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Port of the Xash3D-FWGS Half Life Engine to Oculus Quest

License: GNU General Public License v3.0

Batchfile 0.04% Python 0.10% Makefile 0.13% C 89.26% CMake 0.64% C++ 9.17% Shell 0.14% HTML 0.13% Assembly 0.02% Java 0.25% NASL 0.05% Jinja 0.08%

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baggyg avatar dombomdom avatar drbeef avatar kote2345 avatar oli3012 avatar

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lambda1vr's Issues

Real live crouching

Would be nice to enable the player to crouch in real life to trigger crouch in game, as this is done by skyrim and other games.

If even possible, a real 6dof crouching mechanic would be even better.

Expecialy game elements where the player needs to duck to evade trip mines would massively benefit from such crouch mechanics.

In v1.1.2 laser beams don't disapear

In v1.1.2 around a load of a new level, I see laser beams kinda floating in the air, not attached to any weapon of mine. These laser beams are coming from locations I could not reach.

Where's the config located?

I'm trying to set the vr_comfort_mask, vr_control_scheme and vr_snapturn_angle but none of these work in the game when set in /xash/valve/config.cfg.

Aiming at things above the player.

Hi,

I've had a handful of annoying unavoidable deaths caused by barnacles, because i couldn't aim up to shoot them.

Trying to aim above the player (to a certain degree) makes the held weapon forcibly change its angle.

This should be very easy to replicate - let me know if i can provide additional information.

Pistol does not have reload sound.

Did a fresh install to rule out errors and as some users noted, the pistole does not have any reload sound. So does the revolver. HD pack was not installed at all. Totally vanilla Valve folder.

Is it my install or is it really missing?

Local multiplayer game - when the other player fires a weapon, VR player gets fire animation too

I tried a local multiplayer game, with the server being xash3d on my firetv. Great response, no lag, amazing how much counter strike is already in HL1.

Strange bug is, when the other player holds and fires the same gun, the VR player gets the fire animation and decals too without loosing ammunition.

minor bug, since how many people play MP. But would be nice if we actualy could play HL in MP. I forgot how good it was.

Edit: Seems only to happen with the M4/Rifle, tested it multiple times on different games.

Weapons have too much recoil animation

I realized this when comparing them to other weapons assets i experimented with. The weapons used now have a lot of recoil / recoil animation. It's making it hard to aim with the sight. Less recoil make the weapons feel more spot on. That original recoil was good for flatscreen but not for VR.

Is this a Cvar or is it part of the animation? Another reason to find better mid-poly weapons. (i have this on my list)

Laseraim bug

When you turn on the laser sight and switch guns at last position of your laser remains static in the world and new one appears on the newly selected gun. See picture.

com oculus vrshell-20190801-164038 mp4_snapshot_00 11_ 2019 08 01_16 48 45
Edit: Seems like it doesn't always occur. Switching between Colt and Pistol does it more often.

Pistol does not shoot

Hi,
sometimes it happens that the pistol does not shoot anymore despite having ammunition. I have to exit app and reload it.

Rifle doesn't aim strait. Model not aligned with trajectory.

the rifle sights are not aligned with the real trajectory. The laser sight shows the real point of bullet impact, it is more to the right. weapons muzzle flash is also more to the right, not at the barrel of the gun.

So i guess the gun has to be moved a some pixel to the right. :)

"Breakable" glass in hazard course shooting range very difficult to break

It didn't want to break until after I had tried holding the gun in both hands and then letting go. The target behind the now-broken glass also would not register being hit until I held the gun in both hands and then let go again. Both objects received bullet holes the whole time so it's not like I was missing.

Exposing VR variables in menu and using HMD for direction

@DrBeef First of all thank you so much for your work! It's really awesome to be able to revisit HL on Quest! Thanks for making it possible!

I pulled a fork of your repo and made changes to create a VR Options menu under the Configuration menu, but I couldn't figure out how to do this cleanly (i.e.: creating an adhoc VROptions.cpp file, properly linked and referenced throughout the project), so I ended up reactivating the Touch menu that I see it's not being used in VR (so ever), and "repurposed" it.

The menu though keeps showing as "Touch" no matter what I try to rename it, but it is otherwise fully functioning.

Could you point me in the right direction regarding creating a specific menu instead of repurposing? Or renaming an existing one?

