Monday, May 25, 2015

RLV 2.9.11

Hi !

Here is a new version of the RLV with one quick bug fix to a bug that was reported by a friend, the ability to see beacons through a blindfold. I was sure I had fixed that one, but apparently not, so here it is, sorry about that !

- fixed : We could see the beacons through the vision restrictions. Thank you Danna Pearl for the heads-up !

You can find the RLV for Windows here :

Direct download :

And the MD5 hash for the executable is :

Have fun !

Tuesday, May 19, 2015

RLV 2.9.10

Hi !

Here is the latest version of the RLV, with two long-standing bug fixes, including one I wasn't even aware of :

- fixed : For some reason we could detach a locked attachment by clicking on the cross left to the name of the object in the "Edit Outfit" window (but it would come back after a few seconds anyway). Thank you Delicia Blackheart for the heads-up !

- fixed : There was no way to view or modify your own profile directly in the viewer, due to outdated DLLs in the llplugins folder. Updated them with the ones found in the official viewer release. Thank you Keiyra Aeon for the pointers !

You can find the RLV for Windows here :

Direct download :

And the MD5 hash for the executable is :

Have fun !

Wednesday, April 22, 2015

New RealRestraint product : Deluxe Bridle addon

Hi !

The Deluxe Gag gets a new addon : the Deluxe Bridle !

It was a popular request, but also something I've been wanting to make for a while, and is aimed at all the ponygirls and boys out there who want to use their Deluxe Gags during their favorite activities !

Attention : it needs the Deluxe Gag to work, it does not do anything on its own !

Designed to operate seamlessly with the Deluxe Gag, it is an addon to it in the same sense that the Police Elbow cuffs are an addon to the Police Handcuffs. At the bare minimum, it is a leather strap around the head, and another going down the jaw and under the chin :

The jaw straps providing more support for the strap of the gag (ring, ball, bit or ball-bit).

It has three options : pony ears, pony blinders, and pony plumes (a.k.a. "feathers").

The leather ears make the pony look a little more pet-like. Very cute !

Every pony needs leather blinders, they are ideal for training :

What's more, when they are visible, the vision is restricted by the HUD blinders (provided in the box). Even better, the HUD, when visible, is locked (it cannot be detached) and non-editable (it cannot be resized or moved or made invisible). Of course, for those two features, a RLV-enabled viewer is required. Oh, and the HUD blinders change color and texture at the same time as the in-world blinders (those attached to the harness).

Finally, every show pony needs plumes. They are very useful during competitions, races etc, as they can change color at will :

And they're flexi !

As you can see, you can be a complete pony with the Deluxe Gag + its bridle addon. The Deluxe Blindfold is independent and may or may not be worn along with those two. Personally, I love blind pony training so I always wear all three parts at the same time.

The Deluxe Bridle uses the exact same textures and materials than the Deluxe Gag & Blindfold :

This means that when you use the HeadHarnessTex plugin on the Deluxe Gag, the Deluxe Bridle will change textures and tints as well. The blinders and ears are textured like the panel gag, while the front plume is textured like the ball gag and the back plume like the front faces of the leather straps. In other words, you can have your head gear colored in black and red with a red ballgag, like this :

... and texture the ball (and therefore front plume) white, by going to the HeadHarnessTex plugin of the gag, choosing "Sections", then "Ball" (it is on the second page), then "Tint", then "White" :

As you already know by having used the Deluxe Gag & Blindfold, you have many textures and tints at your disposal. When you change the texture or the tint of the gag, the bridle changes as well :

 Rustic, old western style

 Oh, ha ha.

Arrrr ! Well, it sounds more like "mmmph !"

Used along with other RealRestraint items to complement your tack, the Deluxe Bridle is the ideal way to turn you into a very pretty pony !

