WHAT VR PLAYING: 10. Ausgabe des Podcasts mit Robo Recall

Der WHAT VR PLAYING Podcast mit Lars und Lukas meldet sich nach kurzer Auszeit mit der 10. Episode zurück. Zum kleinen Jubiläum kommt der Cast in neuer Optik und mit einem brandaktuellen Thema:

Mit Robo Recall erscheint eines der heiß ersehntesten VR-Games des Jahres aus dem Hause Epic Games und Oculus Studios. Der Titel ist im Oculus Store exklusiv für Oculus Touch verfügbar, kann aber auch mit Revive auf der HTC Vive zum Laufen gebracht werden.

Nicht nur bei großen Autokonzernen sorgen Rückrufaktionen für Aufsehen. Auch im futuristischen Setting von Robo Recall steht der Service-Gedanke im Vordergrund. Euer Job als Agent 34 ist es, eine Vielzahl von wild gewordenen Robotern aller Art, in drei verschiedenen Locations, aus dem Verkehr zu ziehen. Euer vorbildlicher Arbeitgeber “Robo-Ready” gibt euch dazu ein ordentliches Paket voller Waffen und Skills mit auf den Weg, die Ihr im Laufe eurer Karriere auch noch aufrüsten und leveln könnt.

Wenn Ihr also wissen möchtet ob das Auto von Will Smith ebenfalls zurückgerufen werden muss, was den beiden an dem Game besonders gut gefallen hat und wo der Robo-Hit vielleicht noch ein paar Schwächen hat, dann hört euch die neueste Folge an und abonniert den iTunes Feed, wenn ihr die Jungs unterstützen wollt!

Feedback oder Themenwünsche für die kommenden Episoden könnt ihr dem Team auf der eigenen Webseite geben. Wenn Ihr die beiden darüber hinaus mit Ihrem Projekt unterstützen wollt, könnt Ihr mit einem Review bei iTunes weiterhelfen.

Der Beitrag WHAT VR PLAYING: 10. Ausgabe des Podcasts mit Robo Recall zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Robo Recall hat keine zehn Millionen gekostet

Robo Recall ist einer der populärsten Titel für die Oculus Rift – und sogar kostenlos zum Download verfügbar. Bis jetzt hielt sich das Gerücht, dass der VR-Titel von Epic Games 10 Millionen Dollar Produktionskosten verschlungen hat. Jetzt stellte sich heraus: Das stimmt so nicht.

Lost in Translation

Das Gerücht, das beinahe von allen Medien aufgegriffen wurde, besagt, dass Epic Games genauso viel Budget zur Verfügung hatte, wie das erste Gears of War. Der Third-Person-Shooter erschien bereits im Jahr 2006 und kostete das Entwicklungsstudio damals rund 10 Millionen US-Dollar. Das Gerücht kam wohl durch ein Interview mit dem Epic Games CEO Tim Sweeney zustande. Denn die Journalisten hatten wohl einen simplen Übersetzungsfehler gemacht.

Budget bedeutet nicht das Gleiche wie Funding

Der technische Direktor für VR & AR bei Epic Games Nick Whiting, der auch stark in der Produktion von Robo Recall involviert war, hat jedoch jetzt durchsickern lassen, dass das Budget doch weit weniger aufgeblasen gewesen sein könnte. Der Übersetzungsfehler der Journalisten könnte darin gelegen haben, dass „budget“ und „funding“ durch die Journalisten verwechselt wurde. Und die anderen Medien einfach alle denselben Text kommentarlos übernommen hatten. Denn de facto unterscheidet sich vermutlich das, was Oculus an Epic Games gezahlt hat, deutlich von dem, was Epic Games an Produktionskosten hatte. Und da das Spiel umsonst verfügbar ist, möchte man bei Epic Games nicht unbedingt ein Preisschild anhängen. Schließlich könnte jede Zahl einen negativen Beigeschmack haben.

