urSovngarde Co-op for Skyrim VR

Six goals · in order

What is next, and what is broken

This is the real list, in the real order. Nothing on it is marked done because it was written down; things come off it when the people playing stop reporting them.

The road ahead

The six

Ordered by what is worth fixing first, not by what is easiest. Everything else gets measured against these.

In hand Next After that
  1. No more crashes

    In hand

    Everything else is decoration if the session ends at twenty minutes. Most of the work this month has gone here: null checks through every hook, teardown paths that no longer hand a deleted actor to code still holding it, and a crash-dump tool that names the function instead of inviting a guess.

  2. The world, identical in both headsets

    In hand

    If you killed it, it is dead for them too; if they looted it, the chest is empty for you. The long tail is cell boundaries. Crossing them fast is where the strangest reports come from.

  3. VRIK interactions, seen by everyone

    Next

    VR has gestures a flat game never had: reaching over your shoulder, holstering at your hip, grabbing something out of the air. Those are what makes a body read as a person, and they need to cross the wire as themselves rather than as the nearest matching animation.

  4. Bodies that stay where you put them

    Next

    Dragging a corpse first, then handling another player's body and living NPCs. A body dragged into a doorway in one headset and left in the open in the other is the kind of thing you only notice at the worst moment.

  5. Nobody under the floor

    After that

    NPCs occasionally arrive below the ground they should be standing on. They are in sync, just in sync at the wrong height.

  6. Hits land where the weapon is

    After that

    A swing in VR is a real swing, not a triggered animation, and the other player's game needs to agree about where the steel actually went. Swords already have weight; the hit detection has to earn it.

Today

Known issues

Current, specific, and not a formality. If you hit something that is not here, it is genuinely new. Send the log.

It still crashes

Less than it did, and the remaining ones are mostly around a lot of actors being torn down at once. collect-logs.bat gives us the dump, and the dump names the function.

Crossing cells fast is where things go odd

A bandit launched into the sky, a dead body in the wrong place, a spriggan whose hits never land, all reported while sprinting across country, which is the common thread currently being pulled.

NPCs below floor level

Synced correctly, standing in the wrong place. Mostly cosmetic, occasionally fatal to a fight.

Dead bodies disagree

Dragging works better than it did. Two players handling the same body, or a body handled far away, still does not always end up in the same place in both worlds.

Companions can fall far behind

Travel quickly and your follower may be several cells back. The client is relinquishing actors in cells the game unloaded, which is correct behaviour producing an incorrect-looking result.

If you find a new one

Run collect-logs.bat in the launcher folder. It leaves a zip on your Desktop with the client log, any crash dump and both build versions. That zip is the difference between a fix this week and a theory this month.

Open an issue

Behind us

Recently off the list

Not a changelog. The devlog is the changelog. Just the shape of the last few weeks.

  • Dropped items follow the hand that threw them, and reach the floor instead of hovering.
  • Hips cross the wire, so a body bends where its owner bends.
  • A remote copy that goes out of range and comes back comes back correct.
  • Swords have weight.
  • An enemy health meter stops writing to a menu that has already closed.
  • Unattended bot testing, so a regression is found by a machine overnight rather than by a friend on a Friday.

Read how it actually went

The devlog has the wrong turns in it too.