I'm aware that I'm doing a terrible job (visually at least) at handling the switch between snap and smooth turning, though it does work properly, in real time in-game as well, but switching on the HMD for direction option (vr_walkdirection), not so much

I've noticed this is the case with the release in general, not just my fork, but when I switch to HMD for direction, while it does indeed start using the HMD instead of the off-hand controller, the directions on the thumbstick (left one in my case) go completely out of whack. They get inverted and crossed with each other depending on where i'm looking, so sometimes I would have to push left to go straight up while i'm looking right, something crazy like that :P

So I'm wondering: is vr_walkdirection not supposed to be fully working right now?

Cheers,

The most important actions are mapped in a fiddly way.

The longer i play the more i notice that changing weapons is kind of fiddly. The new amazing "backpack crowbar" helps, but changing between firearm by pressing the thumbstick up or down is not very exact.

And of all actions this is the most used, the most important one and the one which should be spot on even in the heat of battle.

I have no final solution for this. There will the some tradeoffs.

I would suggest to free the offhand buttons, which are now used by flashlight and "Cutscene mode". Switch their places with weapons change on the thumbstick.

And there should be a way to keep flashlight on the offhand. It's late will edit later.

[performance improvement] the fleshy blood bits are causing framedrops

It seems that the fleshy blood bits (not sprites) that fly around and lie on the floor for a brief moment are causing big framedrops. The framedrops can be experienced everytime an enemy gets shot. framerate reduction is about 10 frames and only last for a second.

will try around with violence.cfg. But that doesn't seem to work for the flesh bits.
We should find out which cvars switches of the fleshy bits ( i call them like that) , they are not worth the framedrops.

Unable to select menu options after dying

While playing yesterday I had died and discovered that I was unable to resume the game due to the cursor stopping midway the screen when attempting to resume/load (approaching from the right). I was able to move the cursor to the right without issue but would stop halfway when trying to reach the menu options on the left. This behavior continued when I tried minimizing (?) the game and then resuming in addition to putting the Quest to sleep/awaken. It almost seemed like the left side was a dead zone at this point and couldn't resolve until I killed the app entirely.

I'd be happy to provide more information if I encounter the issue again, just let me know what you'd need.

Height Calibration (seated play)

It would nice to have a way to tweak the player height, so we can play seated, for planes, trains, buses.

In fact, this would be an option in the Oculus Setup, but that can take very long until they add it.

App crash when it loads next area

Hi,
I have last Lambda ver 1.1.0 and Quest with last firmware (9.0).
During game when it loads next area, app crashes and I return to Quest Home.
Before I update with last Lambda version, I have deleted config.cfg from valve folder.

Sometimes moving with the thumbstick is wrong/reversed

I don't know how to reproduce it, but it happened a few times while playing the first stage. It is as if the character's front was not aligned with my front/head. Holding the oculus button to reset position seems to change the direction but doesn't always solve the problem.

Great work, by the way!

[request] Chapter Selection

Since updates, texture packs and other mods brakes old savegames most of the time, it would be useful to add somekind of Level selection in the start menu. Don't know if this is possible at all,

Gameplay can't be recorded

Not a real issue, but will hurt your fame and glory on youtube :).

And to be honest, it is nice to show HL1 VR to others. Was possible with the pre-release, though.

Blocked in game menu

Hi,
thanks for this great porting! ๐Ÿ‘
Sometimes when I go back to game menu pointer moves only on the right side and then I cannot select any menu item on the left.
I must exit from the game and restart it.

Walking / running speeds seem a bit high compared to other VR games

I would suggest lowering the default values to prevent motion sickness. It even feels cooler walking a bit slower, adds to the atmosphere, gives the player more control.

walking
cl_backspeed "130"
cl_sidespeed "130"
cl_forwardspeed "130"

running
sv_maxspeed "220"

those speeds should be sufficient to reach all platforms, but will check on that.
the last value might affect multiplayer gamers hosting a local game, but those pros can be bothered to change their config.cfg.

Edit: sv_maxspeed "220" is too low to reach some of the few far off ladders. 250 seems to be good

slight copyright issues

Hi!

I already sent you an email, but I also post here because I feel this is important.

  1. You cannot put this code under the GPL. That violates the Valve SDK license, which covers parts of the code you are sharing here. Since GPL doesn't allow you to mix GPL licensed code with non-GPL licensed code, I recommend using MIT for the non-Valve-SDK-license parts and keeping the Valve SDK license for the applicable parts.

