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Rapporter et oversættelsesproblem
Rock on, man.
Submitting issue is enough, no need to micromanage me and ask for updates every couple of hours.
Resolving this mess of the code is already enough work as it is, I don't have mental capacity to deal with other people's bullshit on top of that.
Also deleting comments not gonna make it better, can you at least own what you say, bro?
Just bringing the original code is not really and option, as it needs to be rewritten and adapted to work with introduced changes. Having something that I can't test thoroughly posses a risk of issues popping up that I won't be able to fix property.
Current priority right now are optimization and bug fixes of what we already have.
Do you have any idea how many issues original mod had? And dispite me already investing over thousand of hours into this there are still some left ( in some rare cases new can be introduced alongside new features). It takes time.
Managed to fix something something before me? Might as well contribute to the project and submit PR request. If not, then pat yourself on the shoulder and tell yourself how proud you are of yourself.
If you don't like something here you can always GTFO from here, I don't own you anything. I do not have the patience to deal with this BS.
Awesome refactor btw
I mean sometimes I get stuck, so I either teleport more, jump around or crouch.. noclip in the worst case scenario, not that big of a deal honestly.
As for the latest go to rendering settings in vrmod menu and set vertical offset (at the bottom) to like -0.15
@Euqhoria if you mean windows modules, they are the same as the original ones. (People been having false positive with OG mod too)
You can inspect and compile the code on your own, sources are available.
Probably it get's flagged by antivirus because it patches gmod's directX library and forces it to expose the texture ID which later gets submitted to the VR compositor. Which is probably a similar behavior pattern for some viruses. (Hooking into a library and making it do something that it's not supposed to)
Github in case you want really derailed changes
If you are hosting a server you can install something like "addon share" , so your friend will temporary install all the addons that you have when joining your server.
The issue is probably due to the fact that view point for the HMD has flawed logic of following player, since it's not taking player collisions into account at all it sometomes get detaches from the player.
Still some of stuff that was left from the original VRMod needs to be rewritten. The original addon was sort of at proof of concept stage without optimization or any kind of scenarios in mind such as this one that can be buggy.
@Poly Limefur, original VRMod had "carbord mode" ,not sure, but it might be what you are looking for
awesome name
Issue had been present since the original I am still yet to identify how does head collisions work..
I will try to confirm issue with snap turn, as for SteamVR crashing that's just SteamVR for you.
Also please use punctuation, it's really painful to read.
If it was something broken in the code, I would have multiple reports about this.
It can be about anything from drivers, your vr software, whatever esle you have installed or some incorrect convars. I can't suggest anything more than is already written on top...
@func_dumbass, you should be able manually with hands,by grabbing and taking them out. Reload button doesn't work on those for some reason. If you can't mess around with arcvr settings.
If you know exact command that addon is using you add it there, and it should appear in SteamVR bindings as an action, so you can assign your newly added command to a button