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Also SW has decent vehicles that work in VR outside of the box, LW and CrSk Autos works too I think.
FBT = Full Body Tracking
Thing is, even if theoretically that addon would work, it will be strictly hardcoded to the car type vehicles. If you'd use airboat or some motorcycle it would still behave like you are holding a steering wheel in a normal car.
So yeah, that's something that would be cool to have one day, but if we want it work right it's gonna take a while. Currently there are other priorities.
I will be adding support for Glide Vehicles, initial support gonna added with a next update (without vr like turning yet) , but given that you can easily distinguish between vehicle type in there, it might be possible to add support that would look decent,
net.WriteFloat(g_VR.input.vector1_forward)
net.WriteFloat(g_VR.input.vector1_reverse)
net.WriteFloat(g_VR.input.vector2_steer.x)
So the only thing you missed is the part that it's not supposed to be "driving with vr hands"
Try more/less
Also try to disabling auto offset, I am pretty sure you can get it working. I got quest 3 myself. Linux need auto offset, while Windows doesn't.
I pushed a fix, hopefully the issue is now fixed.
apart from x64 vrmod and our playermodels, we don't have anything else installed, here's the console logs
[VRMod x64 - Extended] lua/vrmod/utils/vrmod_utils.lua:700: attempt to index a nil value
1. GetWeaponMeleeParams - lua/vrmod/utils/vrmod_utils.lua:700
2. v - lua/vrmod/io/vrmod_melee_global.lua:97
3. Call - lua/includes/modules/hook.lua:102
4. UpdateTracking - lua/vrmod/base/vrmod.lua:159
5. v - lua/vrmod/base/vrmod.lua:430
6. unknown - lua/includes/modules/hook.lua:102 (x744)
@MrBub, visit renderering settings in the VRmod menu and scroll a bit down, there is something to grt rid of borders for Q3. In my case setting vertical offset to -15 did it
@Lemmestrokeyoshit25 I will need any sort of tracking myself to at least get started. but I'll keep that in mind if I get to that part.
@DJButterBiscuit, it used it to be, until windows users discovered that it works better, so I had ensure it works on Windows too (had rendering issues)
All weapons, and only in worldmodel view.
@Timtrinox for all of them? I would've probably noticed. But if some sweps have this issue, in vrmod settings -> gameplay there is a "adjust weapon" button. Add problematic weapon and press fix muzzle.
All right the controls work on a fresh install.
Only one bug now when testing the fix on the august 14th update: Weapons aim from the head position rather than the controller position. I'll check today and see if it still happens.
Try messing with these:
"vrmod_net_delay"
"vrmod_net_delaymax"
"vrmod_net_storedframes"
Reduce number of stored frames for example
If you have action manifest or bindings from the old vrmod it might still use those instead of mine. Delete them, they will recreate on restart.
@King_Bee01. Glad this one works for ya. Keep in mind that not all the maps are compatible with VR. Very big ones can have low performance, lots of trees also may impact performance. InfMapsbor similar are not working well either (mosty due broken coordinates). Same goes with addons. I guess I will add this to the description.