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  • #210548
    luka2099
    Participant

    hi everyone, some expert users could help me with NECROMUNDA: HIRED GUN?
    is a game developed with ue4. the only proviflo that allows g3d is that of Medieval dynasy by drillrifter22. it is also the only profile that allows you to use the fov enchantment. but i have a problem with some lighting. maybe some esperyo user can help me with the shader authority. thanks to those who will dedicate the time to me.

    #210351
    Zel1984
    Participant

    You are very welcome my friend, hopefully it can help people get an even better experience with RDR2 in VR than it is already.

    I posted a link to this mod in another topic but i’ll post it here too as it is pretty handy: Skip legal screen mod – https://www.nexusmods.com/reddeadredemption2/mods/28?tab=description skips the shotgun Rockstar screen & the two legal screens before the main menu, helpful for cutting down the time it takes to get into the game especially if like me the game usually crashes 2-3 times before working properly.

    Edit: In the first post i mentioned two mods Bounties expansion & Bounty hunting expanded & enhanced, you only need the Bounty hunting expanded & enhanced mod as that is basically an improved version of the Bounties expansion mod, no need for both.

    Zel1984
    Participant

    After some more testing i am still getting crashes at the main menu so it does not fix the crashing issue but it does cut down on the time i had to wait sitting through the shotgun screen then the legal screens so still worth installing if you want to save some time if your game crashes multiple times before eventually working.

    #210213

    In reply to: Mercenaries 2

    Troffmeister68
    Participant

    works great
    cinema mode seems best , the 3d models and 3d world are great
    i made the screen size as wide as my rift s fov
    everything maxed out gfx wise at 1440 p rez
    explosions are great
    using xbox 360 gamepad , turn the sensitivity lower in game control settings , as the gun sights are too fast on screen without a tweak
    quite comfy and enjoyable to romp thru )

    #210030
    Demuse
    Participant

    I’ll second this, I really enjoyed Far Cry Primal with vorpX.

    Yet… not quite as good as CyberpunkVR. For me, the decoupled headlook (and aiming functionality) with the Cyberpunk mod is the critical feature to make it feel like a proper VR experience, and avoid the dreaded “gun-face” feeling. Or spear-face, as the case may be.

    #209988
    Ralf
    Keymaster

    Yes, motion controller gestures are also coming to other games. Typically with less gestures per game (e.g. shooters with shooting gestures, driving games with driving gestures etc), but there also are two more BIG titles where vorpX has a dedicated mod portion similar to Cyberpunk that gives me the information necesssary to know whether e.g. the player is currently driving a car, holding a gun etc: GTA V and Red Dead Redemption II. So those will get the full treatment with different gestures based on gameplay state in the next vorpX update.

    #209905
    Wildcard
    Participant

    I mean it works but its far from perfect. I have some general feedback id like to share.

    Lets see umm where to start
    1 Either Detach or make it an Option to Detach Look from Aim.
    2 Make an Option for Left side or Right Side Dominate controllers (where all it does is swap the scheme to mirriored on the other hand.
    3 It would be great to have a single controller be the motion control for Aim, currently its your head thats aiming and not your hand, this makes it not only confusing but weird and funky af!
    4 Left side hand should be grenade throw, not the same hand your trying to fire with
    5 make an option to force view back to center or
    6 make an option to force directional movement based on current head track positoning (this would make it feel more fluid in game. Currently you have three axis of movement. Bi-Lateral, Head, and where ever the right stick is pointing. This causes a Huge Conflict and results in more confusion)
    7 there was no option for pulling up Phone, Zoom Funtion and Hacking Tool(cyberware).
    8 Unbind reload and force reload to a Right Handed Gesture/Motion to a Outward (Counter Clock) Wrist Flick. (This feels more natural and is Extremely intutive for anyone that has ever fired a real Mag Feed weapon (IE: Rifles and Handguns))

    On to the App. Or lack there of. Since I have that freeware to just try it; it might be better with the full 40-50$ software but the App needs to have a simple easy to use 1click GUI to simply Remove the Mod and/or Reinstall the mod. So players may choose to easily go back to straight PC. Shouldn’t be that difficult all the files are in
    steamapps\common\Cyberpunk 2077\bin\x64\plugins
    Just move the vpxCP2077 folder and the vpxCP2077.asi to something like steamapps\common\Cyberpunk 2077\bin\x64\plugins\Backup for Vorpx or where ever the VorpX install is at.

    Next give us the option to install VorpX Where we want to. Again this might be the case with the full install of VorpX and what you all are calling VorpX is just a PluginMod that should probably be Called VorpX CP77 Plugin or something

    #209826
    dellrifter22
    Participant

    I’m happy to report that the Battle Cry demo is working great in G3D. A little heavy like all new games, but all effects are 3D. Once you turn off the cartoon colors, nametag icons and HUD, you can get a very immersive first-person battle experience that feels much more convincing than what you see in the typical videos. Cloud profile and recommended settings:

    Battle Cry of Freedom (G3D)

    Video
    -use a 4:3 resolution (or any desired ratio can work in this case)

    1920 x 1440 – performance
    2560 x 1920 – balanced
    2880 x 2160 – quality
    2480 x 2260 (my own custom resolution optimized for FOV + clarity of my Reverb)

    Again, windowed mode works best here, so make sure your desktop is set to a resolution equal to or higher than you will use in game.

