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GL,
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
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?
:)
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.
Still no main menu without any of my other gear attached (vridge, psmove etc.).
Might not be related to the hardware. Just a thought.
I switched to the beta track, and now the game runs fine.
Cheers.
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.
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
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 ;)
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
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.