Skip to content

Releases

Halo MCC VR - Launcher and Controls Revamp Build 4

Choose a tag to compare

Halo MCC VR - Launcher and Controls Revamp Build 4

Warning

Windows Security may block the launcher as a "Trojan". Windows Security (Microsoft Defender) has been flagging HaloMCCVRLauncher.exe as Trojan:Script/Wacatac.H!ml or Trojan:Win32/Wacatac.C!ml (sometimes Trojan:Win32/Bearfoos.B!ml), and removes or blocks it. These are false alarms: the !ml at the end means a machine-learning guess, not a known virus. The launcher isn't code-signed, and it downloads updates and loads the VR mod into the game, which are things malware does too.

To get past it:

  1. Open Windows Security > Virus & threat protection > Protection history, open the entry for the Halo MCC VR file, and choose Actions > Allow on device (or Restore).
  2. You may need to do this a couple of times. Defender can flag the same launcher again under a different Wacatac name (for example .H!ml, then .C!ml). Allow each entry that names a Halo MCC VR file.
  3. If files are missing afterwards, extract the ZIP again. When Windows Security quarantined a file, allowing it doesn't always put it back in the folder. Once you've allowed the entries, extract the release ZIP again (or reinstall) so every file is there.

Allowing goes by the detection's name, so it also lets other files with that name through. To allow only the mod instead, add folder exclusions under Virus & threat protection > Manage settings > Exclusions for the folder you extracted the launcher to and for your Halo_MCC_VR folder, then restore the file from Protection history.

We're not the only ones. Defender's machine learning regularly flags VR mods that load into games, Wacatac in particular:

  • UEVR: Defender has flagged its uevrinjector.exe as Trojan:Win32/Wacatac.H!ml, the same name we see (UEVR issue #79).
  • REFramework, praydog's framework behind his RE Engine VR mods: its dinput8.dll has been flagged as Trojan:Win32/Wacatac.B!ml (Steam discussion).
  • FS25VR, the Farming Simulator 25 VR mod: its author calls its Wacatac warning "a false positive from Microsoft's machine-learning scanner, which distrusts VR injectors in general" (release notes).
  • Microsoft explains false positives and how to report them in its own documentation: Address false positives in Microsoft Defender and how Defender names detections.

We're working on it. From Build 4 the part that loads the mod into the game is a small program of its own, HaloMCCVRInject.exe, so the launcher that downloads updates no longer does it. If Defender flags the loader instead, the steps above are the same. We're reporting these files to Microsoft and looking into code signing; that will take a bit of time. More help: Antivirus flags the launcher.

A community test build, not an official Halo MCC VR release: moistman42069's main plus the work
below, shared ahead of an upstream pull request.

Report problems with this build on this fork, not on the upstream project or to Project Reclaimer.

Halo MCC VR with Project Reclaimer! That means we finally have public, matchmade VR crossplay with NonVR players!
In heavier servers with a lot of players, I highly recommend running the game in Mono mode, as it's the easiest way to get back a lot of frames.

image

https://youtu.be/6E8Lm-P2LQY

https://youtu.be/0fwsnarAVTo

This build is not made by or affiliated with the Project Reclaimer team.
Project Reclaimer runs MCC's own games, so you still need MCC installed.

Please report issues in the discord!
https://discord.com/channels/747967102895390741/1546190376405049415

New in Build 4

  • The mod is loaded into the game by a small program of its own, HaloMCCVRInject.exe, next to the mod's DLL.
    The launcher, which downloads updates, no longer does it itself. It only loads the mod's own files, and only into
    MCC or Project Reclaimer. If antivirus blocks it, the launcher says so in plain words.
  • The controls summary beside F1 > Controls lists Project Reclaimer's buttons at your head: A or B near your head
    to vote yes or no, Y for the scoreboard and X for voice chat.
  • The launcher shows Project Reclaimer's real version. v0.10.1 was shown as v0.10.0, with a warning that the mod
    hadn't been run with it.

New in Build 3

  • The launcher's updater no longer behaves like malware. Some antivirus, including Windows Security, flagged
    Build 1 and Build 2's launcher as a threat (Trojan:Win32/Bearfoos.A!ml, a machine-learning false alarm). The
    updater now unpacks a release and replaces itself without starting any other program, and every program and DLL
    of the mod carries its own version information.
  • If antivirus still blocks a file, the launcher says which one and why, instead of a bare error, and links
    a page on checking the download and letting it through.
  • Updating from Build 1 or Build 2: their launchers still update the old way. If your antivirus stops that update,
    download Halo-MCC-VR-Launcher-And-Controls-Revamp-Build-4-Launcher.zip from this page, extract it, run its
    HaloMCCVRLauncher.exe and press INSTALL THIS DOWNLOAD. Updates after Build 3 use the new way.

Fixed in Build 2

  • Project Reclaimer v0.10.0 could stay a flat screen with no head tracking when the mod couldn't find MCC's
    Halo 3 files. It now looks in every usual place: next to the mod's folder, Reclaimer's own log, your Steam
    libraries, and the Microsoft Store / Xbox app install.
  • On Project Reclaimer v0.10.0, clicking the left stick paused the game instead of switching grenades.
  • The controls summary beside F1 > Controls shrinks to fit, so its Gestures list is no longer cut off.

Everything below is unchanged since Build 1.

New in Launcher and Controls Revamp Build 1

Project Reclaimer v0.10.0 (experimental)

From v0.10.0, Project Reclaimer runs its own rebuilt copy of Halo 3. This build brings the VR mod to it: stereo,
aiming with your hand, the gun in your hand, the reticle, the motion tracker, first-person vehicles, dual-wielding and
your HUD layout all work there. Some features don't work there yet (see Known limits), and the
launcher marks v0.10.0 and later as experimental.

Controls, rebuilt

F1 > Controls is now one place for your whole control scheme.

  • A new Default control scheme, built for responsive zooming and fewer stick clicks:

    • The support trigger depends on your grip. It zooms when your support hand holds the gun, uses equipment
      when you grip nothing, and throws a grenade when you aren't gripping.
    • Gesture melee is on, but only when you punch a controller in a direction while holding its grip.
    • Other buttons: B reloads and uses, X uses equipment, and the stick clicks melee and switch grenades.

    The previous scheme is still there as Legacy Default (the game's own buttons, VR Mappings off).

  • Controls presets: save your controls under a name, switch between them, and share them. A preset holds your
    buttons, turning, movement, roomscale, controller vibration, left-handed play, two-handed aiming, gestures, and
    reload and holsters (including where they sit on you), but not your weapon aim. Presets are files in the
    Controls Presets folder beside halomccvr.cfg, so you can hand them to a friend. F1 > Controls > Controls preset.

  • VR Mappings rows take more than one input. Each action lists its inputs, and any of them presses it. An input
    can be a combination of up to three controls, with options of its own:

    • Required Held Input: controls that must already be held, like grip + trigger.
    • Activation Mode: Hold, or Toggle.
  • Every MCC control has a row, so you can bind anything the game has. The ones you don't set stay on
    Automatic, the game's own button.

  • A diagram of your controllers sits beside the Controls page and updates live as you change your mappings.

  • The right stick does more:

    • Down toggles crouch, in every game.
    • Up uses equipment in Halo 3, the armor ability in Reach, VISR in ODST, and sprints in Halo 4.

    These are ordinary inputs on the Crouch row and that action's row, so you can remove or move them.

  • In vehicle seats in Reach and Halo 4, primary grip and right-stick click switch weapons.

  • Copy one game's mappings to every game with one button.

  • Jetpack on a double jump in Halo 4 and Reach. Jump, then press jump again in the air to fire the jetpack. This
    uses MCC's own option for it, which is off unless you've turned it on: switch it on in MCC's settings for each of
    those games.

  • Gesture melee tells a strike from a fast aim, so flicking your gun around no longer punches, and it doesn't
    fire while you're in a seat.

  • In Forge, as the Monitor, your controllers work as a plain gamepad.

A new launcher

  • Choose where updates come from: 02 / Release Updates lists the releases of the official project,
    Nitsujack's or Godoy's builds. Pick one and press INSTALL to switch to it. You can reinstall the version you
    already have, too.
  • The launcher can update itself alon...
Read more

Halo MCC VR - Launcher and Controls Revamp Build 3

Choose a tag to compare

Halo MCC VR - Launcher and Controls Revamp Build 3

Warning

Windows Security may block the launcher as a "Trojan". Windows Security (Microsoft Defender) is currently flagging HaloMCCVRLauncher.exe as Trojan:Script/Wacatac.H!ml or Trojan:Win32/Wacatac.C!ml (sometimes Trojan:Win32/Bearfoos.B!ml), and removes or blocks it. These are false alarms: the !ml at the end means a machine-learning guess, not a known virus. The launcher isn't code-signed, and it downloads updates and loads the VR mod into the game, which are things malware does too.

To get past it:

  1. Open Windows Security > Virus & threat protection > Protection history, open the entry for the Halo MCC VR file, and choose Actions > Allow on device (or Restore).
  2. You may need to do this a couple of times. Defender can flag the same launcher again under a different Wacatac name (for example .H!ml, then .C!ml). Allow each entry that names a Halo MCC VR file.
  3. If files are missing afterwards, extract the ZIP again. When Windows Security quarantined a file, allowing it doesn't always put it back in the folder. Once you've allowed the entries, extract the release ZIP again (or reinstall) so every file is there.

Allowing goes by the detection's name, so it also lets other files with that name through. To allow only the mod instead, add folder exclusions under Virus & threat protection > Manage settings > Exclusions for the folder you extracted the launcher to and for your Halo_MCC_VR folder, then restore the file from Protection history.

We're not the only ones. Defender's machine learning regularly flags VR mods that load into games, Wacatac in particular:

  • UEVR: Defender has flagged its uevrinjector.exe as Trojan:Win32/Wacatac.H!ml, the same name we see (UEVR issue #79).
  • REFramework, praydog's framework behind his RE Engine VR mods: its dinput8.dll has been flagged as Trojan:Win32/Wacatac.B!ml (Steam discussion).
  • FS25VR, the Farming Simulator 25 VR mod: its author calls its Wacatac warning "a false positive from Microsoft's machine-learning scanner, which distrusts VR injectors in general" (release notes).
  • Microsoft explains false positives and how to report them in its own documentation: Address false positives in Microsoft Defender and how Defender names detections.

We're working on it. We're reporting these files to Microsoft and looking into ways to get Defender's machine learning to treat our files as safe, such as code signing and keeping the part that loads the mod in a separate, unchanging file. That will take a bit of time. More help: Antivirus flags the launcher.

A community test build, not an official Halo MCC VR release: moistman42069's main plus the work
below, shared ahead of an upstream pull request.

Report problems with this build on this fork, not on the upstream project or to Project Reclaimer.

Halo MCC VR with Project Reclaimer! That means we finally have public, matchmade VR crossplay with NonVR players!
In heavier servers with a lot of players, I highly recommend running the game in Mono mode, as it's the easiest way to get back a lot of frames.

image

https://youtu.be/6E8Lm-P2LQY

https://youtu.be/0fwsnarAVTo

This build is not made by or affiliated with the Project Reclaimer team.
Project Reclaimer runs MCC's own games, so you still need MCC installed.

