Skaarah

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Skaarah
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  • 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.
  • Okay. I think I fixed it. It would be cool if I could hook in some additional build steps in visual studio to automatically build it to the proper folder.
  • looks pretty simple Unfortunatly, going the other way is significantly less simple. My current hypothesis is that I have to intercept all events / inject events even before the TrackedDeviceAxisUpdated is called. raw c++ UI That is also unfortun…
  • Well the button events didn't do it. Now I'm really unsure of what to do. I wish we could get the openvrInputemulator guy in here.
  • If you want to try it out for yourself youll have to change the deviceSerialToOverride string with the serial of the device you want to override and recompile the dll. Until we get the overlay program or until I setup some config file this is how it…
  • Alright guys! I've made some progress. First off I figured out what was crashing steamVR. Apparently the vtable addressing can be the same even if the driver pointers are different. Which meant I was overriding an already hooked function. This is ba…
  • x360ce is a decent worst case scenario
  • Thanks for the support EVOL. To be fair I probably won't have a anything fully playable for any less then a month either. I haven't tested it yet but I was going forward with XInput because Ive never initialized directInput from a dll. But I don't …
  • Oh I meant to ask the other night but how did you initialize directInput without a window?
  • Eventually I would like to have game based profiles but everything should be configurable without leaving vr. In fact its pretty silly that OMNI Connect doesn't have an overlay program too. Maybe they will release information about that soon.
  • Will you try adding a new c# project and try getting it to show up in steam overlay as an openVR overlay program?
  • x64 btw I haven't done **** for 32
  • if they change you’d have to update your code Same thing would happen in openvrinputemulator. But at least I can read my code.
  • The link to the repo is https://gitlab.com/Skaarah/OMNIDriver I have added openVR and SubHook as submodules. You'll need to activate both of those after cloning. I use source tree which makes this really easy. Once you have subhook you need to buil…