How to install

To make your Deluxe Bridle operate with your Deluxe Gag, you must modify the contents of the Deluxe Gag a little :

1. Rez your Deluxe Gag on the ground in front of you. Attention, rezzing over a mesh object is problematic, try to rez over a prim or over terrain. The Deluxe Gag is invisible while unlocked, so you need to highlight invisible by pressing Ctrl-Alt-T :

2. Edit your Deluxe Gag by right-clicking on it, and selecting "Edit". Do NOT select "Open", as you might make a mistake when closing it :

3. Click on the Content tab of the window that shows :

4. Delete the "*Style config" notecard by right-clicking on it and selecting "Delete". Do not delete anything else !

5. Look in the Deluxe Bridle folder in your inventory (don't close the Edit window), locate the following items : "*Style config", "Lockable_Master.harngag" and "Lockable_Token_Bridle" (that's two scripts and notecard). Select them, then drag and drop them into the Content tab of Deluxe Gag :

Wait a little and the inventory of the gag will update itself. Then you will be able to see the items you have added.

New "*Style config" notecard

New "Lockable_Master.harngag" and "Lockable_Token_Bridle" scripts.

6. Your Deluxe Gag is ready to use with its Bridle. You can close the Edit window now and pick your Deluxe Gag up. Then wear it, wear the Deluxe Bridle and its Deluxe bridle blinders HUD, and you're ready !

What you have just done is activate the link between Deluxe Gag and the Deluxe Bridle, and make sure that when you update your Deluxe Gag, the updater will give you an updated Deluxe Bridle as well. I would have made a system to automate this installation (much like the RR updaters), but believe it or not, there would be even more room for error than to do it manually. At least here you know what you're doing.

How to use

To control the visibility of each feature (ears, blinders and plumes), all you have to do is click on your gag, go to the Style plugin, and you'll notice its menu has changed, due to the fact that you replace its configuration notecard during the installation procedure (see "How to install"). It now has three more toggles : "Plume", "Ears" and "Blinders". Of course, in order to have them show, you must not only activate them on this menu, but also have the gag locked. When the gag is unlocked, nothing shows at all. The Plume and the Ears are fashion accessories mostly, but the Blinders will hide and show the HUD as well, restricting your vision.

How to resize

Resizing the Deluxe Bridle is easy, because the straps are cut into separate mesh prims that are independent from each other. At first you'll just want to resize the whole object without bothering with each strap, by wearing it and having it locked one way or another (so it is visible), then right-clicking on it and selecting "Edit" on the context menu, exactly like in Step 2 of the installation procedure. You resize an object by holding Ctrl And Shift at the same time, and moving the handles that appear.

But if you really want perfection, you'll want to edit some of the straps individually. To do this, tick the "Edit Linked Parts" checkbox on the Edit window, and click on the part you want to resize.

The parts are :

Front plume, back plume

Left ear, right ear

 Head strap

Forehead strap

 Plume holder

Left blinder, right blinder

Upper left jaw, upper right jaw

Left holder, right holder

 Chin strap

Of course you do not need to resize all of them one at a time. Only those you think could use some fitting.

You can find the RealRestraint Deluxe Bridle addon in any of the RealRestraint vendors in-world, it is Modify, No-copy and Transfer, and costs L$200 :

One location where to find a RR vendor is in Pak :

Have fun !


Tuesday, April 21, 2015

RLV 2.9.9

Hi !

Here is the latest version of the RLV, that includes the latest fixes from Linden Lab. And there are a lot ! Off the top of my head:

- Less slowdown when mesh objects pop into view
- Less bandwidth hogging (i.e. less lag)
- Context menu does not change shape anymore (this was highly annoying)

But that's only a few. And of course, there's a little fix on my side too, because the Avatar Hover Height value did not include the pelvis-to-foot distance when sent to the sim, so the offset was a little off. Fixed now, thanks to Henri.

You can find the RLV for Windows here :

Direct download :

And the MD5 hash for the executable is :

Have fun !

Wednesday, April 8, 2015

RLV 2.9.8

Hi there,

So yesterday Linden Lab has activated AIS3 on the main server channel. No big deal, except that the RLV didn't like that. At all. Inventory would not load, especially after a cache clearing. System folders would disappear, etc. So I had to work on it quick and release a new version, as well as fixing a couple other bugs along the way.

