Archive for the ‘product updates’ Category

Lined Chrome Collar test release

The lined chrome collar has always been the first item to get new system features, and so I’m using it this time again. I just released an update for it than includes the latest changes & fixes.

I won’t roll it out on anything else yet, this is to see if there are any major issues I need to fix.

Lined Chrome Collar Changelog:

  1. Added the ability to lock the wearer in a sitting position when a chain is drawn to the sat-on object.
  2. Added an animation purge function & new menu layout to the RLV activator.
  3. I fixed a rare bug where normal chains could turn into suspensions after a relog.
  4. Objects that use the multi-anchor plate script can be sat on without triggering a link refresh (no more message).
  5. The wearer of a TouchBound item cannot draw chains longer than 2 meters to prevent self-suspension accidents (this doesn’t affect other avatars).

Again this is more of a pre-release than anything. But if you can give this update a look, please do and give me your opinion!

Raider harness gag update!

Small fix to the Raider Harness gag! Corrects a bug preventing the welding station from unlocking the gag if it was locked in the down position.

It only affects the core script so you can swap it out to avoid re-fitting the entire gag.

I’ve also updated the Warden Straitjacket demo and added the flat chest variant to it.

Setbacks on the bikini project

And here I thought I was being productive 😀 Turns out I’m having a few problems with the bikini project >_<

I was doing some test weight painting yesterday and after a couple of mismatched test uploads, it dawned on me that I made two huge rookie mistakes:

  • I decided to use a custom shape rather than the stock shape for my reference which causes alignment/proportion errors in-world.
  • My straps all go through a part of the leg that is designed to collapse on itself when the legs are spread, it is literally not possible for me to weight paint something to stay “above” the body in this location.

I thought about lattice-ing the mesh back in place but it wouldn’t solve the strap placement issue so I decided to try my best at re-creating it all. Not really from scratch, but close.

A few “before & after” pictures, I know it doesn’t look like much changed besides the lighting, but the straps ride quite a bit higher. I did manage to reuse the crease work that I did, I haven’t decided if I want to redo those yet.

This is going to take a little while…

I feel pretty stupid about it, it is such a waste of time and I should know better right?

KDC Prison cell update!

Prison cell update

I’m almost done with the narrow cell, so here is another prison cell update (for the full-size version) with some semi-important additions.

  • You can now configure one (or more) “master key” that can always remove the current lock on the cell door.
  • You can specify an exact range in meter for the RLV relay camera restriction option.
  • The automatic RLV camera range calculation uses the shortest cell dimension now rather than the largest.

Enjoy ^_^

Pet muzzles update

Hey everyone it’s me again with yet another update ~

This fixes the texture issues on the Classic Pet Muzzle and the Classic Wire Muzzle, it also corrects a few minor code issues and adds specular color calculation to the HUD to improve the aspect of the metallic parts.

Lattice cage update… again?

I woke up today and realized that I messed up yesterday’s lattice cage update. I was so eager to get this out of the door that I forgot to do a full check of the code I’m using on the cells.

Today’s update:

  • RLV relay communication should be 1:1 to specifications now.
  • Added a prisoner list on the lock infobox menu.
  • Added a “no-build” RLV relay restriction (optional).
  • Added an RLV teleport configuration warning.

I wish to apologize to those that already updated yesterday >_<.

Lattice cage update!

I just released a small update for the KDC Lattice Cage!

I wouldn’t call it major but I believe it brings a few important changes & improvements:

  • Secure lock: Like the KDC Prison Cell, now you can restrict the locks that will work on the cage. Useful for private/semi-private spaces.
  • Master key: You can now define one or more LockID that will always be able to unlock the cage, useful for public spaces.
  • Instruction manual links.
  • More discrete configuration reload notification using the fade text of the cage rather than llOwnerSay messages.
  • Fixed an oddly worded locking message.
  • The chains drawn from the built-in anchor points can now be drawn in either order.
  • The door now has a proper offset collision mesh and doesn’t need a hidden “door” object anymore.
  • I removed the owner/group/all use restriction as the secure lock/master key make this feature completely redundant.

As usual, this is available through the lattice cage’s updater box (you still have to teleport to the store, I know).

The Manual will be updated shortly.

KDC Prison Cell Hotfix

I’m still technically on break but some things can’t wait apparently.

I just pushed version 3 of the prison cell on the updater. It should greatly improves RLV relay compatibility.

If you don’t want to re-rez everything, just swap the “_KDC Cell Core” script, that’s the only change.

Have a good weekend everyone!

Fingerprint padlock re-release!

So yeah, it is still the Fingerprint Padlock, but I figured that given that I’ve updated its appearance, code, and product shots, I could consider this a “re-release”? The new reader is just better, and while it is pretty niche now with the keyless lock doing most of what you’d want, it is still an option, if you want one.

It’s also in 4 colors now, that’s something right? 😛

As usual, it is available from the Second Life Marketplace and the KDC Main Store (10%off!).

Default padlocks change on new purchases.

I’ve replaced the default padlocks that are normally delivered with new purchases with keyless padlocks. As I explained before, this is part of an attempt to streamline the “new user experience” with the TouchBound system.

I still have a ton of product pictures that mention the fingerprint padlock and I’ll do my best to update those over time, I doubt that this will create much confusion. We shall see.

I’ll make the keyless padlocks available for sale individually once I get around making a proper product picture for them.

Another thing I really, really, really need to do is to rewrite (again) the fingerprint padlock to be much more user-friendly.

 

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

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

April 2024
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