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Halo MCC VR - Launcher and Controls Revamp Build 4
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:
- 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).
- 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. - 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.exeasTrojan:Win32/Wacatac.H!ml, the same name we see (UEVR issue #79). - REFramework, praydog's framework behind his RE Engine VR mods: its
dinput8.dllhas been flagged asTrojan: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
mainplus 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.
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,
downloadHalo-MCC-VR-Launcher-And-Controls-Revamp-Build-4-Launcher.zipfrom this page, extract it, run its
HaloMCCVRLauncher.exeand 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).
- The support trigger depends on your grip. It zooms when your support hand holds the gun, uses equipment
-
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 Presetsfolder besidehalomccvr.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...
Halo MCC VR - Launcher and Controls Revamp Build 3
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:
- 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).
- 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. - 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.exeasTrojan:Win32/Wacatac.H!ml, the same name we see (UEVR issue #79). - REFramework, praydog's framework behind his RE Engine VR mods: its
dinput8.dllhas been flagged asTrojan: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
mainplus 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.
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,
downloadHalo-MCC-VR-Launcher-And-Controls-Revamp-Build-3-Launcher.zipfrom this page, extract it, run its
HaloMCCVRLauncher.exeand 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).
- The support trigger depends on your grip. It zooms when your support hand holds the gun, uses equipment
-
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 Presetsfolder besidehalomccvr.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...
Halo MCC VR - Launcher and Controls Revamp Build 2
Halo MCC VR - Launcher and Controls Revamp Build 2
A community test build, not an official Halo MCC VR release: moistman42069's
mainplus 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.
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).
- The support trigger depends on your grip. It zooms when your support hand holds the gun, uses equipment
-
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 Presetsfolder besidehalomccvr.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
Logsfolder besideHaloMCCVR.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
- Extract the ZIP and run
HaloMCCVRLauncher.exe. - 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.
- To play in MCC, press LAUNCH MCC.
- 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... |
Halo MCC VR - Launcher and Controls Revamp Build 1
Halo MCC VR - Launcher and Controls Revamp Build 1
A community test build, not an official Halo MCC VR release: moistman42069's
mainplus 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.
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).
- The support trigger depends on your grip. It zooms when your support hand holds the gun, uses equipment
-
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 Presetsfolder besidehalomccvr.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
Logsfolder besideHaloMCCVR.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
- Extract the ZIP and run
HaloMCCVRLauncher.exe. - 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.
- To play in MCC, press LAUNCH MCC.
- 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...
Halo MCC VR - Project Reclaimer Compatible Build 5
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
mainplus 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.
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.
- F1 > Weapon & Aim > Two-handed aiming has the choice: Based on the weapon (default) or Based on how far
- 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
- Extract the ZIP and run
HaloMCCVRLauncher.exe. - 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.
- To play in MCC, press LAUNCH MCC.
- 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 ...
Halo MCC VR - Project Reclaimer Compatible Build 4
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
mainplus 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, setallow_ofxr_bridge = 1inhalomccvr.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.
- F1 > Picture > Fit to my monitor is on by default. On a monitor smaller than the picture you ask
- If borderless still crashes for you, play windowed with a Render resolution preset (2160p, 1440p and
so on) and send us yourHaloMCCVR.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.
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.
- Start it from the launcher. The launcher's Project Reclaimer section finds the client with
Detect (or pickproject-reclaimer-client-v<version>.exewith 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.jsonin yourHalo_MCC_VRfolder, 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, runHaloMCCVRLauncher.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 itsHalo_MCC_VRfolder into the MCC folder, keeping your own
halomccvr.cfg, then run theHaloMCCVRLauncher.exeinside it.Halo-MCC-VR-reclaimer-4-Source.zipis the matching source;SHA256.txthas 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... |
Halo MCC VR - Project Reclaimer Compatible Build 3
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
mainplus 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.
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.
- Start it from the launcher. The launcher's Project Reclaimer section finds the client with
Detect (or pickproject-reclaimer-client-v<version>.exewith 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.jsonin yourHalo_MCC_VRfolder, 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, runHaloMCCVRLauncher.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 itsHalo_MCC_VRfolder into the MCC folder, keeping your own
halomccvr.cfg, then run theHaloMCCVRLauncher.exeinside it.Halo-MCC-VR-reclaimer-3-Source.zipis the matching source;SHA256.txthas 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 usHaloMCCVR.logfrom yourHalo_MCC_VRfolder. - 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-developmentatbd6d537261ee91601799f57b454d86243abe9813, on upstreammainb243af2(the Source ZIP). All 217
automated tests passed, and the package passed its install checks. HaloMCCVR.dllSHA-256:150B1B767F27FB5A6D9D6FC0FCF2122D67C84750FAB8E29C952AA44A833D95E2. The ZIPs' checksums are inSHA256.txt.
Credits
Special thanks to blindcowboy24 for the first iteration of the roomscale setup for HaloCampaignEvolved_UEVR that eventuall...
Halo MCC VR - Project Reclaimer Compatible Build 2
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
mainplus 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.
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.
- Start it from the launcher. The launcher's Project Reclaimer section finds the client with
Detect (or pickproject-reclaimer-client-v<version>.exewith 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.jsonin yourHalo_MCC_VRfolder, 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, runHaloMCCVRLauncher.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 itsHalo_MCC_VRfolder into the MCC folder, keeping your own
halomccvr.cfg, then run theHaloMCCVRLauncher.exeinside it.Halo-MCC-VR-reclaimer-2-Source.zipis the matching source;SHA256.txthas 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 usHaloMCCVR.logfrom yourHalo_MCC_VRfolder. - 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-developmentat37149ac0246bec13bf816822882f3ceb5b78c443, on upstreammainb243af2(the Source ZIP). All 216
automated tests passed, and the package passed its install checks. HaloMCCVR.dllSHA-256:B82BDC5FFE03A7096A1F772571FDA0DFE25FC2738508E1AA720BFEA14F2CA2D0. The ZIPs' checksums are inSHA256.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
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
mainplus 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.
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.
- Start it from the launcher. The launcher's Project Reclaimer section finds the client with
Detect (or pickproject-reclaimer-client-v<version>.exewith 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.jsonin yourHalo_MCC_VRfolder, 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, runHaloMCCVRLauncher.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 itsHalo_MCC_VRfolder into the MCC folder, keeping your own
halomccvr.cfg, then run theHaloMCCVRLauncher.exeinside it.Halo-MCC-VR-reclaimer-1-Source.zipis the matching source;SHA256.txthas 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 usHaloMCCVR.logfrom yourHalo_MCC_VRfolder. - 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-developmentata4709dce4ef328af49a77ac649e7f5d69787fd5b, on upstreammainb243af2(the Source ZIP). All 216
automated tests passed, and the package passed its install checks. HaloMCCVR.dllSHA-256:96856105ADCDE14612C74E32261E2BFC6162BDFCD2A18E1A2DB38831A3351972. The ZIPs' checksums are inSHA256.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)
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
mainplus the work
below, shared ahead of an upstream pull request. Keep a copy of your currentHalo_MCC_VRfolder 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
(itsCO-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, runHaloMCCVRLauncher.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 itsHalo_MCC_VRfolder into the MCC folder, keeping
your ownhalomccvr.cfg, then run theHaloMCCVRLauncher.exeinside it and choose Launch MCC.Halo-MCC-VR-nitsujack-test-3-Source.zipis the matching source;SHA256.txthas 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...