Long story short : the latest versions of the RLV before this one had the "HTTP Inventory" option unchecked in the "Develop" menu. What this did was tell the viewer "hey, continue to use the old way of managing inventory", because checking it would cause issues with the shape being modified all the time due to the avatar Z offset (which was pretty much a hack, as I explained in this post). Sometimes the shape would not come back to the Current Outfit Folder and you'd be defaulted to the standard SL shape (a.k.a. "Ruth", and you were "ruthed"). And of course everybody would see you looking like Ruth, except you. Turning "HTTP Inventory" and then relogging was the quick way to fix this.

Only, that's not possible anymore. Coincidentally, Linden Lab has released a new way of handling the avatar Z offset, also called "Avatar Hover Height", and that one does not modify the shape at all. In fact, it is superior in every sense to the old way of handling the offset with the shape. So as promised guys, this version of the RLV links the Z offset sliders to that new "Avatar Hover Height" setting (if you're really curious, it is called "AvatarHoverOffsetZ" in the debug settings), which is immediate, not hacky, has a bigger span ([-2, 2] instead of [-1, 1] (*) ), is consistent and even better, works the same way whether you're sitting or not, and whether your shape is modifiable or not.

So, here is the list of changes :

- changed : The new Avatar Hover Height feature introduced in 2.9.7 (SL release 3.7.26) is now the way the avatar's height offset is modified. Of course, this means other viewers need to implement that new feature in order to see the change on their side, but they will have to since the official SL viewer does now.
- fixed : "@setenv_daytime:-1=force" would not force the Windlight settings back to the current region settings, but only after a teleport done while "@setenv" was active (thank you Kyrah Abattoir for the heads-up).
- fixed : Choosing "wear" on an inventory item that doesn't have the target attachment point in its name, with "RestrainedLoveAllowWear" set to TRUE, would kick a locked object (that would be reattached automatically, but still). An old bug that resurfaced. Thank you Danna Pearl for the heads-up.
- fixed : Items received during the session were automatically detached when added, while they should have been allowed to stay worn.

You can find the RLV for Windows here :

Direct download :

And the MD5 hash for the executable is :

Have fun !

(*) : However the slider itself goes from -1 to +1. If you really need to go from -2 to +2, you can do it by opening the Hover Height slider and using it directly, by right-clicking on your own body and selecting "Hover Height". Both sliders are the same (they use the same value), as you will see. It's just that I could not make the navigation bar and status bar sliders bigger (due to the UI size on some screens), nor could I make them span over a bigger interval, due to the loss of precision. We can't have it all !

Thursday, March 26, 2015

RLV 2.9.7

Hi there !

As promised in the last post, here is the latest version of the RLV that contains the new avatar Z offset added by Linden Lab into the official viewer !

And also a couple fixes in a version that I had the time to release a few days ago, but didn't have the time to publish a blog post about. So let me recap the two versions in one change log here :

- added : The latest addition of the avatar hover Z offset by Linden Lab (not linked to @adjustheight yet, but able to interpret the new network message already). Right-click on yourself and select "Hover Height" on the context menu to display the new slider.
- fixed : When addattach was on, objects could be automatically detached while logging on, simply because their attachment points were locked empty too early, causing massive disruption of the outfit, since these objects could not be re-attached manually afterwards. This bug has been around for ages, but it was very difficult to reproduce.
- fixed : Maximum number of clothes per layer increased to 10 again (it was reverted down to 5 somewhere between 2.5 and now during a codebase update).

Let me remind you that the new slider (right-click on your avatar, select "Hover Height" on the context menu) works fine and its effect will be seen by any viewer that uses the same data (at the time of this writing, that's only the official SL viewer, but maybe some third party viewers were updated with, I don't know), but it won't have any visual effect for those who use a viewer that doesn't implement this code. But they will have to eventually, in the name of LL's "shared experience" requirement.

Also let me remind you that this slider is not linked to the @adjustheight RLV command yet, but will be eventually, when enough people use viewers that can understand that new Z offset.

You can find the RLV for Windows here :

Direct download :

And the MD5 hash for the executable is :

Have fun !

Wednesday, March 25, 2015

A word about avatar Z offset

Hi !

