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  • #123623
    Ralf
    Keymaster

    I got my pair last week, but haven’t had a chance to try them yet.

    Judging from how the Vive controller support turned out, I’m pretty confident though that Touch will add a lot to the vorpX experience as soon as implemented. vorpX can’t make the controllers really control the weapons/aim, but just being able to fake wielding a sword or using a gun while presing the buttons on the controller is an awful lot of fun.

    Both Vive controller and Touch support will come with the next vorpX version.

    #123457

    In reply to: Fallout 4

    konglowbal
    Participant

    Hi, don’t know if it’s the right thread, but been wondering is there any fix for Fallout 4 or Skyrim big hands, big weapons issue? Apart from that everything is working great but I cant play with geometry 3d while everything looks very good but my weapon looks like a huge cannon and my arms are also huge. I setup the FOV 110 110 but it doesnt help guns and hands being big huge.The world FOV 110 is working good but honestly the gun looks like its touching the end of the room while I am standing at the beginning of the room.I know its not Vorpx issue but bethesda problem, anyway wondering if anyone found the solution…Thanks

    #123321
    Dystroxic
    Participant

    Ok, so here’s the scoop. I’m using VorpX with ARMA 3. I have everything working very nicely, it’s actually quite enjoyable. Since ARMA 3 supports decoupled head motion from body/aiming motion using TrackIR, I’m using Opentrack to output the Rift motion as FreeTrack 2.0, which ARMA 3 recognizes as TrackIR. Then I completely disable VorpX’s head tracking so it doesn’t conflict. So now the Rift head tracking is tied to the in-game independent head motion of the character. It’s awesome.

    But there’s a problem with this. Now when you aim down a gun in ARMA 3, you have to aim using the controller stick or mouse because head tracking is not tied to aiming, it’s tied to head motion (i.e. if you aim down the gun and move your head, your character will look away from the weapon instead of aiming the weapon where you’re looking). This makes it nearly impossible to actually aim and hit anything. So what I need is a way to quickly toggle from outputting the Rift head movement as FreeTrack (using Opentrack) to outputting it as mouse/gamepad emulation (using VorpX).

    So the plan would be as follows:
    – Opentrack has a key binding to turn tracking on/off. I will bind this function to the same key that I use to toggle aiming in-game, so when I aim down the gun, it disables Opentrack’s FreeTrack output (moving my head no longer moves my character’s head)
    – Have a VorpX key binding for enabling head tracking, and also bind that to the same key that I use to toggle aiming in-game, so when I aim down the gun, VorpX starts using the head tracking as mouse/gamepad emulation. Now, moving my head will make my character aim the weapon wherever I look
    – When I use the same key to exit the aiming mode, it then disables the VorpX head tracking and re-enables the Opentrack FreeTrack output, and we’re back to having independent head motion

    So yes, it is a bit obscure. But, I think that there are multiple applications where someone might want to use an external app like Opentrack for tracking sometimes, and use VorpX’s tracking other times, and that’s only really possible if there’s a convenient way (i.e. key binding) to enable/disable VorpX’s tracking. Also, I would really, really appreciate it :)

    Thanks!

    #123233
    dantegod
    Participant

    Back when kf2 came out i could use my rift just fine. now and days though when i hop on the gun viewmodel is right up to my face. can anyone please help me figure this out so i can scream whenever a fleshpound runs up to my face? Any help would be appreciated greatly. it seems as though you cannot change the view in vorpx ingame menu.

    #123232
    dantegod
    Participant

    Back when kf2 came out i could use my rift just fine. now and days though when i hop on the gun viewmodel is right up to my face. can anyone please help me figure this out so i can scream whenever a fleshpound runs up to my face?

    #110988
    libory
    Participant

    I made this wonderful program to work and I wanted to share it…

    It comes from another forum but the process is the same.

