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vivecraft_113's Issues

Being flung back onto land when bobbing in shallow water.

As the title implies, occasionally when bobbing in shallow (one block deep) water, I'll get rapidly flung onto the nearest dry land.

I'm not certain, but I think this is related to the new 1.13 room scale swimming mechanics.

Details for recreation of bug:

  • Swamp biome.
  • Vivecraft 1.13.2 rev 8.
  • Controller-bound free movement.
  • Takes place on a server with the Vivecraft plugin, as well as CoreProtect enabled. Steady 20 TPS on Paper 1.13.2 b624.
  • Rift CV1 running on latest firmware.
  • Vanilla Vivecraft (no forge).

[Suggestion] Double-Chest GUIs should be centred

If you "use" a chest, its inventory GUI will be displayed above the chest block that you "used". However, this applies to each block of a double-chest separately, meaning that you can get the inventory GUI centred on the left half of the double-chest, or the right half, but not centred on the entire chest (between the two chest blocks).

I would prefer if the inventory GUI of a double-chest is centred above the middle of the whole double-chest, not just above the specific half that you "used". (I'm aware that it may be tough to automatically support random mods' double-chests, as there's probably no clear indication as to what is a stitchable chest and what isn't, but having it for at least the vanilla Minecraft chests would be nice, in my opinion.)

TL;DR: When "using" a double-chest, the GUI will be centred on the half of the chest that you "used". I'd like it to be centred on the entire double-chest instead.

Can't row boat in seated mode

In seated mode, the boat turns with A and D, and pressing W there is the rowing animation with the oars, but the boat doesn't move forward with W.

Transparent In-Game menus

Hello,
it seems that Vivecraft now is working with AMD Vega GPUs under Linux. :-)
What was strange is that the buttons are all unmapped so I was only able to open the game menu but nothing else before mapping the buttons in the menu.
What I then noticed was that it was nearly impossible to select anything while not returning to the main menu because the ingame menu and also the inventory was totally unreadable. Even with a solid background.
I later noticed that it is because of the transparency of the menu. So instead of being opaque I was able to see trough the menu and inventory - what makes it completely unreadable in nearly all situations. I already set the hud to completely opaque (1.0) and enabled the background for the the menu but this didn't help (the area around the inventory/menu is black the transparency on the menu itself still remains).
Is there another possibility to make the menu and inventory "solid" - at least when you toggle on the solid background for the menu?
What I also noticed is that I can also see through everything I hold in my hands - like sand blocks or so. I then for example see everything brown through the block but still I am able to see the landscape.
This doesn't disturb me but maybe this is also related to the "transparency bug".

[Bug] UI is the wrong size in 1.13

The UI was fine in 1.12 however it's the wrong size in 1.13. The inventory screen, crafting table/furnace screens, and the item bar are all half the size they were in 1.12. Additionally because of the wrong scale the collision areas you touch with your other hand to switch items does not line up with the items on the item bar. The far right item bar item collider is completely off the UI.

I do have a 4K TV. I'm not sure if this is relevant or not.

Can't see my friends movement

I recently downloaded Vivecraft with my friend and we played together, but i couldn't see his arm and head movement, and it kind of removed a little bit of the feeling of being in VR minecraft with my friend. Is there anything i can do to fix this?

can not even install

When I open the installer it opens a winrar file and not the installer is this normal

[Bug] Can't roomscale-climb trapdoors

In vanilla Minecraft, you can climb up an open trapdoor (regardless of whether it's made of wood or iron) if it's placed directly above a ladder and facing the same way as the ladder. You can also do the same in Vivecraft when using a "move forward" control bind, but you can't roomscale-climb those kinds of trapdoors like you can with ladders, which seems wrong to me.

(This might not exactly be a bug, rather a missing feature, but I doubt that it's intentional behaviour at all, so I put "bug" in the issue title.)

I am using Vivecraft 1.13.2 v1 (revision 3).

BDCraft Sword, Torch mis-scaled, improperly rotated

I'm using BDCraft 128^2. Everything appears to work properly using OptiFine 1.13.2 HD U E8 pre1 (no ViveCraft), AND ViveCraft works fine using Vanilla textures. I suspect the bug is actually with BDCraft, but since it works correctly using Optifine, I need to know what to report to BDCraft so they can fix the scale and rotation of the torch, the bow, and anything else lacking the correct mapping info.

Audio Non-Existent

When I play I have no audio coming through the headset, and I'm not sure if I'm just dumb or if there is a different thing I have to download, I'm just asking here for clarification.

[Bug] Movement is digital while radial wheel is open

I have "move forward" bound to the trigger of my left HTC Vive Pro/2.0 Controller. If I press the trigger lightly, I move slowly. If I press it harder, I move faster. This means that movement is analogue (based on how much the button/trigger is pushed down).

However, if I have a radial wheel open (which I have bound to the app menu button of my right controller), movement is digital (either on or off; either 0% or 100% speed, no in-between) instead of analogue.

