Monday, November 9, 2020

RLV 2.9.28.3

Hi,

 

Here is a new version of the RLV that fixes two very annoying bugs contained in the recent versions. See for yourself :


- fixed : Sometimes all the attachments (except the locked ones) would be kicked off upon login for no apparent reason.

- fixed : Included the fix for https://jira.secondlife.com/browse/BUG-229428 (clicking on something in the Places window would scroll it down and make you click on another landmark by mistake).


Please note that the second fix is not my own, LL had it fixed months ago but the fix hasn't reached the official code yet, so I'm including it in advance. I don't really like to do that but this bug was sooo annoying.


You can download the Windows version from http://www.erestraints.com/realrestraint/

The MD5 hash for the Windows version is :
fa3da8e75af216dd4f23564ecc60c06b

The Linux and Mac versions are proposed by Chorazin at this address :
https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/


Have fun !

Marine

Friday, November 6, 2020

MdlM Latex Outfits : BoM support

Hi !


Here is a big update to the MdlM Latex Catsuits, Bodysuits and Socks & Gloves to add support for BoM ("Bakes On Mesh") !


In a nutshell

To use the BoM version of the Catsuits, Bodysuits or Socks and Gloves, you need to wear one of the provided Tattoo wearables, and to apply one of the skin shine appliers from the provided HUD, preferably the one that corresponds to the Tattoo you wore.

 

Bakes On Mesh

Before I explain what's in the update, let me try to explain a few things about Bakes On Mesh first, so you understand what you'll get and how to use it, because it is not obvious at first glance. If you already know what Bakes On Mesh is and how to use it, you can skip the part in italics.

Bakes On Mesh ("BoM"), in principle, is a set of special textures that the viewer renders differently from the usual ones. A BoM texture, when applied to a surface of an attachment, renders a part of your system body including its skin and all its wearables at the time. For example, if you apply the "upper body" BoM texture to your Maitreya upper body skin layer, then you will see your system skin top body part, plus all the wearable items you are wearing on the upper body at the time (I mean actual wearable items, not mesh objects, so for example a tattoo, an undershirt item etc). If you add or remove a wearable or change skin, the texture on the mesh body updates accordingly without you having to do anything. Think of it as a dynamic texture that the sim recalculates every time your appearance changes and that projects your system avatar onto your mesh body (and/or head) as if your mesh body was your actual avatar. A little like "media-on-a-prim" in fact.

Bakes On Mesh works well for wearables, unfortunately it does not support materials (that's the normal texture, the specular texture and the shine values). In plain English, there is no slot in an Undershirt wearable for the material textures, for example, there's only one texture (that we call "diffuse" in 3D design) and that's the one BoM manages and lets the viewer render. Normal and specular textures, however, can still be applied onto your mesh body skin layer while still keeping it BoM-active and that's the point of this update.

As the MdlM latex outfits use materials and BoM does not support materials, the solution here is to provide you with additional appliers that will replace your skin shine (but not your skin textures, which are supposed to be the Upper and Lower body BoM textures), and many Tattoo wearables that contain the diffuse textures of each latex outfit (that's 129 tattoos for the Catsuits, 129 for the Bodysuits and 252 for the Socks & Gloves, yes that's a bit much but that's what it takes).

 

What's in the update

The update contains, for each product, a new HUD called "something something skin shine appliers for BoM something something" (for example "MdlM Latex Catsuits skin shine appliers for BoM OPAQUE" for the opaque catsuits) and a bunch of Tattoo wearables, one per color. All those new wearables are contained in boxes because the Latex Outfits can be updated either with a Marketplace redelivery or with the provided updater which gives you the new product from a server in-world, and you can't include sub-folders in a box unlike in pure Marketplace products. In some cases, like the Latex Socks & Gloves Fatpack, that makes quite a lot of new boxes.


How to use

Wear one of the wearables provided in this update and the corresponding Skin Shine HUD. Click on the button of your choice to apply the corresponding shine, and if you chose the correct button the shine will match your tattoo and you will look like you are wearing the latex outfit you wanted. Easy, right ?

Wait I'll give you an example. Firstly, and most importantly, make sure your mesh body is set to "Bakes On Mesh" (on Maitreya Lara V5 that's the big "Bakes On Mesh" button in the "Skin" tab of your HUD). Notice that I'm wearing the Proud Girls, in BoM mode too (that's a switch in its Options menu) to show that they work seamlessly with the rest.

Then wear the "Catsuit Opaque - Black" Tattoo (provided you own the Opaque Catsuits, if not, replace with whatever variant and color you prefer).

