Hello Joe, I went switched through all of the different beta versions on steam before I posted here, and nothing worked. Refreshed local content each time, because it didn't seem to download anything different also. Restarted Steam each time to be sure.
I even tried switching between normal and beta steam itself as well, no dice. Whatever is on there, if you just launch Source SDK Base 2013 Singleplayer from the library, it runs VR mode perfectly fine, but.. load mod DLLS, and the ISourceVirtualReality interface doesn't match, and it crashes in headtrack_oculus trying to access a null pointer. (at least, that's what I get out of the callstack, having no symbols) I even tried running the compiled SDK DLLS with the TF2 version of the engine, which of course resulted in not even being able to select enable / disable VR mode in video options ( with -vr ) -- yet TF2 itself works perfectly fine with VR. On Tue, May 13, 2014 at 9:29 AM, Joe Ludwig <j...@valvesoftware.com> wrote: > Are you opted-in to the Upcoming branch of the SDK Base? On Friday I > rolled the base back to the version it was running before 4/20. There was > a crash that was still lingering in older mods that hadn’t been rebuilt. > > > > Joe > > > > *From:* hlcoders-boun...@list.valvesoftware.com [mailto: > hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Tony "omega" Sergi > *Sent:* Sunday, May 11, 2014 12:50 AM > *To:* Discussion of Half-Life Programming > *Subject:* [hlcoders] VR / Oculus - Broke as of Yesterday in SDK., > > > > As of sometime yesterday, I can no longer use Oculus with the Source SDK > 2013 Singleplayer binaries (based on the source code that is on the > github). It always crashes on startup now with -vr on the command line. > > If I launch just "source sdk 2013 singleplayer" with -vr, it does > initialize.. however is unable to actually load any maps. > > > TF2 also correctly functions. > > does everyone (anyone) else have this issue with Oculus now? > > I also looked at SteamDB and it appears as though the engine has updated, > which - with no way to step backwards.. I have no idea if this update is > what broke it, but it -was- working before I went to sleep, and stopped > when I woke up to continue my prototype game. > > > -- > -Tony > > -- -Tony
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