Garry's Mod

Garry's Mod

VRMod - Experimental Virtual Reality
LorKh4 Jan 8, 2020 @ 7:27pm
Hand tracking is bugged in HL2 campaign mode
Maybe finger tracking causing this? After selecting any weapons, my right hand tracking stops and it is hanging above my head. Only bare hand tracks.
Last edited by LorKh4; Jan 8, 2020 @ 7:52pm
< >
Showing 1-15 of 19 comments
Lileiv Jan 14, 2020 @ 12:27pm 
I've started having the same problem suddenly and I have no idea what's causing it, hopefully someone can figure it out :/
For me, in any map I've tried, physics gun, gravity gun, crowbar and empty hand are the only things behaving more or less like normal, everything else either sticks above my head or apparently vanishes completely... if I solve it i'll report back.
IvanTheRexouium Jan 15, 2020 @ 11:12am 
I've had non-stop issues with finger tracking and the flashlight since the update to always enable finger tracking released.

What are all your headsets? Mine is HP Mixed Reality
Lileiv Jan 15, 2020 @ 4:33pm 
I'm using the htc vive
noodlecoffee Jan 15, 2020 @ 4:41pm 
Same for me. Weapons do not work and fingers are all messed up. The option to disable finger tracking on headsets that don't support it should be put back
IvanTheRexouium Jan 16, 2020 @ 10:27am 
Originally posted by noodlecoffee:
The option to disable finger tracking on headsets that don't support it should be put back
I agree with that
IvanTheRexouium Jan 16, 2020 @ 6:04pm 
I just tried after all the recent patches and updates, and updated my vr modules as well just to check if anything is outdated...I'm still getting extremely buggy finger tracking,-and can no longer even pick props up, because I assume it needs the finger tracking to now-
Edit: I think I'm gonna test that further as I had a few addons enabled, but I don't think they're the cause
Last edited by IvanTheRexouium; Jan 16, 2020 @ 9:00pm
IvanTheRexouium Jan 19, 2020 @ 1:12pm 
Final update to the "can't pick up props" issue...it's very strange, but the first time I load a map, I can never pick up props. I have to type "map <the map I'm playing" in console and enter vr again, it works fine the second time
Catse  [developer] Jan 20, 2020 @ 1:27am 
If you're still getting issues they might be caused by the particular HL2 campaign addon that you're using. I'd recommend using the Lambda Framework, it seems to work OK at least based on the quick testing I've done with it.

Also, finger tracking might be messed up on WMR. I've seen screenshots from 2 people with their fingers going backwards but I'm not sure if that's something that is always happening to everyone who is using WMR (even with all other addons disabled on sandbox) or if its caused by something else.
Last edited by Catse; Jan 20, 2020 @ 1:49am
deadboy Jan 20, 2020 @ 4:03am 
Originally posted by Catse:
If you're still getting issues they might be caused by the particular HL2 campaign addon that you're using. I'd recommend using the Lambda Framework, it seems to work OK at least based on the quick testing I've done with it.

Also, finger tracking might be messed up on WMR. I've seen screenshots from 2 people with their fingers going backwards but I'm not sure if that's something that is always happening to everyone who is using WMR (even with all other addons disabled on sandbox) or if its caused by something else.
Lenovo Explorer WMR here. Fingers are going backwards too, their position and movement seem to be responding to the movement of the controllers.

The Half-Life Alyx hand models are not showing up in the HL2 Campaign mod, I'll try the Lambda mod for the campaign.

Glad to see that the canals jump bug has been fixed, couldn't get passed that.

Also, another very annoying thing - every time a new level loads, the SteamVR controller bindings reset, and I have to reselect my binding.

And the last thing I have noticed - the scale of things is off. Changing the height in the settings doesn't seem to change anything (I'm guessing the adjustment doesn't work in real time?) So things are a bit too big.

EDIT: Just remembered something else. If I move a little bit in my IRL playspace, the camera moves with me as well. But the actual Gmod body doesn't, so there is this offset between where I see I am, and where the virtual body is actually located in the engine. This makes it hard to enter air ducts, move along ledges and so on.
Last edited by deadboy; Jan 20, 2020 @ 4:07am
Catse  [developer] Jan 21, 2020 @ 6:44am 
Originally posted by deadboy:
Lenovo Explorer WMR here. Fingers are going backwards too, their position and movement seem to be responding to the movement of the controllers.

Could you run "sv_cheats 1; lua_run_cl PrintTable(g_VR.input.skeleton_righthand)" in console while your fingers are doing that and paste the result here? I'm curious what kind of finger values its outputting

Originally posted by deadboy:
Also, another very annoying thing - every time a new level loads, the SteamVR controller bindings reset, and I have to reselect my binding.

This is mentioned in the description, you need to overwrite the default binds so they won't get reset https://i.imgur.com/jetmlpU.png

Originally posted by deadboy:
And the last thing I have noticed - the scale of things is off. Changing the height in the settings doesn't seem to change anything (I'm guessing the adjustment doesn't work in real time?) So things are a bit too big.

