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Releases: jrbudda/minecrift

ViveCraft v10 - The Enforgeneing

29 May 13:42
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(this is not the latest release. Click "Releases" above and to the left for the latest.)

FORGE IS WORKING

(tested only with carpenters blocks and journeymap, there will be many bugs for specific mods.)

Minecrift-Vive now is now officially called ViveCraft.

(because I said so., you may have to re-do your settings or something in the launcher)

FORGE IS WORKING

(and it was as big a pain as I thought it was going to be)

Main menu now has a sexy new room.

(so sexy)

Less exciting things:

  • The launcher profile is now set to 2gb of ram by default. You have at least this much or you can't run VR.
  • Re-did a lot of keybind code (again) for maximal compatibility and imminent key rebinding possibilities.
    • Both touchpads are now technically split into 4 buttons each with the mappings as in the documentaion, let me know if this causes any weirdness.
  • Dropping items is now more like throwing them, try it, its fun (r_app_button)
  • Disabled 'hud-scale' option for now cause it was screwing with the mouse cursor position. Fixed other bugs related to that.
  • You can now close the inventory screen like 6 different ways: left touchpad button, left trigger, or either right controller button with the cursor pointed the other way.
  • Added some haptics, but I think I forgot to finish it and it only goes off when you hurt yourself.
  • teleport beam is kinda transparent now.

did I mention

FORGE IS WORKING

v9 - Stick Your Face In This Version

28 May 03:06
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  • Large re-do of face collision rendering. Having your head stuck thru a wall is now calculated per eye. Your Blue Circle Buddy (tm) will also always be visible when stuck in a wall. The BCB should always indicate a valid standing position. Walk towards it. Face collision block graphics are not finalized, but way better than it was.
  • Took out the 'extended reach' since many were reporting out of sync blocks. Will probably add back in as an option. (someday)
  • Maybe broke taking wall damage from jumping from underneath, not sure.

v8 - Tweaks, Optional

27 May 06:38
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Instructions Here
Please report bugs Here

Changelog:

  • Added 4 new locomotion options:
    • Allow crawling
    • Allow locomotion mode switch (via right grip)
    • Survival mode teleport limitations on/off
    • Default locomotion mode (TP/Free)
  • Limit 'crawling' collision box so it can't be higher than default (1.8m), sorry tall people.
  • Fix bug allowing limited arc teleporter in survival to work from underneath.

v7 - Get Down On Your Knees And Tell Me You Love Me Tweaks Edition

26 May 23:30
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Instructions Here

Changes in v7

  • Fixed taking wall damage inappropriately.
  • Used the quality time with the bounding boxes to implement crawling:
    • the game now uses your physical head distance from the floor to calculate collision for your 'body' (remember your body is always above your blue circle buddy)
    • In teleport mode you can teleport near a tunnel and physically crawl through it, your body will follow.
    • You cannot (at the moment) teleport INTO a tunnel.
    • In free move mode you can simply duck in place and cruise on thru.
    • WATCH YOUR HEAD.
    • Note this may trigger cheating on a server. I did not test it but there is a check for invalid heights in vanilla. It'll be an option when i get around to options.
  • Bumped down the teleport food consumption a little.
  • Fixed not being able to control the mouse if the controllers are off.

tweaks v6

25 May 22:01
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  • Smooth out simulated jumping and falling motion when in teleport mode. Moved a lot of code around to do this, should open the door to bigger and better things.
  • Fix pick block button getting stuck
  • Don't simulate falling on a ladder.
  • You will notice a small blue circle on the ground at your feet. This is your Blue Circle Buddy. DO NOT LOSE YOUR BLUE CIRCLE BUDDY. It represents the location of your 'body'. In TP mode it will approximately follow you around your roomspace. In free move mode it will stick to the center of your roomspace, try to stand on it in free move mode to make collisions accurate.
  • No, I haven't fixed Forge yet.

Edit: known bug, you'll take 'in-wall' damage when a block is less than 4 blocks above you and your teleport.

tweaks v5

25 May 01:15
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  • First pass at survival mode teleport limitation. You now have teleport energy indicated by the highly detailed pink circle floating over your left hand. While aiming your teleport it will show how much energy will be consumed. Energy recharges quickly, about a full bar in 5 seconds. When out of energy you can still make continuous short hops at approximately run speed, so it's still more powerful than vanilla movement. Creative mode and free move mode have no limitations. This is all subject to change and/or being made optional.
  • That's it. If you don't like the energy requirement use v4.

P.S. The checkbox for forge install will be available. It probably won't work, if you know why, please tell me :).

tweaks v4

24 May 20:28
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  • Fixed "simulate falling' VR Option. With this On you can now fall in teleport mode. Unexpected Bonus: you can also jump. Sneaking (l_grip) will keep you from falling off a ledge as expected. (If something doesn't feel right toggle your headless body on with rctrl+H and look where it is)
  • Teleporting in survival mode now consumes food. I did not balance the values at all, let me know how it feels.
  • Fixed janky inventory button
  • Blindly enabled Forge install option with no testing, please let me know in the Issues section what's wrong with Forge compatibility.

tweaks v3

24 May 07:49
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  • Fixed attacking. This took a large overhaul of the keybinding code. Also was able to get the left and right click speeds where I think they should be for both play modes. Inventory button is still a little janky not sure why.
  • Improved arc teleport. It will now teleport you exactly to the aim location instead of the middle of the block (unless you would collide with terrain). The little pink circle also now shows the exact position you will arrive at. Made the beam a little
    darker. Both play modes now default to Arc because I think it's nicer and faster.
  • Arrows, throw-able items and fireballs now originate at the right controller instead of your face.
  • Increased trigger activation to 25%. sjw's beware.
  • Other stuff I'm probably forgetting.

jrbudda tweaks v2

23 May 09:40
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  • Add shift (sneak/dismount) button to L Controller grip button
  • Split L Controller touchpad button into 2. Top half is inventory, bottom half is jump.
  • Fix drop item on R controller appmenu button.
  • Holding down R Controller grip for 4 seconds toggles free move mode on/off (this is temporary)
  • Free move mode defaults to LController driven since most people prefer this.
  • Increase sprint window, possible but tricky to sprint in free move mode. Kind have to play with it due to the inertia setting minecrift introduced.
  • First pass at balancing arc teleport. (this will all be optional eventually)
    • No changes to length or cooldown yet.
    • In survival mode, can only teleport if the arc lands on the top surface of most blocks. You should easily be able to climb 1 block standing next to it, 2 blocks if you're tall enough.
    • Ladders can be teleported onto. (little buggy still, but climbing is possible)
  • Probably maybe fixed boats and carts.

minecrift vive jrbudda tweaks

22 May 07:56
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Changes

  • Right controller grip button now does a middle mouse click ('pick block' for creative mode.)
  • Increased delay between block placements while holding down right controller trackpad button (~ 2 per second)
  • Increased delay between block breaks while holding down right controller trigger (~ 2 per seoond if creative)
  • rctrl+m now cycles through the existing teleportation styles
  • If you're in no-teleportation mode(via rctrl+R), rctrl+M switches between Gaze and Left Controller directed movement.
  • creative mode defaults to 'Beam' teleport. Survival mode still is 'Arc'
  • no falling in creative mode.