Tuesday, June 23, 2015

Dust system

Hi !

Let me introduce you to the latest products available in the Marine's Goodies brand, by Marine Kelley : the Dust System.

The Dust System is a group of three different products that are sold separately : a set of dusty surfaces (+ their controller), a duster gag and a hand duster. Those are distinct products, simply because the one buying and rezzing the dusty surfaces might not be the one using the duster gag and/or the hand duster. In other words, the owner of the house (who owns the dusty surfaces) and the maid (who dusts them) are likely to be two different persons.

Dusting a house can be fun, when it is done in a kinky and sexy way ! Especially when the owner of the household can later check the work done and punish the maids who were sloppy. In fact, a lot of maids are sloppy on purpose, I wonder why... So this system was made with that idea in mind. Kinky maids dusting the place in a tantalizing fashion, most likely tightly bound, and the owner checking their work afterwards.

And it is made to be as simple and intuitive as possible. When a surface is dusty, it looks dirty. When it is clean, it looks squeaky clean. The better the maid positions herself towards the surface she is dusting, the faster she goes, and that's all.


The hand duster in action on a dusty surface, from dirty to clean :







A cloud of dust floating in the air (you might want to enlarge the video for that one) :




Bound, hobbled, gagged, and still working :



Now using the "Partial mode", letting me dust the surface while my legs are bound :



Here I am using my RR legs straps making me kneel down (notice how the feet are bent before I begin dusting and after I stop, this is because I'm wearing Slink high feet and using the RR legs straps' kneeling animation) :




Bound, gagged, blindfolded, and still working !



This makes for interesting bondage scenes !




The dusty surfaces

Let's suppose you are the owner of the household and you want to hire maids to clean your house.

The core component of this system is the dusty surfaces. They are mere flat mesh objects (0.75 LI each, but you can link them together to save LI allowance) that you rez on the surfaces that you want to become dusty (and later dusted), and they become increasingly dusty over time. They stay clean for a week, then get increasingly dustier over the following week. You have two different shapes, round and square, and both are copiable and modifiable so you can rez as many as you want and resize them at will. Each surface contains only one script (16 KB, 0.002 ms). They are already dusty after being rezzed simply so you can see them and start playing with them right away, but you can control their state through the central controller (see below).

 

 A dusty surface rezzed over a painting


The surfaces are set to be "alpha masked" instead of "alpha blended". Without being technical, this means a blindfolded maid can still "see" the dusty surface in order to work on it. Yes, you read that right, a maid can dust even while blindfolded ! Of course they need a RLV 2.9 for that, as only alpha masked textures render when blindfolded, not alpha blended ones. As a result, the dust doesn't show from a distance, but it shows when reasonably close anyway. It makes sense, actually, because in real life the dust isn't really visible until we get close enough.


The same surface, "seen" when blindfolded. It looks grainy, but only when dirty.


The places where you will rez your dusty surfaces are likely to be table tops, counter tops, chairs maybe, mirrors and stuff like that. It doesn't matter how they are oriented, but the altitude where the middle of a dusty surface is located compared to the avatar does matter, for it is what determines the animation a maid will have to use to dust it. In most cases, this is a no-brainer (especially if the surface is horizontal), but in some cases, like a standing vanity mirror, it isn't obvious where the middle of the surface is. You'll see below how to choose the right animation for every surface.

When resizing a surface after rezzing it, you may see the dust texture stretch in one direction, but pay no attention to it. Once you are done resizing it, simply touch it and it will update its texture accordingly.

When a surface becomes fully dusty, it starts spawning clouds of dust in the air, floating around and making the place look like it really needs attention.


A cloud of dust lazily floating in the air. Is there a maid in the house ?


Conversely, dusting an already clean surface makes it look squeaky clean, with little sparks of light.

Job's done !


Finally, in order to check the how clean a surface is, all one has to do is click on said surface and they see a message saying who dusted it last, when, and what its current state is. For example : "This surface has been dusted by Marine about 2h 22mn ago and it looks clean."

During the tests it appeared that there was a visual bug on the client side with the dusty surfaces. Sometimes, some of them would look clean to some people and dirty to others, as if they weren't updated locally to some viewers. The only way to fix that was to dust them again, to select and resize them, or to relog. There are several fixes into the script of the surface to make sure it looks the same for everyone, but if all else fails, touching it to check it will also make it scale up for a brief moment, updating its size and prim parameters to the viewers of the people around. That way, no accusing a maid of being sloppy when she's not !

