Forsythia
Member
So you're telling me it could work for me as well? That would be awesome! I guess I was misinformed.And with no stereoscopic vision, you get your depth info from parallax effect, which works in vr.
So you're telling me it could work for me as well? That would be awesome! I guess I was misinformed.And with no stereoscopic vision, you get your depth info from parallax effect, which works in vr.
So you're telling me it could work for me as well? That would be awesome! I guess I was misinformed.
It will work. The feeling of presence is not lost without stereoscopy - just like in real life. The main appeal of VR is 1:1 scale, and ultra-precise all-axis headtracking (which will sort of mend the lack of stereoscopy for you) .So you're telling me it could work for me as well? That would be awesome! I guess I was misinformed.
That's exactly why I think it's a disservice to avoid the VR. Everything is tailored to VR and the controllers. It takes time to reload! You have to eject the magazine and insert a new one. You get surrounded & flanked by enemies and your movement speed, head-turning are dictated by your real world physical state. You have to physically duck and move and take cover in Alyx. When you are in a dark corridor and you hear enemies but cannot see them yet, it is a whole other level of experience to the same scenario on a flat screen with a mouse & keyboard. You have to use a flashlight in one hand and your gun in the other while looking all over to make sure your back is not exposed to enemy attack. It gets intense at parts. And of course, being developed by Valve, the whole package is the highest level of quality.I might get it out of curiosity but would vastly prefer the proper VR experience being familiar with the tech.
Is it supposed to be that slow without the headset? Don't think I could put up with it if so.
This is the next update for my open source HL:A NO VR Script! It showcases new custom weapon viewmodels and support for playing until the beginning of Chapter 7, Jeff!
This is the next update for my open source HL:A NO VR Script! With this update you can finally reach the end of the official campaign! In this video you can also see some of the new features I've been working on, like weapon upgrades and the gravity gloves for non VR. Expect a first full release in the near future!
What? The game is built around being vr it’s an integral part of the experience. Games not built for VR and converted to it can be fine but they really don’t work nearly as well. That’s like saying if this 3D game isn’t good as a 2D side scroller then it’s bullshit.Let me help you, there are two scenarios:
A.- The game is not worth it without VR.
B.- The game is worth it even without VR.
Both cannot be true at the same time.
What? The game is built around being vr it’s an integral part of the experience. Games not built for VR and converted to it can be fine but they really don’t work nearly as well. That’s like saying if this 3D game isn’t good as a 2D side scroller then it’s bullshit.
Anyway, this will suck. But maybe it’ll get people to buy into VR so they can have the actual experience. Probably the best gaming experience of my life
Having played it in its intended format, I would agree. But on the other hand, I don't always wanna play this in VR, and many players don't want to play it in VR at all so it's nice that the option will be there. I don't think anyone should be kept from being able to play this game because it has so many qualities that can be enjoyed regardless of how you play it. I can't wait to see how this game looks on a 4k screen instead of through blurry lenses of Quest 2.Playing Alex without VR is like eating a well-done steak. You've destroyed the experience by removing the best parts.
most of the game is the VR part is what I’m saying. I guess it’s not fundamentally broken if you played it another way, I just think you’re missing outOh, I get that you wont get to be impressed or have fun with the vr part of the game, but are you saying that the game will break in some way or that it cannot stand by itself as a 2d game?.
^ Wait, what.. I didn't even think of doing that!? Mind Blown!!!I agree that playing Alyx without a VR headset would be a waste. This game made me: lie down on the floor to peek under doors, jump on a few occasion, crouch to look for cover, physically hold a bucket for a whole level in order to stash my grenades, etc and I loved every minute of it. Also, the gravity gloves are really fun to use with the finger flick and I wonder how it would work outside of VR. IMO the game would lose a lot of its magic.
Oh, I get that you wont get to be impressed or have fun with the vr part of the game, but are you saying that the game will break in some way or that it cannot stand by itself as a 2d game?.
Easy analog more people might (or should) understand is a lightgun game. It's one thing to point and click with a mouse or drag some crosshair around your screen and over terrorist heads or whatever with an analog stick and a completely different thing to play with crosshair off and an accurate lightgun that means you have to make the shots yourself, slowly and aiming down the sights where appropriate (falling leaf in Point Blank or sniping sections in Ghost Squad or something) or in hectic situations try to be just as accurate on reflex and instinct (as in your average Virtua Cop or Time Crisis). Even lightgun games that have crosshair on in the arcade because they aren't about accuracy and skill but more target prioritizing or whatever like L.A. Machineguns are much more fun if you're waving around a machinegun instead of go back to stick or mouse. For such a crosshair dragging game to work as not-a-lightgun-game then it needs to be made completely differently like a rail shooter like Star Fox or Sin & Punishment or Panzer Dragoon, they aren't anything like Virtua Cop (and hence while still niche performed much better on home consoles than lightgun game ports).It would be pretty mediocre as a regular Half-Life game. It's not designed or tuned that way. As a VR experience it's the top of the pile.
^ Wait, what.. I didn't even think of doing that!? Mind Blown!!!
People can choose to play both ways.most of the game is the VR part is what I’m saying. I guess it’s not fundamentally broken if you played it another way, I just think you’re missing out
The game is specifically made for portal jumping, enemy behavior is tailored around that, including the environments. Playing this without VR will indeed spoil the intended experience. But if you've never tried it in VR at least you kinda don't know what you're missing even after feeling a bit empty.This is the pinnacle of VR experiences.
Idk how well it would be to recommend without it.
This is like playing Mario 64 modded to be a 2D snes game. Or an easy mode on a Souls game.
Change Log:
Collisions
a). In the original HLA build, when you run it by using the novr command, the player clips & teleport clips (invisible walls that blocks the player from accesing some not-allowed areas) are not working properly. A fix was made at the engine level in order to solve globally this issue.
b). In the original HLA build, there are parts (in mostly all the maps) in which the player gets completely stuck, and you need to use NOCLIP in order to restore the player position. This was fixed by resoring the original engine function that checks for player "stuckness".
c). In the original HLA build, the doors trespass the player. Now all the door entities should collide in a proper way with the player collision bounds.
Script Generated Ladders
In order to get working novr ladders (on the original HLA build), you need to add a specific "ladder" texture to a specific entity and then re-build the map. This can be a heavy and long process due the map compilation time. In this mod we're not re-building or modifying the game maps, everything is being done by using a combination of LUA VScript, C++, and other tools. That's why I decided to write a small ladder system that's using some existing functions in the engine to get working the novr ladders in this way.(this is possible due the dll-injection).
Panorama Menu
The main menu/pause menu is fully functional now. In the original HLA build the menu is appearing outside of the map bounds and it has a lot of issues like:
-You cannot interact with the menuy
-Panorama is not working when the game is paused
-Mouse input is not working
-The menu is flickering and changing to different positions constanly
All of those issues were solved:
-Now the menu appears in front of the player's eyes position.
-Mouse input is working (including clicks)
-Panorama menu is not flickering and the position is not chaning anymore
Interactions
No VR Interaction system for the animprop_interactable entities were re-written, now all the interactions should be smoother and work "almost" properly (I say almost, because there are some specific entities that are not working at 100% yet).