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Re: Minecrift release archive

Posted: Wed Jun 12, 2013 4:42 pm
by mabrowning
skyworxx wrote:Ay chances you could make minecrift compatible with the ShadersMod?

It would really up realism and all the dynamic effects would look spectacular on the Rift :)
It isn't a priority at the moment: I looked into it and my machine couldn't even handle shaders before rendering the scene twice... In addition, its a fairly invasive mod and I'm trying to keep forge compatibility ;)

I'd entertain pull requests on the github page if its important to you, though.

Re: Minecrift release archive

Posted: Wed Jun 12, 2013 6:31 pm
by Evenios
latest update works great! hope you can get the walk speed slider to work another cool idea would somehow intigrating a gamepad mod with it as well ;-) hehe but good work so far!

Re: Minecrift release archive

Posted: Thu Jun 13, 2013 8:17 am
by mabrowning
Evenios wrote:latest update works great! hope you can get the walk speed slider to work another cool idea would somehow intigrating a gamepad mod with it as well ;-) hehe but good work so far!
Thanks! Feel free to keep posting here, but the main discussion is occurring over here

We're definitely going to get walk "momentum" added to provide a realistic acceleration curve, and analog joystick controls are also on the roadmap. The "walk speed" slider will be in the next release, though.

Re: Minecrift release archive

Posted: Sun Jun 23, 2013 1:12 am
by Drwho
Hey Stella was just wondering if you could possibly create an emulator for the hydra using your existing code. That emulates the rift so it can be used with any demo as there are some people out there who want to wait for the consumer before jumping in and buying it (nope got no money :D ). But have done the same thing as me and created a DIY one but don't have head tracking compatible with all the tech demos and games. (http://imgur.com/gvjiMuV for if you want to take a look at the DIY rift)

Re: Minecrift release archive

Posted: Wed Jun 26, 2013 9:02 pm
by mickman
Trying to load up MineCrift but so far its just been a nightmare... :(

I tried both on MacBook Pro & Win7

Downloaded all files and followed as per instructions... but keep getting errors after adding each file in
MagicLauncher.

EDIT:

So I figured out that I need to access the AppData / Roaming / .minecraft folder. ( it is normally read only. ) & then place the files in there. ( that helps a lot )

Re: Minecrift release archive

Posted: Thu Jun 27, 2013 4:55 am
by xXEnd3rGamerXx
Having a problem where the calibration text is always across the screen. About pressing spacebar. Ive tried restarting multiple times.

Re: Minecrift release archive

Posted: Thu Jun 27, 2013 7:48 pm
by Evenios
for some reason the new calibration setup doesnt work for me. i tried to push spacebar like the instructions say but nothing happens.. guess ill have to go back to the previous version for now there seems no way to remove the instructions :-(

Re: Minecrift release archive

Posted: Fri Jun 28, 2013 11:16 am
by Ericshelpdesk
Evenios wrote:for some reason the new calibration setup doesnt work for me. i tried to push spacebar like the instructions say but nothing happens.. guess ill have to go back to the previous version for now there seems no way to remove the instructions :-(
Same deal here
Also, where did the cross hair and the UI elements disappear to?

Re: Minecrift release archive

Posted: Fri Jun 28, 2013 2:19 pm
by IGameArt
Press f1

Re: Minecrift release archive

Posted: Sat Jun 29, 2013 5:16 am
by BoomZilla
Is there a way to load tekkit into Magic Launcher or get the rift working with Technic Launcher tekkit

Re: Minecrift release archive

Posted: Sat Jun 29, 2013 11:48 am
by geekmaster
<deleted>

Re: Minecrift release archive

Posted: Sat Jun 29, 2013 3:39 pm
by Syke408
Evenios wrote:for some reason the new calibration setup doesnt work for me. i tried to push spacebar like the instructions say but nothing happens.. guess ill have to go back to the previous version for now there seems no way to remove the instructions :-(

Same problem here.

Re: Minecrift release archive

Posted: Sat Jun 29, 2013 11:47 pm
by Evenios
it seems the calibration thingy happens every time you load the game is there any ways to have an option to toggle it from reappearing when you load minecraft for the latest version? thanks.