Please report issues in the discord!
https://discord.com/channels/747967102895390741/1546190376405049415

New in Build 3

  • The launcher's updater no longer behaves like malware. Some antivirus, including Windows Security, flagged
    Build 1 and Build 2's launcher as a threat (Trojan:Win32/Bearfoos.A!ml, a machine-learning false alarm). The
    updater now unpacks a release and replaces itself without starting any other program, and every program and DLL
    of the mod carries its own version information.
  • If antivirus still blocks a file, the launcher says which one and why, instead of a bare error, and links
    a page on checking the download and letting it through.
  • Updating from Build 1 or Build 2: their launchers still update the old way. If your antivirus stops that update,
    download Halo-MCC-VR-Launcher-And-Controls-Revamp-Build-3-Launcher.zip from this page, extract it, run its
    HaloMCCVRLauncher.exe and press INSTALL THIS DOWNLOAD. Updates after Build 3 use the new way.

Fixed in Build 2

  • Project Reclaimer v0.10.0 could stay a flat screen with no head tracking when the mod couldn't find MCC's
    Halo 3 files. It now looks in every usual place: next to the mod's folder, Reclaimer's own log, your Steam
    libraries, and the Microsoft Store / Xbox app install.
  • On Project Reclaimer v0.10.0, clicking the left stick paused the game instead of switching grenades.
  • The controls summary beside F1 > Controls shrinks to fit, so its Gestures list is no longer cut off.

Everything below is unchanged since Build 1.

New in Launcher and Controls Revamp Build 1

Project Reclaimer v0.10.0 (experimental)

From v0.10.0, Project Reclaimer runs its own rebuilt copy of Halo 3. This build brings the VR mod to it: stereo,
aiming with your hand, the gun in your hand, the reticle, the motion tracker, first-person vehicles, dual-wielding and
your HUD layout all work there. Some features don't work there yet (see Known limits), and the
launcher marks v0.10.0 and later as experimental.

Controls, rebuilt

F1 > Controls is now one place for your whole control scheme.

  • A new Default control scheme, built for responsive zooming and fewer stick clicks:

    • The support trigger depends on your grip. It zooms when your support hand holds the gun, uses equipment
      when you grip nothing, and throws a grenade when you aren't gripping.
    • Gesture melee is on, but only when you punch a controller in a direction while holding its grip.
    • Other buttons: B reloads and uses, X uses equipment, and the stick clicks melee and switch grenades.

    The previous scheme is still there as Legacy Default (the game's own buttons, VR Mappings off).

  • Controls presets: save your controls under a name, switch between them, and share them. A preset holds your
    buttons, turning, movement, roomscale, controller vibration, left-handed play, two-handed aiming, gestures, and
    reload and holsters (including where they sit on you), but not your weapon aim. Presets are files in the
    Controls Presets folder beside halomccvr.cfg, so you can hand them to a friend. F1 > Controls > Controls preset.

  • VR Mappings rows take more than one input. Each action lists its inputs, and any of them presses it. An input
    can be a combination of up to three controls, with options of its own:

    • Required Held Input: controls that must already be held, like grip + trigger.
    • Activation Mode: Hold, or Toggle.
  • Every MCC control has a row, so you can bind anything the game has. The ones you don't set stay on
    Automatic, the game's own button.

  • A diagram of your controllers sits beside the Controls page and updates live as you change your mappings.

  • The right stick does more:

    • Down toggles crouch, in every game.
    • Up uses equipment in Halo 3, the armor ability in Reach, VISR in ODST, and sprints in Halo 4.

    These are ordinary inputs on the Crouch row and that action's row, so you can remove or move them.

  • In vehicle seats in Reach and Halo 4, primary grip and right-stick click switch weapons.

  • Copy one game's mappings to every game with one button.

  • Jetpack on a double jump in Halo 4 and Reach. Jump, then press jump again in the air to fire the jetpack. This
    uses MCC's own option for it, which is off unless you've turned it on: switch it on in MCC's settings for each of
    those games.

  • Gesture melee tells a strike from a fast aim, so flicking your gun around no longer punches, and it doesn't
    fire while you're in a seat.

  • In Forge, as the Monitor, your controllers work as a plain gamepad.

A new launcher

  • Choose where updates come from: 02 / Release Updates lists the releases of the official project,
    Nitsujack's or Godoy's builds. Pick one and press INSTALL to switch to it. You can reinstall the version you
    already have, too.
  • The launcher can update itself along with the mod: tick Update this launcher from the selected release.
  • VR SETTINGS opens the VR menu on your desktop. While a game is running, it's that game's live menu.
  • External Mods holds Project Reclaimer on its own tab.
  • Credits for everyone who has worked on the mod, plus Troubleshooting and Discord links.

The VR menu

  • Search every setting from the box at the top of the menu, descriptions included. Pick a result to jump to it.
  • The menu stays where it opens. It appears in front of you, stays put in the room, and comes back in front of
    you each time you open it.
  • Pages reorganised: Controls holds exactly what a controls preset saves. Vehicle cameras and the Vehicle Seat View
    have their o...
Read more

Halo MCC VR - Launcher and Controls Revamp Build 2

Choose a tag to compare

Halo MCC VR - Launcher and Controls Revamp Build 2

A community test build, not an official Halo MCC VR release: moistman42069's main plus the work
below, shared ahead of an upstream pull request.

Report problems with this build on this fork, not on the upstream project or to Project Reclaimer.

Halo MCC VR with Project Reclaimer! That means we finally have public, matchmade VR crossplay with NonVR players!
In heavier servers with a lot of players, I highly recommend running the game in Mono mode, as it's the easiest way to get back a lot of frames.

image

https://youtu.be/6E8Lm-P2LQY

https://youtu.be/0fwsnarAVTo

This build is not made by or affiliated with the Project Reclaimer team.
Project Reclaimer runs MCC's own games, so you still need MCC installed.

Please report issues in the discord!
https://discord.com/channels/747967102895390741/1546190376405049415

Fixed in Build 2

  • Project Reclaimer v0.10.0 could stay a flat screen with no head tracking when the mod couldn't find MCC's
    Halo 3 files. It now looks in every usual place: next to the mod's folder, Reclaimer's own log, your Steam
    libraries, and the Microsoft Store / Xbox app install.
  • On Project Reclaimer v0.10.0, clicking the left stick paused the game instead of switching grenades.
  • The controls summary beside F1 > Controls shrinks to fit, so its Gestures list is no longer cut off.

Everything below is unchanged from Build 1.

New in Launcher and Controls Revamp Build 1

Project Reclaimer v0.10.0 (experimental)

From v0.10.0, Project Reclaimer runs its own rebuilt copy of Halo 3. This build brings the VR mod to it: stereo,
aiming with your hand, the gun in your hand, the reticle, the motion tracker, first-person vehicles, dual-wielding and
your HUD layout all work there. Some features don't work there yet (see Known limits), and the
launcher marks v0.10.0 and later as experimental.

Controls, rebuilt

F1 > Controls is now one place for your whole control scheme.

  • A new Default control scheme, built for responsive zooming and fewer stick clicks:

    • The support trigger depends on your grip. It zooms when your support hand holds the gun, uses equipment
      when you grip nothing, and throws a grenade when you aren't gripping.
    • Gesture melee is on, but only when you punch a controller in a direction while holding its grip.
    • Other buttons: B reloads and uses, X uses equipment, and the stick clicks melee and switch grenades.

    The previous scheme is still there as Legacy Default (the game's own buttons, VR Mappings off).

  • Controls presets: save your controls under a name, switch between them, and share them. A preset holds your
    buttons, turning, movement, roomscale, controller vibration, left-handed play, two-handed aiming, gestures, and
    reload and holsters (including where they sit on you), but not your weapon aim. Presets are files in the
    Controls Presets folder beside halomccvr.cfg, so you can hand them to a friend. F1 > Controls > Controls preset.

  • VR Mappings rows take more than one input. Each action lists its inputs, and any of them presses it. An input
    can be a combination of up to three controls, with options of its own:

    • Required Held Input: controls that must already be held, like grip + trigger.
    • Activation Mode: Hold, or Toggle.
  • Every MCC control has a row, so you can bind anything the game has. The ones you don't set stay on
    Automatic, the game's own button.

  • A diagram of your controllers sits beside the Controls page and updates live as you change your mappings.

  • The right stick does more:

    • Down toggles crouch, in every game.
    • Up uses equipment in Halo 3, the armor ability in Reach, VISR in ODST, and sprints in Halo 4.

    These are ordinary inputs on the Crouch row and that action's row, so you can remove or move them.

  • In vehicle seats in Reach and Halo 4, primary grip and right-stick click switch weapons.

  • Copy one game's mappings to every game with one button.

  • Jetpack on a double jump in Halo 4 and Reach. Jump, then press jump again in the air to fire the jetpack. This
    uses MCC's own option for it, which is off unless you've turned it on: switch it on in MCC's settings for each of
    those games.

  • Gesture melee tells a strike from a fast aim, so flicking your gun around no longer punches, and it doesn't
    fire while you're in a seat.

  • In Forge, as the Monitor, your controllers work as a plain gamepad.

A new launcher

  • Choose where updates come from: 02 / Release Updates lists the releases of the official project,
    Nitsujack's or Godoy's builds. Pick one and press INSTALL to switch to it. You can reinstall the version you
    already have, too.
  • The launcher can update itself along with the mod: tick Update this launcher from the selected release.
  • VR SETTINGS opens the VR menu on your desktop. While a game is running, it's that game's live menu.
  • External Mods holds Project Reclaimer on its own tab.
  • Credits for everyone who has worked on the mod, plus Troubleshooting and Discord links.

The VR menu

  • Search every setting from the box at the top of the menu, descriptions included. Pick a result to jump to it.
  • The menu stays where it opens. It appears in front of you, stays put in the room, and comes back in front of
    you each time you open it.
  • Pages reorganised: Controls holds exactly what a controls preset saves. Vehicle cameras and the Vehicle Seat View
    have their own sections, Crosshair & Trajectory is part of Weapon & Aim, and the desktop view is
    F1 > Picture > Desktop Spectator View.
  • The right stick scrolls smoothly, in the VR menu and in MCC's own menus.
  • In MCC's menus, B, X and Y work while you're pointing at the screen.

Every game catches up

  • Aim Frame Zoom in Halo CE, Halo 2, Reach and Halo 4, as well as Halo 3 and ODST. F1 > Scope > Aim Frame Zoom.
  • Vehicle cameras in every game. F1 > Vehicles > Vehicle cameras.
  • Each game starts at its own HUD layout, tuned for VR. F1 > HUD > HUD layout.
  • Objective markers in Halo 4 and Reach follow your head, not your gun.
  • Halo 4's large reticles are no longer cut off or off centre, and animate smoothly.
  • Halo 2 dual-wield: shaking either hand reloads both guns.
  • Halo CE: gesture melee works, and seats that drive and fire aim where you point in network play.

