SteamVR

SteamVR

Summer Island
217 Comments
Ichni 15 Sep, 2024 @ 3:33am 
Its great!
Xtreme_Shoot 19 Aug, 2023 @ 3:19am 
Amazing Creations Ever You Made it! :-') <3
byteframe 15 Jun, 2023 @ 10:44am 
If you don't intend on buying the new VR humble bundle, I have a spare Walking Dead 1 code.
Acejinjo 20 May, 2022 @ 9:21pm 
Ay, fair enough. Oh well, least you have presets ready. Guess I'll keep it around sunset. It's very pretty around that hour. Thanks for explaining! =)
Rectus  [author] 20 May, 2022 @ 12:39pm 
Yeah, it's bugged when loading it from a save. I reported the issue to Valve years ago, but they don't seem to be interested in fixing it. To fix it myself I would have to remove the nice lighting.
Acejinjo 20 May, 2022 @ 12:32pm 
This is very cool! But I think the recent update bugged night time mode. The house is invisible now once night time hits.
Rectus  [author] 14 Feb, 2021 @ 3:18pm 
Thanks!
ch0rtle 14 Feb, 2021 @ 11:59am 
Amazing, fantastic work!! I just kept getting bowled over with cool things. I enjoyed jet-packing around underwater and sneaking up on fish. And the sunset shadow of the heart through the closed outhouse door. Crazy well done!!!
Rectus  [author] 27 Sep, 2020 @ 12:24am 
The rocket launcher is single-shot only, just like the real thing.
maddylovania 26 Sep, 2020 @ 8:53pm 
Is there a way to reload stuff like the Rocket Launcher?
Nolan the Fox 26 Sep, 2020 @ 10:26am 
Again, sorry about all this, I've made a discussion here .
Nolan the Fox 26 Sep, 2020 @ 10:16am 
Yes, I was wondering about that before. I'll make a discussion on the workshop, sorry.
Rectus  [author] 26 Sep, 2020 @ 10:05am 
Why not test it insead of asking? Also, could you stop posting this in this comment section. This is irelevant to this workshop item.
Nolan the Fox 26 Sep, 2020 @ 9:49am 
Do I need to change anything? Or add/remove anything? Also, I have the initial value set to 0 for the Rand_Math.
Nolan the Fox 26 Sep, 2020 @ 9:43am 
Ok so here's what I have:
A logic_auto, for example, called Rand_Auto
A trigger_multiple, called Rand_Trig
A math_counter, called Rand_Math
A logic_case, called Rand_Case
Then, the outputs go:
My Output > Target Entity > Target Input > Parameter

For the logic Auto, I have:
OnMapSpawn > Rand_Case > PickRandom

For the trigger Multiple, I have:
OnStartTouch > Rand_Math > Add > 1

For the logic Case, I have:
OnCase01 > Rand_Math > SetValue > 1
...
OnCase05 > Rand_Math > SetValue > 5
In properties, Case 1 is set to 1 through Case 5 is set to 5.
Rectus  [author] 26 Sep, 2020 @ 1:07am 
Something that triggers before everything, like a logic_auto.
Nolan the Fox 25 Sep, 2020 @ 4:54pm 
Sorry, where do I put the PickRandom? Like where would it go?
Nolan the Fox 25 Sep, 2020 @ 12:06pm 
Ok, thanks.
Rectus  [author] 25 Sep, 2020 @ 6:10am 
1. Add a math_counter and set the min and max values to 1 and 6.
2. Add a logic_case and add an output for cases 1-5 to fire to the SetValue on the math_counter with the corresponding number set as the value.
3. Fire PickRandom on the logic_case to set the intial random value.
4. When you trigger the action, fire Add on the math_counter with the value 1. It should fire the OnHitMax output when you want the result to happen.

You can use a logic_timerto diable something fro a random amount of time.
Nolan the Fox 24 Sep, 2020 @ 1:54pm 
Yeah, looking it up comes up with nothing about it, at least as far as I can see.
Nolan the Fox 20 Sep, 2020 @ 11:38am 
Where? I've tried looking for it and can't find anything.
Rectus  [author] 20 Sep, 2020 @ 11:28am 
There are guides for that out there.
Nolan the Fox 20 Sep, 2020 @ 10:59am 
Essentially it just is supposed to be that you have to do something a random number of times.
Nolan the Fox 20 Sep, 2020 @ 10:15am 
I'm also trying to make a specific mechanic for this map, essentially, you have to do put an object in a trigger for a random number of times, but between 1 and 5 times. So say you put the object in once, it doesn't do anything, and after the third time, for example, it triggers the output. Then it resets, and maybe you'll have to put the object in for 5 times this time before it triggers. And also it's supposed to have a random delay before you can trigger it again, but I haven't tried implementing that in yet, since I'm still just trying to get it to work in the first place. I'm trying to use math_counters, logic_cases, and logic_compares. I haven't been able to get it to work yet. There might be a better way to do this too, but I don't know.
Nolan the Fox 19 Sep, 2020 @ 6:17pm 
Yeah.
Rectus  [author] 19 Sep, 2020 @ 2:48pm 
Sometimes you have to poke at it to get it to recompile.
Nolan the Fox 19 Sep, 2020 @ 2:33pm 
Ok, that was weird, I haven't even done anything and now they show up.
Nolan the Fox 19 Sep, 2020 @ 2:31pm 
Yes, I've followed those, it still won't work.
Rectus  [author] 19 Sep, 2020 @ 10:33am 
There are some troubleshooting tips on that page.
Nolan the Fox 19 Sep, 2020 @ 10:31am 
I've followed the wiki and even tried using the exact same sound from another map that did work, and it won't work in this one.
Nolan the Fox 18 Sep, 2020 @ 5:35pm 
Yet again Source 2 is giving me issues with custom sounds, I can't get them to show up...
Nolan the Fox 11 Sep, 2020 @ 11:24am 
Ok, thanks.
Rectus  [author] 10 Sep, 2020 @ 10:31pm 
I can't help with debugging, you will have to do that yourself.
Nolan the Fox 10 Sep, 2020 @ 2:35pm 
Also, I'm using your range script in my map for gravity, so that I can have a working elevator. It worked fine, although now, for the past couple of days, it hasn't worked when I've compiled the map. Any ideas why?
Nolan the Fox 10 Sep, 2020 @ 2:28pm 
I can't seem to be able to edit it, I'm choosing Show Launch Command Line. Is that how to do it? I forgot.
Nolan the Fox 10 Sep, 2020 @ 2:25pm 
Ok, thanks.
Rectus  [author] 10 Sep, 2020 @ 12:21pm 
Just remove -vr and -toolsvr from the parameters.
Nolan the Fox 10 Sep, 2020 @ 12:08pm 
Sorry, another quick question, but I know there was a way to launch the SteamVR Workshop without using a headset, I think it was a command, and it was like, "-notoolsvr" or something like that, I don't remember, I think it might of had something else, but I can't remember. I can't find wherever it was that I saw it, do you know what I'm talking about? And, if so, what is the correct way to do this?
Nolan the Fox 9 Sep, 2020 @ 2:09pm 
Ok, thanks.
Nolan the Fox 9 Sep, 2020 @ 12:38pm 
Sorry, another question, do you have any idea how to add different skins to models?
Nolan the Fox 8 Sep, 2020 @ 1:34pm 
Oh wait, I just tried editing one, it seems it affects all of them, nevermind! I don't know why I didn't try that first.
Nolan the Fox 8 Sep, 2020 @ 1:30pm 
Oh wait, I think I figured it out just now, I think I can do my second idea.
Nolan the Fox 8 Sep, 2020 @ 1:30pm 
Sorry, another quick question:
I had converted the light setup for this environment into a prefab, (which I've never used before, by the way), to make my life easier since I knew I would be placing quite a lot of them. So, my question is, s there a way to mass-edit prefabs, so that I can easily change all of the lights to baked? Or maybe is there a way to maybe edit one, then replace all the others?
Nolan the Fox 8 Sep, 2020 @ 11:44am 
I'm pretty sure they are set to baked, although I'll have to check it again. Thanks!
Rectus  [author] 7 Sep, 2020 @ 11:10pm 
You're limited to 16 per-pixel lights visible at once. If you don't need to be able to toggle them, you should set them to baked instead.
Nolan the Fox 7 Sep, 2020 @ 3:51pm 
Sorry, I have another question.

I'm working on an environment that has a lot of lights, and I've noticed, after you get a certain distance from them, they disappear, along with the light illumination itself, too. It was definitely noticeable, but I thought it might not be too bad.

However, in VR, it is somehow even more apparent and it looks Terrible. What is supposed to be a super bright, well-illuminated room is instead only lit up for a tiny radius around the player, with everything else being pitch-black. It makes it look creepy, which is not what I want. And, sometimes, If you turn your head slightly, or at just the right angle, some will appear / show up , or flicker in-between being visible and being invisible.

Is there any way to make them all turn on? Or if this is like a performance thing, like a visibility distance thing or something, is there a way to increase the distance at which things are visible?

Thanks!
Nolan the Fox 2 Sep, 2020 @ 3:05pm 
I'm trying to get the point_template entity to work and it's giving me a hard time... It appears to crash as of now, I'm trying to make it spawn something inside of a fridge if it isn't in the fridge, as soon as the door is closed.
Nolan the Fox 1 Sep, 2020 @ 2:19pm 
Yeah, looking on developer.valvesoftware.com I can see that it seems to have logic_timer, logic_random_outputs, and math_counter.
Nolan the Fox 1 Sep, 2020 @ 2:15pm 
Yeah, I'll have to get it.

I came up with one more idea though:
A pizza restaurant, lol.
Like, to get around seemingly not being able to parent GUI things (panoramas, point_texts and whatnot), to the player, I'll have them at the counter. And as long as there's some sort of logic timer-counter, randomizer logic, and math logic entities, or something like that, and triggers, then I'm pretty sure I'll be able to do everything.
You'll be given a time limit, a randomizer for the order, triggers to detect what you're placing, and math to figure out what has been done, and maybe for money.