Archive for the ‘product updates’ Category
New Face Slapper art, and some material studies.
I figured I would update the KDC Face Slapper vendor art since I just patched it.
I’m also trying to make some cool blender metal stuff. I mean… It was cool to make but it does look pretty terrible. I’m not sure if it’s the shader looks off, the object, or both…
Now here is a funny thing… I noticed that one of my competitors (which I shall not name) copied the KDC Face Slapper’s product pitch word for word…
Dear content creator,
If you’re going to copy my products so you can peddle them at twice the original price, don’t claim that I copied your idea when mine came out 3 years before your avatar was even created.
Face Slapper updated!
I just pushed an update for the KDC Face Slapper!
- The cheek bruising effect is now color independent, you should be able to match the bruise colors to almost any skin tone and/or avatar type.
- Sounds are not hardcoded anymore, you can add/replace the ones included in the face slapper’s content folder to change them.
- A tiny little click logic bug has been fixed.
- Pre-adjusted versions for Utilizator’s M3 Venus and Venus slim are now included (You can use those as a starting point for M4 heads too).
I also cleaned up the marketplace entry a little and I’ll update the product picture to better reflect the product soon.
Avara hood hotfix
I made a mistake when I released the Avara Hood version 3, so here is another update that will restore the locking point function. I know it’s a pain to adjust and I should have checked first >_<
KDC Avara hood updated!
Small patch for the KDC Avara Hood
- The wearer is now notified when someone else changes their face plate.
- Fixed a typo error that made the hood locking point a chain target.
- Demo versions output their exact scale in the resize menu.
New project & Blindfold update
This week I started working on a new set of faceplates for the Avara hood, it’s not really there yet, but here is a little sneak peek.
In addition, the classic leather blindfold had a bug with the screen pixelation option, so I just released an update for it.
KDC Doodle & Strikes version 5 is out!
- ADDED: Notecard based pen configuration.
- ADDED: Tint adjustment for bruises.
- ADDED: “Glow in the dark” setting for pens.
- ADDED: Glowstick Juice pen.
- FIXED: Texture alpha mode issue on all parts.
- FIXED: Bad settings on the “Toy Boy” torso doodle.
- FIXED: Bad settings on the torso tally marks.
Don’t have it yet?
It’s available from the SecondLife Marketplace and from the KDC Main store.
Quick reminder that, in order to conserve scripts, only the torso pieces are equipped with the updater script, but you will receive updates for all the parts regardless.
New features for the doodle & strike are complete.
I think the new features for the doodle & strike are more or less ready.
Pens can be fully customized now: Name, description (optional), hardness, color and there is also a “glow in the dark” option š
I’ve also added a config option to set a tint for bruises to better match bruises to darker skins. Or non-human skins.
I’m going through a last round of tests while getting all the parts up to date.
Working on a Doodle and Strike update.
I’ve fixed a couple of bugs with it so far (which no one reported apparently š).
I adjusted the fading formula so it follows more of a curve and remain inked for longer during the fading time. (blue == original, orange == adjusted)
I’m trying to add a more flexible system for the pen selection rather than the fixed ones that are currently in use, but I’ve scrapped my code for the 4th time today.
Isolation Headphones update!
I forgot about this one I think. So here it is~
- Support for time-release padlocks and accessories.
- Improper permissions on headphones and HUD (should be proper copy/mod now).
- Configuration flags for extra options (check the headphones inventory)
- Simpler Hud/Headphones communication.
- Nearly complete rewrite to use the new TouchBound codebase.
I would have added ALM materials however it makes the headphones revert to flat colors when used without ALM so I decided against it.
Belated lock update
This is old, but aparently I have the memory of a goldfish.
Back when I wrote the time padlocks, I’ve also added the “click and hold” function to all the keyed padlocks… Aaaand then I forgot about it.
So now all new locks should use the new code š