Archive for the ‘Code Stuffs’ Category
Progress on the trench lighter
All unwrapped and textured (might not be final), I ended up adding the KaisersRauch logo on the trench lighter wick cap, as a last minute addition. The body could probably take some interesting markings too.
The windshield uses an alpha mask for the vents, so I could make a few versions. The textures are only 256×512, and You might think that it is a bit too blurry, but I think it looks great.
I’ll be real, I know this isn’t what I should be working on. I’m almost done with the MiniATM update, just a couple of last minute additions before I can kick this one out.
So much on my plate… and a lot of it scares me: The latex maid dress, the skin suit, the chrome cuff set big PBR treatment & general PBR support for locks, new locks.
I’m also thinking about pushing an update for the cell furniture and lattice cage that allows to “push” someone down onto them (kinda like RLV capture, but different), and maybe some more cage ideas…
Pending MiniATM update.
I got a few interesting suggestions for the MiniATM, and so I’ve been cooking up a little update for the past couple of days. It is mostly about the debt system, really.
- Debts will now be reclaimed from the newest to the oldest, and not the other way around.
- Each debt will have additional data fields: start date, initial amount and total repaid.
- There will be a new optional feature to raise the interest rate after each new debt (to a configurable limit, obviously), rather than the fixed 1% weekly.
Other than that, I’ve messed around with that lighter model and I have an early VR version to light my cigarettes, and… apparently heat up my knives? Contacts are very fun indeed.
Come on VRChat, what are you waiting for? Let us make props already.
Also, an early concept for a 9×9 basement dungeon…
Getting near the finish line…
I’m getting near the finish line in more ways that one: The Compact Compliance Club (tentative name?) is nearing completion, but Christmas is just around the corner, which is giving me just about everything: anxiety, stress, bellyaches…
On the baton side of things, I’ve done a solid amount of work, the LOD models, animations, script, HUD, holster. I’m still hung up on the impact sounds and I still need to make the bruises for the Doodle & Strikes integration.
It’s really simple, behavior wise: When collapsed you can gesture the baton around, but you can’t hit anyone (it still does the swish sounds). If you do a hard hit (click and hold) that will deploy the baton’s extension, and from that point on you can hit people with the light and hard hits if they are in front of you. Retracting the baton, requires clicking the baton body at the moment.
The holster also keeps track of whether the baton was deployed/retracted if you use the temp attach feature (and it shows visually).
Cell Block D-5 update!
I’ve just pushed another update to the Cell Block D-5 map in VRChat!
Now you should see a pair of floating handcuffs where a cuffed player is if they have you blocked, (or if you blocked them) rather than the handcuffs teleporting to 0,0,0.
Breakthrough on the HC-03W Handcuffs for VRChat!
I spent nearly 3 days getting these to work. After much frustration and a mini stress breakdown, I ended up settling on a really crude position smoothing solution for when the cuffs are not attached to someone’s wrists (until I can come up with something better). Most of the interesting things aren’t implemented yet: Wrist position compliance (via screen blocking), audio/visual details, Cell Block Warden integration & preventing someone who has been cuffed from uncuffing themselves, but those would just get in the way of debugging.
Due to the way I’m keeping track of the cuffed person, it is probably, already world-rejoin proof, I should probably add that to the cell block cells too.
Handcuffs suspension thing, done!
New features implemented on the handcuffs!
- Option to “tighten” the cuffs after self-cuffing.
- Click helper that can be made visible and shows up in “highlight transparent”.
- Suspension animations with adjustable wrist spacing & cuff position offset.
- Time lock support (basic).
- Config to have the bracelets open or closed when in the “unequipped” position.
There are so many configuration options now…
Visuals and sounds
No sound in the video here as I’m having an issue with my screen recorder crashing when I do, so you’ll have to excuse me. FIXED
These are the sounds I’ve put together so far:
- Ratcheting sounds when the bracelets close (recording of my HC-01 handcuffs).
- A beep sequence when the LEDs come on and off (it’s like the 4th attempt at this sound now…).
- A servo-ish sound when the bracelets release.
- A single beep on lock/unlock after the lock/unlock sound.
The actual locking/unlocking sound is still the typical KDC one as I figured most people recognize this one anyway.
I also had to redo the offsets because the cuffs were actually upside down while in the back, which made the accessories look weird. But that’s a general issue with the TouchBound accessories sadly (Mitigating it a little is nice, still).
Tomorrow: Key animation, bento hand flexing, and some more config stuff (closing the bracelets when docked, or not?)
The Handcuff code is slowly falling into place
I was out of town earlier this week and the day I came back I ended up on a friend’s live stream (again). Fun, but exhausting.
I did my best to use the remaining time productively, but even now as I write this post, I still feel somewhat sick. Here is a bit of a summary of the work done on the new handcuffs, so far.
All of these use configuration cards, so that’s really on a “per avatar” basis:
- Tightness of the bracelets when the cuffs are closed.
- Wrist spacing when animated (front-cuffed only at the moment), this uses a bunch of animation variants effectively.
- A saved “position & rotation” for the front-cuffed and “unworn” state. (only read on script reset, manually moving the cuffs to a new position will be saved)
- Whether the cuffs should be visible, or hidden when in the “unworn” state. Most people will probably want them hidden, but a “nice to have”.
And those all update live, that’s kinda nice, but you do need to do this with the RLV mode disabled due to the no-edit restriction.
I ended up almost losing my mind hunting down what I assumed to be a major bug introduced during the (ongoing) PBR refresh of the system. But no, after 2 hours, it turns out the new LSL preprocessor I was using appears to have a bug that causes it to optimize out functional (and important) code.
I’ve also done some work on the VRChat version of the Cell Block D-5, and got a nice prototype of the media player. I even got my hands on some screen shaders (made by Noriben Lunch) to give each of the displays the right appearance (Trinitron aperture grid and an LCD panel… maybe the rack should also be a CRT tube… or a broken LCD?).
I am so rusty with coding…
The last two days were pretty rough, but I’m slowly getting back into code-mode. Everything I wrote yesterday was garbage and I ended up deleting it all, out of frustration.
Things got a little better today and I made some valuable improvements to the TouchBound system cosmetic functions. I now have a few sections that can properly manipulate PBR materials alongside the old materials. I also have implemented some of the cuffing system, user-facing messages, as well as configuration flags to adjust how tightly the bracelets ratchet when closed. There is also an option to have the cuffs hidden in the “uncuffed” mode and some click-routing code to make things a bit smoother and user-friendly.
No animations yet. Knowing the way I do things, it will probably be the last thing I end up doing.
Quick status update
I ended up having something like 3 recording sessions before I ended up with a chained walk sound that I was happy with. I did not want to use a stock sound, just to make my things a little more unique, and it took a while to get something that works.
Update on the Morgiana ankle shackles: the new sounds are in, the tiptoe variant has a foot-lock animation, they open & close and the ring sways to the side when you do (came up with a fancy little piece of math to limit the drift on that angle, despite the fact that the ring angle can be adjusted by the wearer). The tiptoe variant is effectively rotated 90° with a bunch of chain links going under the heel, it will be the user’s responsibility to adjust/add/remove links to fit their specific feet/body.
Furthermore, I have drafted some of the code required to give bolts a PBR-friendly appearance, but that will come in a later update (the bolts being non-PBR is not ‘that’ noticeable). Eventually the chain sound feature will also be added to other ankle cuff sets.
Unless you think I’m forgetting something very important, I guess the Morgiana ankle shackles are ready for release?





