Also new

  • Player tags start at 25% opacity.
  • On Project Reclaimer v0.10.0, its window fits on your monitor while the headset picture keeps its full size.
    F1 > Picture > Headset picture resolution > Fit to my monitor.
  • The mod keeps its last ten logs in a Logs folder beside HaloMCCVR.log.
  • MCC's menus work with more than one monitor.
  • Fixed: starting a second game of Halo CE in the same MCC session crashed.

Install

Updating from an earlier build

Close MCC first and keep a copy of your Halo_MCC_VR folder.

Your existing halomccvr.cfg keeps its own values and is converted to the new controls on first launch, so your buttons
play the same. To get every new default in the Changed defaults table, start from a fresh config.

With the launcher: Halo-MCC-VR-Launcher-And-Controls-Revamp-Build-2-Launcher.zip

  1. Extract the ZIP and run HaloMCCVRLauncher.exe.
  2. Press INSTALL VR MOD (INSTALL when a build is already installed). If it says access was refused, run the launcher once as administrator to install, then open it normally to launch.
  3. To play in MCC, press LAUNCH MCC.
  4. To play in Project Reclaimer, run Project Reclaimer once on its own first. Then, in the launcher's 04 / External Mods section, on the Project Reclaimer tab, press Detect, which finds the version you ran last (or Browse to project-reclaimer-client-v<version>.exe), and press LAUNCH PROJECT RECLAIMER.

To get later builds of this fork, set Update from repository to Nitsujack.

By hand: Halo-MCC-VR-Launcher-And-Controls-Revamp-Build-2-Manual.zip

Copy its Halo_MCC_VR folder into the MCC folder, keeping your own halomccvr.cfg, then run the HaloMCCVRLauncher.exe inside it.

Source and checksums

Halo-MCC-VR-Launcher-And-Controls-Revamp-Build-2-Source.zip is the matching source, and SHA256.txt has the checksums.

Windows Defender may flag the launcher (Behavior:Win32/DefenseEvasion.A!ml), most likely because it loads
the mod into the game. Check your ZIP against SHA256.txt and allow just that item.

If playing MCC with friends, make sure they use MCC with anti-cheat disabled. The release notes inside the ZIPs
are upstream's; this page describes this build.

Changed defaults

What changed since Build 5. An existing halomccvr.cfg keeps its values.

Setting Was Now To go back
Control scheme for new players the game's own buttons the new Default pick Legacy Default in F1 > Controls > Controls preset
Right stick down crouches, up uses the game's ability new on remove those inputs in F1 > Controls > VR Mappings
Objective markers follow your head, Halo 4 and Reach (nav_markers_follow_head) new on nav_markers_follow_head = 0
Aim Frame Zoom (aim_frame_zoom) Halo 3 and ODST every game aim_frame_zoom = 0
Starting HUD layout shared per game set it in F1 > HUD > HUD layout
Player tag opacity (player_tags_opacity) 15% 25% player_tags_opacity = 0.15
Reclaimer buttons at your head: talk, sco...
Read more

Halo MCC VR - Launcher and Controls Revamp Build 1

Choose a tag to compare

Halo MCC VR - Launcher and Controls Revamp Build 1

A community test build, not an official Halo MCC VR release: moistman42069's main plus the work
below, shared ahead of an upstream pull request.

Report problems with this build on this fork, not on the upstream project or to Project Reclaimer.

Halo MCC VR with Project Reclaimer! That means we finally have public, matchmade VR crossplay with NonVR players!
In heavier servers with a lot of players, I highly recommend running the game in Mono mode, as it's the easiest way to get back a lot of frames.

image

https://youtu.be/6E8Lm-P2LQY

https://youtu.be/0fwsnarAVTo

This build is not made by or affiliated with the Project Reclaimer team.
Project Reclaimer runs MCC's own games, so you still need MCC installed.

Please report issues in the discord!
https://discord.com/channels/747967102895390741/1546190376405049415

New in Launcher and Controls Revamp Build 1

Project Reclaimer v0.10.0 (experimental)

From v0.10.0, Project Reclaimer runs its own rebuilt copy of Halo 3. This build brings the VR mod to it: stereo,
aiming with your hand, the gun in your hand, the reticle, the motion tracker, first-person vehicles, dual-wielding and
your HUD layout all work there. Some features don't work there yet (see Known limits), and the
launcher marks v0.10.0 and later as experimental.

Controls, rebuilt

F1 > Controls is now one place for your whole control scheme.

  • A new Default control scheme, built for responsive zooming and fewer stick clicks:

    • The support trigger depends on your grip. It zooms when your support hand holds the gun, uses equipment
      when you grip nothing, and throws a grenade when you aren't gripping.
    • Gesture melee is on, but only when you punch a controller in a direction while holding its grip.
    • Other buttons: B reloads and uses, X uses equipment, and the stick clicks melee and switch grenades.

    The previous scheme is still there as Legacy Default (the game's own buttons, VR Mappings off).

  • Controls presets: save your controls under a name, switch between them, and share them. A preset holds your
    buttons, turning, movement, roomscale, controller vibration, left-handed play, two-handed aiming, gestures, and
    reload and holsters (including where they sit on you), but not your weapon aim. Presets are files in the
    Controls Presets folder beside halomccvr.cfg, so you can hand them to a friend. F1 > Controls > Controls preset.

  • VR Mappings rows take more than one input. Each action lists its inputs, and any of them presses it. An input
    can be a combination of up to three controls, with options of its own:

    • Required Held Input: controls that must already be held, like grip + trigger.
    • Activation Mode: Hold, or Toggle.
  • Every MCC control has a row, so you can bind anything the game has. The ones you don't set stay on
    Automatic, the game's own button.

  • A diagram of your controllers sits beside the Controls page and updates live as you change your mappings.

  • The right stick does more:

    • Down toggles crouch, in every game.
    • Up uses equipment in Halo 3, the armor ability in Reach, VISR in ODST, and sprints in Halo 4.

    These are ordinary inputs on the Crouch row and that action's row, so you can remove or move them.

  • In vehicle seats in Reach and Halo 4, primary grip and right-stick click switch weapons.

  • Copy one game's mappings to every game with one button.

  • Jetpack on a double jump in Halo 4 and Reach. Jump, then press jump again in the air to fire the jetpack. This
    uses MCC's own option for it, which is off unless you've turned it on: switch it on in MCC's settings for each of
    those games.

  • Gesture melee tells a strike from a fast aim, so flicking your gun around no longer punches, and it doesn't
    fire while you're in a seat.

  • In Forge, as the Monitor, your controllers work as a plain gamepad.

A new launcher

  • Choose where updates come from: 02 / Release Updates lists the releases of the official project,
    Nitsujack's or Godoy's builds. Pick one and press INSTALL to switch to it. You can reinstall the version you
    already have, too.
  • The launcher can update itself along with the mod: tick Update this launcher from the selected release.
  • VR SETTINGS opens the VR menu on your desktop. While a game is running, it's that game's live menu.
  • External Mods holds Project Reclaimer on its own tab.
  • Credits for everyone who has worked on the mod, plus Troubleshooting and Discord links.

The VR menu

  • Search every setting from the box at the top of the menu, descriptions included. Pick a result to jump to it.
  • The menu stays where it opens. It appears in front of you, stays put in the room, and comes back in front of
    you each time you open it.
  • Pages reorganised: Controls holds exactly what a controls preset saves. Vehicle cameras and the Vehicle Seat View
    have their own sections, Crosshair & Trajectory is part of Weapon & Aim, and the desktop view is
    F1 > Picture > Desktop Spectator View.
  • The right stick scrolls smoothly, in the VR menu and in MCC's own menus.
  • In MCC's menus, B, X and Y work while you're pointing at the screen.

Every game catches up

  • Aim Frame Zoom in Halo CE, Halo 2, Reach and Halo 4, as well as Halo 3 and ODST. F1 > Scope > Aim Frame Zoom.
  • Vehicle cameras in every game. F1 > Vehicles > Vehicle cameras.
  • Each game starts at its own HUD layout, tuned for VR. F1 > HUD > HUD layout.
  • Objective markers in Halo 4 and Reach follow your head, not your gun.
  • Halo 4's large reticles are no longer cut off or off centre, and animate smoothly.
  • Halo 2 dual-wield: shaking either hand reloads both guns.
  • Halo CE: gesture melee works, and seats that drive and fire aim where you point in network play.

Also new

  • Player tags start at 25% opacity.
  • On Project Reclaimer v0.10.0, its window fits on your monitor while the headset picture keeps its full size.
    F1 > Picture > Headset picture resolution > Fit to my monitor.
  • The mod keeps its last ten logs in a Logs folder beside HaloMCCVR.log.
  • MCC's menus work with more than one monitor.
  • Fixed: starting a second game of Halo CE in the same MCC session crashed.

Install

Updating from an earlier build

Close MCC first and keep a copy of your Halo_MCC_VR folder.

Your existing halomccvr.cfg keeps its own values and is converted to the new controls on first launch, so your buttons
play the same. To get every new default in the Changed defaults table, start from a fresh config.

With the launcher: Halo-MCC-VR-Launcher-And-Controls-Revamp-Build-1-Launcher.zip

  1. Extract the ZIP and run HaloMCCVRLauncher.exe.
  2. Press INSTALL VR MOD (INSTALL when a build is already installed). If it says access was refused, run the launcher once as administrator to install, then open it normally to launch.
  3. To play in MCC, press LAUNCH MCC.
  4. To play in Project Reclaimer, run Project Reclaimer once on its own first. Then, in the launcher's 04 / External Mods section, on the Project Reclaimer tab, press Detect, which finds the version you ran last (or Browse to project-reclaimer-client-v<version>.exe), and press LAUNCH PROJECT RECLAIMER.

To get later builds of this fork, set Update from repository to Nitsujack.

By hand: Halo-MCC-VR-Launcher-And-Controls-Revamp-Build-1-Manual.zip

Copy its Halo_MCC_VR folder into the MCC folder, keeping your own halomccvr.cfg, then run the HaloMCCVRLauncher.exe inside it.

Source and checksums

Halo-MCC-VR-Launcher-And-Controls-Revamp-Build-1-Source.zip is the matching source, and SHA256.txt has the checksums.

Windows Defender may flag the launcher (Behavior:Win32/DefenseEvasion.A!ml), most likely because it loads
the mod into the game. Check your ZIP against SHA256.txt and allow just that item.

If playing MCC with friends, make sure they use MCC with anti-cheat disabled. The release notes inside the ZIPs
are upstream's; this page describes this build.

Changed defaults

What changed since Build 5. An existing halomccvr.cfg keeps its values.

