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Steam News1 September 20169y ago

Vive Support is Here!

VROOM: Galleon now fully supports the HTC Vive! It took longer than expected, due primarily to both the vastly different input methods and rendering performance between the Rift and Vive, but here it is!

Full notes

Full VROOM: Galleon update

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What changed

0 fixes0 additions1 change0 removals
  • Performance
changedVROOM: Galleon now fully supports the HTC Vive! It took longer than expected, due primarily to both the vastly different input methods and rendering performance between the Rift and Vive, but here it is! I also added several new features, including a fun flintlock-shooting mini-game where you blast items thrown by monkeys before they can hit you in the head! It was built primarily for Vive controllers, so kindly excuse the poor play-ability if you're using a standard Xbox controller. (I'll have to update it for Touch once I get my hands on a pair.) Also, now that faster graphics cards are becoming available, I've extended the graphics quality settings to a 7th level. (Just press a number from 1 to 7 on your keyboard, 7 is highest, 4 is default.) Settings 5 thru 7 now use super-sampling. A lost has changed since the last version! Here's the full change-log: v1.00: - Added HTC Vive support, with teleport and interactive-pointer controls! - Added a "Monkey Fight" mini-game on the island where you can shoot thrown objects for points! (Was designed for VR positional controllers, so gameplay using Xbox Controller isn't great.) - Added a Steam Achievement for winning the monkey fight. - Sword and Telescope are now "picked up" when using Vive controllers. - Telescope on Oculus is now held up to your eye to match Vive functionality, and is available on the open sea. - Distant trees twist less as you move your head. - Upgraded and tweaked ocean to look better, work with SteamVR, have caustics on Rift, and not "wriggle" as you move your head. - Made some adjustments to quality levels, including adding a new 7th level, as well as increased renderScale (supersampling) for settings 5 and above. (5=1.5, 6&7=2.0) - Adjusted indoor lighting and added an eye-adjustment effect. - Treasure items can now be inspected by interacting with them. - Improved several ring models now that they're more easily scrutinized. - Added refraction to water in buckets. - Camera now shakes when firing cannons. - Controller used on introduction screen is now the active controller. (Fixes issue with interfering controllers like pedals and steering-wheels.) - Rotation snapping is now enabled by default in VR mode. (Press F4 to toggle it.) - Added a pirate's hook in the Captain's cabin. - All doors on island can now be opened. - Adjusted scale of Galleon and some other models. - Smoothed and slowed player movement using Xbox controller. - Left trigger now halves player movement rate, right doubles it. - Corrected Xbox controller displayed in intro. - Switched to a more reliable camera fade-in/out method. - Sharpened text message fonts. - Seagull now flaps up into the air upon entering it. - Fixed some trees having bright ocean reflections. - Removed animated camera transition option. - Fixed a faint underwater shark outline in open sea. - Reduced installation size ~80MB by crunching textures. - Fixed some missing faces on rigging lines. - Reinstated cannonball explosions that had gone missing. - Built using Unity 5.4.0F3 and SteamVR v1.1.1.

