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half-life-vr's Introduction

Hi there! πŸ™‹πŸ»β€β™€οΈ

I am Max! (they/them)

I am a queer software engineer with a passion for games. I am the author of Half-Life: VR, DeepWoods for Stardew Valley, and RaftMMO.

🌈 About Me in 30 Secs

  • πŸ‘©πŸ»β€πŸ’» Chemical Biology student turned Software Engineer
  • πŸ“ Taught myself C++ and game development
  • πŸ’Ό 8 years Java | 4 years C++ in VR/XR | 20 years C++ in games
  • ⚑️ Took a sabbatical, now pursuing passion full time

πŸ”­ Check out my Current Projects

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half-life-vr's Issues

Scale

The world is too small. I found an OpenVR variable called "Camera Scale" which is supposed to define the world scale. I can't really find where it's implemented in your mod, but it needs to be adjusted.

This shouldn't be confused with the HEIGHT of the player. In this mod the height of the player is modified by where the HMD is in real space relative to where it is when you pick it up. This makes the player smaller or taller depending on where their HMD was when they hit the load key.

HL cannot load client.dll

I thought about trying to compile this mod and maybe helping a little, but I just couldn't make it work.

I've compiled it using Visual Studio 2017 under windows 10, with v141 toolset (as defined in project). Tried compiling in debug or release modes, x64 or x86.

Compiled every subproject and then put:

  • HLVRLauncher.exe into Half-Life/vr folder
  • opengl32.dll into Half-Life/vr folder
  • client.dll into Half-Life/vr/cl_dlls folder
  • openvr_api.dll into Half-Life/vr/cl_dlls folder
  • hl.dll into Half-Life/vr/dlls folder
  • liblist.gam into Half-Life/vr folder containing:
// Valve Game Info file
//  These are key/value pairs.  Certain mods will use different settings.
//
game "Half-Life VR"
startmap "c0a0"
trainmap "t0a0"
mpentity "info_player_deathmatch"
gamedll "dlls\hl.dll"
secure "1"
type "singleplayer_only"

Basically folder structure is like this
image

But every time I run Half Life using HLVRLauncher I get this:
image

When I run hl.exe using console I get this:

$ ./hl.exe -game vr
Using breakpad crash handler
Setting breakpad minidump AppID = 70
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Steam_SetMinidumpSteamID:  Caching Steam ID:  76561197996176914 [API loaded yes]
Steam_SetMinidumpSteamID:  Setting Steam ID:  76561197996176914

Is there anything I can check why this could be happening? Any tip or hint would be greatly appreciated.

Weapon models

Would you like help at recreating the weapon models? They could be made with or without the hands attached to them. I could rip the originals and model them up along with a pair of hands for when Gordon is unarmed.

Which brings up another point, are you okay with people trying to help you out on this project? You do state that anyone can use your code with attribution, but why not work together?

Linux support (newer SDK?)

I can do a little work on it to get it to run on Linux but it looks like this is based on an old SDK before there was linux support for gold source. I tried an interactive rebase on the upstream one at https://github.com/ValveSoftware/halflife with deleting the first commit in this repository but it looks like there are a lot of conflicts to fix first. Is that something you'd be willing to do?

Index Support?

Is Index support planned for the future and is there an eta?

No audio (Unknown command: VModEnable)

Hi and thank you for this mod,
sadly the audio isn't working for me.
Right after starting the game it shows these error messages in the upper left corner.
Unknown command: VModEnable
Found walker1, but can't play!
Found walker2, but can't play!
hlvr_log.txt

I have Audio in other VR games like GTA V and Obduction VR.

I have selected the correct audio device in the steam vr settings "HEADSET" and already tried to disable all audio devices except of the two HTC vive ones.("USB-Audio" and "HTC-Vive"). I also tried to set the Steam VR Audio settings to "MANUAL" and to set it to external speakers or USB-Audio.

I also tried reinstalling Half Life and your mod like this:
-uninstalled Half Life via Steam
-manually deleted the Half Life directory
-installed Half Life via Steam
-run Half Life once to check if Audio works (It works)
-extracted your mod in to the Half Life Directory like this:
%STEAM%\steamapps\common\Half-Life\vr
-run your launcher and clicked on "Patch Game" and then on "Launch Half Life VR"
I have sound in the main menu. It produces a sound effect when I hover over the menu items.
After Clicking "New Game" I'm on a railway and I hear no sound. Focusing the window by clicking with the mouse on it doesn't help.