Kosten von rund 3,8 Millionen US-Dollar

Fest steht: An Robo Recall waren 15 Mitarbeiter beteiligt, die ein Jahr in Vollzeit an dem VR-Shooter gearbeitet haben. Lediglich einige wenige Aufgabenbereiche des Designs und der Audioverbesserungen wurden ausgelagert. Man schätzt, dass die Spiele-Entwickler bei Epic Games rund 70.000 – 130.000 US-Dollar verdienen. Wenn man dies auf 150.000 US-Dollar aufrundet, dann würden 15 Vollzeit-Mitarbeiter rund 2.25 Millionen Dollar für ein Jahr gekostet haben. Nimmt man die restlichen möglichen Kosten dazu, könnte man auf kopulierte 3 Millionen Dollar kommen. Mit sonstigen Kosten, würde man aber insgesamt nicht über 3.8 Millionen Produktionskosten kommen. Und damit wäre das Spiel in der Entwicklung also deutlich günstiger gewesen als die bisher veranschlagten 10 Millionen.

(Quelle: uploadvr.com)

Der Beitrag Robo Recall hat keine zehn Millionen gekostet zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

What’s coming in 2017? Checkout VRTV’s Oculus Rundown

Oculus has been keen to showcase the latest virtual reality (VR) content coming to Oculus Rift and Samsung Gear VR over the course of 2017. VRTV’s Nina Salomon has a video rundown featuring some of the biggest titles due to be launched.

Some of these titles you may already know about, while others might have slipped through the net. Rest assured none of them should be over looked.

  • Brass Tactics – VR Real-time strategy with clockwork/steampunk feel
  • SingSpace from Harmonix Music – ‘draw’ your music into the air, watch it react and dance in time to the beat. VR twist on classic music visualisations
  • Blade and Soul: Table Arena – NCSoft bring their Blade and Soul MMO into a collectable card game in VR
  • From Other Suns – Space-based sci-fi strategic combat
  • The Mages Tale – action RPG, spin off of the new Bards Tale reboot. Uses gesture-control for spells.
  • Killing Floor: Incursion – Latest incarnation of the Killing Floor series. First-person multiplayer shooter
  • Arktika.1 – 4A games gives us a moody tactical shooter
  • Robo Recall – Robot-destroying mayhem in this first-person shooter
  • Lone Echo – Sci-fi narrative action-adventure
  • Augmented Empire – Strategic cyberpunk in the vein of XCOM
  • Rock Band VR – VR twist on the classic rock band formula

VRFocus will continue to bring you the latest news on all the upcoming Oculus Rift releases

Epic Games Busts ‘Robo Recall’s’ $10 Million Myth

Good news. Robo Recall, one of the best looking games available on a VR headset today, actually cost a lot less to produce than the rumored $10 million.

It’s certainly a compliment to the small team at Epic Games responsible for the game that the notion of a $10 million production budget was so widely spread and accepted. Robo Recall is great, but, it turns out, not $10-million-great.

The Origin

The suggestion of a $10 million budget started with an interview with Epic Games CEO Tim Sweeney at last year’s VRX conference where he addressed the fact that Oculus had offered to fund production of game so that it could be published for free on their platform, saying that “Oculus is funding Robo Recall which has a budget that’s close to the budget of the entire first Gears of War (2006) game.”

That statement, taken with another in a 2007 Wired interview with Epic Games Vice President Mark Rein, who said that the original Gears of War had a budget of “somewhere between nine and ten million dollars.” This was very reasonably presumed to indicate that Robo Recall’s production budget fell near the $10 million mark. A nugget of info that’s been spread far and wide in the VR space.

SEE ALSO
'Robo Recall' Behind-the-scenes: Insights and Artwork from Epic Games

Lost in Translation

But it seems that something was lost in translation. Epic’s Technical Director of VR & AR, Nick Whiting, who worked closely on Robo Recall, hints that the game’s budget was actually much more conservative.

