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Reva Revenant

Vintarian
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  1. After all, I decided to take a break from this project after attempting to fix specular lighting on the water surface so it would work correctly with stereo eye positions. I’m releasing a very broken/buggy version of the mod on my Discord server: https://discord.gg/b7pqfhtp5X This release is meant only for those who want to experience Vintage Story in VR in any state. Anyone looking for a pleasant or seamless experience should not try it at all. Those who still decide to try it can message me on the server and share their experience or suggestions. While I’m taking a break from active development, I may still fix some small bugs or issues like overlaping buttons. Ty everyone for the attention, and have a nice day.
  2. Out of frustration caused by working with OpenGL I got sidetracked and tried making my own renderer (to better understand OpenGL) using Zig language (with no prior experience in any C infra), wasted 2 days on rotating sphere and realized that working with already existing solutions is easier
  3. Lately, I've slowed down tremendously. I've lost a lot of motivation, and development has become even more frustrating as now I'm fighting game engine instead of exploring something new for myself (which was the original goal of this experiment, even tho the engine itself is built incredibly nice and mostly easy to work with). The mod itself is almost in a somewhat playable state. I implemented a custom widget system for knapping and clayforming, and chests now create an inventory grid that stays above the chest block itself, same for barrels. The main inventory GUI was merged for ease of use, but the entire UI system of the mod is unbelievably ugly, and I wish I could do more with it. I also started optimizing a lot of things because my 4060 was giving me around 16 ms at 90 Hz. I managed to remove most of the bottlenecks in my rendering pipeline like CPU->GPU sync calls in OpenGL, but I’m limited by the in-game engine flow, as I don’t have the desire, will, or knowledge to rewrite and rewire it. I managed to get render time down to 4–6 ms on low graphics settings.At this stage of the development I plan to fix last things that bother me the most, playtest myself for a bit and release mod in the discord server with a short lived public invitation in this topic. P.S Minecraft vr mods are 100x times better than what I'm doing, I played one for like an hour and it was really cool, VS has a lot more personal charm to me, but In fear of ruining it I ruined development time as beta version was supposed to be released 2 weeks ago
  4. Took me a while at first, switching from Meta App to Steam VR as OpenXR runtime fixed the bug where eyes view was crossed. (1 and 2 Screenshots from first 2 days of development)
  5. Hello, thanks for reaching out. Code-wise, I’d like to remain a solo developer at this stage of the project. In the future, I might consider uploading it to a public GitHub repository. (Or if I fail and give up at some point) If you’d still like to contribute to the project with ideas or opinions, I can DM you a link to the mod’s Discord server. It will be released publicly once the first beta version is ready for playtesting.
  6. Hi, thanks a lot! At some point I spent 4 days on a single bug and felt completely devastated by it, so as a last resort I had to disable water rendering and move on to the GUI, which went a lot more smoothly and gave much needed feeling of progress. In the future, I want to have the interface located physically in the world (like a floating plane) and the hotbar rendered relative to the secondary hand (left or right, both could be swapped). Originally, I had a lot of motivation because I wanted to make some mod for a long time. I chose VS because engine was written In C# and Minecraft VR videos with Vivecraft, also I wanted to finally use my Quest 3, which has been lying around for more than a year without any use. Thanks for the support and attention to this project, it honestly means a lot to me. If it weren’t for the attention, I would have already ended this “experiment” after three sleepless nights and moved on. For everyone interested in this project: if you have any ideas or suggestions, don’t be shy to DM me or post them here (or discord if someone want's it ^^). I’m open to any suggestions. P.S. If I’m able to finish rendering proper hands and water, I’m thinking about making some sort of mod trailer. The first version will probably be single-player only, but I’m planning to add support for multiplayer as well (and maybe host a server, but that depends on demand and ping).
  7. Hello everyone. I’m back with a small progress update on the mod. The GIF quality is questionable, and some parts are still held together by hope and sleepless nights, but it actually works now. I’d say I’m around ~60% of the way to a beta MVP. The hard parts are mostly in place. What’s left is polishing, testing, and emotionally preparing myself for the next wave of bugs. So, what works right now: You have hands. They are mostly where your hands should be. You can walk around. You can look around It’s a proper stereo view. Water shader no longer tries to kill the renderer (my custom is a fair bit worse than vanilla, but it behaves). The GUI shows up. You can point your hands at things and interact with them. It’s still very much not release-ready, but it’s already… kind of fun? Downloading someone’s creative map and walking around in it in VR feels genuinely cool. Anyway, here’s a small GIF of me testing interactions with GUI and clay (I’m using Steam Link, and video is from SteamVR view, so GUI looks a bit off in the recording):
  8. Do you mind telling me what VR device you are using? I have a Quest 3, and for now it’s the only headset I can test on. I’ve also had a lot of trouble because SteamVR doesn’t see my Touch controllers properly and reports them as HTC Vive for some reason, so I had to revert to Meta app as default OpenXR launcher. I’ve already implemented movement using the stick, looking around 360° via head rotation, rotation using the stick (slow, console-like, but when you mentioned snap-rotate, I think that would be nice to have too), and a little bit more, but less interesting details
  9. What would you consider the minimal playable state?
  10. There is an easy fix. I once saw a mod called "Handsome Drifters". It seems like something you must have in every modpack.
  11. While testing stuff and sitting still in a world, I got killed around 5 times by a boar, 3 times by a wolf, and one time I managed to escape a bear using VR movement. So yeah, pretty unforgettable experience in my opinion.
  12. I actually enjoy doing this, even if it remains just a prototype and is eventually forgotten, until someone in a few years Googles "VS VR mod" and finds something. However, I lack game knowledge. I know it to some extent, but the furthest I got is smithing copper tools, which is not enough. For example, I know nothing about standard VR controls, so I can’t properly map them in a mod. That’s why it would be great to have someone to talk to or hear some ideas. I’ve spent around 19 hours on this over the last two days, and I wanted to hear what others think about this. It’s a fun project, and downloading someone’s creative map where they built a city and walking around the interiors felt amazing and worth it. I wish others could experience this in VS, as it provides a sort of unique atmosphere, but I can’t publish the mod at this stage because there is too much janky stuff to even launch into the game, and that could ruin the overall experience.
  13. Hello, I’ve been trying to make a VR mode for the last two days. So far it’s been… partially successful. I’m already about 50 EUR deep into this, and after spending two hours trying to map the Quest 3 controller "A" button to the in-game Jump action, I’ve started seriously questioning my life choices. Some things do work, some things are very broken, and everything is held together by hope and questionable decisions. So I've been wondering: is there even any real interest in a VR mod right now? Would anyone actually use it, or am I just doing this for fun and self-inflicted suffering? I’m mostly exploring out of curiosity—trying to see if this is a quirky niche experiment or something people would genuinely be excited about. I’m interested in your thoughts/ideas on this. Tnx for your time (Hope it's the right forum section)
  14. Well, now at least we can say someone did try. And even better, there’s an image of a WIP to prove it actually exists. There’s a lot of stuff wrong in that image, but I’ll have to sit down and properly figure that out tomorrow. Still, it’s nice to finally have something concrete instead of just "maybe someone did this once".
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