Yeah that was my big worry with Metal. Its so musically different than electronic I figured the AI wouldn't be able to gen for it well.i tried it on Metal ... not great, to say the least (even on expert+ which is supposed to be the best one quality-wise)
hopefully they'll keep working on it to make it decent ... at least before facebook inevitably buys them and shuts the project down (because there's no fucking way in hell they'd let them continue working on it and making it available to everyone)
To take this even further, MicroProse has developers building various virtual reality titles at the moment. B-17 Flying Fortress simulators were among the old publisher's biggest hits, so a co-operative VR title about flying one of these iconic aircraft is in the works.
i tried it on Metal ... not great, to say the least (even on expert+ which is supposed to be the best one quality-wise)
hopefully they'll keep working on it to make it decent ... at least before facebook inevitably buys them and shuts the project down (because there's no fucking way in hell they'd let them continue working on it and making it available to everyone)
So I tried it on a few songs from different genres last night, and I'd say it's like 30% of the way to being pretty decent. You can see some of the potential in sections but overall it has some weird design choice issues, breaks a lot of cardinal map rules (there were actual impossible note pairs, like 2 blocks of the same color on same beat on opposite sides of the track), but you do see some potential.Yeah that was my big worry with Metal. Its so musically different than electronic I figured the AI wouldn't be able to gen for it well.
i agree with pretty much everything ... yes, absolutely!I do hope they keep polishing it but right now it needs a bit more than just detection refinement, it needs some core design updates.
Half-Life: Alyx has been updated to include [UWSL]Steam Workshop support[/UWSL]. This includes a beta release of our community development tools, as well as support for Linux and the Vulkan rendering API, and a few small quality of life updates.
Workshop and Editor Tools Beta Release
Half-Life Alyx's level editing tools are now open to the community! You can create new levels, models, textures, and animations for Half-Life: Alyx, and using Steam Workshop you can browse and play everything the community has uploaded.
Want to make your own VR physics sandbox or a giant Rube Goldberg machine? Design a new combat encounter featuring a dozen Combine soldiers at once? What about creating the world's longest Multitool puzzle, or imagining a whole new district of City 17? [UWSL]Crack open the tools yourself and make it happen![/UWSL] If you just want to play what the community's been making, [UWSL]browse the Half-Life Alyx Steam Workshop page[/UWSL] to try out the latest and most popular addons.
This is the first Beta release of the Alyx Workshop tools suite, and we intend to add to and improve them in the coming weeks. Included in this release are new or updated versions of:
- Hammer, the latest version of the Source 2 level editor.
- Material Editor, the tool for creating and tuning materials in Source 2.
- ModelDoc, a tool for viewing, editing, and compiling models with animation, collision, and other gameplay attributes.
- AnimGraph, our animation tool used to create complicated animation setups with blends and transitions.
- Particle Editor, for making new particle effects.
- Subrect Editor, for creating smart texture sheets known as "hotspots."
- Source Filmmaker, the Source 2 cinematic renderer and animation tool.
In addition to these tools, the update includes several sample maps. We've included these to demonstrate and explain how we authored enemy encounters in the game, as well as showcase some new features of the Half-Life: Alyx level art pipeline including tile meshes, static and dynamic cables, and texture hotspotting. The entire set of Half-Life: Alyx maps is also included as editable source for reference - this includes a large collection of interactive objects and prefabs. We'll have news on more features and some smaller additional tools and examples in an future update.
We've also started writing [UWSL]Half-Life: Alyx Workshop Tools documentation[/UWSL]. If you're looking to start your first addon, this is a good place to start. This is a beta release of the development suite and we are still writing documentation for many of these tools, but we hope in the meantime you will dive in and learn by exploring for yourself. We can't wait to see what you make!
Linux and Vulkan
The Half Life: Alyx Workshop update adds a native Linux version of the game using the Vulkan rendering API, as well as optional support for using Vulkan on Windows.
