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BendyVR Early Access 0.1 (Chapter 1)

I am pleased to share around the first early access version of BendyVR, the PCVR port of Bendy and the Ink Machine.

Upfront you need to know this is only Chapter 1. Its possible to speed-run that in about 10 minutes (although I always get lost). For first time players its probably 15-30 minutes playtime. For those faint of heart, you may never get through it. 

The game will end when you are inside a ritual circle. In front of you there will be a black blocker UI (although you can still look around). On the desktop view it will show a message saying the demo is over. Unfortunately there is no clean way to exit here other than via SteamVR. I didn't want to spend too much time on blocking progress when this will be fixed and ready in a new release shortly. 

Your game will have been saved! When I release the next version you can carry on from exactly where you left off. 

I plan to release new patron exclusive versions fairly frequently through November and maybe December up until the full release. 

Install Instruction:

1) You must have the full game installed. We recommend Steam. It should work on other version, but I haven't checked. I would suggest first running it in pancake mode and setting the resolution to 1920x1080 and Full screen. The rest of the options you can change from within the app when the port is installed.  

2) Download the attached file and extract the contents anywhere on your computer. I.e. into a folder on the desktop. 

3) Find the Bendy and the Ink Machine Full Game directory.

Example: "C:\Program Files (x86)\Steam\steamapps\common\Bendy and the Ink Machine".

"Bendy and the Ink Machine.exe" is inside this directory.

Drag the Bendy and the Ink Machine.exe file, and drop it on top of BendyVRInstaller.exe.

You should see a command line window. In the end it should say "Installed successfully, probably".
Press any key to close this console.

4) Launch via Steam and it should be good to go. 

Couple of notes in terms of the installation:

Steam will still think its not a VR game. If you launch the game when SteamVR is running you will get an warning message. Just click OK and it will launch correctly. This will fix the game as a VR one, and you will not be able to launch pancake. To uninstall go to the Bendy directory and delete:
/BepInEx
Bendy and the Ink Machine_Data/Plugins
and then run a validate files via Steam. 

Controls

I've attached a default SteamVR Input for each of the main PCVR headsets. However I was only able to test with Quest 2 (via Link / Air Link). You should be able to see the mapped controls via SteamInput and showing on the controllers. Please let me know if Vive Controllers or Knuckles work and if you have a better default binding, I'd love to have it. 

Basically (Quest 2 / Rift S controls):

Non Dominant Hand:
Joystick = Move
Joystick Click / Grip = Run
Y = Pause Menu

Dominant Hand:

Joystick Left / Right = Smooth Turn / Snap Turn
B = Interact (Holding this will show you the "laser" beam selecting the highlighted object. This is based on Dominant Hand position, not Head Gaze)
A = Jump

When you get the axe, it is motion controlled (although you currently need to press Dominant Trigger to clear the message). 

Settings

VR Settings

You can find VR Settings in the Advanced Menu (via Main Menu or Pause). Everything there should work. I've not fully tested Left Hand mode, but if you want to play with this make sure to select prior to starting the game. 

Performance

You want to aim to get a smooth framerate. The game will run best if you turn off all the optional effects (Anti-Aliasing / Depth of Field / Bloom / Ambient Occlusion), so you have quite a few options to get to a reasonable frame rate (in addition to the graphic quality setting). Ambient Occlusion does have some small artifacts which are different in each eye.

Known Issues

The hands are SteamVR gloves. You don't see them often but under a light they look a little silly in the World. This will be replaced. (I actually quite like the black silhouettes but interested to hear people thoughts. 

Chapter 2 (and beyond) is not yet playable

When you exit from in-game for some reason it just starts loading the first save file instead of going back to the main menu. 

Action prompts do not show the correct button yet. 

The game is 6DOF but not Roomscale. You can walk across the room however your "character" will remain in place. When you then rotate you character will remain the same distance away from you (and orbit you) which may lead to "him" bumping into things and causing other unwanted effects. Feel free to peak around corners, but don't stray too far away from your starting position. You will also be able to peek through walls. 

The HUD is a little too large (and mostly unreadable). 

It is not possible to change to Left handed Mode whilst in-game. 

This version of SteamVR (2018.2) does not give me a floor height reading. Use the height Offset in the Advanced Menu to line up with your floor (or if you want to play seated). 

You can monitor development progress on the Trello Board: https://trello.com/b/pnjFZMMh/bendyvr

Final Thoughts: 

This is Team Beef's first PCVR mod. Having to deal with different headsets and setups is far more of a challenge. This is a work-in-progress version and will improve. Please do feedback on what you liked and suggestions for the final product. 

I was going to launch this much earlier this week and got held up in final testing. Apologies to those Gold Tier who didn't make the cut. I'll make sure you are there in the next one. 

Enjoy the game! 

-Baggyg

BendyVR Early Access 0.1 (Chapter 1)

Comments

If you are talking about strafing, this was a known issue in the 1st version not many people noticed. Its fixed in the next version dropping shortly

Controls are inverted for the quest 2.

Michael Falsetti

Thank you guys so much I made a video on this on a channel called mickscrazy but love to see chapter 2

Thank you. Always nice to hear from people, which makes me feel the late nights we worth it. New version this week which is much better. Lots of improvements and Chapter 2 support

The red lines in the console will happen if you fall through the floor. There is a new version coming this week with Chapter 2 which fixes the floor issue and is a big improvement on this first version. Playing via air link was not the issue.

Unfortunately, I just keep running into problems. I have fallen through the floor twice, which is odd. Playing on the Quest 2 Air Link. Switched to the Link cable and will try again. Might try through the Rift S next instead. Really want to play it, so I will keep trying. At one point the command window went crazy with a bunch of red lines. Is there a way for me to see what that was?

I loved this so much thank u I'll make sure to post my video on YouTube ☺️

cool cool. I fired up the game and is indeed well playable with controllers. Great job so far!! (I wouldn't even know how to remap the controllers to xbox controller, didnt see anything in steam which was intuitive ) . Also just to make sure, the level ends when you get the axe and arrive in the room with 2 coffins, yes? black screen appears and all stops - correct?

Tomo

Any chance you can invert the walking and then fire me over the SteamInput binding so I can add it as default for Cosmos?

Playing on the HTC Vive Cosmos, the control mapping didn't work, I had to map everything manually and even then the walking was inverted. Other than that I loved it!

I hear where you are coming from although I would say you are probably in a small minority or people who want this. We don't delete the original function. The difference between this and something like Luke Ross is that by altering the engine we are actually utilising the native SteamVR (OpenXR) implementation of Unity. Therefore we are bound by how that behaves. By default I don't think SteamInput provides this mapping for me as it expects at least a motion control. What I would try doing is starting the game with the Xbox Controller attached and then launching SteamInput (via the SteamVR menu) and see if you can select your Xbox controller and map the functions to it. See how far you get in game with that, and if it somewhat works I can probably add something to remove the hands and reinstate the axe animation

Personally I find it rather inconvenient. not a fan of these Quest controllers at all. I enjoy to play the games like they were originally intended with xbox controller 1) I am playing all Luke Ross mods with Xbox/PS5 Controller, used to it , works great - love it. 2) Then with Quest controllers I cant play really in front of computer and screen as I will smash all up, so I need to find inconveniently a spot away from it, somewhere in the room with cable connected to my Quest 2. Standing up is never my thing, gets me dizzy in VR quickly. Never when I sit. 3) The controllers are awkward for me with odd button placements , never playing with them unless I have to (Half Life) and I wonder why would you guys delete the original function of controller support which comes with game anyway, and rather ADD the motion controllers as option for guys who want to play that way, like Praydog does.. I bet many like to stick with Xbox controllers.. Yes, would be great to play it with X-box controller if possible! I wait :)

Tomo

It would technically be possible to get something running without the motion controls, although I'd have to branch quite a bit of code. Not high on the priority list but may be possible down the line if enough people wanted it. Can I ask why? Are you on a headset with no motion controls?

is gameplay with XBox x controller possible ?

Tomo

Awesome mod, really looking forward to the next chapter.

Split Enz

Great... Thank you!

Yes that's correct... the rar file.

Hello! Can't wait to check this out. The file to download, is it the one in this post?

Thanks for that. That error happens usually when the PlayerController has fallen through the floor. Can happen when the camera gets too far off center. For the final release I hope the "real" room scale changes will fix this.

Played through, very cool! Thank you! :-) Had 1 crash, after going down the stairs... The log-window logs 2 infinty... [Error : Unity Log] Screen position out of view frustum (screen pos 2120.000000, 0.000000, 20.000000) (Camera rect 0 0 2120 2140) [Error : Unity Log] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "PlayerController(Clone)/HeadContainer/VrCameraParent/GameCamera_PostProcess/AudioCollider" : : [Error : Unity Log] Screen position out of view frustum (screen pos 267.000000, 992.000000) (Camera rect 0 0 2120 2140) [Error : Unity Log] C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(209) : Error executing m_FMODChannel->set3DPanLevel(panlevel) (An invalid parameter was passed to this function. ) [Error : Unity Log] C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(927) : Error executing channel.set3DPanLevel(cache.spatialBlendLevel) (An invalid parameter was passed to this function. ) : : Halted with Ctrl-C, restarted and then I could finish the demo. What occured to me throughout the game was, when I collided with i.e. a box or a chair, after that my walk speed seems slower despite the object was not in my way anymore. Had to stop and the walk again, then it was ok. Otherwise everything was ok. Win 10 / Quest 2 / Steam

Fantastic! That's great news

Tested with HP Reverb G2 and it works, so no problems with Windows Mixed Reality headsets and controllers. I like it!! Gameplay available tomorrow (in Spanish): https://www.realovirtual.com/articulos/6170/bendy-ink-machine-vr-jugamos-su-primer-capitulo


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