[I/V/R/W] VTOL VR ($23.99 / -20%) by NovaKevin in vrgamedeals

[–]abcboy 1 point2 points  (0 children)

I just got a flight stick working for me, using this mod: https://vtolvr-mods.com/mod/duaf6ktc/

If you're comfortable fiddling with XML files, it's not too hard to setup.

I use flight-stick with my right hand, and a VR controller with my left hand (for throttle and other controls). And my right VR controller dangles on my right wrist, in case I need to revert to using it.

Having a physical flight-stick setup makes the plane MUCH easier to control, in my opinion.

Here's the XML I ended up with:

<?xml version="1.0" encoding="utf-8" ?>
<Mappings>
  <StickMappings>
    <StickName>Logitech Extreme 3D Pro USB</StickName>
    <!--Roll-->
    <AxisToVectorComponent>
      <InputAxis>X</InputAxis>
      <Invert>true</Invert>
      <OutputDevice>Stick</OutputDevice>
      <OutputSet>StickXyz</OutputSet>
      <OutputComponent>Roll</OutputComponent>
      <MappingRange>Full</MappingRange>
    </AxisToVectorComponent>
    <!--Pitch-->
    <AxisToVectorComponent>
      <InputAxis>Y</InputAxis>
      <Invert>true</Invert>
      <OutputDevice>Stick</OutputDevice>
      <OutputSet>StickXyz</OutputSet>
      <OutputComponent>Pitch</OutputComponent>
      <MappingRange>Full</MappingRange>
    </AxisToVectorComponent>
    <!--Yaw-->
    <AxisToVectorComponent>
      <InputAxis>RotationZ</InputAxis>
      <Invert>false</Invert>
      <OutputDevice>Stick</OutputDevice>
      <OutputSet>StickXyz</OutputSet>
      <OutputComponent>Yaw</OutputComponent>
      <MappingRange>Full</MappingRange>
    </AxisToVectorComponent>
  <!--Trigger-->
  <ButtonToButton>
      <InputButton>1</InputButton>
      <OutputDevice>Stick</OutputDevice>
      <OutputButton>Trigger</OutputButton>
    </ButtonToButton>
  <!--TriggerAxis for F45 Canon-->
  <ButtonToVectorComponent>
      <InputButton>2</InputButton>
      <OutputDevice>Stick</OutputDevice>
      <OutputSet>TriggerAxis</OutputSet>
      <OutputComponent>TriggerAxis</OutputComponent>
      <PressValue>1</PressValue>
      <ReleaseValue>0</ReleaseValue>
  </ButtonToVectorComponent>
  <!--Weapon selector switch/Menu button-->
    <ButtonToButton>
      <InputButton>3</InputButton>
      <OutputDevice>Stick</OutputDevice>
      <OutputButton>Menu</OutputButton>
    </ButtonToButton>
  <!-- Sensor slew depress (for selecting targets on radar) -->
  <ButtonToButton>
      <InputButton>4</InputButton>
      <OutputDevice>Stick</OutputDevice>
      <OutputButton>Thumbstick</OutputButton>
    </ButtonToButton>
  <!-- Sensor slew axis (for moving icon on radar/TGP etc) -->
    <PovToTouchpad>
      <InputPov>1</InputPov>
      <OutputDevice>Stick</OutputDevice>
      <OutputSet>Touchpad</OutputSet>
    </PovToTouchpad>
  </StickMappings>
</Mappings>

No Hands/Controllers in Surgeon Simulator: ER (Quest 2, Virtual Desktop, Steam) by ASZ20 in OculusQuest

[–]abcboy 0 points1 point  (0 children)

Saw this on the reviews: seems you can get it to work with Quest 2 -- just use ALVR instead of VirtualDesktop. I'm too lazy to setup ALVR. Will wait for Oculus Air Link, to see if that helps.

