tag:blogger.com,1999:blog-59950144367787708142024-03-14T05:41:27.181-07:00Marine'sSub-spaceMarine Kelleyhttp://www.blogger.com/profile/18062559620275999447noreply@blogger.comBlogger401125truetag:blogger.com,1999:blog-5995014436778770814.post-32482777184563320572024-03-11T08:30:00.000-07:002024-03-11T08:30:05.411-07:00RLV 2.9.34<p>Hi !</p><p><br /></p><p>I wasn't sure about releasing this version, but two crash-to-desktop (CTD) bugs coming close to each other kind of forced me to.</p><p>The first CTD occurred when receiving a folder to #RLV from an object, with a name containing slash characters ("/"). Normally, when this happens, the RLV cuts the name into individual parts, removing the slashes, and creates as many folders with the corresponding names, parenting them in a chain of folders.</p><p>For example, when the folder is named "#RLV/~A/B/C/D", the viewer would create this structure :</p><p>#RLV</p><p>| some folder</p><p>| some other folder<br /></p><p>\ ~A</p><p><span> </span>\ B</p><p><span> </span><span> </span>\ C</p><p><span> </span><span> </span><span> </span>\ D (this is the original "#RLV/~A/B/C/D" folder, renamed and parented to the ones above)<br /></p><p><span> </span><span> </span><span> </span><span> |</span> Item</p><p><span> </span><span> </span><span> </span><span> </span>| Item <br /></p><p> <span> </span><span> </span><span> </span><span> </span>\ Item</p><p> </p><p>Better, it ignores the folders that already exist so your inventory is not unnecessarily cluttered. So if ~A and B already exist, the viewer would create only C and D. However, if D already exists, a new D folder would still be created since we don't want to pollute existing folders with additional items (because the RLV works with folders, not with items), leading to potential doubloons.<br /></p><p>But since the addition of folder thumbnails, that feature failed spectacularly, crashing the viewer. I won't go into boring technical details, but that's the kind of stuff several viewer devs have been scratching their heads about. In short, that code relied on a client-server process that simply doesn't exist anymore, so we have to do it another way.<br /></p><p>This version of the RLV has a tentative fix to it, at least it won't crash anymore, and the folders seem correctly created, but it seems to work only once or twice in a row, after that strange things may happen to that folder (the received folder is not renamed correctly, or it is named correctly but not parented correctly, or both). The "strange things" won't ruin your inventory, don't worry.</p><p><br /></p><p>The other CTD bug would happen when entering some Chinese characters in chat or in IM. I could reproduce this bug in 2.9.33 (the first version with PBR), but I must admit, I don't speak or read a word of Chinese so that was just me monkeying on my keyboard until it broke (the viewer, not my keyboard). Problem is, that crash is violent and the viewer log does not contain any relevant error. I could never crash this version, which includes emoji support, and probably some fixes from LL about that precise crash. But I didn't see anything about hat in Git. Nevertheless, no amount of monkeying on my part could crash this version, so I'm hopeful that this is fixed. I'll need someone who actually speaks and reads Chinese to confirm that 2.9.34 does not crash for them.<br /></p><p> </p><p style="text-align: left;">You can download the Windows version from <a href="http://www.erestraints.com/realrestraint/">http://www.erestraints.com/realrestraint/</a><br /></p><p style="text-align: left;">The MD5 hash for the Windows version is :<br />6ab8ea2f7b525f20e16acf0babf59507<br />
<br />
The Linux and Mac versions are proposed by Chorazin at this address :<br />
<a href="https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/">https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/</a> <br />
</p><p><br />Have fun !</p>Marine
<p> </p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-67492000700955578632024-02-23T04:21:00.000-08:002024-02-23T04:21:26.545-08:00RLV 2.9.33<p>Hi !</p><p> </p><p>After quite a while integrating and testing this version, here is the RLV with <a href="https://wiki.secondlife.com/wiki/PBR_Materials">Physically Based Rendering</a>.</p><p></p><p><br /></p><p>Here is the changelog. It may seem small, but integrating PBR into RLV was no small feat. That task was mostly done by Chorazin Allen for Kokua. Thanks Chorazin !</p><p><br /></p><p>- switched to PBR (Physically Based Rendering) to be up-to-date with the 7.1.2 SL viewer codebase.</p><p><br />- known issue : rigged mesh hair (and other rigged alpha-blended surfaces) pokes through @setsphere.</p><p><br />- known issue : materials are rendered normally when @camtextures is active, instead of being gray. This is because at the moment they are rendered during the rendering cycle, there is no way to tell what object a material is attached to, hence whether the object is in-world or attached. So they are all rendered normally instead of made all gray indiscriminately.</p><p><br /><br /></p><p style="text-align: left;">You can download the Windows version from <a href="http://www.erestraints.com/realrestraint/">http://www.erestraints.com/realrestraint/</a><br /></p><p style="text-align: left;">The MD5 hash for the Windows version is :<br />b805131a271a2cc5b19a85d64caab6fd<br />
<br />
The Linux and Mac versions are proposed by Chorazin at this address :<br />
<a href="https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/">https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/</a> <br />
</p><p><br />Have fun !</p>MarineMarine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-24825359222971347372024-01-04T07:21:00.000-08:002024-01-04T07:59:41.437-08:00Flight of the Swallow : About the voices<p>Hi there, and happy new year !<br /></p><p>As I'm developing my game, <a href="https://realrestraint.blogspot.com/2023/12/flight-of-swallow-demo.html">Flight of the Swallow</a>, one thing has constantly been a concern of mine. Character voices.</p><p>If you don't want to read, here's the "tl;dr" version :</p><p>I am progressively replacing the voices I created with xVASynth by other, clearer voices, that don't belong to video game characters so I won't have any moral or legal issues. I've been itching to do that for a while, but technical reasons (lip sync in particular) were holding me back until now.<br /></p><p><br /></p><p>Since pretty much the beginning of the development of this game, i.e. at the end of 2022, I wanted it to tell a story, and to make it told by the characters themselves. And what better way for a character to tell a story than to make them tell it with their own voices ?</p><p>Problem is, hiring voice actors costs quite a bit of cash, and I want my game to be profitable, at least a little. It probably won't pay the bills, but I'd like voice acting not to take all of its budget if I can help it. Not to mention that it requires finding the actors, convincing them to voice characters in an adult game, reserving the recording place, and other headaches... Ugh. No thanks. I already have a million other things to do. And last but not least, I'm writing the story and the dialogues as I go, so I want the voices now, not in two years. And I want to be able to tweak a voice later if I'm not satisfied with it. You can't do that if all you have is one recording session and no time machine.<br /></p><p>Plus, there is lip synchronization. When a character speaks, you want to see their lips (or whatever) move in sync, right ? I know most games don't do it properly (I'm looking at you, Elden Ring) or even not at all, but some are pretty good at it. It makes the characters look so much more natural. Until recently, like, last week, I had no idea how to create such data when recording an actual human being saying a line that I wrote for them. Probably a few commercial tools exist, but they're meant for big studios, not for a solo dev like me.<br /></p><p>So, with all those requirements, what was the obvious solution ? <a href="https://www.nexusmods.com/cyberpunk2077/mods/2162">xVASynth</a>, made by Dan Ruta. Its purpose is to let a modder add to the story of a game by making its
characters speak almost as naturally as if the original voice actors had
been saying those lines. For example, if you want to make a mod for Skyrim where Esbern teaches Delphine how to cook apple cabbage stew, and you want it voiced, no problem, xVASynth got you covered.<br /></p><p>It's free, it has many voices, you have full control over how to make one voice pronounce the line exactly you want, and what's more, along with the audio file, you get a text file that contains all the relative durations of the letters (for v1 and v2 voices) or phonemes (for v3 voices). In my case, after programming the necessary stuff to turn that file into actual visemes (the facial expressions that look like the character is actually pronouncing a phoneme), all I had to do was paste the dialogue line in xVASynth, click "Generate", tweak the pitches and durations a bit until I was satisfied, then when I was done, just move the two files to the target folder in the Voice folder. That was it. Easy peasy.</p><p>The only requirement is that the generated voice files cannot be sold, which is why xVASynth is primarily used for free mods for Skyrim, Fallout, Cyberpunk etc. I made it so my game would use the voices the same way, like a mod, to be downloaded separately and for free. Making them optional clears that part since the voices are not a part of the price of the game, but let's be honest, every player expects the game to be voiced, it doesn't matter where the voices come from, and it would just have been one click away anyway.<br /></p><p>If you're curious, here are the voices I used in the demo until now :</p><p>Player: Female V (Cyberpunk 2077)</p><p>Sandy : Panam (Cyberpunk 2077)</p><p>DAL: Delamain (Cyberpunk 2077) <br /></p><p>Mother Superior : EDI (Mass Effect)</p><p>Virginia: Judy (Cyberpunk 2077)</p><p>Dave : Danse (Fallout 4)</p><p>Frank : Jacob (Mass Effect)</p><p>Robert : Illusive Man (Mass Effect)</p><p>Ignatus : Codsworth (Fallout 4)</p><p>The unidentified voice : Miranda (Mass Effect) <br /></p><p><br /></p><p>To me, that solution held water six months ago. Not so much nowadays, after all the talk about Midjourney and other generative AIs, and how they are often trained on copyrighted material.<br /></p><p>xVASynth is basically an AI that has been trained to speak like certain video game characters, whose voices belong to the actors who created them. As for the voice files used as training material, they belong to their respective editors (for example CD Projekt Red for Cyberpunk's voices, the ones I use the most), so it pretty much falls into the "trained on copyrighted material" department.</p><p>So six months ago, I was okay with the idea of providing the xVASynth voices separately, for free, and let the player decide whether to download them and add them to the game or not, because it wasn't really an issue for anyone at the time. Now, it is becoming one. </p><p> </p><p>It's not really the problem I have with this, though. The real problem is ethics.</p><p>I'll say it right here, people are on both sides of the fence when it comes to using the voices of video game characters in my game. Some find it cool (I'm one of them, obviously, I love those characters, especially V, Panam and Judy, and that's one reason why I wanted them), others find it weird or shady. I heard both.<br /></p><p>xVASynth's little brother, xVATrainer (which was created to train the AI in the first place), has a "do not train" list. I wasn't aware of it before recently because I don't use xVATrainer, and simply because the latter was released only a few months ago. And it just so happens that one Cherami Leigh's name is present in this list. Mrs Leigh dubbed Female V (i.e. the female version of the player character) in Cyberpunk 2077, and I used her voice for the player character in Flight of the Swallow. At the time of this writing, she is the only one in that list whose voice I used. I really love her voice, and I absolutely wanted it in my game. Initially, I wanted it to be Sandy's voice, but V speaks like an ice-cold killer (or an <a href="https://www.reddit.com/r/cyberpunkgame/comments/9bfh9e/female_v_is_an_adorable_murderpuppy/">adorable murderpuppy</a> if you prefer), while Sandy is one hot-blooded, loud troublemaker. And who's better suited to dub such a character than the hotheaded motor-girl known as Panam Palmer ? The player character in my game, however, is Sandy's conscience/super-ego/guardian angel (pick your favorite), so a cool, soothing voice is perfect for her role.<br /></p><p>A few months ago, there was a turmoil in the voice acting world about adult mods using character voices. I don't remember whether it was about Fallout 4, Skyrim or Cyberpunk, but some voice actors clearly stated that they did not want any AI to be trained on their voices. Mrs Leigh was one of them, hence her name being in the "do not train" list. This explains why the "Female V" voice has been taken off xVASynth's list of voices (unlike, for example, Male V, dubbed by Gavin Drea). So, officially, Female V is no longer a voice anyone is allowed to use.<br /></p><p>Mrs Leigh does not want her voice in any game she hasn't voiced herself, and that's perfectly understandable. So I need to remove it from this game. But replacing the player's voice in my game with another whose actor is not in the list would not be enough. Voice actors in general are not happy when their voices are reused without their consent, even when it is made clear (like I did) that we are merely imitating their voices, not impersonating their actors. I'm trying to keep this post technical and neutral-toned, but I actually do care about that. I wouldn't be happy if someone trained an AI on my own voice to dub characters in adult games either (nobody will do that, I'm no voice actor, it's just for the sake of the example). To me, replacing only one voice is not enough. They all have to be replaced. After all, maybe Emily Woo Zeller (who voiced Panam) might want her name added to that list tomorrow, or next month. It is not because she is not in that list today that she is okay with anyone using her voice to say anything she didn't personally approve, at any time in the future.<br /></p><p>Long story short, I wasn't aware that the voice actors had a real problem with this, and now I am, after I stumbled on xVATrainer's "do not train" list. I could say I wish that list existed in 2022, but I don't. Why ? Because I'm glad I could develop my game with those voices in the first place. Doing so taught me a lot about how to voice a character, how to write the dialogues in a way that they sound good when voiced, and how important the tone can be when you want to convey a message. Not to mention that I had to code ways to play the voices properly (with the correct AudioMixers, sound occlusion, reverb, default voices in case of a missing file, delays and pitch in various time scales, etc), with lip sync on top of it. Without the voices, I would have had no material to develop all that stuff.</p><p>There's also a more general issue. I read two words that made me think seriously about this, and I think those words are what triggered this post, and made me want to redo all the voices. Those words are "exposure burn".</p><p>In plain English, the more a voice is heard, the less value it has. Players and investors don't really want to always hear the same voice (real or AI-generated), so if suddenly all indie games used, for example, Panam's voice for their main protagonist, Mrs Zeller would quickly find herself out of a job because players would become fed up with hearing the same voice over and over again. It wouldn't be an issue at my small level, but if everybody did that, then it would become one.</p><p><i>To Mrs Leigh, Mrs Zeller, and the few other voice actors I used the voices of, if you ever read this, I will not use your voices after all. Last thing I want is to hurt your business. But let me point out that I'm a fan. I love your voices, that's the prime reason why I wanted them in my game in the first place.<br /></i></p><p><br /></p><p>Now, I'm going to use new voices that don't have copyright or moral issues. Which means I have to stop using xVASynth to create them. Problem is, that also means saying goodbye to the lip sync.</p><p>Or does it ? I figured out a solution to make lip sync files automatically and quickly from any voiced speech. It transcribes the speech to a timestamped text file, which plays pretty much the same role as xVASynth's text file. If you're curious, I'm batching the use of a local Speech-To-Text library. In fact, my engine can use both lip sync files, so even without this solution, I could still align the lip movement with the voices manually with xVASynth and Audacity, but that takes several minutes per file. And at the time of this writing, there are 4200 of them (a little less than 1400 in the demo), so I much prefer the automatic version.<br /></p><p>So now I'm in the process of replacing all the xVASynth voices with other, clearer and more natural ones. And boy, do I see the difference. When I play Panam's voice in a wav file then the same line with Sandy's new voice immediately after, the difference in quality is obvious. I didn't realize how bad the sound quality was before.</p><p>This is a big undertaking. There are a lot of files to redo, more than a year of work, and the creation process is not free. It will take months to do. But this puts my mind at ease for the future. Like Sandy, I too have a conscience that just won't leave me alone.<br /></p><p>Also, well... xVASynth gives you a lot of control over the pitch of a voice, down to the letter or phoneme, and quite often the first generation is pretty bad so one has to change the pitches and durations manually until it sounds good enough. This is a lot of micromanagement, and since my accent is probably different from yours, what sounds good to me might not sound good to you. Sometimes, it may even sound completely off. Not to mention that xVASynth voices struggle on some words (it's impossible to make Panam say "Machine" properly). The new voices sound much more natural.</p><p>See for yourself. Here is the old version (same video as in the teasing blog post from last month) :</p><p style="text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dyhk5jc_XWwQYx_ZWDCL0ExvCSxetUcY6BHWAmXxIZmng7jyzmtr2iKNczcC9JYfMfuPFytf7TvCXyUBtFxLg' class='b-hbp-video b-uploaded' frameborder='0'></iframe></p><p><br /></p><p>And here is the new version, same scene, with the new voice :</p><p></p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dyCI9p2X3fHwPWzdkEot0XVLhB6hfPR4h7N-4Om_7CZ57qglcFo32tHHKxO2UYmk-uCHxMjxafT22EqL8qmoA' class='b-hbp-video b-uploaded' frameborder='0'></iframe></div><br /><p></p><p>Look at this lip sync. Mmmm.</p><p>Playing both videos at the same time, pausing one after Sandy says one line and listening to the same line in the other video, helps a lot with comparing both voices.<br /></p><p><br /></p><p>Sandy, when she was voiced by Panam, used to have an American accent. Now, she has a clear British accent. Fun fact, I initially wrote Sandy as a British army girl from the Royal Air Force. After all, her last name, "Curnow" derives from "Kernow" which means "Cornwall" in Cornish. And I wanted her to have some kind of British sense of humor. So I had to change her story a little to make her American and that changed her personality in a way that I was not completely happy with. And now, I have to retcon her to be British again, but still a soldier in the US Air Force. Her background in the journal had to be amended (again) to that effect.</p><p>Her new voice sounds a lot like the voice of Claudia Black (Aeryn Sun in <a href="https://www.imdb.com/title/tt0187636/?ref_=fn_al_tt_1">Farscape</a>), or Dominique Tipper (Naomi Nagata in <a href="https://www.imdb.com/title/tt3230854/?ref_=fn_al_tt_1">The Expanse</a>), don't you think ? But it's neither of them. Also, the player's voice and Sandy's are now the same (the former is a little higher-pitched, after all she is "Sandy's little voice"), unlike before.<br /></p>Don't be fooled by Sandy's new smooth voice, though. The video above shows her when she's calm. She's... not always calm. She is just as capable of yelling at everyone (even at the player) as before.<br /><br /><p></p><p>I hope you'll like the new voices !</p><p>Marine<br /></p><br /><p></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-47407535066350577502023-12-15T12:47:00.000-08:002024-03-14T05:40:54.945-07:00Flight of the Swallow DEMO<div><p>Hi !</p><p>I teased about it <a href="https://realrestraint.blogspot.com/2023/11/flight-of-swallow-teasing.html">last month</a>, and today I would like to share with you a working demo of the video game I'm working on, <b>Flight of the Swallow</b> ! As a reader of my blog, and probably a Second Life resident as well, you are among the first to be able to play it. I will probably publish the link soon on DeviantArt or somewhere else, but for now, this is just for you ! And just in time for the holidays, so Merry Christmas !<br /></p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgFgsMeQ-LDvVWOr5Y2DdJRZDhWG1zILJLxck5hxFpzGV-TMIGp7TGf7sVP_wMEW6NA8vTDyBCZ4PHVKyqNxqh_nbahT1UlrA_TXV_JSdHIV1J2U7P106Kl2KKftE4vOtQjSwJkbYxXZnSknaJhhVC_c43RoYFpTPZpTRnOH7qoeVkG7hRDCjFJNkygi8Zm" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEgFgsMeQ-LDvVWOr5Y2DdJRZDhWG1zILJLxck5hxFpzGV-TMIGp7TGf7sVP_wMEW6NA8vTDyBCZ4PHVKyqNxqh_nbahT1UlrA_TXV_JSdHIV1J2U7P106Kl2KKftE4vOtQjSwJkbYxXZnSknaJhhVC_c43RoYFpTPZpTRnOH7qoeVkG7hRDCjFJNkygi8Zm" width="320" /></a></div><br /><br /><p></p><p><br /></p><p>The current version of the game is <b>0.5.4.2</b>, you can download the demo here : </p><p><a href="https://www.mediafire.com/folder/4gpbm0y12kwg2/Demo">https://www.mediafire.com/folder/4gpbm0y12kwg2/Demo</a><br /></p><p><br /></p><p><i>Please note : This is the folder containing the zip file, not just the file itself. You will also find a sub-folder containing saved games that you can download to your "C:\Users\<your_username>\Documents\My Games\Flight of the Swallow\Save" folder, in order to load from those milestones, if you're stuck somewhere but you want to see what's next. A save is 2 files : a .sav and a .jpg file. The .sav file is the save itself, and the .jpg file is simply its screenshot that the game displays, it is not mandatory but it's a nice to have. Both have to have the same name and be put in the Save folder.</i><br /></p><p>Unzip the file where you want, it does not install itself. When you want to remove it, simply delete its folder. You won't lose your settings nor your save, for those are located in your "Documents/My Games/Flight of the Swallow" folder. If you want to move it to another location, feel free to do so, the game does not care where it is on your hard drive.<br /></p><p>Normally, the retail game will come without voices, but since the demo is free (and only a part of the retail version), there is no point in providing the voices separately, so they are part of the zip.</p>Speaking of unzipping, you need 7-zip to extract the files. If you don't have it, you can find it here :<p><a href="https://www.7-zip.org/">https://www.7-zip.org/</a></p><p><br /></p><p><i>Attention : If you get an error while decompressing the files, it is probably because of the voice files. Some of them are very long (for example when DAL says "attention, all personnel, aligning with the retrograde orbital vector now, blah blah blah"). To fix this, unzip in a folder with a very short path (not just the name, the whole path), for example "C:\FOTS", and move the files elsewhere afterwards. This is because Windows has some limitations when it comes to path lengths. If it still happens even with a short path, try to decompress the archive with a right-click and using 7zip's menu item, instead of the regular Windows extractor, that helps too.</i><br /></p><br /><br /><p>Don't hesitate to run an antivirus or two on the files, you never know.
