Progress on the Mixer code.

I got some of the basic functions I need for the “re-rezzing” of drinks (like for the vacuum system but a bit better), so they can be dropped and set on compatible surfaces (coaster… table?). I got “some” of the code to get them serialized into a tray, which, ideally would be drop-able too. So overall, good progress in 3 days.

But honestly, should I just take a break from this project and work on something “more KDC” for a while? If I’m counting this properly, between modeling, texturing and code this has been 5, maybe 6 weeks?

And this isn’t close to finished. Even if I do not release the tray at the same time, there is still all the drinks, models, and RLV functions to make.

Feel free to IM me in-world with your opinion.

Launched a new Patreon page!

I know, I already have one for KyrahGame but it’s not really related to my Second Life activities. Not guaranteed it will stay since I’ve no clue how my kind of work goes with the Patreon rules.

So here is a proper one, if you want to help and support KDC’s future.

KDC Doodle & Strikes version 5 is out!

  • ADDED: Notecard based pen configuration.
  • ADDED: Tint adjustment for bruises.
  • ADDED: “Glow in the dark” setting for pens.
  • ADDED: Glowstick Juice pen.
  • FIXED: Texture alpha mode issue on all parts.
  • FIXED: Bad settings on the “Toy Boy” torso doodle.
  • FIXED: Bad settings on the torso tally marks.

Don’t have it yet?
It’s available from the SecondLife Marketplace and from the KDC Main store.

Quick reminder that, in order to conserve scripts, only the torso pieces are equipped with the updater script, but you will receive updates for all the parts regardless.

New features for the doodle & strike are complete.

I think the new features for the doodle & strike are more or less ready.

Pens can be fully customized now: Name, description (optional), hardness, color and there is also a “glow in the dark” option šŸ˜€

I’ve also added a config option to set a tint for bruises to better match bruises to darker skins. Or non-human skins.

I’m going through a last round of tests while getting all the parts up to date.

Working on a Doodle and Strike update.

I’ve fixed a couple of bugs with it so far (which no one reported apparently šŸ˜).

I adjusted the fading formula so it follows more of a curve and remain inked for longer during the fading time. (blue == original, orange == adjusted)

I’m trying to add a more flexible system for the pen selection rather than the fixed ones that are currently in use, but I’ve scrapped my code for the 4th time today.

Busy days.

This week has been a bit rough for me, I had to leave on Monday & Tuesday for family reasons and when I came back I was an absolutely wreck and slept through my muscle aches (lets just say I ‘contributed’ with sweat).

I’ve started working on the drinks and encountered “some” level of success: Darker liquids and rounded glassware tend to work the best with this. The highball glass… not so much.

Mixmaster code demonstration, so far.

 

Not sure how this will play, I had to fiddle with codecs for a while. You can’t really “show” code any other way really.

It doesn’t detect mix/blend/ice/age yet because I’m not sure if I should treat those as a failure or as a custom drink.

Isolation Headphones update!

I forgot about this one I think. So here it is~

  • Support for time-release padlocks and accessories.
  • Improper permissions on headphones and HUD (should be proper copy/mod now).
  • Configuration flags for extra options (check the headphones inventory)
  • Simpler Hud/Headphones communication.
  • Nearly complete rewrite to use the new TouchBound codebase.

I would have added ALM materials however it makes the headphones revert to flat colors when used without ALM so I decided against it.

Finally done with the model!

This took such a long time, I’ve spent the past two days modeling and texturing the bottles (I made all the LOD models manually because the illusion is a bit too delicate for automatic LOD generation).

I wanted to post a work in progress yesterday, but I figured I could finish everything today and show the result.

And yeah… it DOES look a bit like it’s mixing detergents :3

Lots of work done & inworld test!

If the reference to Va11 Hall-A wasn’t obvious enough…

I made all the LOD models in record time!

Even without the bottles I think it looks glorious already šŸ˜€

 

Kyrah Abattoir
Creator of BDSM and fetish content in Second Life since 2004.

Seasoned 3D artist and programmer, aspiring video game creator.

September 2024
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