madcap

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Viewing 15 posts - 1 through 15 (of 20 total)
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  • in reply to: Cannot import custom cinema environments #188735
    madcap
    Participant

    I have that folder, which contains three files for the TychoSkymap image.
    AV was disabled when testing.
    I tried reading the images from different drives.
    I only use one account on this PC.

    I’ll fiddle around in case it’s a gremlin, but I can’t think of anything else it could be.

    Regarding restoring the game’s settings, I assume VorpX has access to these files/folders because it copied and changed them. It’s happening with all games I try and restore. It must be able to find them because it’s pointing to their location and I can’t think what would have changed. Is there a log with more detailed information?

    in reply to: GTA V – Official Recommendation #188728
    madcap
    Participant

    I have implemented a workaround for the next update that makes vorpX use the old method when the mod is detected. Will probably be out in two weeks or so.

    Thatโ€™s great news Ralf !

    Here’s hoping the old method worked with the Rift. ๐Ÿ™‚

    in reply to: Cannot import custom cinema environments #188727
    madcap
    Participant

    Same thing for me. Nothing imports, including the Otoy examples. I’m wondering if this is related to my other issue where VorpX cannot restore or find the .vorpxbak file/s when I try and restore game settings. It does this even whilst pointing to the file/s that exists, and just asks me if I want to remove the entry in the list instead.

    in reply to: GTA V – Official Recommendation #188621
    madcap
    Participant

    Ralf – the GTA mod you linked to doesn’t work for me. It will either send the hmd spinning when enabled or instantly crash the game. I think this is why LukeRos made the newest GTA vr mod, because all the others are either Vive focused or plain broken. I agree with you regarding the alternate eye rendering. It isn’t something I can endure for long, and the lack of motion controllers seems a bit odd for this game.

    Please take a look at the GTA vr mod you linked to (the one with motion controllers) if you’re saying it does work. For me, it just crashes (using Rift-S).

    in reply to: Potential problem with IPD? #188603
    madcap
    Participant

    OK, thanks. I reset the profile and lowered the hud scale, which resolved that issue. It still feels intense on the eyes but maybe this is just how 3d geometry is working on this game. Lowering/disabling the 3d strength seems to give a little relief, but the scaling goes off. I didn’t notice any eye strain in FEAR.

    in reply to: Potential problem with IPD? #188601
    madcap
    Participant

    Lowering the Hud Depth to 0.70 stopped the double vision on pop-up text. I’m still get that instant discomfort the moment my eyes pick up the 3d world. Can I test it in Generic Mode with this headset?

    in reply to: Potential problem with IPD? #188598
    madcap
    Participant

    The digital IPD in Oculus does little or nothing for me. Apparently it helps with scaling for some people, but it couldn’t do what I have experienced because the displays are fixed. Assuming it has nothing to do with IPD what else could be causing this incorrect rendering? When moving the HMD off and on in this game it caused a lot of refocus which quickly created discomfort in VR (fairly intense eye strain – unplayable), where on VR titles it is an almost seamless transition.

    I just found your update regarding hud scaling. brb.

    in reply to: Remapping Touch Controllers #188581
    madcap
    Participant

    I can bind both so it shouldn’t cause me a problem in this game. However the cursors are definitely not taking effect for me.

    I could bind the stick button (left shift) to right shift, so some are rebinding.

    For some reason Del key is also behaving the same way even though I set it to Scroll-lock in VorpX, which made it available in games. It shows up on the controller (both in vorpx menu and 3d controllers) but doesn’t have any effect. I also tried binding End key, which also has no effect. In menu that bind stayed blank after I pressed the End key (special key?), but it showed on the controller button (A-End and B-Del buttons on right controller).

    Just thought I’d mention it. I can work around all of it, so none of it is critical. ๐Ÿ™‚

    Have a nice weekend.

    in reply to: Remapping Touch Controllers #188579
    madcap
    Participant

    I’ll have another go or try and use my keyboard’s software to create a mapping profile for the game if I have no success. Thanks for the info. The ability to change the default mapping would be useful for us cursor freaks.

    in reply to: Remapping Touch Controllers #188577
    madcap
    Participant

    That’s what I did for the stick. Up/down/left/right on the stick was bound to wasd. I bound them to the cursors (matching game binds) but it’s not moving the character around. I tried saving profile and restarted the game, but it didn’t work. I notice the right stick cannot be changed at all (only its alternate mapping). Does that one use cursors by default?

    in reply to: Crysis (GOG version) Fov not applied #188559
    madcap
    Participant

    Copying the autoexec didn’t work. The DLL the mod uses must be breaking something. I posted the problem on modDB for the author to see, since this is a popular mod. If I find a solution I’ll post it here. Thanks for your time, Ralf.

    in reply to: Crysis (GOG version) Fov not applied #188557
    madcap
    Participant

    I did a full uninstall and cleaned registry (I did find old entries, but mostly obsolete paths). Installed GOG version and it worked. Installed Tactical Expansion Mod v1.1 and it broke the FOV command. My bad, sorry. I just thought that mod changed some A.I and weapons and was basically my go to mod. I can’t see anything in the mod’s readme (it does have a known issues part) but no mention of this problem.

    in reply to: Crysis (GOG version) Fov not applied #188555
    madcap
    Participant

    I’ll give it a go later. There may have been files/entries left over when I aborted the retail install. I’ll clean registry too.

    in reply to: Crysis (GOG version) Fov not applied #188553
    madcap
    Participant

    I think there’s a problem with this GOG version. cl_fov just isn’t applied no matter what value I enter (even in console) in or out of vorpX (no visual change). Crysis Warhead (Steam version) does work with your crysis profile. Both shortcuts (x64, but I did also try x86) are being started with -dx9. I could assume a corrupted install, but I thought these commands were coded into the exe and the other commands seem to work.

    in reply to: Crysis (GOG version) Fov not applied #188545
    madcap
    Participant

    I just found it in the autoexec.cfg file, but it doesn’t seem to be applied in game. The game isn’t on a system drive. Vorpx is currently running in admin mode.

    The fov in the cfg is: cl_fov = 96.016045

    Looking at console it seems to be displaying that setting, only that everything is distorting as it would if the fov was very low. The only way to get it near to how it should look is with Image Zoom.

    This is a GOG version. The OS hates my retail DVD version (obsolete securom I think), so I can’t test it.

    P.S. I tried with -devmode too, but it didn’t make a difference.

Viewing 15 posts - 1 through 15 (of 20 total)