My machine is supposed to be clean, but it costs nothing to check.</p><p>Also, please read the Readme text files, alright ? They're not long. I know nobody reads them but they explain a lot of stuff that would leave you confused otherwise.</p><p><br /></p><p><span class="_2PHJq public-DraftStyleDefault-ltr">If you like this game, please join its <a class="_3Bkfb _3md8v _1lsz7" href="https://discord.gg/s4HMxg998y" rel="noopener noreferrer nofollow ugc" target="_blank"><u class="_3zM-5">Discord server</u></a> to discuss!</span></p><p><span class="_2PHJq public-DraftStyleDefault-ltr"> </span></p><p>In this game, you play the little voice in Sandy's head, the main character. Only she can hear you, and of course, you control her (even if she'll never admit it). So, in a sense, you are Sandy. Sort of. (*)<br /></p><p>This is a complex and challenging game. Not because it is hard on purpose, but because you mostly float in zero-G, in 3 dimensions, and you have to use a controller to navigate. Sorry, it isn't playable with the keyboard and mouse yet, although some parts are already implemented.</p><p>So, I recommend that the first thing you do after launching the game is to go to the <b>Journal</b>, then read the <b>Tutorials</b>. Sandy will eventually ask you if you've read them anyway, and if you didn't and pretend you did, she won't explain anything and you will feel lost.<br /></p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjbT3VKVhEysKhM-il9MVv3VtHQTHOJxgpK4AJf0JbkwwB25G0TNNUFOSABZIfu4MAhqvFFqG0Y8PBcpz1WwOVhnkhEYnZwMhJ0lKXwu95YQ5K8VfTmoj3oNbpqQTp_iXZDJx6KW3CU98IT96E16kt7f9GtLQsalzA3L1dcanE9YV8YgI6Yma2AcIhO6In4" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEjbT3VKVhEysKhM-il9MVv3VtHQTHOJxgpK4AJf0JbkwwB25G0TNNUFOSABZIfu4MAhqvFFqG0Y8PBcpz1WwOVhnkhEYnZwMhJ0lKXwu95YQ5K8VfTmoj3oNbpqQTp_iXZDJx6KW3CU98IT96E16kt7f9GtLQsalzA3L1dcanE9YV8YgI6Yma2AcIhO6In4" width="320" /></a></div><br /><br /><p></p><p><br /></p><p>Once done, start a new game, watch the short cinematic...</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiURIMIg56Q8QWDi3DLf7lFwY7JE8WAbD3c-7qJNYJd5RQ7HX99cQviOaxnug9-znjx4-FkcyfnLGLubpR6arPOLPl8zGZibff__-zVzOCKCQH_KPZyzeor9Qg3qJRMxkmDjqv1D8hCdEhD543uxmgkhkewMjBlk4iVFRDj01WowohOjD8TT0u1BQumnuzz" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEiURIMIg56Q8QWDi3DLf7lFwY7JE8WAbD3c-7qJNYJd5RQ7HX99cQviOaxnug9-znjx4-FkcyfnLGLubpR6arPOLPl8zGZibff__-zVzOCKCQH_KPZyzeor9Qg3qJRMxkmDjqv1D8hCdEhD543uxmgkhkewMjBlk4iVFRDj01WowohOjD8TT0u1BQumnuzz" width="320" /></a></div><br /> <p></p><p>Give Sandy some time to wake up...<br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhoQrAMSFtWHXTWO3zF6fzYs2Iv51FNA_d6HktBaR4ejVtC6iM0uOlsRoJsWAxDpYNWxd87WO3eo3IIgWPyj7RNkr54v7KSiuAZHxTeAyMayPelNtqDPKNryMkynAz6ef-yo4uKwCU3qebyXouj93VnZNDnnfgltAMaG78MbZpJ4HA6M7oLOSSwBeA_SVCu" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEhoQrAMSFtWHXTWO3zF6fzYs2Iv51FNA_d6HktBaR4ejVtC6iM0uOlsRoJsWAxDpYNWxd87WO3eo3IIgWPyj7RNkr54v7KSiuAZHxTeAyMayPelNtqDPKNryMkynAz6ef-yo4uKwCU3qebyXouj93VnZNDnnfgltAMaG78MbZpJ4HA6M7oLOSSwBeA_SVCu" width="320" /></a></div><br /> <p></p><p>Let her realize how much trouble she is in...<br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjPfMZqLDr1TECuOLt4I0Vl8CxfRDsGuggQcBqF72TlL5FniS_aIHSrWgB47NrSmKphbDnEMDV9csu0tcN5RAeOCYZHZBPGHIdSKAQ8yqcZf2sYS_4t479H_PPNwJZxLrcOjkh-VdRgWPXHXkT99fT8xhfDgUDfWCA-0o1FrzE6IwaTIHCS5vysvjj_6aYu" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEjPfMZqLDr1TECuOLt4I0Vl8CxfRDsGuggQcBqF72TlL5FniS_aIHSrWgB47NrSmKphbDnEMDV9csu0tcN5RAeOCYZHZBPGHIdSKAQ8yqcZf2sYS_4t479H_PPNwJZxLrcOjkh-VdRgWPXHXkT99fT8xhfDgUDfWCA-0o1FrzE6IwaTIHCS5vysvjj_6aYu" width="320" /></a></div><p></p><p> </p><p>And then you can start trying to get your bearings and controlling the girl. To put to test all that you've learned by reading the tutorials. Because you will read the tutorials, right ?<br /></p><p></p><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiuWgJhtfO3RgukuaF4Za6_KIsMLd2CfoTePxSzh3BY4GRUQKmaT27p5u1vth_dyaAbObEJfoTZthE3xfHI7R4Cuc4IjYsnjziKXU_0F2JeCSvlPc5jvnLPnmAQX16A_Cd51CDVk-oPJp-fafoZq5k47PTK-mT7s1anAYm1ajiQeA82fKCmvtQXmkkXX42j" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEiuWgJhtfO3RgukuaF4Za6_KIsMLd2CfoTePxSzh3BY4GRUQKmaT27p5u1vth_dyaAbObEJfoTZthE3xfHI7R4Cuc4IjYsnjziKXU_0F2JeCSvlPc5jvnLPnmAQX16A_Cd51CDVk-oPJp-fafoZq5k47PTK-mT7s1anAYm1ajiQeA82fKCmvtQXmkkXX42j" width="320" /></a></div><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><br />Of course you will. That's the only way you'll move Sandy efficiently and make her go where you want. Winners don't use drugs, but they do read the manual.<br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjfbTuygasyyvB0rquxr5NK8PX3SbeF-fj9K9jo9xsdqwO_vaESjJRVRknhtN1X611i-tb_F49loqzVQgeIH4QEZlTjRp4x00AnCZyYwJk-2t1nG8hox95I6Gd4uHqEQm5WJPlSIlgjpeY72n3P2Kcyn4KmGb51Rn5Pxs-L_EE9eF7gO4ycBlBs_zFQ9uGe" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEjfbTuygasyyvB0rquxr5NK8PX3SbeF-fj9K9jo9xsdqwO_vaESjJRVRknhtN1X611i-tb_F49loqzVQgeIH4QEZlTjRp4x00AnCZyYwJk-2t1nG8hox95I6Gd4uHqEQm5WJPlSIlgjpeY72n3P2Kcyn4KmGb51Rn5Pxs-L_EE9eF7gO4ycBlBs_zFQ9uGe" width="320" /></a></div><br /><p></p><p>And just when you've gotten the hang of it, things will snowball from there. Between one A.I. going haywire...<br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgMBK8f2i9Pzni-wdPwhBRNQ_-WQtSc2ABs_qlP6nn0lwq2GTCth-8ND4vgqf4RF-RRIZwF1RgWIfFC1gg5ITldts30NGR5N00837DFOp_FI9aPX0_o_fOLdMx7QaCkfIlbmOmSU7rvlvI9Vasa-43_PIV4edxM73tnJsEbFA-gDN0pEQAzj1itYxxFyYyD" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEgMBK8f2i9Pzni-wdPwhBRNQ_-WQtSc2ABs_qlP6nn0lwq2GTCth-8ND4vgqf4RF-RRIZwF1RgWIfFC1gg5ITldts30NGR5N00837DFOp_FI9aPX0_o_fOLdMx7QaCkfIlbmOmSU7rvlvI9Vasa-43_PIV4edxM73tnJsEbFA-gDN0pEQAzj1itYxxFyYyD" width="320" /></a></div><br /><p></p><p>And another one shutting it down...</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjMyc-Qg0FsHUiMRjQN1Ysgq61w-W5TsI3MLvdF1uEEtxP6BP-M_wTU0qHiCBOHD-HGG0x06wMBFH-2U4zxgS3PCiTCC2cwOy7z4FbViVhL14VDoC0de34B9KGUsM0iNPo72HIFXYDYmXnHawuCeplecHiaZ66UQRjRp6UrUub9G7oi3SnpBiEp2XMYSFJ0" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEjMyc-Qg0FsHUiMRjQN1Ysgq61w-W5TsI3MLvdF1uEEtxP6BP-M_wTU0qHiCBOHD-HGG0x06wMBFH-2U4zxgS3PCiTCC2cwOy7z4FbViVhL14VDoC0de34B9KGUsM0iNPo72HIFXYDYmXnHawuCeplecHiaZ66UQRjRp6UrUub9G7oi3SnpBiEp2XMYSFJ0" width="320" /></a></div><br /><p></p><p>You'll have a lot of work to do and a lot of places to go in order to set things right again.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiI40X9qJzobxNYAeT8AeuuIYltmEmfzSZ0ns7l5M1OfuODmBozLV2MtYZSLjPnErprTR9Fw8DPrqx04WPRkcoP5GbuiLJbulhgJ9bKd6ydIw4H1rO6ADfRGyNplxYP2O_Wm9Svu_JMLl9bLZimSKtO8UJ906P2vNs3DxWUifvdoB1BAW7WcSfKkKer11zO" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEiI40X9qJzobxNYAeT8AeuuIYltmEmfzSZ0ns7l5M1OfuODmBozLV2MtYZSLjPnErprTR9Fw8DPrqx04WPRkcoP5GbuiLJbulhgJ9bKd6ydIw4H1rO6ADfRGyNplxYP2O_Wm9Svu_JMLl9bLZimSKtO8UJ906P2vNs3DxWUifvdoB1BAW7WcSfKkKer11zO" width="320" /></a></div><p></p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj4zqLgG2Dp3fAvoEDKpPm3KExoi0SRgcm80PVBX3bHAVTCpwc4uFcDiF4zmt95aKR9p8amee-jWVlQlsx5-fqNNi4hlQdNMbGePKD9OqxnBo6kCpoPXWJJxwHYr2lSwH2BE8b5-uWPSYvNTpfwxZwE9mT-GSPR1UEcTr-HH0o-kjvnKvw0xr0QRpz4XYHR" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEj4zqLgG2Dp3fAvoEDKpPm3KExoi0SRgcm80PVBX3bHAVTCpwc4uFcDiF4zmt95aKR9p8amee-jWVlQlsx5-fqNNi4hlQdNMbGePKD9OqxnBo6kCpoPXWJJxwHYr2lSwH2BE8b5-uWPSYvNTpfwxZwE9mT-GSPR1UEcTr-HH0o-kjvnKvw0xr0QRpz4XYHR" width="320" /></a></div><br /><p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi6g2c4EDD1juWrdceOMe_II-tyPgs3ICI2yRcKIERNbCdJYSs6dsIORcOAAOZk8nEkWz95DnHw7f9v33jpkU5uJzsiafQ-QuFtDhlpWphJrm4xysC5cNGP3qRCkaB_q4zsnIO1R1g92cK3DOkgIUK84tIwqxD6R6xdk8Tk7tDMLMy3kvyL3QToHFADLgmc" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEi6g2c4EDD1juWrdceOMe_II-tyPgs3ICI2yRcKIERNbCdJYSs6dsIORcOAAOZk8nEkWz95DnHw7f9v33jpkU5uJzsiafQ-QuFtDhlpWphJrm4xysC5cNGP3qRCkaB_q4zsnIO1R1g92cK3DOkgIUK84tIwqxD6R6xdk8Tk7tDMLMy3kvyL3QToHFADLgmc" width="320" /></a></div><br /><br /><p></p><p>Once that's done, you'll start getting answers to some questions... and even more unanswered questions.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh8J9uSpmBxISirwzqg58K5eBMAXW2JtY5eRxdlL-K2C-A2tj1MR95ZVyNtmjzAqik_XyBHCsC8gcozRpQnjYt-amZwnuFLkiwt2mkVQVuDy3fyWiBYrrgpqbCMaMznoWGNVbd6Mn8g1HEPrl7r9CC2UZ6ZiO_96zz7NoyrIonrSv3B3NUndUid53aw47Of" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEh8J9uSpmBxISirwzqg58K5eBMAXW2JtY5eRxdlL-K2C-A2tj1MR95ZVyNtmjzAqik_XyBHCsC8gcozRpQnjYt-amZwnuFLkiwt2mkVQVuDy3fyWiBYrrgpqbCMaMznoWGNVbd6Mn8g1HEPrl7r9CC2UZ6ZiO_96zz7NoyrIonrSv3B3NUndUid53aw47Of" width="320" /></a></div><br /><p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjVF4VlL2neHVGLioeHqZHyFbGAvHJA5sXxtblID33APgle_1pbN4ceSqOo_u6yvbVG2XekcrhqqpN6xnQDPauRFRwCu00c346be1OZWWrhMFAyVt-fbgoj3IXTSfKAwz7hRHX53NqsOHn-IpZh9pBqEopk-UMIyCIvlGiZIQncki-alP1vVNbYTspiKOPQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEjVF4VlL2neHVGLioeHqZHyFbGAvHJA5sXxtblID33APgle_1pbN4ceSqOo_u6yvbVG2XekcrhqqpN6xnQDPauRFRwCu00c346be1OZWWrhMFAyVt-fbgoj3IXTSfKAwz7hRHX53NqsOHn-IpZh9pBqEopk-UMIyCIvlGiZIQncki-alP1vVNbYTspiKOPQ" width="320" /></a></div></div><div></div><div></div><div></div><div></div><div></div><div></div><div><br /><p></p><p></p><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuvQNFzLI2DnFN4Ljm_Z3FiB-v0InJF6J5R1wOboEEcMPv1Lky3FJgOBMv-sYakdtPD9fS4aS7Q-YdUf-SAryB2pfjdX3w8N6oBc30KHyh12PGF18Ytj7vD7v0yMRxBJY1EYSH3jrdQicFC0C7igPV15NSa4ZyFT4TiG3uhXKi1jk5L_txgml5gyZO5794/s1916/2024-02-03_012825.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1077" data-original-width="1916" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuvQNFzLI2DnFN4Ljm_Z3FiB-v0InJF6J5R1wOboEEcMPv1Lky3FJgOBMv-sYakdtPD9fS4aS7Q-YdUf-SAryB2pfjdX3w8N6oBc30KHyh12PGF18Ytj7vD7v0yMRxBJY1EYSH3jrdQicFC0C7igPV15NSa4ZyFT4TiG3uhXKi1jk5L_txgml5gyZO5794/s320/2024-02-03_012825.jpg" width="320" /></a></p><p style="text-align: center;"> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixdr7v5Na1PicDtlgiiOEolzmekCwb2tAHaJ5IEa3XkKAw3opTSeHFwACewMw4SBXnAGtKXTAu-mXaQV1nxk9KnDDHqsUo_WnUEatuZiOW78l8xRj8rYYvnZyp3RoO-cR0zNiZHx2acqyTiBDBL1domM6wl5XX7nYmyRSRsc1G0v0tDXQAFF4ogotN6C-E/s1919/2024-02-03_013454.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1078" data-original-width="1919" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixdr7v5Na1PicDtlgiiOEolzmekCwb2tAHaJ5IEa3XkKAw3opTSeHFwACewMw4SBXnAGtKXTAu-mXaQV1nxk9KnDDHqsUo_WnUEatuZiOW78l8xRj8rYYvnZyp3RoO-cR0zNiZHx2acqyTiBDBL1domM6wl5XX7nYmyRSRsc1G0v0tDXQAFF4ogotN6C-E/s320/2024-02-03_013454.jpg" width="320" /></a></p><p style="text-align: center;"> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7QnCyhYIw8ynabIuo-3eDnJyMGbanKzvhg9hpf5Msmn7rNQHf6SwOFZLqUXiP5tWkvUe1zEH7K-Hz9Eq4WFhF5JSS-LuFcugP5qyRgDn4Aa8y1MRTW8PQ7_nSycwkKUaMQ2UbfihWzcC9sGUxaTbofa2xsDZf-0RyJxL75Hudrl5GcTlKtl0wkddJbxsC/s1918/2024-02-03_013712.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1078" data-original-width="1918" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7QnCyhYIw8ynabIuo-3eDnJyMGbanKzvhg9hpf5Msmn7rNQHf6SwOFZLqUXiP5tWkvUe1zEH7K-Hz9Eq4WFhF5JSS-LuFcugP5qyRgDn4Aa8y1MRTW8PQ7_nSycwkKUaMQ2UbfihWzcC9sGUxaTbofa2xsDZf-0RyJxL75Hudrl5GcTlKtl0wkddJbxsC/s320/2024-02-03_013712.jpg" width="320" /></a></p><p> </p><p>You'll learn that everybody loves Sandy...</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg9fKXCrB1pKfudZ7ZGFu8Vg9rHzQ8og9hbfgakdoM_afePwlBDQq9fIQpxBaHM0q88gSF8KfKkTFTP_uLLFPckwhcP118S5oznC8W-1DNx0q9JSELpegGnGVaUa_cOh9v6e800pj7tmBARtJDTU-nWtLtvMB2QO6yfMYcg1a8W3ojSWjyp4pExnZyvhKsR" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEg9fKXCrB1pKfudZ7ZGFu8Vg9rHzQ8og9hbfgakdoM_afePwlBDQq9fIQpxBaHM0q88gSF8KfKkTFTP_uLLFPckwhcP118S5oznC8W-1DNx0q9JSELpegGnGVaUa_cOh9v6e800pj7tmBARtJDTU-nWtLtvMB2QO6yfMYcg1a8W3ojSWjyp4pExnZyvhKsR" width="320" /></a></div><p></p><p> </p><p>And you'll meet interesting people.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh65776idqMwTxQdtXRGCv2O36O_TiSVgjqQOgovWF5NBzriUJVZ7klFGibaJ6gA6RiiyZyX24MCpkpssDl7xIH-UYinIy63UC6eThPVbvAhgPR8i1bnbyFAaUR6abLo5pGUArkoKzWs9KhMkHaLNKYdYYIkfcJvr9y1cxeeQvVmXOSB4lZFzQPUFVJsJUC" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEh65776idqMwTxQdtXRGCv2O36O_TiSVgjqQOgovWF5NBzriUJVZ7klFGibaJ6gA6RiiyZyX24MCpkpssDl7xIH-UYinIy63UC6eThPVbvAhgPR8i1bnbyFAaUR6abLo5pGUArkoKzWs9KhMkHaLNKYdYYIkfcJvr9y1cxeeQvVmXOSB4lZFzQPUFVJsJUC" width="320" /></a></div></div><div><br /></div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-ygdyGBaeFjyD83CTunR9ZZE7jpALwoQjb5I8PFotatO2jQVbz_x_NFrDEijeZnoVknp-9HHIWDozVEMiTZ83yooEl2eH2Fq3Fu_mMB6QQC_5TrbqCYWUUNNROa_6_BCqKIR61rurq8KRaqa4awzKctkGrcAzuMlz3fVS9W9s_MGC7hgc47OMmAFG1jxm/s1918/2024-02-03_011649.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1077" data-original-width="1918" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-ygdyGBaeFjyD83CTunR9ZZE7jpALwoQjb5I8PFotatO2jQVbz_x_NFrDEijeZnoVknp-9HHIWDozVEMiTZ83yooEl2eH2Fq3Fu_mMB6QQC_5TrbqCYWUUNNROa_6_BCqKIR61rurq8KRaqa4awzKctkGrcAzuMlz3fVS9W9s_MGC7hgc47OMmAFG1jxm/s320/2024-02-03_011649.jpg" width="320" /></a></div><br /><div><br /></div><p></p><p><br /></p><p>As a demo, it is meant to show you most of the mechanics of the game, not really to reveal the story. As such, it is not limited in any way except its length. It stops when you reach a certain point, and when you get there Sandy will tell you that this is the end of the demo.<br /></p><p>This is not the whole game, far from it, only the first part of the first day. At the time of this writing, Day One is complete, I have started working on Day Two, and I want the game to span over more than two days. And by "complete", I mean the story of the first day and all its events are written and implemented, not that the levels are finished, not by a long shot. Most of the places are still empty and unfurnished. You'll see what I mean by playing the demo. But you'll also see the mechanics of the game, how it is played, that kind of stuff.<br /></p><p>I work on the game itself every day so it changes often, but I am not publishing it yet. The demo is stable and seems like a good way to show people what I'm working on, but it won't be updated as often as the game. It will be when it strays too far from the retail game to be called a "demonstration" anymore. I'll probably lengthen the demo at some point, though, as it feels a bit short to me at the moment. But one thing at a time.<br /></p><p>The demo is free but the retail game won't be. However, I don't know yet how I will sell it, nor on what platform, nor what its price will be, I'm still far from that point at the moment, as the game is like in pre-alpha stage. It is still probably a couple years in the making so there is time. For now, have fun with the demo !</p><p>By the way, "pre-alpha" stage means there are bugs. Lots of them. Most of which I am probably not even aware of yet. I have done my best to fix the ones I spotted, of course, but a game that is under development cannot be bug-free.</p><p>So, expect bugs and surprises while playing the demo, and save often ! Your saves will remain compatible as much as possible throughout the development of the game anyway, you won't have to restart a new game every time a new version comes out. Unless absolutely necessary, naturally, but I'm doing my best so that doesn't happen.<br /></p><p><br /></p><p>Lastly, Flight of the Swallow is a game of skill. Sandy won't gain levels or learn new powers, but you, the player, will. Every step along the way is a new challenge, an increasingly difficult one. The very first one, when Sandy asks you to "grab that handle over there", you will wonder how the hell you'll manage that feat. But if you persevere, fulfill the challenge and keep going further, you will realize that this very first challenge was child's play, in comparison to what comes after. You might want to give up at some point. Don't. This game requires precision and patience, but Sandy gives you all the tools you need to beat it, and more. She's a resourceful girl. Show her that you are too.<br /></p><p>But if the game feels too difficult for you, I have one word for you : "Options". You can turn on "Gecko Girl" mode which allows Sandy to grab anything she wants, not just handles, you can activate the predictors (I think they're active by default), you can modify the power curves to give yourself more precision, and you can use slow-motion pretty much at will. I want the game to challenge you, but more importantly, I want you to beat those challenges, to learn new stunts and tricks, and to feel good about it. That's what this game is all about.<br /></p><p><br /></p><p>Have fun with the demo and happy holidays !</p><p>Marine</p><p><br /></p><p><i>(*) Yes, you are Sandy. You control her entirely. And you can also talk to her and she can hear you and talk back. You play her conscience. Her super-ego. Her guardian angel. Pick your favorite.</i><br /></p><p><br /></p><p><i>Update : After a few days, the feedback I got was mostly about the game being too difficult. It's true, controlling a physical character in zero-G is challenging, but how could it not be ? You need 3 axes for the torso (pitch, bank, twist), at least 2 axes for the legs (thighs, shins, and possibly spread the legs but that's more circumstantial), and at least 1 axis for the arms when in restraints (up and back), so that makes at the very least 6 axes to juggle with. Add the camera to that, which is at least 2 more axes (up/down, left/right). If I removed any of those axes, you would find yourself unable to do some moves and to navigate in zero-G properly, and it would be even more frustrating than it is now.<br /></i></p><p><i>With a controller that provides only 4 axes and 2 half axes, it is bound to be a challenge. So there is no way to get any simpler than that, no matter how hard I tried, unless I started using an AI to actually play in the player's place, but where would be the fun in that ? A friend of mine plainly told me that the game should guess what the player wants to do, and adjust accordingly. Well, a computer can do many things, but it can't "guess" what a human has in mind, sorry.</i></p><p><i>So yeah, it feels daunting and frustrating when you punch the controls haphazardly, but if you use all the helps (the predictors in particular), if you read the tutorials and watch the embedded videos, and if you practice, you eventually learn new skills and get Sandy to do what you want and to go where you want her to go. I've seen this happen more than once, all it takes is practice. It's a game of skill, it doesn't take you by the hand, so everything you accomplish in it is your own doing. I do acknowledge that the barrier to entry is high, though, and that's a real concern for me. A good game should be easy to learn, hard to master. This is not the case here, but I'm working on ways to make it easier.</i></p><p><i>From v0.3.14.2 and up, for example, you can press LB+Y when grabbing something to propel Sandy towards whatever your camera is aiming at. This makes moving her from handle to handle a lot easier. It's weaker than making her sling around a handle or pushing her with her hands, but it's a very useful tool, especially for beginners. You can also keep LB pressed at all times, if you want, to keep Sandy stiff so you don't have to bother with moving her legs as she keeps them aligned with her body when you press and hold that button.</i></p><p><i>The first part of the demo is dark until you manage to restore the power. I'm still working on the lighting, trying to find a good balance between the darkness and the ability to navigate in the corridors during the alert.</i></p><p><i>Please remember that the game is nowhere near finished</i><i>, this is just the beginning, I pointed out that it is pre-alpha, under development and unfurnished. It is not remotely close to qualify as a full game, there's still a long way before it can be called that, and it will probably look very different from what it does now.<br /></i></p><p><i>I hope that clarifies a few things.</i><br /></p><p><br /></p><p><br /></p><p><b>Changelog</b></p><p><br /></p><p><b>0.5.4.2 (hotfix)<br /></b></p><p>- Fix: The notifications were over all the other UI components, making it impossible to read the tutorials when Sandy mentions them. Now, they are behind and the journal entry buttons are darker, less transparent. Same for the saved games.<br /></p><p>- Fix: The notifications didn't disappear when loading a game while they were visible.</p><p>- Fix: We should not be able to slap Sandy's butt when she's still frozen on her bed.<br /></p><p> </p><p><b>0.5.4.1</b></p><p>- Added: Small screen notifications at the very beginning of the game, when the player is still at the learning phase. They remind how to move the camera and Sandy's body, grab stuff, use the arms etc. Like a condensed tutorial that is always on-screen. They disappear once Sandy grabs the handle near the window, or after 6000 seconds, whichever comes first. The only problem, for now, is that if the screen is wide enough, the notification toasts may stack up too high and the first one would end up going off-screen.<br /></p><p>- Changed: When in animated mode and Sandy's arms are restrained, i.e. when her Reach ability is lowered enough, she is not able to stand up from the "prone" stance anymore. This is because when in ragdoll mode, you can't switch back to animated when she's laying on her belly, unless both hands are touching the ground on both sides of her body, which is not the case when they're tied behind her back, obviously. So be careful, if Sandy is in cuffs or in tape and you make her go prone, you won't be able to make her stand up immediately anymore, you will have to go to ragdoll mode first, and do some gymnastics to make her stand up physically. I know it's more difficult that way, but it is also more consistent with the gameplay. I could have made the prone stance forbidden while in cuffs, but there are cases when prone is the only stance available (when switching to animated mode while laying under a table, for example), and it would have been confusing for the player as well.</p><p>- Changed: When in animated mode and Sandy's legs are restrained, i.e. when her Walk ability is lowered enough, she won't be able to crawl anymore. Specifically, this happens only when her legs are taped together in the demo (in the future, there will be a loose chain hobbling her legs, that one does not restrain her Walk ability enough to apply here). The Walk ability threshold being lower than the Reach ability (see above), when Sandy is fully taped up, she can't crawl when prone, and she can't stand up either. The only thing she can do is switch to ragdoll mode, or struggle out of her arms tape.<br /></p><p>- Fix: Since 0.5.4, Sandy's thighs had too much angular drag, making them feel like they were moving through concrete, and more importantly, making them transfer their angular energy to the hips and to the torso too easily. They're back to normal now, only the shins were supposed to have that angular drag anyway.</p><p>- Fix: Several spots where some of the world was not rendered when the camera was moved there. This is due to the sector optimization (and is surely bound to happen again since it's a manual process, but at least one I have full control upon, unlike Unity's standard Umbra optimization where we only have like 3 sliders), but has no consequences on the gameplay, only on the rendering.</p><p>- Fix: The internal comm door is now locked after Sandy gets captured by Ignatus so you can't go back there after going through the Recreation deck (when you are supposed to go to the Med Bay, but the elevator gives you the opportunity to go anywhere at that point in the story). There was a risk of being spotted by Ignatus and captured again, but since there's no capture spot defined on that floor yet, he would have kept spotting you, capturing you, releasing you and looping all over again forever. Not fun.</p><p>- Fix: Sandy stops saying "press LB+Y to propel", since it is now just "Y" (although LB+Y still works too).</p><p>- Fix (I hope): Apparently, there were cases when we could see the last open container, for example Sandy's locker, just by opening the personal inventory with the Select button, regardless of the distance. I could never reproduce the bug because the container reference is cleared when we close the inventory, but just in case, it is now cleared when opening the inventory as well. No more storing panties into a container 20 m away and through several feet of steel walls.<br /></p><p>- Fix: Now, the mouse cursor no longer shows up when opening the inventory, the dialogue or the elevator UI (but it still does when in the main menu, for convenience). This is temporary, of course, and will change again when keyboard+mouse support will be added, I just can't predict when. This should stop confusing the player when two buttons are selected at the same time, especially when trying to use the elevator.<br /></p><p>- Fix: A couple voice files missing from the Voice folder.<br /></p> <p></p><p><b>0.5.4</b></p><p>- Add: Big optimizations to the rendering by cutting the different areas into "sectors", like some kind of coarse but fast occlusion. Each room is a different sector now. In practice, if you don't see a room (either because you're not looking at it, or it's too far, or its door is opaque and closed), that room is not rendered. And if an object is not inside the camera's frustum, it is not rendered either. <i>It doesn't look like much, but this is a big change. The FPS gain is significant, it almost doubled on my machine.</i><br /></p><p>- Add: You can now thrust along the Forward axis (where the hips are facing), the Up axis (along a line going from the hips to the head), the arms (push or pull) and the legs (push or pull). Check the "New to this?" tutorial entry for more details.<br /></p><p>- Add: Press B to switch Up/Forward, or Arms push/pull, or Legs push/pull. The thrust factor is doubled for Up, Legs Push and Legs Pull (but not the focus cost.). For now, the screen only shows a temporary notification when you switch, because I don't really want to keep an icon always visible in a screen that is normally UI-less. </p><p>- Change: Thrusting and switching the thrust direction can only be done in zero-G or in micro-gravity, not if the gravity is enough for Sandy to stand up (0.1 G and up).</p><p>- Change: Propel and Thrust can now be done just by pressing Y, not necessarily with LB at the same time.</p><p>- Change: Pressing LS eliminates the drift, you no longer need to press LB at the same time (but it works too). </p><p>- Change: When thrusting with Y, Sandy also counters the drift automatically, making her easier to control with this "thrust" feature.<br /></p><p>- Change: The icons for grabbing and standing up now appear on-screen much faster, to allow for better reaction times.</p><p>- Change: The robot is now able to follow Sandy while using his vacuum gun.