Garry's Mod

Garry's Mod

VRMod_x64 - Extended
165 Comments
Doom Slayer  [author] 19 Jul @ 6:02pm 
Scopes turning black was an ArcVR issue apparently.

Let's be realistic about ArcVR in general. I made it usable for the sake of having CSS and HL2 weapons with manual reloading. It's also my " dev playground". I use it for testing stuff like melee. It's not going to be my primary focus. It's cursed. Recently I fixed issue with rendering vie w and world model at the same time( in the gm_construct mirror) Somehow it broke fire rate. I am not even trying to optimize it, unlike VRmod. I will do bare minimum to keep it functional.

So I am not gonna be bothered with "adjusting finger poses" and other kind of polishing.

One day I will learn more about SWEPs and perhaps cook something myself.
Doom Slayer  [author] 19 Jul @ 5:44pm 
:D

Happens to me when headset is on the table and thinks it's a floor when you start vrmod
Methscout 19 Jul @ 4:38pm 
In the previous version, I was permanently crouching and couldn't escape the scaling menu
Doom Slayer  [author] 19 Jul @ 10:49am 
lower desktop resolution in gmod
Lord Zuma 19 Jul @ 10:02am 
Weapon wheel feels too small, even after scaling menus
Doom Slayer  [author] 18 Jul @ 1:45pm 
@Darksider just pushed an update
Darksider 18 Jul @ 1:35pm 
[VRMod_x64 - Extended] lua/vrmod/base/vrmod_network.lua:221: attempt to perform arithmetic on field 'delay' (a nil value)
1. v - lua/vrmod/base/vrmod_network.lua:221
2. unknown - lua/includes/modules/hook.lua:102
in solo game all works great but when i connected to my friend i had this issue
Doom Slayer  [author] 18 Jul @ 2:34am 
@Grocel, thanks for the offer, but I just want a mdl file that I can use in my version of hl2 arcvr pack, with manual reloading :profgenki:

From a n00b's perspective it seems like I can just weld the original model into itself to get rid of that empty space. I wonder if I can automate that.
Grocel 18 Jul @ 1:55am 
@Doom Slayer: You could request to be added to sligwolfs hl2 weapons vr replacement addon.
Doom Slayer  [author] 18 Jul @ 1:25am 
If anyone one is modeling here? Maybe one can remove an empty space in the view model of original stunstick? I made a functional stunstick in hl2 arcvr pack that uses my melee system, bit it uses shitty world model
Delta 17 Jul @ 5:22pm 
@DoomSlayer all good
love the mod btw
Bage 17 Jul @ 1:04pm 
Ive posted it in the bugs thread discussion
Bage 17 Jul @ 1:01pm 
Ah i installed it correctly but it still gives me a lua error
Doom Slayer  [author] 17 Jul @ 12:47pm 
@Tippy, yes, in the common folder, just as instructions say. You can inspect the archive and see why, but probably it's going to be even more confusing, given the nature of the question.

See there are files that go into /common/GarrysMod/bin
And there files that go into /common/GarrysMod/garrysmod/lua/bin

If you will ignore the instructions and unpack archive into GarrysMod folder you will have mess like /common/GarrysMod/garrysmod/garrysmod/lua/bin and nothing gonna load.

You can open the GarrysMod folder in archive however and drop the content of it (bin and garrysmod folders) into your common/GarrysMod folder if it's somehow less confusing.
Bage 17 Jul @ 11:23am 
Sorry for being a nuisance but.. i think i need a little help installing the modules
do i put the "GarrysMod" folder inside my common folder and NOT in the GarrysMod folder already inside?
Doom Slayer  [author] 17 Jul @ 3:56am 
I like WiVRn because bypasses the steamVR. At the same time this is the reason why some games won't work with it.

I am honestly curious to see how openXR gonna perform compared to openVR, so I am looking into documentation once in a while, but I spent a year fixing rendering issues for Linux, so I just not too enthusiastic to work with the backend again, especially rewriting the whole thing from scracth.

As for ALVR, it keeps improving. I play over WiFi. They recently added client side upscaling.

I have a mid range gpu, but I made it work quite nicely.