    It really changes the way of dogfight…. impressive. With trackIr was cool but with this is AMAZING. I don’t get sick even with loops and crazy stalls… lol. Many people gets sick, not sure…

    After playing around a bit I found out it is not perfect (it is not made for this really). When you shot the 3d effect turns off, not sure why. So it looks like a machine gun shaking effect but x2 or x3. I have no idea why is that and I tried everything I could. Sometimes annoying sometimes doesn’t bother much. Maybe the stereo 3d never worked well, not sure, I don’t have a 3d monitor with me to try. I tried the stereo MOD but it didn’t work. The depth is very good. Everything in the cockpit is readable. Planes in distance are not perfect but you can see them and look at other planes in formation with a natural head rotation is very nice. You are there…

    Aiming now is very impressive. I can see the planes crossing below my plane and after I dive into them shooting at his tail…. really amazing guys….

    About how I made it (it wasn’t easy at all)…. I use mainly two programs…

    First I made a custom resolution of 1600×1800 (I have a Nvidia card).

    I edited the config.ini and I added this resolution and I turned off WideScreenFoV=0 and change the mouse pointer mouseUse=1 because you need the middle mouse button to zoom in and out the VorpX menus.

    For the head tracking I use Opentrack with the tracking of the oculus 0.8 and simulating a trackir (it works 360 degrees in all directions) https://github.com/opentrack/opentrack/releases

    Keep in mind the Opentrack doesn’t support oculus runtime 1.3 so I installed this wrapper to simulate the runtime 0.8 needed to run Opentrack. https://github.com/kalavaras/LibOVRWrapper/releases/ .

    This are the settings in Opentrack:

    Input: Oculus Rift runtime 0.8.0 — HMD
    output: freetrack 2.0 Enhanced

    I turned off all the filters in the “Filter” tab. (there is an empty one on top of the list)

    In Options-Output-Translation compensation I turned off “Enable” and enable “Disable Z axis compensation“.

    In Options-Camera-Center pose Offset I changed the value of TZ to 5.000 cm.

    And for the oculus I use a program called VorpX….

    The VorpX doesn’t support IL2 but it supports OpenGL. By default when you play it you don’t see 3d at all you just see 2d (it looks 3d but it is not). The thing I did is take the template for Quake (yes, Quake..lol), copy it and I changed the .exe to look at the il2fb.exe in my IL2 folder and it worked.

    At first the cockpit is out of the place but you need to change the 3d separation in the VorpX menu to 0.01 and then the magic turns on. The cockpits looks amazing :)) Remember to save the settings in VorpX menu.

    I play with the FOV at 90 (PageDn Key). You can play with the zoom settings (in VorpX menu) till you find confortable with the perspective.

    Another annoying thing is VorpX (at least in my machine) doesn’t run if head tracking is off and you need to turn head tracking off in VorpX menu everytime you load first time IL2.

    Just I don’t like the tracking in VorpX as it emulates a mouse. Opentrack much better.

    So… the way I do it is:

    1- Turn on the PC
    2- Open Oculus home (be sure the oculus is setup properly if not the opentrack gets confused)
    3- Open Opentrack and start
    4- Open VorpX
    5- Run the game
    6- As soon you are in the interface in game turn off the head tracking in Vopx (it should be amazing if they would add a trackir emulator)
    7- At first the menus and interface are in your nose. You need to press the middle mouse button and then it zooms in and out.
    8- Enjoy

    It is a bit of work at the beginning but I think it is worth it if you love IL2 1946 (by the way I am in HSFX 7 but I don’t think it really matters).

    Good hunting!

    #110504
    CaptainKoloth
    Participant

    I’m been experimenting with VorpX for a bit now and I’m reasonably happy with it from a technical functionality perspective but I’m being driven kind of crazy by the “face gun” aiming in FPS games. I know there is a mod for GTA V that decouples aim and look; are there any other FPSs that do this? Aiming with my head just isn’t working for me.

    Marco
    Participant

    I see u ask for gun games well they are not all good games but there’s a few. :)

    I don’t know about Far Cry 3 but maybe is a matter of tweaks to make it run better.

    hamedham
    Participant

    hi
    i tested far cry 3 on vorpx (dk2 oculus rift) but the resolution is no good on it
    is there any game such as far cry( gun games) that give me good quality and real result in head tracking?
    thanks.

