The Brookhaven Experiment

The Brookhaven Experiment

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Dazirius Dec 11, 2016 @ 6:51am
No Main Menu
Has anyone had an issue with the main menu not showing up?
I'm told the desert scene (rover to the left, skull to the right) should have a menu with shootable selectors, but I don't see any at all, just dark landscape and sky...
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Showing 1-15 of 29 comments
Fluke Dec 12, 2016 @ 7:06am 
Well when the rover is to the left and the skull to the right you are defo facing the right direction. Yes, I think there should be several options (Campaign/Survival/Options/Quit(?

GL,
Fluke
Dazirius Dec 12, 2016 @ 9:45am 
Cheers Fluke,
That's exactly where I'm looking, and exactly where the options aren't :(
Should there be a HUD element on the gun on that screen too?
Screenshot: http://imgur.com/a/obOy9
mrpenbrook Dec 12, 2016 @ 6:45pm 
That is a bug we have not seen or heard about :( Can you confirm that it happens every time?
Dazirius Dec 13, 2016 @ 9:51am 
Indeed, but I was sincerely hoping it was something you'd seen before and had an easy fix for, because now I have to get into the gory details of how I'm not actually using a Vive or Rift.
I understand entirely if you just want to say "not supported", and I won't be too upset. Maybe one day I'll be able to afford a Vive. Who knows.

In the mean time, in case you have dev time available (hah!), I'm using a Samsung Note 3, vRidge/RiftCat to provide the image and orientation, PSMoveService to link up the controllers and FreePIE to track head location.

Within that scene, aside from the menu elements being missing, it works *flawlessly* and tantalisingly shows me just how well the tracking functions, and some degree of how great the graphics would look, if only I could hit the start button.

Essentially the stack I'm using comes together to give SteamVR a compatible headset (that it either thinks is OSVR or actually a Vive, I'm not 100% sure) and controllers that for all intents and purposes act like Vive wands. Plenty of other titles function well (H3G for example), and what little messing around I've done in Unity and Unreal hasn't thrown up any major issues.

So, yeah, if you want to say it's not supported, I'll go away and not grumble, but I would rather like to play your game. It does look damned good.

Did I mention it's my birthday on Friday?

:)
mrpenbrook Dec 13, 2016 @ 3:22pm 
OK, yeah sorry, if it's not Vive or Oculus, the game probably won't work very well for you. Your setup sounds interesting, I'll make a note of it; maybe we can widen our support, but no guarantees!
Dazirius Dec 13, 2016 @ 4:12pm 
OK. Cheers for bearing it in mind.
Incidentally, there are a number of people using PSMoveService now, some of whom have actually played BHE quite a bit. I already asked if they had the problem I'm facing and while it was a while ago that they played last, they claim to have had it running fine.

Not to worry. I guess I'll wait and try the next update.
Dazirius Dec 16, 2016 @ 3:58am 
Should it work with the null driver?
Still no main menu without any of my other gear attached (vridge, psmove etc.).
Might not be related to the hardware. Just a thought.
Dazirius Dec 16, 2016 @ 12:13pm 
Note to devs: If you were considering turning the beta channel off at any point, please don't do so without bringing the code into the main branch if you can avoid it.
I switched to the beta track, and now the game runs fine.

Cheers.
gb Dec 20, 2016 @ 12:26pm 
@mrpenbrook,

Also from me, please ensure that whatever works on beta channel it is propagated into main as Amikbo says above.

I have been playing this game for many weeks already and its just great but now I got update after some time and have same issue.

Thanks.
mrpenbrook Dec 21, 2016 @ 3:44pm 
The team is discussing how to best support these other VR options. Out of curiosity, what kinds of controllers are you guys using? We map controls based on whether we detect Vive or Oculus HMD, assuming that the controllers match the headset - we're thinking of how to make this more flexible and could use some input.
Dazirius Dec 21, 2016 @ 5:21pm 
For my setup (and if my guess is correct, gb's too), I'm using Playstation Move controllers, with a 3rd party plugin (PSMoveService) which SteamVR sees as a specific device with a specific custom driver. The driver section in steamvr.vrsettings is entitled "psmove" so it might be feasible to detect that. Now that I think of it, detecting the PSMove controller doesn't actually tell you anything about the headset in our case, because it's perfectly reasonable to use PSMoveService alongside a Rift (for those who can't afford the Touch controllers).
In our case, the steamvr.vrsettings contains a driver entry for "driver_vridge" which is the driver that's handling our displays.

The interesting thing is that whatever code you had in the beta branch the other day worked seamlessly with PSMove and vRidge while the release branch didn't. Whatever was needed to support vRidge/RiftCat, PSMoveService + FreePIE, you already had it ;)

If the beta branch became the release branch without much alteration, it's highly likely that our setups would work just fine.

More info on the software used can be found here:
vRidge/RiftCat (for using a phone as an HMD)
https://riftcat.com/vridge
PSMoveService (for tracking PSMove controllers and loading them into SteamVR)
https://github.com/cboulay/PSMoveService
Dazirius Dec 21, 2016 @ 5:34pm 
As an aside, and from a political perspective, broadening support is a good thing all round where possible. For VR to provide the paradigm shift in gaming that it really ought to be able to, Sony, HTC and Oculus can't be allowed to own the show.

Speaking as an entrepreneur in the final throes of bringing a product to market, I can understand wanting to both provide value for shareholders and recoup development costs, but the price of some of this hardware is insane.

If someone already has a £300ish display that they just happen to use to make phone calls (and even that was overpriced, but hey, most folks are on contract so they didn't stump it all up at once), should they have to buy another to play games?
Do we really think there's more than £100 worth of parts and labour involved in making a Vive wand? Probably not.
Against my better judgement, I am saving up for a Vive, but it'll be a *long* time coming. Perhaps by that point they'll be onto 2.0 and I'll end up with EOL kit. Who knows.

What I *do* know though, is that aside from a few tracking issues and the learning curve involved in setup, with my trusty Note 3, I have a pretty decent VR setup for only about £100 in extra costs (buying things I didn't have already). Given that everyone and their dog has a smartphone these days and many of them have decent resolutions, if the setup process was more noob friendly, I'd recommend the homebrew approach over Vive or Rift in a heartbeat.

I probably sound like a loony lefty, but then I suppose I am ;)
gb Dec 22, 2016 @ 1:18am 
@mrpenbrook, thanks for your reply. I really appreciate your view.

Just to reiterate what we know that game was working very well for 2+ months and only recently we don't see menu.
You can also consider testing game in null driver which is I think indicator that game will at least work on other setups.

Looking forward for any news in this topic!
Greg
gb Dec 30, 2016 @ 10:36am 
@mrpenbrook,
do you have any outline how this can be resolved?
if not, can you publish older version as one of betas (but without beta debugging)?

I have a beta installation but it works very poor as before it was working very smoothly. moreover I have two big white circles on screen.

Its my fav game and I am really like to play it back.
Thanks.
NoOkEy Jan 2, 2017 @ 3:54pm 
I second gb post been playing Brookhaven for a few month using vridge Samsung s5 ps eyes and ps move controllers it worked up to the 15th Dec is the any chance we can have a older version so we can get back to playing
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