There are secrets in H3VR if any of you play it.
[t]http://i.imgur.com/kuqRSS5.jpg[/t]
[t]http://i.imgur.com/qBLZ5Gk.jpg[/t]
[QUOTE=D3vils Buddy;51539446][t]http://i.imgur.com/kuqRSS5.jpg[/t]
[t]http://i.imgur.com/qBLZ5Gk.jpg[/t][/QUOTE]
I know. Because I suggested it. You'll see "Floppy Mc Longflopper" on the side or something, which is a reference to my Reddit name, Richard Longflop. I was also the dude who suggested the lockable platform tables. Anton is the best dev I know of.
See: How I suggested it.
[media]https://www.youtube.com/watch?v=eGEB1EcObcQ[/media]
Edit: Why the disagree, Mr. Agree~? Are you still salty?
[url]https://www.reddit.com/r/H3VR/comments/5i7o5r/possible_bullet_hole_bug/[/url]
[QUOTE=Zakkin;51540167]I know. Because I suggested it. You'll see "Floppy Mc Longflopper" on the side or something, which is a reference to my Reddit name, Richard Longflop. I was also the dude who suggested the lockable platform tables. Anton is the best dev I know of.
See: How I suggested it.
[media]https://www.youtube.com/watch?v=eGEB1EcObcQ[/media][/QUOTE]
Reminds me of when I asked Notch to add glowing red to the spider eyes in Minecraft, and he put it in the following update. This being during that short time when it was only a mildly popular indie game and he was able to read all of his emails.
[media]https://www.youtube.com/watch?v=tUTHOykTN0A[/media]
GORN is ridiculously satisfying.
[QUOTE=Amplified;51541046][media]https://www.youtube.com/watch?v=tUTHOykTN0A[/media]
GORN is ridiculously satisfying.[/QUOTE]
I can't get over how fun GORN is to play for how simple it is. I'm going to be buying the full release of whatever game he makes as soon as I can.
Although each time I play the game I feel like I'm running the risk of smashing my controllers open.
[QUOTE=Amplified;51541046][media]https://www.youtube.com/watch?v=tUTHOykTN0A[/media]
GORN is ridiculously satisfying.[/QUOTE]
I played Gorn with the Doom soundtrack on full blast and got so into it that I accidentally cut my hand open with a controller while beating a guy's head in and barely cared :v:.
[QUOTE=Pilotguy97;51541997]I accidentally cut my hand open with a controller[/QUOTE]
How the hell does that happen?
[QUOTE=Cold Finger;51542034]How the hell does that happen?[/QUOTE]
I hit my hand in just the right way that the skin on the side of my index finger's knuckle got pinched between the touchpad and the oncoming controller's edge.
As a side-note, that caused the very first visible bit of damage to my controllers, since my left-hand controller now has a really really light scratch on it. Those things really are built like tanks.
[QUOTE=Xanoxis;51537426] Climbey is so much fun, even tho I get sometimes mad at some hard levels.[/QUOTE]
I was one of the first people to make a long and difficult level and even then I designed it so that with enough practice it'd be possible to speedrun in 2-3 minutes and no checkpoints, I find a lot of levels nowadays are just tedious and far too long for the sake of trying to be "hardcore" and it kinds of make me miss the short and sweet levels you'd find earlier
Just played alot of Werewolves Within and it is a must have VR game.
Had been waiting for it originally although the price put me off, I took a dive though and it's well worth it.
[media]http://www.youtube.com/watch?v=fc_eoULH8PM[/media]
those hands with arms are great
Great, I come back to my Vive after not playing on it for a week and one of the base stations decides to give up the ghost. It flashes red and gives me a message on screen saying there is an internal hardware issue and to contact support. After some digging around it looks like it needs sending back for RMA.
Looks like I'll have to have a moan at HTC on Monday morning, although I'm guessing it will be unlikely to get a replacement until after Christmas now.
About to try a Touch demo while on vacation in NYC, should I try The Climb or The Unspoken?
my touch controllers arrived today instead of Monday. Hooray. The Tutorial was cool, will try some other stuff later in the day. Anything specific (NON-MULTIPLAYER) you guys can suggest I try.
Tried Onward, all my expectations were met. Awesome game. As long as your team communicates.
Could a gtx 770 run the oculus rift dk1/2
or should i go for a R290
Just tried Touch and got to play both unspoken and the climb. Wow. Tracked controllers are the real deal. I'm definitely ordering my pair asap. The unspoken was particularly cool, I'm just sad I don't have enough room to do full room-scale.
[QUOTE=Str4fe;51544403]Tried Onward, all my expectations were met. Awesome game. As long as your team communicates.[/QUOTE]
Honestly for me Onward looks and feels broken on so many levels.