    #103137
    Karlor
    Participant

    Ohh ok I get what you mean.. That is kinda odd that you have to exit out each time you change it. Not sure what it’s “supposed” to behave like, haven’t played Skyrim in a while. Maybe it’s G3D is somehow more complicated to switch to or something so it has to exit out first. Gunna have to ask the Ralphster if he has any ideas. Also you could try to use a memory hack to see if you can bump up your FPS inside G3D so you might not need to switch back and forth.

    DeltaChris
    Participant

    First, I’d like to commend you on the awesome support that you provide essentially as a 1-man-army.

    I work Tech Support for the Delta Six GameGun and recommend that our users purchase and use your software to play their FPS in VR.

    Our games are running upside down and with only the left eye showing display when we try to play anything in VR. I’m thinking that it must be user error on my end, but I am unable to come up with any solutions on my own. I think “I’m just doing it wrong”.
    _
    I have my oculus DK2 connected to the PC.

    I then open the VorpX software which in turn starts oculus home.

    I make sure that I am logged out of oculus home and I remain in the white-tiled-floor-disclaimer-screen

    -> At this point, do I look at the box for the 2 seconds to make the message go away, or should I start the game that I’m trying to play?

    Could you type up a step-by-step setup process?

    Part of my job is creating instructional videos to set things up. Our customers are frustrated and I am unable to find any solid information on how to get things running after the CV1 was released and vorpX updated. I’m unable to help anyone out when I can’t even get things to run myself. A whole lot of what I do to help people is a matter of figuring out what it is that they’re doing wrong so I can correct them. ..Well, now the tables have turned. I’ve hit a wall and I’m reaching out to YOU for help. I’m sure its just something I need to do differently or in a different order

    Thanks for your time :)

    #101727
    grodenglaive
    Participant

    Profile uploaded.
    This is working nicely. Requires you set a custom resolution in Nvidia first (1350×1500 @60 Hz). The resolution does not need to be active. The game just needs to see that it exists.
    You need to edit Darkmod.cfg to set the resolution and screen ratio or just copy this one:

