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Releases: rubocopter/call_of_juarez_vr

Call of Juarez VR 0.1.0-prealpha.5 - Physical bow, rifle support and holsters

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@rubocopter rubocopter released this 22 Oct 12:12

v0.1.0-prealpha.5 — Physical bow, rifle support and virtual holsters

Experimental community prerelease for original Steam Call of Juarez (2006),
D3D9/OpenVR, Windows 10/11 x64
. Cumulative from prealpha.4. Back up saves;
campaign completion and general headset/controller support remain unqualified.

Remington bimanual grip is operator-validated on the exercised PS VR2 setup.
Physical manual reload for rifles/shotguns is still NOT implemented:
Square
keeps the original automatic reload. Winchester/SawOff support is experimental
and needs its own physical confirmation.

Gameplay and controls added since prealpha.4

  • Physical bow draw: hold/aim with the left hand; bring the right hand to the
    string, freshly hold R2, retract and release R2 to shoot. Returning toward the
    bow or moving off-axis relaxes tension without losing the held string. A short
    or slack release does not request a shot. The exact bow root/holding frame,
    native hand-state supervision and vibration transport are integrated. Native
    ammo, timing and concentration rules remain authoritative. The operator reports
    very good exercised bow use; sustained consistency, arrow/string alignment,
    haptic quality and interruption recovery remain separate checks.
  • Bimanual rifles/shotguns: fresh L1 near the wooden fore-end acquires support
    on an idle, right-owned Remington, Winchester or SawOff. One rigid map keeps
    the weapon, hands, muzzle and aiming ray together without stretching. Release
    L1 to detach; Square cancels support for native reload. Crossing the support
    hand behind the dominant grip cancels instead of flipping the barrel. Native
    cycling retains the acquired local contact. Scoped Winchester is excluded.
  • Correct rifle contact: acquisition and its optional L1 guide now use
    measured wood geometry on the live weapon element. This fixes the reported
    floating Remington grab point; the player's native support socket supplies
    anatomy rather than contact position. The corrected Remington grasp is
    headset-validated in exercised play. Other models and broad recovery remain
    unqualified.
  • Virtual holsters: fresh R1 at the right hip toggles its pistol, L1 at the
    left hip toggles its pistol, R1 above/behind the right shoulder toggles the
    long weapon, and L1 above/behind the left shoulder toggles the bow. Release
    between gestures. These ergonomic zones require native inventory/permissions,
    operate on foot outside duels, and have scoped operator acceptance. They do
    not add visible holstered weapon models or precise body-socket grasping.
  • Optional weapon guides: native Options > Game can show colored holster
    zones and the small rifle L1 marker. Cyan locates rifle contact, green indicates
    nearby released-hand admission, grey requests release; the marker hides when
    attached. Guides default off and share the real acquisition geometry. The
    operator accepts exercised holster guides and switching assistance on/off.
  • Equipment wheel presentation: procedural Western styling and localized
    labels retain hold/select/release behavior and native equipment authority.
  • Native VR options: Options > Game now exposes cinematic theater/immersive,
    smooth/snap turning and weapon guides using native widgets. Shared version-3
    preferences preserve older saved choices and are shared with the held-Options
    VR settings panel. A missing turning preference defaults to smooth. Explicit
    choices persist; a failed save remains a visible session-only change. EN/ES
    authored labels follow the game's startup locale.
  • Physical duel posture: stick-down draw requires a fresh right hand at the
    hip and stick-up raise requires physically raising it. Native duel timing and
    permissions still apply. The operator confirms the correct gesture works and
    tested incorrect/cheating postures are rejected. Broader duel timing/retry and
    recenter recovery remain open.
  • Continuous body following: normal gameplay follows every HMD yaw change,
    replacing the previous free-look cone while preserving scoped camera/body
    restoration. This has scoped operator acceptance. Legs still slide during
    physical walking/turning; room-scale leg animation is not implemented.
  • Immersive movie subtitles: module-owned subtitle text can now be transported
    during immersive cinematics, respecting native subtitle ownership/settings and
    clearing stale text. The operator confirms subtitle appearance in exercised
    animations without specifying all modes. Other timing/mode cases remain open;
    theater stays the cinematic default and earlier accepted recovery is retained.
  • Bow concentration optics: use the native cached concentration value for
    scoped world-view magnification, preserving physical HUD/menu optics and
    avoiding repeated native updates. This part is host-tested; visual alignment
    and comfort remain unqualified.

