From 2054a7c390d2892c82ae602eddb3bdb42c04505d Mon Sep 17 00:00:00 2001 From: Simon Date: Tue, 6 Apr 2021 23:24:09 +0100 Subject: [PATCH] Multiple Fixes.. - Improved scaling using correct scaling value - Better placed PDA for use - Slightly bigger enemy / human heads - Two Handed Weapons!! - Don't auto switch weapon on pickup --- .../Android/jni/Doom3Quest/VrClientInfo.h | 3 +- .../Android/jni/Doom3Quest/VrInputDefault.c | 3 +- .../neo/game/AFEntity.cpp | 4 +- .../neo/game/Player.cpp | 25 ++++--- .../d3es-multithread-master/neo/game/Vr.cpp | 71 +++++++++++-------- .../neo/game/Weapon.cpp | 4 +- .../neo/game/gamesys/SysCvar.cpp | 3 +- .../neo/game/gamesys/SysCvar.h | 1 - .../neo/renderer/tr_main.cpp | 2 +- assets/quest1_default.cfg | 13 ++-- assets/quest2_default.cfg | 13 ++-- 11 files changed, 81 insertions(+), 61 deletions(-) diff --git a/Projects/Android/jni/Doom3Quest/VrClientInfo.h b/Projects/Android/jni/Doom3Quest/VrClientInfo.h index c2cfac6..81119fe 100644 --- a/Projects/Android/jni/Doom3Quest/VrClientInfo.h +++ b/Projects/Android/jni/Doom3Quest/VrClientInfo.h @@ -16,6 +16,7 @@ typedef struct { bool screen; float fov; bool weapon_stabilised; + bool oneHandOnly; bool right_handed; bool player_moving; bool visible_hud; @@ -62,8 +63,6 @@ typedef struct { vec3_t throw_trajectory; float throw_power; - bool pistol; // True if the weapon is a pistol - bool velocitytriggered; // Weapon attack triggered by velocity (knife) bool velocitytriggeredoffhand; // Weapon attack triggered by velocity (puncher) bool velocitytriggeredoffhandstate; // Weapon attack triggered by velocity (puncher) diff --git a/Projects/Android/jni/Doom3Quest/VrInputDefault.c b/Projects/Android/jni/Doom3Quest/VrInputDefault.c index 7899c10..87a8551 100644 --- a/Projects/Android/jni/Doom3Quest/VrInputDefault.c +++ b/Projects/Android/jni/Doom3Quest/VrInputDefault.c @@ -226,7 +226,7 @@ void HandleInput_Default( int controlscheme, int switchsticks, ovrInputStateGame //Turn on weapon stabilisation? bool stabilised = false; - if (!pVRClientInfo->pistol && // Don't stabilise pistols + if (!pVRClientInfo->oneHandOnly && // Don't stabilise pistols (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) && (distance < STABILISATION_DISTANCE)) { stabilised = true; @@ -482,6 +482,7 @@ void HandleInput_Default( int controlscheme, int switchsticks, ovrInputStateGame (offhandButtonsNew & ovrButton_Joystick)) { #ifdef DEBUG //Android_SetCommand("give all"); + if(give_weapon_count == 1){ Android_SetCommand("give weapon_pistol"); give_weapon_count = give_weapon_count + 1; diff --git a/Projects/Android/jni/d3es-multithread-master/neo/game/AFEntity.cpp b/Projects/Android/jni/d3es-multithread-master/neo/game/AFEntity.cpp index c54fc1c..3a803b9 100644 --- a/Projects/Android/jni/d3es-multithread-master/neo/game/AFEntity.cpp +++ b/Projects/Android/jni/d3es-multithread-master/neo/game/AFEntity.cpp @@ -464,10 +464,10 @@ void idAFAttachment::Think( void ) { idAfAttachment::GetPhysicsToVisualTransform ================ */ -idCVar vr_chibi("vr_chibi", "1.0", CVAR_FLOAT | CVAR_ARCHIVE, "changes the size of human heads."); +idCVar vr_headScale("vr_headScale", "1.085", CVAR_FLOAT | CVAR_ARCHIVE, "changes the size of human heads."); bool idAFAttachment::GetPhysicsToVisualTransform( idVec3& origin, idMat3& axis ) { - const float scale = vr_chibi.GetFloat(); + const float scale = vr_headScale.GetFloat(); if( scale > 0.f && scale != 1.0f ) { static const idVec3 offset( -1.8f, 0, -8.f); diff --git a/Projects/Android/jni/d3es-multithread-master/neo/game/Player.cpp b/Projects/Android/jni/d3es-multithread-master/neo/game/Player.cpp index f283886..36fb98c 100644 --- a/Projects/Android/jni/d3es-multithread-master/neo/game/Player.cpp +++ b/Projects/Android/jni/d3es-multithread-master/neo/game/Player.cpp @@ -3871,7 +3871,7 @@ void idPlayer::UpdateVrHud() idAngles a(0, viewAngles.yaw - pVRClientInfo->hmdorientation[YAW], 0); offpos *= a.ToMat3(); - offpos *= vr_worldscale.GetFloat(); + offpos *= ((100.0f / 2.54f) * vr_scale.GetFloat()); { hudOrigin = viewOrigin + offpos; @@ -11534,7 +11534,7 @@ void idPlayer::UpdateFlashlightHolster() idAngles a(0, viewAngles.yaw - pVRClientInfo->hmdorientation[YAW], 0); holsterOffset *= a.ToMat3(); - holsterOffset *= vr_worldscale.GetFloat(); + holsterOffset *= ((100.0f / 2.54f) * vr_scale.GetFloat()); flashlightRenderEntity.origin = firstPersonViewOrigin + holsterOffset; flashlightRenderEntity.entityNum = ENTITYNUM_NONE; @@ -11599,14 +11599,16 @@ void idPlayer::Think( void ) { else { pVRClientInfo->weaponid = -1; } - cvarSystem->SetCVarBool("vr_weapon_stabilised", pVRClientInfo->weapon_stabilised); + int _currentWeapon = GetCurrentWeaponId(); if(_currentWeapon == WEAPON_FLASHLIGHT || _currentWeapon == WEAPON_FISTS) pVRClientInfo->velocitytriggered = true; else pVRClientInfo->velocitytriggered = false; pVRClientInfo->velocitytriggeredoffhand = true; - pVRClientInfo->pistol = GetCurrentWeaponId() == WEAPON_PISTOL; + + pVRClientInfo->oneHandOnly = (_currentWeapon == WEAPON_FISTS) || + (_currentWeapon == weapon_handgrenade); } // clear the ik before we do anything else so the skeleton doesn't get updated twice @@ -13165,7 +13167,7 @@ void idPlayer::CalculateViewWeaponPos( int hand, idVec3& origin, idMat3& axis ) idAngles a(0, viewAngles.yaw - pVRClientInfo->hmdorientation[YAW], 0); gunpos *= a.ToMat3(); - gunpos *= cvarSystem->GetCVarFloat( "vr_worldscale" ); + gunpos *= ((100.0f / 2.54f) * vr_scale.GetFloat()); if (GetCurrentWeaponId( == WEAPON_FLASHLIGHT) // Flashlight adjustment { @@ -13386,8 +13388,11 @@ void idPlayer::CalculateViewWeaponPosVR( int hand, idVec3 &origin, idMat3 &axis commonVr->MotionControlGetHand( hand, hands[ hand ].motionPosition, hands[ hand ].motionRotation ); - weaponPitch = idAngles( vr_motionWeaponPitchAdj.GetFloat(), 0.0f, 0.0f ).ToQuat(); - hands[ hand ].motionRotation = weaponPitch * hands[ hand ].motionRotation; + if (!pVRClientInfo->weapon_stabilised) + { + weaponPitch = idAngles( vr_motionWeaponPitchAdj.GetFloat(), 0.0f, 0.0f ).ToQuat(); + hands[hand].motionRotation = weaponPitch * hands[hand].motionRotation; + } GetViewPos( weapOrigin, weapAxis ); @@ -13659,6 +13664,10 @@ void idPlayer::CalculateViewFlashlightPos( idVec3 &origin, idMat3 &axis, idVec3 axis = idAngles( 0.0, viewAngles.yaw - commonVr->bodyYawOffset, 0.0f ).ToMat3(); int flashlightMode = commonVr->GetCurrentFlashlightMode(); + if (pVRClientInfo->weapon_stabilised && flashlightMode == FLASHLIGHT_HAND ) + { + flashlightMode = FLASHLIGHT_GUN; + } setLeftHand = false; //move the flashlight to alternate location for items with no mount @@ -13942,7 +13951,7 @@ idVec3 idPlayer::GetEyePosition( void ) const { if (pVRClientInfo) { float eyeHeight = 0; - float vrEyeHeight = (-(pVRClientInfo->hmdposition[1] + vr_heightoffset.GetFloat()) * vr_worldscale.GetFloat()); + float vrEyeHeight = (-(pVRClientInfo->hmdposition[1] + vr_heightoffset.GetFloat()) * ((100.0f / 2.54f) * vr_scale.GetFloat())); //Add special handling for physical crouching at some point if (physicsObj.IsCrouching() && PHYSICAL_CROUCH) { diff --git a/Projects/Android/jni/d3es-multithread-master/neo/game/Vr.cpp b/Projects/Android/jni/d3es-multithread-master/neo/game/Vr.cpp index d986479..9224f8a 100644 --- a/Projects/Android/jni/d3es-multithread-master/neo/game/Vr.cpp +++ b/Projects/Android/jni/d3es-multithread-master/neo/game/Vr.cpp @@ -135,19 +135,15 @@ idCVar vr_jumpBounce( "vr_jumpBounce", "0", CVAR_FLOAT | CVAR_ARCHIVE | CVAR_GAM idCVar vr_stepSmooth( "vr_stepSmooth", "1", CVAR_FLOAT | CVAR_ARCHIVE | CVAR_GAME, "Enable smoothing when climbing stairs. 0 = Disabled, 1 = Full", 0.0f, 1.0f ); // Carl //Added to menu - needs testing -idCVar vr_walkSpeedAdjust( "vr_walkSpeedAdjust", "-20", CVAR_FLOAT | CVAR_ARCHIVE, "Player walk speed adjustment in VR. (slow down default movement)" ); +idCVar vr_walkSpeedAdjust( "vr_walkSpeedAdjust", "0", CVAR_FLOAT | CVAR_ARCHIVE, "Player walk speed adjustment in VR. (slow down default movement)" ); //What is this?? idCVar vr_headbbox( "vr_headbbox", "10.0", CVAR_FLOAT | CVAR_ARCHIVE, "" ); -//idCVar vr_pdaPosX( "vr_pdaPosX", "20", CVAR_FLOAT | CVAR_ARCHIVE, "" ); -//idCVar vr_pdaPosY( "vr_pdaPosY", "0", CVAR_FLOAT | CVAR_ARCHIVE, "" ); -//idCVar vr_pdaPosZ( "vr_pdaPosZ", "-11", CVAR_FLOAT | CVAR_ARCHIVE, "" ); - //GB I've re-used this for both fixed position and hand. Check fixed and if worth keeping separate the two -idCVar vr_pdaPosX( "vr_pdaPosX", "-0.5", CVAR_FLOAT | CVAR_ARCHIVE, "" ); -idCVar vr_pdaPosY( "vr_pdaPosY", "0", CVAR_FLOAT | CVAR_ARCHIVE, "" ); -idCVar vr_pdaPosZ( "vr_pdaPosZ", "3.0", CVAR_FLOAT | CVAR_ARCHIVE, "" ); +idCVar vr_pdaPosX( "vr_pdaPosX", "6.0", CVAR_FLOAT | CVAR_ARCHIVE, "" ); +idCVar vr_pdaPosY( "vr_pdaPosY", "4.0", CVAR_FLOAT | CVAR_ARCHIVE, "" ); +idCVar