Garry's Mod

Garry's Mod

VRMod x64 - Extended
690 Comments
MaxV 3 hours ago 
What if I'll use Hugo's mods? Will they conflict with this vrmod?
Jako-Bean 4 hours ago 
so i'm not sure if this is intentional or not but my friends can't see my hands or anything that i do in VR in multiplayer, like i wasn't even in multiplayer but everything still works as it should. also, everything like shifts around when i move my head like really weirdly, i don't know how to put it
impooping616 9 hours ago 
how do you get into glide vehicles?
Doom Slayer  [author] 25 Oct @ 11:42am 
respawn usually fixes that
Thefern 24 Oct @ 9:30pm 
Not sure if its my addons but parts of the hands keep disappearing
EMIN 21 Oct @ 6:26am 
Uhmmm why the"Customizable Flashlight" mod flashlight is not properly positionned on our hands??
Tho, i've seen The Librarian videos and he had proper position... And it's too hard to manually adjust it... +I don't think any of my mods are conflicting but yeaaaaah...
func_dumbass 21 Oct @ 4:51am 
this mod is pure rizz, spam W's in the chat
EMIN 21 Oct @ 4:20am 
@Doom Slayker Thanks for your answer, i deleted player model changer and if i want to changer player model i press the "RESPAWN" button in the vrmod menu.:steamhappy:
Jvke_statefarm 20 Oct @ 4:52pm 
also i cant cock back the gun :TheRooster:
Jvke_statefarm 20 Oct @ 4:51pm 
ok so im confused on how to use the guns i load them i shoot and i hear a click? the guns in your video seems to work fine i dont know if i got the wrong guns or its just me being not able to work a gun.
Doom Slayer  [author] 20 Oct @ 2:34pm 
@Jvke_statefarm why would you want to adjust height while inside the water? :profgenki:

@Foxxie, could've be some other mods causing it

@EMIN, respawn. I actually tried to add support for a different player model changer and it broke movements in multiplayer... which took me several months to figure out, so I would rather not touch it
EMIN 20 Oct @ 12:02pm 
I have a problem with the playermodel changer mod when changing playermodel, they glitch once i press the button to change them.
Foxxie 20 Oct @ 8:41am 
find some bug Ig, when hitting object, it makes a fire sound for some reason
Foxxie 20 Oct @ 3:28am 
Thank you so much for fixing!
Jvke_statefarm 19 Oct @ 7:40pm 
why cant i see my body or hands when i go into the water i see the reflection of my hieght adjuster and myself put i dont see myself?
Doom Slayer  [author] 19 Oct @ 2:09pm 
fixed
Doom Slayer  [author] 19 Oct @ 1:36pm 
hmm, I will try to fix that soon
Foxxie 19 Oct @ 12:14pm 
Is there a fix of thing that when something brokes in your hands, it spawns a textrue of obj. without coliders and can't be removed until quiting the game?
Doom Slayer  [author] 19 Oct @ 6:27am 
reset binding, delete "cfg" and "data/vrmod" folders from garrysmod
AilenC 19 Oct @ 3:38am 
cant walk
Bobby 18 Oct @ 10:04am 
@Doom Slayer
Alright thank you very much, that's good to know!
Doom Slayer  [author] 18 Oct @ 10:00am 
@Bobby, nope. I even tried to collaborate with a developer of Xrizer on this one. Best results so far are head tracking works, while black screen in VR, nothing else.

Most likely I will need to rewrite the cpp modules to work with openXR instead of openVR to make it works without ALVR. Also I will need to come up with something to deal with control schemes, as steamVR manages that and many user prefer to use custom bindings.

I am still mentally recovering after spending half a year trying to fix rendering issues on Linux at least with ALVR :profgenki:
Bobby 18 Oct @ 6:16am 
Any idea if this works with WiVRn? Maybe with xrizer? I haven't tried but if possible I'd prefer to avoid using ALVR for this
Kerry 17 Oct @ 10:43pm 
Hopefully someday Shaders will work in VR.
Doom Slayer  [author] 17 Oct @ 6:04pm 
in steam vr bindings, check video tutorial in the description.
Just swap left and right stuff around manually
Fartsmella 17 Oct @ 4:32pm 
how do i switch the controls to right hand walk and left to look because i have horrible left controller drift and would like to switch walking to right controller anolog stick
Doom Slayer  [author] 17 Oct @ 3:23pm 
@Kerry, there is a rendering settings tab, if you use modern vr hardware like quest 3 you might wanna set vertical offset to like -0.15. Or whatever works for you

@Russel, I mean sure, my code is available on github, you'd have to fork the original mod and modify the pickup code to use use my utils. It will be simpler if you don't want to pickup NPCs, as we convert them to ragdolls first, but redirecting damage to NPCs like a voodoo doll and keeping status like if it's dead or gibbed.

