but it limits the amount of movement on the axis then jumps and picks a new range. Makes it impossible to use inventory.

I've found for now I can use thumbstick and sitting mode (mouse for inventory) If you change anything and need me to test a beta let me know.
Last edited by brdsnow(human); 8 Jan, 2017 @ 3:14pm
phr00t  [developer] 8 Jan, 2017 @ 6:35pm 
Originally posted by IHAVETHEPOWER:
Yeah, I tried touchpad too but it limits the amount of movement on the axis then jumps and picks a new range. Makes it impossible to use inventory.

I've found for now I can use thumbstick and sitting mode (mouse for inventory) If you change anything and need me to test a beta let me know.

I'll have to free up a friend slot & I'll send you a friend request..
phr00t  [developer] 10 Jan, 2017 @ 11:00am 
Update v1.95 is meant to improve Oculus Touch support:

http://gtm.steamproxy.vip/games/414510/announcements/detail/269487408436697846
psymin 1 Mar, 2017 @ 9:31am 
I'd love to see this working with HTC Vive on linux with the new SteamVR beta :)
Originally posted by psymin:
I'd love to see this working with HTC Vive on linux with the new SteamVR beta :)
I am also very interested in this. Once SteamVR on Linux leaves beta, I will be deleting my Windows partition and using Linux based operating systems exclusively.
IM0001 2 Mar, 2017 @ 8:47pm 
And play what exactly? The VR games in question will need to have support as well, and not all of them are OpenGL/Vulkan.
phr00t  [developer] 3 Mar, 2017 @ 6:26am 
As much as I'd also love to see 5089 working in VR on Linux, it is using a custom jMonkeyVR library I wrote awhile back specifically for 64-bit Windows. Although SteamVR will be opening up to Linux, and perhaps engines like Unity integrating it... I'd have to modify jMonkeyVR manually, which may be a larger task than it'd be worth. I'm developing future games with Unity, which shall make integration with other operating systems much easier.
Originally posted by IM0001:
And play what exactly? The VR games in question will need to have support as well, and not all of them are OpenGL/Vulkan.
There are games which already work in VR on Linux. I will be supporting those games rather than the games which do not support Linux. Which part of this is confusing?
Last edited by Herbivorous Cyborg; 3 Mar, 2017 @ 8:58am
psymin 3 Mar, 2017 @ 8:21am 
I'm glad to hear that future games might support SteamVR for linux, thanks for the update phr00t! Your games are awesome :)
HER0 01 3 Mar, 2017 @ 10:35am 
Originally posted by phr00t:
As much as I'd also love to see 5089 working in VR on Linux, it is using a custom jMonkeyVR library I wrote awhile back specifically for 64-bit Windows. Although SteamVR will be opening up to Linux, and perhaps engines like Unity integrating it... I'd have to modify jMonkeyVR manually, which may be a larger task than it'd be worth. I'm developing future games with Unity, which shall make integration with other operating systems much easier.

That is unfortunate, I bought 5089 because it seemed like you were to port the VR work to Linux when it was available. My mistake. Still, very good news that you intend to have future games working.
phr00t  [developer] 3 Mar, 2017 @ 7:15pm 
I really thought SteamVR was going to come to Linux sooner, when I was actively developing jMonkeyVR. Since then, I've realized the amount of work I spent fighting engine internals getting just Windows to work is so much more efficiently spent using tools like Unity that just do all of that stuff for you. I can spend more time doing what I enjoy most: making games. I still highly respect and want to support Linux, which is why all of my games run on Linux & why I plan to support Linux VR through Unity.
DerRidda 4 Mar, 2017 @ 12:49pm 
I hope you open up your VR tech under a free license, if you haven't done so already.
That way it might potentially be picked up by the community and become a jMonkeyEngine built-in feature, so future yous have an easier time with it.

On a side note: phr00t dropping jMonkeyEngine? THE guy that made commercial games with it? Never thought I'd see the day. ;)
phr00t  [developer] 4 Mar, 2017 @ 5:48pm 
jMonkeyVR has been open & free since inception:

https://github.com/phr00t/jMonkeyVR

Looks like it has already been forked & I hope others are continuing the work.

jMonkeyEngine... I really respect those guys. The engine carried me quite a distance! Things just starting moving too fast with VR & it was hard to keep up working on the engine at the same time. It still is a very capable, free, cross platform & open-source engine that I recommend checking out.
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