Archive for the ‘products’ Category
TouchBound changelog
Before i start I’m not sure if I’m actually going to publish change logs all the time but this one felt needed considering it affects nearly every TouchBound products:
Affected products:
- Lined Chrome Collar (version 3->4)
- Lined Chrome Cuffs (version 4->5)
- Lined Chrome Ankle Cuffs (version 3->4)
- Stuffed Ballgag (version 6->7)
- Isolation Headphones (version 2->3)
- 10 Gauge Nipple Rings (version 1->2)
- ER Chrome Collar (version 1->2)
- ER Chrome Cuffs (version 1->2)
- ER Chrome Ankle Cuffs (version 1->2)
Changes:
- Fixed a sound glitch.
- Corrected an error in the anchoring code.
- Removal of the glow synchronisation table and move to llSetLinkPrimitiveParamsFast().
- Added code for Mitten type object forced cancelling.
- Added Mitten status flags in the shared bitfield.
- Added ability to reject touches when the Mitten flags are on.
- Tidied the shared bitfield manager in a function.
The self updaters contained in those objects should request the new version automatically, if you come around any delivery bug, or general bug, do not hesitate to contact me inworld, file a bug, or leave me a message.
Some more bug squashing and teaser pictures
I haven’t posted pictures for a while now, so I thought i would add a few, the mitts have the same chain system that the wrist cuffs have, with more features, they have their own HUD for selecting textures, and they are detected as LockMeister anchor points and TouchBound targets.
I’m planning to release them at first with the animations from the shared cuff set and a manual alpha setter, also, when time allow to lightly tweak the chained poses to account for the mitts size.
If there is a demand for it I will also add a RLV enabled alpha setter (the alpha layer has to be put on manually for now.
I also discovered another bug that need to be squashed in all the products, the tp blocking when leashed is not refreshing properly which can cause issues, but also makes it behave erratically. This will be fixed before I release the mittens.
The last two bits I still have to code are the following:
- The mittens to remotely cancel touch interactions for non RLV user. For RLV users, wearing both mitts and locking them prevent you to touch or edit any objects in world. It still let you use your HUDs.
- The “safety” feature I was talking about in my earlier post so you cannot lock the mitts with biometric locks that you marked yourself. I need to come up with a comprehensive error message for this too…
For those who wonder, the TouchBound objects are … Really complex under the hood, mainly because they do a lot of background work for the user and they are all communicating with each others to keep the limb animation system synchronized, I’m trying to make them work in such a way that they are as transparent as possible for the user.
Several persons reported that the whole “clicking business” is a bit difficult to use for the average user, and i understand this problem. I’m open for suggestions on this matter if anyone think they have a solution ( one that doesn’t involve abandoning the “natural use” concept completely).
The bondage Mittens logical conundrum
I’m back to work on the TouchBound bondage mittens (or whatever the final name will be). I pretty much finalized the common code changes for all the TouchBound products that enables the special features of the bondage mittens, which means that when both wrists wear a mitten type TouchBound items, all the attachments will reject clicks from their owner :), on top of it I will add an RLV compatibility layer for those with RLV clients.
However this new feature brought an interesting little conundrum:
- If you wear the mittens locked, you cannot unlock them by yourself.
- If you locked them with biometric padlocks, only you can open them.
- As a result, you’re pretty much stuck because only you can pop the locks open and you’re the only person not allowed to interact with them.
I think I will add a safety feature to them that doesn’t allow self locking with biometric padlocks, just to be on the safe side of things.
This is taking longer than expected
I’m using GIT to keep my multiple scripts in check, to finish the paws i needed to roll a patch on all my touchbound products, well I apparently had prepared ANOTHER patch before that and it’s causing GIT to choke a little so I have to check quite a few conflicts in the script merging.
The good news is that LL introduced new bugs which I’m going to fix at the same time I’m rolling the mitts patch. So that means the black tabs of doom on the isolation headphones will be corrected. Why is there no one reporting those bugs?
The bad news is that all this is pushing me further behind my schedule and I get the feeling the paws won’t be released before November the 2nd, at which point I will be gone to visit a friend in USA.
Upcoming touchbound update
I’m nearing the completion of the code for the paw mitts, they will have a special feature that prevent the wearer to interact with touchbound products if they are on and locked. Because of this i will have to release a general update that change a couple of things in the way touchbound products interact with each others.
There shouldn’t be any breakage if you insist on using an older version but the touch blocking might be erratic.
So I highly recommend to use the update when it goes live. In term of usage it won’t change anything, it’s all “under the hood”.
Another status update, and teaser!
The meshs are done and uploaded. The paws now have their final look, now come the slow and tedious task of preparing and uploading the textures, then will come scripting.
Here is a little something to satisfy the impatients 🙂
Status update on the beta grid
I thought I would post a picture to show a bit where I’m at with the mesh paws.
- The texture look a little blurry… maybe i will bump it up a little, but i haven’t added the shadowing yet.
- I think I’m going to use plain prims for riveting otherwise it’s just using too many polygons on the mesh bits.
- SL Beta says this is 33 prims.
- I might end up using sculpts for the rings, if yes… that will make one really hybrid item, half mesh, half sculpt and half prim.
Low-res, texture test!
I finished the Unwrapping for the glove part and the buckle but there is a few things i still need to do on that one before i can get on with texturing.
Here is a little eye candy of the paw in secondlife with a temporary texture.
Texture wise, this is pretty much the final aspect, soo this is as good as it’s going to get, but I don’t think it’s looking bad at all 😀
High resolution paw pretty much done
This was fun! Now the real work can start.