Fixes and reliability

  • Free-hand rifle trigger: L2 no longer falls through the native empty-hand
    attack route and fires a right-owned Remington. The operator confirms the fix.
    Consumed trigger holds require physical release across context changes; R2
    remains the normal firing trigger.
  • Grip arbitration: rifle and holster claims consume conflicting Action/Kick
    input, including denied zone presses, so they cannot leak into delayed kicks
    or other interactions. Earlier unwanted kicks were corrected; exercised
    holsters are accepted, broader held-input recovery remains open.
  • Rifle regripping: approaching with a released L1 preserves the release
    baseline; pressing outside contact never queues an automatic later grab.
    Named Remington Holder element zero is accepted as its valid root socket.
  • Rifle ownership and stereo: retain the actual Java weapon object and epoch
    across restored frames, reject same-ID replacements and changed mesh anchors,
    recheck both hand maps before the single weapon commit, and verify muzzle/ray
    ownership through both eyes. A failed expected map invalidates the pair;
    successful restoration cannot publish images from a failed pair.
  • Bow continuity: capture-ring misses alone no longer cancel an otherwise
    valid physical draw. Consumed R2 remains consumed through lost owner proof;
    real tracking/native owner loss still cancels and requires release. Holding a
    valid draw no longer inherits the unrelated concentration-expiry cancellation;
    native release/shot and concentration duration are retained.
  • Manual revolver reload: preserve grip/feedback continuity across slow wrist
    motion, reject discontinuous carries, add a soft held-zone cue distinct from
    accepted-insertion feedback, and a short native-confirmed support-thumb gesture
    after insertion. Cartridge axis follows the measured displayed-finger tangent.
    Convincing cartridge grip, hand/scene occlusion, real chamber insertion,
    insertion-specific sound and ejection remain unfinished. The existing admitted
    profiles and native ammo/reserve authority are retained.
  • Body restoration: keep the original actor, generation and complete preimage
    through pelvis/diagnostic-arm transactions, failed writes and translated restore
    retries. Restoration runs before replacement, disabled-tracking exits or new
    mutations; a failure retains ownership and stops dependent work.
  • Chest/scroll crash mitigation: preserve only a verified, still-active native
    render-level context around injected input dispatch. Foreign, removed or
    read-only invalid contexts reject. This is host-tested mitigation, not a
    confirmed fix of the reported campaign crash
    ; keep save backups.
  • Transactional recovery: inventory hidden/system and nested directory contents
    before restoring/removing staged files. Preserve unknown contents and journals;
    reject fresh staging when the original directory cannot be represented safely.
  • Resolution reporting: launcher output distinguishes saved intent, applied
    size and specific fallback causes, including unavailable SteamVR recommendations
    and incompatible native caps. No new resizing backend, automatic supersampling
    policy or live resolution switching is introduced.

Diagnostics and engineering

  • Fix issue #5's confirmed
    unwanted HUD sprite/flush diagnostic: ordinary sessions no longer install those
    hooks with resource probes disabled. Retained callbacks also honor permission.
    The report actually shows working GPU sharing during gameplay; CPU theater
    transfer is separate. Resolution of the reported Pico 4/Virtual Desktop
    rhythmic stutter is still unverified; this release does not claim it fixed.
  • Retire automatic FX-global/emitter walks, duplicate shot/barrel comparisons and
    repeated skeleton discovery from ordinary play. They remain available only
    through explicit resource/movement traces. Keep exact-build rejection, muzzle/
    hand verification, rollback, crash reporting and lightweight transport/cadence
    counters active. This is reduced diagnostic work, not a measured FPS claim.
  • Add opt-in, bounded rifle admission/native Winchester reload observations and
    offline bow/reload evidence analysis with owner/epoch/state correlation. These
    observers neither implement manual rifle reload nor prove chamber occupancy.
  • Extend host regressions for settings/bytecode verification, gestures, geometry,
    same-ID replacement, failed restoration, staging recovery and packaging.
  • Document native reload contracts for the remaining weapons and assess external
    VR reference projects. Development-only body-haptics admission/recording
    groundwork adds no vest SDK/provider or supported hardware. No external VR
    framework or physics runtime is added by this research.

Install/update and focused community checks

Extract the complete Windows player ZIP, close the game, start SteamVR for
Auto/percentage profiles and select **1 — Install/...

Read more

Call of Juarez VR 0.1.0-prealpha.4

Pre-release

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@github-actions github-actions released this 19 Oct 17:35

v0.1.0-prealpha.4 — Duels, dual reticles and compatibility

Experimental community prerelease for the original Steam Call of Juarez (2006),
D3D9/OpenVR
. Cumulative from .3; back up your saves. The operator confirms the
tested candidate works in the exercised PS VR2 Sense setup. This is scoped
functional acceptance, not full campaign coverage or general hardware support.

Manual reload for long guns is not implemented. Rifles/shotguns still use the
original automatic reload and its native animation (Sense: Square).
Physical
cartridge loading remains limited to the admitted revolver profiles.

Changes since prealpha.3

  • Duel controls: center the right stick on entry, pull down to draw when the
    game permits, then up to raise. Horizontal stick input retains native duel aim;
    tracked-hand aiming and triggers remain available. Ordinary turning/body-follow
    yaw yield to the duel. Clyde draw/raise and tracked aiming/fire are operator-
    confirmed; native timing, permissions and early-draw rules are preserved.
  • Two simultaneous weapon reticles: each verified firearm gets its own
    continuously displayed aiming mark, including while idle or firing either hand.
    Each mark has independent projections for both eyes and its own qualified
    native no-shoot flag. Missing weapon/tracking/context cannot reuse another ray.
  • Careful movement: apply native stick shaping before head-relative rotation
    and retain smaller gaze-direction changes in native input dispatch, addressing
    the reported angular deadzone/drift during slow movement.
  • Smooth turning by default: proportional turning up to 90 degrees/second
    in normal native look mode. Timing is independent of render sample rate;
    lost/stale input resets until the stick is centered. Native special-mode
    coefficients remain authoritative. A smooth/snap selector is still planned.
  • Long-gun free hand: allow controller finger curls for the logically empty
    left support hand when a normally held right rifle owns a verified visual map.
    This corrects the inherited support-grip pose away from the gun. Firing,
    alternate-fire, reload and transitional states can retain native fingers;
    this does not add two-hand gripping or physical long-gun reload.
  • Manual reload choice restored: launcher 8 — Manual reload on/off changes
    the setting transactionally while the game is closed. Fresh installations
    default on; updates and Prepare session retain the installed choice.
  • Launcher help: 9 — Controls and startup help explains launch, pause and
    native save-menu access for each packaged controller profile. Updated guidance
    distinguishes R3 Focus/zoom, Circle alternate fire and Ray concentration.
  • OneDrive video-settings compatibility: recognize Windows Cloud Files
    metadata for redirected Video.scr paths. The exception is limited to video
    settings; real links/junctions, unknown tags and linked game/package/backup
    paths remain rejected, including changed recovery targets. Host sandbox and
    simulated-cloud tests pass; live OneDrive operation still needs confirmation.
  • Documentation and validation: current guides reflect the released features,
    operator confirmations and remaining limits. Ordinary Ray concentration is
    confirmed after holstering; its native activation rules were clarified, not
    replaced with a new concentration button or implementation.

Controls to know

  • Ray concentration: holster both weapons, allow the native cooldown/readiness
    and holster animations to finish, then freshly press L2 or R2. With both pistols
    drawn, hold Triangle, highlight right with the right stick and release to
    holster right; center, then repeat left for the left pistol. Selecting fists
    is not holstering. R3 remains Focus/zoom.
  • Blocking tutorial asking for Z: Cross dismisses the hint. Release, then
    Circle requests alternate fire after gameplay resumes. Native tutorial windows
    still show PC-key labels; this limitation is not fixed in .4.
  • Reload: Square opens/closes an admitted manual revolver session when enabled.
    The free-hand trigger carries/releases rounds. Long guns retain automatic
    native reload and animation. The manual system remains experimental.

Install/update and remaining limits

Extract the complete Windows player ZIP, close the game, start SteamVR for
Auto/percentage profiles, then select 1 — Install/update in CoJ-VR.cmd.
The first session is prepared automatically. Before later plays choose
6 — Prepare session while closed; start the game manually. Saved resolution
profiles and the reload on/off choice survive updates. 7 changes resolution,
8 changes reload, 9 shows controls/help, and 2 restores original files.

The .3 asymmetric OpenVR projection fix and missing-preference Auto resolution
are retained. Beyond gameplay-view feedback and an unspecified Quest report are
positive; broader headset/controller compatibility and menu gaze alignment
remain unqualified. Only PS VR2 Sense is the exercised development reference.

Remaining work includes physical long-gun reload, native VR tutorial labels,
the smooth/snap selector, convincing cartridge contact/precise chamber loading,
ejection and broad interruption recovery. Full campaign, other weapons/duels,
mounted/climbing/scoped contexts, the reported chest/possible-scroll crash,
device loss and sustained/recorded performance remain open. Theater remains the
cinematic default; immersive movie subtitle transport is unfinished. Archived
packages and canonical verifier outcomes are unchanged by operator acceptance.

Original project code is GPL-3.0-or-later. The ZIP includes license/third-party
notices and SOURCE_COMMIT.txt; no game archives are distributed.

Call of Juarez VR 0.1.0-prealpha.3

Pre-release

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@github-actions github-actions released this 18 Oct 19:36

v0.1.0-prealpha.3 — Experimental community release

Cumulative from prealpha.2, including the prior prealpha.1 baseline, for the
exact original Steam Call of Juarez (2006), D3D9/OpenVR build. Back up saves:
campaign coverage is incomplete and crashes can block progress. Physical
acceptance remains limited to exercised PS VR2 Sense scenes. Other hardware and
bindings are experimental; no feature is promoted to supported. Archived .2/.1
packages and verifier verdicts remain unchanged.

New in .3

  • Correct OpenVR vertical projection conversion for asymmetric optics. The
    .2 converter reverses the vertical projection center for asymmetric raw vertical
    tangents. Regression tests compare the complete converted matrix and forward
    menu placement with Valve's independent formula, covering asymmetry in both
    directions and symmetric PS VR2 controls. This fix is HOST-TESTED only:
    Beyond/Quest gameplay distortion and menu gaze alignment still need physical
    confirmation. It does not establish a complete fishbowl fix or headset support.
  • Auto resolution when no preference is saved. Auto uses the SteamVR helper's
    recommended per-eye extent, not panel-native pixels. Every explicit saved
    preference, including Manual and Preserve, survives updates.
  • Manual reload enabled by default on fresh Install and Install/update, even
    when a previous installation had it off. There is no interactive reload y/n
    prompt. Ordinary stereo, independent hands, native torso/legs and physical
    Hands combat remain enabled. Cinematic theater stays the default; the rejected
    independent eye RT prototype and investigation probes stay off.

Install, update and later plays

Extract the complete player ZIP, close the game and keep original backups and
recovery data. Start SteamVR manually before Install/update or Prepare session
for Auto/percentage profiles.
Choose 1 — Install/update and the game folder.
Installation prepares the first session; resolution selection is optional.

To change resolution, choose 7 — Resolution profiles, then 6 — Prepare
session
. Before every later play, close the game and choose 6 for fresh
provenance, with SteamVR already running for queried profiles. Prepare session
retains the installed feature set without repatching archives. Start the D3D9
game manually; no runtime or game lifecycle is automated.

Advanced noninteractive Install accepts -ManualReload:$false. Prepare session
retains that installed choice; a later default Install/update enables reload
again. Resolution preferences persist independently. 2 — Uninstall/recover
restores originals; retain recovery data on errors. 3 — Diagnostics, 4 —
Status
and 5 — Verify package remain available. Verification does not prepare
a session. Reports stay local until inspected and manually shared.

No compiler, Git, system Python or PowerShell 7 is needed. The package uses
Windows PowerShell 5.1, bundled isolated Python and the VC++ x86 runtime on Windows
10/11 x64. Users supply the game, SteamVR and GPU/headset drivers. Avoid switching
desktop focus while playing: the original game can crash when it loses focus.

Resolution and reload

  • Auto / 100%: use the fresh helper recommendation. Auto is the missing-
    preference default. If the helper is unavailable or caps are incompatible,
    preparation preserves the selected game size with a visible explanation,
    retains profile intent and retries at the next preparation.
  • 75% / 125%: scale total pixel count relative to that recommendation; each
    axis scales by the square root of the ratio, approximately preserving aspect.
  • Manual: saved width/height per eye, with no recommendation query.
  • Preserve: explicitly retain the selected game size, with no query.

Profiles apply at startup, including menu/theater sources, and never resize a
running game. There is no new upscaler. Helper Background/game Scene identity
equivalence, complete native/theater allocation compatibility and x86 memory
headroom remain open. Caps checks and the Auto default do not establish support.
Manual 2804×2860 remains the accepted saved local PS VR2 reference, backed by
actual raster/capture/output evidence and repeated positive operator feedback.
It is not imposed on other users or a sustained performance guarantee.

