Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






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...
@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
Alright thank you very much, that's good to know!
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
Just swap left and right stuff around manually
@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
Some things like physics are quite challenging to implement.
Appreciate the feedback tho
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)
Btw, I found a fork of HL2VR mod with extra stuff like melee, check this out:
HL2VRU | Half-Life 2: VR Mod - Unleashed
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.
I can. But they are definitely not in order, on other versions of Vrmod, the tests are taken as in HL2VR.
@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