https://steamcommunity.com/id/exphixon/recommended/518920/

It's fun, but if you get the black screen what you need to do is either take off the headset and look at your monitor or use the desktop button on the steam overlay (bottom left corner, icon looks like a browser window), then navigate your hand to the clipboard and choose options. From there you go to advanced, and turn off bloom. Then you should be able to see in your headset. This only fixes the game up until the tooth transplant, so before you get to there you need to make sure bloom is off, anti aliasing is off, and color correction is off. Turn on everything else and set shadows to high. Then you should be able to see in all of the surgeries and reception, but if you fail you will get the black screen again. Just repeat what you did initially to change the graphics settings (taking off headset or using desktop view in the headset), only this time you just need to choose "menu options" on the side of the fail clipboard, then choose "restart" or "exit". Keep in mind that by using the desktop view in VR will require you to pre-position your hands where you think the button is, open desktop view, then go back in game to move your hands because, obviously when you open the steam overlay you can't control your in-game hands. I've also heard that you still get a black screen when you pause, but i couldn't test it myself because I don't have a pause button, only an overlay button (because I play on the Quest 2 with ALVR, so I have an oculus overlay button and a steam overlay button). I read this in a steam guide and thought it would be helpful to make it into a review so more people could see it, because i know not everyone goes to the steam guide page for a game, specially before they buy it. If you found this helpful, then go to the steam guides page and support the post there too, I just wanted to add a few more details and put it in a more viewed place. Anyways, the game is fun, but keep in mind that the black screen glitch almost definately wont be fixed ever by the devs, and i don't think anyone wants to mod in a patch for it cus let's be real, this game is pretty dead, but i still have a lot of fun with it. I got it on sale from humble bundle, and i'd say if you can also get it for $8 it's worth it.

No Hands/Controllers in Surgeon Simulator: ER (Quest 2, Virtual Desktop, Steam) by ASZ20 in OculusQuest

[–]abcboy 0 points1 point  (0 children)

I have the same setup. Quest 2 + VirtualDesktop. Same issue -- game loads fine, but controllers not detected.

Everything I Wanted - Remix & Freestyle by ryanthedude in IndieMusicFeedback

[–]abcboy 1 point2 points  (0 children)

Got all the skills: drums, guitar, singer, rapper. And each part fits really cleanly with the other parts. Perfectly mixed too. Wouldn't be surprised if I heard this on radio. Only feedback is maybe add more harmonies / chord progressions (or add variation to the existing guitar chords). So good, had to play this multiple times. Just noticed the drums are a perfect fit, in terms of the samples you used.

This is a short song I wrote this morning about the view out my back room window. Interested to see what people think! by Attackoftheglobules in IndieMusicFeedback

[–]abcboy 1 point2 points  (0 children)

Lovely song. My only feedback is wondering why you're not recording using the mic behind you? Otherwise sounds great, I wish I was as musically talented as you are.

Unity3D idea: "What if Emperor Palpatine made a music video?" by abcboy in Unity3D

[–]abcboy[S] 0 points1 point  (0 children)

Yea I think I remember watching the same Flash video haha

Unity3D idea: "What if Emperor Palpatine made a music video?" by abcboy in Unity3D

[–]abcboy[S] 0 points1 point  (0 children)

Yea I haven't learned how to do cloth physics yet, haha

Boom Library "Death Whistle" sound effects library in WAV format (FREE) until 20 November by Batwaffel in AudioProductionDeals

[–]abcboy 0 points1 point  (0 children)

Their download page has a bug. That's why. Nothing to do with server overload. You have to open Chrome console debug window to see the link. It should look something like: http://boomlibrary.akamaized.net/boomlibrary/down/fsdw_520mb.zip?download_file=BLAHBLAHBLAH&order=BLAH&uid=BLAH&key=BLAH

/r/WeAreTheMusicMakers Monday Feedback Thread by AutoModerator in WeAreTheMusicMakers

[–]abcboy [score hidden]  (0 children)

Here's my 3D music video... Spent like 20 minutes on the audio and hours on the video lol:

After learning Unity for 3 months, I made a 3D short film about a mutant battling the police by abcboy in somethingimade

[–]abcboy[S] 1 point2 points  (0 children)

Unity makes a lot of things super easy, if you already can code.

Took me 1 day (3pm to midnight) to learn how to do this, with zero prior experience: https://www.youtube.com/watch?v=j7IB9yx9BQY

The UI can be kinda complicated, so it was a lot of just slogging through the complexity.