“I’d have to check with Tim on that,” Whiting said in a recent interview with Road to VR when asked about Sweeney’s remarks. “He may have been referring to something other than the $10 million Gears budget that some people inferred from another interview.”

Whiting understandably didn’t want to get into specific figures, but laid out the scope of the team that created the game.

“There were around 15 full-time employees for about a year [working on Robo Recall], with the team starting to be assembled right after GDC 2016 and building over a few weeks to full size,” he told Road to VR. “In addition, we had six contractors for gameplay programming and QA, as well as some art and audio help through outsourcing. We also had a few people we borrowed for other teams at Epic for a few tasks like rigging and narrative for short bursts.”

robo-recall-tal-botI also reached out to Sweeney to ask for clarification; he referred me back to Whiting’s remarks regarding the team size and added, “I think that’s the best comparable measure of the resources required to develop a game of the scope of Robo Recall.”

Ready Your Envelopes

With that information, we can rough out the true scope of the game’s production with a little back-of-the-envelope math. I reached out to some industry vets to check the following estimates against their experiences in game development.

Game Industry Career Guide cites sources putting game developer salaries somewhere between $70,000 and $130,000 annually, depending upon experience. To give our estimate plenty of buffer, let’s assume Epic, as a leading games company, is attracting and keeping top talent; so let’s take the top salary figure of $130,000 and bump it up to $150,000 as our guess for the salary of those who worked full-time on Robo Recall.

For 15 full-time staff for a year starts our estimate at $2.25 million. Whiting also says there were six contractors for programming and QA. The goal of hiring contractors of course is to save money over full-time staff, so let’s estimate the equivalent of a lesser (but still cushy) $125,000 salary for each contractor, and assume they were there for the full year as well. That adds an additional $750,000 to our budget, putting things comfortably at $3 million.

Then there’s the outsourced art and audio help, and a few people who were borrowed internally for short bursts of work. These two pieces were likely the least costly from a staff standpoint, but to keep our estimate safe, let’s assume it cost just as much as the six contractors, and slap another $750,000 on our estimate. That brings us to $3.75 million.

Another cost worth considering is equipment needed during development. Let’s again offer plenty of padding and assume that each of the 15-person team needed a brand new high-end VR-capable computer for $2,000 a pop and an Oculus Rift + Touch for $800 each ($42,000), and round that up to an even $50,000 for good measure. Now we’re at $3.8 million.

SEE ALSO
Facebook Founder Says Company Invested $250M in VR Content, Will Invest $250M More

You might guess that marketing would be a major cost as well, and though we’ve seen a little marketing action for Robo Recall, it’s not been a major push by most measures. That and, if we look back at the original interview with Mark Rein which established the $10 million upper budget limit for Gears of War, the context of the discussion was Rein saying how inexpensive it was to “make Gears of War,” because of the company’s Unreal Engine tech. His point would have been not been as salient if he wrapped marketing dollars into that figure, and thus my gut is to also not include a marketing budget in the Robo Recall estimate. If you really want to count it, slap another $1 million onto our $3.8 million estimate and we’re still comfortably under $5 million.

Surely there’s a number of other smaller costs not accounted for in this estimate (I’m willing to bet at least one pizza was ordered during the development of Robo Recall), but we’ve got the major pieces, and by keeping our back-of-the-envelope reasoning at the high end of every estimate, we will have hopefully well covered smaller unmentioned costs.

– – — – –

So, somewhere around $3.8 million to develop Robo Recall. That’s great news, because it shows the sort of high production value that can be achieved in VR with a small team on a modest budget that’s significantly less than $10 million, and—extrapolating from what we see in Robo Recall—it gives us an idea of what a AAA VR game could look like in the future with a real $10 million production budget. So here’s to hoping that the next VR project from Epic Games does end up with that level of funding.

The post Epic Games Busts ‘Robo Recall’s’ $10 Million Myth appeared first on Road to VR.

