mt_control_mode 1 calibrate function not working
Hi everybody. I've had to start using mt_control_mode 1 as my left hydra controller has bugged out and the left analogue stick is completely unusable.
This is actually a pretty sweet move because as a DK1 owner I didn't have positional tracking and now, after a fashion, I do! But I've noticed the recalibrate button now only recalibrates the camera position and not my right hand's position. My gun is now about a foot too low but won't recalibrate when I press the right Hydra centre button.
Any tips?
Posted Sep 2, 2014, 5:44 PM UTC
312
The left hydra is supposed to be attached to your chest in mt_control_mode 1 and mt_control_mode 2. So I don't believe the buttons/joystick are supposed to do anything on the left hydra in this mode as it is just for your body positional tracking and for your torso's rotational tracking. I was unable to get the right start button to recalibrate my hand's position in 1.4 also, but it seems to be working now and I don't know why. The rotational tracking of the chest in mt_control_mode 1 and 2 does not work in 1.4 because when I turn my body 180 degrees in real life and push forwards on the joystick I move backwards in the game. I didn't have this issue in 1.2 either. Sadly mt_control_mode 1 and 2 are not supported in v1.4. They do kind of work but not properly. I am also really curious to find out if Nathan or Wormslayer have fixed the players hit box so it moves with the fps camera in mt_control_mode 1 and 2. As the hit box stayed behind in previous version 1.2 and made it too easy to shoot baddies without them being able to see you or shoot you if you sidestepped physically in you living room away from the hydra base. Or if you physically sidestepped the other way away from the hydra base towards cover in the game your hit box would not follow and be in danger of getting shot out in the open while it looks like you are behind cover in the game. I made a video trying to explain it. https://www.youtube.com/watch?v=Bp80jyDOgKY&list=UURzDVQkkuZn5ogJ7WjpOExQ&index=14 Maybe Valve fixed this problem with the DK2 positional tracking update? Does anyone know? I don't have a DK2 yet.
Hey Kent, I also had some gun calibration issues; you can try reducing the value of “mt_calibration_offset_down” to about 5 and recalibrating with the hydra closer to your head.
The torso rotation tracking is definitely not working properly at the moment, I’ve been grumbling about that for a few days now but hopefully it will get fixed in the next update. I really can’t remember if it worked in 1.2, maybe you were using “vr_moveaim_mode 3” ? That gives a similar effect - as long as you remember not to turn your neck!
I’m not sure if there’s any way to completely solve the hitbox issues in the source engine, unless they can find a way to “drag” it along with the camera, I imagine it’s something valve will be looking at now the DK2 is out.
PS – I finally got the chance to finish playing through your Warehouse demo the other night, great job! I liked the big guy waiting outside at the end! 8)
Hey Nick! Nice to see you here. :) I saw your "grumblings" and I am glad you did it so I didn't have to. I agree with you 100%. We are definitely on the same page when it comes to standing up 360 VR being the best. I Know a lot of people are in agreement as well. I am positive pushing forward on the joystick made you move in the direction that your chest was facing in v1.2. I made several videos using mt_control_mode 2 in version 1.2. Here is my more popular vid. https://www.youtube.com/watch?v=aAt_EXa1z8o&list=UURzDVQkkuZn5ogJ7WjpOExQ I will probably go back to that version if this feature takes along time to get fixed. I never tried to play HL2 on the oculus without this VR mod and the Hydras. So I never tried any “vr_moveaim_modes” until yesterday for a few min or so after seeing that the chest was no longer controlling movement direction and seeing that you tried all the modes and suggested mode 3. I actually tried vr_moveaim_mode 3 along with mt_control_mode 2 and it was a mess. PS. I am so happy to hear that you got to the end of my Hydra Cover Shooter Level!! You are the first person to post that they have played it, let alone beat it! :) Thank you again. It wouldn't of been possible without your fix from your post. Here is a link to the trailer and download if anyone else wants to try it. https://www.youtube.com/watch?v=6Dgy5Ak-PuY&list=UURzDVQkkuZn5ogJ7WjpOExQ&index=8
Thanks for your support on this Kent, the deafening silence was starting to get a bit frustrating… I knew 1.3 was broken but I couldn’t remember if it was still ok in 1.2 or only working in one of the very early versions. I doubt any of them still work after so many major updates. I just noticed your second HL2VR video, in the first minute that proves it must have worked in 1.2, If it’s a recent change then hopefully it won’t take Nathan too long to find the problem and get it fixed. The hydra obviously isn’t perfect, but once you try positional tracking you just can’t live without it, as many DK2 users are finally starting to discover...
