Archive for the ‘Code Stuffs’ Category
Finally some actual progress
I came back home mid-week… completely drained. Sorry again for dragging on with no actual progress for so long >_<
Thankfully, today was quite productive.
I have most of the code done for the heavy metal gag, including the animated bits and sounds working.
It is also completely modular, so you can actually add/remove mouthpieces, and each of them can have its own text mangling variant.
You should be able to extend the text mangling to non-Latin languages… possibly? It still uses a basic character replacement system, so that might not work so well on Chinese/Japanese…
Gag code feature creep, and more things.
I started the metal gag code, and I am working on some … kind of extendable approach, how can I explain this…
I’m effectively making the code that handles the different gag variants modular, which should make it possible to just “add” new ones later, or even create custom ones, I’m not entirely sure why I am doing this, other than reducing how much “snowflake code” having 4 different gags in one is creating.
This is also an opportunity to potentially code a bit better, go over old ways of doing things, using new functions, that sort of stuff. I thought I could wrap this up before the weekend, but that’s a little too optimistic.
Twitter appears to want a fairly large set of rights on any picture uploaded on their service, and I’m not sure that I want to give them those rights, so I’m considering adding some sort of watermarking, or maybe stop sending pictures to twitter entirely when posting updates. We’ll see.
A lot of scripting
Not much to show today, I have written a lot of code for the past two days. I have now a fully functional (but ugly as hell) coloring HUD for the prison uniform that does about everything I might need for this product in the future: base/accent textures, base/accent tint presets and manual RGB entry and the ability to change the printed label or set it to automatic.
It has more buttons than a calculator, but I got a little carried away on the number of texture options.
I don’t really regret it, but I do need to make it look a little more presentable.
Nearly done with the miniATM update
At this point it almost feels like a complete rewrite of the miniATM, sadly, most of it won’t matter for anyone but me (who has to look at the code)… oh well.
I’ve cleaned up a lot of the inconsistencies in messages, like whether L$ is before or after the value, I’ve also added a bunch of missing sanity checks on the text/number prompts, configurable clicking range (not limited to 20 meters anymore, but you’ll be able to make it larger or smaller).
I’ve also changed most of the IM commands with llRegioSayTo, so the script won’t be delayed as much in those situations.
The big feature, is the ability to use a “debt” module, when it is active, refusing a payment request will invite the person to create a debt of equal value, as with everything with the miniATM, nothing is out of the wearer’s control, but it gives more opportunities for play in my opinion (you can really just ignore it too). It also adds a dedicated menu to list active debts and for the issuer to cancel it if they so choose. Repayment is automatic if you make any payment to the person you owe a debt to.
And as I said, you can just turn it all off ^_^!
The previous week has been a bit of a mess…
I haven’t gotten a lot done, and my sleep cycle has been an absolute mess.
I did do some code to expand the miniATM features with a completely optional little “debt” system. It is almost complete, but I still have to iron out a few issues.
As you might have seen in the group notices, I also touched up the MixMaster a little, just not enough to roll out a proper feature update yet.
Working on some genital piercings…
I’m not sure how to make a tasteful picture of this 😀
Long story short, trying to adapt my current piercings to be used genitally. I know some people already do that “unofficially” but those will have the proper LM identifier and wrist binding animations. I have a working prototype for the “silver ring” style, still trying to get the U shackle style to look “right” for this, it might or might not in the end.
Where things are right now.
It took me a couple of days to finally fix that annoying bug where on relog chains could turn into suspensions if you stood in a spot that qualifies for a suspension. I’ve also given a beauty pass to the RLV activator, it uses symbols where text isn’t necessary (UTF characters really), and I tried to make the menus a bit more explicit in what they are doing.
I’ve also added to it a” function to stop all currently playing animations, this can break stuff (but not TouchBound products because of the TB animation manager), but it can also be helpful.
I’ve also added a safety feature that prevents the wearer of a TouchBound item from chaining themselves to an object further than ~2 meters away. This might be seen as a downgrade, but the main reason is to spare you the embarrassment of chaining yourself to a chaining point that you cannot reach anymore as soon as RLV kicks in. It will only affect the wearer obviously, and people playing with you won’t be affected by this restriction.
Mid-march code madness
I haven’t died! I merely took a break.
I’m easing back into work mode with some work on the TouchBound core code, fixing some bugs, and adding small quality of life features, I might be on this the entire week as I’ve left the issues/feature request pile up for a long time.
I haven’t yet decided what will be the next product either.
The padded cell is almost ready to go!
I’m almost done with the padded cell project! All the creasing is done, and it makes everything looks 1000% better in my opinion. I still need to fix a few issues, such as the new anchors having the wrong mesh orientation and the script is getting a bit confused by it.
The new customization menu is really simple with a section for the door label, a handful of color presets for all the parts, and you can choose between creased and uncreased normal maps. If you don’t have materials enabled in your viewer it won’t do anything and… well… it’s 2022! You should be getting on with the program 😛
I might add a menu section with a few common sets of specular properties for the padding, but I know most people are going to tweak to their liking anyway.
Bikini HUD pretty much complete
The Bikini HUD is almost complete, I wanted to post earlier but I had nothing that I could really showcase.
You can see the options on the attached pictures, it uses my usual “preset script” for colors, and all the menus support multiple pages of options if you really need it as well as RGB entry.
I’ve added one last feature to the material preset system to have, or not have a fine “noise” in the specular map to simulate fabrics like cotton and lycra, or to go for a smooth specular map for things like latex.
I’m including a handful of fun texture options for the panels & the straps.