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.
- 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 >_<.
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.
As you all probably noticed, I took a little break from work for the past few weeks. I’d like to think that it did me some good.
I’m preparing a few updates for existing products, I don’t want to go too much into details, but a handful of items need code updates to either finally make use of new SL features, correct issues, and/or improve existing behaviors.
The lattice cage for example is due for a small update to optimize its construction a little with an improved door mesh, fix some RLV-related problems, but also add a couple of owner features to integrate them better in existing playspaces.
It hasn’t gone amazingly well so far, I appear to have some sleep/concentration issues that are making these modifications harder than they should be. I will eventually get over it, as I always do. But well this is my little explanation, ie: “I have not left SL guys.”
Completely unrelated topic, I’m told gachapons (gachas) in SecondLife are going the way of the dodos and that is great news as far as I am concerned. I assume Linden Lab was held at proverbial gunpoint for that to happen. It is unfortunate that this staple of Japanese culture has to be completely banned, but it was completely out of control.
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!
The “Quadruped assault unit” engineering team contracted KDC Industries to design the “Raider Harness Gag”, a flexible and sturdy piece of equipment to limit the potential damage caused by some of their more aggressive genetically engineered raiding units.
Long story short, they had a really bad biting problem and we designed the hardware to tame those wild beasts. The amount of drooling this gag harness causes is still an issue…
And here we are! After more than two months of work, I can proudly release this new addition to the KDC product line!
- RLV locking
- Speech garbling.
- 8 base texture colors & 8 stitching colors.
- 16 gag ball styles, 1 to 5 breathing holes, smooth, 8-ball, and a bunch more!
- Fully editable in-world (good editing experience required there).
- Drooling effect.
I’m still fleshing out the manual (distinct lack of pictures at the time of this post), but it should be complete enough for release.
I hope you’ll like all the little details as much as I enjoyed obsessively making them.
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’ve finished LOD-ing everything for the ballgag project, all the final models are uploaded (18 parts total, it’s adjustable but no one said it was gonna be easy right?) and re-assembled in SL.
I had to eyeball everything since all the parts have been angled to make them easier to scale in length.
Ignore the texture stats obviously, I have to finish up the final texture uploads, and then it’s code time!
I finished the 3 last ball designs I wanted. I know it doesn’t cover every possible desire out there, but I have to stop somewhere right?
In addition, I can always make more later if there is a demand for that.
I also started making the LOD models for the different straps, I included a picture but there isn’t a whole lot to see there really: gradually more aggressive reduction while keeping the general shape of the object alive.
Some of the social media sites I post on are getting a bit annoying with their “lewd image detection”, maybe I should start using a bright red demon skin for picture showcases :3