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EternalVR v0.1.44 (alpha)

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@ArcadaLabs-Jason ArcadaLabs-Jason released this 11 Oct 13:00
· 1 commit to main since this release

EternalVR v0.1.44 (alpha)

Prompts that come up right after a cutscene or a load should now close from the controllers, plus small
thumb-rest timing fixes and an up-to-date roadmap.

Download

  • EternalVR-alpha-0.1.44-3038a48.zip (below)
  • SHA-256: 979c0c65d924dee6ec7e004ce4fddf016adb59d412fa6f81c8954e30789e3abe
  • VirusTotal: scan report (1 of 67: DeepInstinct, a machine-learning engine, with no
    named threat; it has flagged the mod's DLL before), and Windows Defender finds nothing.

If you have 0.1.6 or later, the launcher offers this update by itself (or use "Check now" on the Checks and log
tab). Otherwise unzip over the old folder or anywhere new, and run EternalVR.Launcher.exe. Your launcher
settings carry over.

What's new

  • A prompt that comes up right after a cutscene or a load ("[A] TO DISMISS") could get stuck: VR took it
    for a menu screen, so A clicked instead of sending the Space it was waiting for. In a level, a prompt you
    didn't open yourself is now treated as a popup, so A and X send that Space. This matches what a player's
    log showed, but I couldn't get one of these prompts to come up on my test PC, so I haven't seen the fix
    work in the game yet.
  • In a popup your jump button now sends Space too, wherever jump is: a button you moved it to in the
    controls editor, or the left trackpad click on Vive wands (which had no button that sent Space in popups
    before).
  • If a prompt still won't close: bring the game's window to the front on your desktop (click its title bar
    or its taskbar button, or Alt+Tab to it), press Space on the keyboard, then click Export report...
    after the session. The log now says which window was in front when the prompt came up.
  • Thumb-rest wheel: when your thumb leaves the rest for its own stick or buttons while you were already pushing
    the other stick, that push goes back to the game as a turn if it began up to 0.05 s before the thumb left.
    That window was a frame short before (about 0.033 s at 90 Hz); it is now the full 0.05 s at any frame rate.
  • Thumb-rest wheel: a quick tap of the move stick while the mod waits to see if your thumb is really on the
    rest now moves you for one frame once that's decided. Before, only the turn stick got its tap back and the
    move tap was dropped.
  • Thumb-rest wheel: a push that lands exactly on the 0.05 s or 0.1 s limit now always counts as inside it.
    Before, rounding decided it at frame rates where a limit falls exactly on a frame (60 Hz and 80 Hz, for
    example).
  • The roadmap now shows what has
    shipped, and in which version.

Known issues

  • The prompt fix and the thumb-rest changes were checked with automated tests on my test PC, not yet in a
    headset. With the thumb-rest wheel off (the default), the thumb-rest changes do nothing.
  • Parallel Eye Rendering is still highly experimental and off by default. The full list is under "Parallel Eye
    Rendering" in KNOWN-ISSUES.

The full list is in
KNOWN-ISSUES.

Feedback

Bugs: GitHub Issues (the launcher's
Export report... makes a zip to attach). Ideas and questions:
Discussions.