Depending on your system, you may experience better performance using Vulkan, especially if your system is closer to minimum spec. To try Vulkan on Windows, open the Half-Life: Alyx main menu and choose Options > Performance > Advanced (Gear icon) > Rendering API. (You must restart the game for the Rendering API choice to take effect.)
On Linux, AMD graphics and the Mesa RADV driver are recommended for best results.
On Linux, if you had installed the game through Proton previously, please follow these steps to correctly download the update:
- Go in the Properties for Half-Life Alyx by right-clicking the game in your Steam Library
- Check the "Force the use of a specific Steam Play compatibility tool" box
- Uncheck the box, and the download will properly complete.
Spectator View
The spectator view (the view other people see when watching someone play) has received a few small updates as well. The spectator view now supports two zoom levels, and can be run in full screen mode by adding -fullscreen to your Launch Options in Steam. There is also now an option to draw the Spectator HUD directly in the SteamVR "VR View" window, so your spectators can see the HUD along with any other SteamVR overlays you use.
Additional fixes
Fixed some occurrences of the player's in-game hands shaking, GPU optimizations for rendering fog, and CPU optimizations for NPCs.
Version 1.3, Content Build ID: 5035510
I should play it. And many other things...Man I gotta get Blades and Sorcery cuz that looked god damn sick.
God. That’s reminding me of when I used to do on calls and tried to play VR. Phone max volume, kept in pocket, vibrate max, and one ear cup off the ear. We got calls pretty regularly, but it was very early days for Vive so I wouldn’t let anything stop me from playing for hours on end lol.I should play it. And many other things...
(I'm on call this week, can't hear my phone with the headset on, I have a valid excuse!)
Bottles now appear to have liquid inside them that sloshes around as you shake them.
Some more details about this surfaced, it will have 10-player cooperation to man the different stations in the bombers and is VR-first (and non-VR as well)."To take this even further, MicroProse has developers building various virtual reality titles at the moment. B-17 Flying Fortress simulators were among the old publisher's biggest hits, so a co-operative VR title about flying one of these iconic aircraft is in the works."The resurrection of MicroProse and return of "Wild Bill" Stealey
David Lagettie grew up with MicroProse games. Every time the developer and publisher released a new title, particularly…www.gamesindustry.biz
Thanks!Hi Durante,
I used the OVR_RawProjection/GetProjectionRaw way of getting the FoV of several HMDs including the Oculus Quest (connected to PC with Link cable). Since the Quest is not in your Google doc yet, here are my results:
Oculus Quest:
Eye_Left: -1.27994, 0.90040, -1.32704, 1.07237
Eye_Right: -0.90040, 1.27994, -1.32704, 1.07237
-> 104.000000° x 100.000000°.
Valve Index:
Eye_Left: -1.53902, 1.05133, -1.40477, 1.41272
Eye_Right: -1.05305, 1.54094, -1.41100, 1.41042
-> 114.003876° x 109.381180°.
HTC Vive (Original)
Eye_Left: -1.40033, 1.24576, -1.47397, 1.46573
Eye_Right: -1.24136, 1.39614, -1.46832, 1.46165
-> 108.856194° x 111.541519°.
doubt it ... it lacks the top and bottom cameras, so it's still gonna have huge blind spots thereHopefully the tracking matches Oculus in quality.
No bottom cameras on Rift S, just 2 front, 2 side similar to the G2 set up in positioning and 1 up the top. The Quest has the 4 in the corners. Tracking is similar enough between the two solutions for users though Oculus has some motion sensing and prediction stuff for when they're in a blindspot or whatever. But it's not just the amount of cameras that matter as the Cosmos line proved. So, it could be close enough to not worry about it for people willing to spend 200 extra (or more if S gets a price drop in the mean time) to have higher resolution and built in headphones & stuff. We'll see with impressions soon-ish I guess.doubt it ... it lacks the top and bottom cameras, so it's still gonna have huge blind spots there