Poor documentation

I just started HL1VR and I have to say, I'm baffled by the lack of documentation on basic things like controls.

The player guide doesn't even bother mentioning them. The in-game tutorial doesn't explain them either (as it was obviously designed with the original mouse and keyboard controls in mind). So how on earth am I supposed to figure them out?

Some things are obvious, like shooting things with a gun or hitting stuff with the crowbar. But I had to google to learn how to turn on the flashlight. And I still have no idea how to throw grenades or pull boxes.

using the grip feature

So I just use the recommended community bindings for HTC Vive with motion controllers and I have an issue with the grip feature. I can grab things and use the ladders just fine but the problem is the grip only lasts for about a second and then Gordan's hands just release whatever was being held. This makes it very difficult to climb ladders as I am always falling to my death.

Oculus Touch Controllers not working

Hello, I've placed the VR folder in steamapps\common\Half-Life. I was able to patch using the launcher. The game runs properly and I can see and move my hands. However, the game does not detect any button or analog stick inputs from my Oculus Touch controllers (CV1). The controllers are working fine in other games and apps. Key bindings from HL also do not load in Steam VR's Manage Controller Bindings section.

Thank you for looking into it!

other resolutions than 800x600?

Hello,

I'd like to increase the resolution I'm playing with but when I choose another than 800x600 from the Options -> Video menu and click "apply", the game closes. When I open it again, the setting is 800x600 again.
Is this the only supported resolution?

Keep getting stuck on walls

Hello, just tried out your mod and it seems everytime I bump into a wall or entity or anything, I get stuck inside of it until I try to turn the other way and walk out of it. My guess would be is that since my tracking isn't completely stabilized and the headset acts as the player position in the world (I think), the micro-movements of the headset slightly nudge the player into anything solid if close enough. Not sure what to do about that, what do you think?

Fatal Error: Failed to initialize authentication interface. Exiting...

I don't really know how to build and run this, but I downloaded a clone and built it with OpenVR libraries installed on my machine. The build said it completed with no errors and 2 skipped. After building I took the contents of the debug folder and pasted them in the "Valve" folder in Half-Life install directory. When I just launch "HLVRLauncher.exe" the game runs with the console open and a bunch of stuff. When I start a game there are some errors that pop up. I assumed I needed to add the HLVRLauncher as a non-steam shortcut that runs in VR and I get this error:

"Fatal Error: Failed to initialize authentication interface. Exiting..."

EDIT: I had it launch as administrator and it will boot the game, but it won't launch in VR. Same thing happens as if I launched HLVRLauncher outside of steam.

EDIT2: I put the build contents into a "vr" folder in the Half-Life directory to make the game think it's a mod. No changes.

Build output from visual studio:
1>------ Skipped Build: Project: hl, Configuration: Debug Win32 ------
1>Project not selected to build for this solution configuration
2>------ Skipped Build: Project: cl_dll, Configuration: Debug Win32 ------
2>Project not selected to build for this solution configuration
3>------ Build started: Project: opengl32, Configuration: Debug x64 ------
4>------ Build started: Project: HLVRLauncher, Configuration: Debug x64 ------
4>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.10.25017\bin\HostX86\x64\CL.exe /c /ZI /nologo /W3 /WX- /diagnostics:classic /Od /D _DEBUG /D _WINDOWS /D _UNICODE /D UNICODE /Gm /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /Yc"stdafx.h" /Fp"x64\Debug\HLVRLauncher.pch" /Fo"x64\Debug\" /Fd"x64\Debug\vc141.pdb" /Gd /TP /errorReport:prompt stdafx.cpp
3>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.10.25017\bin\HostX86\x64\CL.exe /c /ZI /nologo /W4 /WX- /diagnostics:classic /Od /D _DEBUG /D _WINDOWS /D _USRDLL /D GLPROXY_EXPORTS /D _WINDLL /D _UNICODE /D UNICODE /Gm /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /Fo"x64\Debug\" /Fd"x64\Debug\vc141.pdb" /Gd /TP /errorReport:prompt opengl_proxy.cpp
4>stdafx.cpp
3>opengl_proxy.cpp
4>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.10.25017\bin\HostX86\x64\CL.exe /c /ZI /nologo /W3 /WX- /diagnostics:classic /Od /D _DEBUG /D _WINDOWS /D _UNICODE /D UNICODE /Gm /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /Yu"stdafx.h" /Fp"x64\Debug\HLVRLauncher.pch" /Fo"x64\Debug\" /Fd"x64\Debug\vc141.pdb" /Gd /TP /errorReport:prompt HLVRLauncher.cpp
4>HLVRLauncher.cpp
4>C:\Program Files (x86)\Windows Kits\10\bin\10.0.15063.0\x86\rc.exe /D _UNICODE /D UNICODE /l"0x0409" /nologo /fo"x64\Debug\HLVRLauncher.res" HLVRLauncher.rc
3>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.10.25017\bin\HostX86\x64\link.exe /ERRORREPORT:PROMPT /OUT:"C:\Users\formi\Desktop\Half-Life-VR-master\x64\Debug\opengl32.dll" /INCREMENTAL /NOLOGO kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /DEF:"opengl_proxy.def" /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /DEBUG:FASTLINK /PDB:"C:\Users\formi\Desktop\Half-Life-VR-master\x64\Debug\opengl32.pdb" /SUBSYSTEM:WINDOWS /TLBID:1 /DYNAMICBASE /NXCOMPAT /IMPLIB:"C:\Users\formi\Desktop\Half-Life-VR-master\x64\Debug\opengl32.lib" /MACHINE:X64 /DLL x64\Debug\opengl_proxy.obj
4>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.10.25017\bin\HostX86\x64\link.exe /ERRORREPORT:PROMPT /OUT:"C:\Users\formi\Desktop\Half-Life-VR-master\x64\Debug\HLVRLauncher.exe" /INCREMENTAL /NOLOGO kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /DEBUG:FASTLINK /PDB:"C:\Users\formi\Desktop\Half-Life-VR-master\x64\Debug\HLVRLauncher.pdb" /SUBSYSTEM:WINDOWS /TLBID:1 /DYNAMICBASE /NXCOMPAT /IMPLIB:"C:\Users\formi\Desktop\Half-Life-VR-master\x64\Debug\HLVRLauncher.lib" /MACHINE:X64 x64\Debug\HLVRLauncher.res
4>x64\Debug\HLVRLauncher.obj
4>x64\Debug\stdafx.obj
4>HLVRLauncher.vcxproj -> C:\Users\formi\Desktop\Half-Life-VR-master\x64\Debug\HLVRLauncher.exe
4>HLVRLauncher.vcxproj -> C:\Users\formi\Desktop\Half-Life-VR-master\x64\Debug\HLVRLauncher.pdb (Partial PDB)
3> Creating library C:\Users\formi\Desktop\Half-Life-VR-master\x64\Debug\opengl32.lib and object C:\Users\formi\Desktop\Half-Life-VR-master\x64\Debug\opengl32.exp
3>GLProxy.vcxproj -> C:\Users\formi\Desktop\Half-Life-VR-master\x64\Debug\opengl32.dll
3>GLProxy.vcxproj -> C:\Users\formi\Desktop\Half-Life-VR-master\x64\Debug\opengl32.pdb (Partial PDB)
========== Build: 2 succeeded, 0 failed, 0 up-to-date, 2 skipped ==========

Can't click on "Yes" on opening disclaimer

I'm not entirely sure I'm building this correctly. I copied and pasted everything in any "Debug" folder after building every solution in VS.

Anyways, I got it to launch, but when I try to open the game it has a little window that asks if I understand dev has no liability. Whenever I click anywhere the game minimizes, and I cannot advance past the box.

Use of SteamVR Input for any and all bindings means this game cannot be played with OpenComposite.

OpenComposite is used to bypass SteamVR to get better performance on Oculus headsets.
The difference between SteamVR and OpenComposite on most games is very noticeable, and I can tell that it'd make a major difference for this mod.

I think bindings should be entirely accessible at least through the use of a configuration file.
As far as I can tell, the "actions" folder contains only presets on what to look for on bindings that are entirely handled by Steam IVR.

Getting characters to follow or stay behind

Just wondering how u get characters to follow or stay behind im using valve index with the pavlov config. I did manage to get some to follow but dunno how. i was just pressing everything lol. Just wondering if theirs a certain action button that makes them follow?

No guide in readme

although a lot of people accessing this repo will know what to do, I think there will be a large group of people who won't. I think it would be worth adding an installation guide into the readme.

Add rotation

Do you know how to add the rotation ?
I update the 'cmd->viewangles' but it doesn't rotate the view.
Do you have an idea?

Can't run the game

So I used the installer, it autodetects where my steam install of Half-Life is, done and dusted. I run the only exe in the vr folder; HLVRConfig.exe and the launcher/config menu comes up.

