Garry's Mod

Garry's Mod

[VRMod x64] ArcVR: All in one
13 Comments
goated addon, any plans to add holstering?
KAPSCOOPER 19 Jun @ 10:17am 
Okay i will try next time,thanks
Doom Slayer  [author] 19 Jun @ 9:54am 
@KAPSCOOPER,
I am aware of the bug, it was present since the original version , so far I was managed to only fix manual ejection for Ak47 and M4A1(and affected):

You should be able to grab the mag manually in eject it.
KAPSCOOPER 19 Jun @ 9:53am 
I tried pushing a new magazine against the empty one to replace it like in real life, but it doesn’t seem to work. I also can’t remove the old magazine om the gun.
KAPSCOOPER 19 Jun @ 9:14am 
Hello, I'm having a small issue with this weapon pack. I can normally press the B button to eject the magazine when using the M4A1, but it doesn't work with the AK and the Thompson submachine gun. I'd like to know how to reload these two weapons. My VR headset is a Quest 3, and my friend's is a Quest 2—neither seems to work
Doom Slayer  [author] 15 Jun @ 6:24pm 
The crash has been fixed. Took me a while to notice because... I forgot to disable lua patcher addon :steamfacepalm:



To make things clear why this addon require vrmod x64:
one of the changes was to remove melee system from ArcVR, because I already have a melee system in the VRMod X64. Also picking up ALVR weapons from the ground needed to updated to work with a global system of picking up any weapon in the x64 branch, It might work on OG, I did not test and not planning to make it compatible.
Severely Emaciated Goblin 20 May @ 4:54pm 
So wait, this works better with the official VRMod, not the semiofficial or your own x64 VRMod fork, yet you've listed the dependency as your own x64 fork? Why? What's the point?
Who_ci 26 Mar @ 4:37am 
i think i've the same problem as Macgyverthehero. When i select a weapon my screenview tears.
allure77 23 Mar @ 6:00am 
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
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Macgyverthehero 12 Mar @ 2:17pm 
I see. Been trying to use the x64 vrmod you made to use these weapons with, but the issue still persists.
Doom Slayer  [author] 12 Mar @ 4:40am 
@Macgyverthehero That's for gmod x64 , but it has higher chance of working on official Vrmod rather than semiofficial due to the different code structures. However the x64, has a build in melee support and ability to drop any weapons (ported from Pescorr's addons)

Eventually I will fix vrmod x64 for the Windows.
Gmod x64 has a much better performance as x86 not unitizing enough resources. Apart from that I am doing the code optimization and preparing vrmod for servers (that's why Linux is a priority right now). In the future it will be optimized enough for the larger number of players.

This version includes the ArcVr base, so you can use packs (such as hl2).

Practically it's just a ArcVr beta (base), with extra packs and a couple of fixes, adjusted to work with different code structure of x64.
Macgyverthehero 11 Mar @ 10:28pm 
Tried to test these guns, and my headset view freezes. Checking the console, it spams:

Warning! Detected missing render.PopRenderTarget call!

[[VRMod]ArcVR:All in one] lua/weapons/arcticvr_base/cl_think.lua:12: attempt to call method 'DetectMeleeStrike' (a nil value)
1. VRThink - lua/weapons/arcticvr_base/cl_think.lua:12
2. v - lua/autorun/cl_arcticvr.lua:71
3. Call - lua/includes/modules/hook.lua:102
4. v - lua/vrmodunoffcial/vrmod.lua:868
5. unknown - lua/includes/modules/hook.lua:102
Macgyverthehero 11 Mar @ 10:09pm 
Is the Linux x64 version of VRMod mandatory to use this? I'm not a Linux user and I'd like to use these with the regular versions of Pescorr's semi-official VRmod.

Also, are any of the ArcVR bases required to use this, or do these weapons work on their own?