    unbindall
    bind "ESCAPE" "togglemenu"
    bind "SPACE" "_moveup"
    bind "-" "_impulse47"
    bind "0" "_impulse10"
    bind "1" "_impulse1"
    bind "2" "_impulse2"
    bind "3" "_impulse3"
    bind "4" "_impulse4"
    bind "5" "_impulse5"
    bind "6" "_impulse6"
    bind "7" "_impulse7"
    bind "8" "_impulse8"
    bind "9" "_impulse9"
    bind "=" "_impulse48"
    bind "[" "_impulse15"
    bind "\" "_mlook"
    bind "]" "_impulse14"
    bind "" "_impulse0"
    bind "a" "_moveleft"
    bind "b" "inventory_hotkey '#str_02438'"
    bind "c" "_impulse23"
    bind "d" "_moveright"
    bind "e" "_impulse46"
    bind "f" "_impulse44"
    bind "g" "inventory_use '#str_02396'"
    bind "i" "inventory_cycle_group '#str_02391'"
    bind "k" "inventory_cycle_group '#str_02392'"
    bind "l" "inventory_use '#str_02395'"
    bind "m" "inventory_cycle_maps"
    bind "o" "_impulse19"
    bind "p" "inventory_cycle_group '#str_02389'"
    bind "q" "_impulse45"
    bind "r" "_impulse52"
    bind "s" "_back"
    bind "t" "_impulse52"
    bind "v" "inventory_hotkey '#str_02397'"
    bind "w" "_forward"
    bind "x" "_impulse24"
    bind "y" "savegame quick"
    bind "z" "_zoom"
    bind "BACKSPACE" "inventory_hotkey ''"
    bind "CAPSLOCK" "_impulse51"
    bind "PAUSE" "pause"
    bind "UPARROW" "_forward"
    bind "DOWNARROW" "_back"
    bind "LEFTARROW" "_left"
    bind "RIGHTARROW" "_right"
    bind "CTRL" "_button5"
    bind "SHIFT" "_speed"
    bind "DEL" "_lookdown"
    bind "PGDN" "_lookup"
    bind "END" "_impulse18"
    bind "F3" "_impulse17"
    bind "F4" "savegame quick"
    bind "F5" "screenshot"
    bind "F6" "loadgame quick"
    bind "F8" "_impulse22"
    bind "MOUSE1" "_attack"
    bind "MOUSE2" "_impulse41"
    bind "MWHEELDOWN" "_impulse47"
    bind "MWHEELUP" "_impulse48"
    seta gui_mediumFontLimit "0.30"
    seta gui_smallFontLimit "0.15"
    seta radiant_entityMode "0"
    seta net_socksPassword ""
    seta net_socksUsername ""
    seta net_socksPort "1080"
    seta net_socksServer ""
    seta net_socksEnabled "0"
    seta win_ypos "0"
    seta win_xpos "3"
    seta sys_lang "english"
    seta s_decompressionLimit "6"
    seta s_useEAXReverb "0"
    seta s_useOpenAL "1"
    seta s_libOpenAL "openal32.dll"
    seta s_numberOfSpeakers "2"
    seta s_doorDistanceAdd "450"
    seta s_globalFraction "0.8"
    seta s_subFraction "0.75"
    seta s_playDefaultSound "1"
    seta s_volume_dB "-10.79365"
    seta s_meterTopTime "2000"
    seta s_reverse "0"
    seta s_spatializationDecay "2"
    seta s_maxSoundsPerShader "0"
    seta r_screenshot_format "jpg"
    seta r_debugArrowStep "120"
    seta r_debugLineWidth "1"
    seta r_debugLineDepthTest "0"
    seta r_cgFragmentProfile "best"
    seta r_cgVertexProfile "best"
    seta r_forceLoadImages "0"
    seta r_shadows "1"
    seta r_skipBump "0"
    seta r_skipSpecular "0"
    seta r_skipNewAmbient "0"
    seta r_renderer "best"
    seta r_brightness "0.5"
    seta r_gamma "0.5"
    seta r_swapInterval "0"
    seta r_useIndexBuffers "1"
    seta r_customHeight "1500"
    seta r_customWidth "1350"
    seta r_fullscreen "1"
    seta r_mode "-1"
    seta r_multiSamples "0"
    seta image_downSizeLimit "256"
    seta image_ignoreHighQuality "0"
    seta image_downSizeBumpLimit "128"
    seta image_downSizeSpecularLimit "64"
    seta image_downSizeBump "0"
    seta image_downSizeSpecular "0"
    seta image_useCache "0"
    seta image_cacheMegs "20"
    seta image_cacheMinK "200"
    seta image_usePrecompressedTextures "1"
    seta image_useNormalCompression "2"
    seta image_useAllFormats "1"
    seta image_useCompression "1"
    seta image_preload "1"