The DK1 has always been basically unusable for me without some level of positional tracking (even watching 3D films on my projector makes me feel sick if I move my head around to much!) Before the Rift Kickstarter I spent a few months looking into tracking solutions on mtbs, sadly only a handful of pioneering developers ever attempted to implement it for DK1. This obviously really limits my options in terms of demos, that’s why I started converting other UDK environments to work with HydraCoverShooter. I have shown the Warehouse to a few people now and they all had fun playing it, but I’m ashamed to admit I had to cheat a bit ;) It was just too intense with your default settings so I had to turn the damage and fire rate down a bit, but I promise to try and complete it on “hardcore” when I get time! 8)
PS - You mentioned before that the bots in my map-pack couldn’t hurt you, the damage values all look ok but I could have broken something else when I was trying to hack-out the safety barriers etc. Because of world scale problems with most of the maps I had similar issues to the ones you describe in your HLVR videos (fitting through doorways etc) so I had to tweak Teddy’s code to shrink the players pawn collision cylinder a bit, maybe that effected the hitbox area to? I really don’t know what I’m doing in UDK to be honest! There’s still no news on the Oculus UDK update for DK2 but I’m looking into a work-around using FreePIE, we might even be able to use the PSmove for that to, I’ll let you know if I get something working.
haha, you Cheated!? lol . I made sure I could beat it a few times on default before packaging it up. But it definitely is difficult. I am glad you played it and took the initiative to turn down the difficulty and Thanks for showing your friends. I don't know much about UDK either, sounds like a good theory about shrinking the hit box. UDK doesn't support DK2? Says it does here.. http://www.oculusvr.com/dk2/ Yea let me know if you get that PSmove working. I got it working in a unity test app that this guy posted. But most of the time it doesn't work in the test app and I don't know why. Going to get a better dongle and see if that fixes it.
I'm going to check it out before the next release. The hitboxes can be solved as well although no guarantees on that happening in the next release b/c there are several other things that I'm already working on.
You guys must have better Hydra's than me, I can't move around enough for it to matter before mine jitter unbearably.
Oh no! a bad Hydra?! Dang. :( that stinks. Yea I can walk as far as the cord will let me and Not really any jitter, just a loss of hand accuracy the further I get. Do you have lots of electronics and speakers around that could interfere with the hydra's magnetic field? Guess its time to get working on implementing those PS moves (wink :p). I already read your comment on Ps moves. Just playin with ya
Nice! Thanks Nathan. Heck yea! I was so sad when I learned that when I leaned out from behind cover the baddies couldn't see or shoot me. So glad your going to fix it. Can't wait! Thank You. Dang. You need another hydra. Well your Stem should be there soon.
Thanks, that's great! I kind of lost the plot when it didn't work in 1.4, sorry about that, I was just a bit worried there might be a long wait before the next update. Good to know the hitboxes can be sorted out to, will be almost perfect when that's fixed.
The Hydra's are very variable, I know my 2nd one feels more consistent, but I think jitter is largely environmental. I can cope with the field "bending" effects but jitter really sucks. The STEM is looking great but they really need to get the price down, I know they have R&D costs but gouging the developers building your content seems a bit daft.
I suppose it's all relative, if they deliver on their promise then just a handful of years ago the same tech would've cost probably 10x. But yeah, they're sort of in that uncomfortable zone between consumer and industry pricing. I just hope it meets my ( pretty high ) expectations after reading the latest hands-on reviews.