Grab from the side of your head to reach for ammo instead.A great VR experience so far but the only thing I really, really dislike is the weapon reload mechanic.
I reach around the back of my shoulder to grab ammo and 50% of the time I grab thin air...I dont know if I am doing it all wrong but this shit is just infuriating and getting me killed over and over when I need to reload in firefights.
On vive with original wand controllers
So to people who have finished it: how important did knowledge of Half Life 2 end up being? Would it be possible to get away with reading up on just some specific facts?
I should probably just watch a Half Life 2 recap video, but I have it in my head that maybe possibly I'll play Half Life 2 someday and I don't want completely to spoil the story. (I've tried playing Half Life 2 and I don't it, so I'm probably being silly, but I figure that tastes change as time goes on and such...)
Absolutely. Can't wait to replay this, over and over.
Did you all throw something to startle the cat chilling on the balcony behind the table on the intro or was I the only asshole?
I feel your pain. I don't know if I can actually play this game to completion at this point. Someone on here suggested blasting music while playing. I might try that later but god I'm legit screaming every time I see one.I am legitimately having a hard time going back because I'm in Chapter 3 and the headcrabs everywhere are fuckin' freaking me out. I wanna play but maaaaaaaan why headcrabs. I'm pretty sure I'm only about halfway through too!
I thought that's what the game tells you but I don't remember exactly. At the very least it says to grab from your shoulder. The point is you don't have to go behind your back.
I thought that's what the game tells you but I don't remember exactly. At the very least it says to grab from your shoulder. The point is you don't have to go behind your back.
holy shit, this actually worked! thank you for posting this.Fully.
You need to first buy the Virtual Desktop app from within your Oculus Quest -- BUT DON'T INSTALL IT. This is only needed to give you a license.
Next, turn on the ability to side load apps (apk formatted) via the Oculus mobile app (you may need to apply for a developer account, which is free and takes seconds).
Then, using a Windows program called sidequest, you can install the custom version of Virtual Desktop to play your steam library over your quest.
Turning on the ability to sideload apps (install things from outside the store):
How To Sideload Apps And Games On Oculus Quest Or Oculus Go
If you want to find and install unique VR apps that aren’t available on the Oculus Store, or you want to use regular 2D Android apps like Amazon Prime Video and Steam Link, this guide explains how to achieve both. You’ll need a Windows computer with a USBuploadvr.com
Instructions for setting up sidequest is here:
the-expanse/SideQuest
A open app store for mobile android based VR devices such as the Oculus Go, Oculus Quest or other android based devices. - the-expanse/SideQuestgithub.com
Get the custom Virtual Desktop apk from here:
Releases · guygodin/VirtualDesktop
Connect wirelessly to your computer(s) to watch movies, browse the web, play games on a giant virtual screen or stream PCVR games. Virtual Desktop is a highly optimized, native application develope...github.com
The windows streaming client here:
If you have a good 5ghz router, this will absolutely be worth it.
The ammo slot is right next to your ear.Where is the ammo being stored then? Isn't it all being carried in a shoulder bag type thing so reaching over the back of your shoulder makes sense?
If you only reach from the side of your head it implies the ammo is floating above your shoulder.
I've seen posts from people saying they are dropping ammo instead of storing it...so it seems to me this isn't explained well or confusing to use.
By the way...Im not disagreeing just trying to work out in my mind how it's supposed to work...its a pretty major game mechanic and it really is impacting my enjoyment so far
It's one of those suspension of disbelief for the sake of it being a video game type of things. It just feels good to reach from the side of your head/top of your shoulder to grab stuff. If you want to try to picture it realistically just think of it like having a really big backpack that goes above your shoulders and your ammo is sticking out of it.Where is the ammo being stored then? Isn't it all being carried in a shoulder bag type thing so reaching over the back of your shoulder makes sense?
If you only reach from the side of your head it implies the ammo is floating above your shoulder.
I've seen posts from people saying they are dropping ammo instead of storing it...so it seems to me this isn't explained well or confusing to use.