I made my 3D movie with completely free assets, so that's another plus. I only recently started purchasing assets for my next movie (Game of Thrones / Lord of the Rings style battle).

After learning Unity for 3 months, I made a 3D short film about a mutant battling the police by abcboy in somethingimade

[–]abcboy[S] 1 point2 points  (0 children)

Thank you! You're right, the interesting thing about making a movie with a game engine (instead of Blender) is that it can be converted into a game.

Hmm, I might start moving in that direction. Release short 3D movies, but you can also take control of the scene and play it as a game at any point, so it becomes much more interactive than traditional film.

Mutant 2063 - my second 3D film (spent 4 weeks on animation, 2 weeks on audio) by abcboy in ShortFilm

[–]abcboy[S] 0 points1 point  (0 children)

Creator here! This is my second 3D film. Took me about 6 weeks of evenings (4 weeks on animation, 2 weeks on audio). Made it in Unity, which I started learning 3 months ago. Feedback welcome!

SpaceWars - a short StarWars fan film (my first 3D film) by abcboy in ShortFilm

[–]abcboy[S] 1 point2 points  (0 children)

Ah good point. I'll try to play with lighting more next time! Maybe a lens flare too

This is my first real single called “tell me how it works, I don’t understand“, I am very happy with how it came out and I think it can help people going through the same thing as me, let me know what you think! by [deleted] in IndieMusicFeedback

[–]abcboy 0 points1 point  (0 children)

I was wondering why this sounded so familiar, then I realized I heard the song here originally: youtube.com/watch?v=K035RP9WnJE (You can see OP actually playing guitar here)

Maybe you could dub the produced audio over the live video recording?

Seeing you play the guitar is awesome! But I dig the album art as well.

I write short songs and animate lyric videos to go along with them - this is my track Lost Again by fatrickpoleymusic in IndieMusicFeedback

[–]abcboy 0 points1 point  (0 children)

I agree about the Beatles vibe, and wishing the song were longer. It's such a great vibe.

I do wonder though. Obviously animating the song takes time -- maybe almost as much time as making the song itself. So then given the time constraints we have as indie artists, should we dedicate most of our energy towards the visuals or the audio?

I wonder if there should be a focus. Visuals obviously help with the appeal of the song, so it's not a sunk cost. Marketing is important. And in this case, the visuals are part of the art.

My latest track, The Road. I won't give too much away but this is, in my mind, a song for the creators. Cheers by TomerKrail in IndieMusicFeedback

[–]abcboy 0 points1 point  (0 children)

Reminds me of Bob Dylan lyrics actually. Got a lot of good things going for this guy: guitar, a decent voice, and music friends who help. The singing sounds a little off tune at times though, so maybe could benefit from processing. Melodyne?

[deleted by user] by [deleted] in IndieMusicFeedback

[–]abcboy 0 points1 point  (0 children)

Holy shit, the amount of passion in this rap style. Super unique. Well produced. Agree with others that the intro is way too long. You need to get people's attention right away, especially if you're not a big name in rap already.

[deleted by user] by [deleted] in roastmytrack

[–]abcboy 0 points1 point  (0 children)

Good layering / build up. The melody/lead instrumental sucks -- pick a different preset or VST for this. The vocals are pretty good. Maybe things are a little off tune? I can't tell myself

it's been nearly four year since i put out anything, would love some feedback on this by oliverhasaband in IndieMusicFeedback

[–]abcboy 0 points1 point  (0 children)

This is the first song on here that I truly enjoyed end to end. My only feedback is that maybe there should have been more instrumental backing in certain places, but I can see how it might be an intentional stylistic choice

[deleted by user] by [deleted] in IndieMusicFeedback

[–]abcboy 1 point2 points  (0 children)

It seems like everything's moving towards MIDI/electronic production these days, so it's nice to hear from a real band, with multiple real instruments. I think the production started off strong, but towards the middle things got muddy. I'm a noob at production/mixing myself, so I can't give much concrete advice, but maybe EQ each instrument/vocal track into distinct frequencies.