vr_pdaPosZ( "vr_pdaPosZ", "5.0", CVAR_FLOAT | CVAR_ARCHIVE, "" ); idCVar vr_pdaPitch( "vr_pdaPitch", "30", CVAR_FLOAT | CVAR_ARCHIVE, "" ); idCVar vr_comfortRepeat( "vr_comfortRepeat", "100", CVAR_ARCHIVE | CVAR_INTEGER, "Delay in MS between repeating comfort snap turns." ); @@ -621,10 +617,20 @@ void iVr::HMDGetOrientation( idAngles &hmdAngles, idVec3 &headPositionDelta, idV } //GB Get all hand poses - idVec3 _lhandPosition = idVec3(pVRClientInfo->lhandposition[0],pVRClientInfo->lhandposition[1],pVRClientInfo->lhandposition[2]); - idQuat _lhandOrientation = idQuat(pVRClientInfo->lhand_orientation_quat[0],pVRClientInfo->lhand_orientation_quat[1],pVRClientInfo->lhand_orientation_quat[2],pVRClientInfo->lhand_orientation_quat[3]); - idVec3 _rhandPosition = idVec3(pVRClientInfo->rhandposition[0],pVRClientInfo->rhandposition[1],pVRClientInfo->rhandposition[2]); - idQuat _rhandOrientation = idQuat(pVRClientInfo->rhand_orientation_quat[0],pVRClientInfo->rhand_orientation_quat[1],pVRClientInfo->rhand_orientation_quat[2],pVRClientInfo->rhand_orientation_quat[3]); + idVec3 _lhandPosition = idVec3(pVRClientInfo->lhandposition[0], + pVRClientInfo->lhandposition[1], + pVRClientInfo->lhandposition[2]); + idQuat _lhandOrientation = idQuat(pVRClientInfo->lhand_orientation_quat[0], + pVRClientInfo->lhand_orientation_quat[1], + pVRClientInfo->lhand_orientation_quat[2], + pVRClientInfo->lhand_orientation_quat[3]); + idVec3 _rhandPosition = idVec3(pVRClientInfo->rhandposition[0], + pVRClientInfo->rhandposition[1], + pVRClientInfo->rhandposition[2]); + idQuat _rhandOrientation = idQuat(pVRClientInfo->rhand_orientation_quat[0], + pVRClientInfo->rhand_orientation_quat[1], + pVRClientInfo->rhand_orientation_quat[2], + pVRClientInfo->rhand_orientation_quat[3]); commonVr->handPose[1].Orientation = _lhandOrientation; @@ -895,31 +901,38 @@ void iVr::MotionControlGetTouchController( int hand, idVec3 &motionPosition, idQ motionPosition.x = -handPose[hand].Position.z * (100.0f / 2.54f) / vr_scale.GetFloat();// Koz convert position (in meters) to inch (1 id unit = 1 inch). motionPosition.y = -handPose[hand].Position.x * (100.0f / 2.54f) / vr_scale.GetFloat(); motionPosition.z = handPose[hand].Position.y * (100.0f / 2.54f) / vr_scale.GetFloat(); - //motionPosition.x = -handPose[hand].Position.z; - //motionPosition.y = -handPose[hand].Position.x; - //motionPosition.z = handPose[hand].Position.y; - motionPosition -= trackingOriginOffset; - motionPosition *= idAngles( 0.0f, (-trackingOriginYawOffset), 0.0f ).ToMat3(); + motionPosition -= commonVr->hmdBodyTranslation; - poseRot.x = handPose[hand].Orientation.z; // x; - poseRot.y = handPose[hand].Orientation.x; // y; - poseRot.z = -handPose[hand].Orientation.y; // z; - poseRot.w = handPose[hand].Orientation.w; + if (pVRClientInfo->weapon_stabilised && + hand == vr_weaponHand.GetInteger()) { + idVec3 offHandPosition; + offHandPosition.x = -handPose[1 - hand].Position.z * (100.0f / 2.54f) / vr_scale.GetFloat();// Koz convert position (in meters) to inch (1 id unit = 1 inch). + offHandPosition.y = -handPose[1 - hand].Position.x * (100.0f / 2.54f) / vr_scale.GetFloat(); + offHandPosition.z = handPose[1 - hand].Position.y * (100.0f / 2.54f) / vr_scale.GetFloat(); + offHandPosition -= trackingOriginOffset; + offHandPosition *= idAngles(0.0f, (-trackingOriginYawOffset), 0.0f ).ToMat3(); + offHandPosition -= commonVr->hmdBodyTranslation; - poseAngles = poseRot.ToAngles(); + poseAngles = (offHandPosition - motionPosition).ToAngles(); - angTemp.yaw = poseAngles.yaw; - angTemp.roll = poseAngles.roll; - angTemp.pitch = poseAngles.pitch; + angTemp.Set(poseAngles.pitch, poseAngles.yaw, poseAngles.roll); + } else { - motionPosition -= commonVr->hmdBodyTranslation; + poseRot.x = handPose[hand].Orientation.z; // x; + poseRot.y = handPose[hand].Orientation.x; // y; + poseRot.z = -handPose[hand].Orientation.y; // z; + poseRot.w = handPose[hand].Orientation.w; - angTemp.yaw -= trackingOriginYawOffset;// + bodyYawOffset; - angTemp.Normalize360(); + poseAngles = poseRot.ToAngles(); - motionRotation = angTemp.ToQuat(); + angTemp.Set(poseAngles.pitch, poseAngles.yaw, poseAngles.roll); + angTemp.yaw -= trackingOriginYawOffset;// + bodyYawOffset; + } + + angTemp.Normalize360(); + motionRotation = angTemp.ToQuat(); } /* diff --git a/Projects/Android/jni/d3es-multithread-master/neo/game/Weapon.cpp b/Projects/Android/jni/d3es-multithread-master/neo/game/Weapon.cpp index 37b7a63..87972b1 100644 --- a/Projects/Android/jni/d3es-multithread-master/neo/game/Weapon.cpp +++ b/Projects/Android/jni/d3es-multithread-master/neo/game/Weapon.cpp @@ -2079,6 +2079,7 @@ void idWeapon::BeginAttack( void ) { } } WEAPON_ATTACK = true; + } /* @@ -4064,7 +4065,7 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float pVRClientInfo->throw_origin[1]); idAngles a(0, owner->viewAngles.yaw - pVRClientInfo->hmdorientation[YAW], 0); releaseOffset *= a.ToMat3(); - releaseOffset *= cvarSystem->GetCVarFloat( "vr_worldscale" ); + releaseOffset *= ((100.0f / 2.54f) * vr_scale.GetFloat()); muzzle_pos = owner->firstPersonViewOrigin + releaseOffset; idVec3 throw_direction( -pVRClientInfo->throw_trajectory[2], @@ -4168,6 +4169,7 @@ void idWeapon::Event_Melee( void ) { gameLocal.Error( "No meleeDef on '%s'", weaponDef->dict.GetString( "classname" ) ); } + if ( !gameLocal.isClient ) { idVec3 start = viewWeaponOrigin; //idVec3 end = start + playerViewAxis[0] * ( meleeDistance * owner->PowerUpModifier( MELEE_DISTANCE ) ); diff --git a/Projects/Android/jni/d3es-multithread-master/neo/game/gamesys/SysCvar.cpp b/Projects/Android/jni/d3es-multithread-master/neo/game/gamesys/SysCvar.cpp index bbf51e9..0511071 100644 --- a/Projects/Android/jni/d3es-multithread-master/neo/game/gamesys/SysCvar.cpp +++ b/Projects/Android/jni/d3es-multithread-master/neo/game/gamesys/SysCvar.cpp @@ -83,7 +83,7 @@ idCVar si_serverURL( "si_serverURL", "", CVAR_GAME | CVAR_SERVERINFO | idCVar ui_name( "ui_name", "Player", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player name" ); idCVar ui_skin( "ui_skin", ui_skinArgs[ 0 ], CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player skin", ui_skinArgs, idCmdSystem::ArgCompletion_String ); idCVar ui_team( "ui_team", ui_teamArgs[ 0 ], CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player team", ui_teamArgs, idCmdSystem::ArgCompletion_String ); -idCVar ui_autoSwitch( "ui_autoSwitch", "1", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "auto switch weapon" ); +idCVar ui_autoSwitch( "ui_autoSwitch", "0", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "auto switch weapon" ); idCVar ui_autoReload( "ui_autoReload", "1", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "auto reload weapon" ); idCVar ui_showGun( "ui_showGun", "1", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "show gun" ); idCVar ui_ready( "ui_ready", si_readyArgs[ 0 ], CVAR_GAME | CVAR_USERINFO, "player is ready to start playing", idCmdSystem::ArgCompletion_String ); @@ -348,7 +348,6 @@ idCVar net_serverDlTable( "net_serverDlTable", "", CVAR_GAME | CVAR_ARCHIV idCVar vr_weaponHand( "vr_weaponHand", "0", CVAR_INTEGER | CVAR_ARCHIVE | CVAR_GAME, "Which hand holds weapon.\n 0 = Right hand\n 1 = Left Hand\n", 0, 1 ); idCVar vr_switchSticks( "vr_switchSticks", "0", CVAR_INTEGER | CVAR_ARCHIVE | CVAR_GAME, "Switch joysticks.\n 0 = No\n 1 = Yes\n", 0, 1 ); idCVar vr_ipd( "vr_ipd", "0.065", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "VR IPD" ); -idCVar vr_worldscale( "vr_worldscale", "43.0", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "VR World Scale" ); idCVar vr_heightoffset( "vr_heightoffset", "0.0", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "VR Height Offset" ); idCVar vr_controlscheme( "vr_controlscheme", "0", CVAR_GAME | CVAR_INTEGER, "VR Control Scheme: 0 = right handed, 10 = left handed" ); idCVar vr_shakeamplitude( "vr_shakeamplitude", "0.8", CVAR_FLOAT | CVAR_ARCHIVE, "Screen shake amplitude 0.0 = disabled to 1.0 = full\n", 0.0f, 1.0f ); diff --git a/Projects/Android/jni/d3es-multithread-master/neo/game/gamesys/SysCvar.h b/Projects/Android/jni/d3es-multithread-master/neo/game/gamesys/SysCvar.h index 5cd647f..2223fc2 100644 --- a/Projects/Android/jni/d3es-multithread-master/neo/game/gamesys/SysCvar.h +++ b/Projects/Android/jni/d3es-multithread-master/neo/game/gamesys/SysCvar.h @@ -267,7 +267,6 @@ extern idCVar g_xp_bind_run_once; //VR CVARS extern idCVar vr_weaponHand; extern idCVar vr_ipd; -extern idCVar vr_worldscale; extern idCVar vr_heightoffset; extern idCVar vr_controlscheme; extern idCVar vr_shakeamplitude; diff --git a/Projects/Android/jni/d3es-multithread-master/neo/renderer/tr_main.cpp b/Projects/Android/jni/d3es-multithread-master/neo/renderer/tr_main.cpp index 73ccb8d..d1bf8d9 100644 --- a/Projects/Android/jni/d3es-multithread-master/neo/renderer/tr_main.cpp +++ b/Projects/Android/jni/d3es-multithread-master/neo/renderer/tr_main.cpp @@ -886,7 +886,7 @@ void R_SetViewMatrix( viewDef_t *viewDef ) { { origin += (eye == 0 ? 