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Releases: jrbudda/minecrift

ViveCraft v20 - Mal... Guy killed me, Mal.

15 Jun 05:36
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  • Put some quality time into the 'manual swinging' attack. I think it feels better.
    • The conditions for hitting a block are a little looser, you should make impact more often.
    • You can hold a tool in front of you and run though a field chopping down all the grass. Wheee.
    • You have extended reach for hitting monsters and animals with tools. Swords have a little bit more reach than tools. You can still hit from further away via clicking but if you're hardcore you'll unbind the attack button.
    • Be careful running around with a sword, you'll hurt someone.
    • All still under development, subject to change. Please provide feedback.
  • Added 2 new options:
    • You can turn off the Stencil Mask in Stereo Rendering Options
    • You can turn off the Blue Circle Buddy(tm) in Locomotion Options. You shouldn't do this, you will lose your Blue Circle Buddy(tm)
  • Connecting to multiplayer server not running a Vive plugin will disable switching to teleport mode via the right_grip button.
  • Fixed sunsets. again.
  • Keyboard opens automatically when editing a sign or book. Thanks Techjar.
  • Other minor Forge compatibility fixes courtesy of Techjar.
  • If you subscribe to the SteamVR beta channel, you will notice SteamVR launches itself now if it's not running when you fire up Vivecraft. That's a thing they did and I can't do anything about it.

ViveCraft v19 - Go then. There are other worlds than these.

13 Jun 04:13
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Updated to v19r1 to fix Bows. Please update. Or don't, whatev.

Big Forge compatibility update thanks to Techjar.

This should solve a lot of the issues folks were having with Forge 'part' mods. Known to now be working: CarpenterBlocks, AE2, Forge Multipart, Hexwool and likely many others. All Hail Techjar. This also allows re-re-implementing the inventory transparency fix.

Big Multiplayer compatibility update.

In an effort to make ViveCraft play similarly on single- and multi-player I've removed changes to a lot of the 'core' shared files used by the local server when you play singleplayer. What this means is some of the neat little features that previously only worked in singleplayer are sadly gone, but multiplayer should now work a lot more like would be expected. This has almost certainly added bugs (I had to fix sunsets, of all things) so please let me know in the issues if the game does something weird.

  • Important notes as result of these changes:
    • Fixes crash with Terrafirmacraft.
    • "Allow Crawling" now defaults to off. It was causing 'in wall' damage when you jump and hit your head. Leave it off for multiplayer and use it in single player at your own risk.
    • Had to make some changes to 'Player Inertia', especially when flying. It now only applies to the horizontal directions when you're on the ground, flying and water have their own inertia that was causing... issues. Let me know if it needs tweaking.
    • Dropped items spawn at your face again not hand, sorry, the server spawns these and has no idea where your hand is
      :(
      • Other projectiles will spawn at your hand on singleplayer but face in multiplayer, for now.

Big Rendering update.

  • Fixed up the "Render Scale" and "FSAA" options to ... do things. You can now scale the game from 50% to 400% of the native HMD resolution to suit your performance or quality needs. The FSAA settings is really just fancy downsample filtering and should be turned on if using render scales > 1. I find render scale of 1.5 and FSAA on goes a long way to eliminate 'tree shimmer'.
  • Vivecraft now uses the Vive's "Stencil Mask". This cuts out rendering the parts of the game not visible in the HMD. It's about 30% of the screen so that should translate directly into FPS increases. Note that minecraft is single-threaded and heavily cpu-bound so this may not mean improvements for everyone.
  • Fixed display mirroring settings misbehaving.

Other stuff that doesn't qualify as Big

  • Horses are working OK. I think.
  • Fixed r_controller scrollwheel cycling inventory
  • Fixed controller buttons double mapping? maybe?

ViveCraft v18 - Sleep With One Eye Open Edition.