Setting Was Now To go back
Control scheme for new players the game's own buttons the new Default pick Legacy Default in F1 > Controls > Controls preset
Right stick down crouches, up uses the game's ability new on remove those inputs in F1 > Controls > VR Mappings
Objective markers follow your head, Halo 4 and Reach (nav_markers_follow_head) new on nav_markers_follow_head = 0
Aim Frame Zoom (aim_frame_zoom) Halo 3 and ODST every game aim_frame_zoom = 0
Starting HUD layout shared per game set it in F1 > HUD > HUD layout
Player tag opacity (player_tags_opacity) 15% 25% player_tags_opacity = 0.15
Reclaimer buttons at your head: talk, scoreboard, votes a switch each always on none
Y + B pause its own switch the Pause (Start) row in VR Mappings rebind or clear the row in F1 > Controls > VR Mappings

Known limits

  • On Project Reclaimer v0.10.0 and later:
    • Your body isn't drawn in vehicle seats.
    • The controls can stop for a few seconds after you Alt+Tab back into the game.
    • In very large games (like 100-player Infection), player tag size doesn't apply; show, opacity and distance do.
  • Jetpack on a double jump needs MCC's own option switched on for Halo...
Read more

Halo MCC VR - Project Reclaimer Compatible Build 5

Choose a tag to compare

@MOTYSHIZ MOTYSHIZ released this 01 Nov 04:05

Halo MCC VR - Project Reclaimer Compatible Build 5

Warning

This build is not compatible with Project Reclaimer v0.10.0. Support for v0.10.0 is being worked on.

A community test build, not an official Halo MCC VR release: moistman42069's main plus the work
below, shared ahead of an upstream pull request.

Report problems with this build on this fork, not on the upstream project or to Project Reclaimer.

Halo MCC VR with Project Reclaimer! That means we finally have public, matchmade VR crossplay with NonVR players!
In heavier servers with a lot of players, I highly recommend running the game in Mono mode, as it's the easiest way to get back a lot of frames.

image

https://youtu.be/6E8Lm-P2LQY

https://youtu.be/0fwsnarAVTo

This build is not made by or affiliated with the Project Reclaimer team.
Project Reclaimer runs MCC's own games, so you still need MCC installed.

Please report issues in the discord!
https://discord.com/channels/747967102895390741/1546190376405049415

New in Build 5

Aim Frame Zoom

Zoom the way Halo zooms, right on the end of your aim. Press zoom in Halo 3 or ODST and the game's own zoomed view
opens as a big 3D frame centred on where your gun is pointing, and it moves with your aim. You get the game's real zoom
levels, crosshair and HUD, so scoping in with a Sniper Rifle or Battle Rifle works just like it does on a flat screen.

It's on by default, in MCC and in Project Reclaimer. F1 > Scope > Aim Frame Zoom has the switch, plus 3D strength
and the frame size and zoom strength for each zoom level.

Weapon handling and alignment, thanks to Godoy

Special thanks to Godoy (Godoy301) for a big step up in how weapons feel in your
hands, in every game:

  • Better gun placement out of the box: new default positions for both hands in every game, plus per-weapon
    corrections. The position sliders reach 30 cm either way.
  • Grip zones follow each weapon, so the grip catches where your hand naturally goes on that gun.
  • Dual-wield shake reload, on by default: shake a hand to reload that gun (F1 > Reload & Holsters).
  • Each game keeps its own brightness and world scale (F1 > Picture and F1 > Comfort).
  • ODST and Reach run without bloom in VR by default, and auto-exposure can be turned off in ODST (F1 > Picture >
    Scene
    ).

Halo 3: ODST in Project Reclaimer

ODST now plays more reliably in VR through Project Reclaimer, with many bugs fixed! You can now move between Halo 3 and ODST in the same session.

Two-handed aim

  • Each weapon now decides between one- and two-handed aim. Long guns steer with your support hand. Pistol-style
    weapons can still be gripped, but your main hand aims alone. This holds for the whole grip, so a controller briefly
    losing tracking can't change your aim.
    • F1 > Weapon & Aim > Two-handed aiming has the choice: Based on the weapon (default) or Based on how far
      apart your hands are
      .
    • One-handed aim range (same section, in cm) sets how close a weapon's grip must be to count as pistol-style.
  • These always aim one-handed: the Needler, the Magnum (and CE's Pistol), ODST's Automag, the Plasma Pistol and
    every plasma rifle, including the Brute Plasma Rifle.
  • Weapons with no two-handed hold, like the Mauler, are gripped side by side and aim one-handed.
  • On a long gun, bringing your hands right together eases into one-handed aim (fully one-handed within 7 cm,
    fully two-handed from 8.75 cm).
  • Switched weapons already two-handed (same section) keeps your grip through a weapon switch, including a holster
    draw.

Menus and controls

  • Point at game menus is on by default, including on Reclaimer's menus (F1 > Controls). Aim your controller
    and pull the trigger to click.
  • The right thumbstick scrolls what you're pointing at. Not every screen responds to scrolling.
  • Reclaimer's menus now respond to the left stick correctly whichever way you're facing.
  • Holding a controller to your head for the D-pad doesn't stop you walking. If you're already moving, you keep
    moving until the stick returns to centre, and then it's the D-pad. Switch: Keep walking when my hand comes up
    (F1 > Controls > D-pad gesture).

Voice chat, scoreboard and votes from your hands

In Project Reclaimer, including lobbies, hold a controller to your head and press a button:

Controller at your head Button Does
Left X Voice chat, following your Hold or Toggle talk mode in Reclaimer's Audio settings
Left Y Scoreboard: hold to show it, tap to keep it open. You get the menu pointer while it's up, and can walk again once it closes
Right A Vote yes
Right B Vote no (see Known limits)

Y + B still pauses. The switches are at F1 > Controls > D-pad gesture. These press Reclaimer's default keys (V, Tab, F5, F6), so if you've rebound them, set the matching reclaimer_*_key value in halomccvr.cfg.

Also new

  • Player tags are adjustable in Halo 3 and ODST, and start smaller and fainter for busy servers: F1 > HUD >
    Waypoints > Player tags
    has show or hide, size, opacity and distance.
  • Halo 3 goes into VR faster after the first launch of each build.
  • VR comes back more reliably after dying and restarting from a cutscene, and after rejoining a match.
  • Reload gestures work in Reclaimer with no settings edit.
  • Vehicle camera notes in Reclaimer use the game's own HUD messages.
  • Halo 3 chase cameras on first-person seats draw your character instead of floating arms.
  • Dual-wielding shows one reticle in multiplayer, split aim isn't supported, so two reticles aren't shown.
  • Fixed a Halo 2 Anniversary crash on the way into a loading screen.

Install

Updating from an earlier build

Close MCC first and keep a copy of your Halo_MCC_VR folder.

Your existing halomccvr.cfg keeps its own values, so to get every new default in the Changed defaults table, start from a fresh config.

With the launcher: Halo-MCC-VR-reclaimer-5-Launcher.zip

image
  1. Extract the ZIP and run HaloMCCVRLauncher.exe.
  2. Press INSTALL VR MOD (INSTALL / UPDATE FROM THIS PACKAGE when a build is already installed). If it says access was refused, run the launcher once as administrator to install, then open it normally to launch.
  3. To play in MCC, press LAUNCH MCC.
  4. To play in Project Reclaimer, run Project Reclaimer once on its own first. Then, in the launcher's Project Reclaimer section, press Detect, which finds the version you ran last (or Browse to project-reclaimer-client-v<version>.exe), and press LAUNCH PROJECT RECLAIMER.

The launcher names this build RC-0a3802a. Don't use its update check or its INSTALL UPDATE button: they follow the upstream releases and would replace this build.

By hand: Halo-MCC-VR-reclaimer-5-Manual.zip

Copy its Halo_MCC_VR folder into the MCC folder, keeping your own halomccvr.cfg, then run the HaloMCCVRLauncher.exe inside it.

Source and checksums

Halo-MCC-VR-reclaimer-5-Source.zip is the matching source, and SHA256.txt has the checksums.

Windows Defender may flag the launcher (Behavior:Win32/DefenseEvasion.A!ml), most likely because it loads
the mod into the game. Check your ZIP against SHA256.txt and allow just that item.

If playing MCC with friends, make sure they use MCC with anti-cheat disabled. The release notes inside the ZIPs
are upstream's; this page describes this build.

Changed defaults

What changed since Build 4. An existing halomccvr.cfg keeps its values.

Setting Was Now To go back
Aim Frame Zoom (aim_frame_zoom) new on, in Halo 3 and ODST aim_frame_zoom = 0
Default gun positions, both hands shared per game set them in F1 > Weapon & Aim
Support grip zone side offset (two_hand_zone_right_m) 3 cm 8 cm two_hand_zone_right_m = 0.03
Dual-wield shake reload (dual_wield_shake_reload) new on dual_wield_shake_reload = 0
Bloom in VR, ODST and Reach on off until you choose F1 > Picture > Scene
One- or two-handed aim by weapon (two_hand_grip_zone_authority) new on two_hand_grip_zone_authority = 0
One-handed aim range (two_hand_one_hand_range_m) new 24 cm any value from 0.06 to 0.48
Point at game menus (game_menu_pointer) off on game_menu_pointer = 0
Keep walking when your hand comes up (dpad_keep_moving) new on dpad_keep_moving = 0
D-pad head radius (dpad_head_radius), also used by the buttons at your head 30 cm 20 cm dpad_head_radius = 0.30
Voice chat with X at your head (reclaimer_talk_gesture) new on reclaimer_talk_gesture = 0
Scoreboard with Y at your head (reclaimer_scoreboard_gesture) new on reclaimer_scoreboard_gesture = 0
Votes with A and B at your head (reclaimer_vote_gesture) new on reclaimer_vote_gesture = 0
Monitor shows the headset's view (desktop_mirror) new on desktop_mirror = 0
Player tag size / opacity (player_tags_scale, player_tags_opacity) new 45% / 15% player_tags_scale = 1, player_tags_opacity = 1
ODST in Reclaimer shares the headset's graphics device (reclaimer_share_device) new on leave on: ODST doesn't load in Reclaimer without it

Known limits

  • **Under Project Reclaimer, Halo 3's independent dual-wield aim and aiming from the ...
Read more

Halo MCC VR - Project Reclaimer Compatible Build 4

Choose a tag to compare

@MOTYSHIZ MOTYSHIZ released this 29 Oct 21:24

Halo MCC VR - Project Reclaimer Compatible Build 4

Warning

This build is not compatible with Project Reclaimer v0.10.0. Support for v0.10.0 is being worked on.

A community test build, not an official Halo MCC VR release: moistman42069's main plus the work
below, shared ahead of an upstream pull request.

Report problems with this build on this fork, not on the upstream project or to Project Reclaimer.

Hopefully Fixed in Build 4

More crash fixes, from your reports on Build 3:

  • OFXR Frame Gen is now kept out of the game. OFXR's frame generation crashed the mod a few seconds
    into Project Reclaimer. The mod now switches OFXR off for its own game only; your other games still get
    it. To try OFXR with the mod anyway, set allow_ofxr_bridge = 1 in halomccvr.cfg.
  • Project Reclaimer now starts borderless instead of exclusive fullscreen. Starting in exclusive
    fullscreen could drop the headset to about 10 fps and then reset the graphics card. The launcher switches
    Reclaimer's display mode to borderless before it starts the game. Don't switch it back to exclusive
    fullscreen while you play in VR.
  • Project Reclaimer's picture is now no larger than your monitor. With Render resolution on Native, the
    mod used to make Reclaimer's picture the Picture panel's full size even when that was bigger than your
    screen (2912 x 2100 on a 1440p monitor, for example). That is our best guess for the graphics card
    resets some of you saw in borderless and fullscreen. It's a guess, not yet confirmed by the players who
    crashed.
    • F1 > Picture > Fit to my monitor is on by default. On a monitor smaller than the picture you ask
      for, the headset picture gets softer (on a 2560 x 1440 monitor, about 1996 x 1440 instead of
      2912 x 2100). If you weren't crashing, untick it for the full size. It applies the next time
      Reclaimer starts.
    • In exclusive fullscreen Reclaimer always gets your monitor's real size.
  • If borderless still crashes for you, play windowed with a Render resolution preset (2160p, 1440p and
    so on) and send us your HaloMCCVR.log. In windowed, Reclaimer renders 1920 x 1080 on Native whatever
    the mod asks for; that's built into Reclaimer, so use a preset there.
  • The log now lists the OpenXR add-ons running between the mod and your headset, and warns about any
    known to cause trouble.

Please report crashes in the discord!
https://discord.com/channels/747967102895390741/1546190376405049415

Two settings are new since Build 3: allow_ofxr_bridge (off) and reclaimer_fit_to_display (on).
Everything below is as in Build 1.

What's new

Halo MCC VR now works runs with Project Reclaimer! That means we finally have public, matchmade VR crossplay with NonVR players!
In heavier servers with a lot of players, I highly recommend running the game in Mono mode, as it's the easiest way to get back a lot of frames.

image

https://youtu.be/6E8Lm-P2LQY

https://youtu.be/0fwsnarAVTo

This update also brings over the Vehicle multi camera features from Halo Campaign Evolved UEVR!
If you aren't customizing cameras, the short of it is that the new vehicle features are behind 3 new inputs when you are in a vehicle:
Y button - change camera
X button - change rotation tether state
Left Thumbstick Click - change control method (motion, stick, wheel)

https://www.youtube.com/watch?v=ZfOkt9WSiRE

Project Reclaimer

Play Halo 3 in VR through Project Reclaimer (projectreclaimer.dev), with the same hands, aim and vehicles as
in MCC. Project Reclaimer runs MCC's own Halo 3, so you still need MCC installed.

image
  • Start it from the launcher. The launcher's Project Reclaimer section finds the client with
    Detect (or pick project-reclaimer-client-v<version>.exe with Browse), then LAUNCH PROJECT
    RECLAIMER
    . Try running Project Reclaimer once before hitting the detect button! Detect picks the version you ran last.
  • Reclaimer's menus float in front of you as a panel while they are up (F1 > Comfort, Show them as a
    panel over the 3D picture
    ).
  • Sharp picture: set Reclaimer's Display mode to Borderless and its Render resolution to
    Native, and it renders at the size you choose on F1 > Picture, up to your monitor's size unless you
    untick Fit to my monitor (Build 4). A change there applies the next time Reclaimer starts; the Picture
    page says so.
  • Your hand takes over Reclaimer's aim: the launcher turns on Reclaimer's Centered crosshair (Settings >
    HUD) before it starts the game. It also switches exclusive fullscreen to borderless, and changes nothing
    else in its settings.
  • Hornet-class flyers climb with A and dive with the left grip (or bumper), as in MCC. Switch: Climb and
    dive with buttons
    (F1 > Vehicles, shown only in Project Reclaimer).
  • Vehicle glass fades or hides in Reclaimer just as in MCC.

This build is not made by or affiliated with the Project Reclaimer team.

Vehicle cameras (Halo 3)

  • Each seat has its own cameras: the seat view, third person, over the shoulder, from the side, behind the
    gun. Left Y steps through them, and a short note in the game's HUD names the camera.
  • Tethering, on left X: Tethered turns your view with the vehicle, in the seat view too; Untethered
    keeps it still while the vehicle turns. Holding left Y or left X for a second re-centres your view.
  • Seat controls, on the left stick click: Motion (default: your hand aims, and look-steered vehicles turn
    toward it), Stick (as on a flat screen) or Wheel (an invisible steering wheel).
  • Every seat remembers its last camera, tethering and controls, across sessions.
  • A purple ring shows where the vehicle aims in tethered cameras: point at it to keep going straight.
  • Your body is drawn in the seat without its head, so you see your hands and legs in the vehicle.
  • The third-person camera stands where the game's does, keeps clear of walls, follows on a soft spring,
    and the right stick raises or lowers it in a seat where it isn't aiming.
  • Cockpit glass can be faded or hidden per camera (the Sparrowhawk's amber canopy, the Hornet's and the
    Longsword's glass), and the eye's exposure can be held steady inside a cockpit.
  • Mod maps' vehicles work too: they get a seat view, hand aim and cameras of their own. Seventeen come with
    cameras already tuned, among them the Sparrowhawk, the Longsword and drone_alpha with their cockpit glass
    faded; any other is added to your camera file the first time you ride it.
  • Make it yours: every camera lives in halomccvr_vehicle_cameras.json in your Halo_MCC_VR folder, with
    a guide inside. The mod writes it once and never overwrites it. Switch: Cameras from
    halomccvr_vehicle_cameras.json
    (F1 > Vehicles).

Also new

  • Seated shots in Halo 3 leave from your eye, so a camera outside the vehicle never puts your own vehicle in
    the line of fire.
  • Halo 3 and ODST crosshairs start at 6 degrees.
  • Automatic VR action routing is off by default: each VR button is the gamepad button it stands for.

Install

Close MCC first and keep a copy of your Halo_MCC_VR folder.

  • Halo-MCC-VR-reclaimer-4-Launcher.zip: extract it, run HaloMCCVRLauncher.exe, press INSTALL VR
    MOD
    (INSTALL / UPDATE FROM THIS PACKAGE when a build is already installed), then LAUNCH MCC or, in the
    Project Reclaimer section, LAUNCH PROJECT RECLAIMER. Don't use its update check: it follows the upstream
    releases. If Install says access was refused, run the launcher once as administrator to install, then open
    it normally to launch.
  • Halo-MCC-VR-reclaimer-4-Manual.zip: copy its Halo_MCC_VR folder into the MCC folder, keeping your own
    halomccvr.cfg, then run the HaloMCCVRLauncher.exe inside it.
  • Halo-MCC-VR-reclaimer-4-Source.zip is the matching source; SHA256.txt has the checksums.

Windows Defender may flag the launcher (Behavior:Win32/DefenseEvasion.A!ml), most likely because it loads
the mod into the game. Check your ZIP against SHA256.txt and allow just that item.

Use MCC with anti-cheat disabled, and don't use the mod in matchmaking. The release notes inside the ZIPs
are upstream's; this page describes this build.

Changed defaults

An existing halomccvr.cfg keeps its values. Coming from Test 3: your config keeps automatic VR action
routing on and the Halo 3 and ODST crosshairs at 4 degrees; change them yourself for this build's defaults.

Setting Was Now To go back
Vehicle cameras (vehicle_cameras) new on vehicle_cameras = 0
Seat controls (vehicle_control) new Motion (1) 0 = as in Test 3, 2 = Stick, 3 = Wheel
Vehicle aim ring (vehicle_aim_marker) new on vehicle_aim_marker = 0
Note when the camera changes (vehicle_camera_note) new in the HUD (1) 0 = none, 2 = on the mod's panel
Add new vehicles to the camera file (vehicle_camera_autoadd) new on vehicle_camera_autoadd = 0
Automatic VR action routing (vr_action_mapping) on off vr_action_mapping = 1
Crosshair size, Halo 3 / ODST 4.0 6.0 halo3_crosshair_size_deg = 4, odst_crosshair_size_deg = 4
Reclaimer menus as a panel (host_ui_panel) new on host_ui_panel = 0
OFXR Bridge allowed in the game (allow_ofxr_bridge, Build 4) new off allow_ofxr_bridge = 1
Reclaimer's picture no larger than your monitor (reclaimer_fit_to_display, Build 4) new on `recla...
Read more

Halo MCC VR - Project Reclaimer Compatible Build 3

Choose a tag to compare

@MOTYSHIZ MOTYSHIZ released this 28 Oct 02:50

Halo MCC VR - Project Reclaimer Compatible Build 3

Warning

This build is not compatible with Project Reclaimer v0.10.0. Support for v0.10.0 is being worked on.

A community test build, not an official Halo MCC VR release: moistman42069's main plus the work
below, shared ahead of an upstream pull request.

Report problems with this build on this fork, not on the upstream project or to Project Reclaimer.

Hopefully Fixed in Build 3

** OFXR Frame Gen with Project Reclaimer is known to cause crashes. **
Be sure to turn it off if you are crashing with it on.

Build 2 didn't stop the crash for everyone, so Build 3 takes another shot at it:

  • The mod now makes the headset picture from Project Reclaimer's game window only. On some PCs Reclaimer
    also shows a second, tiny window, and the mod mistook it for the game: the likely cause of the crash right
    after Reclaimer's menu appears.
  • The mod no longer starts DLSS inside Project Reclaimer, where it can't be used anyway. Starting it could
    hold up the headset for a few seconds at launch.
  • If your graphics card resets or drops out, the log now says so and why.

Please report crashes in the discord!
https://discord.com/channels/747967102895390741/1546190376405049415

No setting changed since Build 2. Everything below is as in Build 1.

What's new

Halo MCC VR now works runs with Project Reclaimer! That means we finally have public, matchmade VR crossplay with NonVR players!
In heavier servers with a lot of players, I highly recommend running the game in Mono mode, as it's the easiest way to get back a lot of frames.

image

https://youtu.be/6E8Lm-P2LQY

https://youtu.be/0fwsnarAVTo

This update also brings over the Vehicle multi camera features from Halo Campaign Evolved UEVR!
If you aren't customizing cameras, the short of it is that the new vehicle features are behind 3 new inputs when you are in a vehicle:
Y button - change camera
X button - change rotation tether state
Left Thumbstick Click - change control method (motion, stick, wheel)

https://www.youtube.com/watch?v=ZfOkt9WSiRE

Project Reclaimer

Play Halo 3 in VR through Project Reclaimer (projectreclaimer.dev), with the same hands, aim and vehicles as
in MCC. Project Reclaimer runs MCC's own Halo 3, so you still need MCC installed.

image
  • Start it from the launcher. The launcher's Project Reclaimer section finds the client with
    Detect (or pick project-reclaimer-client-v<version>.exe with Browse), then LAUNCH PROJECT
    RECLAIMER
    . Try running Project Reclaimer once before hitting the detect button! Detect picks the version you ran last.
  • Reclaimer's menus float in front of you as a panel while they are up (F1 > Comfort, Show them as a
    panel over the 3D picture
    ).
  • Sharp picture: set Reclaimer's Render resolution to Native and it renders at the size you choose
    on F1 > Picture. A change there applies the next time Reclaimer starts; the Picture page says so.
  • Your hand takes over Reclaimer's aim: the launcher turns on Reclaimer's Centered crosshair (Settings >
    HUD) before it starts the game, and changes nothing else in its settings.
  • Hornet-class flyers climb with A and dive with the left grip (or bumper), as in MCC. Switch: Climb and
    dive with buttons
    (F1 > Vehicles, shown only in Project Reclaimer).
  • Vehicle glass fades or hides in Reclaimer just as in MCC.

This build is not made by or affiliated with the Project Reclaimer team.

Vehicle cameras (Halo 3)

  • Each seat has its own cameras: the seat view, third person, over the shoulder, from the side, behind the
    gun. Left Y steps through them, and a short note in the game's HUD names the camera.
  • Tethering, on left X: Tethered turns your view with the vehicle, in the seat view too; Untethered
    keeps it still while the vehicle turns. Holding left Y or left X for a second re-centres your view.
  • Seat controls, on the left stick click: Motion (default: your hand aims, and look-steered vehicles turn
    toward it), Stick (as on a flat screen) or Wheel (an invisible steering wheel).
  • Every seat remembers its last camera, tethering and controls, across sessions.
  • A purple ring shows where the vehicle aims in tethered cameras: point at it to keep going straight.
  • Your body is drawn in the seat without its head, so you see your hands and legs in the vehicle.
  • The third-person camera stands where the game's does, keeps clear of walls, follows on a soft spring,
    and the right stick raises or lowers it in a seat where it isn't aiming.
  • Cockpit glass can be faded or hidden per camera (the Sparrowhawk's amber canopy, the Hornet's and the
    Longsword's glass), and the eye's exposure can be held steady inside a cockpit.
  • Mod maps' vehicles work too: they get a seat view, hand aim and cameras of their own. Seventeen come with
    cameras already tuned, among them the Sparrowhawk, the Longsword and drone_alpha with their cockpit glass
    faded; any other is added to your camera file the first time you ride it.
  • Make it yours: every camera lives in halomccvr_vehicle_cameras.json in your Halo_MCC_VR folder, with
    a guide inside. The mod writes it once and never overwrites it. Switch: Cameras from
    halomccvr_vehicle_cameras.json
    (F1 > Vehicles).

Also new

  • Seated shots in Halo 3 leave from your eye, so a camera outside the vehicle never puts your own vehicle in
    the line of fire.
  • Halo 3 and ODST crosshairs start at 6 degrees.
  • Automatic VR action routing is off by default: each VR button is the gamepad button it stands for.

Install

Close MCC first and keep a copy of your Halo_MCC_VR folder.

  • Halo-MCC-VR-reclaimer-3-Launcher.zip: extract it, run HaloMCCVRLauncher.exe, press INSTALL VR
    MOD
    (INSTALL / UPDATE FROM THIS PACKAGE when a build is already installed), then LAUNCH MCC or, in the
    Project Reclaimer section, LAUNCH PROJECT RECLAIMER. Don't use its update check: it follows the upstream
    releases. If Install says access was refused, run the launcher once as administrator to install, then open
    it normally to launch.
  • Halo-MCC-VR-reclaimer-3-Manual.zip: copy its Halo_MCC_VR folder into the MCC folder, keeping your own
    halomccvr.cfg, then run the HaloMCCVRLauncher.exe inside it.
  • Halo-MCC-VR-reclaimer-3-Source.zip is the matching source; SHA256.txt has the checksums.

Windows Defender may flag the launcher (Behavior:Win32/DefenseEvasion.A!ml), most likely because it loads
the mod into the game. Check your ZIP against SHA256.txt and allow just that item.

Use MCC with anti-cheat disabled, and don't use the mod in matchmaking. The release notes inside the ZIPs
are upstream's; this page describes this build.

Changed defaults

An existing halomccvr.cfg keeps its values. Coming from Test 3: your config keeps automatic VR action
routing on and the Halo 3 and ODST crosshairs at 4 degrees; change them yourself for this build's defaults.

Setting Was Now To go back
Vehicle cameras (vehicle_cameras) new on vehicle_cameras = 0
Seat controls (vehicle_control) new Motion (1) 0 = as in Test 3, 2 = Stick, 3 = Wheel
Vehicle aim ring (vehicle_aim_marker) new on vehicle_aim_marker = 0
Note when the camera changes (vehicle_camera_note) new in the HUD (1) 0 = none, 2 = on the mod's panel
Add new vehicles to the camera file (vehicle_camera_autoadd) new on vehicle_camera_autoadd = 0
Automatic VR action routing (vr_action_mapping) on off vr_action_mapping = 1
Crosshair size, Halo 3 / ODST 4.0 6.0 halo3_crosshair_size_deg = 4, odst_crosshair_size_deg = 4
Reclaimer menus as a panel (host_ui_panel) new on host_ui_panel = 0
Reclaimer climb and dive buttons (reclaimer_flight_buttons) new on reclaimer_flight_buttons = 0
Hand aim ignored behind a look-steered vehicle, within (vehicle_aim_reject_metres) new 20 m vehicle_aim_reject_metres = 5 (0 = off)

Known limits

  • Not yet checked in a headset: first-person tethering, the aim ring, Reclaimer's climb and dive buttons,
    and the cameras of the fastest flyers. Project Reclaimer has been played with the mod on versions
    0.9.8 to 0.9.12; 0.9.23 starts from the launcher but has not been played yet.
  • Project Reclaimer closes the game on any memory fault, even one the mod would survive in MCC. If it
    closes on you, send us HaloMCCVR.log from your Halo_MCC_VR folder.
  • Vehicle cameras are Halo 3 only for now, in MCC and in Project Reclaimer.
  • A mod vehicle whose controls the mod cannot recognise keeps a still view for its driver in first person,
    even when tethered.
  • While the Wheel holds your grips, double-click both grips to let go of it.
  • Build 3's fixes have not yet been confirmed on the setups that reported the crashes.
  • Everything in Test 3's known limits and the upstream project's still applies.

Build identity

  • Source: nitsujack-development at bd6d537261ee91601799f57b454d86243abe9813, on upstream main b243af2 (the Source ZIP). All 217
    automated tests passed, and the package passed its install checks.
  • HaloMCCVR.dll SHA-256: 150B1B767F27FB5A6D9D6FC0FCF2122D67C84750FAB8E29C952AA44A833D95E2. The ZIPs' checksums are in SHA256.txt.

Credits

Special thanks to blindcowboy24 for the first iteration of the roomscale setup for HaloCampaignEvolved_UEVR that eventuall...

Read more

Halo MCC VR - Project Reclaimer Compatible Build 2

Choose a tag to compare

@MOTYSHIZ MOTYSHIZ released this 26 Oct 00:21

Halo MCC VR - Project Reclaimer Compatible Build 2

Warning

This build is not compatible with Project Reclaimer v0.10.0. Support for v0.10.0 is being worked on.

A community test build, not an official Halo MCC VR release: moistman42069's main plus the work
below, shared ahead of an upstream pull request.

Report problems with this build on this fork, not on the upstream project or to Project Reclaimer.

Hopefully Fixed in Build 2

There was a crash that a user was experiencing that this hopefully fixes. If not, this build at least logs more useful information for anyone that does encounter it. Please report crashes in the discord!
https://discord.com/channels/747967102895390741/1546190376405049415

No setting changed since Build 1. Everything below is as in Build 1.

What's new

Halo MCC VR now works runs with Project Reclaimer! That means we finally have public, matchmade VR crossplay with NonVR players!
In heavier servers with a lot of players, I highly recommend running the game in Mono mode, as it's the easiest way to get back a lot of frames.

image

https://youtu.be/6E8Lm-P2LQY

https://youtu.be/0fwsnarAVTo

This update also brings over the Vehicle multi camera features from Halo Campaign Evolved UEVR!
If you aren't customizing cameras, the short of it is that the new vehicle features are behind 3 new inputs when you are in a vehicle:
Y button - change camera
X button - change rotation tether state
Left Thumbstick Click - change control method (motion, stick, wheel)

https://www.youtube.com/watch?v=ZfOkt9WSiRE

Project Reclaimer

Play Halo 3 in VR through Project Reclaimer (projectreclaimer.dev), with the same hands, aim and vehicles as
in MCC. Project Reclaimer runs MCC's own Halo 3, so you still need MCC installed.

image
  • Start it from the launcher. The launcher's Project Reclaimer section finds the client with
    Detect (or pick project-reclaimer-client-v<version>.exe with Browse), then LAUNCH PROJECT
    RECLAIMER
    . Try running Project Reclaimer once before hitting the detect button! Detect picks the version you ran last.
  • Reclaimer's menus float in front of you as a panel while they are up (F1 > Comfort, Show them as a
    panel over the 3D picture
    ).
  • Sharp picture: set Reclaimer's Render resolution to Native and it renders at the size you choose
    on F1 > Picture. A change there applies the next time Reclaimer starts; the Picture page says so.
  • Your hand takes over Reclaimer's aim: the launcher turns on Reclaimer's Centered crosshair (Settings >
    HUD) before it starts the game, and changes nothing else in its settings.
  • Hornet-class flyers climb with A and dive with the left grip (or bumper), as in MCC. Switch: Climb and
    dive with buttons
    (F1 > Vehicles, shown only in Project Reclaimer).
  • Vehicle glass fades or hides in Reclaimer just as in MCC.

This build is not made by or affiliated with the Project Reclaimer team.

Vehicle cameras (Halo 3)

  • Each seat has its own cameras: the seat view, third person, over the shoulder, from the side, behind the
    gun. Left Y steps through them, and a short note in the game's HUD names the camera.
  • Tethering, on left X: Tethered turns your view with the vehicle, in the seat view too; Untethered
    keeps it still while the vehicle turns. Holding left Y or left X for a second re-centres your view.
  • Seat controls, on the left stick click: Motion (default: your hand aims, and look-steered vehicles turn
    toward it), Stick (as on a flat screen) or Wheel (an invisible steering wheel).
  • Every seat remembers its last camera, tethering and controls, across sessions.
  • A purple ring shows where the vehicle aims in tethered cameras: point at it to keep going straight.
  • Your body is drawn in the seat without its head, so you see your hands and legs in the vehicle.
  • The third-person camera stands where the game's does, keeps clear of walls, follows on a soft spring,
    and the right stick raises or lowers it in a seat where it isn't aiming.
  • Cockpit glass can be faded or hidden per camera (the Sparrowhawk's amber canopy, the Hornet's and the
    Longsword's glass), and the eye's exposure can be held steady inside a cockpit.
  • Mod maps' vehicles work too: they get a seat view, hand aim and cameras of their own. Seventeen come with
    cameras already tuned, among them the Sparrowhawk, the Longsword and drone_alpha with their cockpit glass
    faded; any other is added to your camera file the first time you ride it.
  • Make it yours: every camera lives in halomccvr_vehicle_cameras.json in your Halo_MCC_VR folder, with
    a guide inside. The mod writes it once and never overwrites it. Switch: Cameras from
    halomccvr_vehicle_cameras.json
    (F1 > Vehicles).

Also new

  • Seated shots in Halo 3 leave from your eye, so a camera outside the vehicle never puts your own vehicle in
    the line of fire.
  • Halo 3 and ODST crosshairs start at 6 degrees.
  • Automatic VR action routing is off by default: each VR button is the gamepad button it stands for.

Install

Close MCC first and keep a copy of your Halo_MCC_VR folder.

