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EDIT: Yes as of v11.1
It would allow quicker and better feedback and tweaking if its temporerily ran along side the main branch. You could then make lots of little changes without constantly needing to update for everyone else till its ready to roll out.
My personal suggestion would be to tie that in to a dedicated new channel on the official TTS Discord, Something its currently lacking.
As of right now there is no one good spot for VR users and Dev's to have a good back and forth over what's currently working and whats not.
I'd still really like the menu to not be on the wall, I keep finding the draw option a pain as you want to see that you are drawing cards, or in some cases what the cards are before drawing the next but you need to look down for that and when you do that you usually drift off the menu. The hand feature helps.
Still miss the arrow ping here locator, I would use that way more than flick or draw! Is there a bind command for the arrow?
However the biggest request has come several times from all the other players I play with ( using flat screens and almost always in top down view). It is "get your fat head out the way!" or "can't you turn off display of the head?". And I agreed there really is no good reason we can think of to have the position of my head displayed at all, afterall their current view position is never displayed. I often need to lean in really close to a board to read text and when I do I block the view for all other players. At least make it really really translucent, or a translucent wire frame, maybe just a subtle glow light source with nothing actually visible ... or just remove it.
VR control is getting really good, it's almost not beta anymore
Edit: Looks like bindings won't take unless you bind the required 'Grab' and 'Main Menu' functions. I can bind things now, but I don't think I want to go through the effort of binding the whole controller; I don't know TTS controls well enough.
This is where this game would really peak for me, When I bought this, I was under the impression that this was possible, I don't think it is, but this is the perfect game for it in my opinion. I don't think this would be impossible, I'd even say it'd be quite easy to implement. All the net code is there for you to just emulate a second instance of the game even. As asymmetrical VR is available on two computers. This'd be an amazing party game and would lead to some absolutely hilarious scenarios.
Again, loving that you didn't just stop with "it has VR now" and still hope to perfect this. This is probably the best game to have VR, it just makes so much sense!
Good, im not the only one with the issue.
I agree, I think windows MR users shouldnt bind the whole controller themselves!
Especially if we dont know the layout 100%
I think the worst offender, by far, are the touch pads. These don't appear to work at all when configured as actual touch pads, and are forced to work in a seriously sub-optimal way when configured as D-pads. In that state, you can't differentiate between touch and click, which means that half of your possible input options evaporate.
It's a similar story for the joysticks.
I can get the basics, but I definitely don't consider it to be a viable option until we can actually make use of the sticks and pads the same way the Vive and Oculus controllers can.
I ask that you either carefully craft a default binding for WMR yourselves which we can learn, or revise your stance on WMR being unsupported and adopt those controllers into the official input lexicon.
Thanks for your attention!
http://blog.onelivesleft.com/2019/03/tabletop-simulators-steamvr-binding.html