Patreon page and new version.

You may notice the orange button on the right. This is a Patreon button. Don’t think of it as giving me money. Think of it as me providing YOU with the opportunity to enhance your Vivecraft experience and alleviate you of any moral quandary you may experience from playing the best VR game that has ever existed or ever will exist totally for free.

See doesn’t that make it easier to click?

In all seriousness I made the thing because some people don’t like paypal, and this website costs some money, and I thought it would be fun. Go check out the campaign, there’s rewards and everything. If you have previously donated to me via paypal and would like the Patreon rewards for an appropriate amount of time, hit me up on discord or reddit or wherever and I will hook you up.

The game update this time around contains a number of bug fixes and quality-of-life improvements. You can read the nitty-gritty details on the github page. The 2 big additions are the aforementioned Patreon rewards and a new system for Server Owners to control which blocks are climbable with Climbey claws. Update your server plugin for that.

Roadmap

I’m fairly happy with the current state of the mod. I think we’ve added some really cool features lately and the bug reports have slowed to a mere trickle. Which I suppose means it’s time to buckle down and get Forge working on 1.10.2.

Yup I said it. It’s time. We did some preliminary work on this a number of weeks ago, and it is now my goal to make it happen. Excluding bug-fixes, Forge will be my sole focus for the next update.

I am actually going to have to get it working on 1.11.2 first, and then port back everything to 1.10.2. So here’s hoping that modpacks move on from 1.10 in the meantime.

Beyond Forge, I would really love to get Voice Chat integrated into the mod and server plugin. I asked Techjar to head this up but he blew up his computer in protest. So it will likely have to wait until after Forge.

Some other wishlist items for the future:

  • Integrated recipe viewer (a la NotEnoughItems).
  • Roomscale fishing.
  • A in-game keyboard that doesn’t suck.

Always open to suggestions, hit me up on discord or the github issues page.

Around the community

Here’s an awesome video showing off Elytra flight in VR.

Discord frequenter Shivaxi edited together some of his first experiences with Vivecraft. I really do love watching these.

Still a number of Vivecraft Let’s-Play series going on out there. Most of them not in English. I subscribe to them anyway and make up my own story of what’s going on.

Here’s a list in your ethnicity of choice.


As always please please report bugs or request features on Github.

1.11.2 Releases
1.11.2 Issues

1.7.10 Releases
1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

discuss it on reddit

Patches for your face.

Hello Vivecrafters of the world! It’s Friday and I have updates for you!

The observant will have noticed a number of beta builds trickling on to Github all week for both the 1.11.2 and 1.7.10 versions. This week’s work has been a huge laundry list of tweaks and improvements to 1.11.2 and bringing 1.7.10 up to speed.

Updates

Without further ado let me introduce version 7 of 1.11.2 and version 37 of 1.7.10

The full release notes are on the github pages but let’s go over the basics!

First the bad news: the ClimbeyMotion items are not in the new 1.7.10 version. Sorry! that code is highly invasive and requires server plugin support to work and it just won’t play well with forge.

Now the good news!

The teleport-locomotion has gotten a rework when it comes to water: previously your arc would ignore the water entirely and send you straight to the bottom, where you would have to hope for a way back out. Now, your arc will stop about a block down into the water if it starts in air.
After you teleport a number of different things can happen depending on your Simulate Falling, Roomscale Swimming and seated/standing options. I considered making a flowchart, but stopped when I realized I could instead spend that time doing anything else. Take my word for it that I did test all permutations of the options and it should all work intuitively and better than before.

The ClimbeyMotion additions from last week seem to be a big hit! I was just playing with it myself kitted out with the Climb Claws, Jump Boots and an Elytra. They all work nicely in concert and its a ton of fun!

I did make some changes and tweaks in this release:
The jumping is now velocity-capped. I’m sure this will disappoint some but I needed way to make the jumping consistent. I also did not want anyone hurting themselves or innocent pieces of furniture trying to be the Hulk. It’s fairly easy to max out the speed cap so once you get a feel for it your jumping should be a lot more predictable. This should allow the construction of courses and challenges with predictable difficulty.

If you simply must have more height you can use a Leaping potion which will multiply your Jump Boot jumps.

I also added a Run n Jump mode. This is a bit tricky to master but you can hold Move AND Jump and you will continue to run in your look direction while you make your jump. The jump horizontal velocity is additive so you can get more distance this way.

That’s it for the big changes. Seated mode got some new options. Some circles were hunted down and sent to circle-conversion camp. And a ton of bug fixes!

1.7.10 got most of the major changes from versions 6 and 7 of the newer branch. I also fixed a bug that was messing with LiteLoader, so that should be more compatible now. I only tested it with MAtmos.

I did fix a tiny bug in the Spigot plugin. Server owners you should update.

Around Here

I’ve made some additions to the How-To-Play page. Check it out, you may learn something. If there’s anything you feel needs to be explained better, plz let me know in the forum or on discord.

The donation link is still at the bottom of every page. Genius is expensive.

Around the Community

I was only able to find one video on youtube of someone playing with the Climbey stuff and that is this one. I expect to see more of these in the future! I wanna see some jump courses!

There’s a number of other letsplay series going on out there but most of them are not in English so I have no idea what’s going on in them.


As always please please report bugs or request features on Github.

1.11.2 Releases
1.11.2 Issues

1.7.10 Releases
1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

discuss it on reddit

(If you think this is awesome (and it is) there is a donation link at the bottom of the page)<

ClimbeyMotion Update

Ahoyhoy and happy Friday, internet!
We’ve got a doozy of a update today for 1.11.2 Vivecraft. A real doozy.

Most awesome, and by popular demand, is a full set of:

Climbey-style locomotion!

Here’s a video of some of the early testing in action. Thanks SuperFrodo95.

 

We already had a run-in-place movement which has now been tweaked, and I’ve gone and added a jump and free climb mechanic heavily inspired by Climbey.

The technical details and instructions are over on the new climbeymotion page. Here I’d like to get philosophical for a minute and explain why I’ve implemented it like I did as there have already been questions and I expect more.

You’ll notice that both the jump and climb mechanics come to Vivecraft in the form of craftable, equippable items.

This is something I’ve been meaning to delve into for a long time now and I think it worked out great. I could, of course, have done this ‘mode’ as a game setting, but implementing the mechanics the way I felt best required heavily overriding the behavior of the Jump, Move and Attack buttons. The thought of players needing to go into a menu to change a setting just to be able to mine again did not sit well with me. So here you have a simple item you equip, and can un-equip quickly to resume normal play. The added fun of crafting the items adds a nice layer to it as well.

I reserve the right to change existing mechanics to items in the future (I’m looking at you, teleporter).

One divergence I had to make is in Climbey you can just sorta fling yourself off the wall and gain a lot of height. Here I’ve implemented wall-jumping as an action that requires an extra button press. This way you know when you let go of the wall if you’re going to fall or jump explicitly. The need for this is because, behind the scenes, all input, logic, and movement in Minecraft only runs at 20hz. I get inputs from the VR hardware at 90hz and the noticeable delay and asynchronicity makes the jumping and timing less predictable than it should be. Determining the player’s intent leaving a wall from motion alone was just not going to work consistently. It still isn’t as consistent as I like and I see some re-working in the future.

Another divergence is me not being a huge fan of Climbey’s run-in-place implementation. I found you can’t really move continuously without cheesing the system. It’s fine for their small spaces but Minecraft is huge and the start/stop got old quick. So I’m leaving our RIP speeds alone since it favors faster continuous motion over 1:1 movement. I did tweak our direction detection to use the average of the 2 controller’s pointing yaw, which is similar to climbey’s controller mode. This seems to work OK and reduces the ‘zig-zag’ effect of the older version.

Overall this is a really fun set of mechanics and I already have many good ideas and suggestions for how to improve on it. If I were you I’d hold off on building challenge courses and whatnot for now as I expect the next few Vivecraft updates will contain tweaks to the jumping distances and whatnot. I do plan on having a ‘limited’ climbing mode where only certain types of blocks are climbable so you can build interesting courses, but that’s not in this version yet. I welcome all feedback and ideas. Discord is always the best place to come talk about Vivecraft. Please report bugs on Github, the locomotion was easy, getting it to play nice with the rest of the game was the challenge. Bugs are likely to exist.

Other Notable Changes

A major area of attention this week has been the Mixed Reality mirror mode. We now support using a 3rd controller as a moving camera. The Mixed Reality mode also defaults to an identical layout as Unity with 4 panes.

e2cb944f6611d4d4d02541b118c0127a

The player view can be rendered full un-distorted or as a copy of the HMD view. It’s got a ton of options so if you’ve got the equipment for it, be sure and check it out.

