Tabletop Simulator

Tabletop Simulator

Mage Knight Plus (Highly Scripted)
mathmanx May 7, 2021 @ 3:38pm
VR GUI buttons
There is odd behavior with the beginning script interface in VR. The game options on the left (Mage knight, scenario, etc) all work as expected. The difficulty options on the right do not: clicking them often shows a "highlight" state change, but no behavior is called. This is also true of the X button in the upper right, and the bottommost button that starts the scenario.

Messing around with a mouse on a desktop while running in VR (I really want to play this mod in VR :P) shows that the left options all interpret the mouse interaction as displayed. The Right side options, however, are all offset as if calculated from the other eye (I don't think this is usable in "Just VR" because all the pointer maths make things more obfuscated compared to simple mouse offsets).

If this isn't enough information, I'm also happy to dig deeper into the script, though the Tabletop simulator script interface is annoying, and grabbing the source from the json file was... ugly. If there is a better way to view the mode in a human consumable way, I'll be happy to help. (Note: not very skilled in interpreted languages and such: Normally I'm an embedded systems driver/commandline guy.

Thank you, other than the interface stuff, this looks wonderful.

Mike

p.s. from other mods and discussion lines, I'm suspecting that solving this will be a major boon for the Community in general. This problem seems to happen irregularly: My first guess is that it has to do with how Tabletop simulator makes assumptions about the VR glasses: One split screen requires different math than two displays, and each headset has different resolutions. We shall see!
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Showing 1-4 of 4 comments
Tuff-Luck  [developer] May 9, 2021 @ 5:52pm 
Thanks for the input. All these clues help narrow it down. Unfortunately, I don’t own a headset to do any meaningful testing. You sound like you know enough about scripting to push through the learning curve and maybe find a solution. The place to start is the TTS API web site. That will lead you to the Atom external script editor. Once you have that set up, you can save a copy of my mod and edit it however you like. It’s the Global.xls part that controls how the interface looks. Perhaps you can reconfigure my code so the working left side applies to the right side as well. Let me know how far you get with these vague instructions, and I’ll get more detailed from there. Add me as a friend.
Tuff-Luck  [developer] May 9, 2021 @ 5:59pm 
The other option is to move the script from global on to an object, but I worry people would miss it. Can you confirm that claim buttons, avatar buttons and summon monster buttons work in VR?

How does the main UI turn system work? Does it stay with you wherever you look, or is it locked to some plane over the table?
mathmanx May 10, 2021 @ 2:08pm 
Ok! This is an interesting problem. I believe the common factor in all elements (This mod only, I haven't checked others) that I can't interact with: They are table components. Interestingly, using VR I was able to get really really close to the elements, and those elements were "elevated" relative to the other non-tables. So, the core problem is unknown, and the possible solution really annoying (changing all the elements from tables). I am extremely un-expert in HTML stuff. PM me and if we can iterate a couple times to verify moving a section from table to something else works, I will do the rest of the effort in UI conversion. I just need a solid example to have confidence.

Thanks!
mathmanx May 10, 2021 @ 2:27pm 
Last update for today: I am now convinced it's a mouse routing problem. Using the quest, the table elements refuse to respond in virtual desktop (which should be the same as non-vr, I wasn't using vr mode), and in Steam vr. Interaction was proper in vSpation, another desktop streamer that may be a little more robust.

I wonder if theres a limit to how deep a mouse event can be passed, and the way oculus and VirtualDesktop do it adds just one too many levels.
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Showing 1-4 of 4 comments
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