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Releases: jrbudda/minecrift

Vivecraft 1.7.10 v30 - Vote for Hillary Edition

29 Jul 07:20
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  • Updated OpenVR to 1.0.2. This does nothing exciting.
  • World now dims when using Walkabout or sleeping.
  • Hotbar works as expected in 'reverse hands' mode
  • Fixed portal effect drawing on your hand
  • Can't jump, sneak, or rotate with a menu open.
  • Menu's follow you if your player moves somehow with it open.
  • Creeper ignite radius reduced from 3 to 1.75 blocks so roomscale fighting is viable. Singleplayer Only. Techjar has updated his Vivecraft Forge Extensions plugin to make this radius configurable for VR players on Forge multiplayer servers.
  • Connecting to a non-vivecraft server will use /tp-command-based teleportation like Vivecraft 1.10 does.
  • Added logo to installer. Super important.

ViveCraft 1.7.10 v29 - We've only just begun

20 Jul 08:52
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Updated to 29r1 to fix block placement rotation bug.

This is a fairly small release to coincide with the big news, the 1.10.2 version. Rest assured that development on good ol' 1710 here is not stopping. Once 1.10.2 is nice and stable we'll start adding new features to both versions simultaneously. So long as 1710 is the primary mod platform I will continue to support it.

New in 29:

  • Bugfixes and other cleanup while doing the 1.10.2 port.
  • Hitting a block harder in roomscale will break it more.
  • Movement speed fixes to seated mode.

ViveCraft v28 - Sit down in that chair right there and let me show you how it's done.

12 Jul 19:44
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Edit: Updated to 28r1 to fix the Malformed Class Name crash

Seated Mode!

You can now play Vivecraft without getting up. Should be a nice break from chasing Pokemon around the neighborhood. Turn this mode on in the VR Settings Menu. Uses the keyboard and mouse. Note that I did the mode in the most minimially-disruptive way to the rest of the game which was designed around controllers. To that end, you will note, seated mode uses a pair of 'fake' controllers that float somewhere around your armpits, if you're lucky.
Things to note:
- You will always be in free move mode, regarless of setting.
- You will always be in hud-lock-to-head mode, regardless of setting.
- The virtual keyboard will not come up, no matter how hard you try.
- You can change how high up you are with the World Scaling setting.
- You will find something you wish worked differently. You will look for an option. You will be disappointed .

My current policy towards Seated Mode is that you turn it on or off and that's it. It works like it works. Unless something is broken to the point of un-playablility or could be improved without needing an option my response to suggestions or complaints will be ...

Do NOT change your SteamVR room setup. This is still technically a room-scale/standing game. If you want the chaperone bounds to go away set them to Developer.

Mixed Reality cam improvements

More work was done to the mode that like, 4 whole people are going to use!.
- MR cam mode works with the shadersmod versions.
- Added back the FOV slider for MR cam. Added hotkeys to change FOV.
- MR cam mode works with world rotation and scaling like it should, (I think.)
- The 'clipping plane' is now always vertical in the world, no matter how angled your camera is up or down.
- The virtual camera renders in the HMD as a black circle thing, so you can tell where it is.
- You can optionally turn off the rendering of the 'hands' in the MR cam (items still show up)

Other things!

  • Techjar has finalized the java magic to make the LOTR mod work with Vivecraft. May also fix other Forge mod issues.
  • Techjar has also added an option to totally blank the HMD when your head is in a block instead of showing the block texture.
  • Added Overlay, Proiler, and Screenshot buttons to in-game menu since you can't seem to bind the F-keys to the controller.

ViveCraft v27 - Kill the frames, shave the animals.

09 Jul 18:50
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Wow. What a week. All kinds of nifty thingamajigs for you today!

In order of descending coolness:

  • Added support for Mixed Reality! This was a major team effort from me and Techjar. We put way more time into this than we should have but it works! Currently supports a fixed camera. If you want "3rd-controller-camera" support send me a 3rd controller. Actual instructions for setup can be found here.
    • Also Techjar has added an 'undistorted' first person mirror mode, great for streamers. Does require an extra render of the game, however.
  • Animal touching! Great suggestion from a player: you can now 'interact' (right click) on passive animals just by touching them. This works for feeding, mounting, shearing, leashing... etc.
    • You also cannot swing-hit an animal without a sword/tool. If you must punch a chicken to death, you will have to click it, like God intended.
  • Buckets! You can fill buckets by dipping them into liquid. You cannot pour them out without clicking tho. (I tried. Can't be done right., plus you'd wet yourself.)
  • More FPS! I put on my Zero Cool mask and hacked into Shadersmod so you can use the 'eye stencil' with shaders. I am assuming this gives the ~20% fps boost it should, but have not tested it at all.
  • New interactive hotbar! You can now select items from the hotbar by just touching them. Can be turned off in the options if you can't stop touching yourself.
  • New hotbar mode! Added a hotbar mode where it sits on the inside of your left arm and 'pops out' when you look at it. Also supports touching. Try it out by setting the 'hud lock' mode to 'wrist'.
  • Faster Loading! Techjar has done some sort of magic that makes the world load faster on startup!
  • New Network API Started on a consistent network API for server plugins to talk to Vivecraft. Should lead to some cool things in the future!
  • Eye sync! - Did some stuff so that even under low FPS you should no longer suffer 'eye-desync'
  • Bugs! - Likely added more bugs than were fixed, tell me all about them on the issues page!

ViveCraft v26 - Lumos Maxima

03 Jul 13:25
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Full shadersmod support!

  • Vivecraft 1.7.10 is now compatible with karyonix's shadersmod both with and without Forge.
    • You do NOT need to install shadersmod yourself, just check the box in the installer and it will do it for you. (it won't hurt if you already have it, tho)
    • You also have the option of installing Vivecraft with Forge only and putting shadersmod in your /mods folder. I handle the rest 'cause I'm basically a wizard.
    • I've been playing with Sildur's Vibrant Shaders Lite and it's usable. I'm closer to min spec for VR so maybe someone out there on a supercomputer can run SEUS
    • Eye stencil is disabled when shadersmod is running, sadly.
  • Getting shaders working took yet another major re-do of camera/rendering junk. It's actually halfway how I was planning on doing it for 1.10 and is a fantastic proof-of-concept.
    • In celebration I have upped the maximum world scale to 100, because it's no longer glitchy up there.
  • Pinned the stars in the heavens. Because I am a wizard.
  • Clouds bow to my whim. Because wizard.
  • The sun, the moon and the sky know their place. (wizard).
  • Added a 'Free Rotate' button binding. It is exactly the same as Walkabout except it goes the other way.
  • Fixed startup crash if you're using a Rift. Apparently Vivecraft works on the Rift.

ViveCraft v25 - Smooth and Silky

29 Jun 23:50
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  • r1 Update: Fix a opengl overflow when FSAA is on.
  • r1 Update: Experimental implementation of Walkabout locomotion. Bind it to a button and have at it.
  • Added a "Quick Commands" menu. You can customize up to 12 different server "/" commands or chat messages in VR Settings > Quick Commands. View and send them from the in-game menu under 'Commands'.
  • Cleaned up the rendering and animation to remove all jitter and jank. The GUI, teleport arc, crosshair, mounts and all other thingamajigs should render smoothly as you jump and move around. If something jitters still please let me know.
  • Part of the cleanup involved nixing the little 'dash' animation when you teleport. Sorry if you liked it. You're welcome if you hated it.
  • Holding left_grip now counts as holding down Shift for menus and inventory screens. Thanks Techjar!
  • Begun work on supporting shadersmod with or without Forge. Not quite working yet but it's going to happen.
  • Lots of cleanup to the rendering code, fixed some Forge mod bugs, maybe increased performance when using Forge.
  • Fixed the slow-block-breaking thing that was happening to some folks.
  • Added more granularity to the World Scale slider between 0.5 and 2.0 so you can tweak it to suit your needs. If you're having trouble getting it back to 1.0 just hit the reset to defaults button.

If you use a Forge mod pack and find you can't move or click remove the NotEnoughKeys mod. It's not compatible.

ViveCraft v24 - Can you hear me now?

27 Jun 17:33
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Most of today's updates come to you courtesy of Techjar. He has been diligently smashing bugs in 1.7.10 while I work on the 1.10 port.