The multiplayer VR animations also got some love. We were previously rendering the animations at the base 20hz of Minecraft’s network code. It now is fully interpolated to 90hz in both Vivecraft and the NonVR Companion mod. Fixed also were some bugs related to Players using Vivecraft in Seated mode. All nice and smooth now. Like butter.

Some good work has gone into the Spigot plugin, Jaron has added several new commands and options for server owners. Discord user cool_nick_name has re-implemented the ‘headshot’ code from the older MineVive plugin. This allows admins to crank up bow damage for headshots! Additionally this update contains several important changes to allow climbeymotion to work in multiplayer, make sure you update and be aware that climbeymotion is OFF by default in the config.yml.

You now have more binding options on both Vive and Touch controllers. The ‘touchpad swipe’ on the Vive and right joystick directions on the Touch can now be re-bound as you see fit. The ‘hotbar scrolling’ is also now on the right-hand controller for both systems.

Many other little bugs fixed. Check the release notes for details.

There should be an update to 1.7.10 somewhere in the near future. I do not know if the climbey stuff will make the jump. Keep your eyes peeled.

Around the community

NVIDIA broke minecraft with a driver update. They have released a hotfix. It is unknown at this time if the hotfix will require a hotterfix.

Slicedlime, who made an entertaining Vivecraft let’s-play series a few months ago, has been hired by Mojang to work on the Pocket Edition plugin system. Could a Pocket Vivecraft be in the future?

Some new entries in the Vivecraft Servers page. If you’re looking for some large communities to join we’ve got some now. Also Norn’s server is now known as Nornia, because obviously.


As always please please report bugs or request features on Github.

1.11.2 Releases
1.11.2 Issues

Instructions for installation can be found on the Downloads Page.

discuss it on reddit

(If you think this is awesome (and it is) there is a donation link at the bottom of the page)<

Inaugural Updates

News got you down? Feeling the need to escape reality? have you tried…… virtual reality? We’ve got some!

New updates out today for both our current branches of Vivecraft. That’s number 5 for 1.11.2 and 36 for 1.7.10. My how time flies.

The new 1.11 version has a pretty sweet new Main Menu system-thingie. Techjar worked on it for like a week straight. We can now stream Main Menus basically directly into your brain. We reserve the right to use this system to troll you, collect your personal data to sell to Djiboutian spies, or add your PC to a botnet the sole purpose of which is to identify every last picture of a corgi on the internet.

The better news for some of you is we have actually started work on Forge integration for 1.10+. We’re using 1.11.2 for now and if by the time we’re done (which could be a long time) all the good modpacks are still on 1.10.2, we’ll bring back that version.

Community News

Been a little quiet this week. Some of our new servers are building up a nice regular playerbase, if you’re looking for a online Vivecraft home, go check one out.

We’re slowly compiling a compatibility list for Forge mods, should be up on the site here soon. I intend on showing which mods are known to work, not work, or mostly work, and what workarounds might be available. If you’re a Forge player and want to help, we’d like to hear from you on the Discord

If you speak German here’s a guy who’s up to episode 63 (!) in a Vivecraft youtube series. Give him some views! (or whatever they’re called in German, (das views?))


As always please please report bugs or request features on Github.

1.11.2 Releases
1.11.2 Issues

1.7.10 Releases
1.7.10 Issues

Instructions for installation of both versions can be found on the Downloads Page.

discuss it on reddit

(If you think this is awesome there is a donation link at the bottom of the page)

Bugfixes ahoy!

The last 2 days have been an endless cavalcade of bugfixing. Both main versions, the nonvr companion, and the spigot plugin have all had bugs fixed. You should go and download the updates. Or don’t, whatever I’m not your dad.

Downloads

New Year, New You!

Just kidding, it’s the same you. Wouldn’t it be weird if you woke up one day and you weren’t you? Would you be able to tell?

Thankfully there is no confusing if Vivecraft is new. because we use version numbers, (and sometimes letters).

Updates are out today for both 1.11.2 and 1.7.10. This is the first announced version of 1.11.2 tho I did sneak an early build onto github last week for the truly dedicated.

