[Update] Better Vive VR support, non-VR Fullscreen support and bug fixing!
Author: indiefoldcreator
Date:
Wed, 16 Aug 2023
Hi everyone!
Great news for both VR players and non VR players!
Carlos has been crunching all the weekend instead of playing with his cat to refine the VR support. In short, you won't be 4 meters tall in the game anymore, the player spawning in the wrong direction after entering a portal have been fixed and it is now easer than ever to return to the main menu using the vive controllers!
Aside from that, after investigating a little bit, we have also added better fullscreen support. So, how does it works now? When you launch the game in Non-VR, the game will automatically detect the highest native resolution of your monitor and then you can force a higher or lower resolution using screen percentage in the settings menu. No more "windowed fullscreen" problems :)
We have also added a little menu when you launch the game that lets you choose if you want to play VR or non VR. But... we've done some testing and if you want to play non VR but you've got a Vive, you will have to turn off the vive first. It doesn't happen with all the Vives we have tested... but in some of them it will launch the game in VR instead of fullscreen if you got it plugged...
Complete and serious changelog:
- Fixed VR eye height while ingame.
-Fixed Pawn too far from eyes while ingame.
-Fixed bad player rotation after going out of a Portal.
-Redesigned the pause menu to a "fade to go back to main menu" widget.
- Added choose how do you want to play little menu on steam.
-Changed the steam library name to MIND: Path to Thalamus E.Edition to adapt to the choose how do you want to play Menu.
-12 minor bugs fixed. Including lighting build leaks and static lighting not being applied to some meshes.
Great news for both VR players and non VR players!
Carlos has been crunching all the weekend instead of playing with his cat to refine the VR support. In short, you won't be 4 meters tall in the game anymore, the player spawning in the wrong direction after entering a portal have been fixed and it is now easer than ever to return to the main menu using the vive controllers!
Aside from that, after investigating a little bit, we have also added better fullscreen support. So, how does it works now? When you launch the game in Non-VR, the game will automatically detect the highest native resolution of your monitor and then you can force a higher or lower resolution using screen percentage in the settings menu. No more "windowed fullscreen" problems :)
We have also added a little menu when you launch the game that lets you choose if you want to play VR or non VR. But... we've done some testing and if you want to play non VR but you've got a Vive, you will have to turn off the vive first. It doesn't happen with all the Vives we have tested... but in some of them it will launch the game in VR instead of fullscreen if you got it plugged...
Complete and serious changelog:
- Fixed VR eye height while ingame.
-Fixed Pawn too far from eyes while ingame.
-Fixed bad player rotation after going out of a Portal.
-Redesigned the pause menu to a "fade to go back to main menu" widget.
- Added choose how do you want to play little menu on steam.
-Changed the steam library name to MIND: Path to Thalamus E.Edition to adapt to the choose how do you want to play Menu.
-12 minor bugs fixed. Including lighting build leaks and static lighting not being applied to some meshes.
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