</p><p>- Change: Sandy's shins rotate more slowly and are more stable, hopefully they will be less annoying when the player moves her thighs, and it should be easier to struggle out from the legs tape. </p><p>- Change: By default (if no config file is found), the BGM volume is 25% and the Ambient volume is 50%, to avoid annoying new players.<br /></p><p>- Improve (but not fixed yet): Better loading for the pivoting doors that can be engaged, such as hatches (not the metal doors in the maintenance corridors). Engage means "the door becomes kinematic, it won't move, when closed".<br /></p><p>- Fix: Better (seamless) teleport when in ragdoll mode, and when in animated mode while carrying a character.<br /></p><p>- Fix: A maintenance shaft's blocker was active when loading a game, which broke every save where Sandy was tucked inside a shaft. The Save 02 ("in shaft leading to DAL substation") file was probably impacted. The blocker is what prevents Sandy from going through a shaft when bound and in gravity.<br /></p><p>- Fix: The robot did not correctly load his AI variables (e.g. the number of times he captured Sandy), so he forgot some data when loading a game.<br /></p><p>- Fix: Finally the robot says "Join the Army they said" the way I wanted! Try to find the reference. Hehe.<br /></p><p> </p><p></p><p><b>0.5.3.3</b></p><p>- Add: Thrusting can now push Sandy either in the direction her hips are facing (default, like in 0.5.3), or in a direction going from her hips to her head (in other words, thrusting up), or in the direction the camera is looking. Up and Camera are more useful than Forward, in my opinion, because they allow you to push Sandy inside tight spaces, such as air ducts. Camera is clearly the easiest setting, but it requires you to move your camera all the time, which you may or may not like. I think the best one is "Up", because it is like making Sandy jump, or fly like Supergirl. It is also very reactive since all you have to do is pitch her torso forward or back, then press LB+Y to quickly change direction.</p><p>- Add: By pressing LB+LS, which makes Sandy tense while using the arms, if Sandy is not grabbing anything and her Thrust Factor is not zero, she progressively eliminates the drift from her trajectory, making her velocity vector match her thrust direction (forward, up or camera) over time. The acceleration is equal to the thrust factor. It won't multiply the thrust itself by two any longer, though, unlike in 0.5.3. This is also useful if you want to brake suddenly, just orient the girl (or your camera, depending on the option you chose) perpendicular to her trajectory and press LB+LS, this will quickly slow her down to a halt. If you want technical details, the drift is simply the projection of her trajectory onto a plane perpendicular to her thrust direction (Forward, Up or Camera), and Sandy eliminates it by adding a force in the opposite direction. In practice, this makes the blue target icon slide towards the desired thrust direction over time.<br /></p><p><br /></p><p><b>0.5.3.2</b><br /></p><p>- Change: Now, Ignatus no longer applies only one restraint at a time, he applies as many restraints he needs, according to the number of times he captured Sandy. Just the arms the first time, then the legs, then he adds a gag, and finally he binds her in a hogtie if she keeps escaping. This also increases the security (or the tightness if you prefer) of the restraints he applies, or that are already on the girl. Devious!</p><p>- Known issue: Because of this change, Ignatus' comment about which restraint he will apply is, for now, always about the arms tape. Which may lead to saying something like "you have the right to remain silent, unless you want a gag, too", while applying a gag as well as other restraints.<br /></p><p>- Fix to the fix: The fix in 0.5.3.1 about the mouse wheel while in the main menu broke stretching and folding the legs in ragdoll mode (in fact, it broke using the triggers most of the time). This fix to the fix still does not entirely satisfy me, so I might apply a fix to the fix to the fix later on.<br /></p><p> </p><p><b>0.5.3.1</b><br /></p><p>- Fix: Using the mouse wheel in the main menu (for example when scrolling through the list of save games) would modify the camera zoom in-world.</p><p>- Fix: The robot would always say "If I catch you again, I'll bind you tighter" while depositing Sandy in the Observation Room in the Med Bay. This was due to a faulty parsing while my system was set to a non-US decimal format. That's a classic.</p><p>- Fix: In Animated mode, Sandy's handcuffs made her bend forward too much. This bug was introduced in 0.5.3, due to the fact that I changed the way restraints calculate the amount of torso bending (when Sandy's hands are bound behind her back, she bends her torso forward to compensate, but here she was bending it twice as much), in order to fully support stacked restraints. Full disclosure, later in the game -- but not in the demo -- Sandy is captured by a robot who restrains her arms while she is already wearing shackles.<br /></p><p><br /></p><i></i><p></p><p><b>0.5.3</b><br /></p><p>- Add: Thrust. If you set the Thrust Factor to something greater than zero in the Gameplay settings, pressing LB+Y will thrust Sandy in the direction her hips are facing. Unlike "nudge", this not an impulse but an acceleration. Doing this costs focus, and stamina if you tense at the same time, which doubles the thrust force. You can't thrust if Sandy's focus is less than 25%. This is a cheat like Gecko Girl, but this should help new players find their bearings, while teaching them how to master the trajectory by looking at how the predictors react while thrusting. <br /></p><p><i>Note: For now, the game does not have difficulty levels, but I would like to add some. A particular difficulty level could, for example, remove some handles and some cheats (like "Thrust" here). Until difficulty levels are implemented, I'm leaving the cheats available in the settings so people know what to expect. Also, at some point, later in the game, there will probably be a "space walk" sequence or two, with the girl having actual thrusters on her spacesuit to fly around the ship. I don't know yet how the commands will be laid out, but they will supersede this "thrust" command. So don't expect it to always remain the same.</i><br /></p><p>- Add: A "New to this?" tutorial entry that sums up all the cheats and useful tricks, put practically at the top of the list so new players know what to do if they feel stuck.<br /></p><p>- Change: Nudge, which was done with the "T" key on the keyboard before, is now done with LB+Y. This action pushes Sandy (with a little slap on the butt) towards the direction her hips are facing, but it works only if she's immobile or very, very slow. Very useful when you load a game and Sandy is stuck floating in the middle of a room without anything in range to push or grab.<br /></p><p>- Change: Slow motion is now available at focus 25% to 100% instead of 50% to 100% only.<br /></p><p>- Change: Sandy's door no longer auto-closes. New players get desperate when they finally reach the door and manage to push the button, then see the door close again because they weren't fast enough to cross it.</p><p>- Fix: NPCs sometimes had trouble teleporting when stuck while trying to go somewhere. <br /></p><p>- Fix: The weird crackling sounds when loading a game are now removed. They were due to all the robots activating their vacuum guns at the same time. Yes, I know that the demo only features Ignatus, but he has a lot of brothers in the complete game and they all have their own vacuum gun. <br /></p><p>- Fix: The big floodlights in the Recreation Deck now rotate properly and should no longer remain stuck.</p><p>- A lot of changes and fixes are also included but they are not relevant to the demo, as I spent most of my time working on the later parts and on the engine to make it support them.</p><p>- And as usual, I keep redoing voice lines that don't sound too good (in my opinion), but there are many of them so no point detailing them all here. But at least, DAL's "I'm... afraid..." now sounds a bit more like HAL 9000.<br /></p><p><br /></p><p><b>0.5.2</b><br /></p><p>- Change: Now, the camera offset behaves exactly the same in Ragdoll mode as it does in Animated mode, i.e. hold LB pressed and use the directional pad (the "cross") to offset the camera up, down, left and right. Before this change, the camera would slide along the body, but it was confusing and not very useful. Note: Silly me, I forgot to update the journals to reflect this change. It will be done for the next version.<br /></p><p>- Change: Gave the humanoid characters a little more inertia in animated mode (0.4s to reach full speed instead of the previous 0.25s, if you want to know everything).</p><p>- Fix: Gecko mode would make Sandy able to grab thin air on the Habitations floor (not on the other floors, apparently). This was due to a certain volume set to the wrong layer.<br /></p><p>- Fix: We could get out of the bridge before the gravity was restored, then take an elevator to Habitations, which could break the flow of the game as the next trigger would never be activated. Fixed by locking the door until the gravity is restored.<br /></p><p>- Fix: The shaft in Habitations (the first one we see when we get out of Sandy's room) was not notified when Sandy was bound and the gravity changed, so its blocker wasn't activated, resulting in Sandy still being able to jump through it. This shaft is special, it is (for now) the only one not present in one of the "always-loaded" scenes like the others, it is in the Habitations floor scene.</p><p>- Fix: The player could go down through the Communications Center shaft while still in bondage, while the scene with the crew and the mysterious voice was playing. Fixed now by locking the upper hatch until the gravity is off (which happens only after Sandy frees herself from her restraints).<br /></p><p>- Fix: The chairs in the mass room on the Habitations floor were static, but not their colliders. As a result, you could push them but you couldn't see it. I'm sure there are other pieces of furniture in that case.</p><p>- Fix: Concave mesh colliders such as the soccer goals on the Recreation Deck prevented from showing the grab target for the hands in Ragdoll mode, so we couldn't see if we could grab the net or not (we could, the nets are always grabbable).</p><p>- Fix: Since struggling started demanding effort (hence stamina cost and body temperature gain, which eventually results in sweat), simply moving in Ragdoll mode in gravity was very taxing, making Sandy's skin red very quickly and making her sweat for no real reason. Now it is much more reasonable.</p><p> </p><p><b>0.5.1</b><br /></p><p>- Add: Sandy now mentions the "Propel" feature when she explains the basics, right after waking up in her room after starting a new game.</p><p>- Change: The strength factor in zero-G is now 50% by default (i.e. if it was never changed by the player) instead of 100%. This will make Sandy react more slowly but should be easier for new players. If you already modified one of the Controls settings, this won't have any effect on your game.</p><p>- Change: The strength factor for the arms follows the same principle, 50% by default for new players.</p><p>- Change: Now, activating the arms in ragdoll mode should no longer pull Sandy too hard to whatever she is grabbing. She will still go into her "boxer stance", but much more slowly than before, unless you move her arms, even a little. For example by pushing the left stick up slightly.</p><p>- Change: When a word is unknown among whatever a character is saying, their lips (or LED or whatever) no longer remain still, the character will try to pronounce a word that looks "close" to it. This goes for numbers, too. For example, since not all the numbers are defined in the game's CMU dictionary, Sandy used to simply keep her mouth shut while pronouncing the last part of "Sunday, September 29th, 2019", now she moves her lips on "29th" and on "2019".<br /></p><p>- Fix: The colliders for the shower/toilet units in the Observation and Clean rooms are concave mesh, but were made with missing faces (not my doing, they were sold like this). As a result, they were likely to "suck" Sandy in or to get her stuck. The soccer goals on the Recreation Deck had the same issue, hopefully it is resolved as well. Some assets are sold with really bad colliders, let me tell you that !<br /></p><p>- Fix: Those shower/toilet units had their own "open/close" scripts with the "press 'E' to activate" UI prompt. This is deactivated for now, until I add the proper "open" and "close" operations (as my engine handles them), like in all the other doors, in the near future.<br /></p><p> </p><p><b>0.5</b><br /></p><p>- Add: Unlike v0.4.1 and before, v0.5 onward ends at the end of the Med Bay, after you successfully evade Ignatus and get out through the maintenance shaft. This is actually the state I wanted to release the demo in, initially, but I wanted to demonstrate the core mechanics first, before showing the robot's AI at work. It wasn't ready back then anyway. Now Ignatus patrols, searches rooms, puts away crates that happen to not be where they are supposed to be (distracting him in the process, hint hint), captures Sandy, strips her, binds her increasingly tighter, and dumps her in the observation room where he expects her to stay, and to remain bound. If he spots her free anywhere, he will try to capture her again.</p>- Add: Ways to lower the integrity of some restraints (tape only for now) by rubbing them against something sharp. In the current state of the game, the only sharp objects are the handles of the fire extinguishers. Try to make the weak spots of the restraints touch the handle repeatedly, and you'll see the blue bar of the restraint decrease until it reaches 0, at which point it is destroyed. To see the two bars of a restraint (green for security, blue for integrity), you have to start struggling in it by selecting the "start struggling" operation with the action wheel. It's easier if you make the restraint the "quick item" first, by pressing RS after selecting it, in the inventory. Then, just press and hold X (with LB pressed too if in ragdoll mode) to bring up its action wheel. Or press and hold A (once again with LB) to execute its default action, which is most likely "start struggling".<p>- Add: When carried and you feel the robot is not carrying Sandy the proper way (this is a physics game, so it happens pretty often), press F to force the robot to extend his arms in a T-pose for a second, to leave Sandy time to get into position. This does not always fixes it, but it helps. "F" stands for "Fix Carry", just like "R" stands for "Repair Ragdoll".<br /></p><p>- Add: Deadzone settings, one per stick. They are 0% by default. You'll find them in the Controls settings.<br /></p><p>- Change: Sandy's tape is harder to struggle out from the lower its security gets (the green bar), and it won't disclose the middle steps in its sequence anymore. This is because the more you struggle, the more the tape scrunches and folds, so the trickier it gets to get out from. Fortunately for you, failing a sequence won't tighten it again anymore !<br /></p><p>- Change: Struggling from the ballgag now requires to execute arms movements, exactly like when struggling from arms restraints. This will change in the future but for now I only have arms and legs movements anyway. The same goes for the hogtie. I know it's not really a "change" for you since there was no ballgag nor hogtie prior to this version (since they are introduced only in the med bay scene which was not part of the demo before), but I thought it was worth mentioning.</p><p>- Change: The hatches can now be opened by putting the hands close enough to their lateral handles (actually, between a handle and the hatch itself), no longer by looking at the hinge.<br /></p><p>- Temporary change: Sandy interrupts conversations again when she hits her head... I'm still trying to figure out a way to make her interrupt only non-important conversations that way.</p><p>- Fix: When executing an operation during a conversation, a character would stop looking at the other actor, and look straight ahead instead.</p><p>- Fix: When unconscious, don't show the predictors.<br /></p><p>- Known issue: When loading a game, two unpleasant sounds occur, like crackling or something like that. I don't know what causes this but this is due to a recent change. I'll keep investigating.</p><p>- Known issue: When Ignatus spots Sandy while she's trying to hide in a cage (but not completely hidden or he wouldn't spot her in the first place), he will try to reach her... by going upstairs. I know why he does that, but I don't know yet how to prevent him. This is due to having a hard surface under Sandy, very close to the ceiling, making the robot think that the closest point on the navmesh is the floor upstairs. It also happens sometimes with crates that are right under the ceiling, stuck to a wall with a protrusion underneath.</p><p>- Known issue: When carrying something, Ignatus' footsteps seem doubled. No clue what causes it yet.<br /></p><p> </p><p><b>0.4.1</b><br /></p><p>- Add: An option to activate/deactivate vertical synchronization (v-sync) in the Graphics options. 0 means off, which may create tearing in the rendering, 1 to 4 is on.</p><p>- Add: Two sliders to specify a factor (between 0.1 and 1, meaning 10% to 100%) for Sandy's strength in ragdoll mode. One factor is for 0G, the other for 1G. Any other gravity value interpolates between the two. Default is both 1. If you feel Sandy is too fast when you move the sticks, you may want to lower the 0G factor first, try something between 0.4 and 0.7, maybe. Attention, this is different from the power curves. Those factors really limit Sandy's strength in all her movements.</p><p>- Add: An option for the crosshair to be always visible, always hidden, or visible only while pressing RB.<br /></p><p>- Change: In animated mode, when restrained and in gravity, Sandy will no longer be willing to jump up or down through the shafts. There's an invisible wall active in that specific case. Not a really good solution, I'll add more to this later, but for now it is necessary to simply prevent Sandy from going down a shaft while in handcuffs, and not be able to call an elevator to go back up. Normally, this case does not happen in the demo, but it happens later in the game.</p><p>- Change: Now the names of the voices in the Voice folder match the names of the characters, no longer the names of the voice "actors" (for example, "Panam" becomes "Sandy", "Vfemale" becomes "Player" etc). That doesn't change anything for the player but it makes things much clearer now.</p><p>- Change: Redone a few voice lines to make them sound more natural. And Virginia has changed voice, again. This time she should sound just fine. After 4 tries.<br /></p><p>- Change: No longer include the full path name of a save game file when we load a game, for it contains the user's name on their machine. Just show the save game file name only to avoid privacy issues. That information appeared only in the log file.<br /></p><p>- Change: When Sandy is unconscious, any conversation she is in will keep going, it will no longer be interrupted for now because some conversations are important and trigger events in the world.</p><p>- Change: No longer interrupt a conversation when hitting something or when trying to open a locked door, those conversations are unimportant anyway.</p><p>- Change: The delay between two dialogue lines now depends on the duration of the first, to make the pacing sound more natural.</p><p>- Change: The invisible wall spawned during the conversation between Sandy and Ignatus in the maintenance room, after dumping her there, now has less range to let the player move around more.</p><p>- Fix: It was possible to remove Sandy's tape in the last scene just by using the appropriate action in the action wheel. This was due to a recent change in the way restraints are handled. Now, we can no longer simply "unwear" the tape, the player has to choose "loosen", which loosens the tape to the max, which makes it self-destruct (because it is tape, once removed, it's useless, but not all restraints are like that). Other restraints such as handcuffs can also be loosened, but their minimum security (the green bar when you struggle) can never go down to zero, meaning you can't get out that way, they need a key. But loosening a restraint means increasing some abilities such as "reach". These mechanics are not really important for the demo anyway.</p><p>- Fix: It was possible to brick the game by struggling out of the tape before the scene with the crew ended. Doing so would roll back the quest stage to an earlier number and prevent the player from going forward. The fix, for now, is to prevent from struggling from anything until the crew has stopped talking. Not very elegant, but it works well. This is the same idea as the one that prevents the player from dropping the key to Sandy's handcuffs before freeing her. I had to do that because the key is quite small and difficult to see, and the player could lose it easily. Worse, being in cuffs, Sandy would have trouble picking it up from the ground. It's possible, but a bit acrobatic.<br /></p><p>- Fix: When Sandy is not free to move (blocked by a conversation or doing an action that requires her to remain in place), no longer allow her to change control mode (ragdoll to animated and back) or stance (stand, crouch, prone).<br /></p><p><br /></p><p><br /></p><p><b>0.4.0.2 (hotfix)</b><br /></p><p>- Change: Sandy's physical feet are now a bit longer, a bit wider,
and moved to the front so hopefully she will stop sticking her heels in
every handle she finds.<br /></p><p>- Fix: The game failed to detect when Sandy removed her leg tape restraint in the Communications Center, so it failed to advance on the dialogue, breaking the game. This bug was introduced in v0.4.</p><p> </p><b>0.4.0.1 (hotfix)</b><br /><p>- Fix: When Sandy got rid of her handcuffs and got dressed, the dialogue with DAL would immediately start without waiting for her to go back to her room. And after the dialogue ended, undressing and dressing again would restart the dialogue all over again (and it's a long one).</p><p>- Known issue: For now, the dialogue starts when Sandy is decent and free, and has entered her room once after getting free. If she walks out of her room to dress in the corridor, the dialogue will start. To avoid this, don't walk out of Sandy's room after dressing her.<br /></p><p><br /></p><p><b>0.4</b></p><p>- Add: Two new videos in the "How to keep things simple" journal entry, to demonstrate making Sandy's body stiff and her legs aligned by staying in arms mode, and how to propel her precisely with LB+Y, by aiming at a handle with the crosshair.<br /></p><p>- Change: Replace all the xVASynth voices in the demo with new, more
natural ones. It is likely that I've forgotten some, it will be fixed
in the long run. I hope you'll enjoy Sandy's new voice and her cute
British accent !</p><p>- Change: Replace all the xVASynth lip sync files with a new format created by a Speech-To-Text tool. Please note that the lips won't move for words that are not recognized, but that's something that will be fixed in the long run too. Full disclosure, I use a copy of the <a href="http://www.speech.cs.cmu.edu/cgi-bin/cmudict">Carnegie Mellon University's Phoneme Dictionary</a> (it's a big text file with over 134000 words in it, as well as their translations into phonemes), that I add my own words to ("Diomeda", "Curnow"...). It just so happens that since it is an American dictionary, it contains only American-spelled words. However, the Speech-To-Text tool transcribes in British English. For example, it spells "motorised" with an "S" but that word was not initially in the CMU, it was spelled "motorized". This resulted in an unrecognized word, hence the lips staying closed. There are a few cases like that, I'm trying to spot them all.<br /></p>- Change: Do not hide the interaction prompt while in a conversation anymore, since the button to expedite (skip) a dialogue line no longer conflicts with the button to execute an interaction.<p>- Change: Don't prevent expediting dialogue lines when grabbing something anymore, for the same reason as above.</p><p>- Change: When a character is stuck while trying to walk somewhere, teleport them after a few seconds, like in Skyrim, don't let them walk in place forever.</p><p>- Change: Improved the lighting in the scenes, removed most of the dynamic lights and replaced them with a few ambient lights and a few ambient volumes. This makes the scenes look more realistic with a more diffuse lighting and less light bleeding through walls, and it also speeds up the rendering because before this change, every single piece of wall had its own light (without real-time shadows, but still).</p><p>- Change: Decouple the audio clip and its lip sync file, so if a clip is missing, a character can still move their lips, even if no sound is heard.</p><p>- Change: The "arms strength factor" slider in the options can now go up to 2. Its default is still 1, and it should remain 1, but I really can't make up my mind about this. Making Sandy's arms stronger does have its advantages, but makes the game more difficult. Making them weaker makes her more precise but also slower. It's your choice. Personally, I like 0.6. It's gentle but strong enough, and won't shake Sandy all over the place when activating arms mode.<br /></p>- Change: The crosshair is now bigger and easier to read, with a shadow in case it is against a bright backdrop.<p>- Change: Decreased the Focus consumption when slowing the time down, since it now stops when it reaches 50% of the max value.</p><p>- Change: Slowed down the crouch/stand, crouch/prone and prone/stand transition animations to make Sandy look more human when she does those moves.</p><p>- Change: Made Sandy a little more resilient to collisions. She should no longer hit her head all the time when rolling over the floor now, and it should be safer for her to fly in zero-G. <br /></p><p>- Fix: Several issues with jumping, falling and landing. Hopefully the character should no longer remain stuck in the "falling" animation when touching the ground too gently. Also, she can now show that she's landing hard if she's falling from too high.</p><p>- Fix: Chairs and monitors in DAL's core should not be static.<br /></p><p>- Fix: Decals (HDRP projectors to be exact) were not present in the build due to a bug in Unity. In the demo, the only difference would be Ignatus' standby button symbol being visible now. There are a couple more decals later in the game but the demo doesn't include them.<br /></p><p>-
Fix: The last viseme in a dialogue line was never played (e.g. when
Sandy ended her line with "away", you would see her lips go to the
