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Releases: whateverusername0/VRTRAKILL

0.15 - CBUII

26 Sep 10:50
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Changes:

New stuff:

  • Added hands to controllers for moar immersion.
    • Downside: there's only quest models atm. (Might add more variety later, but it's not guaranteed).
  • Implemented (fixed) controller-based UI interaction.
    • The only downside is you can only have one ui controller, which is determined by your dominant hand.
  • You can now use whatever controller to interact with the UI.
  • Controller lines are actually working.

Bugfixes / Small tweaks:

  • Aligned all weapons rotations to fit in the crosshair.
  • Made 4-S work.
  • Converted more texts to VR (e.g. book's "Punch to CLOSE").

Full Changelog: 0.14...0.15

0.14 - QoL

09 Sep 07:56
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Changes:

New features:

  • A normal tutorial (in many places e.g. prelude intro)
    • (also LMK if there's some boxes that i've missed, ty)

Bugfixes:

  • Moved the neck to where it belongs.
  • Fixed whiplash hook being inside of the hand.
  • Fixed spectator camera collision.

Also new version policy:
New features - 0.x
Bugfixes - 0.0.x
Other stuff - 0.0.0.x

Full Changelog: 0.13...0.14

0.13 - GTFOTW

05 Sep 08:54
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Bugfixes, polishes and other doodads.

Changes:

New features:

  • Anti-wallclip system (will not work on certain walls, but that's not on me) #74
  • Spectator camera: removed wall clipping by pushback.

Minor tweaks

  • UI: made ranking screen wider. (or shorter?)
  • Aligned sandbox hand because it was slightly off to the left.
  • VRAvatar: added back neck. (with IK)
  • Made config keybinds case insensitive.

Bugfixes:

  • Fixed velocity-based punching crashing the game. #85
  • Fixed snap turning breaking the game. #81
  • VRAvatar: made V1's head hidden in first person but visible in third person. #90
  • Fixed sliding & dashing being "not that powerful". #80

Also minor codebase improvements, which shouldn't affect the game/performance much.

Other people's contributions

  • Add default bindings for HTC Vive by @roklc in #87
  • A light mode variant of DCB_Vive.png by @roklc in #88

Full Changelog: 0.12...0.13

0.12 - Return to Arms

13 Aug 16:19
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Thought of a cool name. Almost everything is done.

It's a good practice to delete your config files every update, so that they can be regenerated again.

Changes:

  • Massive simplifications and optimizations. (shortly more fps)

New Features:

  • Added VR Avatar (representing V1) with dynamic arms. (using vrik)
  • Added hand poses for each weapon that does not have them.
  • Added a spectator camera, which can now be toggled by keyboard. (configurable)
    • Added Kinematic Mode. (automatically switches camera modes (from FP to TP, etc.))

Config:

  • Reworked the config from the bottom up.
  • Rearranged all of the stuff.
  • Removed hand gestures placeholders.
  • Removed "enable standard hud" option since it's now toggleable in the settings.
  • Added VRTRAKILL Keybinds tab.
  • Enabling DesktopView is unnecessary since it's now toggleable by keyboard.

Gameplay:

  • Moved the crosshair to UI layer. Expect desktop view get goofy, unless you have the same FOV on everything.
  • If you have VR Avatar on, the rocket launcher will be glued to your forearm. (megaman style) (have fun aimng w/ that lol)

UI:

  • When shopping or in main menu, the crosshair will now at where you look.
  • Fixed standard hud not disappearing/appearing after toggling it in the settings.
  • Added reverse poses for standard hud.

Other cool people's changes

Full Changelog: 0.11.2...0.12

0.12 Preview 1

15 Jul 15:23
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0.12 Preview 1 Pre-release
Pre-release

Changes

  • NOT from 16/7/23: Tweaked UI a bit again, hopefully there'll be no mo bugs.
    • from 16/7/23: There WILL be bugs. Controller-based UII is still broken and hud sometimes acts a bit unwise.

Game:

  • Added V1 rigged VR body with VRIK, different arms, etc.
    • Pausing the game will freeze the rig in place (but not your hands).
  • Added hand poses for each weapon.

Config:

  • Now restarting the mission will also reload the config (or now you can change values without restarting the game).
  • Changed default movement speed value from 0.57 to 0.6

Bugfixes:

  • Fixed a bug where you can't press anything during transition between acts (#59)

And other things i forgot to add.

Updating

To update the mod, you can download the latest release and then download the currect release's .dll file and vrtrakillasset bundle (+ .manifest), then merge and replace. Or download the .zip file and install it like that.