  • Fixed sounds being all wibbly wobbly.
  • Fixed right-clicking in menu screens.
  • Touchpads will no longer trigger the bottom-left button when it doesn't know where your thumb is. It will now do nothing instead. Make sure you've got your thumb well onto the pad and are not clicking the 'edge'
  • Fixed blocks broken with the manual swing in survival mode not disappearing server-side.
  • Game will no longer crash if you try to start it without your headset plugged in.

ViveCraft v23 - Like a record, baby.

26 Jun 13:33
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Edit: Updated to r1 to actually use the rotation increment when pressing the buttons...

  • Added option to set the rotation amount when using Rotate Left or Rotate Right, choose from 10, 36, 45, 90, or 180 degrees for all your Legend of Grimrock simulation needs.
  • Added Hotbar Next and Hotbar Prev commands you can bind. This does not disable swiping the left touchpad.
  • Disabled the 'Allow Crawling' options and removed all supporting code. This was a nice idea but ultimately was not compatible enough with multiplayer (and Forge apparently). Removing this should fix several of the recent positioning bugs. This feature may make a reappearance in the 1.10 version. Maybe.
  • Hopefully fixed teleporting into walls or falling off ledges right after a teleport.
  • Changed crosshair rendering to show an X if the thing you're pointing at is out of range_. (_results not guaranteed)
  • Fixed being able to break your boat by swinging at it.
  • Changed a bunch of code around related to movement while riding on things... I think it's all working ok I just hope I didn't break anything. The thing you're riding has some janky animation but that seems to be it.
  • Fixed horse inventory closing immediately sometimes.
  • Techjar has added some code to simulate mouse clicks better for Forge mod compatibility. This only occurs when the window has focus. Also added a warning message if you try to use the keyboard and the game window does not have focus. Thanks TJ.
  • In-game keyboard can always be opened with left_grip+left_app_menu combo even if you have re-bound the grip to something else.

ViveCraft v22 - Keep a low profile edition.

24 Jun 11:47
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Yes, another update. Just run the installer.

  • Fixed a few outstanding bugs from v21 yesterday including bows not working in muliplayer, and boats/horses not steering correctly.
  • Fixed up the minecraft Profiler to provide more information pertinent to OpenVR. Hitting shift-F3 will bring up a nice pie chart of where all your frames are spending their time. If you have really bad stuttering this may help narrow down the cause.
  • Used profiler to significantly improve performance for everyone. Or maybe not, might depend on your GPU I only have the one to test Please post results.

ViveCraft v21 - Logic and Proportion

23 Jun 12:47
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Well it's been a while, hasn't it? How have you been? Me? Oh I've been here, gutting reams of code and twirling vectors round and round to bring you this latest update to Vivecraft. And oh boy, it's a doozy. I've re-implemented OpenVR roomscale into Minecraft almost from scratch. Every little bit of code that relied on the HMD or controller position/direction had to change. Why you ask? Well dear friends, to bring you:

WORLD SCALING

Try it. Don't even read the description. Stop. Install the mod and go into VR Settings and play with the World Scale slider. Come back and thank me. Please note this is mostly cosmetic at this point. Your 'body' is still the same size and on the ground at your feet. There's a lot of hurdles to getting this sort of thing working as a gameplay element while being multiplayer and mod compatible. For now, enjoy the view.

WORLD ROTATION

You now have the ability to rotate the world around your room in 45 degree increments.This was requested many times and I'm happy it finally functions. Took a LOT of work. You can do this from the VR Settings menu, by pressing the left or right arrow keys on your keyboard, or binding the 'Rotate Left' or 'Rotate Right' function to your controller buttons.

  • Please note: the 2 changes above necessitated an unprecedented amount of code overhaul. Previously working things may now be broken and other things may be broken in new ways unheard of before. Please let me know what's not working, especially the HUD/GUI Menu stuff I didn't test most of the options.

OTHER THINGS!

  • Fixed Forge mods not responding to button mappings. If it still won't work try binding the keyboard key to 'keyboard(press) or 'keyboard'(hold). Confirmed that Gilby's prox chat requires you to bind keyboard(hold) V. The speak command doesn't work.
  • Fixed not being able to set the key when mapping a controller button to a keyboard button
  • Fixed various rendering issues.
  • Tweaked the swinging attack.
  • added back the Quick Torch command - bind it yourself
  • So many other little things I can't even.