10 Jun 22:07
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  • Cut the stereo rendering pipeline down to use one eye texture instead of 2. Should free up VRAM. No idea if that means performance gains for anyone. Prolly not, but I feel better.
  • Added keyboard-shift, keyboard-alt, and keyboard-ctrl to selectable button bindings. (Game window needs focus)
  • Right touchpad now acts as a scrollwheel if game window has focus.
  • Fix incompatibility with CustomMainMenu. You can put your main menus back (Sorry LOTR mod, I have no idea whats wrong with you)
  • Re-implement icon transparency fix without crashing NotEnoughItems.
  • Fix several keyboard symbols not typing in game
  • Tweaked roomscale-movement-in-free-move-mode to maintain inertia when stopping. Let me know if this does anything weird.
  • Fix Open to LAN button.

ViveCraft v17 - Bound but not Chained. Silent but not Unspoken.

09 Jun 00:45
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You may now rebind the Vive controller buttons however your dear little hearts desire.

  • (VR Options > Controller Buttons)
  • You can select from a list of game actions, if a mod adds a bindable action, it will show up in this list. This is how you should do it if you can.
  • You can also bind a button to type a key directly, note that if you do this the game window will need focus. Simply cycle though the command until you get to 'keyboard', click the button and type the key (on a real keyboard).
  • click 'Reset Defaults' when you realize my defaults were vastly superior.

- Roomscale movement is now the same in teleport and free move mode.

  • Your body is no longer pinned to the room center in free move.
  • This has likely added bugs. Time will tell.

Other cool things also as well.

  • Keyboard can now type more special characters. (if you have a non-English keyboard I'm sorry, there's nothing I can do)
  • Steps in roomscale are steppier. (With 'walk up blocks' turned on)
  • No more falling through farmland.
  • Fixed miscellaneous Forge bugs. Added Miscellaneous Forge bugs.

ViveCraft v16 - In The End It Doesn't Even Matter

07 Jun 07:40
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  • The ending credits are now as cinematic as they always deserved to be.
  • Cleaned out the VR Settings Menu. Most of what's left actually does something. Most.
  • Fixed up controller detection, it should use SteamVR's left and right controller like it should. Controllers no longer 'switch' when one goes untracked.
  • Added a 'reverse hands' option for Lefties too lazy to swap.
  • Re-implemented the minecrift mirroring modes, you can turn down the framerate of the desktop mirror or turn it off entirely. let me know if this impacts framerate in any way.
  • Improved bow shooting and item throwing in multiplayer. Note the following:
    • Projectiles will spawn at your face, not hand. Aim accordingly.
    • Arrow velocity is tied to how long the bow is drawn, not how far back.
    • This is only for multiplayer.
  • Teleporter correctly puts you on 1/2 height slabs.
  • Going down a ladder is easier with arc teleporter.
  • Reverted a change that broke Forge mods accessing ItemBlock.java.

ViveCraft v15 - If you're happy and you know it...

06 Jun 01:11
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  • Both hands will be visible most of the time. Your right hand no longer morphs into various objects as if it had super powers.
  • Fixed right hand positioning of a lot of things including the map. Subject to future tweaking. Let me know of any obvious outliers.
  • Fixed glowing object transparency in the menus
  • Fixed vivecraft becoming the 'latest release' in the launcher.
  • Fixed crash in controls menu.
  • First steps towards getting shooting/throwing working on multiplayer.
  • Fixed throwable items spawning at your face in singleplayer.

(that's it, boring update I know. I went fishing this weekend, sue me)

If someone could tell me why editing any lines at all in RenderItem.java causes the whole class not to be found when loaded with forge, that would be super.

ViveCraft v14 - Katniss Everdeen eat your heart out.

03 Jun 10:14
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Vivecraft now uses 2-handed archery in the style of Longbow.

  • Equipping a bow will put it in your left hand, if you have arrows they go in your right hand. Ya know what just go play Longbow in the The Lab, it works like that.
  • Draw length scales with player height, let me know how it feels.
  • Haptic feedback for those lonely nights
  • Doubled arrow damage because you will miss.
  • Critical shots still activate based on how long you're had the bow drawn, which was unintentional but ok with me.
  • Did not test with multiplayer, may produce unexpected results.