Re: Minecrift release archive

Posted: Mon Jul 01, 2013 12:35 am
by Drash
Evenios wrote:for some reason the new calibration setup doesnt work for me. i tried to push spacebar like the instructions say but nothing happens.. guess ill have to go back to the previous version for now there seems no way to remove the instructions :-(
Getting this also. Quite a shame as the world(s) beyond those instructions beckons! :)

Re: Minecrift release archive

Posted: Tue Jul 02, 2013 10:46 am
by ElectroPulse
Is this compatible with 1.6.1?

Re: Minecrift release archive

Posted: Tue Jul 02, 2013 4:35 pm
by Ziggurat
ElectroPulse wrote:Is this compatible with 1.6.1?
not yet, he is waiting for the mod that this depends on to be updated.

Re: Minecrift release archive

Posted: Tue Jul 02, 2013 6:40 pm
by ElectroPulse
Ziggurat wrote:
ElectroPulse wrote:Is this compatible with 1.6.1?
not yet, he is waiting for the mod that this depends on to be updated.
Alright, thanks! I'll be sure to keep my 1.5.2 install for it... Getting stuff set up for tomorrow night when I'll have my Rift :woot

Re: Minecrift release archive

Posted: Sat Jul 06, 2013 11:15 pm
by rathb18
Nice, When can we expect 1.6 support?

Re: Minecrift release archive

Posted: Tue Jul 09, 2013 10:09 am
by Vhaeroth
What is the chance I can get someone to upload a working Tekkit mod pack. I really only wanted the rift for Minecraft and its the only game I can't get to run it. I have tried everything for two days straight and I get the same problem every time. Calibration screen comes up. I turn VR on and boom crash. I know I am modding it right I have been getting mods to work for almost two years now but none have given me problems like this.

Code: Select all

      Minecraft has crashed!      
      ----------------------      

Minecraft has stopped running because it encountered a problem; Unexpected error

A full error report has been saved to C:\Users\Jessiah\AppData\Roaming\.minecraft\crash-reports\crash-2013-07-09_12.05.40-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash :(



--- BEGIN ERROR REPORT 57a314fc --------
Full report at:
C:\Users\Jessiah\AppData\Roaming\.minecraft\crash-reports\crash-2013-07-09_12.05.40-client.txt
Please show that file to Mojang, NOT just this screen!

Generated 7/9/13 12:05 PM

-- System Details --
Details:
	Minecraft Version: 1.5.2
	Operating System: Windows 7 (amd64) version 6.1
	Java Version: 1.7.0_21, Oracle Corporation
	Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
	Memory: 380305408 bytes (362 MB) / 514523136 bytes (490 MB) up to 514523136 bytes (490 MB)
	JVM Flags: 2 total; -Xms512m -Xmx512m
	AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
	Suspicious classes: ReflectorClass, Config, ReflectorMethod, ...[com.mtbs3d.minecrift.VRRenderer, MCHydra, MCMouse, ...], [com.mtbs3d.minecrift.api.IBasePlugin, ICenterEyePositionProvider, IOrientationProvider, ...], [com.mtbs3d.minecrift.gui.BaseGuiSettings, GuiMinecriftSettings], [cpw.mods.fml.relauncher.ArgsWrapper], [de.fruitfly.ovr.IOculusRift, OculusRift, HMDInfo, ...]
	IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
	LWJGL: 2.4.2
	OpenGL: GeForce GTX 260M/PCI/SSE2 GL version 2.1.2, NVIDIA Corporation
	Is Modded: Very likely; Jar signature invalidated
	Type: Client (map_client.txt)
	Texture Pack: Default
	Profiler Position: N/A (disabled)
	Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

java.lang.IllegalStateException: Function is not supported
	at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:64)
	at org.lwjgl.opengl.GL30.glGenFramebuffers(GL30.java:1086)
	at com.mtbs3d.minecrift.FBOParams.<init>(FBOParams.java:28)
	at com.mtbs3d.minecrift.VRRenderer.setupFBOs(VRRenderer.java:851)
	at com.mtbs3d.minecrift.VRRenderer.renderGUIandWorld(VRRenderer.java:593)
	at bfq.b(EntityRenderer.java:1084)
	at net.minecraft.client.Minecraft.K(Minecraft.java:887)
	at net.minecraft.client.Minecraft.run(Minecraft.java:756)
	at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ee3c3849 ----------

Another interesting thing is that when I use the newest LWJGL it black screens before I even get to the cal screen.
Thank you in advanced to anyone that helps with this.