This is what you see :

It's not really a catsuit yet, but we'll get there. Now wear the "MdlM Latex Catsuits skin shine appliers for BoM OPAQUE" HUD, it looks like this :

(there's a reason why there is so much empty space, as you'll see below)


Click on the rightmost button and you get this :


Aha, you can now distinguish the seams and creases, the catsuit shine is still dull though. All you have to do is manipulate the shine of your skin, and most likely the shine of your Proud Girls too. I'll do both here, setting the Glossiness and Intensity to max on my Maitreya Lara mesh body, as well as its Environment to 30 (that's three clicks on the right of the "+" button next to the "Environment" slider on the Advanced Skin Panel of the Maitreya HUD). Same for my Proud Girls, that I set to "255 30" to match (open the Proud Girls menu, go to "Layers", then "Skin shine", then write "255 30" in the text box and click "Submit") :


And now we have it, and no layer is necessary since it is all directly on the skin. Notice though that the catsuit is very sticky, it is like painted on your skin. Depending on your mesh body, you may or may not have some "BoM parts" to loosen the fit. Maitreya provides such parts, no need to demonstrate them here though, I have written a full blog post that explains a lot of things about Maitreya, including BoM and BoM parts at the end.


So, what really happened ? You have noticed that wearing the BoM version of the catsuit is done in two steps. Wear the Tattoo wearable and apply the skin shine, not necessarily in that order. And you don't have to do both if you don't want to. For example, if you only apply the skin shine without wearing the Tattoo (or you unwear the Tattoo), you will look like you are wearing a clear latex catsuit, like this :


This is, actually, almost exactly the same thing as wearing the Clear Latex Catsuit with the regular appliers, on the Tattoo layer. With the notable difference that unlike the applier version, the BoM version lets you see reflections (there's an Env Box in the room I'm in) for a more realistic look, while the applier version cannot do that because it is alpha-blended (i.e. transparent).


The skin shine

So, now that you see what it does and how to use it, let's get into the nitty-gritty stuff. It is important because you will see that this update does not merely port existing appliers to BoM, but also offers you a few new features that you can use to your advantage.

In a nutshell, every applier you see on the HUD is a stripped down version of the corresponding latex outfit applier, meaning it only applies the bump and shine to your Skin layer, but not the texture itself -- you have to do it manually by wearing the Tattoo layer of your choice. The part in bold has notable consequences.

Since it applies the latex shine to your skin layer, it replaces whatever shine was applied to it before. Usually, the factory shine (for Maitreya, that's one of the three "Material Presets Skin" buttons on the Advanced Skin Panel).

Attention : If your skin shine is custom, make sure you know how to re-apply it after you're done wearing your latex suit, because the HUD cannot do it for you.

This is not really an issue when you wear Latex Catsuits because they cover the whole body, but what about Latex Bodysuits which don't cover the legs ? Or Latex Socks or Gloves ? What happens to the exposed skin when you apply these ?

The answer is : instead of making the exposed skin dull and without shine, it replaces its existing shine with a subtle sheen. The key part is that although the shine values (glossiness, environment and shine color) are the same as the latex since it is on the same layer, the exposed skin shine is toned down a lot. In other words, when you put some environment on your latex to reflect your surroundings (if you have a reflection box or an env box around), your skin won't reflect it at all unless you crank the value to the max. Likewise, your skin will shine in a subtle way, a lot less than your latex.

Here is an example :


Medium skin shine (gloss about 200, intensity about 75%, environment 10), you see no shine on the skin, only on the latex.



Max skin shine (gloss max, intensity max, environment 30), you see a subtle shine, and even a little environment reflection on the skin, while the latex shines brightly.

 

Since there are cases where you may want to wear only a part of the latex outfit and not cover the whole body, for example when you wear only the nipple or pussy pasties in the Transparent Catsuits, or just gloves or just socks, I have included appliers to only apply the skin shine, either on your body or on your head, or both.

This allows you to have a matching skin shine over your whole body (mesh body, mesh head, Proud Girls if you want) in a seamless way. In the Socks & Gloves BoM HUD, you can even apply skin shine only to the upper or the lower body part, to match the skin shine applied by the socks or by the gloves, respectively.

I quite like this skin shine because it's subtle and allows for a slight environmental reflection (as if you were slightly wet or oiled), even on my Lelutka Origins mesh head which normally does not provide any control for environment shine. See for yourself with the Glossiness and Intensity to the max, and Environment set to 30 :



With this update, you can therefore give your skin (body and head) this new custom shine without even using the latex suits.


The HUD

As you know, the Catsuits, Bodysuits and Socks & Gloves come in 4 variants : Opaque, Sheer, Transparent and Clear, each containing around 30 colors and/or patterns. The Socks & Gloves are actually double that since you can apply the gloves and the socks separately. This is why there are a lot of Tattoos included in this update.

The Fatpack HUD contains all the buttons while the other HUDs only contain some of them, which is why some HUDs have very few buttons and a lot of empty space.