Reload: with an eligible revolver, missing rounds, reserve and an empty free
hand, press Reload (Sense: Square) to open; press/hold the free-hand trigger at
your hip to grab a round; bring it to the gun and release; press Reload to close.
Accepted insertions give haptic feedback. Native ammunition remains authoritative.
Convincing grip, precise chamber loading and broad interruption recovery remain
unfinished.

Retained .2 baseline

  • Headset-validated PS VR2 stereo recovery after Hope and multiple exercised
    cinematics, including entry/exit, hot presentation switches, weapons, recenter
    and continued gameplay. This does not qualify Quest recovery or every cinematic.
  • Accepted main-menu GPU/angular correction at exactly 2804×2860, preserving
    proportions and native pointer coordinates; Ray's accepted 8 cm visual setback
    and coat partition.
  • Safe reclamation of unfinished stereo capture slots and preservation of all
    32 native identity bits across JNI for reload and physical Hands ownership.
    General high-address compatibility remains separate.
  • Host-tested loading-screen Cross/trigger key-down correction; fresh physical
    continuation remains pending. Persistent profiles, bounded query/caps helpers,
    layered video recovery and UTF-8 recommendation input handling are retained.
    Recovery preserves conflicting edits and restores session video before install
    originals.

Known limitations

The chest/possible-scroll crash remains unresolved. Full campaign, mounted
contexts, other weapons, special optics, duels, climbing and complete graphical
HUD coverage remain open. The latest left-hand interaction ray and reload visual
refinements still await physical acceptance; cartridge occlusion, precise loading
and ejection remain unfinished.

Theater remains the cinematic default; immersive subtitle transport is unfinished.
Earlier intermittent full-scene flashes have not recurred in later exercised
sessions, but their cause is unresolved. Broader tracking/dashboard/held-input,
death/retry, save/load, abnormal-exit and device-loss recovery remain open, as do
sustained pacing, recording-associated microskips and other headsets/PCs. No repeat
of the accepted PS VR2 baseline is requested merely for release.

OpenXR, D3D10, Bound in Blood and Gunslinger are outside this release. Inspect
local diagnostics for private information before sharing; include version,
checkpoint, hardware and reproduction steps.

Original project code is GPL-3.0-or-later. The ZIP includes LICENSE,
COPYRIGHT_AND_REUSE.md and SOURCE_COMMIT.txt identifying its corresponding
source. Bundled dependencies retain their own terms in THIRD_PARTY_NOTICES.txt.

Call of Juarez VR 0.1.0-prealpha.2

Pre-release

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@github-actions github-actions released this 17 Oct 23:28

v0.1.0-prealpha.2 — Pre-alpha / Experimental Community Release

Cumulative changes since v0.1.0-prealpha.1 for the exact original Steam
Call of Juarez (2006), D3D9/OpenVR build. Back up saves: campaign coverage is
incomplete and crashes can block progress. No feature is promoted to supported.
Only exercised PS VR2 Sense scenarios have physical acceptance; other hardware
and packaged bindings remain experimental.

Highlights

  • Higher native per-eye resolution with saved startup profiles, integrated
    into the player launcher. New installations default to Preserve.
  • Improved main-menu presentation and performance at 2804×2860:
    the accepted GPU presentation retains the agreed angular reference, proportions,
    pointer and native coordinates. This targeted correction requires verified
    main-menu ownership and exactly that source size; other sizes retain the
    established presentation.
  • Fixed stereo recovery after cinematics, including the previously reported
    Hope transition. The operator confirms headset acceptance across multiple
    exercised sequences, entry/exit, hot presentation-mode changes during sequences,
    different equipped weapons, headset recentering and continued gameplay.
  • Improved Ray body and coat presentation, with the accepted 8 cm horizontal
    visual setback and scoped coat partition. Camera, collisions, hand targets and
    Billy's fit retain their established behavior.

