evilSheep wrote:Do you plan on adding a full body/arms?
mknkt wrote:Do you know how to add a body and have arms and a hand attached to the gun?
I'd love to see some videos of people ducking and shooting, please send it to me if you do!Thodder7 wrote:I'll try and get a video of to help promote this in the next few days... Awesome job!
This sounds like a great idea! I don't really have time to mess around with making a whole UI, so I'll just pop it in the config files and leave some instructions. Say if I allow you to configure the speed of the enemies bullets, and how much damage they do, would that make it easy enough?totallymichael wrote:It would be nice if there was a way to adjust the difficulty. It would be awesome to make the enemies' bullets fly a little slower.
Thanks drashdrash wrote:Very cool game -- definitely a good way to get a workout going haha. The whole calibration part is easy -- I threw on a shirt with a front pocket and threw my left Hydra controller in there.
I wasn't able to get too far after that because my right Hydra controller's thumbstick wasn't moving my character the way I expect it to. Pushing up on the thumbstick moved the character to the right instead of forward.
Not sure if you made a typo there, but the IPD setting is in DefaultEngine.inidrash wrote:Also, I went through the readme first and saw that there was a place to set up my IPD, so I chased down the HydraCoverShooter\UDKGame\Config\EditorEngine.ini and changed the EyeDistance value to 0.0666 instead of 0.064 (I have an evil IPD), and the result was stereoscopy that I could barely tolerate
You don't need to pull the triggers, only point it at the base and it should calibrate automagically. Are you also attaching the left hydra with the buttons facing towards the ceiling?drewbdoo wrote:I get the "Point both hydras at the base and pull the triggers" but it goes to the "Attach left hydra" screen almost immediately. I take an ace bandage and strap the left controller to my chest, put on the rift, grab the right hydra and the gun is somewhere off on its own.
Oh my god, hi grafix! Long time no see! Time to make another Dystopia?!grafix wrote:Teddy. Long time
Wasn't exactly expecting to see your head pop out from behind that headset
HealthPhysics wrote:Please let me open the door and fight up the staircase after I've finished the first waves off. I'll give you money today. It was so stoked when shot the lock and thought the door was going to open for more.
Try it again. You only found the first part of the puzzleHealthPhysics wrote:Please let me open the door and fight up the staircase after I've finished the first waves off. I'll give you money today. It was so stoked when shot the lock and thought the door was going to open for more.
That's a very interesting concept. Well to start with I could add a rotation offset to the .ini files pretty easily if you'd like to try that out. For the positioning, which direction is it feeling wrong when you're facing the hydra base? Too high, too low, too far left, etc?HealthPhysics wrote:Let me adjust the gun position to my hand. A fudge button, that reduces movement and rotation by 50% while it is held. This would let me adjust orientation to make the weapon feel just right in my hand, and allow me to grip the hydra any way I want and still aim hand-forward.
I don't think it's possible to get the UDK Hydra dlls to work on OSX, or if there's an equivalent. A quick search of the interwebs shows up nothingfreerunnering wrote:Any chance of an OSX build? (I haven't used UDK but can't it export as an OSX application quite simply?)
Interesting. Did you use the run button at all? I'm guessing slower movements are easier to handle if you're prone to motion sickness?320x200 wrote:I get motion sick easy so I was eager to try this out. It wasn't bad. Still have nausea when using the stick to move from cover to cover of course, but overall it was better than a lot of demos for not getting sick. I did seem to be getting a bit of lag in my position movement and my rift wasn't syncing up 1:1 with the scale of my movements which made me a bit woozy, but we're talking way way less than most demos where the disconnect between movement and visuals is 100%.
Teddy0k wrote:Oh my god, hi grafix! Long time no see! Time to make another Dystopia?!
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