You will notice an object named "Dust controller" included with the dust system. It is a simple box that is meant to be rezzed somewhere in your house, and to help you manage your dusty surfaces. To use it, simply click on it to get its menu :


With these options you can :

- Highlight all your surfaces in red, with particles that point at them, in order to let you find them easily (useful when you have rezzed dozens of them).

- Stop the highlighting.

- Make them all fully dusty.

- Make them all fully clean.

- Refresh them all (in case the visual bug described above rears its head again).

- Update their scripts (the controller owns a version of the "Dusty" script, the same one that is contained in every dusty surface) without having to re-rez them all.

- Request a new version of the dusty surfaces.


That's all you need to know about the dusty surfaces, really, they're very much "rez and forget". Just rez them around in your house and wait for a maid to walk by.




The dusters

Now suppose you are a maid (or an unfortunate captive made to dust her captor's mansion). You bought (or were given) a feather duster, be it a hand duster or a duster gag. It doesn't really matter which one it is, both are used the same way, they just don't use the same animations and are not efficient the same way (it takes longer to dust with your head than with your hand !), but they do the same thing, they dust the dusty surfaces when used correctly.

To use your feather duster, simply touch it (if you can) or say "menu" on channel 88 (by typing "/88 menu"). There is a gesture for that in the box if you need. Simply right-click on it and choose "Activate". Then you'll get the menu by pressing the F3 key (the gesture is full-perms, so you can change that too). If you really can't use channel 88 because you are wearing something else that uses this channel, you can change it by modifying the notecard inside the duster. You don't even have to reset it.


The duster can be set to one of two modes : Total or Partial.

Total mode means the animations will animate your whole body, in other words, that you are mostly free to move. In Total mode, you select one animation and that's it. Press "STOP" to stop.





Quiet while I'm working, back there !



Partial mode means that only a part of your body will be animated, most likely because you are tied up, or because you are already using another device to animate you (like the Sublimator I make). In Partial mode, you select one animation, and if you need to, a second one (called "blend") : that second animation animates either your neck or your arms, depending on the product, while the first animation animates your head or your hand (respectively). So the second animation completes, or "blends", the first one to let you adjust the position your duster better to your taste when you work.


Partial mode lets you choose the level independently from how your avatar is currently animated, because it is animated by something else. That's a way to see it.


Even when tightly bound...

... a maid's got to do her duties.

(here I'm using the RR legs straps in a pose that makes me bend forward, + my Sublimator in "bend fwd" pose)

To switch between both modes, click on "MODE".


When you dust, you have to choose between 4 levels : "High", "Mid", "Low" or "Very low" :

- "High" for surfaces which middle is at head level or above. For example, paintings.

- "Mid" for surfaces which middle is at about chest level. For example, mirrors.

- "Low" for surfaces which middle is at about hip level. For example, tables.

- "Very low" for surfaces which middle is at about knee level or below. For example, coffee tables.


If you choose the right level according to the surface you are trying to dust, if you're close enough and if you're facing the surface, you will see either little puffs of smoke (if the surface is dirty) or sparks (if it is clean). Keep dusting until the surface is clean, then press "STOP" and go to the next one. The better you are at facing the middle of the surface, the quicker you will dust it. That way, we can have speed contests between maids ! With all the little complications you can think of : free, chained, bound, blindfolded, etc.

In Total mode, you have two variations per level, usually one with your legs together and the other with your legs apart. All the animations are pretty sensual, so you can be sexy even while you work !

There's a speck of dust right here


House of Gord style !

There are also two options you can use in Total mode (only one in Partial mode) :

- Move (Total mode only) : When active, your avatar will move back into position before dusting, then forward after stopping. This way, you don't have to be very precise with how far you want to be from the surface, simply walk to it until you bump into it, then start dusting. When inactive, you simply dust from where you are.

- Feet (Both modes) : When active, your feet are forced to stay at a straight angle while you are animated. This is especially useful for kneeling animations, which tend to stretch your feet, but that looks odd when you're wearing rigged high feet (Slink high feet for instance).

If you're on a viewer that implements the @adjustheight RLV command (at the time of this writing, Firestorm still doesn't, but all the viewers that use my code do, like the original RLV, Cool VL, Dolphin, Kokua and a few others), your avatar will be automatically moved up or down to make sure the kneeling animations are as close to the floor as possible.

By pressing the "UPDATE" button (Partial mode only, not because it is tied to a mode, but because it was the only button left on the menu), you can request an update or a replacement for your duster. Please note that you must be at my shop for that, and you have to click on the updater there (it looks like an orb on a pedestal). It updates very much like the RealRestraint products, it uses the same scripts and the same procedures.


