Oculus Rift and a Source engine mod

Discuss modifications and also recruit team members.

Oculus Rift and a Source engine mod

Postby Zein on Sat Aug 10, 2013 3:50 pm

Hello everyone, I am aware that all Half-Life2 games have Oculus Rift support by adding '-vr' to the game parameters.

What I would like to know is that, if I create a source mod now, will it have the same Oculus Rift virtual reality parameter? If not, is there a way to add it?

Thanks in advance!
~Zein
Zein
Dumpling
Dumpling
 
Joined: Sun Jan 18, 2009 11:54 pm

Re: Oculus Rift and a Source engine mod

Postby Stormy on Sat Aug 10, 2013 8:08 pm

Did you try it? That's generally how mods figure stuff out...
User avatar
Stormy
May Contain Skills
May Contain Skills
 
Joined: Sun Nov 28, 2010 6:03 am
Location: Cairns, QLD, AUS

Re: Oculus Rift and a Source engine mod

Postby Zein on Sat Aug 10, 2013 10:42 pm

I thought I would post here first, I will try it and get back to you guys.
Zein
Dumpling
Dumpling
 
Joined: Sun Jan 18, 2009 11:54 pm

Re: Oculus Rift and a Source engine mod

Postby Stormy on Sat Aug 10, 2013 11:04 pm

Definitely do post back, for posterity
User avatar
Stormy
May Contain Skills
May Contain Skills
 
Joined: Sun Nov 28, 2010 6:03 am
Location: Cairns, QLD, AUS

Re: Oculus Rift and a Source engine mod

Postby ScarT on Sun Aug 11, 2013 12:19 am

Source mods based on the 2013 SDK supports this. Non-2013 mods does no support this. I am not sure its possible to backport the functionality.
User avatar
ScarT
Senior Member
Senior Member
 
Joined: Sat Apr 02, 2005 7:33 pm
Location: Denmarkian Land

Re: Oculus Rift and a Source engine mod

Postby SotaPoika on Sun Aug 11, 2013 7:02 am

Yeah, SDK 2013 mods seem to have Oculus Rift support. I tried NMRiH with "-vr" in Launch Options and had the engine draw me stereo-vision. The problem was, that the vision was distorted for some reason and didn't draw the images properly (only one eye had the menu shown, for example), so we have to tweak it to make it work well.
* Portfolio: http://sp0n3.carbonmade.com/
* No More Room In Hell - Level Designer
* Zombie Panic! Source - Level Designer
User avatar
SotaPoika
Pheropod
Pheropod
 
Joined: Thu Nov 16, 2006 6:07 pm
Location: Finland

Re: Oculus Rift and a Source engine mod

Postby peegee on Sun Nov 10, 2013 11:46 am

SotaPoika wrote:Yeah, SDK 2013 mods seem to have Oculus Rift support. I tried NMRiH with "-vr" in Launch Options and had the engine draw me stereo-vision. The problem was, that the vision was distorted for some reason and didn't draw the images properly (only one eye had the menu shown, for example), so we have to tweak it to make it work well.


Hi friends,

the mod Steam, Tracks, Trouble & Riddles / Chapter One will be released
(do not know when of course) with the Source SDK 2013 SP,
I intend to add an Oculus Rift support for it.
(My X-mas wish: a developer Rift Kit)

If any one can prov idea a tutorial or something or like to share dev experience with me,
this would be really appreciated!
Open questions:
-Which config files has to be configured?
-What happens to the roll of the virtual camera? There is no roll in common gameplay so far,
but with the Oculus Rift you can roll your neck (No, not 360 degrees of course :) ).
Thank you
"All things are difficult before they are easy." Thomas Fuller
User avatar
peegee
Regular
Regular
 
Joined: Fri Aug 28, 2009 10:54 am

Return to Mod Talk

Who is online

Users browsing this forum: No registered users

cron