Releases: Raicuparta/two-forks-vr
Two Forks VR 0.0.10
- Use the hand laser for interacting with menus, including the whole intro sequence;
- Add a simple menu for VR settings, with a single setting for hiding the player's feet. It's a work in progress, but it's a base for adding settings in future updates, like teleport locomotion, snap-turning, controller-based movement direction, etc;
- Show VR controller model with highlighted relevant buttons in some situations;
- Show names of VR controller buttons instead of Xbox buttons in some prompts;
- Fixed player position slowly drifting (some drifting is actually part of the base game, when standing on some slopes. That one is still present);
- Improved stability of player position, less jittery when moving and rotating the headset around;
- Fixed hands lagging a bit behind the player (since the recent Firewatch update);
- Added inner and outer deadzones to mitigate some issues with controllers that drift slightly (deadzones will be configurable in a future update);
- Tried my best to prevent movement from being constantly interrupted;
- Jogging no longer toggles itself off when player stops moving forward. Jogging mode will stay on until the button is pressed again;
- Fixed low performance in settings menu (by removing the redundant resolution selector);
- Removed redundant controls tab in settings;
Two Forks VR 0.0.8
Up until now, a few people already played through the entirety of Firewatch using Two Forks VR. That was possible because the mod was doing the bare minimum to work without making too many core changes. As I add more features to Two Forks VR, it's likely that some stuff will actually be more broken, since I'm not able to test the whole game every time I make a big change. Room scale is one of those changes that is likely to break stuff somewhere in the game. Please report any issues you find when testing the updates. There's always the option to go back to an earlier version of Two Forks VR when these problems show up.
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Now showing Henry's animated feet, so you can have a better idea of where you're standing. I got some DMs telling me to "show feet", I presume this is what they meant.
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Add room scale movement. Meaning, the player body follows the VR headset movement. This still needs to be tuned a bit to make it smoother, but already seems to work quite well. I had trouble getting the player animations to work, so for now the player will just slide around. This is probably one of the most dangerous changes so far, a lot of potential for it to break stuff. I will eventually have an option to disable this, as soon as I get around to actually having any customizable options for the mod.
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Using the recenter binding (default is left trigger + right trigger) now only resets the camera height. Be sure to do that if the height doesn't feel right, or when changing between seated and standing play.
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Radio is now used by holding the grip buttons, instead of being an item in the tool wheel. The tool wheel was causing weird states where the radio isn't supposed to be usable, especially in-between scene loads. In the future, the radio will be an object in the player's chest, which can be gripped and held to use. So the current binding is already closer to the ideal solution.
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Now showing loading and title screens (the one that shows the day count in big fat letters). Right now these will show facing the forward direction of your play area, so they might show outside your field of view and you might miss it. Will be fixed in a later update.
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Use FSR OpenVR dll from
github.com/fholger/openvr_fsr
. It's disabled by default, editFirewatch\Firewatch_Data\Plugins\openvr_mod.cfg
to enable it. -
Fixed some times not being able to pick up the radio on first day.
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Fixed a bug that allowed Henry to fly by moving the headset left and right. Felt like a nice speedrun strat but had to remove it to prevent neck injury.
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Fixed camera being allowed to rotate vertically with the joystick in some cases, was very nauseating.
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Fixed joystick values measurement problem, which was causing issues with movement being really slow unless the player moves in a straight line.
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Fixed missing binding for taking picture with the disposable camera. Btw the camera still uses the VR camera as a source, so you'll see your own hands in the picture. Will be fixed later.
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Fixed some inputs being allowed in states where they shouldn't be (example, radio while using disposable camera).
Two Forks VR 0.0.7
- Redid how the input bindings work. This should prevent problems with conflicting inputs, like when moving the right joystick would also trigger the action to drop items held in hand. This might also break some other input-related stuff that I haven't tested yet (maybe some buttons are missing). Please let me know if you face any issues.
- Force game to detect a controller, which causes the UI to show Xbox icons instead of mouse/keyboard ones. This still won't show your actual VR controller buttons, but it's closer.
- Add a temporary binding to put held items in the backpack using the "Jog" button. Also the same binding used for eating held items. Temporary because I'll make this a gesture instead of a button.
Two Forks VR 0.0.6
- Prevent backpack from becoming visible in some scenarios. If I eventually get proper room-scale working (with the character's body in the game moving according to the headset's movement), I'll allow it to be visible again.
- Hide objects attached to hands during some animations. Mostly restricted to the intro for now (for instance, the animations for picking up and dropping the backpack). It prevents super broken animations where the original game would presume that the player hands would stay in place, and would animate objects relative to the hand.
- Add inventory (stored notes) to tool picker. The inventory was already accessible via keyboard before, but it would break the camera afterwards. Now it looks mostly fine, although the UI is a bit awkward. Ideally we'd have something that doesn't rely on a separate "screen" at all, but for now this was the quick fix. The tool picker is becoming a bit crowded now, and there are still a couple more things to add there. But the current tool picker is just the simplest solution I could come up with, I'll eventually improve it and won't rely on it so much.
- Move UI a bit further away, make it bigger. Some people didn't like how close it was.
- Hide world while in pause or inventory menus. Prevents some uncomfortable situations where the UI would intersect with world objects, especially now that there's more distance between the camera and the UI.
- Migrate from MelonLoader to BepInEx. This isn't supposed to affect anything in the mod itself, it's just a different framework for loading the mod into the game.
- Hide ability icons that would always be stuck to the corner of your eye. Will eventually do a proper fix, since the icons can be useful.
- Fix hand laser angle. Was broken in a previous release, now it should be a bit more natural.
- Fix not being able to load a game after going back to the main menu.
- Fix some CPU spikes. Was making performance even worse than it already was. CPU usage is still quite high, especially if the "World Detail" quality setting is set to anything other than minimum.
TwoForksVR 0.0.5
Emergency update to fix performance issues in main game, introduced in v0.0.4. GPU usage is still high during intro sequence due to the same bug, I'll have to come back to fix this
TwoForksVR 0.0.4
- Fixed intro not working in VR. Isn't perfect yet, but you can start a new game and go through the whole thing now.
- Fixed game breaking after loading a save from the pause menu, or when going back to the main menu. It should now handle any combination of going back and forth from main menu, game, loading saves, etc.
- Reverted hand size to the original used in the base game. I had reduced the hand size to 80%, because this dude's Wreck it Ralph hands are a biit uncomfortably chonky. But resizing the hands means either resizing all the objects that the player picks up (which looks weird, since they suddenly change sizes), or having the objects clip through the hands again. So I decided to leave the hand size untouched.
- Improved initial recentering of the camera, although it might some times still be a bit off (remember you can press both triggers to recenter manually).
TwoForksVR 0.0.3
- Animate hands using the original game's animations (no skeletal animation using VR inputs yet). Reduces weird hand clipping when picking up objects, since now the hands will change as expected;
- Fixed objects becoming invisible when picked up. Pretty much all items that get attached to the player's hands will be visible and correctly attached, with the correct hand animation. Most animations will of course still not make much sense, since they are following your hands instead of the original animation's hand positions;
- Fixed tool picker icon rendering. The whole tool picker is still temporary, but at least it's a bit less annoying now;
- Fixed default left hand pose for Oculus Touch controllers being set to "tip" instead of "raw".
TwoForksVR 0.0.2
- Try to position the camera correctly on loading the game;
- Add binding to recenter the camera's position / rotation (press both triggers at once);
- Add disposable camera to tool wheel;
- Hide big black square that would show up while disposable camera is active. It was the camera UI that's supposed to show the remaining pictures available. Will have to do something else for that later;
- Fix notes / inventory UI being stuck to the camera after being closed (but the inventory itself still doesn't work);
- Fix a few more problems with broken UI elements;
- The hand laser will now move to each hand depending on what trigger is pressed.
TwoForksVR 0.0.1
Initial release