  • Halo-MCC-VR-reclaimer-2-Launcher.zip: extract it, run HaloMCCVRLauncher.exe, press INSTALL VR
    MOD
    (INSTALL / UPDATE FROM THIS PACKAGE when a build is already installed), then LAUNCH MCC or, in the
    Project Reclaimer section, LAUNCH PROJECT RECLAIMER. Don't use its update check: it follows the upstream
    releases. If Install says access was refused, run the launcher once as administrator to install, then open
    it normally to launch.
  • Halo-MCC-VR-reclaimer-2-Manual.zip: copy its Halo_MCC_VR folder into the MCC folder, keeping your own
    halomccvr.cfg, then run the HaloMCCVRLauncher.exe inside it.
  • Halo-MCC-VR-reclaimer-2-Source.zip is the matching source; SHA256.txt has the checksums.

Windows Defender may flag the launcher (Behavior:Win32/DefenseEvasion.A!ml), most likely because it loads
the mod into the game. Check your ZIP against SHA256.txt and allow just that item.

Use MCC with anti-cheat disabled, and don't use the mod in matchmaking. The release notes inside the ZIPs
are upstream's; this page describes this build.

Changed defaults

An existing halomccvr.cfg keeps its values. Coming from Test 3: your config keeps automatic VR action
routing on and the Halo 3 and ODST crosshairs at 4 degrees; change them yourself for this build's defaults.

Setting Was Now To go back
Vehicle cameras (vehicle_cameras) new on vehicle_cameras = 0
Seat controls (vehicle_control) new Motion (1) 0 = as in Test 3, 2 = Stick, 3 = Wheel
Vehicle aim ring (vehicle_aim_marker) new on vehicle_aim_marker = 0
Note when the camera changes (vehicle_camera_note) new in the HUD (1) 0 = none, 2 = on the mod's panel
Add new vehicles to the camera file (vehicle_camera_autoadd) new on vehicle_camera_autoadd = 0
Automatic VR action routing (vr_action_mapping) on off vr_action_mapping = 1
Crosshair size, Halo 3 / ODST 4.0 6.0 halo3_crosshair_size_deg = 4, odst_crosshair_size_deg = 4
Reclaimer menus as a panel (host_ui_panel) new on host_ui_panel = 0
Reclaimer climb and dive buttons (reclaimer_flight_buttons) new on reclaimer_flight_buttons = 0
Hand aim ignored behind a look-steered vehicle, within (vehicle_aim_reject_metres) new 20 m vehicle_aim_reject_metres = 5 (0 = off)

Known limits

  • Not yet checked in a headset: first-person tethering, the aim ring, Reclaimer's climb and dive buttons,
    and the cameras of the fastest flyers. Project Reclaimer has been played with the mod on versions
    0.9.8 to 0.9.12; 0.9.23 starts from the launcher but has not been played yet.
  • Project Reclaimer closes the game on any memory fault, even one the mod would survive in MCC. If it
    closes on you, send us HaloMCCVR.log from your Halo_MCC_VR folder.
  • Vehicle cameras are Halo 3 only for now, in MCC and in Project Reclaimer.
  • A mod vehicle whose controls the mod cannot recognise keeps a still view for its driver in first person,
    even when tethered.
  • While the Wheel holds your grips, double-click both grips to let go of it.
  • The Build 2 fix has not yet been confirmed on the setup that reported the crash.
  • Everything in Test 3's known limits and the upstream project's still applies.

Build identity

  • Source: nitsujack-development at 37149ac0246bec13bf816822882f3ceb5b78c443, on upstream main b243af2 (the Source ZIP). All 216
    automated tests passed, and the package passed its install checks.
  • HaloMCCVR.dll SHA-256: B82BDC5FFE03A7096A1F772571FDA0DFE25FC2738508E1AA720BFEA14F2CA2D0. The ZIPs' checksums are in SHA256.txt.

Credits

Special thanks to blindcowboy24 for the first iteration of the roomscale setup for HaloCampaignEvolved_UEVR that eventually got ported over to here.

Halo MCC VR is by Pancreations, and is maintained and extended by moistman42069, whose project
this build is based on. See the README for the full credits.

If you'd like to support me for my mod contributions please visit my link below!
https://ko-fi.com/nitsujack

Halo MCC VR - Project Reclaimer Compatible Build 1

Choose a tag to compare

@MOTYSHIZ MOTYSHIZ released this 25 Oct 05:20

Halo MCC VR - Project Reclaimer Compatible Build 1

Warning

This build is not compatible with Project Reclaimer v0.10.0. Support for v0.10.0 is being worked on.

A community test build, not an official Halo MCC VR release: moistman42069's main plus the work
below, shared ahead of an upstream pull request.

Report problems with this build on this fork, not on the upstream project or to Project Reclaimer.

What's new

Halo MCC VR now works runs with Project Reclaimer! That means we finally have public, matchmade VR crossplay with NonVR players!
In heavier servers with a lot of players, I highly recommend running the game in Mono mode, as it's the easiest way to get back a lot of frames.

image

https://youtu.be/6E8Lm-P2LQY

https://youtu.be/0fwsnarAVTo

This update also brings over the Vehicle multi camera features from Halo Campaign Evolved UEVR!
If you aren't customizing cameras, the short of it is that the new vehicle features are behind 3 new inputs when you are in a vehicle:
Y button - change camera
X button - change rotation tether state
Left Thumbstick Click - change control method (motion, stick, wheel)

https://www.youtube.com/watch?v=ZfOkt9WSiRE

Project Reclaimer

Play Halo 3 in VR through Project Reclaimer (projectreclaimer.dev), with the same hands, aim and vehicles as
in MCC. Project Reclaimer runs MCC's own Halo 3, so you still need MCC installed.

image
  • Start it from the launcher. The launcher's Project Reclaimer section finds the client with
    Detect (or pick project-reclaimer-client-v<version>.exe with Browse), then LAUNCH PROJECT
    RECLAIMER
    . Try running Project Reclaimer once before hitting the detect button! Detect picks the version you ran last.
  • Reclaimer's menus float in front of you as a panel while they are up (F1 > Comfort, Show them as a
    panel over the 3D picture
    ).
  • Sharp picture: set Reclaimer's Render resolution to Native and it renders at the size you choose
    on F1 > Picture. A change there applies the next time Reclaimer starts; the Picture page says so.
  • Your hand takes over Reclaimer's aim: the launcher turns on Reclaimer's Centered crosshair (Settings >
    HUD) before it starts the game, and changes nothing else in its settings.
  • Hornet-class flyers climb with A and dive with the left grip (or bumper), as in MCC. Switch: Climb and
    dive with buttons
    (F1 > Vehicles, shown only in Project Reclaimer).
  • Vehicle glass fades or hides in Reclaimer just as in MCC.

This build is not made by or affiliated with the Project Reclaimer team.

Vehicle cameras (Halo 3)

  • Each seat has its own cameras: the seat view, third person, over the shoulder, from the side, behind the
    gun. Left Y steps through them, and a short note in the game's HUD names the camera.
  • Tethering, on left X: Tethered turns your view with the vehicle, in the seat view too; Untethered
    keeps it still while the vehicle turns. Holding left Y or left X for a second re-centres your view.
  • Seat controls, on the left stick click: Motion (default: your hand aims, and look-steered vehicles turn
    toward it), Stick (as on a flat screen) or Wheel (an invisible steering wheel).
  • Every seat remembers its last camera, tethering and controls, across sessions.
  • A purple ring shows where the vehicle aims in tethered cameras: point at it to keep going straight.
  • Your body is drawn in the seat without its head, so you see your hands and legs in the vehicle.
  • The third-person camera stands where the game's does, keeps clear of walls, follows on a soft spring,
    and the right stick raises or lowers it in a seat where it isn't aiming.
  • Cockpit glass can be faded or hidden per camera (the Sparrowhawk's amber canopy, the Hornet's and the
    Longsword's glass), and the eye's exposure can be held steady inside a cockpit.
  • Mod maps' vehicles work too: they get a seat view, hand aim and cameras of their own. Seventeen come with
    cameras already tuned, among them the Sparrowhawk, the Longsword and drone_alpha with their cockpit glass
    faded; any other is added to your camera file the first time you ride it.
  • Make it yours: every camera lives in halomccvr_vehicle_cameras.json in your Halo_MCC_VR folder, with
    a guide inside. The mod writes it once and never overwrites it. Switch: Cameras from
    halomccvr_vehicle_cameras.json
    (F1 > Vehicles).

Also new

  • Seated shots in Halo 3 leave from your eye, so a camera outside the vehicle never puts your own vehicle in
    the line of fire.
  • Halo 3 and ODST crosshairs start at 6 degrees.
  • Automatic VR action routing is off by default: each VR button is the gamepad button it stands for.

Install

Close MCC first and keep a copy of your Halo_MCC_VR folder.

  • Halo-MCC-VR-reclaimer-1-Launcher.zip: extract it, run HaloMCCVRLauncher.exe, press INSTALL VR
    MOD
    (INSTALL / UPDATE FROM THIS PACKAGE when a build is already installed), then LAUNCH MCC or, in the
    Project Reclaimer section, LAUNCH PROJECT RECLAIMER. Don't use its update check: it follows the upstream
    releases. If Install says access was refused, run the launcher once as administrator to install, then open
    it normally to launch.
  • Halo-MCC-VR-reclaimer-1-Manual.zip: copy its Halo_MCC_VR folder into the MCC folder, keeping your own
    halomccvr.cfg, then run the HaloMCCVRLauncher.exe inside it.
  • Halo-MCC-VR-reclaimer-1-Source.zip is the matching source; SHA256.txt has the checksums.

Windows Defender may flag the launcher (Behavior:Win32/DefenseEvasion.A!ml), most likely because it loads
the mod into the game. Check your ZIP against SHA256.txt and allow just that item.

Use MCC with anti-cheat disabled, and don't use the mod in matchmaking. The release notes inside the ZIPs
are upstream's; this page describes this build.

Changed defaults

An existing halomccvr.cfg keeps its values. Coming from Test 3: your config keeps automatic VR action
routing on and the Halo 3 and ODST crosshairs at 4 degrees; change them yourself for this build's defaults.

Setting Was Now To go back
Vehicle cameras (vehicle_cameras) new on vehicle_cameras = 0
Seat controls (vehicle_control) new Motion (1) 0 = as in Test 3, 2 = Stick, 3 = Wheel
Vehicle aim ring (vehicle_aim_marker) new on vehicle_aim_marker = 0
Note when the camera changes (vehicle_camera_note) new in the HUD (1) 0 = none, 2 = on the mod's panel
Add new vehicles to the camera file (vehicle_camera_autoadd) new on vehicle_camera_autoadd = 0
Automatic VR action routing (vr_action_mapping) on off vr_action_mapping = 1
Crosshair size, Halo 3 / ODST 4.0 6.0 halo3_crosshair_size_deg = 4, odst_crosshair_size_deg = 4
Reclaimer menus as a panel (host_ui_panel) new on host_ui_panel = 0
Reclaimer climb and dive buttons (reclaimer_flight_buttons) new on reclaimer_flight_buttons = 0
Hand aim ignored behind a look-steered vehicle, within (vehicle_aim_reject_metres) new 20 m vehicle_aim_reject_metres = 5 (0 = off)

Known limits

  • Not yet checked in a headset: first-person tethering, the aim ring, Reclaimer's climb and dive buttons,
    and the cameras of the fastest flyers. Project Reclaimer has been played with the mod on versions
    0.9.8 to 0.9.12; 0.9.23 starts from the launcher but has not been played yet.
  • Project Reclaimer closes the game on any memory fault, even one the mod would survive in MCC. If it
    closes on you, send us HaloMCCVR.log from your Halo_MCC_VR folder.
  • Vehicle cameras are Halo 3 only for now, in MCC and in Project Reclaimer.
  • A mod vehicle whose controls the mod cannot recognise keeps a still view for its driver in first person,
    even when tethered.
  • While the Wheel holds your grips, double-click both grips to let go of it.
  • Everything in Test 3's known limits and the upstream project's still applies.