Each button contains a Maitreya applier for your skin (unlike regular Maitreya appliers, you won't get a menu asking you where to apply since it goes to your skin directly, no need to ask), and triggers the corresponding Omega applier as well, plus modifies your accessories (neck piece and shoes) if you are wearing them, except when you apply the naked skin shine. That way, clicking on a button applies to your Maitreya body if you wear one, to your Omega body if you wear one, and to your Proud Girls if you wear them and if they are set to execute Omega appliers. This HUD does not send Lolas appliers at all, since Lolas and Omega conflict for the breasts.

One thing that is important to keep in mind though is this. Unlike the Maitreya appliers that only replace the skin shine without touching the skin texture (which means you can actually use them even while not in BoM mode, if you want), the Omega appliers require to set a texture, which is the BoM one in this case. In practice, this means that when you apply to your mesh body (not Maitreya), your skin will be replaced by the BoM "textures", if not already done.

The small head button on the left applies the naked skin shine to your head through an Omega applier (obviously not a Maitreya one since Maitreya Lara has no head) so make sure your mesh head is Omega-compatible. The remark in bold above applies here too : clicking on this button will de facto turn your head BoM since it will set the head BoM texture.

Attention : I noticed that applying the skin shine to the head resets the tint of the head skin to white, at least on my Lelutka Origins (Simone 2.0). It might be a quirk with Omega or with Lelutka. I don't know if it does that on other mesh heads but that's a thing to be aware of. If you don't want to lose your skin tint, save it somewhere first.


Here is what each button does on the Catsuit and Bodysuit HUDs :

 

And here is what each button does on the Socks & Gloves HUD, which doubles the number of appliers since you have separate ones for the upper body and for the lower body. This is why each button has a separator to split it in two parts. Notice it has the head naked skin shine applier too.

Notice the two "plain" buttons (that's four appliers). The one on the left is for the opaque socks and gloves because it contains a crease near the top edge, while the one on the right is for all the non-opaque socks and gloves, not having a crease near the top edge. Of course feel free to use the one you like, just be aware of the difference between the two.

Note : The socks and gloves have a subtle shadow outside the edges to give the illusion that they are tight enough to press the skin inwards. It works quite well on the appliers, also quite well on BoM, but with BoM there is a better way to do it, by adding normals to make the surface of the skin near the edges reflect the light in a more realistic way. I tried, the effect looks better than the painted shadow, I really like it. However, the tattoos also have the painted shadow, which makes the edge doubly as dark so it doesn't look good when wearing the tattoo plus the skin shine. To remove the painted shadow from all the socks and gloves tattoos represents too much work, there are hundreds of them. So maybe one day I will, but for now the socks and gloves skin shines do not include that additional edge normal, even though I wish it did.


Tinting your suits

Since you can tint your regular suit appliers with your mesh body HUD (Maitreya V5 also offers this option, it didn't in V4), it is normal that you can tint your tattoos as well. For this reason, all the Tattoo wearables in the BoM suits are modifiable.


Using your accessories

As you know, the latex catsuits come with a neck piece and shoes, the bodysuits come with the neck piece and the socks come with the shoes. Those are also impacted by the BoM appliers (yes, I know "BoM applier" is an oxymoron but I have no better word for them) but since they are not BoM themselves, they are applied an invisible texture, and the shine to match your skin. I recommend you do not set an environment value on them though, since they are transparent they would not reflect the environment like your skin would. And it they did, it would make the reflection twice as bright anyway.


The advantages of BoM

So, now that you know how to use it and how it works, why would you want to use the BoM suits at all, you might wonder ? I'll be fair with you, I've been wondering that myself for a long time, not really seeing a point. However, it was a popular request, I kept getting messages from customers asking me why there were no BoM versions of my catsuits, and when I would make them. My answer was invariably "BoM does not support materials so there is no point". Well that's not entirely true, there are a few good points to using BoM, but only one of them really decided me to go ahead and make them, regardless of how much work it represents (and when you see the number of tattoos, you understand). So what are they ?


It makes layers unnecessary

Obviously, if you want to use a BoM catsuit, that would be primarily to dispense yourself from using additional layers. With Maitreya V5 in particular, you can then avoid wearing a layer just for the latex outfit you want to wear, since its texture and shine are on your skin instead of on a layer. This allows you to save one attachment slot (other mesh bodies may not provide that option but Maitreya now does), and to lower your complexity count.

 

It saves a layer for more latex

Well, yes, by extension you can wear more appliers since your latex suit does not take one.


It solves alpha-blending conflicts

This is a big advantage of BoM. Since the latex suit is applied to an opaque surface (your skin), there is no alpha blending conflict with other layers or with your hair anymore, even if the suit is transparent !