Lately Linden Lab has been working at adding a new feature to the official SL viewer : "Avatar Hover Z Offset". Or Z-offset as I find more convenient to call it.

You may be thinking "hold on, this has been in the third party viewers for ages !" and you'd be right... and wrong at the same time. Let me explain.

A few years ago, I spotted a feature that was called "avatar Z offset" in the Phoenix viewer and thought "now that is a good idea", and included it in the RLV as an enhancement, under the form of a simple slider in the navigation bar. The idea was to be able to adjust the altitude of the avatar so we'd stop hovering above the floor or sinking into it when being animated (either by attachments or by objects in-world). It was called an offset but internally, what that slider was doing was increasing the height of the bounding box of the avatar from its center. As a result, visually, when you increased the height by X, your avatar seemed to move up by X/2. It was a height increase, but in the user's point of view, it was an offset, hence the name.

It didn't take long for Henri Beauchamp to want to include that kind of feature into the RLV API so that scripts could change the offset (well height, but I'll call it offset from now on, please pardon the technical shorthand) automatically. It was very handy. The RLV command "@adjustheight" was born.

Problem is, the Z offset was nothing more than a hack, a side-effect of the rendering, initially a debug feature. LL certainly regarded it that way.

So when Linden Lab came up with the Server Side Appearance feature, the avatar Z offset one was broken completely. The old way to handle the Z offset was not compatible with the new way the avatar appearance was calculated (server-side as opposed to viewer-side in the past), and there was nothing we could do. Nyx Linden, in his free time, implemented a feature that was looking like what we had before, but in less practical : the Hover value in the avatar shape. Thank you again for that, Nyx.

This was not ideal, but it saved the feature, more or less. Henri Beauchamp came up with a way to link the @adjustheight RLV command to the new Hover slider, on the condition that the shape be modifiable, of course, and with some bizarre calculations (due to a bug that was applying the offset twice), we had something that was working more or less well. He spent a lot of time on it, and I spent a lot of time to adapt it to my RLV as well, optimizing it and trying to make it as painless as possible. It was almost as usable as the old "avatar Z offset". Thank you again for that too, Henri.

Henri never stopped nagging LL to include a proper way of modifying the altitude of the avatar, the Z offset, instead of having to rely on some weird hacks that were working 75% of the time (the sim frequently complained about not being able to solve the appearance request, when alpha layers were included in the process).

Today it paid off and LL decided to bring a solution to this, in the form of a slider ! It is even included in the official SL viewer. Thank you for that, Linden Lab !

Only... other users will see your avatar move up and down only if they are using a viewer that is compatible with this new slider. What the slider does is send a new network message to the sim saying "Hey, retain that my avatar now has an offset of X !" and the sim will notify all the other agents around that "Hey, that avatar now has an offset of X !". But if one of these bystanders uses a viewer that does not understand that new message, then nothing will happen on their side and we will not have a "shared experience" the way LL wants. This is to be expected and that user should update their viewer, and probably will eventually, but there is got to be some time when someone changes their Z offset and a friend of theirs says "well it didn't work, you are still sunk into the floor". To which the inevitable response will be "well you should update your viewer then". Or the more common alternative response known as "well it must be an SL bug".

Now why am I telling you all this ?

I have included the new Z offset into my RLV this morning, and it works well... but only if the other users around are on a viewer that can handle that new network message. For the time being, this means the official viewer, or the RLV that I have not released yet (but will in a short time, maybe today or tomorrow).

This is why I will soon release a RLV with this new feature, but not linked to @adjustheight yet. Don't get me wrong, I can't wait to link it to the RLV command ! But it is still too early. The tipping point will be when enough users will have downloaded a viewer that handles the new Z offset, and that necessarily comes through Firestorm including it into their code. As I don't work on Firestorm, I can't guarantee when this will happen, if ever.

But when that tipping point is crossed, or shortly before, I will link @adjustheight to the new Z offset and we will have a perfectly working avatar Z offset feature again, like in the good old days !

Have fun !

PS : I initially thought I had the idea to create a RLV command for the avatar Z offset, but I forgot that it was Henri who got the idea, not me. Sorry Henri, fixed now !