Fixes and improvements

  • Recover unfinished stereo capture slots when presentation ownership changes
    before a pair completes, preserving pending GPU work and consumer leases.
    This prevents interrupted captures from permanently exhausting the ring.
  • Preserve all 32 bits of native weapon/object identity across the Java/native
    boundary, including high-bit identities, for reload and physical Hands combat.
    This corrects erroneous signed-identity rejection; it does not establish general
    high-address compatibility for every native/JVM path.
  • Correct Sense Cross and trigger selection on loading screens to deliver the
    native key press needed to continue. Host tests cover both routes and cleanup;
    their fresh headset continuation check remains separate from cinematic acceptance.
  • Keep main-menu pointer mapping consistent with its source size and presentation.
    Ordinary native stereo remains the active render path.
  • Add persistent profile selection, bounded SteamVR query and D3D9 limits helpers,
    and layered session-video recovery to Install/update and Prepare session.
    Preparation restores the previous override before applying the next; update
    preserves ManualReload and resolution intent. Uninstall restores the session
    layer before the installation originals and preserves conflicting edits.
  • Extend package inventories, build manifests and offline verification to include
    resolution helpers and tools. The public menu retains its seven operations;
    no separate development selector is needed.
  • Accept the UTF-8 marker that Windows PowerShell 5.1 can add to recommendation
    input, preventing valid Auto/percentage profiles from being rejected on those
    consoles. Strict JSON and size validation remain in place.
  • Add opt-in render-resource and frame diagnostics with explicit generation
    correlation. These are internal investigation tools, disabled by default.
    The separate independent-render-target prototype remains off and unaccepted;
    it is not the resolution mechanism offered by this release.

Resolution profiles

Extract the complete player ZIP and run CoJ-VR.cmd. With the game closed,
choose 7 — Resolution profiles, then 6 — Prepare session to apply a changed
choice. Installation already prepares a session using the saved profile: no
second preparation is needed unless you change it afterward. On subsequent
sessions, close the game, optionally change the profile, and choose 6.

  • Preserve (default): retain the game's selected native resolution; no
    SteamVR recommendation query.
  • Auto / 100%: use the current helper recommendation. Start SteamVR manually
    before Install/update or Prepare session needs to query it.
  • 75% / 125%: scale the recommendation's total pixel count, approximately
    preserving aspect ratio (each axis scales by the square root of the percentage).
  • Manual: enter width and height per eye; no SteamVR recommendation is needed.

Manual 2804×2860 per eye is the accepted local PS VR2 reference. Prior
instrumented evidence establishes actual raster/capture/output dimensions. The
operator reports repeated satisfactory stereo, sharper detail and no perceptible
performance problems during the exercised tests. This is declared physical
acceptance, not a new telemetry measurement, universal default or sustained
performance guarantee. No repeat of these accepted tests is required for release.

Explicit profiles remain experimental. The helper's application identity is not
universally proven equivalent to the game's SteamVR recommendation. Query or
compatibility failures retain the selected native size through the established
Preserve fallback. Inspect the reported applied size. Higher dimensions increase
GPU and 32-bit address-space pressure; caps checks do not qualify total memory.
Profiles change native rendering, menu and theater sources at startup, never a
running game. There is no new upscaler or independent render-target bank.

Installation and update

Use 1 — Install/update, including when updating from prealpha.1. Extract a new
complete ZIP, close the game and retain all original backups/recovery data.
ManualReload remains optional and persists unless explicitly changed; resolution
intent also persists. 2 — Uninstall/recover restores originals. Interrupted
preparations report recovery instructions; normal successive sessions need no
separate finish command. 3 — Diagnostics, 4 — Status and 5 — Verify
package
remain available. Reports stay local until manually shared.

Windows PowerShell 5.1, bundled isolated Python and the VC++ x86 redistributable
provide offline installation without Git, a compiler, global Python or PowerShell 7.
Users supply the exact game, SteamVR and GPU/headset drivers. Start and close the
game and SteamVR manually. Avoid switching desktop focus while playing: the
original game can close unexpectedly when it loses focus.

