Archive for the ‘Code Stuffs’ Category
Finishing touches on the Vergilius set
I’ve almost finished the Vergilius elbow and thigh cuffs! Yesterday was a bit of a weird day, I decided to make a spreadsheet with all the animations currently in the system along with a full limb locking allocation table (which also outputs the required bit fields… kind of handy), but I couldn’t concentrate and kept making mistakes or duplicating entries.
I eventually got it, and it allowed me to spot a few configuration errors in some of the bondage pieces that I’m going to fix eventually.
That day ended with a massive indigestion ^_^.
Today I finished the ORM map and LOD models for the thigh cuffs and am in the process of putting everything together in-world. It is all looking great and unless a problem comes up, I should be ready for release in a couple days.
Detcord collar update!
Someone just reported a rather nasty bug on the Halloween KDC Detcord Collar, and so I have just pushed out an update that corrects it and brings a few more improvements:
- Solved a critical bug that allowed to put tape on all the points that are already locked, softlocking them.
- The collar now prevents the wearer from leashing themselves to something that would be unreachable under RLV restrictions.
- The chain restriction distance is now a little more generous.
- Prevents un-sitting from a piece of furniture after being chained to it.
- Lock breaking message were being sent to the wrong avatar UUID.
- Fixed the clock zones being slightly visible under PBR rendering.
It is now available through the Dead Realm updater.
Small Cell block D-5 update
I’ve added one of my live (web) terminals near the little table of the Cell block D-5. It does two functions at the moment:
- Visitors are listed next to their permanent serial number (if you want to role-play with those)
- It indicates uniform compliance (NONE/PARTIAL/FULL), this only works with the KDC Prisoner Uniform “regulation” version (from the box of extras).
- If the regulation uniform is detected it will automatically be configured: Serial numbers & a blue color scheme.
- The uniform color will have a random amount of wear & discoloration. For… realism? It was fun to add.
This uses the facility script system that is included in the Prisoner’s Uniform package, so this is really just an example of the kind of things you can do with it.
Someone suggested that there should also be a uniquely shaped hex key on the table, one that wouldn’t be available anywhere else. But is that a good idea?
Cell Block D-5… in Second Life?
Someone complained about Cell Block D-5 being a VRChat-only location, so I took it as a bit of an exercise to convert all the prison cell assets to PBR materials, this is the result.
It will be publicly accessible from the KDC Store elevator once I’m done with it. It is a bit of an experiment, and will be a stand-in, until I can get the “full” underground prison project to completion.
I’ve started working on a potential lock & key add-on: A key chain that can be linked to them, allowing public locks and keys to be picked up and dropped. I know 3rd party creators have already come up with creative solutions for key/lock access control, but I like this idea, and I believe it will add to the system as a whole.
Because of this I’m also reworking some parts of the lock & key system to be able to “reserve” a lock, or a key to a specific user for example.
Prison Cell Block D-5 update!
I’ve finally updated the Prison Cell Block D-5!
Nothing major, but there are some improvements and additions:
- The world has (finally) been updated to Unity 2022.3.22f1.
- Fixed the reflection probe problem at the end of the corridor.
- Fixed post processing & color grading.
- Rebuilt all the light probe groups I accidentally broke 2 years ago.
- The cell facing isolation has been upgraded to a secure observation cell with polycarbonate panels.
- All the cells have been renumbered, the lettering has been softened to blend in better.
- Door logic has been completely rewritten, rookie mistakes have been fixed, and everything now responds much faster (from 4 seconds to ~1 second for clients).
- Colliders and seats are finally disabled by default.
- An ambient droning sound fills the silence.
- Corrected the plumbing used by low and high security cells.
Added thin mattresses to the small cells for (slightly) improved living conditions.
Stunprod update, chastity belt WIP
Quick update because a few things have happened since yesterday:
A kind soul on the KDC Booth Store reported an issue with the parameter setup of the VRChat Stunprod. That is now fixed and you can download the package (version 1.2) to correct the problem (the Patreon reward has also been updated).
Someone also made me aware of a packaging/assembly error with the KDC Lined Chrome Chastity belt; There are floating chain links on points that cannot receive or send chains, making it impossible to remove them. The fix is relatively simple but it took a moment to figure out what exactly happened.
I was also considering putting out some PBR related fixes and ended up starting a full PBR refresh of the material, picture included: on the left is the original and on the right, the PBR version. Nothing fancy, that’s more or less what it would have looked like if we had decent metal rendering back then.
If I actually do this I’m gonna have to do some edits in the HUD & labia shroud code to dual-stack the two material systems, the same way I’ve done with the Stunprod.
Optimization, optimization, optimization…
Oh, boy do I love optimization… even if it is slowly killing me.
I ended up redoing the surface of the apron a good 5 or 6 times, I’m still not happy of the geometry it is giving me, but it kind of works. It currently clocks at 27000 triangles, all the pleats add so much geometry… I’ve optimized the corset lacing a bunch, but I need to remove a lot more to make it acceptable. I also modeled the collar.
During the party last weekend I’ve identified a horrible bug on the KDC MixMaster – Bartending System so expect an update for this soon as well as a slight change in how recipes are handled. (if I can wrap my head around it)
Nasty stunprod bruises…
I think I’ve got something good going on with those nasty stunprod bruises… I’ve done my best to keep them relatively simple and stylized…
They kind of look like bug bites or a weird rash or a star map sometimes…
That’s what my references looked like and so, that’s what I went for. It looks completely overkill with the maximum 8 marks per body part, but it is there as a supported maximum… not as an invitation to fill it entirely.
This might even take a while given that the prod typically can only strike about 3 to 5 times before recharge kicks in.
I wonder if those pictures will be okay for Patreon.
Inching towards the finish line!
I had a very productive night on the stun prod!
I managed to wrap up all the animations that I needed to be done for the stun prod, the code to drive them, the holster system and the Doodle & Strikes integration.
There is now 3 striking heights, 4 idle stances (those two “over the shoulder” ones are just so precious) and one medium height “threaten” animation (when you aren’t aiming at anyone) that does a little wrist flick right as the electrodes begin sparking.
What is left to do: A HUD texture, A multi-crop HUD update for this one (at this point that’s like 3 tools that would use it, isn’t that a bit much?) and one very important texture set: the electrical bruise marks for the Doodle & Strikes system. Thankfully, a friend has given me… helpful references for this :3
Sidenote, would there be some interest for a Doodle & Strikes version that support [eL] Normal Tit Kit & [eL] Big Tit Kit?
Lattice Cage prototype on VRChat!
Since I already spent the time to make metalness/roughness maps for the Lattice Cage, I figured I would dust my c# skills a little bit and try to port it to VRChat.
If you ignore… most of the TouchBound features really, I did a pretty good job in just two days.
I’m not quite ready for a release on Booth.pm, but I’ve put out a little demonstration world you can visit (with a VRChat account obviously), the world should work fine whether you use desktop or VR mode.
Be warned that being inside a cage will prevent you from escaping with the respawn function or from unlocking it, that is by design.
The locks are a little iffy-looking, but I mostly focused on the code and animation side of things. That’s something I still need to work on.