I use HEVC encoding, lowered buffering, including weight. Quality preset is speed, NVENC is P3 and lossless. The only post processing I do is full resolution multi pass and temporal quantization. Also foveation encoding, both on server and clients and 1.7 upscale factor from 2016x2112 resolution.
StickGuy 17 Jul @ 2:37am 
Its fine but i'm not a big fan of ALVR.
for 2 reasons

1. Blurring lags for wifi - when I first tried it was the worst in 2022 I believe

2. Its kinda confusing - theres way too much stuff for me to do on ALVR its kinda annoying

but I will give it a shot again and see if my opinion will change with it maybe not.
Doom Slayer  [author] 17 Jul @ 1:42am 
@Delta, for me scopes are going dark when I mess with rendering settings. Also some works better than others, like hl2 crossbow (from arcvr) works the best, others like scout,not so good. Not sure if that's something I can fix with code. And again, with guns I did just a bare minimum to fix them, not my main focus right now.

@StickGuy, for now on Linux it works only with ALVR

Sorry deleted your message by accident :profgenki:
Delta 16 Jul @ 7:40pm 
is there a way to makke scopes contantly showing so they dong go black idk if i messed somethingup or not lol
Delta 16 Jul @ 7:32pm 
dont know if i did something wrong lol scopes go black when trying to use right eye only work on my lef witch is akward

other then that i really like this one of the resions i dont have to keep touching hide near hmd
i just love smashing doors open its so funny to me especly how i can just grab what ever i want and just yeet the thing oh and this version guns actuly work
Doom Slayer  [author] 15 Jul @ 10:41am 
@Belrain, so for now I am still optimizing the code and polishing what I've already introduced, while adding what's naturally feel missing along the way.

Sometimes considering reasonable suggestions from others such us making weapon menu accessible with one hand, but not like "whaaa some stuff from the other vrmod is missing".

So it's hard to say exactly what's gonna be added. I want to add quite few things, but will I be able to deliver, while keeping the performance? Don't wanna lie to people.

For example I want to prevent hands from clipping into a wall,it brothers me, but realistically speaking we need to do calculations every single frame than forcing offset that is binded to the real time input which adds latency and cause jitter.
Belrain 15 Jul @ 7:36am 
this mod is great after using this i for the first time experienced 60+ fps while in vr
also ive been wondering what exactly is planning to be added
GNAvenger 13 Jul @ 9:56pm 
This mod yields the best performance and smoothness for VR GMoD yet, testing combat in x64 with this addon removes an extraordinary amount of performance bugs and issues while keeping all the action and feedback, allowing the best immersion possible. Thank you!
Han 13 Jul @ 3:09pm 
Great work!

Just tried it for the first time and it's the smoothest GMOD VR experience by far, thanks for all your work and keeping it alive!
Doom Slayer  [author] 13 Jul @ 2:14pm 
@Lavitical it would be helpful if I had any code to test to begin with. I am not going to just copy paste code from semi official. And I do need some hardware in order to get started. Original fork has a commented out code for kinect. That's it.

I do have a kinect 360 tho...but I need to write my own driver for Linux and make it compatible with ALVR... or rewrite vrmod backend in order to support WinVRn (I've heard somebody made it work with that). Either of these two options still probably gonna be faster than waiting for this project to generate funding to get some compatible trackers. :profgenki:
Lavitical 13 Jul @ 11:41am 
oi, if you do need help with FBT, i have x3 tundra trackers and a bit too much free time :)
Doom Slayer  [author] 13 Jul @ 5:31am 
@Grocel, already blocked. I have very low tolerance towards this kind of bs. :profgenki:
Grocel 13 Jul @ 4:55am 
Protip: If you block a user on steam they can no longer comment on your workshop stuff aswell. I use that once in a while if someone acts up in a stupid way.
Doom Slayer  [author] 13 Jul @ 4:47am 
Good news everyone!

Now you will not see kick melee related errors, as I disabled that option until I will, if ever, get FBT.

As for bringing stuff back, I updated description, so I won't have to explain myself every time.

Feel free to post these type of requests in a suggestion thread. If enough people will request the same feature, I might consider.

P.S. If you are going to have the same attitude as "Рука Яйца" and demand things with a huge font, you will be purged out of here. :profgenki:
Furpan 13 Jul @ 3:50am 
could bring back the locomotion settings pls?
Doom Slayer  [author] 12 Jul @ 5:49am 
Time to reset melee settings again :profgenki:

Also if you have sudden offsets, delete vrmod_weapons_config.json. Might need to manually move your offsets from the vrmod/viewmodelinfo.json in case you have plenty.
Grocel 11 Jul @ 12:32am 
Reading is hard. xD :csgoskull:
Doom Slayer  [author] 10 Jul @ 11:30pm 
same as the original. You do see the INSTALLATION.txt inside the zip? Or do I need to copy paste it's contents in 3 different places?
JamaicanCreamK1ng 10 Jul @ 9:25pm 
actually put some useful instructions on how to download the modules for ur mods thx
Sega Titan 9 Jul @ 6:29pm 
damn u right
Doom Slayer  [author] 9 Jul @ 3:44pm 
@Sega Titan, yeah I really took my time with rendering part of the code. What performance settings? You mean those options that would either crash gmod or cause flickering? Let's make it clear. Some things might be missing, especially from the semi-offical, because, I forked the original mod and added some options from the semi official (still cleaning up this mess after a year). If something is broken or causing trouble in any way it will be purged .