"W" shape, then go back to the neutral shape without going
to the "EH" shape first). It was not an obvious one, as it showed only
with certain dialogue lines.</p><p>- Fix: The girl would not properly walk "up" stairs when the gravity is inverted. I'm not sure there is any example of this in the demo, but there are such stairs in the Med Bay later. They look like the one in DAL's core, and you can actually walk under them when the gravity is upside down.<br /></p><p></p><p><br /></p><p><b>0.3.14.3</b></p><p>- Add: A new switch in the Sounds options to keep Sandy from complaining when she hits something. She just grunts but she won't say anything if the switch is off. It does interrupt conversations, though, if I find a way to prevent that in the future, I will.</p><p>- Add: A slider to factor the strength of Sandy's arms, in case you feel they are too fast and strong. You'll find it in the Controls options.<br /></p><p>- Improved: Gave a bit more volume to the humans' voices, because robots are louder and the background music did not duck Sandy's voice enough, making her difficult to hear with a loud BGM.</p><p>- Improved: Sandy's back detector has a little more range, making it easier to stand up while sitting with the back against a wall.</p><p>- Improved: The navigation in the Options menu should be better and more intuitive now. Unity's default navigation system is not up to the task, it seems.<br /></p><p>- Improved: In the options menu, pressing the <b>Y</b> button (or triangle on PS) now applies the settings of the page, while pressing <b>X</b> (or square on PS) now reverts them. Also, added icons on those buttons as a reminder. Attention, to be consistent with the layout on the controller and with the modal window (the one that asks you to confirm if you want to quit), the Apply and Revert buttons were swapped on the screen, Revert is now on the left and Apply on the right.</p><p>- Improved: Removed most of the gyro alarm lights in the Habitations corridor and all those in the maintenance corridor, added red emergency lights in the maintenance corridor, increased the range of the ones in the Habitations corridor, and added red lights in DAL's core substation. That way, you won't have to navigate in the dark anymore. <i>It is true that forcing you to navigate in zero-G without much practice on the complex controls, with a loud alarm blaring in your ears while in complete darkness in an environment you're not familiar with, could have been seen as borderline sadistic. I'm not a sadist. Promised.</i><br /></p><p>- Improved: Halved the volume of the alarm sound, as it could become annoying after a while.</p><p>- Improved: Now that "propel" has been added, it adds an opposite force on whatever we propel from, provided it is physical (like a crate or a barrel) rather than static (like a wall). Please note that, for the time being, the propel force is the same regardless of the mass of what you propel Sandy from. In the future, I'd like to replace this simple force with a spring, so the mass of both bodies would be taken into account. But that would make the propel feature less efficient so I'm not doing this yet.<br /></p><p>- Change: The strength of Sandy's arms has been halved, to return to what it was in 0.3.14.1 and below. It was doubled in the last version but that was definitely too hard, making it difficult to push Sandy from a wall with her hands.</p><p>- Change: To expedite a dialogue line (or "skip" as it is also called), the command is now <b>RB+A</b>, instead of just the A button, to avoid making mistakes when wanting to grab or operate something while a conversation is underway.</p><p>- Change: Now, the thighs won't push the body unless you push or pull the left stick more than halfway. It used to be 95% of the way, but halfway seems to feel better. That's not to say it won't change again, or that I won't add a slider in the options if I can't make up my mind on this matter.<br /></p><p>- Fix: Workers' feet bent in bizarre ways when walking while carrying Sandy.</p><p>- Fix: The "Voices volume" slider in the options did nothing. In particular, it did not control the volume of the voices. Which was a shame, considering it is supposed to be its purpose.<br /></p><p>- Fix: We couldn't run in diagonal with a non-linear animated input power curve.</p><p>- Fix: Sandy's "arch back" strength did not take the strength factor (that depends on the gravity) into account, so it made her flip back too hard. I wish it was stronger, but that would make some unrealistic movements possible, such as flipping back from laying on the belly without any support, in full gravity.<br /></p><p> </p><p><b>0.3.14.2</b></p><p>- Add<b>:</b> Propel Sandy by pressing <b>LB+Y</b> while grabbing something in Ragdoll Mode. This will push her hips towards whatever your camera is focused on (there won't be a parallax error as it checks the point it is looking at, not its direction), with a moderate force so pushing manually is still stronger, but propelling is very precise. It also makes her release whatever she's grabbing at the same time. The picture of the "Ragdoll with Left Bumper" controls has been updated to reflect this, as well as a new journal entry in the tutorials named "How to keep it simple" explaining it.<br /></p><p>- Add: Option to change the grab radius (default is 0.2 m, which is also the minimum, while the maximum is 0.5 m) to let Sandy grab something that is farther from her hand. Careful, the bigger the range, the less precise the grab because the hand detectors might detect something else than what you want !<br /></p><p>- Add: A few lights in the Habitations maintenance corridor, as well as in DAL's substation. Those rooms were too dark. It was the goal at first, knowing that Sandy's body has low lights around her to illuminate what's immediately around her, but players found it too hard and frustrating to fly without seeing anything. Besides, in a much later segment of the game (not included in the demo), the power goes out again, and this time we see a lot better because there are red lights everywhere, so there's no reason to keep the first areas so dark anymore.<br /></p><p>- Improved: When in arms mode, Sandy stiffens even more, to the point that you can literally play with the Left Bumper pressed at all times if you don't want to be bothered with moving her legs at all. She will remain stiff until you release the bumper, and you can just rotate her with both sticks, as well as move her arms up and down. Much easier that way. The "How to keep it simple" journal entry explains that as well (in the tutorials).<br /></p><p>- Improved: Sandy's back is now much stronger than before (almost twice as strong). But still not strong enough to lift herself from the ground, while facing down, without her hands and under full gravity ! But still strong enough to be able to pitch back when in low or zero gravity, making that move finally useful.<br /></p><p>- Improved: Sandy's arms are now twice as strong as before. Careful, she can push herself from walls much more firmly now, going faster than before.<br /></p><p> </p><p><b>0.3.14.1</b></p><p>- Fix: Horizontal selectors in the UI did not use the UI audio channel so they stayed as loud as they could regardless of the UI volume setting.</p><p>- Fix: Could interrupt the conversation in the Communications Center by touching the button of a door that is supposed to remain locked anyway.</p><p>- Fix: In the Communications Center, one of the floors did not have a collider and Sandy could fall through it, all the way down to DAL's core 120 m below (that's a long way down).<br /></p><p>- Fix: When bound in tape, Sandy gave the player a choice but nothing came out afterwards (I forgot to re-parse the dialogue there, my bad).</p><p>- Known issue: In the Communications Center, after the call on the speaker and before the robot meets Sandy, it is possible to move around, and possibly to break the flow by going too far, for example by going to places the robot can't reach.<br /></p><p><br /></p><p><b>0.3.14</b></p><p>Initial release<br /></p><br /><br /><br />Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.com0tag:blogger.com,1999:blog-5995014436778770814.post-16751429660199803282023-11-23T14:47:00.000-08:002023-11-25T09:40:15.117-08:00Flight of the Swallow (teasing)<p>Hi !</p><p>It's been so long since I've posted here ! I bet you thought I had left Second Life and stopped producing stuff at all, right ? Well, not quite. But it is true that I did not create any new SL product lately, though I kept providing customer care, naturally.</p><p>I've often been asked what I am currently working on, with the hope that it would be a new SL product. And I'm flattered, really. But I must admit, after Xulabarthath, I think I pretty much reached the limit in what I can do in SL, at least for the time being. So... I shifted my attention towards something else entirely.<br /></p><p>I spent the last two years and a half making a videogame ! An adult game, even. Well, it's a regular game with some adult stuff in it. More precisely, BDSM stuff in it. It's an erotic game, but not a porn game.</p><p> </p>The name of the game is "<b>Flight of the Swallow</b>". It takes place in January 2080, aboard the "<b>Diomeda</b>", a massive research ship orbiting around the planet "<b>Lagune</b>", in the q1 Eridani solar system.<br /><p>You play the role of <b>Sandra Curnow</b>, the chief technician aboard the ship.</p><p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWY4t5rf5_mk38QjFi7u2-Zx1_HYZcWgtb2Sy_jMjsRZGQ7VNAu4O5koCbyJsymBNzSyqLpnnJ1RPV3AHSros7lAWobYTYIgza3DSgTGjBdm5CE8Z5-euZlcghVG-f07ejdpZLKbLtlNB6SS5qMtPJCGtcNZAMA9NSz9Io8rvIvlvEgGsxs1wCNxQ-mdIt/s1117/2023-11-23_230757.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="931" data-original-width="1117" height="267" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWY4t5rf5_mk38QjFi7u2-Zx1_HYZcWgtb2Sy_jMjsRZGQ7VNAu4O5koCbyJsymBNzSyqLpnnJ1RPV3AHSros7lAWobYTYIgza3DSgTGjBdm5CE8Z5-euZlcghVG-f07ejdpZLKbLtlNB6SS5qMtPJCGtcNZAMA9NSz9Io8rvIvlvEgGsxs1wCNxQ-mdIt/s320/2023-11-23_230757.jpg" width="320" /></a></div><p></p><p><br /></p><p>The girl is a magnet for trouble, and you'll see just how much trouble she can get in when she wakes up the first day, as you start playing.<br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiH2cOiO4sMxH3cxzw_D3qVSeFmLPs8gQwVgyCHT3FaR5_o7OzQuEBiQ3dyXtstvwgVdeXXok2aye1M1uReaLdXvHgJTOrfCHEX6AT0syU1sy6SHlZDKpQ5_Nw1qaCGvRAvoReQj5QAC9diUYniTjiZSNmvcEFvOART-gJQ7otCItj6Vu2KASW-AuhJKRLn" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="929" data-original-width="1711" height="174" src="https://blogger.googleusercontent.com/img/a/AVvXsEiH2cOiO4sMxH3cxzw_D3qVSeFmLPs8gQwVgyCHT3FaR5_o7OzQuEBiQ3dyXtstvwgVdeXXok2aye1M1uReaLdXvHgJTOrfCHEX6AT0syU1sy6SHlZDKpQ5_Nw1qaCGvRAvoReQj5QAC9diUYniTjiZSNmvcEFvOART-gJQ7otCItj6Vu2KASW-AuhJKRLn" width="320" /></a></div><p></p><p></p><p><br /></p><p>In fact, take a look at the first five minutes of gameplay to get an idea of what this game is about. Please forgive the poor quality of the video, I had to reduce it to be accepted by Blogger. You can't post videos bigger than 100 MB here.<br /></p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dwv_5hPJvSf9KkZzyndnDkG5gRsQsRo1OYmHG1C1If0bycOuhEgbKdacCijxxbE6AXe3DBLtTNbL2G_Umrwdg' class='b-hbp-video b-uploaded' frameborder='0'></iframe></div><br /><p></p><p><i>Note : Sandy says "no" when the player asks about a vector, yet you can see the on-screen "predictors" that show Sandy's trajectory. This is because I wrote that dialogue before creating the predictors, so I'll have to change what she says later.</i><br /></p><p> </p><p>Since she is inside a ship in orbit, Sandy is floating in zero-G during a good part of the game. Which means that you control her body physically. You need a controller (Xbox or PS4/5) for that, it isn't fit for playing with the keyboard and mouse yet. This will probably come down the road, though.</p><p>Here is another short example of gameplay, after she gets free from her cuffs and finds her uniform to wear. <br /></p><p></p><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dxmTgDJt8gjH31uAZIoAXwaYVM5Akv2XAogfGDCdR9mTlgYvv_eeXP1g12Dfs9y332VzCvXaN5v7TUcDLkIvA' class='b-hbp-video b-uploaded' frameborder='0'></iframe></div><p><br /></p><p>But the Diomeda is a spaceship, not a space station. It has thrusters that can deliver up to 1.2 G of acceleration. So when they're firing, Sandy can walk normally, as if she were on Earth.</p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dzizd4-4MbEAXPmff_oVZJm9bcV_ny5zXKfq-HrMuluX_h_TNT94MtLuNyTRRj3PrRjWB_2JoFeg4saCddtvA' class='b-hbp-video b-uploaded' frameborder='0'></iframe></div><br /><p>Those two controls schemes (regular under gravity, physical in zero-G and in gravity alike) are integrated seamlessly, you can switch from one to the other when able. You can probably see where this is going.</p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dySMrgLZWonDmkwADBIoCb3rnQW4eq2C0I4-hudIY6fekxTVBEFKIhja36jsLCI6VIs5FZL3qvnSOBEbF8TaQ' class='b-hbp-video b-uploaded' frameborder='0'></iframe></div><br /><p>If you've played Alex8778's "Escape: Forced Overtime" or "Bondage Nightmare", then you will notice a few similarities. Initially, my idea for learning Unity was to create a prototype that would use the same controls, making the player move a physical female character in bondage. That was during the first half of 2021. You can see how it evolved since then, but this is where the idea came from initially.</p><p><br /></p><p></p><p>There are other inspirations that are much more obvious. Can you spot them ?</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgBx92pr_7wgIGhnrtJs13btLMSyQRZDJu1ufezJV4f2XHq7bUyZSsEtvUuLbXVXPlYVlr52J7TKaYtVSqkhiaykJsbgnUBHC6bquIDLU7_APIn8hbJvX6sUy3iuaDmhfwPUszeCtxpAeWvDqOvQOXPaD-Mt3kRaCyFr3vJI5xMIPykCoeZ2DG9flfoHXG7" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEgBx92pr_7wgIGhnrtJs13btLMSyQRZDJu1ufezJV4f2XHq7bUyZSsEtvUuLbXVXPlYVlr52J7TKaYtVSqkhiaykJsbgnUBHC6bquIDLU7_APIn8hbJvX6sUy3iuaDmhfwPUszeCtxpAeWvDqOvQOXPaD-Mt3kRaCyFr3vJI5xMIPykCoeZ2DG9flfoHXG7" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"> </div><p></p><p></p><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgLrXRNUVpFsfLpntSWcdVCIYldc2_V6w8-Gw4Kn5KluHr_Y7vNNksUO-jb7QeAWUG3zDG85vjka1GGdkDSZiYGyNejJwlrWE7GHgHS2QC-7bK6jbpEAJXlkRHjoH1h5Q19F_MLTp1KMO9JxLSjoaFIRiXBRReAwYhDCoXJU3Z3dd-QQGyPO9-FPcrQYUar" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEgLrXRNUVpFsfLpntSWcdVCIYldc2_V6w8-Gw4Kn5KluHr_Y7vNNksUO-jb7QeAWUG3zDG85vjka1GGdkDSZiYGyNejJwlrWE7GHgHS2QC-7bK6jbpEAJXlkRHjoH1h5Q19F_MLTp1KMO9JxLSjoaFIRiXBRReAwYhDCoXJU3Z3dd-QQGyPO9-FPcrQYUar" width="320" /></a></div><p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEizNJdLwc7I7hlATyP06zuc1yakNPFVwGI-aaHJ1a6H4ghkgcm8PL3HEUNpCT-daeEeGhXQktvpwDFKEDFA3bDT-OqR-5b83ADORBje2Ep-FcGloQ6b2XnAoLe8cz9ia40zn_5PkrwjRmAtj_1y_p3C8xrz4GTCdX6T9gTrQvLOuvT18J-XTTn3iv_mtsXM" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEizNJdLwc7I7hlATyP06zuc1yakNPFVwGI-aaHJ1a6H4ghkgcm8PL3HEUNpCT-daeEeGhXQktvpwDFKEDFA3bDT-OqR-5b83ADORBje2Ep-FcGloQ6b2XnAoLe8cz9ia40zn_5PkrwjRmAtj_1y_p3C8xrz4GTCdX6T9gTrQvLOuvT18J-XTTn3iv_mtsXM" width="320" /></a></div><p></p><p style="text-align: center;"><i>(You have to be a hardcore fan to recognize this one)</i><br /></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjIxsaJxx4QLmwG6wt5qWXKGeNS_DKZFZapKPFNnmQMiHhxhCTKinBGjNVLQvo9SL77yFFYogZzEtTGNcJKSSrnl3ajSect3oM2yhS-sXuEESghJBf4r89-I_3GQ8xf-NawnCbKN7777qGe7z_RATUYb3n3FEjrABPJJjo8eh1oYEs0CHweYEqIMsMxaJqs" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1080" data-original-width="1920" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEjIxsaJxx4QLmwG6wt5qWXKGeNS_DKZFZapKPFNnmQMiHhxhCTKinBGjNVLQvo9SL77yFFYogZzEtTGNcJKSSrnl3ajSect3oM2yhS-sXuEESghJBf4r89-I_3GQ8xf-NawnCbKN7777qGe7z_RATUYb3n3FEjrABPJJjo8eh1oYEs0CHweYEqIMsMxaJqs" width="320" /></a></div><p></p><p></p><p style="text-align: center;"><i>But at this point, you probably guessed.</i><br /></p><p> </p><p>All these pictures were taken in game, there is no photo mode (yet), so I used the regular camera to offset and zoom until I got the frame I wanted. In this game, camera skills are paramount, as they are what allows you to have a good idea of the distances between Sandy and whatever it is you want her to grab.<br /></p><p><br /></p><p>The Diomeda is designed with zero-G and gravity in mind. As a result, it is built like the spaceships in the The Expanse series, where ships are like rockets instead of ships that move on water. The bow is at the top, the stern is at the bottom, and the ship flies upwards, not forward. And the game strives to remain as close to realism as possible. No breaking the speed of light, Newtonian physics all the way, no invisible thrusters, but Sandy can rotate on her own even without support, as there wouldn't be much of a game if she couldn't.<br /></p><p>This game is still very much a work in a progress. At first, I just wanted to learn to use Unity, and one thing leading to another... now I'm working on a full fledged project. At this time, you could say
it is no longer a prototype, but still in the pre-alpha phase. Nowhere near release.</p><p>The story
is divided in days, and I have written and implemented day one, which
represents several hours of content (if I speedrun it, it takes me 5 to 6
hours to complete it, and that's just the first day). Most of the
locations are not furnished completely, or at all for some of them, as I prefer to write the story
first.</p><p>Full disclosure, the game itself (in the state it is currently in, which is version 0.3.8 at the time of this writing) took 1 year to make. That includes the characters, the items, the story, the dialogues and the locations. But it took 1 year and a half to create the underlying engine, the part that handles the mechanics. Ragdoll controls, zero-G, normal controls (Sandy can walk like everyone else when there is enough gravity), conversations, voices, audio system, AI, inventory and items, physical elevators, physical doors, bondage... pretty much everything is made in-house.<br /></p><p>Speaking of the voices, the game won't be provided with them directly, as they are made with xVASynth so I am not allowed to make them part of a commercial product. They will be provided separately, for free, and meant to be installed pretty much like a mod. The game will function with or without them. That's way down the road anyway, as soon as I provide a demo of the
game, I will probably include the voices, since the demo will be free. At the time of this writing, there are over 2000 voice files, and I tweaked every single one of them manually to sound as natural and as little robotic as possible.</p><p>I have a lot to say about the voices, but the most important thing I want to point out is that I do not want to show disrespect to the original voice actors and actresses whose voices are imitated here (emphasis on imitated, I do not steal their voices, and I do not pretend they voiced the characters themselves, they have nothing to do with this game). It's machine voicing anyway, no doubt that real voice actors would do much better and for a fraction of the effort it required of me. And I'd love to have the original actors voice my characters ! I just don't know if the game would be profitable if they did.<br /></p><p>I have no idea when the game itself will be ready for release, let alone finished. It will be in a couple years, I suppose. I'm working on it full time, thanks to the money I earn in SL, so if you bought products from me at some point, I can do this partly thanks to you !</p><p>This is why I don't have a Patreon page or anything like that. I think that Patreon is a flawed system that doesn't entice a dev to finish their project, and when the project is actually released, most of the money was already earned. But if you do wish to support me, don't hesitate to buy my products ! That way you actually buy something that you can use right now, instead of the promise of a project that may or may not see the light of day, years later.<br /></p><p></p><p>I would like to release a demo soon, hopefully before Christmas. But I'm not sure if I'm ready for the flurry of comments and suggestions I'll get once it is available, yet, I'm still pretty shy on that matter. This game requires a lot of work, and there's still a lot to do. In fact, I have never worked so hard in my life, and that's coming from someone who worked as an engineer for the military for several years. Imagine working for 12 hours a day, average, sometimes doing 30-day weeks. That's what making a video game entails.<br /></p><p><br /></p><p>Hope you enjoyed the little teasing ! I could not resist any longer the urge to tell you what I'm working on.</p><p><br /></p><p>Have fun !</p><p>Marine</p><p><br /></p><p><i>PS : Thank you to Danna Pearl, Tania Loon, Angelina Sinclair and Stephanie Mapple for helping me by testing the game and giving me suggestions ! Especially Danna and Tania who pretty much watched the game grow over the years and who kept their mouths shut about it :)</i></p><p><i> </i></p><p><i>PS 2 : I've been asked if I was leaving SL, and if I stopped making products. It's a no to both questions. I am not going anywhere, I'm still providing customer service, and to be honest, I can't wait to get back to working on SL products (new and existing), this will feel like vacations to me. Besides, PBR is coming to SL soon so I will work on the RLV and on some of my products soon anyway. So no worries !</i></p><p><i> </i><br /></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-38025827023207030372022-12-20T02:18:00.000-08:002022-12-20T02:18:14.183-08:00RLV 2.9.32.1<p>Hi !</p><p>Here is a new version of the RLV, this time based on the codebase of the SL viewer v6.6.8, with many improvements. In particular, rendering and speed. No kidding, the FPS has kind of doubled with this version ! I didn't have time to look into invisiprims and from what I saw, it would be difficult, if not impossible, to make them work again.</p><p> And there's still nothing done to replace them which is a problem because they're the only way to dynamically hide body parts with a script (by hiding and showing the invisiprims). Of course, one may say that this is possible with alpha masks, but they're wearables and require a RLV viewer and some preliminary user action to use automatically (namely, put them into a particular folder and make the script point to that folder, it is not trivial for non-technically minded people). It would also be possible with auto-hide HUDs from Maitreya, for instance, but these things have to be done for every mesh body around, which is not the case.</p><p>So for now we have a viewer that works well and fast, but without invisiprims, sadly. And like I said before, I know that invisiprims are ugly and a hack and all, but they're the only solution to one specific problem.</p><p>Thanks a lot to Chorazin Allen for keeping the RLV repository up to date with LL's many changes, I certainly wouldn't have had the time to do it myself these days.<br /></p><p><br /></p><p style="text-align: left;">You can download the Windows version from <a href="http://www.erestraints.com/realrestraint/">http://www.erestraints.com/realrestraint/</a><br /></p><p style="text-align: left;">The MD5 hash for the Windows version is :<br />97cb2a86ea5178c395c672461ba3a1df<br />
<br />
The Linux and Mac versions are proposed by Chorazin at this address :<br />
<a href="https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/">https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/</a> <br />
</p><p><br />Have fun !</p><p>Marine<br /></p><p><br /><i>PS : I can't wait to show you what I'm working on. Because yeah, it is about bondage and kinkiness, and is more or less related to SL even if it's not an SL product. I won't say more about it yet, though, but I can't wait to demonstrate something ! This past year and a half has been the busiest time of my life because of this project.</i></p><p><i>PS 2 : I can't wait to get back to working in SL, either. It would be like vacations for me. lol. </i><br /></p><p></p><p><br /></p><p><br /></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-287526777211085352022-06-07T05:20:00.003-07:002022-06-07T06:47:43.421-07:00RLV 2.9.31.0<p> Hi !</p><p><br /></p><p>This is my first post in over a year... I'm still taken by this RL project which is why I'm quiet these days, but I'm not gone, just quiet and very busy.</p><p>In the meantime, it seems that LL hasn't been idle either and released a new viewer that kind of breaks some system libraries which makes the previous RLV unusable, so here is a new version based on LL's v6.5 codebase that should work again.</p><p>It doesn't contain bug fixes or improvements, it is just meant to stay up-to-date with LL's latest viewer. Actually, at the time of this writing, the latest SL viewer is 6.6 and I have a working RLV based on that one, except it breaks invisiprims. I know, invisiprims are evil, ugly, they're a hack and so on, and the SLV and FS only support them in forward rendering, but I'd like to keep supporting them in deferred rendering as well as long as we don't have another way of dynamically hiding rigged mesh parts with scripts. Not everyone uses BoM and not every mesh body has alpha cuts. Like it or not, invisiprims still have some usefulness so the RLV based on 6.6 is not ready yet. This one here is okay, though.<br /></p><p> </p><p style="text-align: left;">You can download the Windows version from <a href="http://www.erestraints.com/realrestraint/">http://www.erestraints.com/realrestraint/</a><br /></p><p style="text-align: left;">The MD5 hash for the Windows version is :<br />584642732aab6c915823ad3d6092ddb8<br />
<br />
The Linux and Mac versions are proposed by Chorazin at this address :<br />
<a href="https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/">https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/</a> <br />
</p><p><br />Have fun !</p><p>Marine<br /></p><p><br /><br /></p><p></p><p><br /></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-80571838086658800902021-05-19T05:32:00.010-07:002021-05-19T06:34:51.272-07:00RLV 2.9.30.1<p> Hi !</p><p><br /></p><p><i>First of all, apologies for being quiet for so long, all my time is taken by an RL project these days. It might be tied to SL actually but I won't comment on it yet. All I can say is that it's big so it's taking all my time for now. But no worries, there's a lot of work on my plate in SL as well, for example Xuxu needs a bit of love because there are bugs that still need to be fixed. So I'll get to that when I can.</i><br /></p><p></p><p>Here is the latest version of the RLV with a few bug fixes and the latest code from LL. This RLV has been ready for release for a month already and I... kind of forgot to ship it. Sorryyy !</p><p> </p><p> </p>- fixed : couldn't @attach an item located inside a temporary RLV folder (thank you Jenna Huntsman for the heads-up)<p>- fixed : #RLV/~a/b/c became #RLV/~a/b/c at the next login</p><p>- fixed : declining #RLV/~a/b/c created the folders anyway<br /></p><br /> <p style="text-align: left;">You can download the Windows version from <a href="http://www.erestraints.com/realrestraint/">http://www.erestraints.com/realrestraint/</a><br /></p><p style="text-align: left;">The MD5 hash for the Windows version is :<br />3dd6953c1e34436f78a8819a1083ea81<br />
<br />
The Linux and Mac versions are proposed by Chorazin at this address :<br />
<a href="https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/">https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/</a> <br />
</p><p><br />Have fun !</p><p>Marine<br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-67292674030017357942021-03-19T07:52:00.003-07:002021-03-19T09:23:29.017-07:00Update for all the RR blindfolds<p>Hi there,</p><p>Following the recent <a href="https://realrestraint.blogspot.com/2021/03/rlv-2930.html">addition of @setsphere</a> to the RLV (in v2.9.30), I have updated all the RR blindfolds to add the ability to choose between three methods of blinding, in their "Blindfold" plugin :</p><p>- HUD : This is the old-school pre-RLV method, a big prim takes all your view and has only a tiny hole in the middle to let you click through it. It obscures all your view, including your avatar.</p><p>- CamDraw : This is the RLV 2.9 vision restriction spheres that you already know.</p><p>- SetSphere : This is the RLV 2.9.30 and RLVa 3.4.3 vision restriction sphere that was recently introduced.</p><p><br /></p><p>The way it works is simple. You choose your preferred method (even while blindfolded, you can change on-the-fly) and the plugin decides which method to use according to the version of your RLV. If the version or your RLV actually supports the method you chose, no problem, the plugin will use it. Otherwise, it chooses another method like this :</p><p>- If you chose CamDraw and are not using a RLV 2.9 but are on a RLVa version 3.4.3 or above (in Firestorm or otherwise), then it will choose Setsphere.</p><p>- If you chose SetSphere and you are using a RLV 2.9 but not 2.9.30 or above (in which case what are you waiting for, grab the latest version !), then it will choose CamDraw.</p><p>- Otherwise it will choose HUD.</p><p> </p><p>If you wonder, the blindfolds in the RR line are :</p><p>- Scarf Blindfold</p><p>- Deluxe Blindfold <br /></p><p>- Tape Blindfold</p><p>- Iso Blindfold</p><p>- Mummy Blindfold</p><p>- Remvision <br /></p><p><br /></p><p><i>Note : If you are reading this and are a creator of RLV blindfolds yourself, let me help by recapitulating all the versions and what they mean for you when you get a response to your @versionnum request : </i></p><p><i>< 2090000 : No camdraw, no setsphere available (that's before RLV 2.9).<br /></i></p><p><i>< 2093000 : Camdraw only, no setsphere (that's RLV 2.9 but before 2.9.30).<br /></i></p><p><i>< 3000000 : Camdraw and setsphere are available (that's RLV 2.9.30 and above).<br /></i></p><p><i>< 3040300 : No camdraw, no setsphere available (that's RLVa prior to 3.4.3).</i></p><p><i>Other numbers : Setsphere only, no camdraw available (that's RLVa 3.4.3 and above).</i></p><p><br /></p><p>I hear often that this update makes your vision spheres white. This is not a bug but a feature actually, the vision spheres take the same color as the root prim of your blindfold. To change that, simply edit your blindfold, check "edit linked" on the edit window, select only the root prim (that's the one highlighted yellow) and set its color to whatever you prefer, the vision spheres will follow. It's a nice hidden little feature if you're tired of the black.<br /></p><p><br /></p><p>As an extra, there is also an update to the Vixen legs cuffs : their D-rings would not hide when selecting the Invisible style while unlocked. You need a replacement to benefit from this update though.</p><p>If you don't want to replace your Vixen cuffs (which I understand, they're a pain to resize), you can fix the bug yourself by following this procedure :</p><p>1. Edit the right ankle cuff and check "edit linked" on the edit window.</p><p>2. Click on the main part of the cuff only (the one with the strap and rings) so it selects only this part.</p><p>3. It should have a weird name. Replace the weird name with another weird name such as this :</p><p><span style="font-family: courier;">$2%Lw:1/0 $3%Lw:1/0 $4%!Lw:1/0 $1567%w:1/0 $0%Lkw:1/0</span></p><p>4. Do the same with the left ankle cuff.</p><p>No need to reset or anything, this fixes the bug once and for all.<br /></p><p><br /></p><p>To update, simply go to any of the following locations :</p><p><a href="http://maps.secondlife.com/secondlife/Pak/76/61/105">My Little Shop</a><br />
<a href="http://maps.secondlife.com/secondlife/Barnaby%20Point/122/220/31">Chorazin's store</a><br /><a href="http://maps.secondlife.com/secondlife/Dark%20Playground/135/140/30">
Roper's Dark Playground</a><br />
<a href="http://maps.secondlife.com/secondlife/Night%20Wish/60/28/22">Dark Wishes</a><br />
<br />
<br />
Once
there, click on the updater and follow the instructions. You do not need to
choose "<b>REPLACE</b>" for this one as the Blindfold plugin is the only thing that changes and is a single script, so a simple "<b>UPDATE</b>" is fine. You do need to replace your Vixen legs cuffs though.</p><p> </p><p> </p><p></p><p>Have fun !</p><p>Marine<br /><br /></p><p><br /></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-64672433467199894352021-03-15T06:55:00.001-07:002021-03-15T07:16:40.653-07:00RLV 2.9.30<p>Hi !</p><p>Here is a new version of the RLV which is dedicated to taking a couple features from RLVa, namely "<a href="https://wiki.catznip.com/index.php?title=RLVa_RFC_setsphere">@setsphere</a>" and the ability to create sub-folders when giving a folder to #RLV directly. <br /></p><p>I said in my <a href="https://realrestraint.blogspot.com/2021/02/rlv-2929.html">last post</a> that this was the last time I integrated proofs of concept RLVa commands that make their way into Firestorm without filter. But that was without taking into account Kitty Barnett's new "@setsphere" commands which she worked on for a long time and that are now going to go into Firestorm, once again without any filter.</p><p>But I know that users have been eagerly waiting for years for an equivalent of the @cam commands to simulate blindfolds and other vision restrictions that are present in the RLV and Kokua viewers but not in Firestorm which is by far the most popular viewer. It was frustrating for them so I expect scripters will jump on the opportunity to use these commands as soon as they are released. That's why I can't just ignore this new set of commands since they will become popular in no time. Problem is, they are not in the RLV API so if they start using them and I don't do anything, there might be a significant difference once they actually make it to the API and it will be too late then.</p><p>So this version (2.9.30) includes Kitty's "@setsphere" commands, working the same way as in RLVa with two key differences that I will explain below.</p><p>The second feature is being able to create sub-folders when a script gives a folder to the user's #RLV folder. For example, before this version, giving a folder named "#RLV/~A/B/C" would create a folder "~A/B/C" and put it under #RLV, just like that. Not very handy especially since RLVa would actually create folders "~A", "B" and "C", and organize them the way you'd expect. Since this version here, RLV does the same now which is :</p><p>- Create a folder C (in all cases, the last folder in the path is created so we don't pollute an existing folder with new items).</p><p>- Create the other folders in turn and organize them, but only if they don't already exist. For example, if your inventory already contains "~A" and "B" inside "~A", it won't create them but it will reuse them, placing the new folder "C" under the existing folder "B" (regardless of the fact that there might already be a folder "C" there since, like I said, the last folder in the path is always created, never reused).</p><p>That way, RLV functions exactly like RLVa on these features from version 2.9.30.</p><p><br /></p><p>Here is the change list :</p><p>- Added : Support for @setsphere like in RLVa (with a significant difference : "=force" commands become "=n" commands).</p><p>- Changed : Giving a folder to #RLV will now create nested sub-folders if the name of the folder contains slashes ("/").</p><p>- Fixed : Defensive fix against a potential crash when using @camtextures (thanks Henri Beauchamp for the heads-up).</p><p><br /></p><p style="text-align: left;">You can download the Windows version from <a href="http://www.erestraints.com/realrestraint/">http://www.erestraints.com/realrestraint/</a><br /></p><p style="text-align: left;">The MD5 hash for the Windows version is :<br />9dc39253a79954e3b926c8d8cc2127d3<br />
<br />
The Linux and Mac versions are proposed by Chorazin at this address :<br />
<a href="https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/">https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/</a> <br />
</p><p style="text-align: left;"></p><p style="text-align: left;"></p><p style="text-align: left;"></p><p style="text-align: left;"></p><p style="text-align: left;"><br /> </p><p style="text-align: left;">Now, you might have noticed the "significant difference" part in the change list about @setsphere. Read on if you want to know more.</p><p style="text-align: left;">All the "=force" commands designed by Kitty are turned into "=n" commands (*).
The reason for this is the way the parameters must be mixed when two or
more objects issue identical "@setsphere_mode" commands but with different
parameters. In RLVa the result is random, whoever comes last wins or
something like that. In RLV they are properly mixed to retain the most
restrictive parameters.</p><p style="text-align: left;">For example, if two objects issue
"@setsphere_mode:0=n" (that's "restrict the vision with a plain color gradually becoming more opaque over the distance) then one issues "@setsphere_distmax:3=n" and the
other @setsphere_distmax:10=n" afterwards, the second command will be
retained like the first one but the actual distmax parameter that will
be applied will be "3" because it is more restrictive.</p><p><i>(*)
Actually the RLV accepts both because there might be scripts already
using @setsphere the way Kitty designed it, but the RLV API will only
specify "=n", not "=force" because the latter is bound to cause issues
and is not consistent with the way the RLV works.</i></p><p><i>The "force" commands are
not retained in the main RLV map, they are forgotten as soon as they are
executed, so they cannot be consulted afterwards by scripts. Those "force"
commands are "one-shot" commands that are meant to force the avatar to
do something, like sit somewhere or teleport, but not configure a command that itself sticks around.<br /></i></p><p>Another
difference is the separators in the "@setsphere_param" command. The API
will specify that ";" is needed but RLVa takes "/" for the time being.
However, "/" is more reserved for folders than actual separators than
for multiple parameters (I know, "@tpto" seems to be an exception, it was
done this way to facilitate turning an slurl into an actual RLV command,
it sounded like a good idea at the time) so ";" it is.</p><p style="text-align: left;"> </p><p style="text-align: left;">Also, it is too soon to add anything to the RLV API about @setsphere. I don't know yet if it is a good idea, for example there are issues with alpha-blending which I am not sure Kitty will be able to solve. I would also like @camdraw commands to be replicated in RLVa, at least becoming synonyms for @setsphere commands. In short, "@setsphere" is still more or less a command in testing.<br /></p><p style="text-align: left;">However Kitty raised an issue with @camdraw commands in RLV : the view seems darkened far before the actual outer limit. There is a reason for this, the spheres are alpha-blended and stack one after the other in a linear way (that's 40 concentric spheres between @camdistmin and @camdistmax).</p><p style="text-align: left;">Problem is, when two alpha-blended surfaces overlap each other, the resulting transparency is a multiplication of both transparencies. As a result, the concentric spheres blend in an exponential way, resulting in an apparent darkness occurring a lot closer than it should. The spheres are placed correctly though and the initial requirement was to make it so @camdrawalpha commands were exact. If you specify that the outer alpha should be 75% (hence 25% transparent), then any white fullbright surface beyond that distance should appear 75% grey, and it works. The reason for this apparent bug is that the spheres are placed linearly. I could place them differently (logarithmically for example) but then this would break existing products using those commands. Adding new @camdraw commands would require to think long and hard on how to mix them.</p><p style="text-align: left;">Anyway, this is the reason why @setsphere is a different set of commands from @camdraw but it would be great to find a way to set a bridge between them, after all they both do the same thing. <br /></p><p style="text-align: left;"> </p><p style="text-align: left;">Have fun !</p><p>Marine
</p><br />Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-21458387591798403472021-02-01T04:56:00.003-08:002021-02-01T05:36:19.133-08:00RLV 2.9.29<p>Hi there,</p><p>Here is a new version of the RLV, this one is a big one because it includes many new RLV commands on top of a few bug fixes and changes.</p><p>Normally it should have been 2.10 but none of the new RLV commands is a real game changer like the vision restriction spheres in 2.9 so it stays a 2.9. It's not really important anyway.</p><p>Here is my personal take on the matter of most of the new commands included in 2.9.29. The technical stuff and the actual release notes follow after the part in italics. <br /></p><p><i>Most of the new commands were actually already present in Catznip and I've added them to the RLV for consistency concerns. They're mostly about EEP and how to keep controlling the environment settings with EEP the same way we used to with Windlight, without having to rewrite any script. Problem is, <a href="https://wiki.catznip.com/index.php/RLVa_2.3_Release_Notes">RLVa 2.3</a> brought in commands with a different syntax than those in the <a href="http://wiki.secondlife.com/wiki/LSL_Protocol/RestrainedLoveAPI">RLV API 2.9.27</a>.</i></p><p><i>As a result, RLVa was forking even further from RLV and for the sake of the scripters (and their sanity), it is not good to have two nearly but not entirely identical APIs. On top of it, RLVa goes straight into Firestorm (without filter as far as I know, but I'd love to be corrected on that) which is by far the most popular viewer so when a command is added to RLVa, some people assume they are in the RLV as well. This is why most of the new RLV commands in 2.9.29 are taken from RLVa.</i></p><p><i>There is one simple <a href="http://realrestraint.blogspot.com/2009/03/rlv-license.html">rule</a> though : if a command is not in the <a href="http://wiki.secondlife.com/wiki/LSL_Protocol/RestrainedLoveAPI">RLV API</a>, it is not an RLV command and scripts should not assume they are. </i></p><p><i>This is the last time I do this. In order to keep RLV a single API which scripters can rely on for its consistency, all the people working on different implementations of the RLV API must understand that forking is not the most sensible thing to do. Having different implementations that interpret the API differently, or even having commands that are part only of some implementations only confuses users (scripters and end users alike) and increases everybody's workload.</i></p><p><i>I do understand that when someone wants to add a new command to the RLV API, they have to ask me and I'm the one to do the work on the specification and first implementation (because it has to be tested, right ?), which is not always possible. I consider every suggestion carefully and I say no more times than I say yes, provided I have time at all. So I do understand that other viewers implement their own "test" commands on their side as proofs of concept. I have no problem with that as long as they stay test commands and proofs of concept, but injecting them into popular viewers without getting back to me first is bound to cause issues because suddenly the proofs of concept become mainstream commands without being in the API. That's when things become ugly for scripters and end users.</i></p><p><i>This applies to Catznip because that's the one that I know about, but there are perhaps others. Of course, if the test commands in Catznip are not transferred into Firestorm when the latter publishes a release, then this whole <strike>rant</strike> personal take is moot and to be ignored.<br /></i></p><p><br /></p><p>Alright, on to the interesting stuff.</p><p><br /></p><div style="text-align: left;">- added : A slew of new "setenv" and "getenv" RLV commands, some of them to match the new ones in Catznip : <b>asset</b>, <b>cloudtexture</b>, <b>sunscale</b>, <b>suntexture</b>, <b>sunazimuth</b>, <b>sunelevation</b>, <b>moonazimuth</b>, <b>moonelevation</b>, <b>moonbrightness</b>, <b>moonscale</b>, <b>moontexture</b>.</div><div style="text-align: left;"><p>- added : Support for vectors in the following "setenv/getenv" commands : <b>ambient</b>, <b>bluedensity</b>, <b>bluehorizon</b>, <b>cloudcolor</b>, <b>cloud</b>, <b>clouddetail</b>, <b>cloudscroll</b>, <b>sunlightcolor</b>. Attention : although "<b>;</b>" and "<b>/</b>" are acceptable as separators in the "setenv" command, the "getenv" command will separate the numbers with "<b>;</b>" only to remain consistent with other RLV commands ("/" is supposed to be for folders, it is not a separator).</p></div><div style="text-align: left;"><p>- added : Show "Typing" above the head of the avatar even when its chat is redirected (this brings a new debug setting named "RestrainedLoveShowRedirectChatTyping").</p></div><div style="text-align: left;"><p>- added : New RLV command <b>@shownearby </b>(thank you Chorazin Allen for the code).</p></div><div style="text-align: left;"><p>- added : New RLV command <b>@touchattachother:UUID </b>to prevent from touching a specific avatar's attachments.</p></div><div style="text-align: left;"><p>- added : New RLV command <b>@share </b>(with its <b>_sec</b> variant as well as <b>share:UUID</b> exceptions) to prevent the user from giving anything to anyone, with exceptions.</p></div><div style="text-align: left;"><p>- added : New RLV command <b>@sitground </b>to force the avatar to sit on the ground where it stands (in fact it will just sit where it is, even if it is flying, it's not necessarily going to sit on the ground below).</p></div><div style="text-align: left;"><p>- added : New RLV command <b>@editworld </b>to prevent the user from editing objects rezzed in-world but not their own attachments (no exceptions).</p></div><div style="text-align: left;"><p>- added : New RLV command <b>@editattach </b>to prevent the user from editing their own attachments but not objects rezzed in-world (no exceptions).</p></div><div style="text-align: left;"><p>- added : New notification when sitting and unsitting on/from an object or the ground : the viewer says "/sat object legally", "/unsat ground legally" etc.</p></div><div style="text-align: left;"><p>- added : New RLV command <b>@sendim:<group_name></b> to add exceptions to @sendim by group. If <group_name> is "allgroups", then all the groups are exceptions.</p></div><div style="text-align: left;"><p>- added : New RLV command <b>@recvim:<group_name></b> to add exceptions to @recvim by group. If <group_name> is "allgroups", then all the groups are exceptions.</p></div><div style="text-align: left;"><p>- added : New RLV command <b>@sendimto:<group_name></b> to prevent from sending IMs to a specific group. If <group_name> is "allgroups", then all the groups are restricted.</p></div><div style="text-align: left;"><p>- added : New RLV command <b>@recvimfrom:<group_name></b> to prevent from receiving IMs from a specific group. If <group_name> is "allgroups", then all the groups are restricted.</p></div><div style="text-align: left;"><p>- changed : When we press the Esc key, the camera returns to its default position without moving the avatar (this was the case in the past but since EEP it would move the avatar to match the camera instead). To move the avatar to match the camera, simply press one of the arrow keys, like before.</p></div><div style="text-align: left;"><p>- fixed : Receving a "#RLV/~" folder no longer created the folder under RLV (thank you Sabrina Dumont for the heads-up).</p></div><div style="text-align: left;"><p>- fixed : Since EEP, the shine was too bright when the camera was outside the light radius (<a href="https://jira.secondlife.com/browse/BUG-229436">https://jira.secondlife.com/browse/BUG-229436</a>). This is an SL viewer bug, I'm just applying Sovereign Engineer's fix minus the materialF.glsl file because that one makes the shine way too weak.</p></div><div style="text-align: left;"><p>- fixed : Looking at the Experiences window would show the slurls even when under @showloc</p></div><div style="text-align: left;"><p>- fixed : Sometimes, moving the camera at certain angles while not rendering the avatar would not render the vision spheres either.</p></div><div style="text-align: left;"><p>- fixed : @edit should not block spin and grab (thank you Chorazin Allen for the fix).</p></div><div style="text-align: left;"><p>- fixed : The white flash over the icon of a user in the Communication is now a faded orange, much more readable (thank you Chorazin Allen for the fix).</p></div><div style="text-align: left;"><p>- fixed : An SL bug blocking the loading of landmarks under certain conditions : <a href="https://jira.secondlife.com/browse/BUG-230139">https://jira.secondlife.com/browse/BUG-230139</a>. Thank you Chorazin Allen for the fix.</p></div><p><br /></p><p>A word about the EEP shine fix. The initial bug arose after some LL fixes about the shine on any surface, namely the shine was now way too bright when you moved your camera outside the light radius (see <a href="https://jira.secondlife.com/browse/BUG-229436">https://jira.secondlife.com/browse/BUG-229436</a> for details).</p><p>Sovereign Engineer brought a fix for this new bug that fixed it beautifully... except that the shine was now way too low specifically on alpha-blended surfaces, on parts of the surface where the specular map was not completely white. It does not sound like much but it breaks a lot of content that relies on precise materials such as sweat appliers. Suddenly the background shine of the skin became invisible.</p><p>To fix this was easy, I could just ignore the materialF.glsl file in Sovereign's commit and all was well. Problem is, Sovereign's commit was also taken by LL, materialF.glsl included, which means soon the SL viewer will show a very weak shine on alpha-blended surfaces, breaking content. After discussing with Sovereign about it, I know that the calculation of the shine after the fix is correct and it was incorrect before, but it has been incorrect since 2015, when materials were introduced in SL, and a lot of content was developed using this flawed specular curve. In my opinion it is too late to go back now. Keeping the fix the way it is now in the SL viewer is bound to make a lot of people, creators and customers alike (who paid for those products) very angry.<br /></p><p>For now the RLV keeps the shine the way it always was, even though it is not consistent with how the SL viewer will render it in one of its next iterations. I have yet to decide what I'll do if LL keeps it like this. I'm certainly not going to rework nearly all my products to match the new calculation.</p><p></p><p><br /></p><p style="text-align: left;">You can download the Windows version from <a href="http://www.erestraints.com/realrestraint/">http://www.erestraints.com/realrestraint/</a><br /></p><p style="text-align: left;">The MD5 hash for the Windows version is :<br />aaf07aca0eca908025005f3b9818b293<br />
<br />
The Linux and Mac versions are proposed by Chorazin at this address :<br />
<a href="https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/">https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/</a> <br />
</p><p style="text-align: left;"><br />Have fun !</p><p>Marine
</p><p><br /></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-73070179198764065012020-11-09T03:02:00.002-08:002020-11-09T03:02:50.085-08:00RLV 2.9.28.3<p>Hi,</p><p> </p><p>Here is a new version of the RLV that fixes two very annoying bugs contained in the recent versions. See for yourself :</p><p><br /></p><p>- fixed : Sometimes all the attachments (except the locked ones) would be kicked off upon login for no apparent reason.</p><p>- fixed : Included the fix for <a href="https://jira.secondlife.com/browse/BUG-229428">https://jira.secondlife.com/browse/BUG-229428</a> (clicking on something in the Places window would scroll it down and make you click on another landmark by mistake).</p><p><br /></p><p>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.</p><p><br /></p><p style="text-align: left;">You can download the Windows version from <a href="http://www.erestraints.com/realrestraint/">http://www.erestraints.com/realrestraint/</a><br /></p><p style="text-align: left;">The MD5 hash for the Windows version is :<br />fa3da8e75af216dd4f23564ecc60c06b<br />
<br />
The Linux and Mac versions are proposed by Chorazin at this address :<br />
<a href="https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/">https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/</a> <br />
</p><p style="text-align: left;"><br />Have fun !</p><p>Marine
</p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-77085818164765671672020-11-06T09:01:00.000-08:002020-11-06T09:01:32.181-08:00MdlM Latex Outfits : BoM support<p>Hi !</p><p><br /></p><p>Here is a big update to the MdlM Latex <a href="https://realrestraint.blogspot.com/2016/05/new-product-latex-catsuits.html">Catsuits</a>, <a href="https://realrestraint.blogspot.com/2016/11/new-product-latex-bodysuits_28.html">Bodysuits</a> and <a href="https://realrestraint.blogspot.com/2016/06/new-product-latex-socks-gloves.html">Socks & Gloves</a> to add <b>support for BoM</b> ("Bakes On Mesh") !</p><p><br /></p><p><span style="font-size: large;"><i><b>In a nutshell</b></i></span> <br /></p><p>To use
the BoM version of the Catsuits, Bodysuits or Socks and Gloves, you need
to <b>wear one of the provided Tattoo wearables</b>, and to <b>apply one of the
skin shine appliers</b> from the provided HUD, preferably the one that
corresponds to the Tattoo you wore.<br /></p><p> </p><p><span style="font-size: large;"><i><b>Bakes On Mesh</b></i></span> <br /></p><p>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.<br /></p><p><i>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.<br /></i></p><p><i>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.<br /></i></p><p>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 <b>replace your skin shine</b> (but not your skin textures, which are supposed to be the Upper and Lower body BoM textures), and <b>many Tattoo wearables</b> 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).</p><p> </p><span style="font-size: large;"><i><b>What's in the update</b></i></span><p>The update contains, for each product, a new HUD called "<i>something something</i> skin shine appliers for BoM <i>something something</i>" (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.<br /></p><p><br /></p><p><span style="font-size: large;"><i><b>How to use</b></i></span></p><p>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 ?</p><p>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.</p><p>Then wear the "Catsuit Opaque - Black" Tattoo (provided you own the Opaque Catsuits, if not, replace with whatever variant and color you prefer).</p><p>This is what you see :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIHcdiJRe1AAUP6mUrWpTKrUZWuzB2CmPR5qPpZfxAZC0Vkg8OD7GSZKB7DAAa0-LnP5yBrZkFGwMjytAgSzLrRh3KRjlE2e9XCtOq7jqiBzrkvXIhofj293RHMK5JdnshNrxXHPHIsawU/s869/2020-11-05_164325.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="869" data-original-width="679" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIHcdiJRe1AAUP6mUrWpTKrUZWuzB2CmPR5qPpZfxAZC0Vkg8OD7GSZKB7DAAa0-LnP5yBrZkFGwMjytAgSzLrRh3KRjlE2e9XCtOq7jqiBzrkvXIhofj293RHMK5JdnshNrxXHPHIsawU/s320/2020-11-05_164325.png" /></a></div><p></p><p>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 :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2dQKHJE_MxBSaopAVl3hCR3A8lBigyvi3EINaBtInjZz5tG9yDKTaoQbnnA-oS9V36FD2iED0e2O5XY0ZiWrqklAiH_uqn4arNAYGGJ5fx7fVP9G_gPkHiDtgXQ7-F3n_mEl_capSpl5K/s981/2020-11-05_164738.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="177" data-original-width="981" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2dQKHJE_MxBSaopAVl3hCR3A8lBigyvi3EINaBtInjZz5tG9yDKTaoQbnnA-oS9V36FD2iED0e2O5XY0ZiWrqklAiH_uqn4arNAYGGJ5fx7fVP9G_gPkHiDtgXQ7-F3n_mEl_capSpl5K/s320/2020-11-05_164738.png" width="320" /></a></div><p style="text-align: center;"><i>(there's a reason why there is so much empty space, as you'll see below)</i></p><p><br /></p><p>Click on the rightmost button and you get this :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3IyoN3uYPLmMdzFjVVgTKX_d7pd7TTw8Nqf1apzTkmVN7T0eSGYnqxZbTDypezRW-fw0m2gNPLHcrhbHe5kTC8pf0HyQp5rdEIJYHtfpLAsRz9QCgn8RwQg8dPWHF9pY4vjqldsQuSzRN/s886/2020-11-05_164934.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="886" data-original-width="678" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3IyoN3uYPLmMdzFjVVgTKX_d7pd7TTw8Nqf1apzTkmVN7T0eSGYnqxZbTDypezRW-fw0m2gNPLHcrhbHe5kTC8pf0HyQp5rdEIJYHtfpLAsRz9QCgn8RwQg8dPWHF9pY4vjqldsQuSzRN/s320/2020-11-05_164934.png" /></a></div><br /><p>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") :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjZyWvF7uQdBFif8AhXRJMVgLzoNh45yw8klJMGPRkww3P4YBreQMGl-ShpMkMZ-xeRufOv81zbbjub2Apv9-WmI0LwAo42diWpm293nOO-KFTkUsUc0BWjnK6k9Vbq7dkLm3JMKLFQLcm/s888/2020-11-05_165301.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="888" data-original-width="704" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjZyWvF7uQdBFif8AhXRJMVgLzoNh45yw8klJMGPRkww3P4YBreQMGl-ShpMkMZ-xeRufOv81zbbjub2Apv9-WmI0LwAo42diWpm293nOO-KFTkUsUc0BWjnK6k9Vbq7dkLm3JMKLFQLcm/s320/2020-11-05_165301.png" /></a></div><br /><p>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 <a href="https://realrestraint.blogspot.com/2020/02/maitreya-v5-tips-tricks.html">full blog post</a> that explains a lot of things about Maitreya, including BoM and BoM parts at the end.<br /></p><p><br /></p><p>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 :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZ4WqCqc4N-6uSYdVK3QILUc2MG9WNWW_G2fEtQpo4uiIVRFZ2UDnAZwNRMPSqqkn4-4S8-X9PTdsbfGPKy4rWw8aLLLCZv1irO58gvZOmbFvaYis4tRpzNd3c8N09DqNCaoULkd_byepl/s886/2020-11-05_165935.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="886" data-original-width="759" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZ4WqCqc4N-6uSYdVK3QILUc2MG9WNWW_G2fEtQpo4uiIVRFZ2UDnAZwNRMPSqqkn4-4S8-X9PTdsbfGPKy4rWw8aLLLCZv1irO58gvZOmbFvaYis4tRpzNd3c8N09DqNCaoULkd_byepl/s320/2020-11-05_165935.png" /></a></div><br /><p>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 <a href="https://realrestraint.blogspot.com/2019/01/new-product-env-box.html">Env Box</a> 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).</p><p><br /></p><p><span style="font-size: large;"><i><b>The skin shine<br /></b></i></span></p><p>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.<br /></p><p>In a nutshell, every applier you see on the HUD is a stripped down version of the corresponding latex outfit applier, meaning it only <b>applies the bump and shine</b> <b>to your Skin layer</b>, 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.<br /></p><p>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).</p><p><i>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.</i><br /></p><p>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 ?</p><p>The answer is : instead of making the exposed skin dull and without shine, it <b>replaces its existing shine with a subtle sheen</b>. 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.</p><p>Here is an example :</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJpZclwx28D9cL1GZ9JT1DHGaiB6JMg6I_7Ia5Tq0tSeK6gR1iAOQwVD1SCoTEhQEEQl_H1-NtypKrQYReCk2lZQwfJZVGMedR4gzbtF3mR2CLcv0URWOVliCBpfBidvPWnB_OyY1jfohu/s1920/Snapshot_2753.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1033" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJpZclwx28D9cL1GZ9JT1DHGaiB6JMg6I_7Ia5Tq0tSeK6gR1iAOQwVD1SCoTEhQEEQl_H1-NtypKrQYReCk2lZQwfJZVGMedR4gzbtF3mR2CLcv0URWOVliCBpfBidvPWnB_OyY1jfohu/s320/Snapshot_2753.jpg" width="320" /></a></div><div style="text-align: center;"><i>Medium skin shine (gloss about 200, intensity about 75%, environment 10), you see no shine on the skin, only on the latex.</i><br /></div><div><p><br /></p><br /><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiftA3o3gHemt5oMq31Cds6L2mC_HzIm32gB-3Q1M8V-Ck4htiE5Be08dYtfLh-IJT12o9u6chbwdd8BPhXD37kpqMmLrXDdjVQi1N8qDrUcTuPrTJpFuDLVYMaJ2PuYXRmewQAxWpAdFwS/s1920/Snapshot_2754.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1033" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiftA3o3gHemt5oMq31Cds6L2mC_HzIm32gB-3Q1M8V-Ck4htiE5Be08dYtfLh-IJT12o9u6chbwdd8BPhXD37kpqMmLrXDdjVQi1N8qDrUcTuPrTJpFuDLVYMaJ2PuYXRmewQAxWpAdFwS/s320/Snapshot_2754.jpg" width="320" /></a></div><p></p><p style="text-align: center;"><i>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.</i><br /></p><p></p><p> </p><p>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.</p><p>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.<br /></p><p>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 :<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4wLIyfsvtxYyJZrbsviUZyYA9mJmAJYCPSZ-uPhQ7kRYsuWaSOznsw8iqBFyGTLdLg71SmYL9HwITWW0EH3xggguILpbWV9-KV2Gq1Ye65n21yq4_jivVpmJ-Dev8pJqXM5UHMstjoa3W/s1920/Snapshot_2755.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1033" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4wLIyfsvtxYyJZrbsviUZyYA9mJmAJYCPSZ-uPhQ7kRYsuWaSOznsw8iqBFyGTLdLg71SmYL9HwITWW0EH3xggguILpbWV9-KV2Gq1Ye65n21yq4_jivVpmJ-Dev8pJqXM5UHMstjoa3W/s320/Snapshot_2755.jpg" width="320" /></a></div><br /><p><br /></p><p>With this update, you can therefore give your skin (body and head) this new custom shine without even using the latex suits.<br /></p><p><br /></p><p><span style="font-size: large;"><i><b>The HUD<br /></b></i></span></p><p>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.</p><p>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.</p><p>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.</p><p>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), <b>your skin will be replaced by the BoM "textures"</b>, if not already done.<br /></p><p>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.</p><p><i>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.</i><br /></p><p><br /></p><p>Here is what each button does on the Catsuit and Bodysuit HUDs :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoCkM3iP5GpC2vKEV1ENfOag1_9WZ2J4esFe0C5zSrosQJUDeqY-KHhYcf-PLsspQ8XtbAEPUk1p9QsuTe2VCLTqPu0AmwcHBCz_Bd1IK7TF4ZmoijZySw3H0BwLmyelrF25r8mjowXWRB/s748/Drawing+Catsuit+HUD.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="606" data-original-width="748" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoCkM3iP5GpC2vKEV1ENfOag1_9WZ2J4esFe0C5zSrosQJUDeqY-KHhYcf-PLsspQ8XtbAEPUk1p9QsuTe2VCLTqPu0AmwcHBCz_Bd1IK7TF4ZmoijZySw3H0BwLmyelrF25r8mjowXWRB/s320/Drawing+Catsuit+HUD.png" width="320" /></a></div><p></p><p> </p><p>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.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxKwcgTRUowI2UWjSUoV7NCCIQyiROZVPRgZHUpOgybP2udmkGow-rJZbsD7mJ8Xxx4hLjjE32Mt91j2axQvoJSIiCWvc-GpMezVwNMEgj7B-aUjuWDtBArbiOPhzIExTiBJE4xT3IEvK1/s748/Drawing+Socks+HUD.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="645" data-original-width="748" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxKwcgTRUowI2UWjSUoV7NCCIQyiROZVPRgZHUpOgybP2udmkGow-rJZbsD7mJ8Xxx4hLjjE32Mt91j2axQvoJSIiCWvc-GpMezVwNMEgj7B-aUjuWDtBArbiOPhzIExTiBJE4xT3IEvK1/s320/Drawing+Socks+HUD.png" width="320" /></a></div><p></p><p>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.</p><p><i>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.</i><br /></p><p><br /></p><p><span style="font-size: large;"><i><b>Tinting your suits</b></i></span></p><p>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, <b>all the Tattoo wearables in the BoM suits are modifiable</b>.</p><p><br /></p><p><span style="font-size: large;"><i><b>Using your accessories</b></i></span></p><p>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.<br /></p><p></p><p><br /></p><p><span style="font-size: large;"><i><b>The advantages of BoM</b></i></span><br /></p><p>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 ?<br /></p><p><br /></p><p><b>It makes layers unnecessary</b></p><p>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.</p><p> </p><p><b>It saves a layer for more latex<br /></b></p><p>Well, yes, by extension you can wear more appliers since your latex suit does not take one. <br /></p><p><br /></p><p><b>It solves alpha-blending conflicts</b></p><p>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 !</p><p>See for yourself :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDI4Ju3bLe23RKDNNbz0euQJ8bHESnCSwFYV_4bNDmAEtvAk9eMooMwcCxh8pCreV6mgBj9QVm3ph79kRNv9bslG3rfJRSwDL-QAIMZMNHPqCQhXuqqAf6miS9Jlteajpfe5kO9QzPxM_N/s1920/Snapshot_2756.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1033" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDI4Ju3bLe23RKDNNbz0euQJ8bHESnCSwFYV_4bNDmAEtvAk9eMooMwcCxh8pCreV6mgBj9QVm3ph79kRNv9bslG3rfJRSwDL-QAIMZMNHPqCQhXuqqAf6miS9Jlteajpfe5kO9QzPxM_N/s320/Snapshot_2756.jpg" width="320" /></a></div><div style="text-align: center;"><i>Wearing alpha-blended rigged hair, it completely hides the applied catsuit !</i><br /></div></div><div><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8zp_ZQwImOpF_Xcw_3d6PQtt74uRKHnWLSutxy_XUcoPqNhbG6IWTYv_jqUVfwa7dCPyPKOlkGOXqG70ztG2UPdJ0hTXqiIWMbZ62HXqknS615OnIcfO8FSYZ2_LGjWWT_mVY3ujJLHUP/s1920/Snapshot_2758.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1033" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8zp_ZQwImOpF_Xcw_3d6PQtt74uRKHnWLSutxy_XUcoPqNhbG6IWTYv_jqUVfwa7dCPyPKOlkGOXqG70ztG2UPdJ0hTXqiIWMbZ62HXqknS615OnIcfO8FSYZ2_LGjWWT_mVY3ujJLHUP/s320/Snapshot_2758.jpg" width="320" /></a></div><div style="text-align: center;"><i>Same hair but BoM catsuit, no conflict detected.</i><br /></div></div><div><p></p><p><br /></p><p><b>Transparent suits reflect environment<br /></b></p><p>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.</p><p>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 !</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj45j_9akUrpxpAEy7kyTGL3VYrS-4xY4myyeN8NeBVhVrXyMBfGczOFHdS9j-jjqm2idKWffsksqQTDfBFO21C9lLyK6roTIOCaoYUOwDNlkY0DNPb8TZyNmbGNmGKREzmVtIDact9XseS/s1920/Snapshot_2759.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1033" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj45j_9akUrpxpAEy7kyTGL3VYrS-4xY4myyeN8NeBVhVrXyMBfGczOFHdS9j-jjqm2idKWffsksqQTDfBFO21C9lLyK6roTIOCaoYUOwDNlkY0DNPb8TZyNmbGNmGKREzmVtIDact9XseS/s320/Snapshot_2759.jpg" width="320" /></a></div><div style="text-align: center;"><i>Look at this glorious polish.</i><br /></div></div><div><p></p><p><br /></p><p><b>You can mix materials and textures</b></p><p>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 :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzvytOyvlTHTh7eA-bKCaoWIIpzkqOb-7VqdGOn5pB80jLH13oKpgPjen6aBVdl_HnZ-HsFei05h17-Xr1W8wen_g98lOG5LV273n22MgF5Af21KZ9JnCL0Vo34b7o0z4rCBZcOgcFJt_Z/s1920/Snapshot_2760.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1033" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzvytOyvlTHTh7eA-bKCaoWIIpzkqOb-7VqdGOn5pB80jLH13oKpgPjen6aBVdl_HnZ-HsFei05h17-Xr1W8wen_g98lOG5LV273n22MgF5Af21KZ9JnCL0Vo34b7o0z4rCBZcOgcFJt_Z/s320/Snapshot_2760.jpg" width="320" /></a></div><div style="text-align: center;"><i>Black Net with plain catsuit shine.</i></div></div><div><br /><p></p><p>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 :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRmWjCVCsQW_lYn6oglwD-lIn_6_xILbsxc2va4LJtAmozPNpFe2NroIPSIROnbdZlZ5H8HvZrB8YpVpWH3o2_DB30nuH2MDUMOE67Ak52atk11GYZwyvuDJMXwAFYUQ1S1RdIn82n0nTa/s1920/Snapshot_2761.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1033" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRmWjCVCsQW_lYn6oglwD-lIn_6_xILbsxc2va4LJtAmozPNpFe2NroIPSIROnbdZlZ5H8HvZrB8YpVpWH3o2_DB30nuH2MDUMOE67Ak52atk11GYZwyvuDJMXwAFYUQ1S1RdIn82n0nTa/s320/Snapshot_2761.jpg" width="320" /></a></div></div><div style="text-align: center;"><i>Sheer Black Holes with plain catsuit shine.</i></div><div><br /><p></p><p>Or you can even wear several tattoos :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1tGfGqArAUg8NfMcOolRcTfZZ1Qdk8qlBHTYcpX-5vGDMqnm3vgPfTn7-p3co04xZKbXKVU7dEYl7C5lxL9PZn9E0feHKrJTVBjg5TXgvo28yLFyNexrkQGSmwNUwZUbEIF-bvFp2Tmww/s1920/Snapshot_2762.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1033" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1tGfGqArAUg8NfMcOolRcTfZZ1Qdk8qlBHTYcpX-5vGDMqnm3vgPfTn7-p3co04xZKbXKVU7dEYl7C5lxL9PZn9E0feHKrJTVBjg5TXgvo28yLFyNexrkQGSmwNUwZUbEIF-bvFp2Tmww/s320/Snapshot_2762.jpg" width="320" /></a></div><div style="text-align: center;"><i>Transparent Yellow under Black Clear.</i><br /></div></div><div><p></p><p>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.<br /></p><p><br /></p><p><span style="font-size: large;"><i><b>The disadvantages of BoM</b></i></span></p><p>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.<br /></p><p><br /></p><p><b>It does not cover the whole neck</b></p><p>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.</p><p><br /></p><p><b>Painted on the skin</b></p><p>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.<br /></p><p><br /></p><p><b>It replaces the skin shine</b></p><p>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.<br /></p><p><br /></p><p><b>You can't combine bodysuits and socks<br /></b></p><p>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.</p><p><br /></p><p><b>The skin tint also tints the suits</b></p><p>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.</p><p><br /></p><p><i><span style="font-size: large;"><b>How to update</b></span></i></p><p>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.<br /></p><p><br /></p><p>Have fun !</p>Marine</div>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-62838534241060619432020-10-23T10:03:00.005-07:002020-10-23T10:11:04.754-07:00RLV 2.9.28.2<p>Hi !</p><p><br /></p><p>Here is a new version of the RLV with a few bug fixes, including a couple more "loopholes" that people told me about.</p><p> </p><p>- fixed : A way to move the camera even while @camunlock is active (thank you Chloel3n for the heads-up).</p><p>- fixed : A way to teleport during login (thank you Svart Kjeller for the report). </p><p>- 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.</p><p>- 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.</p><p>- 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 <a href="https://jira.secondlife.com/browse/BUG-229428">https://jira.secondlife.com/browse/BUG-229428</a>).</p><p>- 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 <a href="https://jira.secondlife.com/browse/BUG-229436">https://jira.secondlife.com/browse/BUG-229436</a>.</p><p><br /><br /></p><p style="text-align: left;">You can download the Windows version from <a href="http://www.erestraints.com/realrestraint/">http://www.erestraints.com/realrestraint/</a><br /></p><p style="text-align: left;">The MD5 hash for the Windows version is :<br />62ef8984d5b0770f6d804eb6f981d6b9<br />
<br />
The Linux and Mac versions are proposed by Chorazin at this address :<br />
<a href="https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/">https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/</a> <br />
</p><p style="text-align: left;"><br />Have fun !</p><p>Marine
</p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-64553398285748166262020-10-22T05:04:00.001-07:002020-10-22T05:08:11.175-07:00Fourth update to the Police Collar<p>Hi there,</p><p><br /></p><p>Yep, this is yet another update to the <a href="https://realrestraint.blogspot.com/2018/11/update-to-police-set.html">Police Collar</a> ! 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.</p><p>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.</p><p> </p><p>Before you read further, if don't know how to update your collar please follow these instructions :</p><p>First you need to go to one of these locations :<br />
<br />
<a href="http://maps.secondlife.com/secondlife/Pak/76/61/105">My Little Shop</a><br />
<a href="http://maps.secondlife.com/secondlife/Barnaby%20Point/122/220/31">Chorazin's store</a><br /><a href="http://maps.secondlife.com/secondlife/Dark%20Playground/135/140/30">
Roper's Dark Playground</a><br />
<a href="http://maps.secondlife.com/secondlife/Night%20Wish/60/28/22">Dark Wishes</a><br />
<br />
<br />
Once
there, click on the updater and follow the instructions. You need to
choose "<b>REPLACE</b>" 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.</p><p><br /></p><p><span style="font-size: large;"><i><b>Position monitors mixing</b></i></span></p><p>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.</p><p>This update provides you with a new "<b>OR</b>" switch (or "union" switch if you're into math) that is ON by default. When ON, the monitors will motivate the sub to stay <b>either</b> within the Absolute area <b>or</b> within the Relative area (if both are active). When OFF, the monitors will make the sub stay within <b>both</b> areas, like before, with the risk of constantly punishing her if the areas do not intersect.</p><p><i>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.</i><br /></p><p>Here is how you turn this switch on and off. Go to the Relative Position menu and click on "<b>OR Abs</b>.", or go to the Absolute Position menu and click on "<b>OR Rel.</b>", both buttons set that same "OR" switch. You can also go from one menu to the other by clicking on "<b>Abs. Pos...</b>" or "<b>Rel. Pos...</b>" respectively, as a shortcut.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtu4ZLMKmpA5O1kpdCDSuPSfLKMEdnJUfnAxrPyrjY2xCG8x7K3UDu5kPter_jpPn7lnZwz6L-wEWv5Nj8XjwArVdj3mVaycVlO-DjjaCqeLDV2xLJeEL3Sf8d2ejTcfv11T2I1_XVWyDX/s497/2020-10-22_114000.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="461" data-original-width="497" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtu4ZLMKmpA5O1kpdCDSuPSfLKMEdnJUfnAxrPyrjY2xCG8x7K3UDu5kPter_jpPn7lnZwz6L-wEWv5Nj8XjwArVdj3mVaycVlO-DjjaCqeLDV2xLJeEL3Sf8d2ejTcfv11T2I1_XVWyDX/s320/2020-10-22_114000.png" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLPHeubGqR8tcSpIGU0YlrsU4p_Aw3abR_IVApsoC1k4TJpNJi5bHGffI1g-RBAwN7a4iBVnxCQpeZqKUGT686kRlgBvstupS5sWdQB_5u5vnKDAem2jvb28QiZNaSvHWtEsKlo3ykwucz/s497/2020-10-22_114026.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="461" data-original-width="497" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLPHeubGqR8tcSpIGU0YlrsU4p_Aw3abR_IVApsoC1k4TJpNJi5bHGffI1g-RBAwN7a4iBVnxCQpeZqKUGT686kRlgBvstupS5sWdQB_5u5vnKDAem2jvb28QiZNaSvHWtEsKlo3ykwucz/s320/2020-10-22_114026.png" width="320" /></a></div><p></p><p><i>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.</i><br /></p><p>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.<br /></p><p><br /></p><p><span style="font-size: large;"><i><b>Police Collar Remote</b></i></span></p><p>This is a new object provided along with the Police collar and you will find it by clicking on the new "<b>Get Remote</b>" button in the Zapper plugin menu (lower left corner) :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKgAP1scF2Q1f7tnyNKUGX9_1lAvribg8wn6wv3bXTs9ukICkdKfnf_Wiq_chYrE60ujydm73dZv59gLSYAY53_ZWgYBL8LRTnpVBtqgYTZ-PMMRI-Cl0-uDObiqMsDtUfNDopYMWp2l6e/s497/2020-10-22_121601.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="462" data-original-width="497" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKgAP1scF2Q1f7tnyNKUGX9_1lAvribg8wn6wv3bXTs9ukICkdKfnf_Wiq_chYrE60ujydm73dZv59gLSYAY53_ZWgYBL8LRTnpVBtqgYTZ-PMMRI-Cl0-uDObiqMsDtUfNDopYMWp2l6e/s320/2020-10-22_121601.png" width="320" /></a></div><br /><p>Once you get the Police Collar Remote object, wear it and you see this HUD :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1c2DOuge-qcU5aiviUozmGJTUYZUr_-wcZsHhUGSiBbcfvtRWugSd5OxaF6L9RKJN184tlxakTYSfpRlarolJCF52UG4r5p4jSePemC_kdeXUtbNpacf_t5ftGEOWiAqNFCquygOTv-c8/s635/2020-10-22_121740.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="314" data-original-width="635" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1c2DOuge-qcU5aiviUozmGJTUYZUr_-wcZsHhUGSiBbcfvtRWugSd5OxaF6L9RKJN184tlxakTYSfpRlarolJCF52UG4r5p4jSePemC_kdeXUtbNpacf_t5ftGEOWiAqNFCquygOTv-c8/s320/2020-10-22_121740.png" width="320" /></a></div><br /><p><i>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.</i><br /></p><p>Click on "<b>TARGET</b>" 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.<br /></p><p><i>Please note : The communication only goes from the remote to the collar, there is no feedback the other way around.</i></p><p>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.</p><p>The remote itself is pretty easy to understand and to use. Here is what every button does.</p><p>- <b>TARGET </b>: Set a new target among the people around you, or yourself, or clear the target.</p><p>- <b>MENU </b>: 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).<br /></p><p>- <b>SWITCH </b>: 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.<br /></p><p>- <b>ZAP 1 to 3</b> : 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.<br /></p><p>- <b>Title bar </b>: This hides and shows the HUD to make room when needed.</p><p><br /></p><p>The HUD is Copy/No-mod/Transfer so you can pass it along if you want, but <b>only the person holding the key to the collar can control it through the remote</b>. Unless the key is available, in which case anyone can control it.</p><p>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.</p><p>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.<br /></p><p><br /></p><p>Have fun !</p><p>Marine<br /></p><p><br /></p><p><br /></p><p><br /></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-64166200559203781572020-10-12T08:38:00.003-07:002020-10-12T08:41:58.889-07:00Update to all the MdlM Latex outfits<p>Hi !</p><p><br /></p><p>Here is an update that was long overdue !</p><p>As you may know, the Maison De La Marquise Latex <a href="https://realrestraint.blogspot.com/2016/05/new-product-latex-catsuits.html">Catsuits</a>, <a href="https://realrestraint.blogspot.com/2016/11/new-product-latex-bodysuits_28.html">Bodysuits</a> and <a href="https://realrestraint.blogspot.com/2016/06/new-product-latex-socks-gloves.html">Socks+Gloves</a> were initially made for Maitreya only. Only later were they <a href="https://realrestraint.blogspot.com/2017/09/update-to-latex-catsuits-bodysuits-and.html">extended</a> 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.<br /></p><p>At the same time, I also added <a href="https://realrestraint.blogspot.com/2017/02/update-to-latex-catsuits-and-latex.html">boots</a> to the Catsuits and Socks, which means another accessory.</p><p>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.</p><p>But in the beginning of 2020, <a href="https://realrestraint.blogspot.com/2020/02/maitreya-v5-tips-tricks.html">Maitreya released Version 5</a> 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.<br /></p><p><br /></p><p>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 :</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0wVmZbQV5jhxgT6PniW9FMLMWU0Ag-NmxmTndPnsiQ9AdCv9p1uvPyyYyv6VJg6OhN61othaFAX0XrrYEywToSFZxek5533XuazQaG079nOQAaPeXeEp0f6Xkvdwe4oeIBaaSY7Sal4pw/s1128/2020-10-12_163719.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="396" data-original-width="1128" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0wVmZbQV5jhxgT6PniW9FMLMWU0Ag-NmxmTndPnsiQ9AdCv9p1uvPyyYyv6VJg6OhN61othaFAX0XrrYEywToSFZxek5533XuazQaG079nOQAaPeXeEp0f6Xkvdwe4oeIBaaSY7Sal4pw/s320/2020-10-12_163719.png" width="320" /></a></div><p></p><p>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 :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihy20kDWkrhaSwOrL1ly9K63Ja3mw2qVz-w9-dfj5wAoev8YO07GidiFJMFrLQqTzCVGldU8tNt47mYEKUhoB4Gaed7eE9wgbCGfob47Kcsrs20WgFPUUKCz3nSH6veuTkUyDx5ujIwc7E/s1564/2020-10-12_163813.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1564" data-original-width="1123" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihy20kDWkrhaSwOrL1ly9K63Ja3mw2qVz-w9-dfj5wAoev8YO07GidiFJMFrLQqTzCVGldU8tNt47mYEKUhoB4Gaed7eE9wgbCGfob47Kcsrs20WgFPUUKCz3nSH6veuTkUyDx5ujIwc7E/s320/2020-10-12_163813.png" /></a></div><p>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.</p><p><br /></p><p><b>Here is how to use it.</b></p><p></p><p></p><p>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 : <br /></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtLEGI5msJ5tdHPAKQRQxk9oE0mY_ol7tpP8B5BOuFW81gAgo3S1m8qYX5QXouyS900fettd2YF7M1iJE6NAGRMfdlRt6vxShMUb6xv4QdQzO2kcL2fLujH5LMic3XHSerLRPIoZ0nJPsh/s1024/Accessories+HUD+manual.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="579" data-original-width="1024" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtLEGI5msJ5tdHPAKQRQxk9oE0mY_ol7tpP8B5BOuFW81gAgo3S1m8qYX5QXouyS900fettd2YF7M1iJE6NAGRMfdlRt6vxShMUb6xv4QdQzO2kcL2fLujH5LMic3XHSerLRPIoZ0nJPsh/s320/Accessories+HUD+manual.png" width="320" /></a></div><br /><p>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 "<b>Re-apply</b>" 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 "<b>Default</b>" button.