Skaarah

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Skaarah
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  • And after debugging a little bit I found out the paths for the install button were wrong so it should work now.
  • Upon the request of ragtag I started a discord channel. https://discord.gg/XPq8xh2
  • Right now my current trouble isn't using the direction of the omni ring. In fact that all works perfectly. The problem is with most locomotion implementations. I can't tell the game what the yaw ... is ... wow. Okay, so, in my explaination I figured…
  • Things have been a bit crazy so I haven't had much time to work on it. But the current beta release should support locomotion controls replaced with the omni input. The forward direction of walking will move you in the direction the first vive wand …
  • Small update while I figure out how the new Input system works. - launch options updated. should show config app when launched. - added stubs for omni configuration
  • Okay. Ive updated the beta branch with a piece of the overlay app. it has a button to install the driver. Something isn't working with the steamworks install settings so for now try running that. It is located in bin/win64 of the OpenOmni install pa…
  • I'm still working on the configurator. In the mean time I would like to thank everyone who contributed to the steamworks liscense and to those who have been helping to test. It's going to be a long road getting this to be a semi professional product…
  • It throws that error right now because there isn't anything for it to launch just yet. But I figured since I'm making a helper app to try and debug these issues I might as well pack it into the overlay application at the same time. I'll try to have …
  • ty MrHmYesQuite. The OpenInputEmulator might have conflictions. My driver is doing some similar tricks so can you try uninstalling that? Btw it should even work in vrHome. I was just reading up on some games though and it seems like a lot of games h…
  • There currently is no launchable options. Once it installs it should just work. If not than I botched something. I think I'll write up a quick configurator app to use as the launch options with some buttons to help figure out the problem.
  • Alright gents. I do believe the installation is ready to go. Just have to wait for the product keys to go through. PM me "GimmeStemKeyPlz" and once I get one I'll pass it to you. Testing on your various environments will not be smooth so please be p…
  • I got approved for Steamworks but I'm still working on the installer. I'll try packaging it up tonight and upload it and generate some beta keys.
  • Okay, I kicked it off with a $100 donation - it's the least I can do given all the hard work people have been putting in to make the Omni usable. $50 from me just now. I have not tried this or even gotten the Omni setup yet, but like MarkV I appr…
  • A quick update on progress. I tried playing FalloutVR with it. It worked pretty well for the most part. Up until I had to run up hill. At that point the game decided that I was meant to be underground and I fell under the game world. So I'm working …
  • Skaarah, how can I help with the donation? Paypal? Patreon? Or something else? Here is a paypal link. https://paypal.me/pools/c/81eZoHWVPa
  • Does this integrate the same way advanced VR settings and Revive integrate? It will. Installing it currently entails opening the command prompt. Locating your steamvr installation (probably something like "D:\Steam\steamapps\common\SteamVR\bin\w…
  • Alright. I commited the decoupled movement to head. There seems to be a bit of a discrepency with the calibration that I'll work on but in the mean time you can easily modify the calibration offset in the registry at "Computer\HKEY_CURRENT_USER\Soft…
  • Decoupled movement is in. I was able to pull the important stuff out of the unreal sdk! Turns out the "calibration" just sets an offset angle between the headset yaw and the omni yaw. Pretty silly to package it all in a calibration app instead of ha…
  • I tested it and even without decoupled movement its amazing. The only issues so far is that you can easily walk out of bounds. In pavlov this kills you! I'll be making a short video and an installer for you guys later this week!
  • Thanks for the link. Although it doesn't include anything about native sdk but I'll see if I can pull apart the ue4 plugin for anything useful.
  • Got it to not crash. Subhook was doing more than it needed too since all my hooks were vtable anyways so i switch to a simple vtable hook lib. Now I got it working and I just need the omni sdk so i can add decoupled movement!
  • I guess it was a bit of a false positive. It works fine with just the hmd but as soon as I turn the vive wand on it crashes steamvr. My current method is to override the TrackedDevicePoseUpdated method. Essentially, I report to the game that my posi…
  • Great news! I was able to walk around in Pavlov today using the OMNI. It turns out my original approach was better but I didn't know about what touch button I needed to override.
  • I'm currently working on a customizable openvr(steam vr) driver that will allow the user to play any locomotion supported title with OMNI. I'm currently testing using PavlovVR. I would love to have access to the full OMNI sdk. Or at least a configur…
  • I got keyboard arrows hooked in from DirectInput and successfully moved around in pavlov without the controller! Progress has been made bois.Next step is to figure out why joystick enumeration is crashing the openvr server and then I'll move on to t…
  • I just had my "AHAAAH!" moment while sitting on the toilet. I need to make the driver instance a device that forwards inputs from the vive controller for everything except the dpad input. hpw close to a release is this? Unfortunately, progress is …
  • Alright I've added a version file for the subhook prebuild process. After the first time it's built it should skip building subhook unless theres an update to subhook. Which is unlikely. Should be able to just checkout and build. Please let me know …
  • So I've got more things I want to do to make the pre build faster and I hate writing batch files so I'm going to refactor it into a c# console app. This happens way more often than I'd like to admit. I think "well a small batch file should do the tr…
  • I changed up some directory locations and added a pre build step in visual studio to build everything required for subhook!
  • I'm going to refactor a bit and try to make the hooking architecture better.