OVRLRD is a mech combat simulator built from the ground up for Virtual Reality. Take the real, physical controls of a 50-foot bipedal weapons platform as you carry out complex operations across a challenging single-player campaign.
This patch adjusts the grip transforms for switches and dials, which should hopefully fix the worst of the issues experienced by Valve Index users. Full notes:
CHANGES
- The rocket pod now fires its missiles sequentially with a new swarm-dispersal homing behaviour.
- 50MMAC no longer requires a spin-up to fire.
- NPC mechs now have access to a greater variety of weapons, including smoke grenades.
- Improved mech footstep audio - it's now a proper boom instead of a weird clank.
- Missiles are now easier to see on thermal sensors.
- Tweaked tree visuals to look less flat and respond correctly to world lighting.
- Several optimisations and framework changes to terrain engine in preparation for imminent improvements (project make-OVRLRD-less-ugly).
- You can now press F1 to toggle debug mode - this will help me with improving controller compatibility, particularly on Index.
- You can now press F3 to toggle VR mode - this is experimental and may cause issues but may help if you get into a weird non-VR state when mucking around.
FIXES
- IMPORTANT: Adjusted the pinch-proximity transform to improve accuracy when interacting with switches.
- This may improve the experience for Valve Index users - please let me know if so!
- Fixed a weird misalignment on thumb bone
- Fixed an issue where smoke grenades would fall through the world.
- Fixed an issue where popped smoke would be huge when viewed from a distance.
- Fixed an issue where Goyangi platforms were hidden from thermal sensors.
- Fixed an issue where mech-explosion shockwaves would silently push units around very slowly.
- Fixed an issue where mech squadmates in skirmish would load in with incorrect chassis.
- Fixed incorrect material on rocketpod mesh.
- Fixed a cascading error in skirmish if an NPC equipped a drone launcher.
KNOWN ISSUES (Working on it!)
- Some controllers may not track. If your controllers are not supported, notify me and send an error log and I will add them!
- Having a gamepad plugged in may suppress VR controller input. Unplug your gamepad if you get stuck in the menus!
- Some trees are floating in Liberation (sorry, lots to do at the moment!
- In some cases, allies in Liberation will spot the enemy and begin the assault before you arrive.
- If you die, the post-death spectator mode places your hands slightly too far away from your IRL wrists.
- Sometimes, very rarely, the shaders will be completely broken on startup, with invisible terrain.
-Restarting the game fixes this.