Known limitations

  • Campaign: full campaign and all-cinematic coverage remain incomplete;
    the accepted Hope/multiple-sequence recovery is no longer an unresolved gate.
    Mounted contexts, other weapons, special optics, duels, climbing and complete
    graphical HUD coverage remain unfinished or require broader acceptance.
  • Crash: the chest/possible-scroll interaction crash remains unresolved.
    Diagnostics do not constitute a fix. Keep save backups.
  • Movies: theater remains the default. Immersive subtitle transport is
    unfinished. Earlier intermittent full-scene flashes have not recurred in later
    exercised sessions, but their cause remains unresolved.
  • Recovery: broader tracking/dashboard/held-input, death/retry, save/load,
    abnormal-exit and device-loss recovery remain open. Accepted cinematic mode
    changes and normal shutdown do not qualify these exceptional cases.
  • Interactions/reload: the latest left-hand interaction ray still awaits
    physical acceptance. Convincing cartridge contact/occlusion, precise chamber
    loading, ejection, additional reload profiles and broad interruption coverage
    remain unfinished; manual reload is still an optional experimental feature.
  • Performance/hardware: sustained pacing, recording-associated microskips,
    general allocation pressure, other profile sizes and other headsets/PCs need
    independent evidence. Positive local PS VR2 feedback does not close these gates.
  • Other tracks: OpenXR, D3D10, Bound in Blood and Gunslinger are outside this
    player release. The independent-render-target experiment remains disabled.

Inspect local diagnostics for private information before manually attaching them
to an issue. Include package version, checkpoint, hardware and reproduction steps.

No project-code license has been selected. THIRD_PARTY_NOTICES.txt retains the
bundled dependency sources and license notices; it does not license project code.

Call of Juarez VR 0.1.0-prealpha.1

Pre-release

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@rubocopter rubocopter released this 16 Oct 08:25

v0.1.0-prealpha.1 — experimental community prerelease

Prepared for community testing before whole-campaign acceptance. No feature is promoted to supported, and no complete
campaign or compatibility with other PCs/headsets is promised. Back up saves:
crashes and blocked progression can lose progress.

Target and exercised features

  • Windows 10/11 x64 host; exact original Steam Call of Juarez (2006), x86 game,
    D3D9 and OpenVR/SteamVR.
    Unknown executable/archive builds are rejected.
  • Native stereo/head tracking, locomotion, independent hands/weapons, controller
    menus, encountered HUD/subtitles and physical Hands combat have scoped
    acceptance in exercised scenes with PS VR2 Sense.
  • Optional manual revolver reload has scoped acceptance for opening/closing,
    successive native unit loading, tracked hands and insertion haptics. It is not
    a complete physical cylinder/chamber simulation.
  • Additional packaged controller bindings are experimental. Only PS VR2 Sense
    has physical validation; a binding does not establish hardware support.

Package workflow

Extract the complete ZIP anywhere and double-click CoJ-VR.cmd for Install/update,
Uninstall, Diagnostics and Status. System Windows PowerShell 5.1 is used; no
PowerShell 7, compiler, Git or system Python is needed. Python and the VC++ x86
redistributable are bundled for offline installation. Users supply the game,
SteamVR and GPU/headset drivers and start/close the game and SteamVR manually.

ManualReload is an optional installation choice that persists across updates
unless explicitly changed. Updates use a newer extracted ZIP; there is no auto
updater. Preserve original backups and recovery data until uninstall succeeds.
See README.txt for package-root CLI commands and reporting instructions.

Known issues and incomplete coverage

  • Chest interaction crash: an interaction near a chest/possible scroll has
    crashed the game. Cause and recovery are unresolved; added fault diagnostics
    are not a fix.
  • Movies: immersive mode previously flashed the wrong image. The correction
    awaits headset retesting. Theater remains the default; immersive movie subtitle
    transport is unfinished. Movie transitions and comfort need further testing.
  • Recovery: broader tracking/dashboard/held-control, death/retry, manual-session
    save/load, disable and abnormal-exit/device-loss recovery remain open. Acceptance
    of normal quit or an exercised retry does not close these gates.
  • Campaign: mounted contexts, other weapons, special optics, duels, climbing
    and complete graphical HUD coverage are incomplete. The latest left-hand
    interaction ray still awaits physical acceptance.
  • Reload: cartridge contact/occlusion, precise port/chamber insertion, ejection,
    additional profiles and broader interruption/comfort coverage remain unfinished.
  • Performance: sustained pacing and recording-associated microskips remain
    unresolved. Current exercised gameplay feedback does not establish recording
    compatibility or performance on another PC.
  • Other tracks: OpenXR is experimental; D3D10 and other CoJ games are outside
    this prerelease.

Generate Diagnostics locally, inspect the report for private information, then
manually attach it to a GitHub bug issue with version, chapter, headset,
controllers, GPU and reproduction steps. Reports are not uploaded automatically.

No project-code license has been selected. THIRD_PARTY_NOTICES.txt records
bundled Python, OpenVR and Microsoft VC++ runtime sources, licenses and notice
locations; those notices do not license the project code.