I tried farting around a bit with the animations to try to get the melee weapons working with one hand but I found that almost all of the one handed animations in the weapon animation groups don't work for the player. I assume it has something to do with a npc animation flag if you get too close...
Bam!
Of course I have no idea what this looks like in an actual Oculus Rift headset. I'mma try and jump on creigs list or something see if someone nearby actually has one just laying around.
Ya just go to the hats selection at planet zed and look for the necklace that makes your head disappear.
In other news I got a bit of a minor update in the VR department:
Oh ya most definitely. Although I have not had much success.
Even if it was working properly I don't have my kit yet to fine tune it so there would still be tons of work required.
You should ask in the mod request forum. If I remember correctly I recall seeing the tracer flags within the weapon_costumes.xtbl so such a project should be possible.
That's with normal oculus rift projects. The simulation sickness (motion sickness) is caused by the brain being tricked into thinking what you see is real even though your brain knows its not. That's what causes it to poison itself.
Now what I'm talking about is properly syncing the two renders...
Just a reminder to anyone out there members and lurkers alike that poor syncing on the oculus rift can cause issues with your eyes.
At least that's what I remember from a report I read.
To be honest I was not expecting so much main stream media support, as awesome as it is there are plenty of other amazing mods here that could use some spotlight as well.
Something like Saints Row might be chaotic overkill with too many players online. It's one of the few games that I think would be better off with less then 30 players at the same time.
Although it would be interesting spectating a server with 100 super powered players turning the simulation...
Hmm that's a shame. I was hoping they farted around with the idea some using the early release version of the upcoming mod tools. Well we'll all see whats possible in the future once it does get released.
That's not a very constructive response.
I'd like to see a saints row online game mode like gta5 has. I remember some of the PC QA staff were talking about working on a quake type game mode in the sr4 fps thread. Perhaps with mod tools such a thing may be possible for modders to recreate.
To be fair GTA Online is basically SA:MP combined with mission markers for Deathmatch/TDM/missionmode/racing/etc. It's hands down the best crime based multiplayer game out there right now, at least when the rockstar cloud servers are actually running smoothly.
Them as well as PC Gamer. I remember buying their mag in the stores all the time back in the day for the demo disc cd's. Man those were some good and bad times rocking that 56k modem.
I'm a touch confused as to what exactly about the chain you deleted but an easy fix would be to just redownload the mod, put it in your SR4 folder and go to planet zed and buy a new necklace.
The main issue with keeping your weapon perma drawn is that the animations cause bad clipping issues. In fine aim it's not that noticeable because typically you are trying to shoot something near the same height level or above but the further down you look the more clipping issues you get.
As...
Nice video cowlick! Sorry for the delay but we wanted to make sure that the first release was a polished one (despite the minor launch hiccups). We put a lot of effort into it and I'm glad we got fellow saints fans like yourself to help promote it. Hopefully more people can enjoy it.
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