Archery P.A.Q. (potentially asked questions)

  • Is it as awesome as it sounds?
    • yes.
  • Can I turn it off and use bows like before?
    • no.
  • Will I ever be able to turn it off and use bows like before, like as an option?
    • maybe.
  • The arrow is rotated wrong in my right hand.
    • This is texture pack dependent. I had it all nice and set up for Choma hills and then loaded vanilla and it was off. Sorry not much I can do, it's rotated for stock arrow textures now.
  • My arm is sore and tired.
    • This is not a question.

Other notes: Implementing archery required practically gutting the hand/item rendering code. A lot of items might now not appear correctly in your hands or animate like they should, let me know about them in the issues, i certainly didn't check them all. Also vectors make my brain hurt.

Other fixes

  • Fully depressing a trigger until it clicks is now its own button, currently left_trigger_click activates sprint.
  • Fixed installer not setting launcher profile jar correctly.
  • Fixed camera when riding something in teleport mode.
  • Broke and then fixed forge like 6 times.

ViveCraft v13 Less Jank(tm) Keyboard Edition

01 Jun 01:33
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  • Updated OpenVR to 1.0.0. Let me tell you. What a mess. Valve: if you're listening: get your act together.
  • Updated JOpenVR accordingly, which is the java wrapper around OpenVR, from phr00t's JMonkey repo. You should check that out if you want to write a VR game in java from scratch.
  • Used all this newfangled tech to make the keyboard work as expected. Only issue is it draws on top of things that it should be behind, but that's cause it has no idea what the game is rendering cause it's injected from SteamVR. To fix would have to implement my own keyboard screen, and that's just... SO many buttons.
  • Added a 'Chat' button to the main menu, this is how you should get to chat rather than hitting T cause of the above drawing issue. It'll position the windows better. You may want to unbind chat from T altogether.
  • L_grip + L_AppMenu still brings up the in game keyboard so you can hit keys for mods or whatever.
  • Chat window stays pinned to the world when you hit enter, won't close back to your hand til you hit app menu again or click off it.
  • Main menu and inventory screen now pop up in your field of view instead of in front of your left hand.
  • Fixed un-sneaking causing you to bounce up in the air 3 times. Don't ask. (taking suggestions on how to indicate sneaking)

ViveCraft v12 SuperJank(tm) keyboard edition.

30 May 10:52
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  • A nice person named OmegaJak went and implemented the SteamVR keyboard into minecrift-vive about a month ago and just left the code lying around on github for anyone to see. So I've adapted it. It's bad, like, real bad. Open/SteamVR is super under-baked and the java wrapper has significant limitations. I've followed his approach which is sorta the only way to go. The SuperJank(tm) jankytime fun keyboard works in the following way: (you may need SteamVR running)

    -- If you click (with the controller) on any text field like in the main menu the keyboard should pop up. You will not understand why it popped up WHERE it did but that is expected.
    -- It's works better for text fields, simply use the keyboard like normal and what you type should mirror in the game. When you're done, click done on the keyboard.
    -- If you're in-game and want to press a key, hold down the l_grip button (sneak) and press the left app menu button (that normally opens the game menu). This will pop up the keyboard.
    -- You can now press keys. They will remain showing on the keyboard itsself but only the most recent one should be sent to the game.
    -- If you hit T or \ the chat window ill pop up (somewhere). Here's where things get jankier. You can't press enter. Well you can, but it will make the keyboard go away and it will not send your chat message.

    To send a chat message you have to hit , (comma) instead of enter

    -- This is a workaround because I'm totally unable to detect when enter or done is pressed on the openvr keyboard.

  • I do plan on making the keyboard and chat window location a little more sensical in the future.

Also hopefully unbroke Forge, this is just one battle what will be a long war.

ViveCraft v11 Tickle Me Gently Edition.

30 May 04:57
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  • Work around incorrect transparency for crosshairs in resourcepacks (looking at you, chroma hills). The crosshair will unfortunately now be invisible when over an invisible part of the UI. If you don't like that turn on Menu Background in the options. If you don't like that either complain to the resourcepack authors about their incorrect alpha channels.
  • Add haptic feedback to more things. Might need balancing, need more feedback... on the feedback....