</p><p>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.</p><p>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.</p><p><i>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.</i></p><p><i>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.</i><br /></p><p></p><p><br /></p><p><b>How to update</b></p><p>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.<br /></p><p><br /></p><p>Have fun !</p><p>Marine<br /></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-10251426466202925772020-10-06T06:36:00.004-07:002020-10-06T09:02:58.116-07:00Some insight into Xulabarthath<p>Hi there,</p><p>I don't know about you, but sometimes I feel like <a href="https://realrestraint.blogspot.com/2020/09/my-friend-xuxu.html">Xulabarthath</a> 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.<br /></p><p>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.</p><p>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.<br /></p><p>If you prefer to ignore everything about how the AI functions, I recommend you stop reading here, nobody will blame you.<br /></p><p>But if you're curious, read on.</p><p><br /></p><p><span style="font-size: large;"><i><b>Needs, Responses, Activities, Level<br /></b></i></span></p><p>These are the most important data that the AI uses to figure out what to do next, what I call "Activities".</p><p>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.</p><p>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.<br /></p><p><br /></p><p>There are 8 Needs/Responses/Activities :</p><p>- <b>Pleasure </b>: 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.<br /></p><p>- <b>Tease </b>: 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.<br /></p><p>- <b>Breed </b>: That one is pretty straightforward, the monster will fuck your pussy until he cums and impregnates you.<br /></p><p>- <b>Drug </b>: 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.<br /></p><p>- <b>Pain </b>: 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).<br /></p><p>- <b>Abuse </b>: 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 !<br /></p><p>- <b>Bind </b>: 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.<br /></p><p>- <b>Strangle </b>: 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.</p><p>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.</p><p>Between two activities, the monster may withdraw some tentacles to go back to a stable state.<br /></p><p>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.<br /></p><p>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.<br /></p><p>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 :)<br /></p><p>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.</p><p> </p><p><span style="font-size: large;"><i><b>Begging</b></i></span></p><p>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.</p><p>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.</p><p>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.</p><p>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.<br /></p><p>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.<br /></p><p> </p><p><span style="font-size: large;"><i><b>Choosing the next activity</b></i></span></p><p>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).</p><p>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.</p><p>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.<br /></p><p><br /></p><p><span style="font-size: large;"><i><b>Templates</b></i></span></p><p>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.<br /></p><p><i>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.</i></p><p><i>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></p><p></p><p><br /></p><p>I hope with all these explanations, you will no longer believe that Xulabarthath acts randomly anymore :)<br /></p><p>Have fun !</p><p>Marine</p><p><br /></p><p><i>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.</i></p><p><i>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".</i><br /></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-76386520808666241902020-10-02T04:13:00.004-07:002020-10-02T04:13:54.435-07:00RLV 2.9.28.1<p>Hi there,</p><p>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 ? ;)<br /></p><p><br /></p><p style="text-align: left;">You can download the Windows version from <a href="http://www.erestraints.com/realrestraint/">http://www.erestraints.com/realrestraint/</a><br /></p><p style="text-align: left;">The MD5 hash for the Windows version is :<br />5ffa1fa427481e9897d5587b7865c729<br />
<br />
The Linux and Mac versions are proposed by Chorazin at this address :<br />
<a href="https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/">https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/</a> <br />
</p><p style="text-align: left;"><br />Have fun !</p>MarineMarine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-62352107903878356582020-10-01T08:47:00.002-07:002020-10-01T08:47:51.795-07:00RLV 2.9.28<p style="text-align: left;">Hi !</p><p style="text-align: left;">Here is the latest version of the RLV, which is up to date with the latest version of the SL viewer (6.4.9 with the new rendering changes and fixes). Aside from being updated to match the SL viewer, there are a few quality of life changes for those who spend a lot of time blindfolded, as well as a couple fixes.</p><p style="text-align: left;"><br /></p><p style="text-align: left;">Here is the list of changes :</p><div style="text-align: left;"><p>- changed : Updated to be based on the SL viewer v6.4.9 with the "Love Me Render" improvements and fixes (https://releasenotes.secondlife.com/viewer/6.4.9.549455.html).</p><p>- changed : Now you can highlight invisible (pressing Ctrl Alt T to see invisible surfaces in red) even while vision-restricted, but when you do that the inner vision sphere becomes opaque to prevent from cheating.</p><p>- changed : Now you can edit an object and see its outline even while vision-restricted, but when you do that the inner vision sphere becomes opaque to prevent from cheating if "Show Selection Outlines" is active (which is the default).</p><p>- changed : When wearing several attachments that restrict your vision, if their vision spheres are of different colors, the mix is no longer an HSL one (which could lead to bizarre results sometimes) but a simple multiply, meaning the more restraints the darker. It's more intuitive that way.</p><p>- fixed : IM commands such as @version, @list etc should no longer be executed when sent by someone you have blocked.</p><p>- fixed : When none of the vision restriction spheres was opaque and either black or white, looking somewhere without rendering the avatar (i.e. either the avatar is a cloud or it is behind the camera and preferably behind a wall too) would render the spheres differently and in a less restrictive manner. The fix makes it so that when you do that, the inner sphere becomes fully opaque now.</p><p>- fixed : Now you can add and delete an item to an attachment's inventory while sitting on something and restricted from sit-tping.</p><p>- 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 <a href="https://jira.secondlife.com/browse/BUG-229436">https://jira.secondlife.com/browse/BUG-229436</a>.</p></div><p style="text-align: left;">Please be aware of the last point, the known issue. There is still a rendering bug in the SL viewer that made its way into the RLV (see the link) and I'm waiting for LL to fix it. Hopefully it will not take too long.</p><p style="text-align: left;">You can download the Windows version from <a href="http://www.erestraints.com/realrestraint/">http://www.erestraints.com/realrestraint/</a><br /></p><p style="text-align: left;">The MD5 hash for the Windows version is :<br />d67ace1c66a27d3a9a96fe6b3fd33639<br />
<br />
The Linux and Mac versions are proposed by Chorazin at this address :<br />
<a href="https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/">https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/</a> <br />
</p><p style="text-align: left;"><br />Have fun !</p><p style="text-align: left;">Marine<br /></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-78587725641189275922020-09-23T06:47:00.007-07:002020-10-12T05:41:06.489-07:00Xulabarthath Updates<p> Hi there,</p><p><br /></p><p>This post contains the release notes of all the post-release updates of <a href="https://realrestraint.blogspot.com/2020/09/my-friend-xuxu.html">Xulabarthath</a> and will be modified every time a new update is available.</p><p><br /></p><p>If you don't know how to get a redelivery from the Marketplace, please go to the end of this post for the procedure.</p><p>Please note that since a redelivery is a new product, you may want to save your stats from your old product and load them into the new one to avoid starting over.<br /></p><p><br /></p><p><span style="font-size: large;"><i><b>Release notes</b></i></span><br /></p><p>Here is the list of updates, from the most recent to the most ancient.</p><p><b>10/12/2020</b> <br /></p><p>* Fixed (Hopefully) : There was apparently a case where a birth process could be started while no gestation was registered, and no baby was born in the end. To be fair, I still don't know what causes this situation at all, I suspect it happens when the girl falls asleep during or after a birth, but I could not reproduce it myself (despite many attempts). But the fix should prevent the birth process from starting at all unless the Gestation stat is at 100. It doesn't fix the cause but at least it fixes the consequence. I'll keep looking into this.</p><p>* Added : There is a new switch in the Options menu of the HUD, called "Dark Invoke", to let the user choose whether to use the Windlight settings and the vision restriction, or not. When active, the world goes dark when the monster is here, when inactive the world goes back to normal. It can be changed during the game. This is in the Options menu so only the owner can change this, and this is done to help some Firestorm users who have reported not seeing any particle at all. It may also help those who wish to take pictures. This switch may change place in the future but for now it is in the Options menu.</p><p>* Changed : Now the Windlight settings are locked while active, but they can be deactivated by the switch in the Options menu of the HUD anyway.</p><p>* Fixed : The Windlight settings had the sun above the horizon. This wasn't a problem in the pre-EEP viewer, but now that EEP is out, the world was less dark because of this.</p><p>* Changed : The sparkles that appear when the girl cums are now less "glowy", to appear sharper especially when it is not the first time that she's having an orgasm.</p><p>* Changed : When the girl is strangled, the chat is suppressed as if she were gagged (but this doesn't count as a gag so the monster may still force her to suck while strangling her).</p><p>* Changed : Added a little mention to the "Reinit" button in the "Game over" text, as it wasn't clear enough before.<br /></p><p><br /></p><p><b>10/09/2020</b></p><p>* Fixed : It seems that the defensive code I've put two days ago to work around the bug I've witnessed once did more harm than good, for example it would prevent the "baby wants to suckle tit" dialog, completely halting the birth process. I've therefore reverted this change, and if I stumble on the initial bug again, I'll try and see what's happening and hopefully find a better fix for it.<br /></p><p><br /></p><p><b>10/07/2020</b></p><p>* Changed : There used to be 6 "templates" (information that would set the monster's needs at the beginning of a game) which tended to cover a lot of activities, leading to long game sessions. Those templates did not depend on the Level, which did not make much sense. There are now 20 templates, shorter and more focused ones, which depend on the Level. For example, if you are high Level, the templates will be mostly about pleasuring you and teasing you, while if you're low Level expect some harsh treatment from the monster.</p><p>* Fixed : Make the monster use the "Kneel" pose during the Abuse activity. For some reason I had excluded that pose from any activity so chances are you've never been used or abused by the monster while kneeling. This should be the case now :)</p><p>* Fixed : In one instance during the tests I've been driven to orgasm by being fucked by the monster... and then he would never stop, making me cum over and over again (testing can be fun !). It was like the game loop script was stuck waiting for a message that it never received, and wasn't running a timer. I've never heard of anyone experiencing that issue but I've added a bit of defensive code to avoid this from happening in the future. Not that it wouldn't be fun, but this is a confusing bug. lol.<br /></p><p></p><p><br /></p><p><b>09/30/2020</b><br /></p><p>* Fixed : The main script of the HUD ("HUD_Inter") was crashing with a stack-heap collision, meaning "out of memory" too often. The script has been cut in two to give it some breathing room, hopefully it will not crash anymore.</p><p>* Fixed : The HUD menu would complain that the buttons should be less than 24 characters long when trying to authorize someone with a display name containing some bizarre Unicode characters.</p><p>* Fixed : When targeting someone's monster with a supervision HUD, all the variables were not necessarily updated on the HUD. To benefit from this fix, the Main attachment has to be replaced, this is not a bug that was contained in the HUD.<br /></p><p><br /></p><p><b>09/23/2020</b></p><p>* Added : When pressing "Invoke", "Babies", "Reinit" or "Beg" on the
book menu, a text is now shown by the monster to acknowledge your
action.</p><p>* Added : Applied the textures of a couple particles such as the
spanking star to one of the invisible prims to make sure it is
pre-loaded before the situation happens and you don't have to see a
particle loading before showing. The only exception I know is the "black waters" particle (showing when a baby peeks out), which I have the UUID of but lost the asset, so I'll have to re-upload it and update all the particle slave scripts, which requires a little more work. This will be for a future update.<br /></p><p></p><p></p><p>* Changed : Now the attachments are locked whenever the
monster is active (i.e. there is a blob and not just a puddle or a
pentagram), and unlocked when the game ends, not when you start it or
reinit manually.</p><p>* Changed : Now the "Invoke" and "Babies" buttons won't appear on the book menu while
playing anymore to avoid confusion. Likewise, the "Beg" button won't
appear outside a game anymore (actually the monster has to be present
for this button to appear, no point in begging a pentagram).</p><p>* Postponed : The Windlight settings were supposed to be locked (they
weren't and that's a bug), but I heard some people having issues seeing
anything while using Firestorm, so for now I will not lock them on
until I have a solution for this.</p><p>* Fixed : Typos : "toughts" : "enjoy is cum". There are probably others that will arise.<br /></p>* Fixed (sort of) : With Lelutka Evolution heads, the "closed eyes" animations would make the pupils and iris kind of poke through the eyelids. It doesn't do this with Lelutka Origins heads, or any other head that I know of. This is not the fault of my animations, which simply rotated the eyelids without moving the eyes at all (when you fall asleep in real life your eyes stay more or less straight). To fix it, the "closed eyes" animation has been updated to force the eyes to look down so the iris does not poke through anymore. However, this fix does NOT apply to the "falling sleep" animations (which also close the eyes by themselves). I noticed that the Lelutka Evolution HUD had a "closed eyes" button itself too so if this is a problem for you, you can use that button to fix the clipping. Eventually I will update this "sleeping" animation too, though, and this action won't be necessary anymore.<br /><p>* Fixed : When a baby is born, the monster should tell you "Your boy or girl's name is XXX, son/daughter of Xulabarthath and -your name-". However, in one instance that I observed, it said "son/daughter of Xulabarthath and Marine". Yikes ! I swear Xulabarthath did not cheat on you with me while fucking you. He's a god but he's not Dr. Manhattan. More seriously, it should work better now :)</p><p>* Fixed : Under certain random circumstances (aka bad luck), the product would slow down to a crawl and become unusable. The reason for this was that two scripts would suddenly decide to battle to update the same variable which they both had ownership of, resulting into constant messages sent in a loop and bogging down the whole system.* Fixed : The "Beg" action didn't give any feedback even after pressing a button on the "beg" dialog.</p><br /><p><span style="font-size: large;"><i><b>How to get a redelivery / update</b></i></span><br /></p><p>To get the updated version of your product, do these simple steps :</p><p> </p><p>1. Go to the <a href="https://marketplace.secondlife.com/p/My-Friend-Xuxu/20393368">Marketplace product page</a>.</p><p>2. Click on the date of purchase, like this :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCAauTDG2nKTGliEpVSN_iLK7GDsYVvHtPYx_vRDNDmqg8HKtQ1lOtc42VdNv4BktHAgV3KlBaS4lycVUswISCRRzGPzniWIr2-yonMHi6Nt-HXffhe7iKrvbP5SD4rdT0BxcaTrkXvQgQ/s653/2020-09-23_142421.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="330" data-original-width="653" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCAauTDG2nKTGliEpVSN_iLK7GDsYVvHtPYx_vRDNDmqg8HKtQ1lOtc42VdNv4BktHAgV3KlBaS4lycVUswISCRRzGPzniWIr2-yonMHi6Nt-HXffhe7iKrvbP5SD4rdT0BxcaTrkXvQgQ/s320/2020-09-23_142421.png" width="320" /></a></div><br /><p>3. On the page that appears, click on "Redeliver item".</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjT6zdpl-b97MbLAwsJ0tgxYPcgm5iQvZXv7guXokyYQXrJKKG_7tyqAXMYFy_he4Wnz_n47bJDAILQ0mvBMNEz2arvEcbk1F2IpCAIBrfzS3UucolJbtXp8TBCscJ8uNS83Y6arNrl4XP/s723/2020-09-23_142509.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="305" data-original-width="723" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjT6zdpl-b97MbLAwsJ0tgxYPcgm5iQvZXv7guXokyYQXrJKKG_7tyqAXMYFy_he4Wnz_n47bJDAILQ0mvBMNEz2arvEcbk1F2IpCAIBrfzS3UucolJbtXp8TBCscJ8uNS83Y6arNrl4XP/s320/2020-09-23_142509.png" width="320" /></a></div><p></p><p>If all goes well you should get your redelivered, and updated, item.<br /></p><p><br /></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-39557060789902757302020-09-22T07:29:00.024-07:002020-11-14T05:39:17.579-08:00My Friend Xuxu<p style="text-align: justify;">Hello there,</p><div style="text-align: justify;">I am proud to announce the coming of <a href="https://marketplace.secondlife.com/p/My-Friend-Xuxu/20393368"><b>Xulabarthath</b></a> !</div><p style="text-align: justify;">Wait, what ?... Who ?</p><p style="text-align: justify;">Xulabarthath is, well... you could say a "monster". Or a "god" if you're into the Cthulhu mythos. Or an "alien" if you're into sci-fi. Its nature is a subject of debate, but what is certain is that it is full of tentacles. The big slimy kind. And that it loves to abuse women with them.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmuZrivFzjZTgYBnk_Zzx30yDNeLyL4AamN8hiHpLITVN1MXs_OdknHnsvs00WjISw1iPkxwXwJKwcQgJw862nsfoQitaed-sR0Dj29qof74wKwy1dEKRUurhebFxPlttSxps7tsOnQwnW/s1920/Snapshot_2657.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1010" data-original-width="1920" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmuZrivFzjZTgYBnk_Zzx30yDNeLyL4AamN8hiHpLITVN1MXs_OdknHnsvs00WjISw1iPkxwXwJKwcQgJw862nsfoQitaed-sR0Dj29qof74wKwy1dEKRUurhebFxPlttSxps7tsOnQwnW/s320/Snapshot_2657.jpg" width="320" /></a></div><br /><p style="text-align: justify;">In a nutshell, this product is a game. You will invoke Xulabarthath, say what you want from him, and then... anything goes. The monster will have his own objectives and will try to fulfill them while you try to fulfill yours, whatever they are. But as your avatar has definite stats (energy, pleasure, pain...) that fluctuate according to what the monster does and how much you resist and yield, getting your way will not be easy. Unless, of course, your objectives align with the monster's.<br /></p><p style="text-align: justify;">If you resist too much, you will waste all your energy and Xulabarthath will have the upper hand and do what he wants with you, while appreciating you less because you're uncooperative. The less the monster appreciates you, the more often and the harder he will punish you, and the less he will take what you like into account, to the point of even doing the opposite on purpose. You don't really want that, do you ?</p><p style="text-align: justify;">On the other hand, if you don't resist at all, the monster may like you more but he will have his way with you and you might not really get what you wanted in the first place. Especially if you cooperate while he's doing things that you don't like. The monster will think you actually enjoy it so he will do it more (since he appreciates you more for cooperating, he takes your opinion into account more, heh).</p><p style="text-align: justify;">So the "goal" of the game is pretty much to keep some kind of balance between resisting and cooperating.</p><p style="text-align: justify;">Well, the real goal of the game is to have fun, and I hope you will have fun while playing with Xulabarthath !</p><p style="text-align: justify;"><br /></p><p style="text-align: justify;">You can find the product <a href="https://marketplace.secondlife.com/p/My-Friend-Xuxu/20393368"><b>on the Marketplace</b></a>, it costs <b>L$2500</b>. I know this is expensive, but you will see that this price is more than justified. Please try the <a href="https://marketplace.secondlife.com/p/My-Friend-Xuxu-DEMO/20393367"><b>demo</b></a> first !<br /></p><p style="text-align: justify;">Since a demo is available, this post is not meant to demonstrate the product. The rest of this post is the manual to help you learn how to use this product if you wish. This is why there are no pictures here (and also because I don't want to spoil anything). But the use is very simple : wear the items, <b>click on the book</b>, choose "<b>Invoke</b>" and the game begins. Read the manual only if you want details.</p><p style="text-align: justify;">If you have bought the product and an update is available, you will be notified by a group notice on the <b>RealRestraint Updates & Support</b> group, and the release notes will be available <a href="https://realrestraint.blogspot.com/2020/09/xulabarthath-hotfixes.html">here</a>.<br /></p><p style="text-align: justify;"></p><p style="text-align: justify;"> </p><p style="text-align: justify;"><b><i>Please note :</i></b></p><p style="text-align: justify;"><i>- This product is designed to fit the <b>Maitreya Lara mesh body only</b>, with the <a href="https://marketplace.secondlife.com/p/MdlM-Proud-Girls/13105977">MdlM Proud Girls</a> if you want, but not the Maitreya Petite addon. It may or may not fit other mesh bodies such as Legacy, please try the demo before buying.</i></p><p style="text-align: justify;"><i>- A <b>Bento mesh head</b> is highly <b>recommended </b>but not required.</i></p><p style="text-align: justify;"><i>- Owning <a href="https://marketplace.secondlife.com/p/Need-for-Seed/13671371">Need For Seed</a> and/or <a href="https://marketplace.secondlife.com/p/Its-NOT-Mine-Body-Cum-System-Complete/17079209">It's Not Mine</a> is a plus because Xulabarthath can use them, both of them can even be used at the same time for extra messiness.</i></p><p style="text-align: justify;"><i>- Wearing an <a href="https://marketplace.secondlife.com/p/Env-Box/16458510">Env Box</a> or any reflection box is also a plus because most of the textures of the tentacles are shiny and slimy, so they look even sexier when there are projected lights around.</i></p><p style="text-align: justify;"><i>- There is an easter egg in the demo. The first person who finds it and tells me what it refers to wins a copy of Xulabarthath for free, either for themselves if they haven't bought the product yet, or for a friend of theirs if they did. </i><br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: x-large;"><i><b>Manual</b></i></span></p>This is the manual for <a href="https://marketplace.secondlife.com/p/My-Friend-Xuxu/20393368"><b>Xulabarthath</b></a> by Maison De La Marquise. If you are looking for the manual of its Supervision HUD, you can find it <b><a href="https://realrestraint.blogspot.com/2020/09/xulabarthath-hud.html">here</a></b>. If you are confused by the way Xulabarthath "thinks" and want to know more about the intricacies of what's going on in his "mind" (aside from sex), feel free to read <a href="https://realrestraint.blogspot.com/2020/10/some-insight-into-xulabarthath.html">this post</a>.<br /><div style="text-align: justify;"><br /></div><p style="text-align: justify;"><span style="font-size: large;"><i><b>Quickstart</b></i></span></p><p style="text-align: justify;">1. (optional) If your mesh body and/or head are set to use Bakes On Mesh (i.e. dynamic textures) and you are a RLV user, then move the whole folder to your #RLV folder. It doesn't matter where, just make sure that the Main object is at the same level as the "BoM Wearables" folder, in other words that they are both part of the same folder. In case you mess up and move things around, here is how the folder is initially organized :<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicIMf81CZlwe400aawqADA2Ikf4BYG6JDdgPOqZ-aK2aprgKTqBF8rbdl6bplxpLO7PjSZknsG2Gd2YBT7S3Ga2dyZVaUX6KbrVsYlijr8w4M0MuuoC_VT9Cq4OV1DIYmt9KMZJgeHKIrM/s568/2020-09-22_102751.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="568" data-original-width="469" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicIMf81CZlwe400aawqADA2Ikf4BYG6JDdgPOqZ-aK2aprgKTqBF8rbdl6bplxpLO7PjSZknsG2Gd2YBT7S3Ga2dyZVaUX6KbrVsYlijr8w4M0MuuoC_VT9Cq4OV1DIYmt9KMZJgeHKIrM/s320/2020-09-22_102751.png" /></a></div><br /><p style="text-align: justify;">2. (optional) If you can rez where you are, I recommend you rez the Pentagram object contained in the folder named "Pentagram (rez or add)", then you sit on it. If you don't, you can wear it instead so you will see the pentagram and the smoke anyway, you might just need to move it up or down manually. To rez it is preferable though because it holds you in place and you won't rotate by mistake after moving your camera. While sitting on it, you can press Page Up and Page Down at any time to adjust your avatar's altitude.<br /></p><p style="text-align: justify;">3. Wear the objects located in the root folder (Book, Blob, Head, Legs, Main). If the book is set to be visible, then you should see yourself reading it. If not, it is there but invisible in your right hand (press Ctrl Alt T to see it). Click on it and you'll get a menu. <br /></p><p style="text-align: justify;">4. Click on "Invoke". This will start the game. Have fun !