Archive for the ‘Code Stuffs’ Category

D-5 Protektor update.

Froznovia time

 

The map now features a rack-mounted WURMTEK-branded dot-matrix clock panel. It uses the new time system established in the world of Froznovia after “The Incident”:

Without getting into the nitty-gritty, after “The Incident” the world was forced to adapt to a new reality, and that’s when the new time system was adopted:

  • The Incident marks Year 0.
  • Years and months do exist, but it is common to count days since The Incident.
  • 10 cycles (Zyklus) per day.
  • 100 “minutes” per cycle, each with 100 seconds.

Protektor console

The “Warden” role is now officially the “Protektor.” The console features green phosphor CRT and Fraktur rendering—a fitting touch for WURMTEK.

The console now handles shift changes every cycle. It releases the Protektor shift card for 100 seconds, allowing anyone to take over. If no one takes it, the current Protektor is allowed to remain on duty for the new shift.

Which means:

  • AFK Protektors can be replaced by an active player during and after shift change.
  • The role cannot be hoarded indefinitely anymore.
  • Private role-play groups can ignore this system.
  • Busy instances won’t get stuck with an AFK or bad Protektor.
  • Shift change is synchronized across all live instances of the map.

Overall improvements

  • Fixed incorrect shaders on most map labels.
  • Added clean stenciled labels to the cell doors and the elevator.
  • Added two paper pads with Froznovia-themed forms (purely for world building and RP hooks).

Map Versions: 12/12 vs 30/30

 

There are now a 30/30 and a 12/12 version of the map. They are completely identical, save for the max player count.

12 is better semi-public RP instances, and easier on your PC. Use it, or don’t if you prefer hosting crowd baths. Your call.

Cell block Protektor console

I’ve worked on this the entire night. And then I had lunch, and picked up the groceries, and then I crashed. Hard.

Initially, it didn’t take long to master the basics of render to texture. It will become tricky when I rely on them too much, and it starts affecting performances. The elevator is going to need one too for its own control console, but that’s a problem for future me.

For now, I’m working on this one with two layouts.

  • Main layout: Displays the warden/Protektor name, states a few things, like the rules, mentions the next shift change, indicate the lock state & whether it can be taken. Still, it’s a lot for such a small display.
  • Shift change layout: Hides the current warden/Protektor, inform of the shift change, time remaining (possibly) and a much bolder invitation for someone else to take over.

I’m not sure what other screens to use. The media player is still the way it is, partially because it is recognizable, but also because that’s a fairly complex layout, and I’m not going to touch this for the time being.

I tried to spice things up a little bit by having the black WURMTEK units with their branding, versus the little olive/beige Valkorian power distribution box at the bottom with some Cyrillic serial number.

Oh yeah. And the official warden name is now Protektor, warden implied the highest authority. Under the new system that would be Protektor-Kommandant or Protektor-Aufseher. I realize some dipshits who should not be given inspiring titles will love the new name. But so be it.

Also yes, that’s the MiniATM model. Sue me.

VRChat map updates

I’ve completed a couple of things about the map that I think I should have mentioned before:

I really would like to find a way to present/hint as the existence of Erika von Kroenen and Gregor Petrovich within the map too, but I’m not sure yet how. Staff files could be interesting, but their presence would make no sense. Putting their faces on the security cards later would be an option, but it still feels like a stretch.

I’ve tried getting some modeling done this week, but I’m not getting any of the important things done.

I drafted two parts: a lore dump about a defunct company: “Sonne Mond und Sterne” (using it worries me because it is a big tangent from the Froznovia setting), and a half-finished scene between Erika and Mika.

Vergilius Set – PBR lock update

A few minor but important updates to the Vergilius Set!

What has changed:

  • PBR Support for core locks & accessories.
  • Improved chain texture.
  • Depreciated attachment location enforcement.
  • New documentation URL.
  • (ankle cuffs) chain rattling sound.

Warden and Meat Market stuff

Some work on the Officer’s uniform! I gave a try at making it out of gray wool… it looks a bit scratchy. Refined the shoulder boards to make it more obvious that the district identifier is “one” symbol and not 3 separate ones. Added some definition to the lapels to make them puff a little bit, and worked on the belt a bit… Despite the fact I probably should make the pants first.

Completely unrelated: I’m trying to convert the pre-PBR material setup of the meat market collar. It is going better than I thought (it was almost PBR-ready anyway), but it doesn’t look quite right just yet. The code on the other hand, the patch for it is pretty much ready.

Warden’s Uniform & Pishock collar patch

Warden’s Uniform

Some refinements on the warden uniform signage:

  • Right lapel: (the barbed wire coil) Prison division.
  • Left Lapel: (the 4 square pips) Major.
  • Shoulder boards: Froznovia’s special regional mark + 1 gold stripe (Major, again).

I still need to design a proper Wurmingstein coat of arms, I know what needs to be on it, the problem is making it look good.

I figured out a (very jank) method to get that zipper in place without losing my mind and added some construction seams on the back & lower edge of the “tunic”.

Refined the Leotard a bit (higher narrower cut) and added seams for it too.

Classic shock collar

I also just released a patch for this product. Version 17 brings the following improvements:

  • PBR Support for core locks & accessories.
  • Added the new chain texture.
  • Updated the documentation URL.
  • Removed some old code related to attachment location enforcement.
  • FINALLY updated it to use the new Pishock API, there shouldn’t be problems anymore.

If you are updating for the Pishock patch, do re-read the Pishock configuration card as there are a few changes.

 

VRChat Prison Cell block D-5 update, again.

And here is another update to the VRChat “Prison Cell Block D-5”.

  • Recapture system that I broke when I improved the item return system is now fixed.
  • There is a video player now, and it is wired into the Warden system, just like the rest.
  • Three of the cells now have a very small TV screen, I’m still working on making them toggle-able (that’s what the buttons on the console are for).
  • The padded cell doors now muffle voices and avatar sounds.

I plan on tightening some of the existing systems in the near future. For instance, opening & closing the doors need to be decoupled into distinct messages to make them more consistent. There have been a few language updates to Udon scripts. I need to learn how to leverage them.

The information page has been updated to reflect the changes.

List of things to do

  • Tightening security on what can & can’t be reached by players.
  • Map-version of my stun-prod for the Warden.
  • Interrogation chair, my beloved.
  • Mirror/seats/collider options as persistent preference.
  • A more intuitive way to tell cuffed players where their wrists should be.
  • Smarter mirrors that don’t require to be toggled on/off manually.
  • Move all preferences (maybe even the warden UI) into a dedicated local menu.
  • Notification to all players whenever the warden role moves to a new player.
  • AFK Detection on the Warden, this is a problem on long-running instances.

Elbow and Thigh cuff update

Second Life

We are continuing the update round on the Lined Chrome series. This week has been a little… difficult in the output department.

Lined chrome elbow cuffs v14

  • PBR Material + fallback.
  • PBR Support for core locks & accessories.
  • Improved chain texture.
  • Switched to the new documentation URL in menus.
  • Removed the old attachment location enforcement.

Lined chrome thigh bands

  • PBR Material + fallback.
  • PBR Support for core locks & accessories.
  • Improved chain texture.
  • Switched to the new documentation URL in menus.
  • Removed the old attachment location enforcement.
  • The chain override for the primary lock point has been moved to the inner thigh ring.
  • Chaining the primary lock point should not be possible anymore (should limit chain spaghetti).
  • Re-added the missing front belt pose & configuration.

Froznovia

I’ve done a lot more writing on the novel (mostly notes). I’m going through a second pass of all the major characters to bring them on part with Mika Dreher & Emma Muller. Furthermore, I’m also rewriting Alina’s induction to take in account world-building changes. I’m also working on a chapter called “The wing of an angel”, which relates to Erika and the Von Kraul arm.

I really, really, would like to start info dumping some of this stuff on Patreon, maybe for members only or something. But I need to know whether anyone is interested at all by this?

VRChat

I’m doing some work on the Prison Cell Block D-5. I’m trying to be as careful and as thorough as possible because some of this has the potential to completely break the map if I release it in a bugged state:

  • Item auto-return: You won’t be able to hide cuffs in walls at all.
  • Audio muffling for the padded cells: this is somewhat functional, but testing that it works properly is slow and difficult.
  • Media player: No real progress, the one player I want to use doesn’t have playlist/queue support, either I find a better player that fits my aesthetic, or I have to code one.

 

VRChat Prison Cell block D-5 update!

Prison Cell block D-5 - Get back to your cell.

  • Re-baked all the lighting, the artifacts are gone!
  • Added the fillable food bowls (5 max).
  • Items now respawn back into the map if taken out of bounds.
  • Cells now also re-capture on rejoin.
  • Added the media control console (not functional yet).
  • An introduction page also accessible within the world.
  • Added a button to open the map store page (people didn’t even know it existed).

List of things I still want to add:

  • Simple Media player, with at least YouTube playlist support, locked to the warden, obviously.
  • TVs in some of the cells (the Warden will decide what you’ll watch)
  • Padded cell & ISO cell soundproofing, yeap… (probably sooner than later)
  • More options for the bowls (food, but also using it as an ashtray).
  • A proper, RP-friendly manual (some kind of clipboard).
  • A light switch for the isolation cell (maybe).
  • Stun-prod for the warden (or alternatively, compliance club).
  • Baton/Prod rattling on the bars.

Check out the map on VRChat!

Yeah it’s still PBR locks

Nothing quite new here, just more PBR locks. I’m done debugging the new optional data block for locks and applying it to all the core locks. And this morning I’ve made a PBR refresh of the lock tray. I tried to go for something that looks like silver with a little bit of patina, and it turned out like that.

It certainly beats the original…

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

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

September 2026
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