Ralf

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Viewing 15 posts - 7,666 through 7,680 (of 9,243 total)
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  • in reply to: Oculus Rift CV1 Support? #97752
    Ralf
    Keymaster

    I couldn’t agree more…

    in reply to: Oculus Rift CV1 Support? #97749
    Ralf
    Keymaster

    The SDK 1.3 is released publically since yesterday.

    Please be a little bit patient, vorpX will be updated as fast as possible. Thanks.

    in reply to: Switching between 1.3 and 0.8 (or have both?) #97739
    Ralf
    Keymaster

    I’m unaware of an easy one click solution ATM. Your best options are currently uninstalling/reinstalling, or (might make more sense) a dual boot system.

    in reply to: Flight Simulator X in VorpX #97737
    Ralf
    Keymaster

    You need to enable free look in the game for head tracking with vorpX. Can’t remember the key (maybe U). If not, you should be able to find it in the game options key map menu.

    Same for FSX BTW. ([SHIFT][O] per default IIRC).

    in reply to: Flight Simulator X in VorpX #97734
    Ralf
    Keymaster

    FlyInside is custom tailored for FSX in many ways. If you are a halfway serious FSX simmer it’s almost certainly worth the money. No way that vorpX, which has to support literally hundreds of games, can provide the same level of integration with a single title that almost two years of work on supporting a single game can offer.

    rFactor2 will indeed be fixed. Provided your issue was the startup crash that many (but surprisingly not everyone) encountered.

    in reply to: Oculus Rift CV1 Support? #97723
    Ralf
    Keymaster

    Avoiding any “ballpark-estimates”: as soon as possible.

    in reply to: Morrowind positional tracking? #97716
    Ralf
    Keymaster

    Forgot about that, sorry!

    in reply to: Morrowind positional tracking? #97710
    Ralf
    Keymaster

    You have to unlock it. It’s only on per default in games that were tested with pos tracking. On the head tracking page of the ingame menu is an according option.

    Once unlocked you also get controls to adjust pos sensitivity, but the auto detection is usually quite good. So probably you won’t have to touch those.

    in reply to: VorpX profile authoring #97705
    Ralf
    Keymaster

    vorpX is mainly programmed in C++ (main application) and C# (config app and a few backend tools), also a bit of PHP on the server side.

    The profile authoring is done via an ingame GUI that contains the most important/common options. Some things were left out to keep this GUI as comprehensible as possible.

    So, no programming language involved. But to create a profile from scratch you still need a grasp of what matrices, buffers, shaders etc. technically mean in the context of Direct3D. So you should have at least a little insight into the inner workings of computer graphics.

    Personally I programmed my first 3D-“engine” almost 20 years ago (getting old I guess, feels like yesterday…) in Macromedia Director, which really wasn’t meant for that at all back then, and without any of that fancy D3D/OpenGL stuff that does half the work. Every polygon carefully hand-transformed so to speak. ;) You don’t need to go that far though.

    in reply to: Far Cry Primal #97703
    Ralf
    Keymaster

    No release date set yet, sorry. But it’s not far away.

    in reply to: Waiting for Activation -key #97699
    Ralf
    Keymaster

    Hello,

    You should have received your key in the meantime. If it did not reach you, please report back here.

    in reply to: Far Cry Primal #97693
    Ralf
    Keymaster

    I can’t promise anything ATM in regard to new profiles for the next version, too much else to do with the Rift & Vive release ahead, but I’ll take a look at it.

    It’s quite likely that the new custom profile functionality in the next vorpX will help here, especially considering that the game seems to be based on a largely unchanged Far Cry 4 engine.

    in reply to: Unable to get running with DK2 #97669
    Ralf
    Keymaster

    That may be caused by a dll file that vorpX needs not being suitable for your Windows version for some reason. Normally vorpX should install the right file, but if a wrong one already exists, it skips copying it.

    Note that this only should happen on Windows 7. Windows 8+ should already have the right version of this dll. If you get this error on Windows 8/10, something more severe is wrong. Your system may not be fully OK in that case. Either way, please create a system restore point before doing the below and backup the files to be overwritten. Really!

    Please download the ZIP archive linked below. In it are two folders.

    If you use a 64bit Windows:

    1. copy the DLL from the x64 folder to C:\Windows\System32
    2. copy the DLL from the x86 folder to C:\Windows\SysWOW64

    If you use a 32bit Windows:

    1. copy the DLL from the x86 folder to C:\Windows\System32

    http://www.vorpx.com/share/F7VCD-WEBK7-TC78G-HUN53/D3DCompiler47.zip

    in reply to: Before I Buy #97632
    Ralf
    Keymaster

    It’s working again. There was a hotfix released shortly after 0.9.1 that restored DK1 compatibility.

    in reply to: System shock 2 black screen on launch #97629
    Ralf
    Keymaster

    Unfortunately the issue is not replicable here, not even on a rather similar machine.

    Could you please send a mail with the below files to support |at| vorpx com:

    1. The vorpX.log from C:\Users\[User]\AppData\Local\Temp
    2. From Your SS2 program folder the following files: cam.cfg, cam_ext.cfg, cam_mod.ini and and shock.cfg

    Maybe trying the same configuration reveals something.

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