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Oculus Touch Supported! and other big updates.

We're pleased to announce that Oculus Touch is now supported by ZombVR!

A Note from the creators:
We've been a bit less active here lately. As you all know we have full time day jobs and sometimes those keep us working upwards of 15+ hours a day. Anyone in the IT realm knows how that goes. There are ups and downs and it's been really busy for us lately. But we're back. Hopefully this brings some more of the ZombVR survivors out of hiding to post their thoughts and feelings.

We'd like to hear from you all! Don't be shy please. Onto the goods....

The Updates
Unfortunately we're still waiting to receive the headsets to properly test it locally here but we've had a few volunteers that have assisted us in getting the controls ported over. It's been tough as the volunteers are on the other side of the country but we've made progress.

Check the controls link HERE for the a list of VIVE and OCULUS controls for ZombVR. There will be some refining of this once we get our headsets to test in real time, but at this point the controls work wonderfully on Touch and VIVE!

Additionally, check out these visual representations of the controls for both the HTC Vive and the Oculus Touch!



HTC Vive Controls



Oculus Touch Controls

Please note: The tutorial will still need to be updated in game for the Oculus Touch. At the moment the tutorial only pertains to those with the HTC Vive!

What's next?
Cross-compatibility and MP testing is set to begin Mid Dec, however without the additional headsets we can't test this very efficiently, so we'll develop toward it but the date may be delayed. We'll be able to release some early MP functionality publicly shortly after we can test ourselves. We'll start by offering COOP in the current maps and are developing the MP maps in the meantime.

Until Multi-Player?:
Look for the new Onslaught map (the Hallway) coming in the next week. As well as the updates below and ongoing bugfixes, improvements. Oh and Bee has promised to create some cooler looking Zombies to get rid of the remaining low res ones still plaguing the outbreak!

List of changes out now:
ZombVR_b2_1_4_4


  • New Feature--Oculus Touch support is now LIVE! (only menu button is not supported natively in the engine yet, but will be soon. Work around is to Press X and A at same time)
  • New Feature--Controls for both the HTC Vive and the Oculus Touch can be viewed in-game in the options menu!
  • New Option--Added option to allow right trackpad/joystick for LOOKING/TURNING (look/turn left, right - for those too lazy to stand up to play VR and would like to sit down ːsteammockingː )
  • New Option--Added option to SWAP the RELOAD and the FLIP BLADE buttons. Some were having issues during tight fights, or in fits of panic they were squeezing the grips and wasting their bullets. If you have this issue, swap the buttons so the reload is a top button and the holstering is the grips. Oculus Touch players may want to enable this as the TOUCH grip buttons are tough to aboid pressing by accident and have little resistance
  • New Option--Added option where you can set whether or not melee weapons stay in your hands when picked up without having to hold the trigger. It's a less realistic feel but it may be nicer for those that want long term melee combat. Keep in mind, with this enabled you will have to drop melee weapons using the drop controls (like currently done with guns)
  • New Option--Added an AUTO RELOAD option. If you don't feel like the realism of interactive reloading but still wanna shoot some zombies, the guns will reload automatically if you enable this. It's also good if you're new to ZombVR, to get used to the other controls. This will only be available in SP modes.
  • Bug Fix--Fixed Zombies spawning into stuck "break" area outside in the Watercooler map
  • Bug Fix--Fixed issue in watercooler where music is lost once the Office is entered from the Parking lot



As always, report bugs or suggestions here. We listen!