‘Robo Recall’ Behind-the-scenes: Insights and Artwork from Epic Games

After years of making some of the most impressive VR tech demos of their time, Epic’s Robo Recall is not only the company’s first VR game proper, but a culmination of what the company has learned about VR game and engine design since the beginning. We speak with Epic’s Technical Director of VR & AR, Nick Whiting, about how the game came to fruition.

“It actually turned out pretty great. It exceeded my expectations,” a relieved sounding Nick Whiting, tells me two days before the release of Robo Recall, the company’s first full VR game. He’s taking my call as he pounds the pavements in San Francisco between meetings at an industry conferece, so I have to contend with traffic and street sounds in the background. He has to contend with my British accent, however, so we’ll call it even.

“There’s a point in every game development project where everything finally comes together,” he tells me. “[We’ve] been focussing on the individual systems so much that you play it—and usually it’s about a month before it ships—and it’s ‘oh wow, this is actually a good game, we actually pulled this thing off’, and that kinda came to me about two or three weeks ago when I first played it from start to finish.”

I’d also played the game from start to finish and felt inclined to agree. As we cover in our review, Robo Recall is a phenomenal arcade blast from the past, brought bang up to date and vividly rendered inside VR. At this point, however, Nick Whiting can’t be sure that’s how the game will be received, and he informs me that I’m the first person outside of the core Epic group he’s spoken to that has finished the game. He asks what I liked and disliked about my experience, and accepts my feedback—both positive and negative—with equanimity.

A Long Time Coming

elemental-vr-epic-gamesElementalVR – E3 2013
Shown on the Rift ‘HD Prototype’ that followed the DK1, Epic adapted their ‘Elemental’ tech demo to be viewed through a VR headset. With no motion controls or positional tracking—and VR locomotion hardly worked out at the time—this was primarily a visual demo.

strategy-vr-epic-gamesStrategyVR – CES 2014
Making its debut on the Rift ‘Crystal Cove’ prototype—the first with positional tracking—Epic combined their ‘Elemental’ and ‘StrategyGame’ tech demos into a VR demo which had a player sitting on a stone throne in front of a fiery demon. Between the two was a table of miniature enemies running around a cave-like environment. For the first time, thanks to the new hardware, players could lean into the table to see the tiny characters up close.

CouchKnights-728x419-536223313

Couch Knights – GDC 2014 | Read More
Shown during the debut of the Oculus Rift DK2, Couch Knights put players in the body of an avatar sitting in a contemporary room. The player then controls a tiny cartoonish night who can run around the room and do battle with an opposing player’s knight, or even jump in the lap of the enemy’s avatar.

showdown oculus rift screenshot 2

Showdown – Oculus Connect 2014 | Read More
Shown alongside the first reveal of the Oculus Rift ‘Crescent Bay’ prototype, Showdown adapted elements of a non-VR UE4 tech demo into an epic slow motion scene with bullets, debris, and explosions aplenty.

theif-in-the-shadows-weta-oculus-rift-epic-games

Thief in the Shadows – GDC 2015 | Read More
This collaboration between Weta Digital, the VFX studio behind Lord of the Rings, and Epic adapted assets from The Hobbit: The Desolation of Smaug (2013) to transport you players deep into the halls of Erebor to face the mighty dragon himself.

BulletTrain

Bullet Train – Oculus Connect 2015 | Read More
Epic’s first public tech demo to accompany the Oculus Touch controllers, Bullet Train introduces teleportation and weapon wielding mechanics. Players zoom around the battlefield by teleporting from one node to a next with the ability to shoot in slow motion and even grab bullets out of the air to throw them back at their originators, like a badass superhero.

But let’s take a detour for a moment, back to 2014 at the inaugural Oculus Connect developer conference. Showdown, one of several VR demos created by Epic over the years, makes its debut alongside the Rift ‘Crescent Bay’ prototype, the first version of the headset to be glimpsed after the DK2 development kit. Remember that this is the first time many people will have seen an experience of this quality, running at 90fps. This is the tech that would go on to form the basis of the first consumer Rift headset.

