Commit Graph
12 Commits
Author SHA1 Message Date
Madison 89fb3fc07e Clarify cross-platform Steam Frame build and installation 2026-10-11 20:20:41 +09:00
Madison f3773cb04d Fix LAN host slots and OpenXR loader for paired Android builds 2026-10-11 14:18:03 +09:00
Madison 1a6749b072 docs: refresh Steam Frame README and setup 2026-10-11 13:16:34 +09:00
Madison e6b3e26003 Frame: make the menu tile with the Frame's button help at build time
make_frame_tile.py reads the release tile from the git-ignored
assets/background, takes the Quest help off it, draws the Frame's, and
writes it into build/frame-assets. The frame build type's assets override
the release tile with it, a gradle task runs it before mergeFrameAssets.
Quest and Pico builds are untouched. If the tile or Pillow and numpy are
missing, the Frame build goes on with the release tile and a warning.
2026-10-05 16:46:57 +09:00
Madison 3c5d2cc813 Frame: right stick up and down do nothing, D-pad is weapons and laser, flat screen view is a setting
Right stick up/down no longer toggle the flat screen view or the laser
sight. D-pad left/right are previous/next weapon, up is the last weapon
and down toggles the laser sight. The D-pad crowbar is gone, the crowbar
is the grip behind the head. With the other hand behind the head, the
right stick click is quick save and View is quick load.

The flat screen view is the vr_flat_screen cvar now, with a Flat Screen
View checkbox on the Video options page in the Frame build only. In
multiplayer, View still toggles the scoreboard.
2026-10-05 16:45:00 +09:00
Madison 5ee2b12181 Doc: the reference display settings for the Frame build 2026-10-05 10:51:10 +09:00
Madison afbc400cfe Frame: size the eye image from vr_resolution_scale, ask for a refresh rate
The Frame build rendered the runtime's 1728 square recommendation, but the
panel is 2160 square. The eye image is now the recommended size times
vr_resolution_scale (archived, 1.25 by default, which is 2160), held to what
the view (maxImageRect) and the swapchain allow; the engine's screen size is
set to match before the swapchains are made. The log has the recommended size,
the largest the view and swapchain take, and what was used. The HUD shift
and the rest work from the real width, so they follow.

vr_refresh_rate (archived, default 90, standard section 9) is asked for
with xrRequestDisplayRefreshRateFB: the highest the runtime offers that isn't
over it. The offered list, the request and the result are logged. The
earlier "now: 90 Hz" at a 13.89 ms frame period was a mismatch in what
was read, not asked for; vr_refresh follows the real frame period.

Frame build only. Builds, haven't run it on the headset yet.
2026-10-05 02:02:49 +09:00
Madison a4f12f84fd Frame: use Half-Life from Steam where it is, read only
The Android container on the Frame shows the headset's Steam folders at the
same paths, read only. At start the app looks for steamapps/common/Half-Life
(valve/liblist.gam) in the Steam library and in the other libraries
libraryfolders.vdf lists, and gives the engine that folder as XASH3D_RODIR.
The engine searches it after the writable folder, so the saves, the
settings and the files this app puts in /sdcard/Documents/Lambda1VR (the
replacement models and sprites) win over Steam's. Nothing is written into the
Steam folder. If there's no Half-Life there, a copy in Documents is used as
before, and a [data] line in the log says which one it was.

Builds. Haven't tried it on the headset yet.
2026-10-04 23:38:22 +09:00
Madison 45c66088fd Doc: the Frame controls, from Half-Life's own gamepad layout, and the level HUD 2026-10-04 22:10:56 +09:00
Madison 0220e23845 Doc: eye poses and the HUD distance on the Frame
What the runtime said about the eyes on my headset (+-34.5 mm, no
rotation), what's drawn and submitted from that now, where the HUD
sits and how to move it, and what I measured on the eye images.
2026-10-04 21:24:01 +09:00
Madison daec3490e7 Update the Steam Frame doc after the first run on the headset
Unattended on the desk, but it runs: loader, session, first level in both
eyes, clean quit. Also the three Frame fixes (framebuffer attachments,
engine log, refresh rate) and the JavaVM one, which touches Quest too.
2026-10-04 19:13:10 +09:00
Madison 3e9c44b38b Add a doc for the Steam Frame build
How to build it, install it, where the game data goes, what the controls
are, what I changed and why, and what I've checked so far (not much on
the headset side, I haven't tried it there yet).
2026-10-04 18:47:00 +09:00