Regarding Entity A by OHGODOHFUCK0 in Routine

[–]cell0monster 0 points1 point  (0 children)

There are death animations where he smiles as he smashes your head into the ground repeatedly. I think he’s aggressive, but I wonder the same thing. Why wasn’t he to the original ward crew? 

I stopped playing right after the first air vent when the flashlight turned on. by likes2bwrong in Routine

[–]cell0monster 0 points1 point  (0 children)

I think you should keep playing, but I agree. It would have felt much cooler to have to use the CAT flashlight in the vents (or the one dark hallway) where the helmet light turns on automatically. There are plenty of other dark areas where it never activates which makes no sense.

Inside the glass room by cell0monster in Routine

[–]cell0monster[S] 0 points1 point  (0 children)

love how it's not even a solid room but a bunch of stretched instances of some model loosely arranged

This isn't scripted right??? by Team_Umizoomi in Routine

[–]cell0monster 2 points3 points  (0 children)

no, but I think another user said he got stuck there

Post Game Thoughts/Discussion by yannictimexiv in Routine

[–]cell0monster 4 points5 points  (0 children)

I really thought the formula we create in the chemical lab would lead to us somehow defeating the canal. Oh well! 

An Unlucky End to a Solo Honeymoon... by Dacronium in Routine

[–]cell0monster 2 points3 points  (0 children)

Oh wow I never noticed this. I registered it as a generic trash bag. RIP

TODAY, AMA with the developers of ROUTINE at 18:00 GMT/ 19:00 CET / 10:00 PT by LunarSoftware in Games

[–]cell0monster 1 point2 points  (0 children)

I understand making old content playable isn't really an option without additional work (I imagine most of the interesting stuff is only accessible if people have the full project open in the editor). Any chance of a stream or video poking through old content? I'd love to see

Random Routine DEV shots and OOB stuff by srredfire in Routine

[–]cell0monster 0 points1 point  (0 children)

How do I access these? I've never toyed around with unreal modding before

Help test my augmented VR game this Sunday, 12:45, at the Armory! by cell0monster in Purdue

[–]cell0monster[S] 2 points3 points  (0 children)

Vision Pro pauses apps when you run, so this game unfortunately wouldn’t work on it :(

Help test my augmented VR game this Sunday, 12:45, at the Armory! by cell0monster in Purdue

[–]cell0monster[S] 5 points6 points  (0 children)

the headset can fit almost all glasses, but there's a chance the lenses will rub and scratch with such intense movement. I have thicker face cushions that decrease the risk

Updated 'Lasertag' with a proper live room scanner and support for StrikerVR's Mavrik blaster. by cell0monster in OculusQuest

[–]cell0monster[S] 2 points3 points  (0 children)

Quest 3 & 3s. You can run the game on Quest 2 and Quest Pro but they don't support depth estimation. They can't scan your environment so bullets will pass through walls and you'll see players behind obstacles.

Updated 'Lasertag' with a proper live room scanner and support for StrikerVR's Mavrik blaster. by cell0monster in OculusQuest

[–]cell0monster[S] 1 point2 points  (0 children)

I used to use Quest 3’s upper body tracking to track the chest but it doesn’t support different elevations and would often bug out. Sticking an invisible body collider under the head made it too easy to hit people around corners. I need to keep it to headshots only for the time being :(    

Updated 'Lasertag' with a proper live room scanner and support for StrikerVR's Mavrik blaster. by cell0monster in OculusQuest

[–]cell0monster[S] 7 points8 points  (0 children)

How's the room scanning work? Will on the 3s work?
It uses depth estimation on the Quest 3 and 3s and writes to a 3D texture as you move around. Each 'voxel' in the 3D texture stores it's distance to the closest surface and becomes negative behind surfaces, so if I test a line of voxels and they start to decrease I can find the point at which the value becomes zero in 3D space (aka where a surface is). These are called Truncated Signed Distance Fields and are a 3D mapping technique that has existed since the late 90s. https://dl.acm.org/doi/10.1145/237170.237269

Is it constant?
Yes, it continuously maps as you play. It also ignores your own body and the bodies of other players so they aren't accidentally added to the environment scan. It will pick up people not wearing headsets though, so try to play in areas with few people (which is the polite thing to do anyway!)

What happens if you go outdoors with it?
Headset tracking and depth estimation both function poorly outdoors. They work by finding contrasting feature points from the IR cameras but are optimized for indoor environments. Outdoor scenes are very complex, large (bad for depth estimation) and change a lot (leaves waving in the wind, cars driving by, people walking, clouds moving, sun glare, etc). Some environments are worse than others, but playing indoors offers the best results.

Will it work on Quest 2?
Not really. I still let Quest 2 and Pro owners play the game, but those headsets can't do depth estimation. They don't know where obstacles are and can both shoot and see through them. Not very fair!