The slider doesn't currently change it real time, you need to exit and re-enter vr

Originally posted by deadboy:
Just remembered something else. If I move a little bit in my IRL playspace, the camera moves with me as well. But the actual Gmod body doesn't, so there is this offset between where I see I am, and where the virtual body is actually located in the engine. This makes it hard to enter air ducts, move along ledges and so on.

The position between the player and vr camera gets synchronized every time you let go of the left joystick. But yeah its a problem and can be a bit annoying
Last edited by Catse; Jan 21, 2020 @ 6:46am
Lileiv Jan 21, 2020 @ 9:36am 
Okay, i went to try out that console command for you, only to load in and find all my weapons and items behaving normally in my character's hand. I tried on construct and in a hl2 level, and everything seemed to be working as intended. not sure why it's behaving for me now, but i'll let you know if anything else strange happens!
IvanTheRexouium Jan 21, 2020 @ 12:47pm 
Originally posted by Catse:
Originally posted by deadboy:
Lenovo Explorer WMR here. Fingers are going backwards too, their position and movement seem to be responding to the movement of the controllers.

Could you run "sv_cheats 1; lua_run_cl PrintTable(g_VR.input.skeleton_righthand)" in console while your fingers are doing that and paste the result here? I'm curious what kind of finger values its outputting

Originally posted by deadboy:
Also, another very annoying thing - every time a new level loads, the SteamVR controller bindings reset, and I have to reselect my binding.

This is mentioned in the description, you need to overwrite the default binds so they won't get reset https://i.imgur.com/jetmlpU.png

Originally posted by deadboy:
And the last thing I have noticed - the scale of things is off. Changing the height in the settings doesn't seem to change anything (I'm guessing the adjustment doesn't work in real time?) So things are a bit too big.

The slider doesn't currently change it real time, you need to exit and re-enter vr

Originally posted by deadboy:
Just remembered something else. If I move a little bit in my IRL playspace, the camera moves with me as well. But the actual Gmod body doesn't, so there is this offset between where I see I am, and where the virtual body is actually located in the engine. This makes it hard to enter air ducts, move along ledges and so on.

The position between the player and vr camera gets synchronized every time you let go of the left joystick. But yeah its a problem and can be a bit annoying
I'll try that command and let you know the result, my fingers go backwards too when using "empty hands", but my right hand's fingers don't appear broken when holding weapons.
IvanTheRexouium Jan 21, 2020 @ 1:15pm 

Originally posted by Ivan:
Originally posted by Catse:

Could you run "sv_cheats 1; lua_run_cl PrintTable(g_VR.input.skeleton_righthand)" in console while your fingers are doing that and paste the result here? I'm curious what kind of finger values its outputting



This is mentioned in the description, you need to overwrite the default binds so they won't get reset https://i.imgur.com/jetmlpU.png



The slider doesn't currently change it real time, you need to exit and re-enter vr



The position between the player and vr camera gets synchronized every time you let go of the left joystick. But yeah its a problem and can be a bit annoying
I'll try that command and let you know the result, my fingers go backwards too when using "empty hands", but my right hand's fingers don't appear broken when holding weapons.
Well, my thumb spinning and other fingers getting moved backwards suddenly seems to be fixed as of the latest update now, though one my fingers are still in an impossible position. I have a screenshot, and I ran the console command if you need that all.

All of this was tested without other addons:
" sv_cheats 1; lua_run_cl PrintTable(g_VR.input.skeleton_righthand)
Server cvar 'sv_cheats' changed to 1
fingerCurls:
1 = 0
2 = 0
3 = 0.75
4 = 0
5 = 0
"
https://steamcommunity.com/sharedfiles/filedetails/?id=1975419832


Also a bit unrelated to the finger tracking issues, but I seem to over time, slowly desync from my hitbox/physical entity position, I've had moments where I couldn't walk through doors and had to walk through walls instead as a result
Last edited by IvanTheRexouium; Jan 21, 2020 @ 1:23pm
Catse  [developer] Jan 23, 2020 @ 8:46pm 
Originally posted by Ivan:
one my fingers are still in an impossible position

should be fixed now (v74)

Originally posted by Ivan:
Also a bit unrelated to the finger tracking issues, but I seem to over time, slowly desync from my hitbox/physical entity position, I've had moments where I couldn't walk through doors and had to walk through walls instead as a result

if you let go of the movement thumbstick for a second the position should get synced again, unless there is something wrong with the touch sensor causing it to think you're always touching it
Last edited by Catse; Jan 23, 2020 @ 8:48pm
IvanTheRexouium Jan 23, 2020 @ 10:23pm 
Originally posted by Catse:
if you let go of the movement thumbstick for a second the position should get synced again, unless there is something wrong with the touch sensor causing it to think you're always touching it
Thanks for the updates, and I did rebind the movement from the trackpad to the left stick instead, so maybe that might have something to do with it. I'll check it out tomorrow on the default bindings and see if that solves the desync issues
< >
Showing 1-15 of 19 comments
Per page: 1530 50