See for yourself :

Wearing alpha-blended rigged hair, it completely hides the applied catsuit !


Same hair but BoM catsuit, no conflict detected.


Transparent suits reflect environment

This is the one that really decided me to go ahead and make the BoM suits. If you wear an Env Box or any reflection box, you know that you can see the reflections only on an opaque catsuit or on a masked latex suit (which is not always possible to begin with), but not on an alpha-blended layer, which means the sheer, transparent and clear catsuits could not reflect your env boxes, sadly.

With BoM it is different since the shine is applied to your skin layer, which is always opaque (or at least masked) ! This means that you can finally get the dynamic reflections on your transparent catsuits !

Look at this glorious polish.


You can mix materials and textures

This is a side effect of the fact that you wear a BoM catsuit in two manual steps instead of one. You can for example wear a black fishnet catsuit and the plain catsuit applier instead of the fishnet applier. Nothing keeps you from doing that and the result you get is something you can't get with the transparent catsuit applier :

Black Net with plain catsuit shine.

Likewise, you can wear a catsuit with holes for your tits, but with a plain latex suit applier, covering your tits too but not hiding them :

Sheer Black Holes with plain catsuit shine.

Or you can even wear several tattoos :

Transparent Yellow under Black Clear.

You can't do any of these with regular appliers, although you could do the third one if you set the clear black layer to mask mode. But then you would need two layers anyway while with BoM you need zero.


The disadvantages of BoM

BoM is not the applier killer some would like it to be, there are several drawbacks that make the regular appliers still useful, and sometimes necessary depending on what you want to achieve.


It does not cover the whole neck

Obviously, the mesh body does not go as high as the neck piece, which means that if you want your catsuit or bodysuit to go as high as your jaw, you still need to wear the neck piece. Which is a problem sometimes, because as pointed above, transparent latex on the neck won't reflect the environment (because it is alpha-blended and all that). So you see your neck under it, and only half of it can reflect the environment. There is no real solution to this problem, at least not at the moment.


Painted on the skin

BoM makes the outfits (not only these latex suits) painted on your skin, that's even the whole point. This is not always desirable though, you are wearing a catsuit, not latex paint, so you might want some looseness. Typically, the latex goes under your fingernails and toenails, and you certainly don't want that. Depending on your mesh body, you can hide your nails or not (Maitreya lets you hide the fingernails but not the toenails). And depending on your mesh body, you may or may not have additional "BoM parts" that let you loosen the fit a bit. Maitreya V5 offers that capability. Of course, having to wear BoM parts kind of defeats the "save one attachment slot" advantage but at least BoM parts are not as complex as full layers.


It replaces the skin shine

Well, yeah, that's even the whole point. If you've read the whole post you already know that and what it does instead. But you may or may not like the skin shine included in the bodysuits and socks. If you don't like it, lower the glossiness but that makes your latex less shiny.


You can't combine bodysuits and socks

Since the BoM skin shine appliers apply to the skin, and since the bodysuits and the socks are different products, I could not merge the bodysuits and socks in the same applier. That option is not entirely close though, I might make some at some point but I don't know how to distribute them at the moment. So if you want to wear stockings and a bodysuit, one of them has to be a regular applier.


The skin tint also tints the suits

Since the Tattoo is part of the skin, it is also tinted the same way if your skin tint is not fully white. So keep this in mind if you want to wear a white catsuit but your avatar skin is made darker by a custom tint you've set, the white catsuit will not be so white.


How to update

Simple. Either rez the updater contained in your folder (the one that was delivered to you by the Marketplace the day you bought it) and you will get your update automatically, or request a redelivery on the Marketplace website.


Have fun !

Marine

Friday, October 23, 2020

RLV 2.9.28.2

Hi !


Here is a new version of the RLV with a few bug fixes, including a couple more "loopholes" that people told me about.

 

- fixed : A way to move the camera even while @camunlock is active (thank you Chloel3n for the heads-up).

- fixed : A way to teleport during login (thank you Svart Kjeller for the report). 

- fixed : When under @editobj=UUID (prevented from editing a particular object), we could not open the Build window either with Ctrl-B or with the Build button on the UI. It still worked with Ctrl-3. Thank you Sylkis Jenipe for the report.

- fixed : We still couldn't add an item to an attachment while sitting and restricted from sit-tping, despite the fact that the cursor was no longer blocked. It was half fixed, now it should be fully fixed.

- known issue : Clicking on a landmark in the Places window the first time after having opened it, scrolls the window down and loses the focus. This is problematic because it could lead you to TP where you didn't mean to (happens to me all the time). This bug is not an RLV one as it is present in the SL viewer too. See https://jira.secondlife.com/browse/BUG-229428).

