Ok, first release guys. Go easy on me; like I say - if the head tracking works, and / or it doesn't crash on Rift init, I'll be amazed.
Minecrift_0_11_alpha.zip
Release notes copied below. Please note, follow the installation guide closely - in particular make sure you have added the native dir to your system path!
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Minecrift Mod for Minecraft
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StellaArtois, 2013
With thanks to:
- Palmer Luckey and his team for creating the Oculus Rift. The future is finally here (well for some people anyway; mine hasn't arrived yet).
- Markus "Notch" Persson for creating Minecraft. What has it grown into?
- The team behind the MCP coders' pack, and the Minecraft community - why Mojang bother obsfucating the source when you guys have done such a fantastic job of de-obsfucating it is beyond me!
- Powback for his initial work on the Java JNI wrapper to the SDK. Seeing this inspired me to get off my arse and get modding. See
http://www.reddit.com/r/oculus/comments ... _for_devs/
- The guys at Valve for giving some good advice on updating a game for VR.
No thanks to:
- My lack of OpenGL experience.
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What is Minecrift?
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The cheesy name apart, Minecrift attempts to update Minecraft to support the Oculus Rift. Initially this means allowing headtracking input and using the correct stereo rendering parameters for the Rift. In the future this also means updating Minecraft for various control schemes, and updating the GUI to be in full 3D. Minecrift is also meant as a kick up the arse to Mojang, so that they can add official Oculus support in the near future. As and when Minecraft officially supports the Rift, Minecrift development will probably cease (unless they make a complete hash of it).
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Disclaimer
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I recommend using a vanila Minecraft.jar file for this. Currently I haven't had the time to look into Forge compatibility, or Mod Loader compatibility etc. BACK UP your original minecraft.jar before installing this mod. I make no claims as to the compatibility of this mod with other mods!
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Installation
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REQUIRES vanilla Minecraft 1.5.2 currently.
Minecrift is Windows only currently. It requires Vista or above and a graphics card & driver capable of at least OpenGL 3.3 support.
- Change directory to %APPDATA%\.minecraft\bin
- Open your minecraft.jar file using 7-zip, winzip etc.
- Select all, and drag and drop in the entire contents of the /minecraft directory from the Minecrift zip into the jar archive (but not the /minecraft directory itself).
- Make sure to delete the META-INF folder in minecraft.jar. Close 7zip / winzip.
- Copy JRiftLibrary.dll and JRiftLibrary64.dll into %APPDATA%\.minecraft\bin\natives
- **** VERY IMPORTANT **** Go to the My Computer icon, right click, select properties. Go to advanced system settings, Environment variables. Edit the system path to add the directory %APPDATA%\.minecraft\bin\natives, so that the JRiftLibrary dlls can be found. If you don't do this, Minecraft will just show a black screen on startup!
- **** Almost as important ****. Install the Microsoft VS2012 C++ redists (both x86 and x64) from
http://www.microsoft.com/visualstudio/1 ... #vc-redist
- Run up Minecraft and off you go. If you get a black screen on login, trying running an admin command prompt, cd to your minecraft.exe dir and enter the command
>java -cp Minecraft.exe net.minecraft.LauncherFrame
This should allow any exceptions or errors on Minecraft startup to show up in the console.
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Controls
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Once in game the dual viewports will kick in. I suggest using Large or Normal GUI size for now. Obviously you will want to be at 1280X800 fullscreen for the Oculus currently.
- F1 to bring up the game HUD / overlay if it isn't already up.
- Cycle F3 until the Rift debug info appears. Good luck reading this - it should be just about visible if it's near the top of the viewport.
- Ctrl and - / = for IPD adjustment. Hold ALT as well for fine adjustment. The IPD setting should be saved between sessions.
- Ctrl O to attempt to reinitialise the Rift (including head tracking).
- Ctrl P while not in a menu to turn distortion on / off. Sometimes useful if the offset mouse pointer is a pain in the menus.
- FOV adjustment within Minecraft will have no effect - I use the FOV as calculated from within the Oculus SDK.
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Known Issues
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There are many!
- If head tracking works, it'll be a miracle. ***I haven't been able to test it***.
- Resizing the screen leads to graphics corruption on the left viewport. Open and close the inventory to remove the corruption. [If anyone with OpenGL experience could give me pointers as to why this happening, that would be fantastic. I haven't yet been able to suss this out. Something not being done correctly with the FBO I assume].
- Within the in game menus, the displayed mouse pointer is only present on one viewport, and does not match up with the highlighted button position on screen. Please rely on the location of the button highlight or tooltip when clicking. If the click does not seem to take, move the mouse down slightly and try again!
- Everything needs anti-aliasing.
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Feedback, bug reporting
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Please post feedback, bug reports etc. to the forum thread at MTBS:
http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17146
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Roadmap
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- Get the head tracking working, stereo parameters correct with appropriate user adjustments to the parameters.
- Draw two mouse pointers, one for each viewport.
- Have a rest.
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Release Notes
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0.11 Alpha - FIRST RELEASE 06-05-13
- For Minecraft 1.5.2
- Initial Rift stereo rendering and distortion in place, with IPD adjustment available.
- Headtracking working (maybe! I have no means of testing this currently!).
- Proper first-person rendering.
- Rudimentary neck model should be in place.
- Removed crosshair.
- Initial overlay HUD.