Also there are couple of per bone mass adjustments when you pickup ragdoll and when you drop it, to reduce insane jitter and bouncing around map like a tennis ball :profgenki:
Russell 17 Oct @ 1:41pm 
i like the ragdoll grabbing feature, I swapped to normal vrmod after this actually, is there anyway to get that in the original vrmod one? Or did you make it yourself
Kerry 17 Oct @ 1:31pm 
Btw. Edges of lenses have some bug with resolution
Doom Slayer  [author] 17 Oct @ 10:39am 
Well, mod still is a work in progress, it will be improved.
Some things like physics are quite challenging to implement.
Appreciate the feedback tho :profgenki:
Kerry 17 Oct @ 8:36am 
I was at least able to kill NPCs and break boxes by throwing them in the original VRmod.
Kerry 17 Oct @ 8:30am 
Due to the active and frantic physics of the props, the red barrels with fuel in the hand are extremely dangerous to capture hah
Kerry 17 Oct @ 8:29am 
Overall, there are no complaints about this thing; accidentally ripping out some button entities or props that are welded to the map is not too critical.
Kerry 17 Oct @ 8:28am 
While you trying to make an analogue of the HL2VR prop hold physic, it would be possible to switch between prop capture modes.

It's certainly not ideal, but it doesn't detract from the overall immersive experience. Also, the problem with grabbing two props at once seems to be slighty solved by equalizing the grab (or entity magnet distance)
Kerry 17 Oct @ 8:25am 
I saw it. There's also the mechanic to use two guns at once, which is pretty cool.
Doom Slayer  [author] 17 Oct @ 7:47am 
While it's a bit harder to develop for hl2 due to the usage cpp, the main cause of issues for me is a server side physics in gmod: vr input is a real time and I need to compensate for the lag, by trying to predic positions based on current velocity to make it more whacky, meanwhile I'd assume I won't have to deal with the lag in hl2vr.

Btw, I found a fork of HL2VR mod with extra stuff like melee, check this out:

HL2VRU | Half-Life 2: VR Mod - Unleashed
Doom Slayer  [author] 17 Oct @ 7:38am 
they might share methods for hooking into graphics api and redirecting texture to vr compositor, however gmod does the rest using LUA, while hl2vr would most likely rely on cpp. So it would be quite different
Kerry 17 Oct @ 6:23am 
Isn't it possible to take a behavior model from HL2VR? It seemed to me that Vrmod and HL2VR are very interconnected
Doom Slayer  [author] 17 Oct @ 4:47am 
There is no physics in official or semi-official, props are weightless, can't he used to hit other players and you can put them right through the wall. Also if you'd try to pickup a gun from a prop you will have a prop glued to that gun and you can pickup few props simultaneously, but drop only one. So the whole pickup system was rewritten.
It's not perfect yet, but getting there.

This version has physics so it's more like hl2vr/hl alyx . Main challenge is that props are using server side physics, so there is a slight desynchronization. I added a visual proxy to reduce the visual jitter, but props of different size and weight behave differently.
There is a lots of room for improvement. :profgenki:
Kerry 17 Oct @ 3:07am 
The propes in your hand are static, but you can throw them quite conveniently.
Kerry 17 Oct @ 3:06am 
@TERENCEATBORDEN

I can. But they are definitely not in order, on other versions of Vrmod, the tests are taken as in HL2VR.
TERENCEATBORDEN 17 Oct @ 12:46am 
@Doom Slayer, no way! can you turn them?
Kerry 17 Oct @ 12:02am 
Objects dangle in your hand, although there are no such problems in the original or semi-official. This becomes a problem because it is very inconvenient to take objects, especially to carry them.
Kerry 17 Oct @ 12:01am 
@Doom Slayer A button in Context Menu like for Player Models to make it easier to open the Vrmod without the need for a console. By the way, vrmod x64 has a problem with physics, it's true, objects grab the word with physics enabled in Hand. This seems to be a problem in the weight addon for props.
Doom Slayer  [author] 16 Oct @ 5:15am 
@TERENCEATBORDEN yes, tou can grab handles for most of the doors


@WhangaTy, some will work, many are already included because they never worked properly to begin with, but there are no guarantees from my side that you will have no issues with them:profgenki:
WhangaTy 15 Oct @ 8:24pm 
Mods built for the orginal addon on the workshop, should still work with this mod right? I read the description and mods built for the orginal addon are gonna work?
TERENCEATBORDEN 15 Oct @ 5:04pm 
I don't have a VR headset but I have to ask because I swear I've seen it on a librarian video, but do door handles work with this mod, like can you grab them
Doom Slayer  [author] 15 Oct @ 4:11pm 
Not a big fun of physics, heh? :profgenki:
Russell 15 Oct @ 3:00pm 
why is whenever i pick up something it has this really ugly feel to it like if i was using the force on it:facepunch:
Doom Slayer  [author] 15 Oct @ 7:32am 
Any gmod or external addon update can potentially break or fix something at any time, while I try to keep an eye on the addons that I officially support/recommend some things are out of my control, but it's njce when things are fixing themselves :profgenki: