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Releases: Brobert-in-aus/darktide-vr
Release list
0.3.0-alpha.2
Changes
Since 0.3.0-alpha.1. A compatibility release for the game's 1.13 update,
with a few small fixes.
Game update
- Darktide 1.13 is supported: 1.13.1 and the 7 October update, 1.13.2.
Darktide VR Mode.batrecognises the updated executable and patches it;
0.3.0-alpha.1 refused it. Every game update also switches the mod loader
off: run the mod loader'stoggle_darktide_mods.batfirst, then the
batch file, and choose VR mode. - Your calibrated height reaches your character again. The game moved where
a character's height is kept, and the mod was reading the old place. - The new live-event progress screen can be pointed at and clicked.
- The end screen's match rating and statistics buttons, and the inventory's
statistics buttons, show a controller prompt instead of "[Unbound]". - Zealot throwing knives leave from your hand again; the update had moved
them to a different weapon action. - The tutorial's control hints follow a remapped control again.
Changed
- "Teammate status above teammates" (experimental) no longer hides the team
panel on the HUD. Instead it hides the game's own name above each
teammate, so a teammate's head carries one name, not two.
Fixed
Darktide VR Mode.batno longer stops with an error on a game build it
does not know. Flat mode in particular always works, so a game update can
never leave you unable to switch the mod off.- Switching modes no longer saves a damaged or reset settings file over the
stored copy of that mode's settings, and with this mod the only entry in
the mod load order, Flat mode no longer fails part-way. - The viewer no longer closes when the headset is put down on the floor
while still tracked. - A fault in the servo skull code is forgiven at the next level instead of
switching the skull features off until the game restarts, and a skull
whose throw is interrupted (a menu opening, the option switched off) is
put back as it was. - Crouching moves your view down again. The view sat at your calibrated
standing height whatever the character did; it now follows the game's
crouch, slide and knocked-down heights in proportion. - Cancel matchmaking works in the Mourningstar: pull both triggers, as on a
gamepad. It had no controller binding in VR. - The first load into the Mourningstar after a game update no longer
stalls as long: the mod was writing every new shader the game compiled to
disk, a diagnostic left switched on. That stall was long enough for the
server to disconnect you (error 2021). - Less work every frame: the pass that decides which parts of your character
are drawn was running every frame instead of once a second.
Install
Extract the archive into the Darktide game folder (the one with binaries, bundle and mods), so that mods\darktidevr sits beside mods\dmf. Run the mod loader's toggle_darktide_mods.bat if the game has updated since you last enabled mods, then run mods\darktidevr\Darktide VR Mode.bat with Darktide closed and choose VR mode. Launch through Steam. Updating from an earlier version: extract over it and choose VR mode again. Requires the Darktide Mod Loader and Darktide Mod Framework; tested on a Quest 3 through Virtual Desktop (VDXR).
Archive
darktidevr-0.3.0-alpha.2-4efdd3369405.zip, 9,430,291 bytes- Built from
4efdd3369405ecda565027f894a03de949da9dad - SHA-256
4E7B66C4601A37BC5830CAEDF6F5E60677978F9DB62B4BBBD7C53E433FCE62DD
Darktide VR 0.3.0-alpha.1
Very early alpha of native stereo VR for Warhammer 40,000: Darktide through OpenXR (built and tested on a Quest 3 with Virtual Desktop / VDXR).
Changes
Since 0.2.0-alpha.1. Everything called experimental is off until you turn it
on in the mod's settings; the rest applies to everyone.
New experimental options
- Full body. A copy of your character stands where you do, scaled from
your calibration, its legs running the game's own walk and run animation
and its arms solved to your controllers: look down and you see your own
body rather than a pair of floating hands. It takes a few seconds to
appear and it spawns a second copy of your character, so expect a
frame-rate cost. Not in the Mourningstar. - Grab and throw the servo skull. With the flamethrower skull talented,
it hovers at your off-hand side. Reach out and grip it and it locks to
your palm where you took it and turns with your hand; let go with a
target marked and it leaves your hand on your throw's arc, whichever way
you threw, before turning for the target. Its cone attack faces where the
preview showed. All your skulls now keep their place as you glance
around, swing after you when you turn, and move up to 30 cm ahead of you
as you run. - Item radial at your hand. Hold the carried-items control and your
item, stim and device appear at your off hand; flick the stick to one to
take it. A plain tap still cycles as it always did. - Push to talk with a hand at your mouth. Bring your off hand up in
front of your mouth to open your microphone and take it away to close it.
The hand buzzes faintly while it is open. - Weapon charge display. A melee weapon's special charges as a count, as
the HUD's bars, or neither, drawn beside the weapon. - Aim zoom. The world comes a little closer while you aim down the
sights, eased in and out: 5 per cent by default, 0 to 30, 0 to turn it off.
New shortcut
- F8, in the Psykhanium: a mirror. A copy of your character stands a
few paces in front of you, fixed in the world where you summoned it, its
head on your headset, its fingers matching yours and your wielded weapon
in its reflected hand, so you can see what everyone else sees. Press again
to remove it.
Fixed
- Loading screens and menus no longer turn against your head or compress
when Virtual Desktop's FOV tangent is below 100 per cent. The viewer now
draws them itself, from the same eye poses and field of view as the world. - The aim-down-sights focus vignette now appears at all. It had been painted
into one of several images and its darkening fell outside what the headset
can see, so it has never been visible since it was built. - A stick flick with the item radial or the communication wheel open no
longer also fires the stick's own binding, which showed up as a weapon
switch. - The slivers of neighbouring displays beside the ammo count and the charge
display are gone, and text on the hand displays is fitted to its space
instead of spilling out of it. Both came from Virtual Desktop's FOV
tangent making the eye image, and so every display's cell, smaller. - The ammo count and the charge display sit to the left of the weapon, clear
of the holstered one. - Servo skulls sit on the sides they should, and no longer flicker as you
move. - The neutral eye position the view is built from is measured correctly
wherever your character happens to be facing when you enter a level. - Your view stands at the eye height from your calibration when a level
loads and after a recenter. It stood about 27 cm too high before, on the
game's own camera point, whatever your calibration said. - The view, your hands and your weapon move smoothly every frame rather
than stepping at the game's fixed update rate; anything drawn on the
body, cloth and lenses included, stops wobbling with them. - The item radial stays open while you hold its control with a gun out, and
reaching for an interaction works again while a weapon is wielded. - The push-to-talk zone at your mouth is a third smaller, so it no longer
opens with a hand merely near your face.
Known issues
- Cloth on the full body can jiggle.
- The full body's feet follow the animation, not the floor, on slopes and
steps. - The F8 mirror's legs are not mirrored left for right.
- A skull thrown away from its target arrives a moment after the real
attack begins there.
Built, tried and withdrawn
- Reach to interact and inspect by bringing the weapon up: reach is
impractical (a hand's reach is far shorter than the game's interaction
distance) and inspecting is pointless when you can already turn the weapon
in your hands. Tag what your off hand points at did not work reliably
worn. All three are out of the menu and their saved values are ignored.
For tinkerers
darktidevr_gpu_process_priority.flag(above_normal,highor
realtime) asks Windows for that GPU scheduling class for the game, and
darktidevr_queue_priority.flagasks for its D3D12 queues at high
priority. Measured in the Hub on 16 September, neither showed a repeatable
gain. Nothing changes without the file.
Install
Extract the zip into the Darktide game folder (the one with binaries, bundle and mods), run mods\darktidevr\Darktide VR Mode.bat with Darktide closed and choose VR mode, then launch through Steam. Updating from an earlier alpha: extract over it and choose VR mode again. Requires the Darktide Mod Loader and Darktide Mod Framework. Read USER-GUIDE.md in the mod folder, including its known limits.
Archive
darktidevr-0.3.0-alpha.1-e2861b5cb045.zip, built frome2861b5- SHA-256
55880A2CFB978EE21609673AD8A3AFC8ABC0CBCD9F0C87108E903FFC3F046D19
Darktide VR 0.2.0-alpha.1
Very early alpha of native stereo VR for Warhammer 40,000: Darktide through OpenXR (built and tested on a Quest 3 with Virtual Desktop / VDXR).
Changes
Fixes:
- Closing the game in VR mode no longer crashes it on the way out.
- The headset view no longer goes dark when a level finishes loading (for
example entering the Psykhanium), and the headset viewer no longer crashes
at level load. If the headset viewer ever fails during play, the game starts
it again. - Taking the headset off until it sleeps and putting it back on brings the
view back. - The crosshair sits closer to a gun's iron sights (it was up and to the left
of them). Guns other than the galvanic rifle are corrected after about a
second of aiming down their sights. - The galvanic rifle no longer shows a stray round, cartridge case or clip at
the grip outside reloads. - Flamethrower streams, chain lightning, the force sword's wind slash and the
shield's windup glow start from the weapon in your hand. - If a crash wipes the game's settings, run
Darktide VR Mode.batand choose
4 to restore the last good copy; the mod keeps one from every launch.
New option:
- "Cancel weapon sway (%)" (default 0): removes the game's artificial weapon
sway from your shots, so only your own hands' steadiness counts. Recoil and
spread are unchanged.
Experimental features (Mod Options, Darktide VR, Experimental features; all
off by default):
- Two-hand support: press grip with your off hand anywhere on a gun, from just
ahead of your gun hand to the muzzle, to steady it with both hands; available
as soon as the gun is drawn. The glove slides onto the foregrip and the
controller ticks as soon as your hand is on the gun, grip can be a hold or a toggle, and it holds through
reloads and bashes. The gun follows the line between your hands, so turning
your gun wrist does not swing the barrel off your front hand. "While
gripping" in the controller bindings gives actions their own controls while
you hold the gun. - Virtual stock: bring a two-handed rifle's butt to your shoulder and it rests
there. - Aim down sights by raising the gun: bring the sights to your eye to aim down
them. Works for the galvanic rifle straight away, and for other guns once
you have aimed down their sights with the button. - Weapon hand holsters: small models of your other weapon, stim, carried item
and device above your gun hand's forearm; reach in with the other hand and
press grip to equip. The one your hand is in grows and ticks (and shows its
name with "Holster labels" on), the weapon shows its ammo or charges beneath
it, and they hide while you two-hand or aim down sights. Your hand counts as
soon as your fingertips reach a model, a grip pressed just before your hand
arrives or just after it has passed through still counts, and pressing grip
on the item you are already holding gives a double tap and does nothing
else. - Wrist display: health, toughness and stamina bars with their numbers in your
off-hand glove's cuff, drawn in front of everything, with a size slider. Not
shown in the hub. - Teammate status above teammates: each teammate's name, toughness and health
float above their head at a readable size, with DOWNED, NETTED and similar
when they need help; their panels leave the team HUD while it is on. - Ammo count at the hand: clip and reserve on the gun, beside the receiver,
instead of on the HUD panel, fading from white to red as they run down, with
a ring that fills while reloading. It draws in front of the hand, gun and
scene. Heat shows as a percentage, and melee
weapons with special charges (such as the Skitarius arc maul) show their
charges. - Controller vibration, Informative or Immersive, with a strength slider:
grip and holster feedback, empty clip, reload finished, low ammo, damage,
knockdown, blocks, stamina, ability recharge, heat, peril and charge, heavy
attack ready, melee specials, finished interactions and menu ticks, and in
Immersive every shot (by weapon), melee hit and push.
Install
Extract the zip into the Darktide game folder (the one with binaries, bundle and mods), run mods\darktidevr\Darktide VR Mode.bat with Darktide closed and choose VR mode, then launch through Steam. Updating from an earlier alpha: extract over it and choose VR mode again. Requires the Darktide Mod Loader and Darktide Mod Framework. Read USER-GUIDE.md in the mod folder, including its known limits.
Archive
darktidevr-0.2.0-alpha.1-d6d0e9081ce7.zip, built fromd6d0e90- SHA-256
619242F2D2E6B782BF72D411004A3A85F0CF531EC90E526930A1E73DB4BCB564
Darktide VR 0.1.0-alpha.3
Very early alpha of native stereo VR for Warhammer 40,000: Darktide through OpenXR (built and tested on a Quest 3 with Virtual Desktop / VDXR).
Changes
- Menu hotkeys that only had a keyboard key now use controller buttons: E is
Y, Q is X. On the end of mission screen the right trigger continues and Y
votes to merge strike teams. No menu prompt shows a keyboard key any more. - The survival-mode buff choice opens on the menu panel: point at a buff and
hold the right trigger to pick it. - Holding the right trigger skips cutscenes and videos again.
- Fixed a crash at the end of a mission.
- A button that selects several items steps through them in turn: device
(auspex scanner) first, then ammo crate and stim, then back to the weapon
if quick wield is on the same button. The default Y brings out the scanner
and cycles on to your carried items. - Chat shows on the HUD panel at the HUD's size, including when Custom HUD
had saved a position for it. - Every weapon and item aims with the same pitch, so the crosshair no longer
jumps when switching between guns, melee, staffs and blitz. The option is
now "Aim pitch angle" (default -10). - The auspex scan hologram sits on the scanner in your hand instead of
floating in the air. - Weapon charge meters (such as the Skitarii shock maul's) stay put on the HUD
panel instead of moving against your head.
Install
Extract the zip into the Darktide game folder (the one with binaries, bundle and mods), run mods\darktidevr\Darktide VR Mode.bat with Darktide closed and choose VR mode, then launch through Steam. Updating from alpha.2: extract over it and choose VR mode again. Requires the Darktide Mod Loader and Darktide Mod Framework. Read USER-GUIDE.md in the mod folder, including its known limits.
Archive
darktidevr-0.1.0-alpha.3-8bc59403fcd8.zip, built from8bc5940- SHA-256
F809E292894F75C9BF7377C3C361D668357B3496A6FB1C5FE428C8790159EC73
Darktide VR 0.1.0-alpha.2
Very early alpha of native stereo VR for Warhammer 40,000: Darktide through OpenXR (built and tested on a Quest 3 with Virtual Desktop / VDXR).
Changes
- Experimental keyboard and mouse mode (Mod Options, Experimental features):
play seated with keyboard and mouse while the headset shows the game. The
mouse aims within a deadzone and turns the view past its edge, with
options for horizontal-only mouselook, the deadzone size, a recentre key
and disabling the controllers. - World markers, nameplates and interaction popups draw in world space in
stereo, in front of the scene, at their stock size and layout (option
"World-surface markers" under Experimental features, on by default). - The Skitarii servo-skull companion is visible to its owner.
- Cutscenes and videos skip by holding the right trigger.
- Either trigger continues past the title screen.
- The player no longer appears twice in cutscenes.
- The menu button no longer acts as back (B does), so Virtual Desktop's
double tap works in menus. - Calibrated height is kept when a character is created or selected.
- HUD panel on/off option in the VR settings.
- Crouch moves to X and carried items to Y, so the thumb can roll from the
stick onto crouch to slide while sprinting. Saved bindings follow only if
crouch and carried items were still on their old buttons; changed layouts
are kept. - Chat, the notification feed and the other always-on elements show on the
HUD panel. - Entering the Psykhanium no longer crashes the game.
- The menu pointer shows its cyan ring-and-cross target at the laser's hit.
- In the third-person hub, opening a menu while moving no longer moves the
camera.
Install
Extract the zip into the Darktide game folder (the one with binaries, bundle and mods), run mods\darktidevr\Darktide VR Mode.bat with Darktide closed and choose VR mode, then launch through Steam. Updating from alpha.1: extract over it and choose VR mode again. Requires the Darktide Mod Loader and Darktide Mod Framework. Read USER-GUIDE.md in the mod folder, including its known limits.
Archive
darktidevr-0.1.0-alpha.2-45bb9adb6396.zip, built from45bb9ad- SHA-256
1855B20F411FA4554F1BD54353BCC1E9F732BD9E672019F5DAE868061F35DFBB