I launch the game, and it shows the menu, but doesn't recognise any input from my vive controllers (using OG HTC Vive). A console also shows this;

Console initialized.
Base networking initialized.
"sv_cheats" changed to "1"
Initializing deltas
Protocol version 48
Exe version 1.1.2.2 (valve)
Exe build: 15:17:55 Jul 24 2019 (8308)
128.0 Mb heap
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 1060 6GB/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 451.48
GL_SIZES: r:8 g:8 b:8 a:0 depth:24
ARB Multitexture extensions found.
4 texture units. Detail texture supported.
Sound Initialization
Set primary sound buffer format: yes
2 channel(s)
16 bits/sample
11025 bytes/sec
DirectSound initialized
Loaded library demoplayer.dll.
Loaded library core.dll.
Creating fake network channel.
Loaded library core.dll.
DemoPlayer module initialized.
Parsed 153 text messages
WARNING: failed to locate sequence file global
[Half-Life: VR Initializing. Version: 0.6.26]
VR render target size is: 2136, 2376
Successfully loaded custom action ExampleCustomAction: speak "nice command"
Successfully loaded custom action ExampleCustomAction: speak "you are great"
Successfully loaded custom action ExampleCustomAction: speak "magnetic gordon inside"
Successfully loaded custom action ExampleCustomAction: speak "maximum radioactive service for you"
Successfully loaded custom action ExampleCustomAction: speak "to be _period not to be that is the question"
FMOD successfully initialized. Game sounds are now played back using FMOD.
execing hw/geforce.cfg
execing valve.rc
execing language.cfg
execing autoexec.cfg
execing violence.cfg
execing hw/geforce.cfg
execing config.cfg
"sv_aim" changed to "1.000000"
warning: MP3_InitStream(29, media\gamestartup.mp3) failed

It does this every time and I have no idea why. Any ideas?

No gravity applied (?) to player character in 0.6.28

Hallo Max!

I have downloaded release 0.6.28 and noticed that seemingly no gravity is being applied to the player character.

  • When moving over an elevation change in the environment, the player's elevation level is maintained and the player is floating through the air. Teleporting back down temporarily resolves the issue.
  • For some reason, teleportation wasn't possible at all in the room where the resonance cascade takes place. The teleportation arc is cut off after a few cm and pressing the teleportation button does nothing.
  • Jumping isn't possible. Pressing the corresponding button does nothing.

Reinstalling 0.6.27 (without changing any settings) fixed all of the above issues.

Thank you for reading and, more importantly, sharing your amazing work with us.

Linus

No anisotropic filtering

Mod disables anisotropic filtering and maybe other effects. Have to force it on in nvidia drivers.

Oculust rift S

I can use the oculus rift S and the game correctly tracks hands and headset but I can set the buttons, Joysticks donΒ΄t move the character, triggers don't shoot or grab items. I donΒ΄t feel like Oculus is supported by this mod but they work so IΒ΄m confused. Any help, please?
thanks

Audio channels flipped

First of all, I'd like to thank for the absolutely great work you've done on the VR Port.

I am facing a very strange issue, L/R channels on the audio are flipped. How can that be? Is there any configuration I can change to solve that? I am playing on SteamVR with iVRY on Android device, sound card is PC internal. If I can provide any further information, feel free to ask.

Best Regards

Audio channels are reversed

So far everything has worked fine, however, the stereo surround is completely swapped. When I turn, the things emitting sound go around me in the opposite direction. Is there any way to force the audio channels to flip?

Error Starting Half Life VR

Failed to initialize VR environment. Make sure your headset is properly connected and steamVR is running. Both are checked off the list so I don't know what is going on with the mod.

Launcher does not detect itself(?)

I've copied files into the HL directory, ran HL then went back to the directory and tried to launch exe file for mod and it says it can't find HL VR.

Massive lag spike into crash

Hi,
I have been having quite a lot of lag spike in game, it starts with a few skipped frame then increase into few seconds of freeze until it eventually crashes.

The furthest I could go without crashing was the gate before the test chamber.

From what I could gather after a bit of testing, the lag usually start when heading into the locker room.
I think it might come from the glass maybe? For instance it seems to freeze a lot if I look at the HEV suit in it's glass tube, but after pressing the button the lag disappear.

Hopefully this might help, tell me if I should try some other things.

(I tried changing the rendering from true to mixed, with no noticeable difference.)

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