Full changelog

0.11.2...0.12-pre

"damn i love pushing raw and extremely buggy releases to the public that will most certainly not judge me or flood the issues tab with actual bugs. oh well, who cares? i don't, blehhh 😛, off to my "vacation" for a week or two"

0.11.2

21 Jun 10:22
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regenerate your configs

Changes:

  • Brought back revolver recoil (and "fixed" it's rotation in some cases).
  • Replaced DNOMV with a speed/jump power multiplier (#58)
  • The player will not be able to pass through the walls (hopefully).
  • Added a new default bindings set for Windows Mixed Reality (thanks to Scruq445).
  • Fixed a couple critical bugs (i forgot to write them down).
  • Added an option to switch between punching using velocity and what's in front of the fist.

0.11.1

20 Jun 06:48
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Changes:

  • Changed punching mechanism to detect velocity instead of what's in front of it
    • (basically you can now punch in any direction)
  • Increased your movement speed because i fucked up and my "calculations" didn't work.

Full Changelog: 0.11...0.11.1

0.11 - Left-handed mode & QOL

18 Jun 16:23
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Regenerate your configs again (delete them and the mod will generate a new one) :)

Changes:

Config:

  • Renamed/rearranged a couple entries and made "Hand swap" work.

Gameplay:

  • You now have to hold the punch button and then fling your arm to punch.
    • Punching also does a sound now, since it won't be that annoying.
    • (to prevent knuckleblaster from knuckleblastering after punching immediately release the punch button)
  • Made the character move/jump values equal to the base game (he's now the same speed as v2).

Other:

  • Main menu template controllers will now appear and disappear in the intro sequence.
  • Revolver's scale (both alt and regular) is now equal.
  • Revolver's hand rotation is now fixed to the controller, meaning no recoil and no unwanted rotations when using the sharpshooter.
  • Revolver's beam is now farther away and smaller, making it look like it really came from that revolver (lol).
  • And some other stuff I forgot to add (meaning it's useless, or at least i think so).

0.10 - Movement-based Punching

12 Jun 10:11
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DELETE YOUR CONFIG OR MOVE IT TO "/plugins/VRTRAKILL" FOLDER (AND THEN DELETE IT)!

Changes:

Config:

  • Moved config file to a new spot.
  • Added an option to not use controller aiming for whiplash (will use camera aiming).

Gameplay:

  • Implemented movement-based punching (whiplash is still bound to a button).
  • Implemented 4-S first-person camera (toggle in config).

Visuals:

  • VR-ified the fishing rod from 5-S (the string looks shitty atm, will be fixed in future updates)

Technical stuff:

  • Made config file get read only once (instead of every time when checking something).

Controller-based UI interaction still doesn't work. idk how to fix it. i need help 🥺
Also everything is toggleable in the config. If you don't like something - toggle it.

Full Changelog: 0.9...0.10

0.9 - Big QOL Update

06 Jun 04:47
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I really planned on releasing controller-based punching, but the stuff that I've done besides the main goal is just too massive to release in a single update and I couldn't wait any longer to release it. So expect movement-based punching coming very soon in 0.10 (fr this time). Also REGENERATE YOUR CONFIG FILES!!!

Also if you want to play the 0.10 update early, a crappy version of movement-based punching is now toggelable in the config, but really all you can do is move your hand around.

Changes:

Config related:

  • Completely reorganized config.
  • Implemented more gameplay settings, such as:
    • Enable/disable controller-based aiming (disabled: look at where you want to shoot),
    • Enable/disable controller-based punching (disabled: look at where you want to punch),
    • Enable/disable vr arms (vrik) (does nothing for now, it's just there).

Gameplay:

  • Sandbox arm elements, items, hands, etc. now actually get correctly rendered without any crutches.
  • Controller-based sandbox arm selection/interaction.
  • 4-S first person camera. (will be in 0.9.x or in 0.10.x)
  • Expanded input system, allowing you to set mouse buttons as inputs (middle mouse button, m4, m5 may not work at all).

Bugfixes:

  • Fixed a bug when during calibration you cannot continue playing.
  • Fixed controller lines being rendered in a wrong way (hopefully).
  • Fixed middle gun position making the model big.
  • Fixed controller UI interaction (it should actually work now).

Tweaks:

  • Sandbox Hands are now positioned correctly.

Technical stuff:

  • Made a custom patcher to easily selectively patch/unpatch classes.

Full Changelog: 0.8.6...0.9