The "ATR" bit of the name is dulled and hard to read. This happens on the other opts too.
Sometimes it's there but not always. Not had chance to look into it deeply yet.
I'm using the Wireframe version but it's turned off right now.

Blue Max has fixed this now in an updated Ddraw.dll.Ace Antilles wrote: ↑Tue Jul 21, 2020 10:07 pmHas anyone experienced this in recent Effects mini releases.
The "ATR" bit of the name is dulled and hard to read. This happens on the other opts too.
Sometimes it's there but not always. Not had chance to look into it deeply yet.
I'm using the Wireframe version but it's turned off right now.
How are you turning of the shaders?Luke_Skywalker wrote: ↑Fri Jul 24, 2020 1:43 pmFringe case, I'm sure, but I've also noticed that if you turn off the shaders mid-game with TrackIR enabled inside, say, a YT-1300, the cockpit shadows get frozen in front of the camera.
Yeah, I'm aware of this, I'm still not sure how to fix it, though.Shadow rendering also appears to be based on which way the viewpoint is facing, because if I turn my head and a shadow is next to me, the shadow moves as the viewpoint does.
Via the key combo listed in the installer. Ctrl-Alt-O, I think it was. I'll change this when I can look again.blue_max wrote: ↑Fri Jul 24, 2020 4:16 pmHow are you turning of the shaders?Luke_Skywalker wrote: ↑Fri Jul 24, 2020 1:43 pmFringe case, I'm sure, but I've also noticed that if you turn off the shaders mid-game with TrackIR enabled inside, say, a YT-1300, the cockpit shadows get frozen in front of the camera.
XWA has its own "local Light Sources" option, did you disable that?Dynamic Laser Lights seem to get installed regardless of whether I opt in for them or not,
I'm not sure where this was reported, but I did take a look. The API call to close TrackIR is being called here:Luke_Skywalker wrote: ↑Sat Jul 25, 2020 9:54 amI also don't suppose you saw my report about TrackIR not uninitializing until XWA is started again?
If you only want TrackIR, without any effects, this is possible. Probably the easiest way would be to install/configure effects 1.1.3.2 and then replace ddraw.dll with Jeremy's version. In other words, you only need to have Hook_CockpitLook.dll configured to do TrackIR.Luke_Skywalker wrote: ↑Sat Jul 25, 2020 11:40 pmFor kicks I wanted to see how the game played without the extra stuff, just TrackIR.
I don't think that's an explosion, it's gas. It blooms a bit with the effects, but even without it, I think you'll get a very similar effect.Explosions seem to be... off, as well.
You Rock!! it works now!blue_max wrote: ↑Wed Jul 15, 2020 3:34 am1. Install XWAUP 1.6
2. Optional: You can check that the regular game is working properly at this moment. It should run and play well.
3. Install "Effects by Blue Max 1.1.3.2", select SteamVR during installation
4. Download the update I posted above and configure VR_Mode=SteamVR in VRParams.cfg. This step is temporary and won't be needed once version 1.1.4 is out.
5. Optional but highly recommended for VR: Install the Dynamic Cockpits (also in the downloads section)
6. Run SteamVR
7. Run XWA (you do not need to run Steam at all, you can run XWA directly).
Yes, you're right. I need to make a post with these steps somewhere so that people can find it easily.
You may also install other updates, but I think the above is the bare minimum to get the game working in VR.
Yes, do not start the game using the Quickstart option but the regular launcher and then select the pilot options to create a new pilot.MichelangeloS wrote: ↑Thu Jul 30, 2020 6:59 amPS: The game started at the concourse instead of the normal start, is this normal? do I have to create a new pilot to play the initial missions as the campaign?
Once again, thanks!