Both dusters are different in looks : the hand duster is very much like the feather dusters you can find in RL : a wooden handle, a plastic hilt and a bouquet of ostrich feathers :

Hand duster

It uses materials to look realistic (the shine is dynamic), and the feathers are alpha masked so they don't flash like most semi-transparent textures do. It looks fluffy !


The duster gag is simpler and smaller, but similar in design : a thin metal rod, a plastic hilt and a bouquet of feathers. It is not actually a gag, but an accessory for a gag. Wearing it won't prevent you from speaking, but its simple design allows you to wear it with pretty much any gag you have (panel gag, ball gag, muzzle etc). It is by default compatible with RealRestraint gags, so it becomes non-detachable when the gag is locked. It just has to be worn before locking the gag. I prefer this solution rather than making a full gag that competes against those that already exist in SL. Attention, although most RR gags are invisible while unlocked, this accessory is always visible. This is that way so it is usable with other gags that are not RR, and that do not communicate with this accessory at all.

Duster gag

Worn with the RR Deluxe gag in panel form

Worn with a RR Deluxe gag in ball gag form

Worn with a Kidnapped penis gag (I should move the duster down a little for that one)

The other difference with the hand duster (aside from the different animations, of course) is that it is a little less efficient at dusting. Since the feathers and the "handle" are smaller, and since your neck isn't as mobile as your arm, dusting takes more time with a duster gag than with a hand duster. Not much more, like 20% slower, but noticeable anyway.




You can find all three products in any of the Marine's Goodies vendors, one of them being in Pak :
http://maps.secondlife.com/secondlife/Pak/76/61/105

The Dusty Surfaces are Copy/Modify/No-transfer and cost L$200.



The dusters (hand and gag) are No-copy/Modify/Transfer and cost L$250 each.





Have fun !

Marine

PS : I am aware that the menus on the videos are not exactly the same as the ones on the pictures. For example, in the duster gag, "High 2" on the videos is labelled "High tight" on the pictures and in the final product. This is because I made the videos before actually choosing a good descriptive names for the animations, but the animations themselves are the same. You could actually change the buttons yourself by modifying the notecard in your duster, and it would still work and still update when needed. Just be careful not to make the names too long (18 characters max) or there could be a crash.

Monday, May 25, 2015

RLV 2.9.11

Hi !

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

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


You can find the RLV for Windows here :
www.erestraints.com/realrestraint

Direct download :
www.erestraints.com/realrestraint/RestrainedLoveSetup.exe

And the MD5 hash for the executable is :
1268c54b5ad5f417d0d8e88ec2878467


Have fun !
Marine

Tuesday, May 19, 2015

RLV 2.9.10

Hi !

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

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

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


You can find the RLV for Windows here :
www.erestraints.com/realrestraint

Direct download :
www.erestraints.com/realrestraint/RestrainedLoveSetup.exe

And the MD5 hash for the executable is :
c574c050e6417a5fffd1d3f6e7fb4751


Have fun !
Marine

Wednesday, April 22, 2015

New RealRestraint product : Deluxe Bridle addon

Hi !

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


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

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

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

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


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

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



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


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



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


And they're flexi !


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


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


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


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






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

 Rustic, old western style
 Beloved

 Oh, ha ha.

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


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




How to install

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

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





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



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



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



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





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


New "*Style config" notecard


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

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

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



How to use

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



How to resize


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

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



The parts are :

Front plume, back plume

Left ear, right ear

 Head strap

Forehead strap

 
 Plume holder

Left blinder, right blinder

Upper left jaw, upper right jaw

Left holder, right holder

 Chin strap

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



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


One location where to find a RR vendor is in Pak :
http://maps.secondlife.com/secondlife/Pak/76/61/105

Have fun !

Marine

Tuesday, April 21, 2015

RLV 2.9.9

Hi !

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

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

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

You can find the RLV for Windows here :
www.erestraints.com/realrestraint

Direct download :
www.erestraints.com/realrestraint/RestrainedLoveSetup.exe

And the MD5 hash for the executable is :
e00b6d72587943f71771ba0d6d4189a4


Have fun !
Marine

Wednesday, April 8, 2015

RLV 2.9.8

Hi there,

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

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

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

So, here is the list of changes :

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

You can find the RLV for Windows here :
www.erestraints.com/realrestraint

Direct download :
www.erestraints.com/realrestraint/RestrainedLoveSetup.exe

And the MD5 hash for the executable is :
82da3d00ad24435a95e6e9280818db7b


Have fun !
Marine

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