Archive for the ‘Code Stuffs’ Category
I’m not sure how to make a tasteful picture of this 😀
Long story short, trying to adapt my current piercings to be used genitally. I know some people already do that “unofficially” but those will have the proper LM identifier and wrist binding animations. I have a working prototype for the “silver ring” style, still trying to get the U shackle style to look “right” for this, it might or might not in the end.
It took me a couple of days to finally fix that annoying bug where on relog chains could turn into suspensions if you stood in a spot that qualifies for a suspension. I’ve also given a beauty pass to the RLV activator, it uses symbols where text isn’t necessary (UTF characters really), and I tried to make the menus a bit more explicit in what they are doing.
I’ve also added to it a” function to stop all currently playing animations, this can break stuff (but not TouchBound products because of the TB animation manager), but it can also be helpful.
I’ve also added a safety feature that prevents the wearer of a TouchBound item from chaining themselves to an object further than ~2 meters away. This might be seen as a downgrade, but the main reason is to spare you the embarrassment of chaining yourself to a chaining point that you cannot reach anymore as soon as RLV kicks in. It will only affect the wearer obviously, and people playing with you won’t be affected by this restriction.
I haven’t died! I merely took a break.
I’m easing back into work mode with some work on the TouchBound core code, fixing some bugs, and adding small quality of life features, I might be on this the entire week as I’ve left the issues/feature request pile up for a long time.
I haven’t yet decided what will be the next product either.
I’m almost done with the padded cell project! All the creasing is done, and it makes everything looks 1000% better in my opinion. I still need to fix a few issues, such as the new anchors having the wrong mesh orientation and the script is getting a bit confused by it.
The new customization menu is really simple with a section for the door label, a handful of color presets for all the parts, and you can choose between creased and uncreased normal maps. If you don’t have materials enabled in your viewer it won’t do anything and… well… it’s 2022! You should be getting on with the program 😛
I might add a menu section with a few common sets of specular properties for the padding, but I know most people are going to tweak to their liking anyway.
The Bikini HUD is almost complete, I wanted to post earlier but I had nothing that I could really showcase.
You can see the options on the attached pictures, it uses my usual “preset script” for colors, and all the menus support multiple pages of options if you really need it as well as RGB entry.
I’ve added one last feature to the material preset system to have, or not have a fine “noise” in the specular map to simulate fabrics like cotton and lycra, or to go for a smooth specular map for things like latex.
I’m including a handful of fun texture options for the panels & the straps.
More code! I’ve finished writing the hud, the receiver, the skin selector for the ball styles, I added a button for it on the HUD, you can also just click the gag strap.
Some of the ball styles actually ignore the color that the hud sets if the design is already colored.
Potential bugs aside, I believe that I am done with the code side of things. Soo… YAY?
I’m sorry for the lack of updates this week. I was a bit sick on Monday and also today, it doesn’t appear to be anything serious so no worries. Despite that, I’ve done some progress on the gag project. A good chunk of the code I need is complete, and besides the HUD, what remains is mostly details & “nice to have” aspects that I might or might not go with.
It has a style selector (for the ball) that can be accessed when the gag is unlocked (a bit like the Avara hood), the in/out system of the stuffed ballgag, and an overhead chaining point like the head cage.
Quite the hybrid little thing.
I have been a bit quiet lately, there were a lot of things I had to do IRL.
I visited my family for a few days on easter and it took a day to “recover” from it, it was a good time but very exhausting.
I’ve been trying to bring back my kanji lessons schedule under control (spaced repetition can get pretty wild if you stop following it for a few days) and that means that I’ve spent a lot of days essentially studying most of the day.
And after that there was a lot of long long overdue spring cleaning, trying to make my tiny apartment a liveable space again. To be honest, this is something I should not have allowed to accumulate, but you never really pay attention to it until after the facts. At least I did not wait until summer for this.
With my place now in a somewhat liveable state, I’ve been experimenting with VR a little. Room-scale is certainly a challenge when you live in a place that isn’t much bigger than some people’s walk-in closet. I’m not leaving SL don’t worry, this is mostly an opportunity to spend less time in a chair and be a little more “active”.
I did put down some work for KDC still. Since the change to the keyless padlock, I wanted to rewrite the fingerprint padlock, to essentially provide the same features it does currently, but better and clearer. Those that hang out in the KDC Mailing List Group probably saw me talk about it.
The real actual “change” is the addition of a built-in way to erase a fingerprint padlock without having to reset the script. People already would reset them all the time, why not spare them the trouble. Everything else is more focused on trying to make the way they lock and unlock as transparent as possible.
The other thing I want to do with it is fixing some of the problems the original texture had. I was under time constraints back then and did not take the time to really finish it up the way I should have.
And maybe make a couple more colors, so long as it remains visually different from the keyless model.
I’m pretty much done with the cell furniture scripts & animations! Large picture set today!
The furnitures have their own configuration system that allows you to adjust the most important aspects, which can help if you want to use your own poses.
Now, what is going on with these “config.use” cards? It’s really simple! It allows to define which sides of the furniture will allow sitting (the furnitures REQUIRE the “KDC Experiment” experience, sorry!) You still have to be fairly close.
I also included pictures of all the poses I’ve made for the bed and the toilet unit. Feedback welcome!
Slowly, but surely, I’m getting to the bottom of the prison cell project 🙂
- ✔ Config for the inside/outside lamp behavior: always on/off and toggled by the switch.
- ✔ (Optional) automatic unlocking after X minutes.
- ✔ (Experimental) “secure locking”, a padlock ID whitelist for roleplay areas that want some level of key control.
- ✔ RLV feature toggle (restrictions and/or force teleport).
- ✔ Experience feature toggle (teleport on/off).
- ✔ I got pretty much all the sounds I needed to be done: door, hatch, shutter, etc…
- ✔ Color, intensity & other light properties are now saved by the script when you edit them.
- ✔ A variant of the main cell body without the window.
- ✔ A standalone anchor bar with advanced reach checks.
- ✔ A standalone version of the light ramp.
I started working on the furniture script. I came up with a cool configurable, directional range check. You can decide in which directions the furniture will allow an avatar to sit, including top & bottom (useful to allow sitting on a top bunk, but only from “below”, or to prevent sitting through a wall).
That’s all for today!