No major new features this time around, just a handful of small polishes and bugfixes. Most notably Techjar has gone and totally re-written the Main Menu system. He’s got some cool stuff in the works for this likely in the next update, so stay tuned. Also farming is now a thing you can do in roomscale if that’s the kind of thing that entertains you.

The spigot server plugin does not need an update for 1.11.2 so feel free to keep using it when updating your servers from 1.11.

Cool stuff from around the Community

We’ve added some new servers to the Server Listings page if you’re looking for other folks to play with. If you have a server you’d like listed, let me know!

Here’s a neat video showing how to get Vivecraft working on a PSVR using Trinus

This is just some folks derping around with 2 Vives in the same room on a multiplayer server but it amused me.

As always please please report bugs or request features on Github.

1.11.2 Releases
1.11.2 Issues

1.7.10 Releases
1.7.10 Issues

Instructions for installation of both versions can be found on the Downloads Page.

discuss it on reddit

(If you think this is awesome there is a donation link at the bottom of the page)

Animation update and non-VR companion

Happy Wednesday!

I have some updates to brighten up your humpday doldrums!

First, (tho some of you might have seen me sneakily release it last week):

Introducing the Vivecraft NonVR Companion mod!

This was requested a lot since the jump to 1.10 and the unfortunate (and hopefully temporary) absence of Forge support. This is a stripped-out version of Vivecraft that is basically vanilla, boring 2D minecraft for ‘non vr’ people (muggles). The only thing it adds is the new and very much improved VR animation support so your Minecraft server mates can see you dance, twirl or pick your butt. It’s also got Optifine in it, so they can use shaders and whatnot.

Get it (or tell your muggle friends to get it) on the regular Vivecraft 1.11 downloads page.

Jaron780 has updated the Spigot plugin to properly sort the VR from the NonVR.

Animation Update

The VR animation in 1.10/1.11 was, let’s face it, a little janky. So I’ve gone and re-done it properly. Arms are fully articulated with shoulders. Your head direction follows properly. The head height does not change but that’s intentional on my part. (we don’t want any short-shaming around here. Or maybe I’m just lazy, deal with it ya wee bastards)

Here’s a gif.

Note this is all for 1.11 Vivecraft, and only works on proper multiplayer servers running our Spigot plugin. (No LAN, for now). If you’re a 1.7.10 kinda person please continue to use Techjar’s excellent Vivecraft Forge Extensions mod on your VR and non-VR clients which do basically the same thing (tho they don’t got shoulders :P)

Touch controller support: round 2

I discovered something terrible, you guys. Shook me to my core. Since the very first minecrift-vive… the aim direction in minecraft vs the SteamVR system menu has been off. By 1.282 degrees. Literally unplayable. Well no more! We’re now using the reported aim direction based on the controller you’re using. This means fixing that egregious oversight on the Vive controllers, and I guess also fixing the 40 degree offset that Touch users were seeing. I went the extra mile and re-did the tool positioning for Touch users so while your ‘aim’ is now basically ‘gun’ direction tools still sit parallel to the grip. Looks and works pretty good.

Here’s a picture from Discord user Alto who helped playtest these changes.

This update will be coming to the 1.7.10 branch in the next couple days, I need a little longer due to, frankly, being terrified of the item rendering code in that version.

Note that there is currently a bug in SteamVR where the in-game keyboard uses the wrong direction. They are fixing it.

I also added bindable buttons to the left joystick directions and re-did the defaults based on feedback. Check out the patch notes and How To Play page for details. If you’ve already played Vivecraft 1.11v2 on your Touch you will want to review and/or reset your bindings as much has changed.

The ability to rebind the right stick directions and a similar thing for swipes on the Vive touchpad may be in the future.

Check out the update details at the Github Releases page

Instructions for installation are on the Downloads Page.

discuss it on reddit

(donation link at the bottom of the page)

Update for Oculus Touch

Good Evening. Vivecraft now has some (slightly experimental) support for Oculus Touch controllers. We are excited to welcome our Rift brethren to the roomscale party.

Get yours in Minecraft 1.11 or 1.7.10 flavor and please make sure you are using the beta branch of SteamVR or you’re gonna have a bad time.

I’ve assigned defaults to the Touch controllers based on a lottery system. I put the commands in a hat and drew them at random to assign to buttons. You can view the results on the how-to-play page. I am totally open to changing the defaults if a consensus can be reached as to a better set.