By the way...Im not disagreeing just trying to work out in my mind how it's supposed to work...its a pretty major game mechanic and it really is impacting my enjoyment so far
The resources from the other two were put toward Alyx and were either canned or put on hold. More likely canned. I'm sure they probably have other ideas in their infancy, and I'd think we would see something new in 2-3 more years.Roughly half way through the game and I never want it to end! I beg of you Valve, please don't make us wait 13 years for the next Half-Life game.
Didn't Valve say they were working in two other AAA VR titles? I could be imagining that, but I hope that's the case. I just really really hope HL:Alyx leads to HL3 happening....in VR.
It should be reiterated that Half-Life: Alyx is a pretty hard game. I'm playing on Normal on my first run, and already I have died quite a bit; the environmental dangers here are significant, and encounters are a bit more "puzzle-like" than the straight up action affair you see in other Half-Life titles. The rationale for this is, I think, clear: every portion of Alyx is far more intimate than people are used to, and so an encounter with 3 enemies becomes a game-ending situation if your reflexes and responses to the event aren't good. Also, ammo management here is just extremely important: there will no doubt be retrospectives on Alyx that treat it as a survival horror game because of the management of resources and relative dangers of the environment and enemies. You do not feel strong in this game, and that's an essential part of what makes the horror elements here stand out. My entire body tenses up frequently during encounters, especially when "do or die" moments pop up as they so frequently do. Looking down to your wrist and seeing you're one shot away from dead while quickly peeking around a corner to see one of the bulkier, more dangerous combine lurching towards you as ready the final shotgun bullets in your gun is a feeling not easily reproduced.
If you want to try to picture it realistically just think of it like having a really big backpack that goes above your shoulders and your ammo is sticking out of it.
I played some more today and just got the flashlight. How can this game looks so good and run so well in VR?!
i love the Shotgun and the reload animation, what I don't like is that you can't put Single bullets in your backpack, but having seven shells in your gun and and your final two shells in your other hands when facing down zombies makes the whole thing even more intense. And f*** the headcrabs, I'm playing with continuous movement and often forget that this mode also let's jump to get away faster. I got into a tight spot, fumbled reload letting go of the magazine, grabbing a new one and nearly got surrounded by headcrabs! Fun times!
This game is so so so much fun! I hope that valve will give modders access to some tools they used, I would love to see what people can do with those graphic asset's, movement capabilities, physic etc.
Kind of astounding the game is only on Windows, despite Valve pushing hard for Linux (and to a much lesser extent macOS). SteamVR is available for both those platforms and yet here we have a Valve-made game--the first in a long-ass time--that is only releasing on Windows.
Kind of astounding the game is only on Windows, despite Valve pushing hard for Linux (and to a much lesser extent macOS). SteamVR is available for both those platforms and yet here we have a Valve-made game--the first in a long-ass time--that is only releasing on Windows.
I am legitimately having a hard time going back because I'm in Chapter 3 and the headcrabs everywhere are fuckin' freaking me out. I wanna play but maaaaaaaan why headcrabs. I'm pretty sure I'm only about halfway through too!
It's the tension that I actually preferred the shotgun without the auto reloader. Like, the auto-reloader is super useful, but that tension when you're trying to reload during a shootout is like fine wine. It's weird how you find yourself having to stop and think about how to reload during a fire fight, it's so much different than just hitting a reload button. Turns out multitasking during a shootout is super hard.
Half-Life: Alyx support for Linux aiming to arrive with Vulkan support post-release
Today, Valve replied to our message asking about the situation with Half-Life: Alyx and Linux support and we got our answer.www.gamingonlinux.com
You can play Alyx with Steam Proton just fine, I tested it yesterday on my Linux build. It's actually one of the white listed officially supported titles in Proton. Valve recommends people use proton for now, as an official linux build is coming later.