</p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>The cum<br /></b></i></span></p><p style="text-align: justify;">As pointed above, Xulabarthath can make use of your "Need For Seed" and "It's Not Mine" cum systems. If you own one of them, it is recommended to wear it, if you own both, that's even better, wear both.</p><p style="text-align: justify;">In the case of "Need For Seed", Xulabarthath will behave like a "Feed Her Need For Seed" HUD, which means it will automatically open some appliers on your Need For Seed HUD under certain situations (like when he cums on your face), but you then have to apply yourself, he can only suggest the applier (there is no way to force an applier onto a mesh body or a mesh head without its user clicking first, sadly).</p><p style="text-align: justify;">In the case of "It's Not Mine", that's easier, you just need to wear the "It's Not Mine" cum system and the "It's Not Mine Interface" object contained in the "(Optional)" folder of this product. That interface allows for an object to send commands to your cum system and control it automatically. In plain English, this means it lets Xulabarthath happily jizz all over your face and body without asking for your opinion.</p><p style="text-align: justify;"> </p><p style="text-align: justify;"><span style="font-size: large;"><i><b>The BoM wearables</b></i></span></p><p style="text-align: justify;">The product folder contains two regular wearables in the "BoM Wearables" folder : a tattoo and an alpha mask. If you are an RLV user and have set your mesh body and/or head to use Bakes On Mesh, you do not have to wear them yourself (but don't forget to put your product folder somewhere in your #RLV folder).</p><p style="text-align: justify;">If you are not an RLV user and use Bakes On Mesh, you will want to wear them manually. If you do not use Bakes On Mesh and you don't have a mesh head, you can use the Red face Wearable, but the X-ray belly will be useless for you.</p><p style="text-align: justify;">If the monster can make you wear those items automatically and you can see them on your body (meaning you are an RLV user, your product folder is in your #RLV and your mesh body and head use Bakes On Mesh or you don't use a mesh head at all), you will see your face turn red while strangled and you will see inside your belly while you're pregnant.</p><p style="text-align: justify;">If it cannot, don't worry. Those wearables are nice to have but they are absolutely not required for the game to work.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>The HUD</b></i></span></p><p style="text-align: justify;">The Supervision HUD can be used either by you to change some options and see your main stats, or by a friend to control your monster and play with you instead of letting you play alone. It is so complex that it requires a blog post of its own, that you can find <b><a href="https://realrestraint.blogspot.com/2020/09/xulabarthath-hud.html">here</a></b>.</p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>The persistence</b></i></span><br /></p><p style="text-align: justify;">When an update is available or if you reset the monster, you probably don't want to lose your progress, especially your babies and your level. So you can save and load your stats by wearing the "Character Save Device" (sorry but I did not find any more bland name to give it) and clicking on it. You then get a dialog to let you save or load the data.</p><p style="text-align: justify;">You can also export the saved data as a text string that you can save into a text file somewhere. You can then import a similar text string later by pasting it into the chat on channel 1 (type "/1 " followed by the text string). Since the text string contains all the saved data, it is encrypted and signed to make tampering difficult. Giving the string to a friend will not let them import it into their own Character Save Device as the encryption and signature are personal.<br /></p><p style="text-align: justify;"><i>Please note that you cannot save and load while playing, but you can import from / export to the chat.</i><br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>The game</b></i></span></p><p style="text-align: justify;">Here is how the game plays. The main engine starts a new turn every few seconds, during which it decides what to do next, makes its move, most of the time describes what's happening on the chat (only you can read the text, it doesn't spam other people around), then waits a little before beginning the next turn.</p><p style="text-align: justify;">Sometimes, you are asked for a reaction. This takes the form of a dialog that you have 10 seconds to click on. Past that time or after you click on a button, the turn ends. Some buttons might not be available, if your stats are not high enough, they are blanked out. For example, if your Willpower is not high enough, you might not be able to resist much if at all.</p><p style="text-align: justify;">Please bear in mind that resisting will not necessarily warrant an immediate punishment, especially if your level is high (but it will make it go down, that's always a punishment in itself). However, the monster will remember your lack of cooperation and it will come back to bite you in the ass later.<br /></p><p style="text-align: justify;">You might ask why sometimes you have only one button on the dialog, and why it doesn't choose automatically for you. It's true, it could. But then, you wouldn't see how helpless you are by being forced to pick the only choice that you are given. Heh heh heh.</p><p style="text-align: justify;"> </p><p style="text-align: justify;"><span style="font-size: large;"><i><b>The technical stuff<br /></b></i></span></p><p style="text-align: justify;">I better warn you beforehand : this product is heavy in terms of scripting. And slow. Its focus is not on speed (after all each turn lasts several seconds) but on the number of things it can do. Expect some slowness in slow sims though. This is mostly because the many scripts in it talk among each other through link and chat messages, because of course, a single script could not hold 1% of the features and data present in this product. So it is not designed to be used in public sims, it is designed to be used somewhere safe and not too laggy, by yourself or with a friend.<br /></p><p style="text-align: justify;">However, all the motions (typically the moving tentacles) are designed to stay in sync with their animations even in slow sims, even when someone TPs in or out, that's even the primary focus of the whole project, even before its AI. At least that part, the motions and special effects (sounds and particles), is very fast.<br /></p><p style="text-align: justify;">Speaking of motions, the product is made of rigged mesh attachments, not
animesh because you cannot use animesh on rigged mesh, and you cannot
wear more than one animesh attachment anyway. So the mesh objects are rigged to
the SL avatar's skeleton and move in real time like in stop-motion (don't worry, it looks good), some of them deform in a cartoonish fashion (you couldn't do that with animesh) such as when a tentacle ejaculates. As pointed out above, motions (how a mesh moves), sounds, particles and avatar animations are synchronized automatically, and even if you manage to get them desynchronized, you can synchronize them again with a click on a button on the HUD. If a sound seems out of sync with its motion, for example breathing or moaning, that means your computer is having trouble downloading it fast enough. But nearly all the sounds are short so they should download quickly.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>The player stats</b></i></span></p><p style="text-align: justify;">During the game, your avatar has stats just like in an RPG :</p><p style="text-align: justify;">- <b>Willpower </b>: Your overall ability to resist. It is calculated from all the other stats below. Without giving away the actual formula, the willpower is based upon the lowest value between Energy and Awake (even further lowered depending on how far the other stat is from 100%), but it is also boosted by the Pleasure stat, and lowered by the Pain and Drug stats. Under 50% Willpower, you will have difficulties to resist.<br /></p><p style="text-align: justify;">- <b>Energy </b>: Your breathing, your heart rate, your physical shape. The lower the more winded (and weaker). Resisting, being punished, giving birth and cumming consume Energy, resting restores it (slower if you're tired or in pain). Under 25%, you're winded and visibly panting. A low Energy stat crushes your Willpower.<br /></p><p style="text-align: justify;">- <b>Awake </b>: Your wakefulness, the lower the more tired you are. At 10% you start falling asleep, unless you're drugged in which case that threshold is lower. You can even be drugged enough that you won't fall asleep at all until you metabolize enough of the drug (this happens from 70% drug and up). Awake only goes up while asleep or while not playing, otherwise it only goes down slowly but steadily. It goes down faster when you're winded, strangled or tortured. A low Awake stat crushes your Willpower. Falling asleep more or less "resets" your stats (except Gestation) but you spend some time doing nothing but sleep. Also Xulabarthath doesn't like when it happens (would you like your sex partner to fall asleep right in the middle ?) so it might decrease your level. And don't expect him to release you because you fall asleep !<br /></p><p style="text-align: justify;">- <b>Pleasure </b>: The sexual pleasure that you're feeling. Normally, you cum at 100%, but you also develop a resistance to orgasm when you do so multiple orgasms require even more pleasure (and become more intense). Resistance to orgasm decreases over time. Pleasure boosts Willpower a little.<br /></p><p style="text-align: justify;">- <b>Pain </b>: The physical pain that you're inflicted. Punishments generally induce pain, which in turn lowers your Willpower and your ability to recover Energy. Being pleasured too soon after cumming also induces pain. There is no direct effect of being at 100% Pain, and that stat cannot go over 100%.</p><p style="text-align: justify;">- <b>Drug </b>: The quantity of cum the monster has made you ingest. The more Drug the lower your Willpower. At 33% you start feeling fuzzy and your eyes cannot focus, and as your Drug stat increases, your eyes become more and more glazed over, until you clearly look high as a kite !</p><p style="text-align: justify;">- <b>Gestation </b>: The monster is able (and sometimes willing) to breed. At 10% and over, you are impregnated and the stat will go up inexorably over time. I will say no more on the subject, you will have to discover by yourself. Just know that Gestation tends to be pleasurable but also consumes Energy, more and more as it advances.</p><p style="text-align: justify;">- <b>Mood</b> : This stat depends on your global responses (if you responded more positively than negatively during the game, your mood will tend to be higher) as well as on the current drug, pain and pleasure levels. It is not a number but a qualifier and determines your idle animation and breathing.</p><p style="text-align: justify;">- <b>Level</b> : A very important stat which translates the appreciaction the monster feels towards you. It depends on a lot of factors, notably how well your responses are aligned with the monster's needs, how well you beg, things like that. It determines how much the monster takes your preferences into account when deciding something, but also his tolerance towards your resistance. "Girl" and higher is good, "Heathen" and lower is bad because the monster will gradually do the opposite of what you like. It is much easier to go down in Level than up, so you better cooperate ! Attention, the closer you get from the extremes ("Slave" being the lowest and "Chosen" being the highest), the lower the effect of the response, good or bad, in other words the closest you are from the extremes, the longer it will take to make your level change up or down.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>The babies</b></i></span></p><p style="text-align: justify;">Eventually, maybe not right off the first play, but at some point, you will give birth to one of Xulabarthath's offsprings. Its shape and personality may vary, but the point is that your baby will stay with you even after the game is over. You can even control it moderately with the HUD ! Well, you can only decide to hide and show it on your body, you can't control what it does because it's your baby, not a toy, it has its own free will ! Yes you can have several babies, but you have to give birth several times for that. Each baby is different and has its own name. No you cannot sell them, they're not pets.<br /></p><p style="text-align: justify;">There are only so many babies you can give birth to. Past this number, you will not be able to get pregnant anymore. There is currently no way to "dismiss" a baby if you want to go through the pregnancy again, except by starting afresh with a new redelivery without using the Character Save Device.<br /></p><p style="text-align: justify;">When you're out and about and want to bring your babies with you, you only need to wear the Main part (and maybe the HUD if you want to hide and show some of them at some point, but you don't have to keep the HUD on at all times). Some babies require you to also wear the Legs part if you want to see them. It is explained to you when you give birth. In order to start their AI and not the monster's, click on your book and choose "Babies" (this button appears only if you have given birth to at least one baby).</p>Now, here's a little tip for you. You want to take a walk outside with Iyalith and Zakur ? But you want them to behave and not tease you and make you look like a total slut before everyone ? Simply make them appear with the HUD but don't click on "Babies" on your book (or click on "Reinit" if you did). Then you can detach everything except the Main part and you're good to go !<br /><p style="text-align: justify;"> </p><p style="text-align: justify;"><span style="font-size: large;"><i><b>The book</b></i></span></p><p style="text-align: justify;">The "<b>Book Of Eternal Pleasure</b>" object is meant to let you start the game, but it is not otherwise useful while playing the game, and can be detached. You get the menu immediately when attaching it (or when logging on while wearing it), but you can also get the menu by clicking on it, even if you are RLV-restricted from touching stuff.</p><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiENHQwFSVctUW_G9A3Af8pqnppFaVzcnTjdPF541iB1IoqWEwUYv82Wo7ng5_OrFZMlXuifOPdcwuOOFDxT7i1jJdO57CeAavajG8oCtO8Jg5e0W9Zfz5gtQ_KFzeXad0QIfMGwjQ2_or5/s495/2020-09-17_132500.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="383" data-original-width="495" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiENHQwFSVctUW_G9A3Af8pqnppFaVzcnTjdPF541iB1IoqWEwUYv82Wo7ng5_OrFZMlXuifOPdcwuOOFDxT7i1jJdO57CeAavajG8oCtO8Jg5e0W9Zfz5gtQ_KFzeXad0QIfMGwjQ2_or5/s320/2020-09-17_132500.png" width="320" /></a></p><p style="text-align: center;"><i>(Note : All the buttons are visible on this picture but in the game there is no way to have them all visible at the same time. This is just to show them all to you as an example.) </i><br /></p><p style="text-align: justify;">- <b>Invoke </b>: This is the way to start a game. It resets the monster and babies AI (if you have babies) and runs the monster AI again.</p><p style="text-align: justify;">- <b>Babies </b>: Clicking on this button starts a game but only for the babies, not for the monster. It allows you to let your babies play with you at will instead of staying static. You can see this button only if you have at least one baby.</p><p style="text-align: justify;">- <b>Beg </b>: Clicking on this button during a game lets you steer the monster your way a little, indicating what you would like him to do. If your begging matches what the monster likes, he will like you more (and acknowledge your pleas), otherwise he will like you less and possibly punish you, so use with caution ! This button is hidden if you're gagged or if there is no monster (or he's not actively playing yet).<br /></p><p style="text-align: justify;">- <b>Reinit </b>: This stops the two AIs and re-initializes the game (but not your stats except Gestation). It also removes all the tentacles. This will <b>not</b> make you lose any data such as your Level or your babies.<br /></p><p style="text-align: justify;">- <b>Play </b>: This switch allows you to pause and resume the game without needing the HUD. It does the same thing as the "Play" button on the HUD. </p><p style="text-align: justify;">- <b>Show book</b> : This switch allows you show and hide the book while standing and not playing. When the book is visible, it also makes you play a "hold the book and read it" animation.</p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>The RLV support<br /></b></i></span></p><p style="text-align: justify;">Naturally, this product has some RLV tricks up its sleeve. If your viewer is an RLV or RLVa one, and its RLV features are active, the monster will notice. Here is what it can then do :<br /></p><p style="text-align: justify;">- When the game goes through the invocation, the world goes black (I recommend moving to a place where the walls and floors do not have materials so you are really in the dark) and your vision is restricted to only your avatar and the monster. Your camera is also restricted to stay close to your avatar.</p><p style="text-align: justify;">- When the game is running, most of the attachments are locked on you including the head tentacles that gag and blindfold you.</p><p style="text-align: justify;">- When you're gagged by the monster, your regular chat is suppressed (not redirected, just suppressed). If you are wearing another RR gag at the same time, then the monster's gag will behave like a weak tape gag so the RR gag will supersede it and let you mmph normally.</p><p style="text-align: justify;">- When you're blindfolded by the monster, the tentacle blindfold restricts your vision like an Opaque RR blindfold. Attention, it does NOT rez a prim to block your view because the point is to let you see yourself. In other words, if you're using RLVa, which at the time of this writing does not support vision restriction spheres, your vision will be more restricted only in the sense that your camera will be restricted to a smaller distance from your avatar, but that's it. If you want the full experience, you need to use an RLV that implements the vision restriction spheres properly, like the original RLV, Kokua or Cool VL for example.</p><p style="text-align: justify;">- When you are strangled, if you are using Bakes On Mesh for your mesh or are using a system head and your Xulabarthath folder is somewhere inside your #RLV, then you will see your face turn red.</p><p style="text-align: justify;">- When you are pregnant, if you are using Bakes On Mesh for your mesh body and your
Xulabarthath folder is somewhere inside your #RLV, then you will see through your belly to see the baby in your womb.</p><p style="text-align: justify;">- You can touch the book regardless of your current RLV touch restrictions.<br /></p><div style="text-align: justify;"><br /></div><p style="text-align: justify;"><span style="font-size: large;"><i><b>The FAQ</b></i></span></p><p style="text-align: justify;">Such a complex product is bound to raise questions and concerns. And sometimes you might experience bugs or be surprised by some difficult to understand behaviors. This FAQ section is here to help you answer your concerns and troubleshoot apparent bugs.</p><p style="text-align: justify;"> </p><p style="text-align: justify;"><b>I can't see anything, not even my avatar, the whole screen turns black after a while. This happens in the demo too.</b></p><p style="text-align: justify;">The world turns black once you start invoking the monster. Make sure to activate "Local Lights" in your viewer graphics preferences (most likely in the Advanced section). The monster creates a dark ambience, removing all sun and moon light, turning all the textures black, and then relies on its own embedded lights to create the scene. But if you turn the local lights off... eh, there's no light anymore so you don't see anything.<br /></p><p style="text-align: justify;"> <br /></p><p style="text-align: justify;"><b>My eyes are straight, they won't move even with my mesh head HUD.</b></p><p style="text-align: justify;">You're drugged ! Also, you need more cum so keep sucking.</p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><b>Ok, I'm drugged but the white shroud over my eyes is not fitting correctly.<br /></b></p><p style="text-align: justify;">You're probably using a mesh head which eye sockets are not aligned with the system eyes, which the white glow is rigged to. Since there is no unrigged part, I recommend you turn the "white eyes" feature off with the HUD's menu. This will turn off the white shroud but will still not let you move your eyes however.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><b>My breathing is out of sync for a second.</b></p><p style="text-align: justify;">Animations blend into others in a way that the transitions are not visible and you keep moving slowly and sexily all the time. However, some animations are higher priority than others (like orgasms, punishments etc) and have an "outtro" part located after the looped part. For example, after you're done cumming, your avatar visibly pants and takes some time to recover her senses. During the panting, her breathing rhythm changes too, because the orgasm ends when your Energy reaches zero (not when your Pleasure reaches zero), meaning you're always out of breath after an orgasm. But the end of the orgasm animation and the beginning of the "panting" breathing loop cannot be synchronized. After the "outtro" part actually ends, you will see your avatar's chest automatically take the rhythm of her ragged breathing.</p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><b>Some animations stay active for several seconds after the stimulus ends.</b></p><p style="text-align: justify;">Yes, this is due to this "outtro" part in some animations and it is necessary to keep it. Technically, an animation in SL is comprised of three parts : the part before the loop (the "intro"), the loop itself, and the "outtro" which plays after the loop is stopped. When the animation is stopped during its loop, it keeps playing the rest of the loop part instead of immediately jumping to the outtro (which would look weird and unrealistic), and with bad luck it will be interrupted near the beginning of the loop, which may take several seconds in some animations. There is no way to mitigate that. Some animations, like the sucking one are impacted the worst because they need some kind of "neutral face" outtro to repair some mesh heads like Catwa or Lelutka Evolution (for some reason Lelutka Origins does not need it, but it's there anyway), so the looped part is long. Without this "neutral face" outtro however, your face would remain deformed after the animation ends.</p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><b>My rigged mesh vagina is not aligned with the tentacles.</b></p><p style="text-align: justify;">I'm sorry to say that some rigged mesh vaginas are simply not anatomically correct, they're located where the pelvic bone is supposed to be. And being rigged mesh, they can't be moved, so your only option is not to use one of those rigged mesh vaginas if you're in this case. The pussy tentacles are aligned with the vagina of the Maitreya Lara body anyway so there would be no point in redesigning them for this. I recommend unrigged mesh vaginas instead, since you can adjust them the way you like. VAW is good, I've briefly tested Sapphos which looks good too (but I use VAW), I'm sure there are others.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><b>My mouth is not aligned with the tentacles.</b></p><p style="text-align: justify;">Some variations of the mouth tentacle are rigged to the mouth but others are not. For example, the "sucking cock" tentacle, which triggers a head animation, cannot be rigged to the head otherwise it would move with the it, defeating the purpose (you want the tentacle to stay still while you give head). But since this tentacle is rigged anyway, to the chest among other points, it cannot be adjusted manually.</p><p style="text-align: justify;">So if your mouth is not aligned with it, this means either your neck is too long or too short, or your mouth is too high or too low. I'm not saying your avatar is badly proportioned, but that you might need to make a copy of your shape and adjust some sliders (most likely neck length and/or mouth position) in order to match your lips to the tentacle.</p><p style="text-align: justify;">Another issue might be the size of the mouth compared to the girth of the tentacle. In particular with Catwa heads, which tend to have very small mouths.<br /></p><p style="text-align: justify;">At the time of this writing this is the only solution if your mouth doesn't match the tentacle well, but in the future I will think of a way to make alternate animations that put your head slightly higher or lower too, or an alternate tentacle that is not rigged, worn on the chest, and matching (more or less) the rigged chest part. Stay tuned.</p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><b>I'm ring-gagged but the monster won't use my mouth.</b></p><p style="text-align: justify;">The monster detected that you are gagged (because your regular chat is most likely suppressed or redirected), but it cannot detect by what. It just thinks "this girl cannot speak so I cannot use her mouth". In the case of a ring-gag, it is best to use the menu of the Supervision HUD to set your "Gagged" setting to "Forced to No" so the monster ignores your gag.</p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><b>The blobs are deformed and around my hips.</b></p><p style="text-align: justify;">This is because you are using a rigged mesh vagina that uses the same Bento bones as the blobs to animate the labia. I'm afraid there is no solution to this, the blobs have to use those bones because there is no "root" bone to rig to, and the mesh vagina has to use those bones because the pussy lips vertices are rigged to them, they have no other choice but to use those bones either. So it's one or the other. The blob is deformed simply because its own animations are lower priority than the vagina's animations. The vagina would be deformed instead if the priorities were the other way around. What you can do instead is use a non-rigged mesh vagina such as VAW or Sapphos (or others I don't know about), or a rigged mesh one that does not use Bento animations to open itself but visibilities instead. