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Hefty rework/extra features/fixes #53

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@lotsofbears lotsofbears commented Nov 28, 2024

MainGame

Both KK and KKS are merged into single shared project, only plugin entry is unique.
Added KK VRGIN to the solution for convenience.

Studio

Doesn't work, couldn't get it up to speed. Required substantial amount of extra work.
Optimal solution - studio and vrgin_xr can be kept to the separate branch in it's current state just for studio.

Extras

Revamped controls, no more tools, contextual controls everywhere. Orientation change reserved to native ingame teleportation and grip move only, no more warp.
Added robust means to manipulate character IK.
Added movement aids to prevent camera teleportation outside of load fade/help camera to stay in appropriate positions.
Substituted controller models for ingame aibu items.
And many more, less flashy.

Fixes

Quite a few, hard to remember them all, will close atleast next issues:
#40, #36, #12, #51
Edit. Also this one #28 which got closed without implementation.

Resolution

This is a hefty rework according to my personal taste and current industry "standards", as it aims at seamless experience without being bothered by menu/buttons/tools/etc it might be not for everyone. But at the same time, i don't see any active development of kk(s) vr for quite awhile already, while I'll continue the development regardless if it's only for myself or community. So in case if we merge this, you can count that I won't abandon the work, and provide features/fixes as we go forward.

Documentation

This one is the hardest. I do have rough readme for ~2/3 features. I'll add proper explanations with gif as time goes on, we'll need extra page, as readme would be bloated otherwise.
rough_readme.txt

PS

It definitely requires a bit more testing with other headsets to possibly adjust few position offsets. All testers I catched bailed on me.

@ManlyMarco
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What headsets do you need testing on?

If the studio version requires old version of VRGIN then there will be a conflict if both studio and main game version is installed. Can you make it possible to have both installed without issues? Other than this I don't see any other issues after a rough look over, should be good to merge.

@lotsofbears
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Any headset but Pico4, or we can leave it to users for later. Will try to fix VRGIN

@lotsofbears
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lotsofbears commented Nov 28, 2024

Fixed VRGIN_XR, now new version works with current CharaStudio and new KKS_MainGame
Tested both games in Action/ADV/Talk/MainGameH/FreeH scenes, and back and forth between them all.

To reiterate, CharaStudio from this version doesn't work, only KK(S) mainGame, but the studio from current version in IllusionMods repo works with updated VRGIN_XR.
How to ship.zip

@ManlyMarco
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Where are KKS_SensibleH.dll KK_SensibleH.dll and KK_FinalIK.dll coming from, are they custom builds? Ideally they would be released separately and placed as dependencies.

How are the sound files in the how to ship zip used?

@lotsofbears
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lotsofbears commented Dec 9, 2024

SensibleH

It's an assortment of patches/features targeted mainly at VR mode.
Given "popularity" of MainGame/H mode outside of VR, don't really see a reason to decouple it from VR. It still runs outside of it though, perhaps I could limit it when the game in VR mode only.
It has:

  • Automatic mode for H Scene, pushes buttons, changes speed, positions, moves caress items, re-initiates loops, with plenty of settings to adjust invasiveness
  • Introduces alternative neck/eyes control, attempting to mimic lifelike movements, which to me seems paramount in VR
  • Reimplements tongue/eyes/thread control during kiss from CyuVR. The version from Sabakan hardly ports anything/works.
  • Patches to add/adjust conditions of voice procs in H Scene, to remove cases when no voice lines would be played in certain animations/conditions

FinalIK

An updated version of what we have in KK(S) by default.
Updated one adds VRIK for fancy chara impersonation by the player(WIP), working head effector to manipulate chara's head with IK, and in general a bit more robust IK solver. Loaded as a plugin (no clue how to load it as library) and has added 'KK' in namespace to differentiate between old/new ones. Pretty sure it's better not to share the source.

Sound files are part of WIP feature for SFX on controller(hand) touch, they are some rips from meidos, latest illusion game, and majority are handmade mixes from samples from soundsnap from way back in a day when it was free.
Once done can be added as modded asset, during development it's such a pain to modify it all the time, so they exist as a neat sub folder.

@lotsofbears
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I'll keep tinkering with it for now, out of nowhere quite a few bugs popped up

@ManlyMarco
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ManlyMarco commented Dec 11, 2024

You can mark it as a draft in the meantime instead of closing it. I assume this includes ManlyMarco/VRGIN_OpenXR#4 ?

@lotsofbears
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lotsofbears commented Dec 13, 2024

Changes

Fixed/adjusted everything that seemed broken/not up to the standard.
Transitioned extra plugin SensibleH to soft dependency with some stop gap measures to work without it.

Testing

My main concern was with attachment points of controllers, but seems like modern headsets position those properly, so it should be fine. Other then that it should work nicely in current state. Tested both games and studio on my usual setup and fresh latest BetterRepack release.

Shipping

Same drill, the studio from current version, the game from new version, VRGIN_XR from new version,

With added extras:

  1. Hard dependency. "KK_FinalIK.dll" from Libs\ it's an updated FinalIK loaded as a plugin.
  2. Soft dependency. SensibleH it's an extra plugin targeted at MainGameVR, with lots of neat features/adjustments, can be skipped.
  3. There is also sfx folder, but guess we can skip it until completion.

Edit

Regarding tiny overhead that fps plugin blames me in (~0.5ms on my machine). 2/3 of it caused by moving rigidBody of hand models, even though it's settings are quite light, still causes overhead. The remaining part comes from quite trivial quaternion/vector math from various components. All in all sounds strange tbh.

Regarding allocation that profiler of Runtime Inspector blames me in, that's outright absurd, components that it blames don't even have any allocation on update methods.

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