    -set FOV to 88
    -Anti Aliasing = TAA
    -turn off Color Correction
    -Medium graphics and shadows recommended, with Textures on High

    Misc.
    -offset 3rd person camera side to max 0.3
    -default zoom on 3rd person camera to -2.0
    -enable Hide HUD (also choose which elements the HUD can display)
    -turn off icons and nametags
    -auto aim down sights (optional, I prefer to toggle with hotkey)

    Keys to assign
    -toggle 1st person
    -toggle ADS aim down sight
    -Character camera rotation (free-look)
    -toggle HUD

    *try the alternative “crackling” sounds for guns. Music can be turned off
    *vorpX Shadow Treatment can toggle off sunshine if you want a bleaker overcast lighting
    *tested on HP Reverb with mouse/keyboard

    I encourage anyone interested in war games to give this a try this week while it’s free. Defending a fortress under siege when the 100+ enemy are pouring over the walls in gunsmoke, then loud close quarters chaos ensues – it’s epic to witness and intense to play.

    A better idea of first person gameplay to scan through, but it’s better in VR of course :)

    #209825
    ParadiseDecay
    Participant

    My Initial Impressions:
    Nice looking shooter that’s a feast on yor eyes.
    * Immersive or Cinema Mode
    * Geometry 3D 5/5

    #209792
    drowhunter
    Participant

    That aside: I have played so many hours of Cyberpunk myself that I wonder what exactly you can’t see by glancing into the corners. Sure, stuff in the edges is somewhat blurry …

    Not sure what to tell ya ..all of our eyes are different. With an IPD of 70 my eyes are already past the edge of what Quest supports so my sweetspot is different. (I’m not sure the “It works for me” approach is a good one when it comes to VR =) )

    For me even the map in the corner is a blurred mess. Keep in mind I’m also a Cyberpunk rookie my first playthrough is with this mod. So its even more important for me to know what buttons are written under the items like the health dispense etc.. and I can barely make out the icon, let alone what gun is equipped its all just out of the sweetspot.

    I like your name for it “Rubberband UI” but just to be clear, I’m not suggesting you would turn your head and then the ui would catch up to you like a second later.(that would be annoying having it floaty like that) Im thinking it would move and stoo at the same time your head does. It’s just the angle would not be 1:1. Almost like having an invisible picture frame in front of your face that moves a maximum of a few degrees in each direction as you turn your head off center. I guess its more of a “Tethered UI”

    I know you hate adding configurable options but I would make it a check box or maybe a value that you can tweak the sensitivity.

    #209717
    dellrifter22
    Participant

    I’ve been waiting to see how this feature might improve game profiles that I like to work on.

    I was most impressed by how well the adjustable weapon positioning and fov scaling worked in Titanfall 2. While being able to hide the gun entirely works great for some use cases, I like being able to see the detailed weapon models most of the time. Being able to scale the gun down and drop it down a bit and out from the face would help a lot to get rid of the “facegun” feeling.

    #209682
    Demuse
    Participant

    I prefer less weapon zoom too, so I put low-power reflex sights on all my guns (except my sniper rifle). It’s cool that different scopes result in different weapon FOV, so you can customize each weapon as you like.

    It’d be even better if the total range was wider, so iron sights or certain reflex type sights had no zoom at all, for better peripheral vision and situational awareness, or for people who prefer no visual distortion or giant weapons. Then high zoom scopes are available if preferred.

    (But I still crash out about half the time when exiting the in-game menu, makes it really hard to play! Selfishly, I hope other people have this problem too, so it gets escalated and maybe someone finds the root cause or at least a workaround. It seems to depend on location: when I load a saved game in my apartment then change my loadout it crashes every time, but if I open the same save then walk some distance away and try again then it doesn’t crash.)

    #209679
    VRified Games
    Participant

    Got it working yeeeaaahhhh

    Using mobile data to download and transfer into PC worked, thank you

    Overall it’s a great mod

    Some things though

    Could the fov be tweaked when aiming

    The guns seem massive…..its a nitpick though if I’m honest….they handle so well with the gesture controls

    The interact gesture is very hit and miss for me

    I can only trigger it sometimes

    But….what if the melee gestures could be mapped to interact with the left controller?

    Punch = reach
    Swing = swipe/grab

    So left hand for interact right hand for melee?

    Also, the motorbike

    Can the controller bindings change when the handle bar gesture is activated?

    So the trigger can become the break?

    Also if you could map the analog trigger to the rotation/roll of the right controller you could have a pretty cool bike accelorator

    All little suggestions/nitpicks….but Ralf….my God….this mod is awesome

    If you could put the gestures into GTA V and red dead…..you would be blowing Luke Ross right out of the water 😂

    #209664
    drowhunter
    Participant

    Not sure if that’s what you meant earlier in regard to punching, but I uploaded another small update that now let’s you also perform the punch gesture with a gun equipped, not just with a melee weapon. I had missed that one before.

    Yes this is what I meant. Bare hands knuckle punching.

    So I tried the build with the hand aiming after a full reinstall. But it still seems like when I raise hands in front of me to ADS, control of the cursor still purely relies on my head. Pitch of the cursor doesn’t react to my hands pitch.

    Auto pitch leveling is on is it supposeed to be? (where is the setting for that btw?)

    #209647
    Ralf
    Keymaster

    @ drowhunter:

    Not sure if that’s what you meant earlier in regard to punching, but I uploaded another small update that now let’s you also perform the punch gesture with a gun equipped, not just with a melee weapon. I had missed that one before.

Viewing 15 results - 61 through 75 (of 632 total)

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