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KeeperFX VR - test build 2
Pre-release
Pre-release
Second test build of the VR mode for KeeperFX, with fixes from tester feedback.
This is an unofficial fan mod, not a KeeperFX release. Please report problems in Issues.
What's new
- Red X button while a room, spell, trap or door is picked: tap it to go back to the plain hand. It also folds the wrist panel away.
- Slap works with any tool picked, not only the plain hand.
- Valve Index: grabbing uses the grip's force sensor, so just holding the controller no longer counts as gripping (this also blocked slapping).
- Wrist panel taps register on the first try (quick or slightly sliding pokes used to miss).
- Message box buttons are twice as big, easier to hit, and work with the laser too.
- Level results screen shows properly in VR (the dungeon used to be drawn in garbled gold colours after winning).
- High score name: press A to keep the name shown.
- Quitting: in the game's menus the pause button (left Y; left B on Index) is Back. Go back to the main menu and tap Quit.
- Hand light under the pointer no longer flickers.
- The yellow and green outline boxes on the panel and menus are gone; the game's own button highlights show what you touch.
- Double-clicking
vr\keeperfx_vr.exenow works as well as the launchers.
Requirements
- Windows PC with a PC VR headset and a 32-bit capable OpenXR runtime:
- Virtual Desktop (Quest): works
- SteamVR: works (use the SteamVR launcher)
- Meta Quest Link / Air Link: should work, untested
- KeeperFX updated to a recent alpha patch (keeperfx.net → Downloads → Alpha)
- Your own copy of Dungeon Keeper. No game data is included.
Install / update
Unzip KeeperFX-VR-*.zip into your KeeperFX folder (over test build 1 if you have it). It adds a vr folder and two launchers and replaces nothing of KeeperFX itself. Then run Play KeeperFX VR.bat (Virtual Desktop / Quest Link) or Play KeeperFX VR (SteamVR).bat.
Controls and troubleshooting are in README-VR.txt inside the zip.
Source: the vr branch of this repository (GPL-2.0, like KeeperFX).