mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-21 19:51:33 +00:00
Various general improvements
- remove head bob - default shadows on - slight decrease to time slowdown - slight player speed change
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parent
0dc4992576
commit
83d6fabb98
8 changed files with 19 additions and 19 deletions
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.jk2quest"
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android:versionCode="11"
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android:versionName="0.0.11" android:installLocation="auto" >
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android:versionCode="12"
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android:versionName="0.0.12" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
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@ -1269,7 +1269,7 @@ void JKVR_Init()
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vr_turn_angle = Cvar_Get( "vr_turn_angle", "45", CVAR_ARCHIVE);
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vr_positional_factor = Cvar_Get( "vr_positional_factor", "12", CVAR_ARCHIVE);
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vr_walkdirection = Cvar_Get( "vr_walkdirection", "0", CVAR_ARCHIVE);
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vr_movement_multiplier = Cvar_Get( "vr_movement_multiplier", "0.7", CVAR_ARCHIVE);
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vr_movement_multiplier = Cvar_Get( "vr_movement_multiplier", "0.8", CVAR_ARCHIVE);
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vr_weapon_pitchadjust = Cvar_Get( "vr_weapon_pitchadjust", "-20.0", CVAR_ARCHIVE);
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vr_virtual_stock = Cvar_Get( "vr_virtual_stock", "0", CVAR_ARCHIVE);
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@ -425,7 +425,7 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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if (dominantGripPushTime == 0) {
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dominantGripPushTime = GetTimeInMilliSeconds();
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}
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Cvar_Set("timescale", "0.25");
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Cvar_Set("timescale", "0.22");
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}
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else
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{
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@ -386,7 +386,7 @@ static cvarTable_t cvarTable[] = {
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{ &cg_stereoSeparation, "cg_stereoSeparation", "0.065", CVAR_ARCHIVE },
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{ &cg_worldScale, "cg_worldScale", "33.5", CVAR_ARCHIVE },
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{ &cg_heightAdjust, "cg_heightAdjust", "0.0", CVAR_ARCHIVE },
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{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
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{ &cg_shadows, "cg_shadows", "3", CVAR_ARCHIVE },
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{ &cg_renderToTextureFX, "cg_renderToTextureFX", "1", CVAR_ARCHIVE },
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{ &cg_shadowCullDistance, "r_shadowRange", "1000", CVAR_ARCHIVE },
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{ &cg_footsteps, "cg_footsteps", "3", CVAR_ARCHIVE },//1 = sounds, 2 = sounds & effects, 3 = sounds, effects & marks, 4 = always
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@ -417,11 +417,11 @@ static cvarTable_t cvarTable[] = {
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// NOTE : I also create this in UI_Init()
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{ &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
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// NOTE : I also create these weapon sway cvars in UI_Init()
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{ &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE},
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{ &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE },
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{ &cg_bobup , "cg_bobup", "0.005", CVAR_ARCHIVE },
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{ &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE },
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{ &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE },
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{ &cg_runpitch, "cg_runpitch", "0.0", CVAR_ARCHIVE},
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{ &cg_runroll, "cg_runroll", "0.0", CVAR_ARCHIVE },
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{ &cg_bobup , "cg_bobup", "0.0", CVAR_ARCHIVE },
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{ &cg_bobpitch, "cg_bobpitch", "0.0", CVAR_ARCHIVE },
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{ &cg_bobroll, "cg_bobroll", "0.0", CVAR_ARCHIVE },
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{ &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT },
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#ifndef FINAL_BUILD
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@ -302,11 +302,11 @@ void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad )
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ui.Cvar_Create( "d_slowmodeath", "3", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_shadows", "1", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_runpitch", "0.002", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_runroll", "0.005", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_bobup", "0.005", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_bobpitch", "0.002", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_bobroll", "0.002", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_runpitch", "0.0", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_runroll", "0.0", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_bobup", "0.0", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_bobpitch", "0.0", CVAR_ARCHIVE );
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ui.Cvar_Create( "cg_bobroll", "0.0", CVAR_ARCHIVE );
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ui.Cvar_Create( "ui_disableWeaponSway", "0", CVAR_ARCHIVE );
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#endif
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@ -373,7 +373,7 @@ static cvarTable_t cvarTable[] = {
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{ &cg_stereoSeparation, "cg_stereoSeparation", "0.065", CVAR_ARCHIVE },
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{ &cg_worldScale, "cg_worldScale", "33.5", CVAR_ARCHIVE },
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{ &cg_heightAdjust, "cg_heightAdjust", "0.0", CVAR_ARCHIVE },
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{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
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{ &cg_shadows, "cg_shadows", "3", CVAR_ARCHIVE },
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{ &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
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{ &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE },
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@ -409,7 +409,7 @@ static cvarTable_t cvarTable[] = {
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{ &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE},
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{ &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE },
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{ &cg_bobup , "cg_bobup", "0.005", CVAR_ARCHIVE },
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{ &cg_bobup , "cg_bobup", "0.0", CVAR_ARCHIVE },
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{ &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE },
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{ &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE },
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@ -4,8 +4,8 @@
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// Values are: scale,right,up,forward,pitch,yaw,roll
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seta vr_weapon_adjustment_1 "0.55,-4.89,8.12,-12.36,-28.60,10.80,-199.50"
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seta vr_weapon_adjustment_2 "1.308,-3.976,5.245,-6.544,0.000,0.000,0.000"
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seta vr_weapon_adjustment_3 "1.308,-3.976,6.177,-9.694,0.000,0.000,0.000"
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seta vr_weapon_adjustment_2 "0.952,-3.908,4.874,-9.349,0.000,0.000,0.000"
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seta vr_weapon_adjustment_3 "0.800,-4.250,8.025,-7.700,0.000,0.000,0.000"
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seta vr_weapon_adjustment_4 "0.44,-8.75,12.50,-2.31,-0.00,-1.80,5.00"
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seta vr_weapon_adjustment_5 "1.500,-2.747,5.707,-7.827,1.800,0.000,0.000"
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seta vr_weapon_adjustment_6 "0.700,-4.029,10.714,-6.771,0.000,0.000,0.000"
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BIN
assets/z_npc_vr.pk3
Normal file
BIN
assets/z_npc_vr.pk3
Normal file
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