Various general improvements

- remove head bob
- default shadows on
- slight decrease to time slowdown
- slight player speed change
This commit is contained in:
Simon 2022-10-09 11:36:25 +01:00
parent 0dc4992576
commit 83d6fabb98
8 changed files with 19 additions and 19 deletions

View file

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.drbeef.jk2quest"
android:versionCode="11"
android:versionName="0.0.11" android:installLocation="auto" >
android:versionCode="12"
android:versionName="0.0.12" android:installLocation="auto" >
<!-- Tell the system this app requires OpenGL ES 3.1. -->
<uses-feature android:glEsVersion="0x00030001" android:required="true"/>

View file

@ -1269,7 +1269,7 @@ void JKVR_Init()
vr_turn_angle = Cvar_Get( "vr_turn_angle", "45", CVAR_ARCHIVE);
vr_positional_factor = Cvar_Get( "vr_positional_factor", "12", CVAR_ARCHIVE);
vr_walkdirection = Cvar_Get( "vr_walkdirection", "0", CVAR_ARCHIVE);
vr_movement_multiplier = Cvar_Get( "vr_movement_multiplier", "0.7", CVAR_ARCHIVE);
vr_movement_multiplier = Cvar_Get( "vr_movement_multiplier", "0.8", CVAR_ARCHIVE);
vr_weapon_pitchadjust = Cvar_Get( "vr_weapon_pitchadjust", "-20.0", CVAR_ARCHIVE);
vr_virtual_stock = Cvar_Get( "vr_virtual_stock", "0", CVAR_ARCHIVE);

View file

@ -425,7 +425,7 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
if (dominantGripPushTime == 0) {
dominantGripPushTime = GetTimeInMilliSeconds();
}
Cvar_Set("timescale", "0.25");
Cvar_Set("timescale", "0.22");
}
else
{

View file

@ -386,7 +386,7 @@ static cvarTable_t cvarTable[] = {
{ &cg_stereoSeparation, "cg_stereoSeparation", "0.065", CVAR_ARCHIVE },
{ &cg_worldScale, "cg_worldScale", "33.5", CVAR_ARCHIVE },
{ &cg_heightAdjust, "cg_heightAdjust", "0.0", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "3", CVAR_ARCHIVE },
{ &cg_renderToTextureFX, "cg_renderToTextureFX", "1", CVAR_ARCHIVE },
{ &cg_shadowCullDistance, "r_shadowRange", "1000", CVAR_ARCHIVE },
{ &cg_footsteps, "cg_footsteps", "3", CVAR_ARCHIVE },//1 = sounds, 2 = sounds & effects, 3 = sounds, effects & marks, 4 = always
@ -417,11 +417,11 @@ static cvarTable_t cvarTable[] = {
// NOTE : I also create this in UI_Init()
{ &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
// NOTE : I also create these weapon sway cvars in UI_Init()
{ &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE},
{ &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE },
{ &cg_bobup , "cg_bobup", "0.005", CVAR_ARCHIVE },
{ &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE },
{ &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE },
{ &cg_runpitch, "cg_runpitch", "0.0", CVAR_ARCHIVE},
{ &cg_runroll, "cg_runroll", "0.0", CVAR_ARCHIVE },
{ &cg_bobup , "cg_bobup", "0.0", CVAR_ARCHIVE },
{ &cg_bobpitch, "cg_bobpitch", "0.0", CVAR_ARCHIVE },
{ &cg_bobroll, "cg_bobroll", "0.0", CVAR_ARCHIVE },
{ &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT },
#ifndef FINAL_BUILD

View file

@ -302,11 +302,11 @@ void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad )
ui.Cvar_Create( "d_slowmodeath", "3", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_shadows", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_runpitch", "0.002", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_runroll", "0.005", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_bobup", "0.005", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_bobpitch", "0.002", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_bobroll", "0.002", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_runpitch", "0.0", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_runroll", "0.0", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_bobup", "0.0", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_bobpitch", "0.0", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_bobroll", "0.0", CVAR_ARCHIVE );
ui.Cvar_Create( "ui_disableWeaponSway", "0", CVAR_ARCHIVE );
#endif

View file

@ -373,7 +373,7 @@ static cvarTable_t cvarTable[] = {
{ &cg_stereoSeparation, "cg_stereoSeparation", "0.065", CVAR_ARCHIVE },
{ &cg_worldScale, "cg_worldScale", "33.5", CVAR_ARCHIVE },
{ &cg_heightAdjust, "cg_heightAdjust", "0.0", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "3", CVAR_ARCHIVE },
{ &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
{ &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE },
@ -409,7 +409,7 @@ static cvarTable_t cvarTable[] = {
{ &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE},
{ &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE },
{ &cg_bobup , "cg_bobup", "0.005", CVAR_ARCHIVE },
{ &cg_bobup , "cg_bobup", "0.0", CVAR_ARCHIVE },
{ &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE },
{ &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE },

View file

@ -4,8 +4,8 @@
// Values are: scale,right,up,forward,pitch,yaw,roll
seta vr_weapon_adjustment_1 "0.55,-4.89,8.12,-12.36,-28.60,10.80,-199.50"
seta vr_weapon_adjustment_2 "1.308,-3.976,5.245,-6.544,0.000,0.000,0.000"
seta vr_weapon_adjustment_3 "1.308,-3.976,6.177,-9.694,0.000,0.000,0.000"
seta vr_weapon_adjustment_2 "0.952,-3.908,4.874,-9.349,0.000,0.000,0.000"
seta vr_weapon_adjustment_3 "0.800,-4.250,8.025,-7.700,0.000,0.000,0.000"
seta vr_weapon_adjustment_4 "0.44,-8.75,12.50,-2.31,-0.00,-1.80,5.00"
seta vr_weapon_adjustment_5 "1.500,-2.747,5.707,-7.827,1.800,0.000,0.000"
seta vr_weapon_adjustment_6 "0.700,-4.029,10.714,-6.771,0.000,0.000,0.000"

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assets/z_npc_vr.pk3 Normal file

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