Archive for the ‘Code Stuffs’ Category

Handcuffs suspension thing, done!

New features implemented on the handcuffs!

  • Option to “tighten” the cuffs after self-cuffing.
  • Click helper that can be made visible and shows up in “highlight transparent”.
  • Suspension animations with adjustable wrist spacing & cuff position offset.
  • Time lock support (basic).
  • Config to have the bracelets open or closed when in the “unequipped” position.

There are so many configuration options now…

Visuals and sounds

No sound in the video here as I’m having an issue with my screen recorder crashing when I do, so you’ll have to excuse me. FIXED

These are the sounds I’ve put together so far:

  • Ratcheting sounds when the bracelets close (recording of my HC-01 handcuffs).
  • A beep sequence when the LEDs come on and off (it’s like the 4th attempt at this sound now…).
  • A servo-ish sound when the bracelets release.
  • A single beep on lock/unlock after the lock/unlock sound.

The actual locking/unlocking sound is still the typical KDC one as I figured most people recognize this one anyway.

I also had to redo the offsets because the cuffs were actually upside down while in the back, which made the accessories look weird. But that’s a general issue with the TouchBound accessories sadly (Mitigating it a little is nice, still).

Tomorrow: Key animation, bento hand flexing, and some more config stuff (closing the bracelets when docked, or not?)

The Handcuff code is slowly falling into place

I was out of town earlier this week and the day I came back I ended up on a friend’s live stream (again). Fun, but exhausting.

I did my best to use the remaining time productively, but even now as I write this post, I still feel somewhat sick. Here is a bit of a summary of the work done on the new handcuffs, so far.

All of these use configuration cards, so that’s really on a “per avatar” basis:

  • Tightness of the bracelets when the cuffs are closed.
  • Wrist spacing when animated (front-cuffed only at the moment), this uses a bunch of animation variants effectively.
  • A saved “position & rotation” for the front-cuffed and “unworn” state. (only read on script reset, manually moving the cuffs to a new position will be saved)
  • Whether the cuffs should be visible, or hidden when in the “unworn” state. Most people will probably want them hidden, but a “nice to have”.

And those all update live, that’s kinda nice, but you do need to do this with the RLV mode disabled due to the no-edit restriction.

I ended up almost losing my mind hunting down what I assumed to be a major bug introduced during the (ongoing) PBR refresh of the system. But no, after 2 hours, it turns out the new LSL preprocessor I was using appears to have a bug that causes it to optimize out functional (and important) code.

I’ve also done some work on the VRChat version of the Cell Block D-5, and got a nice prototype of the media player. I even got my hands on some screen shaders (made by Noriben Lunch) to give each of the displays the right appearance (Trinitron aperture grid and an LCD panel… maybe the rack should also be a CRT tube… or a broken LCD?).

I am so rusty with coding…

The last two days were pretty rough, but I’m slowly getting back into code-mode. Everything I wrote yesterday was garbage and I ended up deleting it all, out of frustration.

Things got a little better today and I made some valuable improvements to the TouchBound system cosmetic functions. I now have a few sections that can properly manipulate PBR materials alongside the old materials. I also have implemented some of the cuffing system, user-facing messages, as well as configuration flags to adjust how tightly the bracelets ratchet when closed. There is also an option to have the cuffs hidden in the “uncuffed” mode and some click-routing code to make things a bit smoother and user-friendly.

No animations yet. Knowing the way I do things, it will probably be the last thing I end up doing.

Quick status update

I ended up having something like 3 recording sessions before I ended up with a chained walk sound that I was happy with. I did not want to use a stock sound, just to make my things a little more unique, and it took a while to get something that works.

Update on the Morgiana ankle shackles: the new sounds are in, the tiptoe variant has a foot-lock animation, they open & close and the ring sways to the side when you do (came up with a fancy little piece of math to limit the drift on that angle, despite the fact that the ring angle can be adjusted by the wearer). The tiptoe variant is effectively rotated 90° with a bunch of chain links going under the heel, it will be the user’s responsibility to adjust/add/remove links to fit their specific feet/body.

Furthermore, I have drafted some of the code required to give bolts a PBR-friendly appearance, but that will come in a later update (the bolts being non-PBR is not ‘that’ noticeable). Eventually the chain sound feature will also be added to other ankle cuff sets.

Unless you think I’m forgetting something very important, I guess the Morgiana ankle shackles are ready for release?

Everything is working again!

I waited an extra day just to make sure everything rolled over properly.

A quick summary:

Last week was incredibly rough, ethernia.net expired on Monday despite the fact that I renewed it on time. Contacting the registrar led nowhere, the phone was disconnected, the contact email wasn’t getting relayed. During the night, while I was sick from food poisoning, a friend managed to get someone on the phone, and we all discovered that the one person that ran that registrar company had died about 2 or 3 weeks ago.

Harsh. This is where I got my very first domain name, and I stuck with him for more than 20 years…

I had to engage into a lengthy process to recover the domain name, this part isn’t quite finished but at least it is paid up for the next year and functional.

Everything should be back in order, DNS servers can take a little while to update, but it has now been more than 24 hours and the new information should have propagated everywhere. That means deliveries, updates, and all the other dead realm systems should be back up and running.

Shackle stuff

Finally, a picture with decent lighting.

Work wise, I had to make new bolts for the Morgiana shackles because, after everything was done, the original ones didn’t actually fit. I also started the wrist low-poly, it shouldn’t take very long. The code for the ankle cuffs is mostly functional at this point, but I haven’t found a moment to set up my recording area those chain sounds.

More slave shackle work

More progress on the slave shackle project!

I didn’t take a lot of pictures early on but I am quite impressed with what I’ve been able to do with the material. It’s one of those cases where you don’t want to know how the sausage is made I guess. It’s just weird that it looks so good for what it is.

I included the very first version of the material, which looked very “meh”. I’m usually bad with the “true color” of things and tend to make them a little too gray or black.

Super happy with the distressed look, the wear, and all the little dents that are covering the outer edges. I tried adding a concave bevel around the edge; A bit like a grinder would leave behind, but anything I do to that edge seems to make the cuffs look slimmer, and also removes most of the dents, so I’m going to leave it as is. I also made a version with a simpler interlocking hinge design, not sure which one to include in the final model. The simpler version makes “more” sense for this design but obviously doesn’t look as intricate.

Finally, I’m coding some sort of generic “auction” system. I’m not sure what I’m going to use it for yet, it’s just a prototype. I’ve spent most of my time on this little project trying to generate “pretty” bidding intervals.

Not much to report, sadly

What an embarassing update… I don’t have much to report today. All I can show is a tiny bit of low-poly work on the skin suit, and that’s not even what i should be working on at this time but that’s all I could muster.

Last night I did spend quite a bit of time on the beta grid to try the new Luau scripting environment. It’s interesting in a few ways: It seem quite fast, and I did a few object-oriented programming tests that could be useful in the future. I’m really rusty on Lua-scripting (the last time I did was in the early days of Gmod10) but it is certainly promising. The big issue might be when it comes to weird LSL quirks not being entirely handled by the Lua VM but they do map one to the other quite well.

I couldn’t do any memory usage tests as the functions appear to return fixed values.

I don’t see how they are going to allow client-side scripting in a way that is actually useful beyond client mods, but we’ll see.

Shock collar update almost ready to release

I think I’m pretty much done with the shock collar update, if the function is enabled you will get a fairly informative addition to the frequency menu that allows to reload & clear the shocker configuration. It also contains a brief summary of the intensity/duration settings (and links to the two supported services obviously).

The manual is already included in the TouchBound clickable zone menus so I did not feel the need to also have it here. The configuration options will only be available to the collar wearer, that goes without saying, but if another user is configuring the collar frequency, they will see the current settings. All this will be locked out when the collar is locked, as before.

I’ve also added a mandatory cooldown that forces a pause equal to the duration of the last shock, just as a spam/safety. It only affects the RL hardware shocker function, the normal shock function remains unchanged.

Because when I created the shock collar I only added a configurable duration, I adding configurable boundaries for both shock intensity and length. This way you can set a fixed duration/intensity, regardless of the shock length, or you can configure it to adjust strength and/or shock duration according to the shock length supplied by the remote.

Lastly, I’ve been playing with a really rough idea for a “simple” new collar/cuff set. I believe that it has some potential… But I have other things I should focus on.

Productive Monday?

I’ve bulked up the collar and built a double side-closure which i think looks good enough (that was last week tho). I also worked on the gloves for the outfit, I’ve put the WIP pictures in black because in white you couldn’t see anything. It isn’t that much better really…

Today I did some reasonable progress on the “shocker service” code for the coming shock collar update. Mostly configuration card parsing and all the error handling it requires. Tedious stuff.

Kyrah Abattoir
Creator of BDSM and fetish content in Second Life since 2004.

Seasoned 3D artist and programmer, aspiring video game creator.

August 2025
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