'Showdown', one of Epic's VR tech demos build on Unreal Engine
‘Showdown’, one of Epic’s VR tech demos build on Unreal Engine

It was a memorable scene, its impact increased due to the decision to play it out in slow motion. This allowed people to comfortably absorb every aspect of the action, and neatly ensured nobody panicked as exploding cars flew through the air at them. Surely this slow-motion feature, this genesis of an idea that later played out so well in Bullet Train and Robo Recall, was planned? Apparently not. The motion captures of the soldiers they had lifted from another project only had six seconds worth of data at most. Running the scene in slow motion was a necessity so that it could reach a conclusion before the mo-cap data ran out. Strange how fate works sometimes—an elegant solution to a messy problem became a signature feature of this demo and the work that followed.

Fast forward to 2015, the Oculus Connect 2 developer conference. A slightly larger, but still modestly staffed team from Epic had the opportunity to once again supply the defining demo for new Oculus tech, this time the Touch controllers. It did not disappoint; Bullet Train saw universal praise by those that played the demo. A year later when it was made available to the general public they were no less effusive.

Bullet Train captured the imagination. It was in the vanguard of titles pointing the way to a VR future replete with polished, high production value, inventive, and unique gameplay experiences. It delivered on the fantasy of being Neo from The Matrix inside VR, and set the bar quite high for other developers wanting to build experiences in that same vein.

Funded

After two Oculus Connects and two well received demos in a row, what was next for Nick Whiting and the team behind Epic’s VR demos?

“After we finished Bullet Train for Oculus Connect 2 we were funded a little bit for GDC,” he tells me. “At the same time Oculus said ‘hey we’ve got these Touch controllers and everybody loves Bullet Train, how would you like to spin it up into a full game?’, and they offered to fund it for us.”

Music to the ears of every accountant working at Epic, no doubt. Having Oculus backing definitely helps, Whiting tells me. “It makes it less risky for everyone. The biggest thing, for all these companies, is that people need to put food on the table at the end of the day. As much as we try to do it from an enthusiast perspective there’s still an economic proposition to the whole thing. It certainly makes it easier asking [management at Epic] for a 15 person team if you’ve got funding to back it.”

robo-recall-heroHe got what he asked for, and it was this group of 15—pulled from other projects around Epic —that have worked on Robo Recall from that point until now. “We actually built up a VR team at Epic for the first time—a proper, dedicated, team—rather than begging and borrowing and stealing people’s time. So that was really kind of a watershed moment for us.”

Continue Reading on Page 2 >>

The post ‘Robo Recall’ Behind-the-scenes: Insights and Artwork from Epic Games appeared first on Road to VR.

Epic Games Release 3 Official Mod Packs for Robo Recall, Includes New Level

If you missed the big news last week, Epic Games, the creators of Gears of War and Unreal Engine, launch its first fully fledged virtual reality (VR) title Robo Recall. The successor to tech demo Bullet Train, Oculus Touch owners get to play the videogame for free, and now the studio has expanded the experience further with three official mod packs.

Mods are a way for users to change and tweak the title, adding weapons, abilities, levels or whatever they wish depending on their talents. To get people started – especially if you’ve never modded before – Epic Games has released a new character model: Paragon’s Kallari & Twinblast Pack, a new level: Unreal Tournament’s DM-Chill Map, and new weapons: Melee Weapons from Fortnite, all based off the studio’s other IP’s. As an added bonus the dev states in a forum post: “These ship uncooked with the latest robo recall mod kit so modders can learn how to mod.”

Robo Recall screenshot

Robo Recall has supported modding right from launch, and for those new to creating their own mods VRFocus has created a ‘How to’ guide on installing the kit.

The videogame has been met with general praise form the VR community, VRFocus awarded the title a maximum 5 Stars in our review, saying: “Robo Recall elicits such a high standard that future FPS titles will be measured by it, and should be considered a killer app for Oculus Touch.”