  2. You are using my code for your mod (see here: https://github.com/maxvollmer/Half-Life-VR). My license is very lenient and allows you to do so - as long as you give credit. While admittedly you have a tiny mention of my name at the end of your readme, it doesn't really reflect which parts in your source repo are from me. I am also unhappy that you didn't link back to my original work. And, in part for the reasons mentioned in the former point, I do not allow my code to be put under a GPL license. Please update this.

  3. You are using formic's weapon models that he made for my Half-Life: VR mod. He did not give you permission to do so. That is between you two, but I seriously suggest you ask people for permission before using their assets. Especially when adding a paypal donate button on the website where you publish other people's work without proper credit, or lack of permission.

I don't want you to shut down this project, I think it's cool you made this, but please be a bit more proactive in your communication and make sure you don't accidentally steal other people's work.

I kindly ask you to:
a) contact formic and apologize and ask for permission to use his models. I know he is a bit unhappy right now, but he is a reasonable and nice person, so I am sure you can work this out.
b) credit me properly here and on your website.
c) add a link to my github and patreon on your website at least as prominent as your own paypal donate button.

And as also said in my email: If you want to collaborate, reach out!

Thanks!

[low priority] Multiplayer issues

I tried around with Multiplayer to see what is working and what isn't with the latest updateFor this i used and unmoded version of lambda1vr (no hd textures or anything).

I could not create a Server on the quest. When i tried the game crashed to home.But i could join a running server using the android version of xash3d installed on my firetv.

The bugs i encountered are documented in the video.
https://youtu.be/UVKpPvDIbs8/

**What seems to works:


  • Join a running server

  • See the other players and the animations of them.

  • Other player movement seems fine.

  • picking up items

  • using buttons

  • seeing you weapon in 6dof

  • you can harm the other player, so can he

.

What does not seem to work:

  • Start a Server (crashes to home, when the game map starts.)

  • No 6DoF movement (no surprise here as expected)

  • weapons do seem to work as 6DoF and shoot in the direction you aim, but they don't.They shoot in the direction you look, aim with your head.

  • If the other player shoots, you see a shell exhaust animation at your weapon (also on the crowbar)

  • hitting with the crowbar work only by pressing the trigger.

Not sure if those bugs can ever be fixed easily. I mean with pavlov coming, there is practically HL / Counter strike on the quest. So i am not sure if it would be even worth the trouble ... but it felt pretty cool despite all the bugs. On second thought ... HL multiplayer would be awesome. I don't like how slow pavlov plays :)

No way to put in Console commands

A way to put in console commands would be awesome. Especially because many modifications like Counter Strike need the player to press a button, like to choose a team.

A Keyboard substitute like we have in Quake-Quest would be great.

The grenade throwing is a bit too sensitive

The new grenade throwing mechanic is rat and fun. To make it even better i would suggest to make the throwing less sensitive. Now the grenade feels and behaves like it has the weight of a tennis-ball or less. I think the player has to be too careful, in the heat of the battle, i often throw a home run to the end of the room, missing my target by 10 meters. I think many players are "corrupted" :) by superhot where you have to use much force when throwing stuff.

I think making the grenades act a little less sensitive would add to the gameplay.

Add gamepad controller option

Unless I'm missing something it doesn't seem possible to control the game via bluetooth gamepad like I can with Quake GVR or Doom. Would this be possible to add?

Repeatable crash during Apprehension

When the player finishes the first ninja fight in Apprehension, they must exit via the Surface door where Gordon gets knocked out and the screen goes black. Right after the audio plays of "we got him..." the app crashes out to the home screen.

Multiplayer

I cannot find the plce in the config file to place my nme to start a multiplayer gme.Cn you show where in a highlighted screen shot.Praise Jesus !

vr_snapturn_angle cvar isn't working

For some reason the cvar vr_snapturn_angle is always snapping to 45 degrees. Smooth turn should kick in if the value is configured to < 10 degrees, but it is ignoring the value set in the config.cfg file.

Warping/fisheye effect

When looking around in the game, the screen warps.

The warping is obvious when first trying the game, but your brain gets more used to it over time.

Since the warping can be harder to notice after a while it is surely harder to debug, but I found a really easy way of replicating the issue:

  1. Make the guardian appear, by holding a controller near the border.
  2. Look around.

It should be clear that the game and guardian movement is way different. Doing the same in other games (or the oculus home screen) and you will see that the guarding looks fixed to the environment.

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