TECH DEMO v0.9.0-test1: two-handed weapon handling
Pre-releaseTECH DEMO, not a release
This exists to show one thing: two-handed motion control of the weapon, in a third-person
game, on a closed engine, driving the game's own weapon.
It has not been confirmed in a headset. If you just want to play, use
v0.8.5-alpha,
which is the current stable release. Do not install this over a working setup unless you want to
try the two-handed handling and are willing to put v0.8.5 back.
It does carry every crash fix from v0.8.1 through v0.8.5. It has not been tested against the
two startup crashes still open as issues #2 and #3; if you are one of those reporters, this is
not a fix for you.
What is being demonstrated
The weapon is held in two hands.
- Your rear hand sets where the weapon is.
- Your front hand sets where it points. The weapon aims down the line between your hands,
the way a long gun actually works. - Twisting your wrist rolls the weapon about its own barrel.
- Front-hand authority fades in with hand separation, so bringing your hands together does not
make the muzzle swing wildly. It degrades to one-handed rather than to garbage. - The weapon can now sit in your fist rather than at the model's origin, and the handguard
can land in your front hand, both tunable from inside the headset.
This is the game's own weapon, not an overlay. It is placed by writing the bone the engine mounts
the weapon on, so the model, the muzzle and the collision all move together.
Why this was supposed to be hard
Wildlands is third person. There is no first-person arms rig to drive, no hand bones intended for
player control, and no engine source. The mod has to place a weapon on a skeleton that a
third-person animation system is actively posing, every frame, and lose the argument gracefully if
it ever gets it wrong.
The project this is ported from implements the same class of VR mod for three other games on this
engine family and does not attempt motion-controlled weapons on any of them.
What is honestly still missing
Bullets follow your gaze, not the gun. Aim down sights to shoot accurately. This is the last
big piece and it is what the next work is about.
The previous approach to it shipped disabled, because it was proven a dead end by construction
rather than by tuning: it steered the game's aim onto the barrel, but in this engine the aim is
the camera, so both sides of the error moved together and it could never settle. It saturated
against its own safety clamp and injected forever. The replacement route is identified.
Also missing: no IK arms, so the gun can look detached from the body. No hand presence, no gesture
reloads, no mag changes.
Two other things fixed here
The gun no longer judders when you move. The weapon is placed relative to the game camera's
position, and the VR first-person feature writes that same camera position several times per frame,
so the weapon was placed from a value the mod was itself editing. Measured standing still, the two
answers it landed between were 1.9 metres apart. It now reads a copy taken once per frame,
before the mod touches anything.
You can tune from inside the headset. Insert cycles which setting is live, Page Up and
Page Down step it, Delete resets it, and every press logs what it changes. Settings judged by
feel while moving cannot honestly be tuned in a text editor with the headset off.
Solo campaign only. Never co-op, PvP, or matchmaking.
INSTALL.txt in the zip has step-by-step install instructions, the required graphics settings, the
full key list, and an honest section on why your antivirus will flag the DLL.