Epic Games will likely be releasing further mods and keep an eye out for user generated content to expand Robo Recall even further.

VRFocus will continue its coverage of Epic Games and Robo Recall, reporting back with any further updates.

How to Create & Share Mods in Robo Recall for Oculus Rift & Touch

A game is a game is a game, in the case of Epic Games’ action-packed virtual reality (VR) first-person shooter (FPS) Robo Recall it’s a very good one, achieving a full five stars from VRFocus in our review. However there are times when the user can expand the game and come up with new concepts, new levels that take the videogame one step further. Mods bring an extra string of creativity to a game’s bow, fresh content and fresh ideas from a new perspective. Epic Games has included mod compatibility with Robo Recall at launch and will be supporting user-created content through the Robo Recall Mod Kit, in a  similar situation to what happened with ARK: Survival Evolved and the ARK Mod Kit or with NVIDIA’s kit for VR Funhouse.

The Robo Recall Mod Kit is complete with Robo Recall’s full gaming source code, available with C++ source through UnrealEngine.com. So how do you go about actually creating a mod? And when that is done how do you share it for other users to try? Helpfully there is a guide written by the team that we’re luckily able to share with you here as well.  This is a multi-step plan so be sure you’ve got everything you’re going to need before you start.

1. Install the Robo Recall Mod Kit

  • Sign up for an Epic ID

    The first step is always seemingly the most obvious, but if you do you have an Epic ID yet it is something that you will need to acquire. After which you can move on, and…

  • Download and install the Epic Games Launcher

  • Click Install to download Robo Recall Mod Kit from the Launcher.

    Here’s where you can expect to play something of a waiting game as the Editor isn’t exactly on the light side, clocking in at over 20GB. So if you don’t have that space spare you’ll have to clear some space or do some creative shifting around of titles to make room on your system. The Unreal Engine team actually recommend you spend the time checking out additional help documentation on the use of Blueprints, and the basics of designing levels if you are unfamiliar.

Robo Recall Mod Kit 1

  • Then once that is completed, launch the Robo Recall Editor

    It’s time to get things underway properly…

Robo Recall Mod Kit 2

2. Create A New Mod

So now that you have the Editor installed and open, it’s time to begin!

  • Then once that is completed, launch the Robo Recall Editor

    The first step is always seemingly the most obvious, but if you do you have an Epic ID yet it is something that you will need to acquire. After which you can move on, and…

  • Select the type of mod you wish to create.

select_type

  • Enter a new mod name, ‘CeramicGuns’ in this demonstration.

mod_name

  • Fill out the other fields…

You can also take the opportunity to fill out the Author and Description fields to put your personal stamp on things. This will be shown in the game’s Mod menu. If you change your mind, you can change this later by accessing your mod through the Editor’s Edit -> Plugins menu.

mod_info

    • Click the Create Mod button to generate your mod files.

    • Wait for the mod to be generated.

The Robo Recall Editor will create your new mod structure, a popup tells you when it has completed.

  • Your new mod is automatically focused in the Content Browser.

mod_content

  • Locate the Blueprints

You can then double click the Blueprints folder, then the Weapons folder to find your weapon Blueprints.

mod_blueprints

With your new mod structure setup you can now start creating your mod. Now, just because you started with one mod type doesn’t limit you to just modifying the couple of assets you’ll find in your mod’s Content Folder. You can modify any number of assets from Robo Recall and have them exist in one mod.

Just remember, that any new assets you import need to go into your mod’s Content Folder. If you put them elsewhere, they will fail to package when asked.

3. Add a New Weapon Material

Next is time to create a material asset to apply to weapons, continuing with the demo this will be giving the weapon a ceramic finish.

  • Create a new folder.