Re: Minecrift release archive

Posted: Wed Jul 10, 2013 6:18 pm
by halfshey
Thanks a lot this mod is awesome!!! One time i played 4 hours with my rift :O

any chance that you could updgrade it to 1.6.2.
I think optifine is 1.6.2 ready.

but thanks again this is really really cooooool :)

Re: Minecrift release archive

Posted: Sun Jul 14, 2013 5:36 am
by TheHolyChicken
Just wanted to add that it's important you run your Rift display at the 1280*800 resolution. I had weird rendering/warping issues that was caused by my desktop being a different aspect ratio from the Rift, and Optifine's fullscreen resolution options don't seem to work.

Re: Minecrift release archive

Posted: Fri Jul 19, 2013 1:48 am
by phonicpod
Does anyone have a working link to this? both the download links are broken.

Re: Minecrift release archive

Posted: Fri Jul 19, 2013 2:15 am
by baggyg
StellaArtois wrote: Awaiting Optifine support for 1.6.1, so no 1.6.1 release as yet, sorry.
OptiFine has been upgraded to 1.6.2
http://www.minecraftforum.net/topic/249 ... much-more/
Can we just download this and upgrade to 1.6.2 or must we wait for a new version of JRift.jar?

Re: Minecrift release archive

Posted: Fri Jul 19, 2013 5:52 am
by StellaArtois
Info updated, sorry guys.

Re: Minecrift release archive

Posted: Fri Jul 19, 2013 6:11 am
by baggyg
StellaArtois wrote:Info updated, sorry guys.
Great many thanks. I was hesitant at first with the installer (having learnt how to use magic launcher) but it really is so much easier. Thanks for all your hard work. It is most appreciated.

Re: Minecrift release archive

Posted: Sat Jul 20, 2013 10:40 am
by Falan
Hi there is it possible to play the latest version without hydra's please?

We finally got it working but it keeps asking for hydra calibration but we only have an xbox 360 controller at the moment.

Re: Minecrift release archive

Posted: Sat Jul 20, 2013 10:58 am
by mabrowning
Falan wrote:Hi there is it possible to play the latest version without hydra's please?

We finally got it working but it keeps asking for hydra calibration but we only have an xbox 360 controller at the moment.
Change the head positional tracking to "Neck Model".

If that doesn't work, you can edit the json file to remove the SixenseJava library.

Re: Minecrift release archive

Posted: Sat Jul 20, 2013 11:06 am
by Falan
Worked like a charm thanks very much and...OMFG amazing!!!! Love it well done this is incredible!

Couple of queries, can I use the xbox 360 controller on the pc version and do I need to alter the FOV to anything specific for the rift?

Re: Minecrift release archive

Posted: Sat Jul 20, 2013 11:37 am
by mabrowning
Controllers: not yet, I'm working on it. The FOV will be adjustable with the next build.

Re: Minecrift release archive

Posted: Sat Jul 20, 2013 1:18 pm
by Falan
awesome ok well thanks again :)

I cant believe how effective minecraft works with the rift its excellent!!!

Re: Minecrift release archive

Posted: Sun Jul 21, 2013 7:30 am
by habbert
oh GOD!
just got the rift yesterday.
This instantly gave me my first dose of "VR Sickness"
even tried ginger capsules. (where is the puking smiley when you need it)

Re: Minecrift release archive

Posted: Sun Jul 21, 2013 7:33 am
by mabrowning
habbert wrote:oh GOD!
just got the first yesterday.
This instantly gave me my first dose of "VR Sickness"
even tried ginger capsules. (where is the puking smiley when you need it)
Sorry about that. Do come back after you've had a bit of time to adjust ;) Perhaps try the Hydra head tracking? That improves immersion and lowers VR sickness quite a bit.