Thanks for your comments, Michelangelo5. Can you provide a few more details regarding your setup? I'll need the per-eye SteamVR resolution, the in-game resolution (I believe you set it up as 1920x1080) and your desktop's resolution.MichelangeloS wrote: ↑Thu Jul 30, 2020 6:59 amOne thing I noted was that the mirrored image in the monitor seems to be distorted like compressed and I can see 2 big black bars on the sides. Is there any way to set the
Sure.blue_max wrote: ↑Thu Jul 30, 2020 5:24 pmThanks for your comments, Michelangelo5. Can you provide a few more details regarding your setup? I'll need the per-eye SteamVR resolution, the in-game resolution (I believe you set it up as 1920x1080) and your desktop's resolution.MichelangeloS wrote: ↑Thu Jul 30, 2020 6:59 amOne thing I noted was that the mirrored image in the monitor seems to be distorted like compressed and I can see 2 big black bars on the sides. Is there any way to set the
I *think* this is normal because the per-eye resolution tends to be half as wide as your desktop's resolution. To compensate, the image is centered and two vertical black bars appear on both sides. If you can post a picture, it would be easier to determine. One way you can tell is by checking something that should be square or round, like the left and right sensors: do these elements still appear round in your mirror image? If so, then there's no distortion.
I7 + GTX 1080 + Windows 10 and Vive Pro. Steam Installation of X-Wing Alliance.
Code: Select all
; Set the following value to something greater than 0 to override the aspect
; ratio that is computed automatically by ddraw with your own setting.
steamvr_mirror_aspect_ratio = 0.0
; You can change the zoom in the mirror window with the following setting.
; Values lower than 1 will magnify the image, values greater than 1 will shrink
; the image. The default is 0.7
steamvr_mirror_window_scale = 0.7
Great! I will download it now and try it during the day.blue_max wrote: ↑Fri Jul 31, 2020 7:15 amThat's a nice system. I might end up buying something like that later.
Please, download the latest beta (July 31). I just added 2 parameters to VRParams.cfg to help you configure the mirror window:
I could not reproduce the issue on my end, but you can set "steamvr_mirror_aspect_ratio" manually to help you fix the mirror window. You don't need to restart the game to reapply the setting, just press Ctrl+Alt+L: that should reload VRParams.cfg and apply the new aspect ratio.Code: Select all
; Set the following value to something greater than 0 to override the aspect ; ratio that is computed automatically by ddraw with your own setting. steamvr_mirror_aspect_ratio = 0.0 ; You can change the zoom in the mirror window with the following setting. ; Values lower than 1 will magnify the image, values greater than 1 will shrink ; the image. The default is 0.7 steamvr_mirror_window_scale = 0.7
Anything other than 0. For your case, I imagine it will be something bigger than 1 so that it expands the X-axis. I'd try 2124/1912 = 1.11 first in your case and then go up a little bit until it looks right. Feel free to post your settings!MichelangeloS wrote: ↑Fri Jul 31, 2020 1:28 pmWhat are the valid possible values for steamvr_mirror_aspect_ratio to set an specific aspect ratio?
but how does it works? how do I know what values to use? that is my real question heheheblue_max wrote: ↑Fri Jul 31, 2020 4:57 pmAnything other than 0. For your case, I imagine it will be something bigger than 1 so that it expands the X-axis. I'd try 2124/1912 = 1.11 first in your case and then go up a little bit until it looks right. Feel free to post your settings!MichelangeloS wrote: ↑Fri Jul 31, 2020 1:28 pmWhat are the valid possible values for steamvr_mirror_aspect_ratio to set an specific aspect ratio?
As stated in the installers Dynamic Cockpits are only for the main Rebel and TIE starfighters currently.nuttyapprentice wrote: ↑Sun Aug 09, 2020 6:31 pmAlso, I've got dynamic and active cockpits installed, does it not work for the millenium falcon at the start? I'm guessing not, im yet to try another craft.
Missed that in the readme, thanks. I can live with weird fixed/not fixed gui for now then. Can't believe how good it runs in VR!Ace Antilles wrote: ↑Sun Aug 09, 2020 6:56 pmAs stated in the installers Dynamic Cockpits are only for the main Rebel and TIE starfighters currently.nuttyapprentice wrote: ↑Sun Aug 09, 2020 6:31 pmAlso, I've got dynamic and active cockpits installed, does it not work for the millenium falcon at the start? I'm guessing not, im yet to try another craft.