There is no need for any performance settings, this vrmod sets optimal settings (specifically for the x64) and reverts them back after you exit. Not only this prevents players from screwing up, but also I don't need to rely on 3rd eye in order to guess what settings player has when reading a bug report. You are not gonna squeeze more, unless doing stuff like lowering the details of the textures and such. There are addons for that, such as FPS booster, which I don't support here, so at your own risk.
Doom Slayer  [author] 9 Jul @ 3:40pm 
@Lavitical ahahahaha thanks for catching bug with melee. I guess caffeine does not fully replace sleep after all. Anyways I added ability to switch hands for flashlight and a button to access the offset changer. As for foregrip we will see about that.
Lavitical 9 Jul @ 1:20pm 
oh yeah, the viewmodel thing was me being dumb and not seeing
However, i found a new bug with melee
Basically, the hit boxes for the hands are inverted.
Punching with the left hand activates the hitbox on the right hand. Binds are fine. Also any chance you can get the foregrip mod added into this one? TacRP works nearly perfect with it
Sega Titan 9 Jul @ 12:58pm 
distortion is gone! and i love the de-cluttered ui but why did you remove the performance settings?
Doom Slayer  [author] 9 Jul @ 12:53pm 
@Lavitical there is a button in setting "use world models for weapons", in the first tab, or do you mean per weapon? Offset menu is still available with "vrmod_weaponconfig", but I will add a button soon. Same it flashlight, gonna be back. Currently looking into the weaponconfig for the opportunity to use world model per weapon...
Lavitical 9 Jul @ 12:22pm 
turns out im stupid for the viewmodel thing lmao
Lavitical 9 Jul @ 11:51am 
This finally, finally works on my rig.
it is glorious.
This is a much better experience than perscors ver, almost.

I do think you should bring back a lot of removed settings, however that is my only gripe.
Like, not being able to change where the flashlight shines from is annoying. Same for changing between viewmodels and world models.
The lack of changing offset is also sad, as that can quickly fix alot of weapons that otherwise wouldn't work well.

add those back and this is kino.

btw, has anyone tested FBT with this yet or no?
Doom Slayer  [author] 9 Jul @ 11:31am 
set bindings in steamvr settings
Жулевар 9 Jul @ 9:06am 
I cant move, i used every button, also the hands dont working.
skarly 9 Jul @ 5:27am 
how do i open the context menu or spawn menu
Doom Slayer  [author] 8 Jul @ 12:42pm 
For weapon selection I wanna do something modern, like in HL2 VR/Alyx or Pavlov, as you suggested usable with one hand.

I just wanted to make VRmod run on Linux on Gmod x64, ended up optimizing the whole thing instead. Catse did a great job, would be a shame to let it go to waste.
presents_for_free 8 Jul @ 12:18pm 
Of course, if we end up using this version it will also be listed in the credits of the final video. The series isn't going to start until the end of the year. UI improvements would be appreciated, if even it was just the OG vrmod one-handed weapon swap re-implemented I would be very happy.

In general, thank you very much for your work on this! I'm indebted to Catse for the creation of the original VRmod, I wouldn't have been able to make my series in 2020 without it, and I was always resigned to its technical limitations just being something I'd have to deal with forever. This version seems to be a massive step forward and will be a huge boon to our production.
Doom Slayer  [author] 8 Jul @ 12:13pm 
If you gonna make content with this mod, post a link at least to this page :)
Doom Slayer  [author] 8 Jul @ 12:03pm 
@presents_for_free, UI improvements are planned...eventually. Keep in mind, I work alone on this project without support of any kind. Right now I am focusing on the core mechanics, all these cosmetics is a secondary priority for me. This weapon menu is temporary based on semi official, changed icons to text (as not all the weapons have them) and made them smaller, to fit more stuff in the menu. As for core mechanics...I just pushed an update hehe
presents_for_free 8 Jul @ 11:44am 
Oh, @ your reply, I'm the only one ever in VR in our sessions, so that sounds like your tests are the same as my environment. We'll give it a whirl :steamthumbsup: