The KDC 10gauge Nose Shackle is out!
I tend to say this everytime, but this took longer than expected. I ended up re-doing all the low LOD models yesterday and ended up shaving off ~1000 complexity, yay!
This design is based on the kind of shackle fastener used to mend steel chains together. Now available in silver plated, hardened steel wire.
Ideal if you want a fairly invasive looking nose piercing that just begs to be tugged on.
Enjoy your new life as a slave or human cattle 😛
- Locks with the ring opening tool (provided) and support all the regular padlocks & accessories on the leashing ring.
- Comes in 3 shackle length: normal, XL and XS.
- The leashing feature also includes the (optional) “ow stop pulling me!” facial animation.
- Piercing weights are included like with the other ring sets.
As usual, you can find it at the KDC Main store, or the SecondLife Marketplace. Enjoy!
Alternate shackle sizes
I’ve finished debugging, testing, re-testing, re-debugging, and so on. This is as good as it is going to get code-wise.
So here are more pictures:
- On top of the “light” version (cannot be padlocked or chained) I’ve added two variants with a shorter and longer shackle (called XS and XL) to offer more adjustment flexibility.
- I haven’t really shown a good shot of what the captive ring indents ended up looking like, pretty crisp for what it is.
- XL + a tag plate, and while they are smaller than on other items, it’s still ridiculously cumbersome. I guess it works if you don’t plan on having a formal diner that day.
(But you don’t, since you eat your food from a bowl on the floor, right? :P)
Update on the nose shackle and code review.
I am more or less done with the nose shackle code, so I figured I would give a long hard look at some of the TouchBound core code to see what could potentially be improved.
I have found a handful of small little issues that I’m going to correct, I know this is probably not something anyone cares about, but here is what I’ve found and fixed:
- Some of my timer threads would end timer processing before other threads had a chance to run, this causes the animation watchdog to stop running during a suspension.
- Lock “pins” wouldn’t reset to hidden on script reset.
- Some messages still used llInstantMessage rather than llRegionSayTo (causing some delay).
- I MIGHT have greatly improved memory & script time of the animation watchdog.
- I removed some message arguments I don’t use anymore.
- I was accidentally loading some lists in the module script that… aren’t actually used there.
- A few functions were passing sounds around that are already the default one.
I’m tempted to merge all of this into the master branch right now but I’m afraid of introducing bugs -_-.
In world test already!
The ring weld ended up barely visible, but I might be able to accentuate it some more. All the models are hand LODed: 1018 complexity so far.
My friend Noshi posed for that picture, since he has the better nose 😛
Important hotfix for the nose & nipple rings
Somehow I managed to push the last major update without stumbling on this one…
This update corrects and important bug that prevents removing time-release padlocks when their time has run out!
(This bug ONLY applies to time-release padlocks!)
A new week, a new project.
Finally creating something new for the TouchBound piercing line. It’s an idea I’ve had in my sketchbook for a while now.
The idea is that it uses a “triple” piercing (nostril, septum, nostril) and is secured by some kind of “reverse captive bead” system, with small rings on either side of the nose, gripping into the main bar.
It took a few iterations to come up with a “captive ring” design that works (the nose being in the way).
There is also a modeling accident on the loose ring that looks a bit like a welding mark, I’m probably going to keep it.
Industrial pipe kit script update!
- Fixes a timer bug in toggle shaft valves & toggle gearbox valves.
- Adds one-time owner report on shaft position (for configuring/min maxes).
- Ensure that gearboxes & shafts prims have been found before touching them.
Marketplace: Use the auto-redelivery.
In-world: Pester me in IM 🙂
Gitlab
LockMeister plugin for AVsitter2
I’m surprised, with all the documentations I have for LockMeister on the lsl wiki that no one ported the example code to AVsitter already.
If you are already familiar with the lockguard plugin, configuring this one should be almost identical.
Github PR (It might end up merged/closed but I don’t know how long that’s gonna take)
The Industrial Pipe Kit is released!
It is finally out! 3 months of my life I’ll never get back. (I can’t wait to actually USE it in my sim however!)
- All custom hand-made LOD models, for a crumple-free experience!
- Extremely low texture usage with an emphasis on reuse (all the textures are included and full-perm)
- “Slip-on” flange system! A lot less precision required.
- A good selection of turns in 45, 90 and 180° in 3 different turn radius as well as S-bends.
- A big selection of pipe valves from tiny to gigantic.
- Support frames! Because pipes don’t float.
- Click & drag valve scripts (but also a simple on/off alternative, scripts are opensource too)
This kit is tint & texture friendly: Many parts have as many as 8 individualy texturable sections.
Before you get the kit, check out the Manual, for a breakdown of the content.
Land Impact: 0.5 to 5 per part.
Complexity: 274 to 1237 per part.
As usual, you can get it from the SecondLife Marketplace or from the KDC Main Store (and cheaper too!)
Enjoy!
More polishing?
I’ve spent almost the entire day on the valve code, trying to get it as user friendly as possible. It is such a collosal waste of time 😀
- Analog mode (click and drag that nobody ever use in SL)
- On/Off mode (just click to open/close a valve fully)
- Distance detection (‘too far away’ kind of deal)
- Gearbox texture sliding (for the “gear window”).
- Threaded shafts go up/down.
I also re-uploaded some of the wheels that weren’t +Z oriented, so the script doesn’t need a “valve axis” configuration.