[QUOTE=AlienFanatic;42633809]the true successor to trespasser??[/QUOTE]
Yeah we're still working on removing the front of the HEV suit so you can see Gordon's cleavage.
The HUD is attached to the gun/hand. It's interesting but I've ended up removing all the idle animations, when you are essentially holding the things in your real hand, you [I]are[/I] the idle animations :D
Out of curiosity, does this work for those of us who have a Hydra but not a Rift?
We did have a no-rift, hydra only mode, but when we moved over to the 2013 SDK, we had to re-write the entire mod from scratch and that is one of the features we havent gotten around to putting back in yet. It's on the to-do list though!
[QUOTE=WormSlayer;42570195]Yeah, right after we add support for this thing :P
[IMG]http://www.doolwind.com/images/blog/virtual_reality_helmet.jpg[/IMG][/QUOTE]
Actually, this girl hasn't bothered anyone, she just was playing Microsoft Flight Simulator when a Sony Vega 32'' fell on her head.
What's the control scheme for the hydra?
Speaking of which, I made [url=http://facepunch.com/showthread.php?t=1312799]some notes[/url] for TF2's Hydra integration on the TF2 subforum on a more ideal control setup (loosely based on the Metroid Prime games' Wii versions, which is still pretty much the gold standard of FPS motion controls done right if you ask me.) You might find them useful in setting up your scheme.
The aiming demonstration file in the second post is especially something I'd like you to take a look at, because it's still something many motion FPSes fail to get right, despite Prime showing how to do it on pretty much the first try.
[QUOTE=Doritos-pope;42650782]What's the control scheme for the hydra?[/QUOTE]
This guy does a great job of demonstrating the controls
[video=youtube_share;IgVmNQQlJf4]http://youtu.be/IgVmNQQlJf4[/video]
[QUOTE=WormSlayer;42584530]Here is some footage of version 1.2, the control method hasnt changed:
[video=youtube;MH3v2VrCZ9Q]http://www.youtube.com/watch?v=MH3v2VrCZ9Q[/video][/QUOTE]
My favorite part of that video is when there's that brief pause in the combat, and the player checks his ammo and health. That shit is just so good for immersion.
A little teaser video for our upcoming release, demonstrating some of the motion controls we've been working on :D
[video=youtube;FfdBm_3x89c]https://www.youtube.com/watch?v=FfdBm_3x89c[/video]
I think Coyoteze said it best.
[QUOTE=Coyoteze;42579049]Jesus
Suddenly the Oculus and Hydras became my top priority to buy[/QUOTE]
[QUOTE=WormSlayer;44172661]A little teaser video for our upcoming release, demonstrating some of the motion controls we've been working on :D
[video=youtube;FfdBm_3x89c]https://www.youtube.com/watch?v=FfdBm_3x89c[/video][/QUOTE]
[B]"No"[/B] - [I]Gabe Newell[/I]
My sides have been dispatched to discover new galaxies.
Will there be a Rift only mode for people who can't use a Hydra?
jesus christ i need to get me a rift already
vr games are so cool
The hydra has been out of production for a couple of years now so they are getting hard to find and stupidly expensive. I'd recommend waiting for Sixense's STEM controllers. We're aiming for their 3-tracker bundle as our baseline.
Gaben quote from his recent [URL="http://www.reddit.com/r/IAmA/comments/1zkfmv/wearea_videogame_developer_aua/"]reddit ama[/URL] XD
We may add a Rift-only mode one day but Valve already kind of did that with vanilla HL2 so it's not a high priority for us.
VR games are epic, hopefully Oculus will announce a new devkit soon though, this old one is light-years behind what they currently have.
[QUOTE=Doritos-pope;42632119]All I want to do is put the gun sideways and shoot combines from the side while running and gain all the bitches. :v:[/QUOTE]
Or do drive-by with buggy. :v:
-snip-
If I were to have an erection, would Gordon's dick penetrate the steel fiber mesh of his suit?
Depends how advanced your teledildonics hardware is.
One of our awesome beta testers made his own trailer for 1.3
[video=youtube;LCtE0vW2JmU]https://www.youtube.com/watch?v=LCtE0vW2JmU[/video]
:)
Wow.
I would LOVE to play this mod, but I don't have a Hydra or a Rift.
:suicide:
Damn. This is the first time in my life I've actually felt [I]depressed[/I] about having Amblyopia in my right eye.
I mean, sure, it sucks I can never see a 3D movie, but now my lifelong favorite game is available in a visually stunning new format that I'll never be able to see.
Thanks, God!
:suicide:
[QUOTE=CAPT Opp4;44602573]Damn. This is the first time in my life I've actually felt [I]depressed[/I] about having Amblyopia in my right eye.
I mean, sure, it sucks I can never see a 3D movie, but now my lifelong favorite game is available in a visually stunning new format that I'll never be able to see.
Thanks, God!
:suicide:[/QUOTE]
i don't understand how that could be an issue, you'd have the exact same experience in VR as you would in real life, right?
wait I guess maybe it's because of the smaller FOV on the rift than real eyes.
[QUOTE=i_speel_good;44177427][B]"No"[/B] - [I]Gabe Newell[/I]
My sides have been dispatched to discover new galaxies.[/QUOTE]
"Have you personally played the HLVR mod that expands Valve's current VR implementation for Half-Life 2 into a full-fledged experience with body tracking?"
"No."
[QUOTE=endorphinsam;44645802]i don't understand how that could be an issue, you'd have the exact same experience in VR as you would in real life, right?
wait I guess maybe it's because of the smaller FOV on the rift than real eyes.[/QUOTE]
Sort of. The problem lies in the Rift's reliance on input from [I]both[/I] eyes to project a simulated field of view that you can almost touch. Because of this, having any depth-perception or control in what I'm seeing in the Rift is extremely difficult, because I'm only seeing it all through one eye. With just my left eye, I'd be able to [I]see[/I] what's going on just fine. But the moment I try to move, shoot, aim, or control the game at all, I'd have the coordination of a drunk man on rollerskates.
Basically, seeing isn't the problem. Hand-eye-coordination, or therein lack-of, is.
[QUOTE=CAPT Opp4;44654053]Sort of. The problem lies in the Rift's reliance on input from [I]both[/I] eyes to project a simulated field of view that you can almost touch. Because of this, having any depth-perception or control in what I'm seeing in the Rift is extremely difficult, because I'm only seeing it all through one eye. With just my left eye, I'd be able to [I]see[/I] what's going on just fine. But the moment I try to move, shoot, aim, or control the game at all, I'd have the coordination of a drunk man on rollerskates.
Basically, seeing isn't the problem. Hand-eye-coordination, or therein lack-of, is.[/QUOTE]Is this because your depth perception isn't based on stereoscopy, rather just focusing of a single eye?
The problem with most 3D displays, Rift included, is all the light has the same focus. Real lights from different locations have different foci, which can be seen with only one eye. The single light focus can cause headaches & eye pain, especially with added stereoscopy.
So he'd be seeing little more than half of the regular screen with no benefit other than the motion input.
I hate the fact that the cheapest set that works with Half Life 2 for motion control in hands and head is $457 :suicide:
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