Build identity

  • Source: nitsujack-development at a4709dce4ef328af49a77ac649e7f5d69787fd5b, on upstream main b243af2 (the Source ZIP). All 216
    automated tests passed, and the package passed its install checks.
  • HaloMCCVR.dll SHA-256: 96856105ADCDE14612C74E32261E2BFC6162BDFCD2A18E1A2DB38831A3351972. The ZIPs' checksums are in SHA256.txt.

Credits

Special thanks to blindcowboy24 for the first iteration of the roomscale setup for HaloCampaignEvolved_UEVR that eventually got ported over to here.

Halo MCC VR is by Pancreations, and is maintained and extended by moistman42069, whose project
this build is based on. See the README for the full credits.

If you'd like to support me for my mod contributions please visit my link below!
https://ko-fi.com/nitsujack

NitsuJack Test 3 (on Halo MCC VR Alpha 0.7.0 source)

Choose a tag to compare

@MOTYSHIZ MOTYSHIZ released this 15 Oct 20:24

NitsuJack Test 3 (on Halo MCC VR Alpha 0.7.0 source)

A community test build, not an official Halo MCC VR release: moistman42069's main plus the work
below, shared ahead of an upstream pull request. Keep a copy of your current Halo_MCC_VR folder so you
can go back.

Report problems with this build on this fork, not on the upstream project.

What's new in Test 3

Halo 4 is the headline: a lot of fixes, converged aim in its vehicles among them. Test 3 also makes
Co-op safe shots automatic, greatly improves responsiveness for the Broadsword and the Sabre, addresses co-op
disconnect cases in Reach, and adds an optional mono picture.

Halo 4 fixes

  • Converged aim in Halo 4 vehicles. Your shot goes where you point, and the crosshair sits on that
    point; it works in co-op too. Your hand sets the heading; up and down still turn at the stick's rate. On by
    default (F1 > Vehicles, Halo 4: converged aim in seats).
  • Inner helmet image off by default. In the campaign it showed as dark bands above and below the HUD,
    across the middle of your view. The visor's thin outline stays. Switch: Show Halo 4 helmet frame (F1 >
    HUD). Coming from Test 2? Your config keeps it on, so untick it yourself.
  • Being hurt with your shields down no longer blacks out your view. You see the game's own damage flash
    and warp.
  • No black square behind vehicle crosshairs (the Mantis had one).
  • The Broadsword's boost no longer leaves you behind: the view stays in the cockpit. Broadsword only;
    only the view's position changed.
  • The Mantis pilot sits above the closed cockpit instead of inside it (adjustable on the Vehicles page).
  • Starting a second game of Halo 4 or Halo 2 in one MCC session no longer crashes.

Greatly improved responsiveness for the Broadsword and the Sabre

The craft now turns toward where your hand points right away, up to 80 degrees a second, instead of
steering like a stick through the game's smoothing.

Co-op safe shots is now automatic

  • Automatic, the new default: on in a campaign co-op or Spartan Ops session; off when you play alone or
    in Firefight or a custom game, so muzzle shots, first-person seats and the rest come back. Halo CE always
    stays on.
  • Coming from Test 2: your "on" becomes Automatic once, and Off stays Off. Pick Always on the F1
    Advanced page to keep Test 2's behaviour everywhere.
  • Not yet played in a real co-op session. If a session ends on you, switch to Always and send us your log
    (its CO-OP SAFE SHOTS automatic: line says what it decided).

Reach co-op

Addressed co-op disconnects in Reach after melee hits, including while hijacking a Ghost. With Co-op safe
shots on, a muzzle effect may show at the game's own gun position instead of on your VR gun.

Also new

  • Mono rendering (F1 > Picture, off by default): one picture for both eyes, for maps that won't hold
    your frame rate in 3D. You lose depth. Not available with Halo CE's Anniversary graphics, on headsets with
    angled displays, in the cutscene theatre or with DLSS.
  • The crosshair is redrawn when the HUD's scale changes; it could keep the wrong size and shape until you
    changed weapon.
  • Direct drive is better prepared for MCC updates: it checks its known places in the game's code first and
    searches only if they moved, remembering what it found.
  • Halo 3 loads new levels with less background work, and two small performance fixes.

Co-op (campaign and Spartan Ops)

Co-op runs one shared simulation on every player's machine. Co-op safe shots (F1 > Advanced,
coop_safe_shots) keeps the mod from changing anything in it that would end the session: Automatic
(default), Always, or Off. Use Off only if you never play co-op: with it off, your first shot in a
co-op session ends it for everyone. Everyone using the mod in a session should be on this build.

While it is on (in co-op with Automatic, or everywhere with Always):

  • Shots leave your eye instead of the muzzle and are not re-aimed as they fire (Aim lead makes up for it
    on foot).
  • Seats in ODST and Halo CE and Reach passenger seats use the game's third-person camera.
  • Halo 2 gun seats still converge, passenger seats do not; Halo 4 seats converge through the game's own
    seat camera.
  • In Halo 2 your hand aims only with Direct drive on (it is by default).
  • True physical melee (experimental) presses the game's melee instead; it does nothing in Halo CE.

Played in co-op so far: Halo 3 on foot, in a Scorpion, a passenger seat and a mounted turret; Halo 2
Anniversary in a tank and a Warthog passenger seat; ODST in a Scorpion; Reach on foot and in a vehicle seat;
Halo 4 Spartan Ops and co-op, on foot and in seats. Not yet: Halo CE, Reach passenger seats, the Sabre and
the Broadsword. If a session ends, tell us the game, whether you hosted and what you were doing, and attach
HaloMCCVR.log from your Halo_MCC_VR folder.

Install

Close MCC first and keep a copy of your Halo_MCC_VR folder.

  • Halo-MCC-VR-nitsujack-test-3-Launcher.zip: extract it, run HaloMCCVRLauncher.exe, press INSTALL
    VR MOD
    (INSTALL / UPDATE FROM THIS PACKAGE when a build is already installed), then LAUNCH MCC.
    LAUNCH MCC alone starts whatever is already installed. Don't use its update check: it follows the upstream
    releases. If Install says access was refused, run the launcher once as administrator to install, then
    open it normally to launch.
  • Halo-MCC-VR-nitsujack-test-3-Manual.zip: copy its Halo_MCC_VR folder into the MCC folder, keeping
    your own halomccvr.cfg, then run the HaloMCCVRLauncher.exe inside it and choose Launch MCC.
  • Halo-MCC-VR-nitsujack-test-3-Source.zip is the matching source; SHA256.txt has the checksums.

Windows Defender may flag the launcher (Behavior:Win32/DefenseEvasion.A!ml), most likely because it loads
the mod into MCC. Check your ZIP against SHA256.txt and allow just that item.

Use MCC with anti-cheat disabled, and don't use the mod in matchmaking. The release notes inside the ZIPs
are upstream's; this page describes this build.

Changed defaults

An existing halomccvr.cfg keeps its values, except that Co-op safe shots moves from on to Automatic once,
and crosshair sizes are per game (an older single size stays in use for Halo 3, ODST and Halo 4).

Setting Was Now To go back
Halo 4 inner helmet image (halo4_helmet) Test 3 on off halo4_helmet = 1
Co-op safe shots (coop_safe_shots) Test 3 on (Test 2) Automatic (2) 1 = Always, 0 = Off
Halo 4 converged aim in seats (halo4_seat_converge) Test 3 off on halo4_seat_converge = 0
Mono rendering (mono_rendering) Test 3 new off
Aim lead (aim_lead_ticks) 0 1.0 aim_lead_ticks = 0
Crosshair size, Halo 3 / ODST / Halo 4 10.1 4.0 halo3_crosshair_size_deg = 10.1, and so on
Crosshair size, Reach 10.1 10.3 reach_crosshair_size_deg = 10.1
Crosshair size, Halo 2 10.1 8.0 halo2a_ / halo2c_crosshair_size_deg = 10.1
Crosshair size, Halo CE 10.1 7.2 halo1_crosshair_size_deg = 10.1
Crosshair distance (crosshair_distance_m) 41 m 50 m crosshair_distance_m = 41
Roomscale body movement (roomscale_movement) off on roomscale_movement = 0
Weapon holsters (weapon_holsters) off on weapon_holsters = 0
Holster location (weapon_holster_location) shoulder custom spot weapon_holster_location = 0
Holster grab radius (weapon_holster_radius_m) 0.20 m 0.30 m weapon_holster_radius_m = 0.2
Holster click gesture (weapon_holster_click) off on weapon_holster_click = 0
Physical crouch (physical_crouch) off on physical_crouch = 0

Known limits

  • Not yet checked in a headset: Automatic co-op safe shots, mono rendering, the inner helmet image and
    the Mantis changes. Automatic has not been played in a co-op session, and the Reach disconnect fixes not on two
    machines. Mono has not been tried in ODST or Reach.
  • A second Halo 4 game in one MCC session has not been seen yet (Halo 2's is confirmed).
  • Halo 4 seats: crosshairs with an overheat bar under them (Warthog turret, mounted turret, Scorpion) sit a
    little high, more as the gun heats up. A turret ripped off its mount has no converged aim.
  • Halo 3: a mounted stationary turret has no converged aim (it does once detached).
  • Halo 2 Anniversary co-op: after the pause menu the view can stay flat; press the mod's pause chord again.
  • Halo 4 Forge monitor: the view is a small porthole with black around it.
  • Halo 2: the Beam Rifle's crosshair may not enclose its shot at long range.
  • Aim lead has not been measured. If shots land ahead of the crosshair while you turn, lower it.
  • Physical crouch needs MCC's hold-to-crouch setting.
  • Everything in the upstream project's known limits still applies.

Everything this build adds to upstream

On by default unless noted; each has a switch in the F1 menu.

  • Aim: Converged aim. Direct drive (your hand writes the game's own aim, the Broadsword's and Sabre's
    flight included). Shots from the visible muzzle, when Co-op safe shots allows. Aim lead on foot in Halo 3,
    ODST and Reach.
  • Vehicles: your hand aims in seats, with VR controls in Halo CE and Halo 2 seats. Converged aim in Halo
    4 vehicles. The Broadsword's view stays in the cockpit on boost; the Mantis pilot sits above the cockpit.
    Halo 3: first-person seats, a crosshair that stops where the seat's aim stops, a steady turret gunner aim.
    Halo 2: a jitter-free seat camera, a steady view while the game waits in co-op, crosshairs aligned to
    their art.
  • Crosshair and HUD: per-game crosshair size, opacit...
Read more