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thx !!!
I am a complete amateur, but I did my best. However, it seems that I have reached my limit.
There is nothing more I can do regarding GmodVR.
Please use the x64 version of vrmod from now on.
https://cs2bus.com/sharedfiles/filedetails/?id=3442302711
The development of gmodvr-x64 is very active, and it seems to be undergoing a complete overhaul from the ground up. This has created new options for GmodVR.
The x64 version is still in its early stages of development, and there is a possibility that the specifications may change significantly. Therefore, even if I adapt the add-on now, it may stop working soon.
For the time being, I anticipate that the two versions will each serve distinct roles. The Semiofficial version will continue to undergo minor maintenance for users prioritizing compatibility with existing add-on assets.
Due to the fundamentally different architectures, integration is technically impractical.
this supports linux and x86 beta branch so ig its better optimized and works for more
is it possible to somehow include it in ur main mod here?
It has the ability to operate LVS/LFS, Simphys, Glide (ground vehicles only), SCARS, and HL2 vehicles.
Some vehicles can be operated by tilting and rotating the VR controller, similar to actual steering wheel operation.
The x64 version is still in its early stages of development, and there is a possibility that the specifications may change significantly. Therefore, even if I adapt the add-on now, it may stop working soon.
For the time being, I anticipate that the two versions will each serve distinct roles. The Semiofficial version will continue to undergo minor maintenance for users prioritizing compatibility with existing add-on assets.
2025/07/03
I apologize.
It should work with this update.
1. Open the height adjustment menu from the VR quick menu.
2. Press the “Reset” button to reset the height settings.
3. Put on the VRHMD and stand up.
4. Click the “Auto Set” button to perform automatic adjustment.
5. If the issue persists, click the “Auto Scale” button to perform a second automatic adjustment.
This should align the height of the currently worn player model's head with the position of the VRHMD.
Note: For special types of PMs with built-in animations, such as those using unique bone names, the system may fail to read them, resulting in the height being treated as 0 cm.
Perhaps due to recent updates, x64 and semioffcial are no longer compatible. We had not considered the possibility of conflicts between VRMods that are not official versions, so it may be difficult to address this issue, but we will do our best. We apologize in advance if we are unable to resolve the issue.
Recently, the x64 version of GmodVR seems to be undergoing enthusiastic updates.
The optimization and UI are superior to my semi-official version, and above all, it is amazing that the x64 version and the semi-official version can run simultaneously without conflict.
The x64 version may soon become the superior option, rendering the semi-official version obsolete.
If that day comes, I may shift focus to creating additional add-ons for the x64 version and temporarily halt updates for the semi-official version.
(This is purely hypothetical, assuming the x64 version becomes the superior option. If things take a different direction or both versions continue to coexist, updates will continue.)
1. I am attempting to resolve the issue of not being able to use LVS on multiplayer servers, and are also trying to minimise latency as much as possible.
2.In addition, we have reduced the number of printouts to minimise the possibility of VRMod messages spamming the console.
I'll try it, thank you!
even with optimization at 0
Try entering these commands in the GMod console
vrmod_rtWidth_Multiplier 2.5
vrmod_rtHeight_Multiplier 1.5
vrmod_restart
This should expand the rendered image to fill your entire field of view. Note that increasing these values can impact performance, so you may need to adjust them to find the best balance for your PC. For Quest 3, increasing vrmod_rtHeight_Multiplier is particularly effective.
This is a small update mainly to fix bugs... but there is no guarantee that it is cured due to difficult bugs.
1.Attempted to fix unstable notation regarding LVS.
2.Attempted to fix a bug that caused the menu to be hidden, possibly caused by the html_loader.
Click here for the backup version.
https://cs2bus.com/sharedfiles/filedetails/?id=3502355870
I've tried several ways to fix it but so far I haven't been able to solve it (I tried changing the resolution in Gmod and turning post-processing on and off but none of this worked
As far as I know, those squares are the FOV because in the SteamVR settings you can make them appear much larger by moving the FOV from 100% to a lower number but SteamVR won't let me set a number higher than 100% to make them disappear.