VROOM: Galleon changes

changedVROOM: Galleon now fully supports the HTC Vive! It took longer than expected, due primarily to both the vastly different input methods and rendering performance between the Rift and Vive, but here it is! I also added several new features, including a fun flintlock-shooting mini-game where you blast items thrown by monkeys before they can hit you in the head! It was built primarily for Vive controllers, so kindly excuse the poor play-ability if you're using a standard Xbox controller. (I'll have to update it for Touch once I get my hands on a pair.) Also, now that faster graphics cards are becoming available, I've extended the graphics quality settings to a 7th level. (Just press a number from 1 to 7 on your keyboard, 7 is highest, 4 is default.) Settings 5 thru 7 now use super-sampling. A lost has changed since the last version! Here's the full change-log: v1.00: - Added HTC Vive support, with teleport and interactive-pointer controls! - Added a "Monkey Fight" mini-game on the island where you can shoot thrown objects for points! (Was designed for VR positional controllers, so gameplay using Xbox Controller isn't great.) - Added a Steam Achievement for winning the monkey fight. - Sword and Telescope are now "picked up" when using Vive controllers. - Telescope on Oculus is now held up to your eye to match Vive functionality, and is available on the open sea. - Distant trees twist less as you move your head. - Upgraded and tweaked ocean to look better, work with SteamVR, have caustics on Rift, and not "wriggle" as you move your head. - Made some adjustments to quality levels, including adding a new 7th level, as well as increased renderScale (supersampling) for settings 5 and above. (5=1.5, 6&7=2.0) - Adjusted indoor lighting and added an eye-adjustment effect. - Treasure items can now be inspected by interacting with them. - Improved several ring models now that they're more easily scrutinized. - Added refraction to water in buckets. - Camera now shakes when firing cannons. - Controller used on introduction screen is now the active controller. (Fixes issue with interfering controllers like pedals and steering-wheels.) - Rotation snapping is now enabled by default in VR mode. (Press F4 to toggle it.) - Added a pirate's hook in the Captain's cabin. - All doors on island can now be opened. - Adjusted scale of Galleon and some other models. - Smoothed and slowed player movement using Xbox controller. - Left trigger now halves player movement rate, right doubles it. - Corrected Xbox controller displayed in intro. - Switched to a more reliable camera fade-in/out method. - Sharpened text message fonts. - Seagull now flaps up into the air upon entering it. - Fixed some trees having bright ocean reflections. - Removed animated camera transition option. - Fixed a faint underwater shark outline in open sea. - Reduced installation size ~80MB by crunching textures. - Fixed some missing faces on rigging lines. - Reinstated cannonball explosions that had gone missing. - Built using Unity 5.4.0F3 and SteamVR v1.1.1.

VROOM

Galleon now fully supports the HTC Vive! It took longer than expected, due primarily to both the vastly different input methods and rendering performance between the Rift and Vive, but here it is! I also added several new features, including a fun flintlock-shooting mini-game where you blast items thrown by monkeys before they can hit you in the head! It was built primarily for Vive controllers, so kindly excuse the poor play-ability if you're using a standard Xbox controller. (I'll have to update it for Touch once I get my hands on a pair.) Also, now that faster graphics cards are becoming available, I've extended the graphics quality settings to a 7th level. (Just press a number from 1 to 7 on your keyboard, 7 is highest, 4 is default.) Settings 5 thru 7 now use super-sampling. A lost has changed since the last version!

Here's the full change-log

v1.00: - Added HTC Vive support, with teleport and interactive-pointer controls! - Added a "Monkey Fight" mini-game on the island where you can shoot thrown objects for points! (Was designed for VR positional controllers, so gameplay using Xbox Controller isn't great.) - Added a Steam Achievement for winning the monkey fight. - Sword and Telescope are now "picked up" when using Vive controllers. - Telescope on Oculus is now held up to your eye to match Vive functionality, and is available on the open sea. - Distant trees twist less as you move your head. - Upgraded and tweaked ocean to look better, work with SteamVR, have caustics on Rift, and not "wriggle" as you move your head. - Made some adjustments to quality levels, including adding a new 7th level, as well as increased renderScale (supersampling) for settings 5 and above. (5=1.5, 6&7=2.0) - Adjusted indoor lighting and added an eye-adjustment effect. - Treasure items can now be inspected by interacting with them. - Improved several ring models now that they're more easily scrutinized. - Added refraction to water in buckets. - Camera now shakes when firing cannons. - Controller used on introduction screen is now the active controller. (Fixes issue with interfering controllers like pedals and steering-wheels.) - Rotation snapping is now enabled by default in VR mode. (Press F4 to toggle it.) - Added a pirate's hook in the Captain's cabin. - All doors on island can now be opened. - Adjusted scale of Galleon and some other models. - Smoothed and slowed player movement using Xbox controller. - Left trigger now halves player movement rate, right doubles it. - Corrected Xbox controller displayed in intro. - Switched to a more reliable camera fade-in/out method. - Sharpened text message fonts. - Seagull now flaps up into the air upon entering it. - Fixed some trees having bright ocean reflections. - Removed animated camera transition option. - Fixed a faint underwater shark outline in open sea. - Reduced installation size ~80MB by crunching textures. - Fixed some missing faces on rigging lines. - Reinstated cannonball explosions that had gone missing. - Built using Unity 5.4.0F3 and SteamVR v1.1.1.

Source

Steam News / 1 September 2016

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