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Up and Coming
July 19, 2013

GTA 4 First Person Mod + Oculus?

Can this be done? I know GTA is on the RAGE engine, and I also know that there are mods for it, but can the Rift be integrated into it?

    36 replies

    Up and Coming
    November 1, 2013
    Wow you have been busy! That sounds like a great step forward, does this mean separated guns and camera? Even if not it should stop the weird "feedback / stuttering" that seems to happen when your using a gamepad and mouse emulation and try to turn while looking around. I guess the game expects you to be using one or the other.
    Up and Coming
    November 3, 2013
    The only mention of phone position in the scripts I can find is:

    SET_MOBILE_PHONE_POSITION( g_U91._fU8._fU0 );

    Any idea how I could go about changing this?
    Participant
    November 3, 2013
    To alter this command you need to do it in a compiled asi like all sco commands.
    Seems a bit of a waste to run an asi just to move the phone so if you figure out the values let me know and ill include it
    in the Firstperson.asi.
    I've been playing around with it but not to much success so far.

    Progress is good in general, hope to release something in A few days.
    Up and Coming
    November 3, 2013
    Well I have tried editing spcellphonemain.sco.

    The default value appears as:

    SET_MOBILE_PHONE_POSITION 3 0

    I've set it to

    SET_MOBILE_PHONE_POSITION 5 0
    SET_MOBILE_PHONE_POSITION 1 0

    So far all this does is make the phone disappear completely. So I'm not having much luck either. If you need anything testing just drop me a PM.

    [UPDATE]
    Well I spent a few hours testing different values - nothing seemed to work.

    SET_MOBILE_PHONE_POSITION 4 0 = Huge Phone in the bottom right of the screen, not all of the phone is visible and quickly disappears.

    SET_MOBILE_PHONE_POSITION 6 0 = CTD (any value above 5 seems to cause this behavior).

    SET_MOBILE_PHONE_POSITION 2 0 = Invisible phone.

    SET_MOBILE_PHONE_POSITION 0 0 = Invisible phone.

    I also messed with the second number, this did not appear to do anything, the phone stayed in the default position.

    I hope you are having more luck than me, without being able to move the phone I fear the games story is unplayable unless you use the VORPX driver / edge peek. Problem is that VORPX seems to be badly optimized for GTA 4 and caused a huge reduction in FPS versus TriDef and makes the experience pretty much unplayable.

    I did notice that if you highlight certain labels on the phone such as 'Mulitplayer' the onscreen help displays the same word. Maybe a work around would be to take advantage of this and have onscreen prompts show what we are unable to see on the actual phone? I think I could do this for Name Labels, I'm not too sure about the text messages you receive.
    Participant
    November 4, 2013
    Good points, thanks for trying.
    Up and Coming
    November 4, 2013
    I've been trying another work around. As another user mentioned, it may be possible to use the actual phone rather than the one which pops up on the right when you get your phone out. Using tridef I notice that the phones text is on the edge of being viewable. My idea is edit the animation to bring the phone closer to the camera, thus making the text readable... My only problem is that I cannot locate the animation that Niko uses when he brings out his phone - any ideas what it may be called? I checked everything in Cellphone.Wad and as many other .wad files as I could find, none appear to be 'phone in one hand' animation Niko uses. If I can track this down we might be on to a winner...
    Participant
    November 4, 2013
    Not sure ,but another problem is the avatar doesn't actually take it out in a vehicle..
    Up and Coming
    November 17, 2013
    Good lord, I haven't been on here in a LONG time, and I see you guys are making leaps and bounds towards this. Great Job, and Thanks! I also want a Just Cause 2 Oculus mod with the JC2 FPS Mod, but I don't know where to start? Can anyone give me any tips or just show me where I should start? I appreciate any help greatly.

    Sincerely
    -Matt :mrgreen:
    Participant
    November 17, 2013
    What makes it easy to integrate the oculus sdk with the gtaiv scripthook mods is they are both C# and a scripthook ".asi" is really just a renamed dll developed in Visual studio. So its just a matter of including the oculus sdk library's and linking up the controls to the accelerometer that way.

    I dont know anything about JC2 modding, Either way your going to have to track down the mod author I recon. :idea:
    Up and Coming
    November 17, 2013
    "C06alt" wrote:
    What makes it easy to integrate the oculus sdk with the gtaiv scripthook mods is they are both C# and a scripthook ".asi" is really just a renamed dll developed in Visual studio. So its just a matter of including the oculus sdk library's and linking up the controls to the accelerometer that way.

    I dont know anything about JC2 modding, Either way your going to have to track down the mod author I recon. :idea:

    Thanks for your help! Good Luck with your future projects!
    :D