github ArcadaLabs-Jason/EternalVR v0.1.88
EternalVR v0.1.88 (alpha)

pre-release2 hours ago

EternalVR v0.1.88 (alpha)

A crash fix (the game could crash out of nowhere when the mod checked your head against walls), a roll wrist gesture
that takes the whole over-and-back now, an index finger that follows the trigger, Heavy Cannon sights that line up
with either mod, the Chaingun's Energy Shield in front of the gun, a steadier Revenant to pilot, better button names,
and test builds right from the launcher.

Download

  • EternalVR-alpha-0.1.88-0d26381.zip (below)
  • SHA-256: 5dedfca94ab17476c9f27fc6f82c0b7028863b081e46ba578ac1698e9dd0d72f
  • VirusTotal: scan report (the zip 1 of 67, the mod's DLL 1 of 68 and the launcher 0 of 71 engines; the 1 is DeepInstinct, a machine-learning engine that has flagged the mod's DLL in earlier builds too). Windows Defender on my PC 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 or the mod's DLL (layer\EternalVR.dll) as
"Trojan:Win32/Wacatac.C!ml" (or the launcher as "Trojan:Win32/Bearfoos.A!ml"). That's a false positive:
the mod 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, and testers have had it as test build b191. Not tried in my own headset yet; the items marked so were checked on my test PC.

Playing on a lower-end PC? I'd love to hear how it runs:
tell me your card, settings and how it played.

New

  • Your index finger follows the trigger (Touch, Index, Pico 4 and Steam Frame controllers). Lift your finger off
    the trigger and the Slayer's finger lifts, rest it there and his rests there, pull and he pulls. It never closes
    further than the game's own grip on each gun. Controllers without a touch sensor on the trigger (Vive wands,
    Reverb G2, Windows Mixed Reality, Vive Cosmos) keep the finger on the trigger as before. Checked on my test PC.
  • Get test builds (Advanced tab, Updates). Turn it on and "Check for new EternalVR" also tells you about test
    builds, so you can try fixes before they're in a release. Off by default; turn it off again if you only want
    releases.

Changed

  • Roll wrist takes the whole gesture now. Up to 0.1.87 one quick roll one way was enough, so your arm turning
    inward as you turned around in your play space could switch the weapon mod. Now it takes your gun hand turned
    over at least a quarter turn and straight back, like turning a key and letting go. Not tried in my headset yet;
    if it still switches when you didn't mean it, or a roll you meant does nothing, tell me what you were doing.
  • Heavy Cannon: one sight line with either mod. You look through the ring at the end of the barrel with the
    Micro Missiles or no mod, along the same line as the Precision Bolt's scope (before, it pointed about 3 degrees
    below the shots), and switching mods no longer turns the gun in your hand. Checked on my test PC.
  • The Chaingun's Energy Shield goes up in front of the gun, along your aim, at the size the game gives it in the
    world. Before, it sat where the flat view puts it, so the gun in your hand covered it. Checked on my test PC.
  • Piloting the Revenant: its cannons and arms stay where the flat game shows them, wherever your hand points,
    and the rockets still go where your weapon hand points. Before, pointing away from where you looked swung a
    cannon into the middle of the view. I think this was the "Slayer's arm" some of you saw; if you still see the
    Slayer's arm while piloting, tell me where you were looking. Checked on my test PC.
  • Button names. The wall-climbing tutorial names your move stick instead of W, A, S and D, the custom weapon
    wheel screen names Y for its reset to default (and Y does it), and on Vive wands the Arsenal's customize weapon
    and equip mod name the trackpad click and Menu button that do them.
  • Left-handed: every weapon sits in your left hand from its first raise. Before, the first time you brought out
    each weapon the gun sat 1 to 2.5 cm off and then shifted into your hand. Checked on my test PC.

Fixed

  • A crash from the room-scale head check (GitHub #37). The mod asked the game's physics whether your head was in
    a wall at a moment when the physics was busy, which could crash the game out of nowhere. It now only asks while
    the world is at rest. Leaning into a wall still fades the view as before. Thanks DevinBerchtold for the reports
    and exports. If it ever crashes again, an Export report right after helps a lot.
  • The thumb-rest wheel no longer opens from a brush. Brushing the thumb rest while you walk or turn could open
    the weapon wheel. On "Touch, then push" you now rest your thumb for about a quarter second before you push; if you
    like to flick the moment you touch, "While touched" is the one for you.
  • "Slow time on the thumb-rest wheel" says what it does: unticking it keeps the thumb-rest wheel working, and
    the wheel you hold open with the stick always slows time.

Known issues

  • Your left hand can trail the gun by a frame while the gun moves (you may see it as the left hand jerking
    when you move the right one). Thanks thet0x1n and Alex G for the reports. I found the cause and the fix is in
    testing for the next version.
  • Valve Index controllers need a SteamVR position offset for now: on both controllers, about 6 cm up and 6 cm
    forward, along with the hand angle settings from 0.1.87 (Weapon hand angle -20, Off hand angle -40). Thanks
    thet0x1n for working those out; I plan to make it the default for Index controllers.
  • Long sessions on Virtual Desktop can slow down (90 fps falling to the low 70s over an hour or so). Virtual
    Desktop's beta works around it, and stepping out of the game and back in brings the frame rate back.
  • OFXR Bridge runs in its fallback mode with EternalVR (it gets no DLSS motion vectors from the game). That's
    expected for now; I plan to either build frame generation into the mod or hand OFXR the vectors.

The full list is in KNOWN-ISSUES.md.

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