So one of my biggest worries since the reveal was asking myself how in the world they would balance the fact that you can warp around with the combat, and I've been delighted to realize that there are so many things that you have to be concerned with as a player that moving around becomes more of tool for orienting yourself for a decent shot, or dodging the jumps of headcraps in a hurry, then it is some kind of abusable mechanic. For one, at the end of the day you still need to lean in, acquire a target, and actually hit what you're aiming at -- not an easy feat in VR titles thanks to need to actually aim like you would in real life! During this time, if you're slow, you're open to damage from a lot of potential sources. From there, like you said, mechanically doing the things you need to do in the middle of a fight to stay alive is panic inducing. Pulling out a stim from your wrist inventory, readying it, and then stabbing your virtual self is easy to do when nothing is going on, but you're totally right: when there's an enemy pushing you, or a head crab running about, doing it becomes an exercise in controlling nerves. And the kicker? It's *not* actually getting much easier as I go through the game. Things that were scary for me are still scary for me, and the new things being introduced of course add a whole other layer. I'm become more acquainted, and the muscle memory is better, but I still have moments even in the simplest scenarios where I make a mistake, and making a mistake in this game can and will be fatal!
This shit is so fucking good lol.
Krejlooc any thoughts on what valve did with locomotion? Maybe you already posted something about this. I'm using the default teleport and can play for 1-2 hours with zero motion sickness.
Other VR games where you move around give me motion sickness within minutes (asgard's wrath, lone echo). even other teleport games (serious sam, doom 3) will give me motion sickness.
I finished the game a few hours ago and yeah you'll wanna know what happened in the previous gamesSo to people who have finished it: how important did knowledge of Half Life 2 end up being? Would it be possible to get away with reading up on just some specific facts?
I should probably just watch a Half Life 2 recap video, but I have it in my head that maybe possibly I'll play Half Life 2 someday and I don't want completely to spoil the story. (I've tried playing Half Life 2 and I don't it, so I'm probably being silly, but I figure that tastes change as time goes on and such...)
HL:A does actually take into account your body position for physics, just that your body is imoveable, when moving crates and stuff, they've gotten stuck on my invisible legs, and I've had to move to get the crate out of the way.One thing they did right that boneworks did so, so wrong is that physics interactions only occur with your hands. HL:A is every bit as physics driven as boneworks, except the physics don't push your head around, so you don't get sick.
There are moments where I feel reminded of SuperHot VR because I've died multiple times in a shoot out, trying to plan out my every step to make it through. "rush behind this for cover, grab that, use this, shoot there AND DON'T MISS, go here to get breathing room to reload, run to that cover, etc." Except, unlike in SuperHot the enemies adapt and don't follow static routes lol making it much harder.
It depends on the enemies. Headcrabs are stupid and don't really seem to respond to things thrown at them, but combine soldiers can be fucked with by throwing stuff at them.Is it just me or you can't really use objects to hit enemies that well? I tried to slam a headcrab with a trashcan and it wasn't really effective.
I'm not sure HL is as physics driven as Boneworks - physics play such a huge role in the core design of Boneworks (especially puzzle solving which is very free-form).One thing they did right that boneworks did so, so wrong is that physics interactions only occur with your hands. HL:A is every bit as physics driven as boneworks, except the physics don't push your head around, so you don't get sick.
I'm playing with continuous teleport, I.e. teleport without the fade out. I actually vastly prefer teleportation in VR games overall, preferring to use teleportation for large movements, and moment-to-moment movement, I like 1:1 roomscale. I find myself looking at everything in HL:A so being able to walk around IRL and go up to stuff draws me in. The only times I use artificial locomotion really are if I need to back up quickly in a fire fight, or occasionally to turn if I find myself in the corner of my play space and need to rotate my orientation to keep walking forward.
One thing they did right that boneworks did so, so wrong is that physics interactions only occur with your hands. HL:A is every bit as physics driven as boneworks, except the physics don't push your head around, so you don't get sick.
Continuous teleport feels the like the right way to play this for me. I can handle analogue but it eventually takes a toll if you are playing for hours and hours and I have been playing this for hours on end.I'm playing with continuous teleport, I.e. teleport without the fade out. I actually vastly prefer teleportation in VR games overall, preferring to use teleportation for large movements, and moment-to-moment movement, I like 1:1 roomscale. I find myself looking at everything in HL:A so being able to walk around IRL and go up to stuff draws me in. The only times I use artificial locomotion really are if I need to back up quickly in a fire fight, or occasionally to turn if I find myself in the corner of my play space and need to rotate my orientation to keep walking forward.
One thing they did right that boneworks did so, so wrong is that physics interactions only occur with your hands. HL:A is every bit as physics driven as boneworks, except the physics don't push your head around, so you don't get sick.