Archive for the ‘product updates’ Category
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.
Prison Cell Block D-5 update!
I’ve just pushed a major update to the Cell block D-5 map on VRChat!
Changes:
- Script rewrite, again. It shouldn’t change much, but there is less networked scripts overall.
- Lowered light map resolution, I see no difference personally, but this pushes the map back under the 30Mb mark.
- Added a bit of a “guard post” next to the isolation cell, just a table with a couple stools.
- Every instance now has a Warden! Most of the time it will be the instance owner, but in public and group instances, someone else will be selected.
- The name of the warden is displayed on the wall near the guard post.
- The Warden has the ability to lock and unlock doors, locked doors cannot be open by any means.
- You cannot use the respawn menu option to escape cells anymore unless you are the Warden (soft-locking prevention).
- Everyone spawns in the corridor by default now rather than inside a random cell.
- Experimental Multi-language support (English, Chinese, Japanese, Korean).
Important fix for the MixMaster!
I just released an important fix for the MixMaster, you should get it as soon as possible!
It turns out that the way I wrote the timing system for drink mixing led to progressively worse and worse timing, the longer the machine was rezzed, until it eventually would completely skip the “mix” stage, leading to a lot of failed drinks.
I am deeply sorry to everyone that ended up frustrated by the bartending system as a result. The update is live, you should be able to get it with your update box. If not, Marketplace buyers can request a re-delivery. Otherwise, DM me and I’ll send it to you.
Chastity belt update
I want to thank whoever messed with the strawpoll, I guess next time I’ll stick to Patreon for those?
Anyway, I made an executive decision and decided to go with the “hotfix first” option, here is a summary of v17:
- Fixed the lingering particle system issue caused by a packaging bug in the previous update.
- PBR hotfix: Click points should now be completely invisible on PBR clients.
- Lockbreaking notifications should now be sent to the right avatar UUID.
- Added a safety check to prevent leashing to unreachable objects under RLV.
- Added the sit-lock feature, which prevents unseating when chained while sitting.
- I’ve also replaced the clickers again with optimized mesh versions (we’re down to 39LI).
The updater should notify you soon enough, you all know the process by now ^^.
I also want to apologize for taking so long to bring those features up on the belt, I did not realize it had been this long.
KDC Lattice cage (for VRChat) update!
I’ve just pushed an update to the KDC Lattice Cage (v3) for VRChat.
What has changed:
- Fixed a bug that caused the hatch to remain stuck open.
- Re-exported all models to proper 1:1 scale (instead of 100x scale…).
- Replaced all main colliders with simple cubes (for ease of editing).
You can get the update from your library page on booth, you should be able to install it over the previous version without breaking anything.
EDIT
I’ve also updated the Prisoner Shackles while I was at it, added Modular Avatar support and cleaned up the licensing.
Lattice Cage update to version 8!
A Lattice Cage update in 2024? It is more likely than you think.
Initially this was going to be a quick little patch to add Heavy-Duty Padlock support to the Lattice Cage, since I’ve added these to the Prison Cell there was no reason not to.
It ended up being a bit more of an in-depth update as I had to slightly modify the locking mechanism to accommodate for a much larger lock, I doubled up the locking bar and extended the part that is attached to the door, no texture change.
After that was done, I figured I would also throw a PBR compatible material set and new lossless normal maps. If you are not using a PBR viewer, fear not, it will look exactly the same as it did before.
You can get the update by wearing the “update box” at the KDC Main Store. I thoroughly tested this release but do message me if you encounter any bug.
Avara Hood: The styling update.
It is me again, with yet another Avara Hood update! (please don’t hate me…)
This update is part of the bigger push I’ve done to modernize and unify my blindfold effect, you’ve seen it with the classic leather blindfold, well it’s now the same effect with the Avara Hood.
The other big improvement is that I’ve finally implemented a change in how style cards work that makes the styling menu a lot easier to navigate, and a lot faster too.
Hood styles are now stored in pairs, as about 2/3rd of them have a matching inverted pair, you now have a dedicated button that inverts the currently active style. And for styles that don’t have an inverted version? Well it doesn’t do anything.
I’ve also changed menu traversal, so it requires fewer clicks to go around between categories and sub-categories.
All of this also means there is about 1/3 less style cards the script has to parse, which speeds up rebuilding the menu, and leave room for… More styles to come, I have a few ideas.
Because the new style card format is not compatible with the new hood, the new updated cards start with “skin2” and the old ones with “skin”. The new hood ignores the old cards, and the old hood one ignores the new cards… perfect, right?
Only those aren’t served by the updater… right, because I did not anticipate that it would ever be needed. I’ve already issued an automatic re-delivery for the marketplace purchases of the Malefica and Halloween Ghoul add-ons (If you got it from Patreon, you should go get the update from the gift terminal). For the in-world store on the other hand, I’m going to have to do this manually, so please IM me if I somehow forget to send them to you!
Iron Grip gag: the animation update
I’ve redone the base animation set for the Iron Grip gag from scratch, and added two alternate sets.
You can now configure which animation set it should use and create new ones (from your animations, or mix and matching).
Hopefully this should solve the biggest feedback issue I had on this item, and maximize the number of mesh heads it can be used with.
Classic Leather Blindfold Update!
The Classic leather blindfold update is out!
What is new:
- I removed the RLV implementation config card. As it is not needed any more (just on/off now)
- I also removed the RLV blindness fog color config card (the color of the root object determinate the color of the fog effect)
- Up/Down positions are now saved in LSD storage and won’t be lost to a script reset.
- Improved blindness effect, it should be consistent under all up-to-date RLV clients.
- Trimmed down the object complexity with box-shaped eyepiece click helpers.
The configuration flags have been renamed for consistency with other products, check the updated manual for details.
November update round!
I hope everyone had a wonderful Halloween season, Here is some product updates!
Vermilion set
This update brings the entire set up-to-date with the current codebase, suspension poses for the thigh and elbow cuffs, RLV activator 2.5, suspension bug fixes, locked sitting, etc…
Misc updates
Patch to a handful of wrist-cuff sets that were missing some of their animations and had incorrect limb tables for some of them, not a critical update but I figured I would push it out anyway.
I’ve also updated the Tasanee collar, updated features like the rest but also a small HUD bug fix (the back ring would not get colored when selecting a metal color) and I also replaced the back ring mesh by one that is easier to click, removing the need for a dedicated clicker prim there.