    seta image_roundDown "1"
    seta image_forceDownSize "0"
    seta image_downSize "0"
    seta image_lodbias "0"
    seta image_anisotropy "4"
    seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
    seta gui_filter_game "0"
    seta gui_filter_idle "0"
    seta gui_filter_gameType "0"
    seta gui_filter_players "0"
    seta gui_filter_password "0"
    seta net_clientDownload "1"
    seta net_master4 ""
    seta net_master3 ""
    seta net_master2 ""
    seta net_master1 ""
    seta net_clientMaxRate "16000"
    seta net_serverMaxClientRate "16000"
    seta m_strafeSmooth "4"
    seta m_smooth "1"
    seta m_strafeScale "6.25"
    seta m_yaw "0.022"
    seta m_pitch "0.022"
    seta sensitivity "3.761905"
    seta in_toggleZoom "0"
    seta in_toggleCrouch "0"
    seta in_toggleRun "1"
    seta in_alwaysRun "0"
    seta in_freeLook "1"
    seta in_anglespeedkey "1.5"
    seta in_pitchspeed "140"
    seta in_yawspeed "140"
    seta gui_configServerRate "0"
    seta com_guid ""
    seta com_preloadDemos "0"
    seta com_compressDemos "1"
    seta com_product_lang_ext "1"
    seta com_videoRam "128"
    seta com_showFPS "0"
    seta com_purgeAll "0"
    seta com_machineSpec "-1"
    seta g_spectatorChat "0"
    seta net_clientLagOMeter "1"
    seta r_postprocess_bloomKernelSize "2"
    seta r_postprocess_bloomIntensity "0.857143"
    seta r_postprocess "0"
    seta net_serverDlTable ""
    seta net_serverDlBaseURL ""
    seta net_serverDownload "0"
    seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow"
    seta g_mapCycle "mapcycle"
    seta g_voteFlags "0"
    seta g_gameReviewPause "10"
    seta g_countDown "10"
    seta g_password ""
    seta g_testModelHeadJoint "Spine2"
    seta g_testModelHead "atdm:ai_head_citywatch"
    seta g_showBrass "1"
    seta g_showProjectilePct "0"
    seta g_showHud "1"
    seta g_showPlayerShadow "0"
    seta pm_walkspeed "70"
    seta g_showcamerainfo "0"
    seta g_damageScale "1"
    seta g_decals "1"
    seta g_doubleVision "1"
    seta g_bloodEffects "1"
    seta g_projectileLights "1"
    seta g_muzzleFlash "1"
    seta gui_CenterY "0.5"
    seta gui_CenterX "0.5"
    seta gui_Height "1"
    seta gui_Width "1"
    seta r_fovRatio "0.9"
    seta r_aspectRatio "0"
    seta ui_showGun "1"
    seta ui_autoSwitch "1"
    seta ui_team "Red"
    seta ui_skin "skins/characters/player/marine_mp"
    seta ui_name "Player"
    seta si_serverURL ""
    seta si_spectators "1"
    seta si_usePass "0"
    seta si_warmup "0"
    seta si_teamDamage "0"
    seta si_timeLimit "10"
    seta si_fragLimit "10"
    seta si_maxPlayers "4"
    seta si_map "game/mp/d3dm1"
    seta si_gameType "singleplayer"
    seta si_name "DOOM Server"
    seta tdm_lod_bias "3.0"
    seta tdm_voice_from_off_volume "-2.222222"
    seta tdm_voice_player_volume "-6.349206"
    seta tdm_music_volume "-28.571428"
    seta tdm_ambient_method "0"
    seta tdm_door_auto_open_on_unlock "1"
    seta tdm_bow_aimer "1"
    seta tdm_lp_debug_hud "0"
    seta tdm_lp_pawlow "0"
    seta tdm_lp_randomize "1"
    seta tdm_lp_auto_pick "0"
    seta tdm_lp_autopick_attempts "3"
    seta tdm_lp_pick_timeout "500"
    seta tdm_lp_sample_delay "10"
    seta tdm_lp_base_count "5"
    seta tdm_empty_model "models/darkmod/misc/system/empty.lwo"
    seta tdm_lg_split "0"
    seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo"
    seta tdm_lg_weak "0"
    seta tdm_lg_interleave "1"
    seta pm_rope_snd_rep_dist "32"
    seta pm_min_stepsound_interval "200"
    seta pm_stepvol_crouch_creep "-7"
    seta pm_stepvol_crouch_run "4"
    seta pm_stepvol_crouch_walk "-2"
    seta pm_stepvol_creep "-5"
    seta pm_stepvol_run "8"