1.0f : -1.0f) * viewDef->renderView.viewaxis[1] * (cvarSystem->GetCVarFloat("vr_ipd") / 2.0f) * - cvarSystem->GetCVarFloat("vr_worldscale"); + ((100.0f / 2.54f) * cvarSystem->GetCVarFloat("vr_scale")); } viewerMatrix[0] = viewDef->renderView.viewaxis[0][0]; diff --git a/assets/quest1_default.cfg b/assets/quest1_default.cfg index 04b4042..0e2f32d 100644 --- a/assets/quest1_default.cfg +++ b/assets/quest1_default.cfg @@ -149,7 +149,6 @@ seta vr_weaponsight "1" seta vr_knockback "0" seta vr_shakeamplitude "1.0" seta vr_heightoffset "0.0" -seta vr_worldscale "43.0" seta vr_ipd "0.065" seta net_serverDlTable "" seta net_serverDlBaseURL "" @@ -177,7 +176,7 @@ seta g_bloodEffects "1" seta r_aspectRatio "-1" seta ui_showGun "1" seta ui_autoReload "1" -seta ui_autoSwitch "1" +seta ui_autoSwitch "0" seta ui_team "Red" seta ui_skin "skins/characters/player/marine_mp" seta ui_name "Player" @@ -236,11 +235,11 @@ seta vr_moveClick "0" seta vr_movePoint "1" seta vr_comfortRepeat "100" seta vr_pdaPitch "30" -seta vr_pdaPosZ "3.0" -seta vr_pdaPosY "0" -seta vr_pdaPosX "-0.5" +seta vr_pdaPosZ "5.0" +seta vr_pdaPosY "4.0" +seta vr_pdaPosX "6.0" seta vr_headbbox "10.0" -seta vr_walkSpeedAdjust "-9.657583" +seta vr_walkSpeedAdjust "0.0" seta vr_stepSmooth "1" seta vr_jumpBounce "0" seta vr_3dgui "1" @@ -305,5 +304,5 @@ seta vr_laserSightUseOffset "1" seta vr_guiFocusPitchAdj "7" seta vr_wipScale "1.0" seta vr_grabberBeamWidth "4" -seta vr_chibi "1.0" +seta vr_headScale "1.085" seta vr_switchSticks "0" diff --git a/assets/quest2_default.cfg b/assets/quest2_default.cfg index 4b19f8c..1a955f6 100644 --- a/assets/quest2_default.cfg +++ b/assets/quest2_default.cfg @@ -149,7 +149,6 @@ seta vr_weaponsight "1" seta vr_knockback "0" seta vr_shakeamplitude "1.0" seta vr_heightoffset "0.0" -seta vr_worldscale "43.0" seta vr_ipd "0.065" seta net_serverDlTable "" seta net_serverDlBaseURL "" @@ -177,7 +176,7 @@ seta g_bloodEffects "1" seta r_aspectRatio "-1" seta ui_showGun "1" seta ui_autoReload "1" -seta ui_autoSwitch "1" +seta ui_autoSwitch "0" seta ui_team "Red" seta ui_skin "skins/characters/player/marine_mp" seta ui_name "Player" @@ -236,11 +235,11 @@ seta vr_moveClick "0" seta vr_movePoint "1" seta vr_comfortRepeat "100" seta vr_pdaPitch "30" -seta vr_pdaPosZ "3.0" -seta vr_pdaPosY "0" -seta vr_pdaPosX "-0.5" +seta vr_pdaPosZ "5.0" +seta vr_pdaPosY "4.0" +seta vr_pdaPosX "6.0" seta vr_headbbox "10.0" -seta vr_walkSpeedAdjust "-9.657583" +seta vr_walkSpeedAdjust "0.0" seta vr_stepSmooth "1" seta vr_jumpBounce "0" seta vr_3dgui "1" @@ -305,5 +304,5 @@ seta vr_laserSightUseOffset "1" seta vr_guiFocusPitchAdj "7" seta vr_wipScale "1.0" seta vr_grabberBeamWidth "4" -seta vr_chibi "1.0" +seta vr_headScale "1.085" seta vr_switchSticks "0"