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Disable holsters by default, update README/config #86

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s-ilent
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@s-ilent s-ilent commented Dec 9, 2024

This PR contains two sets of changes

  • Tweaks to Game.cpp and README.md to make things a bit easier to read
  • Disabled weapon holstering by default in Game.cpp

The weapon holstering changes are mostly because it isn't obvious in-game that it's on, so best to prevent people from filing issues about changing weapons not working.
Changes to Game.cpp were to make things a bit more readable by putting "in meters" and etc. in brackets.
Changes to README.md were to clean up some grammatical errors and make instructions for things like install location and Chimera settings more spaced out so they're harder to miss.

Fixes overlay crosshair being squished. 
Also looks a bit more natural than a square HUD, but that may just be my opinion.
Disabled weapon holsters by default so that it isn't a beginner trap.
Also, slight changes to make the config file a bit easier to read.
Lots of small rewrites to hopefully make it easier to read/more direct
Made the Program Files warning clearer with the Github warning box
Make the notes about Chimera more prominent
Following the previous commit, changed the text around weapon holsters to indicate how you can activate and tweak the settings
Fixed the info on crouching which was completely missing the right-stick crouch option
Fixed the Chimera instructions to remove the chimera_lod option that doesn't exist
Cleaned up the DSOAL instructions
At least until the menu thing is worked out.
@slipperfish
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slipperfish commented Dec 9, 2024

Just opinions but, I would try to fix user frustration and reports about weapon switching by including it in the read me and probably resort to a graphical guide to make sure it doesn't go unseen. I expect you'll only see reports from people who played previous versions and expect weapon switching to work the old way, and there's a finite number of those people. New players will probably go looking for instructions on how to switch weapons rather than using the issues tab. If you revert the default you will create more players that expect weapon switching to just require a grip press.

I agree it is bad there's no in-game conveyance. But as a counter example, you almost need the flashlight to proceed in the first level, but I don't think anyone opened an issue for that. I don't use the discord so I can't comment if the community had general confusion about how to use the flashlight. I wouldn't take a step backwards in VRifying the game. With the grip buttons freed up someone can move on to making them useable for other interactions. The point of the medium is to remove things from button presses and use natural motion.

Also weapon switch on just grip button was annoying in itself because players have different grip behaviors, present company included.

@s-ilent
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s-ilent commented Dec 9, 2024

The holster mechanic is rarely used in VR games and isn't really compatible with inside-out tracked controllers, due to requiring the motion of reaching back behind the headset, which moves the controllers out of the tracked space. If you're not using an Index, it's unreliable, so I think that makes it a bad default.
It also has some bad gameplay consequences, as you can't switch weapons quickly due to needing to physically move your hand to the space where swapping is allowed. There is already a small delay after swapping weapons where you can't use the weapon, so it adds a bit of extra difficulty which I think should be opt-in.
As for "taking a step backwards", I think most people would consider the HL:Alyx-style weapon selection panel to be the peak UI/UX for this sort of thing in VR. Halo has only two weapons available at a time, so there's not even a need for a menu.

@slipperfish
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slipperfish commented Dec 10, 2024

Alyx requires you to grab magazines over your shoulder from the same type of hammerspace, as do many other VR games. I played Alyx on the infamous HP Reverb G2 v1 which was a inside-out headset known for both bad tracking and bad line of sight. If you're having issues with drawing weapons in Halo VR the algorithm could be improved.

It also has some bad gameplay consequences, as you can't switch weapons quickly due to needing to physically move your hand to the space where swapping is allowed

What's your opinion on the speed of manually reloading and recharging weapons?

Any chance I get to repeat myself on the philosophy of VR I'm going to pass, but that small delay after weapon swapping might be the melee attack triggering. The default 2.5 is definitely too low for holster use.

I think most people would consider the HL:Alyx-style weapon selection panel to be the peak UI/UX for this sort of thing in VR. Halo has only two weapons available at a time, so there's not even a need for a menu.

A prediction about what most people want has a lot of weight, but do you think you can say why?

@s-ilent
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s-ilent commented Dec 10, 2024

Alyx requires you to grab magazines over your shoulder from the same type of hammerspace, as do many other VR games.

In those games, the reloading action is accompanied by some visual/audio feedback, and the need to grab and replace the magazine as part of reloading the weapon. It's part of the game's design. But switching weapons from a holster without the virtual elements of a holster is pretty jarring. I can't think of any other VR games that do that by default.

I don't think it's a bad mechanic - I just think it's changing the game's design in a non-obvious way1. The "flashlight on head" binding is in HL2VR and I've seen it in other VR games too. But I haven't seen this done in my VR ports by default. I think, especially for an open source project, it's best to just make the defaults whatever makes people leave the maintainers alone, and let people turn cool stuff on themselves.

What's your opinion on the speed of manually reloading and recharging weapons?

I don't have really a strong opinion on them. They're part of the game's design.

that small delay after weapon swapping might be the melee attack triggering

This is true even for flatscreen mode. Turn off weapon holstering. Then, press the weapon swap button while looking at the weapon in your hand. The weapon will change with an animation. For some weapons, it's shorter than others. During this animation, you can't fire. Of course, if you're flourishing your hand back to quickly swap weapons, you'll likely also trigger a melee attack... which IMO is also a bad thing.

A prediction about what most people want has a lot of weight, but do you think you can say why?

In my experience, I've seen a lot of different types of weapon swappers implemented into various VR games, but the Alyx-style one seems the be the one that gets the most positive response. On a more objective note, in games where the user can add in their own weapon selection system, like Skyrim VR or VRchat, people tend to gravitate towards the Alyx-style swapper when it's available/possible. I think that's not just because it's cool, but because it's very practical, as hand movement in lateral space is something you get for free in VR and requires very few button presses.

Footnotes

  1. Like, in an ideal future, all the mod settings could be placed into an options menu in-game, and the in-game prompts could be edited to say "Reach behind your shoulder and press Left Controller R2 to switch weapons." and then the problem goes away. But that's a lot of work.

@teddybear082
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I don't have a strong opinion on the substance of the grip vs. button press default debate, however, silent, I wonder about maybe separating out this PR into two - documentation change PR and code change PR. Documentation changes can be reviewed quickly by LivingFray I imagine, but changing a default and then refactoring code or clarifying code that other PR's depend on seems to be something separate. Just an idea.

@HaMM4R
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HaMM4R commented Dec 18, 2024

The vast majority of VR shooting games I can think of have some form of holster system, this is a non-issue imo. Pavlov is a great example, the idea this doesn't work with inside out controllers is wrong, it works completely fine. Your comment on people using the Alyx style switch in skyrim by choice etc is also misleading, most people opt to use the virtual holsters included in the player IK mod demonstrated by watching literally any skyrim VR video online. Either make it more clear in the readme, or new players will work it out themselves. Perhaps if you've got an issue with the lack of feedback could trigger a haptic when moving hand over the shoulder?

@willfix
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willfix commented Dec 19, 2024

this is a non-issue imo.

My only issues were that it wasn't clear it was made the default in the update (which was my own fault for not having played more VR shooters to know it meant reach over the shoulder) and that *it just didn't work properly for me once I was aware. Reaching over my shoulder and grabbing simply didn't work so I rolled back to the previous version to use the custom bindings I was already happy with.

@slipperfish
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*it just didn't work properly for me once I was aware. Reaching over my shoulder and grabbing simply didn't work

Can you say what hardware you are using and anything else you know so @97saundersj is aware?

@willfix
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willfix commented Dec 22, 2024

Quest 3 - I was using my own bindings and thought initially that was the reason but i changed to the default and it still didn't work.

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5 participants