Right-click in the Content Browser and choose New Folder to create a new folder in your mod’s content directory. Name the folder Materials.

new_folder

  • Double-click the Materials folder to open it and click the Add New button to add a new Material asset. Name the Material Mat_Ceramic.

    new_material.png

  • Double-click the Mat_Ceramic Material to edit it in the Material Editor .

    mat_edit.png

  • Drag a Constant3Vector expression into the graph from the Palette and connect it to the Base Color input on the Material node.

    mat_base.png

  • Double-click the black color preview on the expression to open the Color Picker . Set the R, G, and B values to 0.02 to give the surface just a tiny bit of color.

    mat_base_color.png

  • Drag a Constant expression into the graph from the Palette and connect it to the Metallic input on the Material node. Leave the value of the expression at 0. This will make the material have no metallic characteristics in its appearance.

    mat_metallic.png

  • Drag a Constant expression into the graph from the Palette and connect it to the Base Color input on the Material node. Leave the value of the expression at 0. This will cause the material to appear extremely shiny.

    mat_rough.png

  • Click the Apply button to save the changes to the Mat_Ceramic Material.

    mat_apply.png

Result

The Preview panel shows a dark, shiny surface that looks like ceramic. In the next step, you will apply this Material to your modded weapons to give them a ceramic appearance.

mat_preview.png

4. Apply the Weapon Material

It’s time to apply your ceramic Material to your weapons so they look ceramic instead of metallic.

  • Double-click one of your weapon Blueprints in the Content Browser to edit it in the Blueprint Editor .

    weapon_edit.png

  • Select the WeapMesh Component in the Components panel.

    mesh_select.png

  • Back in the Content Browser, select the Mat_Ceramic Material.

  • In the Details panel, find the Materials category and click the Use Selected Asset from Content BRowser button to apply the Mat_Ceramic Material to the weapon mesh.

    mat_assign.png

  • Click the Compile button in the Blueprint Editor toolbar to update the Blueprint with the changes.

    weapon_compile.png

  • Click the Save button in the Blueprint Editor toolbar to save the weapon asset.

    weapon_save.png

  • Repeat these steps for the other weapon Blueprints in your mod to make them all ceramic.

The Preview panel will show the ceramic weapon.

weapon_ceramic.png

5. Test Your Mod

Time to make sure the mod is working as intended by enabling it in the game and shooting some targets.

  • In the Level Editor toolbar, click the Play button to launch into the Hub.

    mod_play.png

  • Teleport to the holostation to open up the menu and select MODS.

    menu_mods.png

  • In the Mods menu, find your Ceramic Guns mod and select it.

    menu_mod_select.png menu_mod_enabled.png

  • Select the option GUN RANGE from the main menu.

    menu_gun_range.png

  • Your ceramic guns are now available to be equipped.

    gun_select.png

And with that done it’s time to shoot some targets with your new ceramic weapons!

gun_ceramic.png

 

Learn How To Make Robo Recall Mods Without Coding Experience In This Video

Learn How To Make Robo Recall Mods Without Coding Experience In This Video

Robo Recall is one of the first VR games to truly push modding, allowing you to bring content created by either yourself or other users into Epic Games’ Oculus Rift exclusive. But what if you want to create something for the game but don’t have any coding experience yourself?

Never fear, Epic is here.

In the video below, Tech Artist Zak Parrish walks you through how to create your own mods for the frantic new first-person shooter using Unreal Engine’s Blueprint. The step-by-step guide starts off with simple modding of numerical data in the game (say, how much damage a weapon deals or how much health you have) and evolves into more exciting stuff like adding your own assets. For this tutorial, the developer has taken a gun from its own MOBA, Paragon, and brought it into the game.

We’ve already seen some pretty important mods launched for Robo Recall. One allows players with 360 degree tracking setups to better enjoy the game without the features imposed on those with 180 degree setups. Earlier this week we also reported on a mod that allows you to play the game with the HTC Vive. We’re looking forward to seeing what other players can cook up in the coming weeks.

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Robo Recall nun auch auf HTC Vive spielbar (mit Mod)

Robo Recall ist Oculus neues Vorzeige-VR-Spiel und eigentlich ein Exklusiv-Titel für die Oculus Rift. Doch durch einen gerade erschienen Mod kann man den Titel nun sogar auch auf der HTC Vive spielen. Aber nicht offiziell versteht sich.