Re: Minecrift release archive

Posted: Sun Jul 21, 2013 7:39 am
by habbert
mabrowning wrote:
habbert wrote:oh GOD!
just got the first yesterday.
This instantly gave me my first dose of "VR Sickness"
even tried ginger capsules. (where is the puking smiley when you need it)
Sorry about that. Do come back after you've had a bit of time to adjust ;) Perhaps try the Hydra head tracking? That improves immersion and lowers VR sickness quite a bit.
yeah ill have to look into the hydra lol

Re: Minecrift release archive

Posted: Mon Jul 22, 2013 2:26 pm
by steveGambit
Mark - for some reason latest build seems to be very laggy with head tracking ? any ideas why that would be?

Re: Minecrift release archive

Posted: Fri Jul 26, 2013 7:50 am
by inetd
Just tried this out & was blown away. Thanks for the effort.

Re: Minecrift release archive

Posted: Fri Jul 26, 2013 9:32 am
by mabrowning
steveGambit wrote:Mark - for some reason latest build seems to be very laggy with head tracking ? any ideas why that would be?
Hmm.. thats strange. I'm not seeing any extra latency.

Re: Minecrift release archive

Posted: Tue Jul 30, 2013 7:27 am
by magnolia81
Hi! This is absolutely mindblowing! The blocks really seem to be 1m by 1m large! in normal playing they usually seem smaller for some reason.

Has anyone successfully installed this (the 1.5.2 version) on the new 1.5.2 FTB (Feed The Beast) Unleashed Modpack (Based on Forge)? I tried adding the mods in the "Jar Mods" section of the launcher. Sadly the FTB Launcher doesn't allow me to alter the order in which the mods are loaded. It apparently loads the mods in reverse alphabetical order. I tried renaming the files so the order was right, but Minecraft doesnt start, whatever I try (I just get a blank white window)...

Re: Minecrift release archive

Posted: Tue Jul 30, 2013 7:37 am
by mabrowning
magnolia81 wrote:Hi! This is absolutely mindblowing! The blocks really seem to be 1m by 1m large! in normal playing they usually seem smaller for some reason.

Has anyone successfully installed this (the 1.5.2 version) on the new 1.5.2 FTB (Feed The Beast) Unleashed Modpack (Based on Forge)? I tried adding the mods in the "Jar Mods" section of the launcher. Sadly the FTB Launcher doesn't allow me to alter the order in which the mods are loaded. It apparently loads the mods in reverse alphabetical order. I tried renaming the files so the order was right, but Minecraft doesnt start, whatever I try (I just get a blank white window)...
I've actually never gotten the FTB launcher to work. Luckily, FTB can be used without it on any other launcher, including the new stock Mojang one. Just download the right build of forge, then configure the "Game Directory" in your launch profile. I plan on updating the 1.5.2 builds so that they have an installer as well, and I do plan on including a "Use Forge" option in the installer so that you get a "version" with and without Forge to run FTB on. It isn't on the top of my list, but it is up there. If that's something you'd like, let me know ;)

Re: Minecrift release archive

Posted: Tue Jul 30, 2013 8:56 am
by magnolia81
Oh, I didn't know you could launch FTB from any launcher, thanks for the tip! I will try this tonight.

The FTB Community seems to grow rapidly, so I think it would be a great option to have an installer which can include Forge automatically.

I noticed one weird thing: the HUD seems to gradually move to the right for me and I have to reset the origin from time to time in the vr settings menu. is that normal? is there a hotkey to reset the origin?

Thanks again for your help and your great work with this mod!

Re: Minecrift release archive

Posted: Tue Jul 30, 2013 9:06 am
by mabrowning
magnolia81 wrote:I noticed one weird thing: the HUD seems to gradually move to the right for me and I have to reset the origin from time to time in the vr settings menu. is that normal? is there a hotkey to reset the origin?
Do you have look/move decoupled ("tank mode")? If not, pressing F1 twice to hide/show the UI should fix it. If you do have look/move decoupled, there isn't a quick way to recenter it. I could probably add a hotkey if it continues to be a problem.

However, the magnetic yaw calibration (Look left, look right, look up, look foward) should fix it so there is no drift.... are you doing that every time, or did you configure it to skip calibration?