    seta pm_stepvol_walk "0"
    seta tdm_underwater_blur "3"
    seta tdm_rope_pull_force_factor "140"
    seta tdm_inv_use_visual_feedback "1"
    seta tdm_door_control "0"
    seta tdm_inv_use_on_frob "1"
    seta tdm_inv_loot_sound "frob_loot"
    seta tdm_inv_hud_pickupmessages "1"
    seta tdm_hud_hide_lightgem "0"
    seta tdm_hud_opacity "0.7"
    seta tdm_grabber_reverse_control "0"
    seta tdm_bounce_sound_min_vel "80"
    seta tdm_bounce_sound_max_vel "400"
    seta tdm_throw_max_vel "900"
    seta tdm_throw_time "1200"
    seta tdm_throw_max "3500"
    seta tdm_throw_min "600"
    seta tdm_phys_show_momentum "0"
    seta tdm_ai_vision_hardcore "1.5"
    seta tdm_ai_vision_challenging "1.2"
    seta tdm_ai_vision_forgiving "0.6"
    seta tdm_ai_vision_nearly_blind "0.2"
    seta tdm_ai_vision "2"
    seta tdm_melee_difficulty "easy"
    seta tdm_melee_max_particles "10"
    seta tdm_melee_forbid_auto_parry "0"
    seta tdm_melee_auto_parry "0"
    seta tdm_melee_invert_parry "0"
    seta tdm_melee_invert_attack "0"
    seta tdm_melee_mouse_thresh_ "0"
    seta tdm_dragged_item_highlight "1"
    seta tdm_drag_encumber_max "0.4"
    seta tdm_drag_encumber_maxmass "55"
    seta tdm_drag_encumber_minmass "10"
    seta tdm_drag_jump_masslimit "20"
    seta tdm_drag_af_free "0"
    seta tdm_drag_af_ground_timer "800"
    seta tdm_drag_damping_af "0.4"
    seta tdm_drag_damping "0.0"
    seta tdm_drag_stuck_dist "38.0"
    seta tdm_drag_force_max "100000"
    seta tdm_drag_limit_force "1"
    seta tdm_collision_damage_scale_horiz "0.5"
    seta tdm_collision_damage_scale_vert "1"
    seta tdm_frob_fadetime "100"
    seta tdm_frob_width "10.0"
    seta tdm_frob_distance_default "63"
    seta pm_lean_toggle "0"
    seta pm_lean_door_bounds_exp "8.0"
    seta pm_lean_door_max "40"
    seta pm_lean_door_increments "10"
    seta pm_lean_to_valid_increments "25"
    seta pm_lean_forward_stretch "15"
    seta pm_lean_forward_height "0.4"
    seta pm_lean_forward_time "400.0"
    seta pm_lean_forward_angle "2"
    seta pm_lean_stretch "2"
    seta pm_lean_height "0.4"
    seta pm_lean_time "400.0"
    seta pm_lean_angle "15.0"
    seta tdm_reattach_delay "100"
    seta tdm_crouch_toggle_hold_time "400"
    seta tdm_toggle_crouch "1"
    seta tdm_footfall_sounds_movetype_specific "1"
    seta pm_mantle_minflatness "0.707"
    seta pm_mantle_height "0.2"
    seta pm_mantle_reach "0.5"
    seta pm_weightmod "1"
    seta pm_push_max_mass "200"
    seta pm_push_heavy_threshold "0.15"
    seta pm_push_accel_time "1000"
    seta pm_push_start_delay "1000"
    seta pm_push_maximpulse "300"
    seta pm_pushmod "0.15"
    seta pm_max_swimspeed_mod "1.4"
    seta pm_crouchmod "0.54"
    seta pm_creepmod "0.44"
    seta pm_runmod "2.12"
    seta tdm_savegame_compress "1"
    seta tdm_force_savegame_load "0"
    seta tdm_mainmenu_confirmquit "0"
    seta tdm_debug_aastype "aas32"
    seta tdm_allow_http_access "1"
    seta tdm_proxy_pass ""
    seta tdm_proxy_user ""
    seta tdm_proxy ""
    seta tdm_fm_restart_delay "0"
    seta tdm_default_relations_def "atdm:team_relations_default"
    seta tdm_show_trainer_messages "1"
    seta tdm_menu_music "1"
    seta tdm_wideScreenMode "0"
    seta tdm_interaction_vfp_type "1"
    seta tdm_ai_show_aasfuncobstacle_state "0"
    seta tdm_show_health "0"
    seta tdm_ai_debug_greetings "0"
    seta tdm_ai_debug_transition_barks "0"
    seta tdm_ai_opt_update_enemypos_interleave "48"
    seta tdm_ai_opt_interleavethinkframes "0"
    seta tdm_ai_opt_interleavethinkskipPVS "0"
    seta tdm_ai_opt_interleavethinkmaxdist "0"
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    #101574