- known issue : Moving the camera beyond the radius of a light makes that light shine brighter on surfaces which specular color is not white. This is an SL bug, not an RLV one. See https://jira.secondlife.com/browse/BUG-229436.



You can download the Windows version from http://www.erestraints.com/realrestraint/

The MD5 hash for the Windows version is :
62ef8984d5b0770f6d804eb6f981d6b9

The Linux and Mac versions are proposed by Chorazin at this address :
https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/


Have fun !

Marine

Thursday, October 22, 2020

Fourth update to the Police Collar

Hi there,


Yep, this is yet another update to the Police Collar ! After nearly two years of not touching it. This one is about adding two features to satisfy some popular requests I've gotten during this year while working on other stuff : the ability to mix the two position monitors (relative to captor and absolute) with an AND or with an OR, and the ability for the captor to zap the sub without having to click on the collar first.

These sound easy but they were tricky to implement because the former required a substantial rewrite of the monitoring code, while the latter involves a new Police Collar Remote HUD.

 

Before you read further, if don't know how to update your collar please follow these instructions :

First you need to go to one of these locations :

My Little Shop
Chorazin's store
Roper's Dark Playground
Dark Wishes


Once there, click on the updater and follow the instructions. You need to choose "REPLACE" for this one as the Zapper plugin has been cut in two and has a second slave script now, and the HUD has been added to the collar so the updater cannot provide you those changes without a replacement. Don't forget to save your times. If you do not get a "REPLACE" option, contact me (Marine Kelley) to get a manual replacement.


Position monitors mixing

Until now, if the Relative position monitor (i.e. force the sub to stay close to their captor) and the Absolute position monitor (i.e. force the sub to stay close to a fixed point in a region) were both active, the sub was punished whenever she was outside the bounds of either of these monitors. This meant that if the captor was too far from the absolute area, the sub could not be in both areas at the same time and was constantly punished, so the captor had to turn the Absolute position monitor off before taking the sub for a walk. Not really practical.

This update provides you with a new "OR" switch (or "union" switch if you're into math) that is ON by default. When ON, the monitors will motivate the sub to stay either within the Absolute area or within the Relative area (if both are active). When OFF, the monitors will make the sub stay within both areas, like before, with the risk of constantly punishing her if the areas do not intersect.

Please note that although I write "area" I mean "volume" because the distances are 3D, but you get the point. "Area" works too because most of the time we move horizontally anyway.

Here is how you turn this switch on and off. Go to the Relative Position menu and click on "OR Abs.", or go to the Absolute Position menu and click on "OR Rel.", both buttons set that same "OR" switch. You can also go from one menu to the other by clicking on "Abs. Pos..." or "Rel. Pos..." respectively, as a shortcut.


Yes, I know, this "OR" switch is technically an "AND" switch since when it is ON, the monitors punish the sub when she is outside BOTH areas at the same time. But I find it easier to call it an "OR" switch as the sub is expected to stay inside the Absolute area OR the Relative area, not necessarily both at the same time. From the captor's and the sub's points of view, the sub has to stay either in one area OR in the other in order to avoid being punished.

This is pretty much it for this new switch, but it required to rewrite a good part of the monitoring code, which led to adding a new slave script named "CheckTargetPos" which is fully in charge of the monitoring now. This was needed because the original Zapper plugin was close to memory exhaustion, and the two features contained in this update required a lot of additional code which would have made the original script explode. Hence the need for a replacement.


Police Collar Remote

This is a new object provided along with the Police collar and you will find it by clicking on the new "Get Remote" button in the Zapper plugin menu (lower left corner) :


Once you get the Police Collar Remote object, wear it and you see this HUD :


Please note : If you do not see the blue text right away, right-click on the HUD to refresh it. I don't know what causes it but it seems to be a viewer issue.

Click on "TARGET" to set the target, either "NONE", "ME" (that's you), or any of the names that appear in the target menu if you are not alone. Those are not necessarily wearers of a Police Collar, they're just the 10 people closest to you within a 30 m radius around yourself. Choose one of them who is wearing a Police Collar preferably, ideally your own sub.

Please note : The communication only goes from the remote to the collar, there is no feedback the other way around.

Once a target is set, you see their display name (or at least the printable characters in it, I know some of you guys like to include bizarre Unicode characters in your display names ; well those certainly won't show on the remote) followed by their user name. If the text is too long to fit on the 24 characters of the display, it scrolls.

The remote itself is pretty easy to understand and to use. Here is what every button does.

- TARGET : Set a new target among the people around you, or yourself, or clear the target.

- MENU : Opens the menu of the Zapper plugin of the person set as the target. If their Zapper is not active, you see either "ACTIVATE" (if the target is yourself or if the Zapper is simply switched off) or "ASK" (if the Zapper was not activated by the sub manually first).

- SWITCH : Switches the monitoring on and off. This is different from the initial activation that the sub has to do manually in order to use the Zapper, even if it looks very similar. Internally, this is treated like a temporary deactivation that allows anyone, not just the sub, to reactivate the Zapper. Of course, if the sub clicks on "DEACTIVATE" in their own Options menu, then the Zapper is totally deactivated as if it were brand new, and will have to be reactivated again. This switch is useful when you want to take your sub on a walk and don't want her monitored and punished automatically, but you still want to be able to use the Zap buttons (which are out of reach in the menu since you have to click on "ACTIVATE" first to get access) to punish them manually.

- ZAP 1 to 3 : Immediately delivers an electric shock to the sub. This is exactly like clicking on "Zap low", "medium" or "high" respectively in the Zapper menu. These buttons work whether the Zapper is switched on or off, but not if it is completely deactivated by the sub.

- Title bar : This hides and shows the HUD to make room when needed.


The HUD is Copy/No-mod/Transfer so you can pass it along if you want, but only the person holding the key to the collar can control it through the remote. Unless the key is available, in which case anyone can control it.

You do not have to set the target every time you wear the Remote, and you do not need to get a new Remote every time you log on or whatnot. Once you have gotten this Remote, you can just keep using it.

Also, please note that this remote functions only if you are in the same sim as your target, it does not do cross-sim messages.


Have fun !

Marine




Monday, October 12, 2020

Update to all the MdlM Latex outfits

Hi !


Here is an update that was long overdue !

As you may know, the Maison De La Marquise Latex Catsuits, Bodysuits and Socks+Gloves were initially made for Maitreya only. Only later were they extended to work with any Omega-capable mesh body. However, at the time, Maitreya wasn't able to change the tint of a layer nor its Environment and Intensity values, only its Glossiness value. Nevertheless, the Catsuits and Bodysuits contained an interesting accessory in the form of a neck piece, to make the outfit cover the neck as well, giving them a kinkier and classier look.

At the same time, I also added boots to the Catsuits and Socks, which means another accessory.

Those accessories (neck piece and boots) were supposed to work seamlessly with the outfits, so they imitated their capabilities, which were... limited because of Maitreya.

But in the beginning of 2020, Maitreya released Version 5 which added a whole lot of new features, including the ability to change the Environment and Intensity values of the shine on a layer, as well as tinting said layer, either the base texture or the shine, making your latex much more versatile now. So the MdlM latex accessories were lagging behind in terms of features, since they did not support those.


So after all this time, here is (finally) a standalone HUD to control the tint and shine on the accessories, to make them completely assorted with your outfits, no matter how you like your latex. Here is what it looks like :


The layout of the sliders is not random : it is designed to imitate that of the Advanced Panel of the Layers tab of the Maitreya V5 HUD. The accessories HUD is the same width, and the sliders are the same dimensions :

It is made this way so that you can easily reproduce what you see on your Maitreya V5 HUD to your MdlM Accessories HUD because the sliders are aligned. It even behaves exactly the same way (click on a slider or the color swatch, drag and release to validate). The tints are HSL instead of RGB to make it easy to reproduce Maitreya's tint as well.


Here is how to use it.

Wear either accessory or both (neck and boots, but don't wear both boots items at the same time, you would look silly) and wear your Accessory HUD. Click on the Neck button to activate or deactivate commands to the neck, same things for the shoes with the Shoes button. Here is a picture with an explanation of (almost) each button :



Everything you click on, except for the Neck, Shoes, Tex and Gloss buttons, applies the current parameters you see on your HUD, to the currently selected accessory (or accessories). If you need to repeat the parameters to an accessory you've worn after having tweaked them, just click on the "Re-apply" button. If you need to go back to default (that's Gloss 150, Intensity 100% and Environment 0, as well as Visible On and Mask Off), click on the "Default" button.

If you need to change the tint, drag and release on the color swatch and on the luminosity swatch, and tweak more finely with the six arrows.

That's pretty much it, the rest is rather self-explanatory. If you don't know what a button does, click on it to find out. You can always go back to the default parameters anyway.

Please note that the communication only goes from the HUD to the accessories, not the other way around. An accessory will not update your HUD when you wear it because it does not "talk" to the HUD, it only listens to it.

Also note that non-updated accessories will not work with this new HUD, obviously. You can still hide and show the old accessories, as well as change their mask mode, via the applier HUD that you already know. Those buttons on the applier HUD also work on the updated accessories.


How to update

Simple. Either rez the updater contained in your folder (the one that was delivered to you by the Marketplace the day you bought it) and you will get your update automatically, or request a redelivery on the Marketplace website.


Have fun !

Marine

Tuesday, October 6, 2020

Some insight into Xulabarthath

Hi there,

I don't know about you, but sometimes I feel like Xulabarthath is a bit random in his activities... I know it's not, but I have a hunch his way of "thinking" is not immediately obvious to the player, and that's an understatement. It is true that I have been voluntarily vague in the main blog post.

This is why I'd like to give a little bit if insight about how he functions and how he chooses what to do next. I don't want to spoil but I don't want people to think the AI is bogus and he just acts randomly because he really doesn't. I've heard that concern only once though, it's not like everybody feels that way, maybe I'm just getting ideas.

Also, I don't want the game rules to be too opaque. You need tools to start thinking ahead of the game and to get the monster do to you exactly what you want, after all. This sort of "meta-game" is a game in itself.

If you prefer to ignore everything about how the AI functions, I recommend you stop reading here, nobody will blame you.

But if you're curious, read on.


Needs, Responses, Activities, Level

These are the most important data that the AI uses to figure out what to do next, what I call "Activities".

The Needs are the fundamental objectives that Xulabarthath must fulfill during a session. The Responses are updated each time you click on a dialog button. When you do, the response depends on what's going on at the time. For example, if you respond positively to being pleasured, then your "pleasure" response goes up.

Needs, Responses and main Activities have the same names. You even see that in the HUD's "activities" button (the one with a clock), the first eight buttons are those exact activities. The ones below them are sub-activities, simpler bricks the activities are built with. For example, the "gag" sub-activity is used by the "Bind" activity, while the "fuck pussy" sub-activity is part of the "Pleasure" and "Abuse" activities, and so on.


There are 8 Needs/Responses/Activities :

- Pleasure : The monster pleasures you mostly by teasing or fucking your pussy until you cum. He may also fuck your ass at the same time. If he needs to penetrate you, he will take care of pleasuring you first.

- Tease : The monster hugs or pleasures you but will be careful NOT to let you cum ! He will often tease you to the brink of orgasm then leave you wanting. Hehe.

- Breed : That one is pretty straightforward, the monster will fuck your pussy until he cums and impregnates you.

- Drug : The monster will put his tentacle in your mouth and either make you suck it or he will fuck it until he cums in your mouth. He may also fuck you in the ass at the same time. If you're already drugged enough, he will fuck your pussy instead.

- Pain : The monster may spank your ass, slap your pussy (if the tentacle is close enough because he is lazy), or even electrify you (provided you're not too pregnant as the monster does not want to hurt his baby).

- Abuse : This one is all about humiliating you and using you as his fuck toy. He will make you suck him, or fuck your mouth, or fuck your pussy (in which case he won't care if you cum, and if you are being punished, he won't even bother pleasuring you before penetrating you), or even force you to go through multiple orgasms !

- Bind : There are several ways to bind you. Find a more restrictive pose, coil more tentacles around your body, gag you, blindfold you... If the session ends and you are tightly bound, the monster will decide to toy with you a little more before releasing you.

- Strangle : The left leg tentacle coils up around your neck and strangles you until you yield, or if you're gagged by a tentacle over your mouth and nose, it will suffocate you instead. This activity can be chosen by itself without being a punishment for the moment, but this may change in the future.

As you may have noticed, half of the needs (hence activities) is positive ones while the other half is more suited for punishment. This is how the monster functions too. When you need to be punished, you can be sure one of the last four activities will be chosen to correct you. "Drug" is also one of the possible punishments. Some punishments are contextual, meaning they depend on what the monster wanted to do to you, or simply on where his tentacles are at the moment. For example, if you refuse to suck his cock, he will most likely strangle you. If you refuse to open your legs, he will most likely slap your pussy.

Between two activities, the monster may withdraw some tentacles to go back to a stable state.

There are plenty of cases where things won't or can't go as expected. For example, he can't drug you if you're gagged, he won't penetrate you if your gestation is too advanced, etc. When such a case arises, he switches to some contingency plan or another. This is where the AI shines, it adapts to the situation.

To calculate the final value of a Need (hence how many times it will be chosen as an activity), the AI adds the Need to your corresponding Response, factored by your Level.

I have hinted in the main blog post that your Level influences the way your own Responses were taken into account. To keep it simple, your Level is positive if it is Lady or above, negative if it is Heathen or below. Since your Responses are multiplied by your Level, this means a negative Level will make Xulabarthath have less need for activities that you responded positively to, and more need for the ones you responded negatively to. If your Level is positive, your Responses affect the monster's Needs the way you would expect and the monster will favor doing to you things that he knows you like. This is why keeping a good standing with the monster is important :)

The exception to this is the Response you give when Xulabarthath asks you what you want to avoid (that's the third question after starting a game). Any other choice than "Nothing" means the corresponding Response is considered to be a hard limit and the monster will not choose it because it inhibits the matching Need. For example, if you chose "Suffocation", you should never be strangled during this session even if the monster has a need for it (and even if strangulation was supposed to be chosen as a punishment). This inhibition does not depend on your Level either because a hard limit is a hard limit.

 

Begging

I have been very vague in the main blog post about this feature, which may lead to it being incorrectly used or not used at all (and in software development, a feature that is not used does not exist). But to explain it, you must know about Needs and Responses so here we are.

When you click on "Beg" on the book's menu during a game (you can't beg the monster if he's not here, right ?), you are presented with a menu with 8 buttons plus "nothing". Each of these 8 buttons corresponds to a Need/Response/Activity.

If you choose one which the monster has a high Need for, then the monster will appreciate you more, otherwise he will appreciate you less. And his appreciation is actually your Level. Please note that I wrote "has", not "had". This means that if you're begging to be made love to and the "Pleasure" Need is now low because it has been soothed, the monster will be irritated that you're so needy. It doesn't matter what the "Pleasure" Need was set to initially, what matters is its value at the time you beg.

Attention, each time you beg, the corresponding Need decreases a little so you will find out that begging for the same thing repeatedly is counter-productive since eventually your Level will take a hit. Better beg once for an activity you think the monster has a Need for. To guess that needs practice but if you read the descriptions of the activities above carefully, you will learn to recognize what the monster is doing at the time. Knowing that a Need is soothed (partially or completely) only when the activity ends, this helps you know when to beg and what to beg for.

In all cases, your chosen Response is increased by begging, as if you had responded positively to a dialog. In other words, begging is your way of making the monster ask you how you respond to the activity of your choice.

 

Choosing the next activity

When Xulabarthath must choose the next activity after the previous one has ended (or he must choose the first one), he looks at all his Needs, compounded by your Responses and Level and picks one of them randomly, weighted by the values of each Need (so a higher value has more chance to be chosen than a lower one).

Then he starts the corresponding activity, plays with you and then his Need is soothed, more or less depending on what happened and how you responded. When a Need is completely soothed, no matter your Response to it, it will no longer be chosen during this session.

When all the Needs are soothed, the session ends and Xulabarthath releases you. With the notable exception of being tightly bound, which will make the monster play with you a little more, because the "bind" need gets soothed progressively during the game (meaning the monster restrains you a little more, then does other things to you, then binds you further, etc). It would make no sense to end the game right after reaching the most restrictive bondage, right ? You want to enjoy it a little, I'm sure, so he takes advantage of you for a moment while you squirm in bondage.


Templates

When you start a game with the monster (not with the babies), a template is chosen. This template simply attributes values to the needs and this is what decides what will happen during the game. Some Needs are set higher than others to ensure they have a good chance of being chosen first. Likewise, other Needs are set lower than others to ensure they have a good chance of being chosen last. For example, the "breeder" template has a low (but not null) value in Breed, meaning the monster will do all kinds of things to you before going for the jackpot.

At the time of this writing, there are only a handful of templates and the choice is completely random, it does not depend on your Level. That's weak because one of the templates will make the monster be sadistic with you, which makes no sense if you're high Level.

So I'm currently working on it and will update this section once it's done. I want to add more templates and to make the monster choose one of them depending on your Level. It will still be random, but it will be a controlled random this time. Stay tuned.


I hope with all these explanations, you will no longer believe that Xulabarthath acts randomly anymore :)

Have fun !

Marine


PS : I repeat, I use the term "AI" loosely here. Technically the monster follows complex scripts (not in the LSL sense). There are a lot of "if we're in this situation then do this, and if it fails then do that instead, and if everything fails then here is the backup solution" instructions in the behavior trees. This is really like a video game AI, it is programmed exactly the same way. It is absolutely not a "I know the girl's pleasure is low and I want to make her cum, so let's examine my options" kind of AI. Let alone a "last time I punished her for being a brat, it went well so since she is a brat right now, let's punish her again" kind of AI.

In other words, this is a procedural AI instead of a declarative AI or a learning AI (except for the Responses which are taken into account, so there is a little bit of learning here). It is however still way beyond what we can do with a functional language like LSL (or even C#, C++, Python etc), because to write this sort of AI we need a language with a structure that is adapted for it, this is the structure we call "behavior trees".

Friday, October 2, 2020

RLV 2.9.28.1

Hi there,

I have noticed two ways of cheating through the vision spheres in the latest RLV (2.9.28) so here is a version (2.9.28.1) with the hotfixes ! Yes it has been an emergency, imagine all the clever subs being able to see through non opaque blindfolds. We don't want that, do we ? ;)


You can download the Windows version from http://www.erestraints.com/realrestraint/

The MD5 hash for the Windows version is :
5ffa1fa427481e9897d5587b7865c729

The Linux and Mac versions are proposed by Chorazin at this address :
https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/


Have fun !

Marine