Is there a way to increase the FOV to a number higher than 100%?
I apologize I realize my tone probably was super hostile in my original comment, didn't mean that. But also yea, I looked into it myself to see why it was even happening or if it was bypassable, saw one of the devs say absolutely never would they allow that.. weird situation.. I hope a solution is easy to find though for your sake!
If SteamVR is able to detect this full tracking status, you need to check that the gmodvr module is detecting it correctly.
If you like, you can start Gmod with the full tracking equipment recognised by SteamVR and type ‘vrmod_print_devices’ in the Gmod console to see the results.
I didn't expect the Gmod update to be adjusted to prevent even the map command from being executed from lua.
If they go this far, Map Browser may become useless.
I will try to see if I can substitute the changelevel command instead of the map command,
but if this has also been prevented from being executed from lua,
there is nothing I can do about it.
Regarding the problem with the menu not showing up, I have the same symptoms on rare occasions and I thought I did my best to try to fix it... but I just can't fix it.
It doesn't seem to happen when no other mods are installed, so it might be caused by something else, but I haven't been able to identify what mod is causing it.
If you like, you can try using the Lua Patcher below.
This Lua Patcher also has the effect of making Arc9 scope weapons display correctly in VRMod.
Piengineer12 : Lua Patcher
https://cs2bus.com/sharedfiles/filedetails/?id=2403043112&searchtext=lua+patch
[[VRmod]VRMod-SemiOffcialVersion] RunConsoleCommand: Command is blocked! (map)
1. DoClick - lua/vrmodunoffcial/0/vrmod_mapbrowser.lua:184
2. unknown - lua/vgui/dlabel.lua:253 (x8)
This was one of my initial workarounds, as I joined a default map with the VR addon being the only one enabled/installed, it still presented the same information. The prompt 'Invalid SteamID' probably comes from either a recent GMoD update or something on my end, still have yet to know the source.
VRMod: Invalid SteamID "characterYaw" found in player table
VRMod: Invalid SteamID "StopCharacterSystem" found in player table
VRMod: Invalid SteamID "viewModelInfo" found in player table
VRMod: Invalid SteamID "defaultOpenHandAngles" found in player table
VRMod: Invalid SteamID "defaultClosedHandAngles" found in player table
VRMod: Invalid SteamID "StartCharacterSystem" found in player table
VRMod: Invalid SteamID "closedHandAngles" found in player table
VRMod: Invalid SteamID "zeroHandAngles" found in player table
VRMod: Invalid SteamID "openHandAngles" found in player table
Unsure about the source of this, would like some help
Medium update.
It has been debugged, but the possibility of glitches cannot be ruled out.
If the number of subscriptions in the ‘Backup Version’ at the bottom of the page exceeds a certain number of subscriptions, a revert will be made.
1. The firing of the LVS-Tank has been changed to Secondary Fire.
2.We have tried to fix the problem of not being able to control LVS and Glide vehicles in multiplayer... but to be honest, we may have failed.
If it didn't work, please let us know in the comments so we can revert to the old version.
3. When vrmod_menu is opened, if there was no keyconfig setting, the generation process is now always performed.
4. vrmod_menu menu size has been increased.
Hopefully this will not break the consistency.
--[Backup version]--
https://cs2bus.com/sharedfiles/filedetails/?id=3478212383
head still follows hand tho
1. VRUtilClientStart - lua/vrmodunoffcial/vrmod.lua:436
2. DoClick - lua/vrmodunoffcial/vrmod_menu.lua:118
3. unknown - lua/vgui/dlabel.lua:253
1. VRMOD_SetActionManifest - [C]:-1
2. VRUtilClientStart - lua/vrmodunoffcial/vrmod.lua:498
3. DoClick - lua/vrmodunoffcial/vrmod_menu.lua:118
4. unknown - lua/vgui/dlabel.lua:253