    In reply to: Any news on Vive

    LittleZ
    Participant

    I bought the VorpX software before the Vive support was even listed, assuming VR was VR, little did i know… but glad to see official support coming, I have only one complaint with the vive, the games are all EXPENSIVE demos.

    I have bought and played a ton of them, and I have to say, if anything kills VR its the lackluster sub-par “pre-alpha” demos for sale at retail prices.

    Ralf might be the savior for VR, at least for me… I cannot WAIT to play some actual AAA titles in VR.

    Speaking of which, do you have an ETA for when you might first introduce Vive support?

    List of games in my personal order of worth the money:

    *.) Minecraft (minecrift-Vive) EPIC levels of fun! but no 1.9 support….
    1.) Final Approach – Super Fun and interesting use of VR(full game)
    2.) Budget cuts (demo) – Wicked fun, but a demo
    3.) Space pirate trainer – Wicked fun (sold as full game, but its Pre-alpha)
    4.) Vanishing Realms – Really Fun (Chapter 1 of X)
    5.) Job Simulator – Really Fun first time through (kind of 4 demos)
    6.) The Lab – fun (Demo Pack)
    7.) Windlands – Oddly fun (only a short way into it)
    8.) TheBlu – not really worth the $10 but i kept it – (3 Short Demo’s)
    9.) Fantastic Contraption – mediocre (came with my HMD)
    10.) Cloudlands VR Golf (refunded) Terrible music, hard to see where you need to teleport to, and the courses are odd
    11.) Call of the star seed The Gallery – (refunded) REALLY short, not that fun, not optimized, odd glitches and $30 (2hours of gameplay) for the first chapter of the game!!!!!!!!!!!
    12.) Descent underground (refunded) – Runs like crap on my 4.8Ghz 980Ti-SLI PC, Multiplayer or Bots only, head movement locked to monitor refresh rate, almost made me vomit.

    Anyone try the out of ammo, elite dangerous, Luca, or 5089?

    I completely agree with everything you said. I was going to cancel my vive preorder until i came across this forum saying vive support was in the works.

    I have played 5089, it’s a good game but i ended up returning it. The guns put the vive controller at a 90 degree angle from the barrel, unlike space pirate trainer, which sits at a more natural angle. I didn’t think i could deal with that long term.

    Does the cost of Vanishing Realms cover the upcoming chapters? I read it was short, only 2 hours… so i avoided it because it’s so expensive. It does look like the coolest launch title though.

    Although, none of this matters now that vorpx supports the vive. I’m reinstalling Fallout 4 now ;-)

    #101236

    In reply to: Any news on Vive

    simblarosh
    Participant

    So after reading these forums for the past 3 weeks I assume RALF has make great progress in the strides of integrating the VIVE into Vorpx, and for this I thank you. I have one question which might be jumping the gun a bit….Ralf do you have a anticipated release date for this new version?

    Do you think that all of the games that are currently available for rift will work for vive as well?? Because I have some of these titles and would love for them all to be available on the vive.

    ALSO KEEP UP THE GREAT WORK BUD!!!!!!

    #97275
    Karlor
    Participant

    Bet ya I can get GTA V to boot into 3D and use a controller, steering wheel & pedals, flight stick, motion gun all at the same time… It takes a ton of set up the first time but after that it’s easy. Flying a helicopter around in VR is the best I’m telln you.

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