I am using Vivecraft 1.13.2 v1 (revision 0, though revisions 1-3's changelogs don't suggest that this has been fixed yet).

[Dillema] Cannot jump in place while using controller locomotion

When using controller locomotion touching the trackpad makes you move around, while pressing on the bottom half of the trackpad is jump. As a result you cannot jump in place (e.g. to build a noob tower) because any time you try to jump you will also move backwards.

I'm not sure if there is a solution to this issue.

[Bug] Minecraft doesn't react on right controller click

That bug appears after moving items on crafting table. When it happens I cannot use right controller trigger and touchpad clicks what's mean for example I cannot leave the world, because I cannot click exit button. In the margin everything is ok in other VR apps.

I'm sorry for no logs, but I didn't know where get it.

Vivecraft version: 1-8r
4GB RAM

[Bug] 1.13 New vanilla swimming mechanic uses wrong viewpoint position

With the aquatic update comes a new swimming mechanic. Sprinting while swimming will put the player prone in the water, and also changes their hitbox height, allowing them to swim through a 1x1 block tunnel.

Bug: Vivecraft does not lower the perspective to the player's new head position while swimming prone, resulting in the viewpoint clipping up through blocks if the player swims under them. This causes the view to go completely black, as if you were sticking your head through a solid block wall.

Fix: The vanilla game lowers the perspective of the player while swimming to match the position of their head when prone in the water. In Vivecraft, the viewpoint should also be lowered as such.

[Feature] Ability to make small/slow movements with run in place locomotion

I tried moving my arms slowly using the run in place locomotion, but as soon as they move just far/fast enough I lurch forward at full speed for a moment making fine movements impossible.

It feels as if run in place is on/off digital movement. Even though documentation says it is variable and trackpad based movement can do slow movement.

A good arm swinger implementation for comparison is the one in Hot Dogs Horseshoes & Hand Grenades.

[Implement&Fix] ShowHands not work in MixedReality and something

Hi guys! It's me again.

I'm still trying to set up mixed reality. And I noticed that the hands stopped working with the latest beta updates. What is the fun thing on the menu, they work, but the game does not. Video is attached.

And also, may I ask you to implement the option to hide the player’s avatar and hands in the mode of the Third Person. Because I do not want to use 4K resolution to record only one of the four squares of full HD. It will be enough for me to have full third-party camera resolution.

Oh yeah and still, teleport broke. Well, it seems to work, but without an arc and not for such far distances as we would like. Free motion works fine.

Configs and video attach. Use b9

options.txt
optionsviveprofiles.txt
vivecraftTest1.mp4

1.14?

Hey! I was wondering if there will ever be a 1.14 version of vivecraft or if there is one in the making already then if you could tell me an eta on when that would be finished it would be great!

[Bug] Errors on starting

Hi,

I'm using windows MR and when i started your application i got some warnings and tons of errors ending in crash of Steam VR.
error_log
warnings

I tried to reinstall graphics driver.
If you have any suggestions they are welcome!

[Suggestion] Clickable triggers' "click" binds should require actual clicks

I have "move forward" bound to the trigger of my left HTC Vive Pro/2.0 Controller, and "sprint" bound to the trigger "click" of it. However, I don't have to actually click the trigger all the way down to start sprinting, I simply have to press it down enough (probably just more than 85-95%?).

Considering that the HTC Vive controllers have "clicking"/"dual-stage" triggers, it feels very odd to me that I don't have to "click" them to sprint, and it makes it very awkward for me to walk at full speed without sprinting in the game.

As such, I would like to suggest that if using a VR controller with a "click-able" trigger, the trigger has to be fully "clicked" down to use the trigger "click" control bindings.

I am using Vivecraft 1.13.2 v1 (revision 0, though revisions 1-3's changelogs don't suggest that this has been done yet).

Camera spinning

I went from the 1.12.2 client to the 1.13.2 client. Now the camera spins while i am minding my own business, steam VR shows no issues or errors. I simple remedy is flicking my left analog stick side to side but that only works for a couple minutes before it goes back to spinning again.

Valve Index Controller Support

So everyone who has set foot in the VR space must have heard of the new Index Controllers (previously called Knuckles). I was wondering if ViveCraft is going to get support for them.

They support full finger tracking and letting go of the controller completely while staying attached to your hand. Now I know you don't have fingers in minecraft. But I do see some possibilities there.

Third vive Tracker/Controller camera settings reset after restart Vivecraft

Hello, thank for your work. Minecraft in VR is awesome.

I try configurate Mixed Reality. I mounted the tracker over the camera. Configurated virtual camera in Minecraft by dint of hotkeys: offsets, rotations, rolls. It work normal. But after exit from VIveCraft. And restarted him. That settingin reset. And I have to set up it again. It is not good. lost my time again.
I check optionsviveprofiles.txt and in this file I see the camera settings. But after restart they are reset. I tried to copy and paste them after launch. Tried set read-only flag on this file. Without success.

Help me pliz. Sorry for my english.

CLICK ME

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