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TefMeister/README.md

Working on things with Claude Code


๐Ÿ“ฐ Recent Activity


๐ŸŽฎ Video games

VR mods for flat-screen games. A quick look at where each one stands, newest state only; the full story is in each repo. Each game sits in the group that matches its status.

๐Ÿฅฝ works in a headset ยท ๐Ÿ”ง being built ยท ๐Ÿ” studying the game ยท ๐Ÿ† breakthrough ยท โญ promising find ยท โธ paused ยท ๐Ÿ“ฆ finished

๐Ÿฅฝ Works in headset

Game Engine Where it stands Updated Repo
XIII (2003) Unreal Engine 2 ๐Ÿฅฝ The newest 3D build now starts with the real headset on the home PC. 10-10 XIII2003-vr
Psychonauts (2005) Double Fine engine ๐Ÿฅฝ Moved the headset side to OpenXR, Hard Reset's way; its first run on the pretend headset is next. 10-17 psychonauts-vr
Alice: Madness Returns (2011) Unreal Engine 3 ๐Ÿฅฝ Got the shadow fix working in the game; the menus now play by themselves. 09-29 alice-madness-returns-vr
Visceral โ€” RE2 VR RE Engine ๐Ÿฅฝ Worked on the world jumping sideways when the inventory closes. 10-19 visceral-re2-vr
Visceral โ€” RE3 VR RE Engine ๐Ÿ”ง Worked on hand racking and the silent empty gun, taken over from RE2. 10-19 visceral-re3-vr
Ashes 2063 (2018) GZDoom ๐Ÿฅฝ Worked on the free left hand and the lantern swap. 10-19 ashes-2063-weapons
Hard Reset (2011) Road Hog Engine ๐Ÿฅฝ Worked on two-handed holds, smooth turning and the pause menu in the headset. 10-17 hard-reset-vr
Alan Wake (2010) Remedy engine ๐Ÿฅฝ First VR build released: head tracking works in the headset; jitter next. 10-11 alan-wake-vr
Far Cry 3: Blood Dragon (2013) Dunia ๐Ÿฅฝ Head tracking built and its headset code tidied; first test next. 10-15 far-cry-3-blood-dragon-vr

๐Ÿ” Early RE work

Reverse engineering: taking the game apart to find its camera and drawing code, before it can run in a headset.

Game Engine Where it stands Updated Repo
Silent Hill 2 (2024 remake) Unreal Engine 5.1 ๐Ÿ” Starting again from zero, in C++. 10-19 private for now
Brutal Doom (Doom 1 and 2) GZDoom ๐Ÿ”ง Worked on a free left hand that follows the left controller. 10-19 brutal-doom-3d-guns
Prototype (2009) Titanium ๐Ÿ† Connected the headset to the head turn; tested without the game. 10-14 prototype-vr
Manhunt (2003) RenderWare ๐Ÿ” Worked on putting the HUD into both eyes. 10-15 manhunt-2003-vr
Mad Max (2015) Apex Engine ๐Ÿ”ง Worked on driving with your head turned: the ground no longer goes missing on small turns. 10-15 mad-max-vr
Enslaved: Odyssey to the West Unreal Engine 3 ๐Ÿ”ง Tidied the head-tilt log so it shows the game's real camera angle. 10-15 enslaved-vr
Prince of Persia (2008) Scimitar ๐Ÿ”ง Got our own camera following the Prince in normal play. 10-16 prince-of-persia-2008-vr
The Evil Within (2014) id Tech 5 ๐Ÿ”ง The fix for the first headset look is installed on the home PC and ready to try. 10-16 the-evil-within-vr
The Witcher 2 (2011) REDengine ๐Ÿ”ง Turned the camera smoothly from outside the game, a first step to head tracking. 10-16 witcher-2-vr
Metro Exodus (2019, and the Enhanced Edition) 4A Engine ๐Ÿ”ง Worked on keeping the picture's shape in each eye of the headset. 10-15 metro-exodus-vr
The Darkness (2007) Starbreeze engine ๐Ÿ† Worked on the two-eye picture: each eye now shows the same moment from its own viewpoint. 10-12 the-darkness-vr
Condemned 2: Bloodshot (2008) Xbox 360 static recompilation (ReXGlue) โญ Ran the game in the simulated headset: head tracking works and the view fits the headset. 10-15 condemned-2-vr
Heavy Rain (2010) Quantic Dream engine โญ Worked on head tracking: the headset feed now runs inside the game. 10-12 heavy-rain-vr
Deus Ex: Mankind Divided (2016) Dawn Engine ๐Ÿ” Tested the game's own 3D mode: it really draws each eye, and the camera is found. 10-15 deus-ex-mankind-divided-vr
Bulletstorm: Full Clip Edition (2011) Unreal Engine 3 ๐Ÿ” Worked on sending the picture to a headset, each eye with its own view. 10-16 bulletstorm-vr
Tomb Raider (2013) Foundation โญ Worked on how to switch on the game's own built-in 3D mode for VR. 10-08 tomb-raider-2013-vr
Death Stranding Director's Cut (2022) Decima โญ First live start: runs in a window with our file loaded, and can be driven into play. 10-16 death-stranding-vr
Burnout Paradise (Remastered) Criterion engine ๐Ÿ† Worked on night driving: the headlights now get their per-eye fix at night. 10-07 burnout-paradise-vr

โธ Paused

Game Engine Where it stands Updated Repo
Unreal Gold (1998) Unreal Engine 1 โธ Paused: a VR mod already exists (Unreal Revived) 09-26 unreal-gold-vr
Far Cry 2 (2008) Dunia โธ Paused: another Far Cry 2 VR mod is in the works 09-26 far-cry-2-vr
Dead Space 2 (2011) RenderWare-based โธ Paused: chortdev is making a Dead Space trilogy VR mod 09-26 dead-space-2-vr
DOOM (2016) id Tech 6 โธ Paused: a DOOM VR mod already exists (KHARVOX) 09-26 doom-2016-vr
Portal (2007) Source โธ Paused: a Portal VR mod already exists (BowmanFox's portal1vr) 09-26 portal-vr
Prey (2017) CryEngine โธ Paused: fholger is making a Prey VR mod 09-26 prey-2017-vr
Borderlands GOTY Enhanced (2009) Unreal Engine 3 โธ Paused: a VR mod already exists (Mastersellz's BL1GOTYVR) 09-26 borderlands-goty-vr

๐Ÿ“ฆ Finished

Game Engine Where it stands Updated Repo
RE Village โ€” VR scope RE Engine ๐Ÿ“ฆ Finished: v1.1.5 released on GitHub on 2026-10-14 โ€” the scope works as it should. 10-14 re-village-scope-vr
Arcade Controls for RE2 VR RE Engine ๐Ÿ“ฆ Closed. Shipped on Nexus to v1.5.0, replaced by Visceral โ€” arcade-controls-re2-vr

All dates are 2026. Almost everything above is one person, one machine, often one launch, and each repo's notes say so.

๐Ÿงฉ Plugins

Tools for working with Claude Code itself, not tied to any one game.

Plugin What it does Where it stands Repo
Lanes Lets several Claude Code sessions work the same projects at once without treading on each other: a shared work board, one naming rule (nobody's name is written down unless they choose one), and ideas that get filed by themselves. Every project on this page is worked with it. ๐Ÿ”ง 10-19: 0.81.0 offers to unlock every weapon and item in a game before modding it. lanes-plugin

๐ŸงŠ Blender

Pixel-style cube models for games, built in Blender by script.

Tool What it does Where it stands Repo
blender-cubekit A framework for making game models out of little cubes, like pixel art with depth: one cube size for everything, every number named, no lights, stop-motion animation, straight into the game. Comes with a Blender add-on (buttons and keys) and the write-ups on how it is done. The game models made with it stay in their own projects. ๐Ÿ”ง 10-19: new forge builds whole models in three cube sizes from a short script, with no Blender window. blender-cubekit

Terminal Themes

Give your session a fresh look with one of these custom themes.

The green monitor theme with the Lanes banner

Theme What it looks like Where it stands Updated Repo
Green monitor, Lanes banner The same old green screen, with the Lanes Plugin banner behind the text in one dim, striped green, so the letters stay easy to read. The look the Lanes plugin ships with. ๐Ÿ”ง New today; replaced the starburst as the default. 10-08 terminal-themes
Green monitor, starburst flower An old green computer screen for Windows Terminal: sharp glowing letters, dark corners, and a faint striped flower behind the text, its petals placed like the rays of the Claude logo, with a light that slowly runs down the screen. ๐Ÿ”ง First theme is up, with two plainer ones beside it; more to come. 09-30 terminal-themes
Ocean A calm pixel-art view under the sea: daylight sky over a still surface, light blue water, swaying plants, fish swimming near and far, a school of silver fish turning together, and now and then a passing whale. ๐Ÿ“ฆ Finished: scattered stars and chimney smoke in the window's colour were the last touches. 10-08 terminal-themes
Frequency A pixel-art background that keeps changing station like a spun radio dial. The first station runs from fish bones and diagonal skulls to a 1930s cartoon on an old TV and a flight through glitching, wildly coloured cubes. The second, where nothing is quite right, runs from a black hole swallowing a suburb to eyes, laughing lips and a night city made of letters. ๐Ÿ”ง Worked on the sea rising into the fish where the loop joins. 10-18 terminal-themes
Halloween A pixel-art graveyard night: moon, witches on brooms, a witch's hut, candle-lit pumpkins and spiders on the glass. The sky darkens, a big sheet ghost rises in the wind, and lightning keeps flashing while it stays, lighting up the zombies shuffling towards you. ๐Ÿ”ง Worked on making the whole night one endless loop. 10-17 terminal-themes

๐Ÿงน BeG0nE tools and mods

Things that universally remove an unwanted feature or a fault from a video game. Each cure comes as a toolkit for modders, human or AI, and as drop-in fixes for specific games.

Cure What it removes Where it stands Updated Repo
Occlusion Drift BeG0nE In VR, a two-handed weapon's aim drifting because the front hand hides the back controller. The cure: hold the weapon with the left controller just above the right. First game: Resident Evil Village (REFramework). ๐Ÿ”ง Worked on the Village grip, shipped inside the RE Village scope mod since v1.1.1 (finished at v1.1.5). 10-02 BeG0nE
Camera Jitter/Shake BeG0nE The stepped, jittery camera so many AI-written VR mods have. First find out why; then a tool for modders and a jitter-free camera for specific games. ๐Ÿ”ง Built the ride-along: a mod logs when it reads the pose and writes the camera, and a background rider names the cause of any stepping and grows a jittery-versus-smooth knowledge base; Lanes starts it at every session. 10-08 BeG0nE
Ghost Hand BeG0nE In VR, the gaps between your real hand and the player's hand: lag, offset, jumps and lost tracking that make hand gestures like racking a slide miss. It records both controllers and the game's hands, then points at where they part. ๐Ÿ”ง Built today: the recorder and its report maker, shipped in Lanes. First job: hand racking in RE2. 10-12 BeG0nE

โ„๏ธ VR helpers

Small programs that make working in a headset easier, for any game.

Tool How it works Where it stands Updated Where it lives
Hand Freeze A pixel-art desktop app that holds the VR controllers still in any OpenXR game, left, right or both. Press the snowflake, hold the controllers where the hands should be, and after a countdown they stay put while the game keeps running, so hand poses can be tuned with the mouse. ๐Ÿ”ง v3.2: mends an old layer registration by itself when opened, so 32-bit games start again. 10-16 hand-freeze-vr
VR Bench A robot player for VR games. With the OpenXR Simulator as the headset, it moves the head, both hands and every button by itself, takes a picture after each, and writes down what the game did, so VR work can be tested with nobody wearing anything. ๐Ÿ”ง v0.1.0: it now also steps around the room, bends over and crouches like a standing player; it comes with Lanes 0.77.0. 10-17 vr-bench
Window View A desktop app plus an OpenXR layer that hangs any open window in front of your eyes inside the game, like an in-game menu that turns with your head. Add as many as you like, set how see-through each is, drag them by their header, resize them by their corner. Page Up hands your mouse and keyboard to the floating windows (the game sees nothing and is played with the controllers); Page Down hands them back. ๐Ÿ”ง Built today and proven on the headset simulator only: a window shows in both eyes, typing and dragging work. Not yet tried in a real headset. 10-16 window-view-vr
Hand Poser A compact window of sliders that poses the player's hands in RE Engine games: add any bone, turn it, see which bones move with it, undo, redo, and keep named pose builds. Meant to hang inside the headset through Window View while Hand Freeze holds the controllers. Inspired by alphaZomega's EMV Engine poser. ๐Ÿ” Built the window and the in-game script; proven against a stand-in game, not yet in a real one. 10-16 hand-poser-vr

๐Ÿค– Automated navigation and movement

Tools that let a game get itself from launch to gameplay, so testing a mod does not start with the same menus by hand every time.

Tool How it works Where it stands Updated Where it lives
Menuโ€‘oโ€‘matiC Records the way through a game's menus once, as key presses plus small screen checkpoints, then replays it by itself. A replay looks at nothing: each checkpoint is a small patch of the screen compared by numbers. Only when something unexpected appears does it save a small picture for someone to look at. Plain Python, usable by anyone; also the /lanes:menu command in the Lanes plugin. ๐ŸŽฎ Each game now keeps a note of what sessions have learned about driving it, read before every launch and added to as they go. 10-14 flat-to-vr-RE-toolkit
Moveโ€‘oโ€‘matiC Moves a character or car along a route. The player drives or walks it once while every key and how long it was held is recorded, and marks where to check it arrived; after that it repeats the route by itself. Each game is first set up together with the player: save point, menu buttons, controls, and a check that inputs reach the game. ๐Ÿ”ง First Burnout drive recorded with the player; each drive now comes with a short plan, and the recorder's keys moved to Page Up/Down, Home and End. 09-29 flat-to-vr-RE-toolkit
Stateโ€‘oโ€‘matiC Tells whether a game is in a menu, loading, a cutscene, or gameplay, from signs that work outside almost any game: black bars, how much of the picture moves, a lone spinning icon, how hard the game reads its disk, and whether the picture answers a key. Screens that fool it are shown to it once during setup. ๐Ÿ”ง First live run on Burnout: loading screens and the idle cinematic camera read right; menus with a moving car behind them need teaching. 09-28 flat-to-vr-RE-toolkit

How the game repos are organized

One repo per game. Consolidated on 2026-08-30 from the earlier six-repos-per-game layout โ€” every folder below used to be its own repo and keeps its full git history. Inside each game repo:

Folder What's there
mod/ Release packaging and player-facing docs โ€” the releases themselves are on the repo's Releases page
dev-archive/ The live mod source plus the full messy in-progress history: snapshots, probes, dead ends
modding-notes/ Readable field notes / progress ledger, one dated entry per session
engine-research/ Distilled current truth: the engine dossier (the shared VR-RE playbook it follows lives in the toolkit, linked below)
external-research/ Public-research leads (prior art, techniques) gathered separately from hands-on modding

Work-in-progress that isn't ready for browsing lives in one private staging repo, a folder per game. Release notes always carry a disclaimer of what the mod is/isn't, plus a motion-sickness caution while a project is unfinished.

Since 2026-08-26 the whole account also runs on a one-writer-per-file rule. Several of my sessions can work a project at the same time โ€” hands-on modding, per-game public research, and a cross-project research sweep โ€” so every folder above has exactly one session type that curates it, and anything one lane finds for another travels as a dated, create-only file in the receiving lane's inbox/ folder; the owning session folds it into the curated docs and deletes it. So if you see an inbox/ folder with files in it, that's knowledge in transit between sessions, not clutter. The full playbook text lives only in flat-to-vr-RE-toolkit (each project's PLAYBOOK.md is a pointer to it), and cross-game engine knowledge is unified in the library's per-engine family pages โ€” one page per engine family, linking every sibling project's dossier.

Shared knowledge (applies across every project, and to games with no project yet)

  • flat-to-vr-cross-engine-research โ€” a public, engine-agnostic library of publicly-available flatโ†’VR modding knowledge: an engine landscape index, per-engine family pages tying my sibling projects on the same engine together, generic-driver options (vorpX, geo-11), engine-agnostic core patterns, and worked case studies. Every source credited in its ATTRIBUTION.md.
  • flat-to-vr-RE-toolkit โ€” battle-tested tools, skills, and the canonical copy of the reusable VR reverse-engineering playbook every project above follows.

All reverse-engineering here targets legitimate copies of each game (owned, or free from the official source) for personal, non-commercial modding. No original game assets or engine source are redistributed in any repo above. Corrections/removal requests from actual rights holders are honoured promptly โ€” contact details are in each repo's CONTRIBUTING.md.

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