Robo Recall auf der HTC Vive

Der von Epic Games mit einem Budget von geschätzten 10 Millionen Dollar entwickelte First-Person-Shooter steht seit Anfang März zum freien Download zur Verfügung. Doch jetzt hat ein Entwickler namens ‚CrossVR‘ dafür gesorgt, dass das Spielerlebnis nicht mehr nur allein auf die Oculus Rift beschränkt ist. CrossVR ist auch derjenige, der hinter Revive steckt, einem inoffziellen Mod, der HTC-Vive-Nutzern ermöglicht, Spiele auf Oculus Home zu spielen. Oculus hatte darauf bereits in der Vergangenheit reagiert und versucht diese Zugangslücke durch ein Update zu beheben. Allerdings hob die Oculus die DRM Restrections kurz darauf wieder auf und ließ offiziell verkünden, dass man in Zukunft auf Hardware-Checks (und damit auf den Ausschluss von Vive-Nutzern) verzichten werde.

RoboRevive statt Robo Recall

Allerdings nutzt der Entwickler CrossVR nicht Revive, um Robo Recall auf der HTC Vive zum Laufen zu bringen. Vielmehr nutzt er den Mod-Support des Spiels selbst, in Verbindung mit SteamVRs Unreal Engine plugin. Das fertige Ergebnis nennt sich nun RoboRevive. Der Modder CrossVR gibt allerdings zu Bedenken, dass Vives Controllersystem nicht perfekt passt – denn hier bestehen doch wesentliche Unterschiede zwischen Oculus Touch Controllern und der Vive-Steuerung.

Wer allerdings Lust hat, den Oculus-Rift-Titel auf seiner HTC Vive auszuprobieren, wird sich davon vermutlich nicht aufhalten lassen. Allerdings wird jeder Nutzer wissen, dass man inoffizielle Mods immer nur auf eigene Gefahr nutzt.

Den Mod findet man – samt einer Installationsanleitung – unter diesem Link.

(Quelle: uploadvr.com)

Der Beitrag Robo Recall nun auch auf HTC Vive spielbar (mit Mod) zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Robo Recall Vive Support Added With RoboRevive Mod

Robo Recall Vive Support Added With RoboRevive Mod

Developed by Epic Games and with a budget that nearly matched the original Gears of War, Robo Recall [Review: 7.5/10] is probably the Oculus Rift’s biggest exclusive so far. But a new mod is making sure HTC Vive owners don’t miss out.

You may well have heard of CrossVR before. He’s one of the developers behind Revive, a hack that allows Vive owners to play games available on Oculus Home, including exclusive Rift content funded by Oculus itself. It caused quite a stir last year when Oculus released a Home update that unintentionally blocked its access, then quickly backpedalled when it opened up further security concerns.

But CrossVR isn’t bringing Robo Recall to Vive using that program. Instead, he’s utilising the game’s mod support for a new release that he’s labelled RoboRevive. The mod uses SteamVR’s Unreal Egnine plugin.

You can download the mod from GitHub where you’ll also find detailed instructions to installing it. The modder notes that the Vive’s control scheme is not perfect, likely due to the differences in buttons between the Oculus Touch controllers that Robo Recall was designed for and the Vive wands HTC’s headset uses. Keep in mind that this is simply a foundation that the developer hopes others will build upon to make the game much more compatible with Vive.

It’s taken less than a week for modders to get Robo Recall up and running on Vive; the first-person shooter enjoyed a surprise launch last Wednesday for free. Still, it’s arrival is well timed, as others have already implemented a mod that adjusts the game to better suit 360 degree play. Currently the game is designed for 180 degree Rift setups with two sensors, constantly getting players to face forwards, but this mod changes the game so players can teleport and end up facing the intended direction.

Epic Games is also working on an official fix for this, due to launch later this month.

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