EternalVR v0.1.64 (alpha)
The glove stays on the gun when it kicks, and a stutter no longer pulls your arms away.
Download
EternalVR-alpha-0.1.64-725b264.zip(below)- SHA-256:
60567d4a7042d4ccca8f792f3ae625ff14586978b16a8357119f55b11b5166ff - VirusTotal: scan report (0 of 68; the mod's DLL 0 of 71 and the launcher 0 of 69). Windows Defender finds nothing.
If you have 0.1.6 or later, the launcher offers this update by itself (or use "Check now" on the Checks and log
tab). Otherwise unzip over the old folder or anywhere new, and run EternalVR.Launcher.exe. Your launcher
settings carry over.
Windows Defender may on some PCs quarantine the launcher as "Trojan:Win32/Bearfoos.A!ml". That's a false positive:
the launcher isn't code-signed yet and every release is a new file Windows hasn't seen, so Defender's cloud model
sometimes guesses (the "!ml"). To get it back: Windows Security > Virus & threat protection > Protection history,
open the entry, Actions > Restore.
This build was launch-tested on the Steam version (in a level) and the Game Pass version (up to the main menu), on my
test PC with the OpenXR simulator. None of the changes below have been played in a headset yet.
Playing on a lower-end PC? I'd love to hear how it runs:
tell me your card, settings and how it played.
What's new
- The glove stays on the Chaingun and the Ballista when they kick. In 0.1.63 the glove trailed the gun by a
frame while you fired, by up to about 15 cm on the Ballista's first shots. The glove and its sleeve now ride
the gun itself, so on my test PC they stay on the grip through the kick: the Chaingun with no measurable gap,
the Ballista within a couple of millimetres, up to about 1.5 cm only in the first frame of a shot. - A stutter no longer pulls your arms away from your hands. When the game hitched for more than a tenth of a
second, the mod gave both arms back to the game's own animation and eased them back afterwards, so the glove
slid off the gun and back. Now the arms stay on your hands through a hitch of up to a second. A controller that
really loses tracking still hands the arm back as before. - The glove sits on your hand with the Unmaykr and the Crucible. The Unmaykr is held like the other guns. The
Crucible is turned so your fist sits on the hilt the way it does on a gun grip, with the blade standing up out
of it; on my test PC both are within half a centimetre (they were 14 and 40 cm off).
Known issues
- On a Ballista shot the shoulder end of the arm can jump for one frame (up to about 17 cm), because the whole
arm rides the gun for that frame. - The placement was measured on my test PC, not yet in a headset. If a gun or the glove still sits off your
hand, please tell me which one and roughly how far. The Sentinel Hammer and the Berserk fists haven't been
measured yet; the chainsaw and the fists are quick moves the game animates itself. - Foveated rendering on AMD and Intel cards (new in 0.1.56) hasn't been confirmed on those cards yet. If it
looks wrong or crashes, turn it off and tell me. - The HUD's smallest text is hard to read: the mission challenge names and the Demonic Corruption bar's
title. A larger HUD size on the Play tab makes them bigger. - With motion controllers off (gamepad), the weapon wheel still sits off to the right, where the game draws it.
- A few screens still show keyboard keys: tips whose text names a key ("pressing [M]"), the custom weapon
wheel's reset to default (R), and on Vive wands the Arsenal's customize weapon and equip mod (F, X), which have
no button there. - Sights are lined up on five guns so far; the rest can point a little off. Go by the Aim dot.
- The Precision Bolt's scope sits about 3 degrees off your aim, because the Heavy Cannon is lined up for its
iron sights. - With head aim there's no crosshair or aim mark while the Precision Bolt is zoomed in. Shots go to the middle
of your view. On the Game Pass version head aim may still show the scope's ring. - Parallel Eye Rendering is still highly experimental and off by default. The full list is under "Parallel Eye
Rendering" in KNOWN-ISSUES.