The Touch mappings for in-game actions can be re-bound to touching or pressing any of the main buttons or triggers. Do so in VR Settings > Controller Buttons.

Big thanks to our oculus testing team for helping me out with this one. I’m talking about you, discord user Fritter, you the man.

There’s still a little bit of weirdness at this early stage in properly identifying the tracking system in use. If you find yourself way above or too near the ground use the Reset Origin button on the settings menu and that should sort it.

I also went and implemented a ‘FOV-Reduction’ comfort option while in free-move mode. I personally can’t stand it but hey, different strokes and all that. It’s just a fade-to-black and not some fancy schmancy static horizon like Google Earth. But we ain’t fancy schmancy.

Also gee whiz, people. Endermen. They’ve not worked right… ever. Not since the very first Minecrift-Vive have endermen properly responded to a VR player eyeballin them. You had to get your crosshair all up in their spooky faces to rile them up. Well no more! Just when you thought creepers were the worst things in VR now you get proper endermen aggro to deal with. I understand why no one reported this, I really do. (chickens). Server admins will need to update their server plugin to get this fix in Multiplayer.

RETROACTIVE EDIT:
Forgot to plug the new Server Listings Page!. Shows realtime public Vivecraft server status. If you have a Vivecraft-friendly server and want it listed on this page let me know!.

That’s all for now. See you again real soon.

-jrbudda

Vivecraft for Minecraft 1.11!

Hello!

Yes, it is I! jrbudda! Rumors of my untimely demise are greatly exaggerated (and may have been spread at my behest!)

It’s good to be back though!. Writin’ code. Testin’ features. Terrifyin’ the dog with unending streams of profanity directed at the glowy-desk-box. Ya know, programmer stuff.

I have for you, you lucky people, many announcements on this fine, brisk November morn.

First.

Vivecraft for 1.11 is here!
This is the now the primary version of Vivecraft. The 1.10.2 version will not be updated any longer unless someone has a compelling reason.

Next.

Along with the release of 1.11 client, Mr. Jaron780 has updated the Spigot server plugin. He also went and made a Spigot plugin for 1.7.10 as well, to replace the old one by jpossi who is not updating his any more. Grab the plugins on the Multiplayer page!

Also Next.

Vivecraft Update 32 for 1.7.10
All the cool roomscale and seated options that were added to 1.10.2 in the last couple updates have been ported to 1.7.10. We do intend on maintaining this version since is the only one that supports Forge. I will do my best to keep 1.7.10 on par with 1.11 going forward.

Next Next.

I finally got around to configuring the forums here on vivecraft.org. This is a good place for users to talk to other users. If you want to communicate with me or submit bugs, please continue to use Github.

Next Next Next.

I’ve been told Vivecraft works on the PSVR using Trinus. How cool is that??

Next x4.

Watch this Vivecraft Video. It’s well produced and hilarious.

Next x5.

This cool steam utility, 3Dsunshine, lets you paint minecraft structures like Tiltbrush and import them into your worlds. What a great companion app to Vivecraft.

Last.

Forge Support for 1.11!
… Is not currently being worked on. Sorry. It’s a huge technical challenge with dubious chances of success. If there are any community members out there who know java, Forge, and have a penchant for masochism feel free to jump on the team and head that one up. The people will sing your praises.

That’s all the news. Sorry for the long delay between updates. I’ll try to keep ’em coming more regularly. Got some new things kickin’ in the ol’ headspace for the next update, shouldn’t be long, keep an eye out!

-jrbudda

Status Update

Hello lovely fans, sorry for the lack of updates. I’ve been quite busy in the past couple weeks and my time for working on Vivecraft has been limited. Fear not, though, new updates will be coming.

Mojang has announced a release date for Minecraft 1.11 of next week. Vivecraft 1.10 version will update to 1.11 shortly after Optifine is available. I do not plan on maintaining a separate 1.10 version.

With the release of Oculus Touch I’m guessing some changes will be required for button configuration and the like. I don’t have a Rift so will be looking to you, the community, for feedback on what needs to change.

The 1.7.10 version got stuck between updates and is missing features found in the 1.10.2 version, I’m trying to get that finished up now and hope to get it out this week.

Thank you for your patience and please accept this picture of a chia dog as a token of my gratitude.