Maps are too big for too little players, and are a mess to play on. Campers win, and those who want to move around will die sooner than later. Too many spots to camp, and you die from it seems nowhere.
Resolution of Vive or Oculus does not help to spot people in this game too. I got really turned off from the game, even tho people praise it. For me it seems people are liking it because there is no other game like this for now, and there is no choice but stick with it.
If not the exclusivity and being in VR, this game would be average at best.
I wonder how quickly I'd be shut down for trying to make an unlicensed port of halo's smaller multiplayer maps to a vr environment
[QUOTE=Itszutak;51544542]I wonder how quickly I'd be shut down for trying to make an unlicensed port of halo's smaller multiplayer maps to a vr environment[/QUOTE]
Microsoft have a pretty lenient license, it shouldn't really be an issue as long as you don't monetise whatever you're building.
[editline]17th December 2016[/editline]
Also, first time I've had a few hours to do some VR stuff. Irrational Exuberence didn't work because my playspace isn't big enough :( Though I spent a few hours in Rec Room just playing paintball, which was damn fun. However I almost always traded. Are there latency issues for everyone or was that just because I kept getting matched with Americans? I'd often die after killing someone and teleporting away, with the person I killed like 5 seconds ago getting the credit.
Soundstage is pretty cool, though I mainly got that for my dad who's visiting soon as he's a massive Synth freak.
AltSpace was just full of weirdos and people talking about their "VR Fiancées." :|
Has anyone with Touch tried climbey? Apparently the tracking isnt "fast" enough to work with the method of jumping that game uses.
[media]https://www.youtube.com/watch?v=sQETV9V-1-o[/media]
This is the devs video so I'm curious if he's setting his Touch up incorrectly or if it's something inherent to the way the hardware works.
[QUOTE=Timebomb575;51544850]Has anyone with Touch tried climbey? Apparently the tracking isnt "fast" enough to work with the method of jumping that game uses.
[media]https://www.youtube.com/watch?v=sQETV9V-1-o[/media]
This is the devs video so I'm curious if he's setting his Touch up incorrectly or if it's something inherent to the way the hardware works.[/QUOTE]
I've been watching this issue over on the Oculus subreddit. Current consensus is that Climbey has a tracking implementation that doesn't play nicely with the Rift's tracking system, but it has nothing to do with speed. In response, many people have been posting tracking tests with them flailing their arms quite rapidly, and in most games with proper camera setups, it keeps up.
This might just be his individual setup, or an issue with his game, or both. Touch hardware bugs are cropping up nearly every day, so without more evidence or documentation we can't really prove where the fault lies.
That video has been the subject of the day for /r/oculus, and the consensus is that it's something on the developer's end causing the problem. Whether it's the game using the Touch controllers poorly (be it the developer's fault or SteamVR's), or something wrong with his own hardware, his problems do not reflect typical Touch hardware.
People have been posting videos all day of their Touch controllers performing perfectly with "fast" movements.
[editline]a[/editline]
whoops ninja'd
Hey, woah, hold on a second! Got some breaking news here.
It might not be an issue with tracking at all. It's being slow to let off the triggers. Compare this video to the video posted above.
[video=youtube;1LWtNJUBzB8]https://www.youtube.com/watch?v=1LWtNJUBzB8[/video]
Any reason he keeps gravitating to the right? Is it his jump or his setup? I noticed his view is angled a little bit to the right.
Oh wow, didn't expect that
[url=http://store.steampowered.com/app/552450]Serious Sam VR: The First Encounter[/url]
[quote]
VR-SPECIFIC FEATURES:
Serious Locomotion - Explore the levels using trackpad movement (if you are brave enough), go with safer built-in teleportation system and move quickly to avoid charging enemies with the help of Sam's personal translocator device or tweak and adjust the way you move through the VR space to best suit you playing style with using our own Serious Warp (tm) locomotion.
Double the Gun, Double the Fun – Let go of the keyboard and gun down enemies, one weapon in each hand, or dual-wield them, quadrupling your stopping power. Combine different guns or just grab two of the same, but whatever your style, remember: Mental must be stopped!
Old School, New Engine – Hordes of enemies and non-stop action set against the expansive and visually stunning backdrop of ancient Egypt. all powered by the latest Serious Engine 2017 to create one of the most unique VR experiences!
[/quote]
Has fallot 4 vr been cancelled yet?
Why would it be?
[QUOTE=Ott;51545846]Has fallot 4 vr been cancelled yet?[/QUOTE]
Negative much? Why the "yet"?
There hasn't been very much put out since E3, but that doesn't really leave any indication that they're not doing it.
[QUOTE=EliteGuy;51545527]Oh wow, didn't expect that
[url=http://store.steampowered.com/app/552450]Serious Sam VR: The First Encounter[/url][/QUOTE]
This is exactly what I've been hoping for
Fuck yes for original Serious Sam in VR
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