Hello there,
This is an urgent release due to two crashes that occurred in some conditions in the 1.20 version, including one that could become a crash loop on login. So if you are annoyed by some unexplainable crashes, that you didn't experience before 1.20, you may want to download this one.
- fixed : crash to desktop when hearing chat from an unrezzed avatar while under @shownames (bug introduced in 1.20).
- fixed : crash to desktop when forcing an object to be detached then locking its attach point right away, which would trigger an infinite loop (introduced in 1.20).
- fixed : OOC exception to the redirection was not working all the time (thanks Moss Hastings).
- fixed : a cheat around @shownames (thanks Jolene Tatham).
Grab it here :
http://www.erestraint.com/realrestraint
The hash for the Windows zip file is :
84385495bdfca02df6f8d2fcffd65c54
Have fun !
Marine
Tuesday, August 11, 2009
Thursday, August 6, 2009
RR Tutorial : Struggling
Hi, this tutorial is about what is called "the struggling game"... in other words, how to get the hell out of these cuffs you inadvertantly locked on yourself without checking you had the key.
So you're stuck there, hands behind your back, keys far far away from you, you absolutely need to get out and you definitely don't want to cheat (or can't, if you're using the RLV). How to do this ? Well as with many restraints in real life, if you're nimble enough you can try to struggle out. It takes time and it is not guaranteed to work, but at least you have a slight chance.
To struggle out, you need to play a little game of logic and memory. The goal is to guess a sequence of moves, by trial and error. The more errors the longer it takes to get out. You have noticed that the menu changes when you're locked and you don't have the keys, or when you have them but a timer is running. This is what we called "reduced access". You have access to your restraint but can only do a few things. And you certainly can't unlock them. This "reduced menu" shows in particular "Tug", "Squirm", "Struggle" and "Examine" buttons. What are these ?
They are called "moves", or "tries", and are the necessary steps to take, in the right order, to achieve freedom. Let me try to explain how it works, internally. Imagine a random sequence of letters A, B and C, knowing that :
- There are always the same number of letters on this restraint (more than 20, but it depends on the restraint)
- There are always the same amount of A
- There are always the same amount of B
- There are always the same amount of C
- The amounts of A, B and C are always different (there are more C than B, and more B than A)
Now, imagine that A means "Tug", B means "Squirm" and C means "Struggle". The question is, what is the first letter of the sequence ? If you think it is A, press "Tug", if you think it is B, press "Squirm", and if you think it is C press "Struggle". Of course you may argue that you don't have a clue since it is random. Well not totally random, as I said there are more C than B, and more B than A, but that's all you know for the moment. Let's press "Struggle". If the first letter of the sequence is C, then it goes away, and the restraint says "blah blah feels s/he's making progress". Otherwise the letter stays there and the restraint says "blah blah struggles fiercely in his/her restraint, to no avail.", and you know the next move is either A or B, but not C.
For example, let's say the internal sequence is CBACBB. You don't know this, of course. You press "Struggle", and the first letter is C, so it matches, and the C goes away. The sequence becomes BACBB (one less, you get closer from freedom). Let's say you now press "Tug". As the first letter of the sequence is not A, you just waste your try and the sequence does not move. You now know that the next letter is either B or C, since A failed. You press "Squirm", betting on B. And you are right again, the first letter of the sequence is B indeed, and it goes away. The sequence becomes ACBB, and you're even closer from freedom. Once the sequence is entirely depleted, you're free !
As you keep "making progress" (in other words guessing the right letters and making them go away), you slowly proceed to getting loose, the restraint even shows it on its menu : "locked and very secure", "locked and secure", "locked", "locked but getting loose" and "locked but almost escaped". Sounds easy, right ? All you have to do is to try the moves randomly and eventually you'll get out ?
Wrong. You have only so many "tries" before running out of energy and deciding to give up for a moment, exhausted. Typically you have like 10 more tries than the number of moves to find (hence about 30 tries). When you run out of tries you're stuck, no matter how close to freedom you are. But you aren't stuck forever, you will slowly recover tries as time passes... When you recover a try your restraint says something like "blah blah gathers what's left of his/her energy to fight his/her restraint some more...".
The rate at which tries come back and allow you to struggle further depends on several factors :
- The closer from freedom you are, the faster they come
- The more failures you had in a row before running out of tries, the longer it takes
- You cannot recover more than 2 tries in succession before trying to struggle out again, to prevent you from just camp somewhere waiting for energy to come back; you have to participate to your own escape of course
Before you start wondering if you suck at this game because you have depleted all your tries and did not make much progress, just know that it is very hard to struggle out from your restraints without running out of tries first. Some people can do it sometimes, but they are very well trained at this game. 99 times out of 100 you will have to wait to recover, and it takes hours. Just like in real life !
But you know what ? We have only scratched the surface here. There is more to know about the struggling game ! Let me explain what "Examine" does...
When you press "Examine", the restraint will give you a clue about what is to come. It will tell you what one of the next three moves is, with a slightly more important chance that it will be the next move, or will plainly tell you nothing. If you "Examine" once, it does not cost you anything, provided that you try a move after that (not another "Examine", or it would cost you a try). And if you fail that move, it costs you 2 tries instead of one ! You cannot "Examine" over and over again, it just costs you tries for nothing because it just tells you nothing anymore, you have to actually struggle again first.
Wait, there is more ! Usual restraints like police handcuffs tend to be rather plain and predictable... In other words, a move has a good chance to be followed by the same one. Such a sequence would look like CCCBBACCBAAACC... Stronger restraints like shackles (designed to keep captives restrained for a long time) are much trickier and their sequence is fuzzier, like CBABCCABACCBCAB.
Want more info ? You already know that different kinds of restraints have different strengths. Some are tighter, some are stronger, some are easy to struggle out from, some are nightmares. For instance, it is much easier to push a ballgag out than to remove a collar ! Strength and tightness influence the rate at which you recover tries, how fuzzy the sequence is, the number of moves to make and the efficiency of the "Examine" button.
Complicated ? I know... You basically know everything there is to know, in theory. Now it is time to practice ! With all you've learnt, how long will it take to struggle out of your cuffs ? There is only one way to know, right ?
Have fun,
Marine
So you're stuck there, hands behind your back, keys far far away from you, you absolutely need to get out and you definitely don't want to cheat (or can't, if you're using the RLV). How to do this ? Well as with many restraints in real life, if you're nimble enough you can try to struggle out. It takes time and it is not guaranteed to work, but at least you have a slight chance.
To struggle out, you need to play a little game of logic and memory. The goal is to guess a sequence of moves, by trial and error. The more errors the longer it takes to get out. You have noticed that the menu changes when you're locked and you don't have the keys, or when you have them but a timer is running. This is what we called "reduced access". You have access to your restraint but can only do a few things. And you certainly can't unlock them. This "reduced menu" shows in particular "Tug", "Squirm", "Struggle" and "Examine" buttons. What are these ?
They are called "moves", or "tries", and are the necessary steps to take, in the right order, to achieve freedom. Let me try to explain how it works, internally. Imagine a random sequence of letters A, B and C, knowing that :
- There are always the same number of letters on this restraint (more than 20, but it depends on the restraint)
- There are always the same amount of A
- There are always the same amount of B
- There are always the same amount of C
- The amounts of A, B and C are always different (there are more C than B, and more B than A)
Now, imagine that A means "Tug", B means "Squirm" and C means "Struggle". The question is, what is the first letter of the sequence ? If you think it is A, press "Tug", if you think it is B, press "Squirm", and if you think it is C press "Struggle". Of course you may argue that you don't have a clue since it is random. Well not totally random, as I said there are more C than B, and more B than A, but that's all you know for the moment. Let's press "Struggle". If the first letter of the sequence is C, then it goes away, and the restraint says "blah blah feels s/he's making progress". Otherwise the letter stays there and the restraint says "blah blah struggles fiercely in his/her restraint, to no avail.", and you know the next move is either A or B, but not C.
For example, let's say the internal sequence is CBACBB. You don't know this, of course. You press "Struggle", and the first letter is C, so it matches, and the C goes away. The sequence becomes BACBB (one less, you get closer from freedom). Let's say you now press "Tug". As the first letter of the sequence is not A, you just waste your try and the sequence does not move. You now know that the next letter is either B or C, since A failed. You press "Squirm", betting on B. And you are right again, the first letter of the sequence is B indeed, and it goes away. The sequence becomes ACBB, and you're even closer from freedom. Once the sequence is entirely depleted, you're free !
As you keep "making progress" (in other words guessing the right letters and making them go away), you slowly proceed to getting loose, the restraint even shows it on its menu : "locked and very secure", "locked and secure", "locked", "locked but getting loose" and "locked but almost escaped". Sounds easy, right ? All you have to do is to try the moves randomly and eventually you'll get out ?
Wrong. You have only so many "tries" before running out of energy and deciding to give up for a moment, exhausted. Typically you have like 10 more tries than the number of moves to find (hence about 30 tries). When you run out of tries you're stuck, no matter how close to freedom you are. But you aren't stuck forever, you will slowly recover tries as time passes... When you recover a try your restraint says something like "blah blah gathers what's left of his/her energy to fight his/her restraint some more...".
The rate at which tries come back and allow you to struggle further depends on several factors :
- The closer from freedom you are, the faster they come
- The more failures you had in a row before running out of tries, the longer it takes
- You cannot recover more than 2 tries in succession before trying to struggle out again, to prevent you from just camp somewhere waiting for energy to come back; you have to participate to your own escape of course
Before you start wondering if you suck at this game because you have depleted all your tries and did not make much progress, just know that it is very hard to struggle out from your restraints without running out of tries first. Some people can do it sometimes, but they are very well trained at this game. 99 times out of 100 you will have to wait to recover, and it takes hours. Just like in real life !
But you know what ? We have only scratched the surface here. There is more to know about the struggling game ! Let me explain what "Examine" does...
When you press "Examine", the restraint will give you a clue about what is to come. It will tell you what one of the next three moves is, with a slightly more important chance that it will be the next move, or will plainly tell you nothing. If you "Examine" once, it does not cost you anything, provided that you try a move after that (not another "Examine", or it would cost you a try). And if you fail that move, it costs you 2 tries instead of one ! You cannot "Examine" over and over again, it just costs you tries for nothing because it just tells you nothing anymore, you have to actually struggle again first.
Wait, there is more ! Usual restraints like police handcuffs tend to be rather plain and predictable... In other words, a move has a good chance to be followed by the same one. Such a sequence would look like CCCBBACCBAAACC... Stronger restraints like shackles (designed to keep captives restrained for a long time) are much trickier and their sequence is fuzzier, like CBABCCABACCBCAB.
Want more info ? You already know that different kinds of restraints have different strengths. Some are tighter, some are stronger, some are easy to struggle out from, some are nightmares. For instance, it is much easier to push a ballgag out than to remove a collar ! Strength and tightness influence the rate at which you recover tries, how fuzzy the sequence is, the number of moves to make and the efficiency of the "Examine" button.
Complicated ? I know... You basically know everything there is to know, in theory. Now it is time to practice ! With all you've learnt, how long will it take to struggle out of your cuffs ? There is only one way to know, right ?
Have fun,
Marine
RR Tutorial : Timers
Hello and welcome back to this series of RealRestraint tutorials. Today we are going to talk about timers. I assume you have read the "Locking" tutorial first, if you haven't please do so now, you'll need it to understand what I'm going to talk about here.
So what if you lock your friend up after a lost bet, but you're not sure you'll be there when she needs to be released (notice I didn't say "when she wants to be released") ? Timers are your friends in this instance. Remember these "No timer", "+30 mn" and "+3 h" buttons on the second page of the menu ? Before I start explaining what these buttons do, let me expose what a timer means, in the first place.
By default, when a restraint is locked after being unlocked, it is meant to stay locked until "the end of time". Or "until the keyholder wishes to unlock it", whichever comes first. In other words it has no timer by default, or rather an infinite timer. But when you start adding time, the timer suddenly becomes zero, then is immediately increased by the time you specified. And as time passes, the timer decreases as well, slowly, down to zero. When it reaches zero, the captive gets her key back and she is able to unlock herself. Until then the key is just out of her reach.
Now, you may have noticed that the menu always shows two timers, not one. Well it's simple, the first one goes up, it is the time you have spent restrained so far. The second one goes down, it is the time you are going to stay restrained. Easy. And a third one shows the longest time you have stayed restrained, just so that you can gloat to your friends. Hehe.
So let's go back to your locked up bet-loser friend. She can't do anything with her cuffs besides struggling (more on that in another tutorial). She cannot add time because no timer is set, meaning she's on an infinite timer. If she could add time she could free herself in half an hour, which would be too easy. She cannot do anything, and she wants her key back so she can unlock herself here and now. If you left the key on, she could be able to unlock herself indeed.
But instead you click on her cuffs and go to the second page with "More...". Let's say you want to be a bit nasty with her and trick her, so you just press "+30 mn". What happens ? The cuff says that 30 minutes have been added to its timer, and that it is now going to stay locked for 0:30:0, that's 30 minutes in total. So far so good. Your friend grins because she thinks you're a softie. Half an hour only, pshaw !
This particular timer counts online time only (not all do that, for instance the RL Timer plugin counts time regardless of online status). This means that your friend is going to have to bear half an hour bound there. She can of course go AFK, but that's half an hour during which she is not going to go anywhere. Even if she logs off in the middle, she won't be magically released when she comes back one hour later. Her cuffs will stay on for half an hour because you decided so.
But this little pest is still grinning, obviously taunting you. It would be a good time to gag her, perhaps. Because... you press "+30 mn" again. What happens now ? The cuff says that it added yet another 30 minutes, pushing the time up to one hour. She is not grinning anymore, she's now glaring at you ! Poor girl. Of course she has little say in this.
What about the key ? Obviously she wants her key back, one hour may feel a bit long for her. Well let's give her the key back ! You press "Leave Keys" on the first page of the menu. What can she do now ? Can she just take the key and unlock herself ? Not at all. The key sits there, for all to see and use, but she is powerless to use it herself. All that she can do is struggle, and add time herself ! She couldn't add time before, until you added time yourself.
Now it is time to show her who's in control. You take the key back by pressing the "Take Keys" button, once again granting yourself the right to access her cuffs, and nobody else, then you go to the second page and press the "+3 h" button. Immediately her glaring look transforms into a pleading look, surely you can't leave her bound for 4 hours ! Can you ?
Yes you can, and you do. You don't log off, but you wander outside while knowing your friend is safe and secure in your house. Sometimes you check on her, sometimes you go AFK to do some RL chores, and eventually the timer expires. When it does you get a message from the cuffs saying that the time is up and that your friend got her key back and is now able to unlock herself. She can, because she's now granted "full access" again (she has her key, and is under no timer).
And she frees herself so... perhaps now is the time to... uh... run... quickly !
Marine
PS : I know someone who stayed more than 1800 hours straight in restraints. That's like 4 hours a day, everyday, for more than a year. You can try to beat her score. Hehe.
So what if you lock your friend up after a lost bet, but you're not sure you'll be there when she needs to be released (notice I didn't say "when she wants to be released") ? Timers are your friends in this instance. Remember these "No timer", "+30 mn" and "+3 h" buttons on the second page of the menu ? Before I start explaining what these buttons do, let me expose what a timer means, in the first place.
By default, when a restraint is locked after being unlocked, it is meant to stay locked until "the end of time". Or "until the keyholder wishes to unlock it", whichever comes first. In other words it has no timer by default, or rather an infinite timer. But when you start adding time, the timer suddenly becomes zero, then is immediately increased by the time you specified. And as time passes, the timer decreases as well, slowly, down to zero. When it reaches zero, the captive gets her key back and she is able to unlock herself. Until then the key is just out of her reach.
Now, you may have noticed that the menu always shows two timers, not one. Well it's simple, the first one goes up, it is the time you have spent restrained so far. The second one goes down, it is the time you are going to stay restrained. Easy. And a third one shows the longest time you have stayed restrained, just so that you can gloat to your friends. Hehe.
So let's go back to your locked up bet-loser friend. She can't do anything with her cuffs besides struggling (more on that in another tutorial). She cannot add time because no timer is set, meaning she's on an infinite timer. If she could add time she could free herself in half an hour, which would be too easy. She cannot do anything, and she wants her key back so she can unlock herself here and now. If you left the key on, she could be able to unlock herself indeed.
But instead you click on her cuffs and go to the second page with "More...". Let's say you want to be a bit nasty with her and trick her, so you just press "+30 mn". What happens ? The cuff says that 30 minutes have been added to its timer, and that it is now going to stay locked for 0:30:0, that's 30 minutes in total. So far so good. Your friend grins because she thinks you're a softie. Half an hour only, pshaw !
This particular timer counts online time only (not all do that, for instance the RL Timer plugin counts time regardless of online status). This means that your friend is going to have to bear half an hour bound there. She can of course go AFK, but that's half an hour during which she is not going to go anywhere. Even if she logs off in the middle, she won't be magically released when she comes back one hour later. Her cuffs will stay on for half an hour because you decided so.
But this little pest is still grinning, obviously taunting you. It would be a good time to gag her, perhaps. Because... you press "+30 mn" again. What happens now ? The cuff says that it added yet another 30 minutes, pushing the time up to one hour. She is not grinning anymore, she's now glaring at you ! Poor girl. Of course she has little say in this.
What about the key ? Obviously she wants her key back, one hour may feel a bit long for her. Well let's give her the key back ! You press "Leave Keys" on the first page of the menu. What can she do now ? Can she just take the key and unlock herself ? Not at all. The key sits there, for all to see and use, but she is powerless to use it herself. All that she can do is struggle, and add time herself ! She couldn't add time before, until you added time yourself.
Now it is time to show her who's in control. You take the key back by pressing the "Take Keys" button, once again granting yourself the right to access her cuffs, and nobody else, then you go to the second page and press the "+3 h" button. Immediately her glaring look transforms into a pleading look, surely you can't leave her bound for 4 hours ! Can you ?
Yes you can, and you do. You don't log off, but you wander outside while knowing your friend is safe and secure in your house. Sometimes you check on her, sometimes you go AFK to do some RL chores, and eventually the timer expires. When it does you get a message from the cuffs saying that the time is up and that your friend got her key back and is now able to unlock herself. She can, because she's now granted "full access" again (she has her key, and is under no timer).
And she frees herself so... perhaps now is the time to... uh... run... quickly !
Marine
PS : I know someone who stayed more than 1800 hours straight in restraints. That's like 4 hours a day, everyday, for more than a year. You can try to beat her score. Hehe.
RR Tutorial : Locking
Welcome to the first tutorial for the RealRestraint products. This one will tell you everything you need to know about how to lock a restraint, what a restraint is, what keys are and why there is no concept of "ownership".
First of all, let me lay out a few words and concepts... What you are using is a restraint, that is meant to keep yourself or a friend of yours secure. This is independent of any BDSM consideration, and that's why I won't use the terms "sub" and "domme" too much. I will use "captive" and "top" respectively. I will also assume that both players are female, for convenience. "She" and "Her" can be used as generic terms in English anyway, when the gender is irrelevant.
So, to me, "secure" means "having her under control at any time". In other words, if you leave your captive hogtied on a bed for a couple hours, you may expect to have a good chance of finding her still hogtied on the same bed (albeit maybe a little furious) when you return. Many things could have happened in the meantime, but if you did things right she should be unable to call for help, or to get out by her own means in your absence.
But, but... where is the "safe, sane and consensual" part in this ? What if the captive doesn't find it fun anymore and decides to leave ? It is a game after all, isn't it ?
Well, if the captive decides to leave for whatever reason, it is her choice and responsibility to break the rules and cheat out. The whole concept of "restraint" in SL is based on the assumption that the captive is not going to cheat out and ruin her reputation in the process (provided the captor is not a jerk or a lousy dom/me who just doesn't care for her prisoners). And as you have certainly noticed, reputation is everything in SL. If you're known as someone who casually cheats out of your restraint when you start getting bored, then only casual players will want to play with you in the future.
Okay, that being out of the way (sorry for the looong intro), let's get our hands secure and dirty. All my products work more or less the same way : a few core features (lock/unlock, take/leave keys, set timers, struggle out) common to all restraints, and a bunch of extras (plugins, animations etc) specific to each restraint.
All the restraints I make are commanded by touch only, seldom by voice commands (though some third-party plugins allow that). This is because my arms restraints can prevent touching, allowing for interesting power exchange games. Using voice commands simply ruin that but some people need them. The only other exception is the fact that the captive can operate one of her restraints by saying its name on channel /77. Or a part of its name, or even just "*". The rest of the world needs to be able to touch it to operate it.

When you touch a restraint and you have access (i.e. the key is available to you), you get a menu with several options. The most obvious one being... "Lock".

What happens when you click on "Lock" ? Well basically... not much. The restraint says it has been locked by you, you see the "Lock" button has changed to "Unlock", the "Take keys" button has become "Leave keys" because now you hold the key to that restraint automatically, but at first glance nothing else happens. Let's do this again, in slow motion this time...
You click on the restraint, the menu appears. You press "Lock" and the restraint says "blah blah has been locked by so-and-so". In the meantime, keys disappear from view, the restraint is made to think that "now only you have full access to it" since you own the key, and the captive is unable to remove the restraint anymore, if she's using the RestrainedLife viewer. The concept of "access" is fundamental to my products. You have "full access" when you own the key, unless you are the wearer and a timer is running. You have "reduced access" if you are the wearer and do not have full access, and you have "no access" in every other case (in world it gives you an "unauthorized" message when clicking on the restraint). These different kinds of access change the buttons that appear on the menu when clicked on.
So what now, that the restraint is locked ? These are cuffs, you'd expect them to actually chain your wrists in front of you or behind you, right ? Why are my arms still dangling free then ? Well that's the exact purpose of the six buttons on the two top rows of the main menu. They usually have bizarre names, but they are all explicit. Let's click on "1 Hnd Front".

"Tshkshk shriiik... shrik"

That's it, and my hands are now secured in front of me. Whatever I do, they will stay in that position until I'm uncuffed by clicking on the "Unlock" button. Which may or may not be in my reach, depending on who owns the key... Right now I can, because I have "full access" (I have the key and no timer is running). Look at the line on the menu that says "(by Marine Kelley)", this means I hold the key. I hold it because when locking my cuffs I am automatically given the keys, to make things easier.
We have been talking about "keys" quite a lot since the beginning of this post... let's clarify that a little. The "key" is merely an internal piece of info contained inside the restraint, that tells it who is granted full access. The key can be "available" (it shows "keys on") or held by someone who is commonly referred to as "the keyholder". Once again because I don't think a dom/me owns cuffs, they own the sub held in the cuffs, but not the cuffs themselves. Don't get me wrong, I have nothing against setting an owner and a secowner etc, but I stick to realism here, and in RL cuffs have keys, not owners. And as such in SL it is less dramatic to "leave the keys on" than to "revoke owner rights". I will never stress this enough : as far as BDSM is concerned, restraints are just tools to make sure the sub is kept under control. Some subs need more control, some less, but admission of ownership lies in the mind, heart and soul of the sub, not in the steel or leather she wears.
But I digress. That's all there is to know about keys anyway. Either you hold them or you don't, and if you're the wearer and your cuffs are locked and a timer is running, whether you hold your own keys or they are available to all matters little, you won't be able to unlock yourself.
Oh and now, where is "Lock" ? My hands are cuffed in front of me, but what if I want to have them just "Locked" without a pose, and without having to unlock them first ? I could want to keep my timers up, after all. Well the "Lock" button has migrated to the second page because the first one suddenly lacks room. Just go to "More..." and it will show. In fact a lot more interesting options will show.

The "No timer", "+30 mn" and "+3 h" buttons will be explained in the "Timers" tutorial, while the "Block", "ML" and "Autoref" buttons will be explained in the "Arms restraints" tutorial.
But for now, let's end this first tutorial by getting free again. I go back to the first page by clicking on the "Back..." button, then on "Unlock"...
"Tshik tshik tshuk"
All free again ! And as I'm using the RLV, all the abilities that were taken from me while I was cuffed (typically, the ability to touch objects that are far away) are now restored !
I hope this helped you to understand the very basics of the RealRestraint products...
Have fun,
Marine
First of all, let me lay out a few words and concepts... What you are using is a restraint, that is meant to keep yourself or a friend of yours secure. This is independent of any BDSM consideration, and that's why I won't use the terms "sub" and "domme" too much. I will use "captive" and "top" respectively. I will also assume that both players are female, for convenience. "She" and "Her" can be used as generic terms in English anyway, when the gender is irrelevant.
So, to me, "secure" means "having her under control at any time". In other words, if you leave your captive hogtied on a bed for a couple hours, you may expect to have a good chance of finding her still hogtied on the same bed (albeit maybe a little furious) when you return. Many things could have happened in the meantime, but if you did things right she should be unable to call for help, or to get out by her own means in your absence.
But, but... where is the "safe, sane and consensual" part in this ? What if the captive doesn't find it fun anymore and decides to leave ? It is a game after all, isn't it ?
Well, if the captive decides to leave for whatever reason, it is her choice and responsibility to break the rules and cheat out. The whole concept of "restraint" in SL is based on the assumption that the captive is not going to cheat out and ruin her reputation in the process (provided the captor is not a jerk or a lousy dom/me who just doesn't care for her prisoners). And as you have certainly noticed, reputation is everything in SL. If you're known as someone who casually cheats out of your restraint when you start getting bored, then only casual players will want to play with you in the future.
Okay, that being out of the way (sorry for the looong intro), let's get our hands secure and dirty. All my products work more or less the same way : a few core features (lock/unlock, take/leave keys, set timers, struggle out) common to all restraints, and a bunch of extras (plugins, animations etc) specific to each restraint.
All the restraints I make are commanded by touch only, seldom by voice commands (though some third-party plugins allow that). This is because my arms restraints can prevent touching, allowing for interesting power exchange games. Using voice commands simply ruin that but some people need them. The only other exception is the fact that the captive can operate one of her restraints by saying its name on channel /77. Or a part of its name, or even just "*". The rest of the world needs to be able to touch it to operate it.
When you touch a restraint and you have access (i.e. the key is available to you), you get a menu with several options. The most obvious one being... "Lock".
What happens when you click on "Lock" ? Well basically... not much. The restraint says it has been locked by you, you see the "Lock" button has changed to "Unlock", the "Take keys" button has become "Leave keys" because now you hold the key to that restraint automatically, but at first glance nothing else happens. Let's do this again, in slow motion this time...
You click on the restraint, the menu appears. You press "Lock" and the restraint says "blah blah has been locked by so-and-so". In the meantime, keys disappear from view, the restraint is made to think that "now only you have full access to it" since you own the key, and the captive is unable to remove the restraint anymore, if she's using the RestrainedLife viewer. The concept of "access" is fundamental to my products. You have "full access" when you own the key, unless you are the wearer and a timer is running. You have "reduced access" if you are the wearer and do not have full access, and you have "no access" in every other case (in world it gives you an "unauthorized" message when clicking on the restraint). These different kinds of access change the buttons that appear on the menu when clicked on.
So what now, that the restraint is locked ? These are cuffs, you'd expect them to actually chain your wrists in front of you or behind you, right ? Why are my arms still dangling free then ? Well that's the exact purpose of the six buttons on the two top rows of the main menu. They usually have bizarre names, but they are all explicit. Let's click on "1 Hnd Front".
"Tshkshk shriiik... shrik"
That's it, and my hands are now secured in front of me. Whatever I do, they will stay in that position until I'm uncuffed by clicking on the "Unlock" button. Which may or may not be in my reach, depending on who owns the key... Right now I can, because I have "full access" (I have the key and no timer is running). Look at the line on the menu that says "(by Marine Kelley)", this means I hold the key. I hold it because when locking my cuffs I am automatically given the keys, to make things easier.
We have been talking about "keys" quite a lot since the beginning of this post... let's clarify that a little. The "key" is merely an internal piece of info contained inside the restraint, that tells it who is granted full access. The key can be "available" (it shows "keys on") or held by someone who is commonly referred to as "the keyholder". Once again because I don't think a dom/me owns cuffs, they own the sub held in the cuffs, but not the cuffs themselves. Don't get me wrong, I have nothing against setting an owner and a secowner etc, but I stick to realism here, and in RL cuffs have keys, not owners. And as such in SL it is less dramatic to "leave the keys on" than to "revoke owner rights". I will never stress this enough : as far as BDSM is concerned, restraints are just tools to make sure the sub is kept under control. Some subs need more control, some less, but admission of ownership lies in the mind, heart and soul of the sub, not in the steel or leather she wears.
But I digress. That's all there is to know about keys anyway. Either you hold them or you don't, and if you're the wearer and your cuffs are locked and a timer is running, whether you hold your own keys or they are available to all matters little, you won't be able to unlock yourself.
Oh and now, where is "Lock" ? My hands are cuffed in front of me, but what if I want to have them just "Locked" without a pose, and without having to unlock them first ? I could want to keep my timers up, after all. Well the "Lock" button has migrated to the second page because the first one suddenly lacks room. Just go to "More..." and it will show. In fact a lot more interesting options will show.
The "No timer", "+30 mn" and "+3 h" buttons will be explained in the "Timers" tutorial, while the "Block", "ML" and "Autoref" buttons will be explained in the "Arms restraints" tutorial.
But for now, let's end this first tutorial by getting free again. I go back to the first page by clicking on the "Back..." button, then on "Unlock"...
"Tshik tshik tshuk"
All free again ! And as I'm using the RLV, all the abilities that were taken from me while I was cuffed (typically, the ability to touch objects that are far away) are now restored !
I hope this helped you to understand the very basics of the RealRestraint products...
Have fun,
Marine
RealRestraint Tutorials, Tips & Tricks
Hello there,
The RealRestraint brand is a brand of comprehensive but complex products, and the standard manual is long and sometimes difficult to understand. Therefore, many users only use at most 10% of their features, missing most of the fun...
So here is a series of posts which are all about clarifications, tutorials, tips, wicked tricks and hidden features, and overall ways of driving captives nuts. Needless to say, everything that will be told in these tutorials only apply to RealRestraint products, of course.
This particular post is the entry point of all, referencing the links to each tutorial. Be sure to check back here, for this will be updated regularly !
The Basics
Locking
Timers
Struggling
Arms restraints (Block/ML/Autoref)
Legs restraints (Hobbling)
The Standard Plugins
Plugins Browser
Long Time
RL Time
RealKey
Autolock
The Specific Plugins
Anim
Leash
Wriggle
Gag
Spy
OpenMouth
Texture
The RLV Plugins
Allow
Control
Outfit
Sit
Touch
How to make movies
Introduction
Photography
Poses & Animations
Video
Story & Conclusion
Various Tips and Tricks
Using the Copy Shape and Paste Shape scripts
Customising your own restraints
Fun with the autolock
The RealRestraint brand is a brand of comprehensive but complex products, and the standard manual is long and sometimes difficult to understand. Therefore, many users only use at most 10% of their features, missing most of the fun...
So here is a series of posts which are all about clarifications, tutorials, tips, wicked tricks and hidden features, and overall ways of driving captives nuts. Needless to say, everything that will be told in these tutorials only apply to RealRestraint products, of course.
This particular post is the entry point of all, referencing the links to each tutorial. Be sure to check back here, for this will be updated regularly !
The Basics
Locking
Timers
Struggling
Arms restraints (Block/ML/Autoref)
Legs restraints (Hobbling)
The Standard Plugins
Plugins Browser
Long Time
RL Time
RealKey
Autolock
The Specific Plugins
Anim
Leash
Wriggle
Gag
Spy
OpenMouth
Texture
The RLV Plugins
Allow
Control
Outfit
Sit
Touch
How to make movies
Introduction
Photography
Poses & Animations
Video
Story & Conclusion
Various Tips and Tricks
Using the Copy Shape and Paste Shape scripts
Customising your own restraints
Fun with the autolock
Monday, August 3, 2009
RestrainedLife 1.20
Hello there,
As promised here is the latest version of the RLV, v1.20, which is still working on SL 1.23.4. Take a look at the new features :
- added : @notify command to let scripts be notified when a particular restriction (or just any restriction) is issued or lifted by an object. It does not disclose the object itself, just the fact a restriction has changed. (thank you Corvan Nansen for the idea)
- added : @detach: command to lock a particular attachment point. When using this command, any object worn there is locked on, even if it is not even scripted, and no other object can kick it off. If the attachment point is empty, this command will lock it empty, even if another object is attached to it with llAttachToAvatar(). (thank you Chorazin Allen for the idea)
- changed : improved the attachment point calculation in the names of inventory items. Now it looks from right to left (to be consistent with how the RLV renames items when worn), and will select the candidates with the longest names first. In other words, it makes the RLV ready if the number of attachment points is increased (like adding "chest (2)" and the like).
- changed : hide custom text in friendship offers when unable to receive IMs.
- changed : OOC text (text between "((" and "))") is not redirected nor hidden anymore. (thank you Henri Beauchamp for the suggestion)
- fixed : HUDs and unrezzed objects and avatars were immune to @recvchat (they could always be heard). (thank you Jennifer Ida for reporting this)
Download it from http://www.erestraint.com/realrestraint
The hash code of the latest Windows version is
23eefa30089f6557d93ba47903bafc1d
Have fun !
Marine
PS : There has been a problem in this version that I had to fix urgently (@notify:2222/detach=add would have to become @notify:2222;detach=add or @getstatus calls would get confused). Thanks to Chorazin Allen for pointing that out ! I didn't change the version number because I didn't want to generate it all again (taking more than an hour of building), and it's not worth it since the error was corrected right away. If you have downloaded RLV 1.20 before 1:30pm the day it was released, please redownload so @notify has the correct syntax. Thank you and sorry for the inconvenience !
As promised here is the latest version of the RLV, v1.20, which is still working on SL 1.23.4. Take a look at the new features :
- added : @notify command to let scripts be notified when a particular restriction (or just any restriction) is issued or lifted by an object. It does not disclose the object itself, just the fact a restriction has changed. (thank you Corvan Nansen for the idea)
- added : @detach:
- changed : improved the attachment point calculation in the names of inventory items. Now it looks from right to left (to be consistent with how the RLV renames items when worn), and will select the candidates with the longest names first. In other words, it makes the RLV ready if the number of attachment points is increased (like adding "chest (2)" and the like).
- changed : hide custom text in friendship offers when unable to receive IMs.
- changed : OOC text (text between "((" and "))") is not redirected nor hidden anymore. (thank you Henri Beauchamp for the suggestion)
- fixed : HUDs and unrezzed objects and avatars were immune to @recvchat (they could always be heard). (thank you Jennifer Ida for reporting this)
Download it from http://www.erestraint.com/realrestraint
The hash code of the latest Windows version is
23eefa30089f6557d93ba47903bafc1d
Have fun !
Marine
PS : There has been a problem in this version that I had to fix urgently (@notify:2222/detach=add would have to become @notify:2222;detach=add or @getstatus calls would get confused). Thanks to Chorazin Allen for pointing that out ! I didn't change the version number because I didn't want to generate it all again (taking more than an hour of building), and it's not worth it since the error was corrected right away. If you have downloaded RLV 1.20 before 1:30pm the day it was released, please redownload so @notify has the correct syntax. Thank you and sorry for the inconvenience !
Saturday, August 1, 2009
Some news about the next RLV
Hello there,
Once again I am silently working on the next version of the Restrained Life Viewer (1.20), which should hit the shelves soon... Here is a glimpse of the features :
* A command to prevent attaching/detaching per attachment point (ex : @detach:spine=n). That way you can make a full set of attachments become undetachable, without counting on listeners and all. And it applies to no-mod items, for instance no-mod shoes that you want to lock.
* An improved algorithm to guess the target attachment point from the name of the object to attach. Now it will choose the right-most occurence, and in doubt it will choose the longest name among all the candidates. For instance, "Purple top scarf (chest)" will choose "chest", and not "top" like before. Retaining the longest name also allows for more attachment points, if it ever happens. For example, "Purple top scarf (chest (2))" will choose "chest (2)" and not "chest" or "top". Handy !
* It won't redirect OOC (Out Of Character) text anymore (text that is contained between "((" and "))" ). This was necessary since @rediremote, because the avatar could have been rendered completely mute, with no way to ask for something out of character.
* It fixes an age-old bug that would ignore chat restrictions for HUDs and unrezzed avatars/objects.
There is no ETA yet, but everything I've mentioned hereabove is already coded and works. So this RLV 1.20 should be ready pretty soon. I need to test a little more, of course.
Have fun !
Marine
Once again I am silently working on the next version of the Restrained Life Viewer (1.20), which should hit the shelves soon... Here is a glimpse of the features :
* A command to prevent attaching/detaching per attachment point (ex : @detach:spine=n). That way you can make a full set of attachments become undetachable, without counting on listeners and all. And it applies to no-mod items, for instance no-mod shoes that you want to lock.
* An improved algorithm to guess the target attachment point from the name of the object to attach. Now it will choose the right-most occurence, and in doubt it will choose the longest name among all the candidates. For instance, "Purple top scarf (chest)" will choose "chest", and not "top" like before. Retaining the longest name also allows for more attachment points, if it ever happens. For example, "Purple top scarf (chest (2))" will choose "chest (2)" and not "chest" or "top". Handy !
* It won't redirect OOC (Out Of Character) text anymore (text that is contained between "((" and "))" ). This was necessary since @rediremote, because the avatar could have been rendered completely mute, with no way to ask for something out of character.
* It fixes an age-old bug that would ignore chat restrictions for HUDs and unrezzed avatars/objects.
There is no ETA yet, but everything I've mentioned hereabove is already coded and works. So this RLV 1.20 should be ready pretty soon. I need to test a little more, of course.
Have fun !
Marine
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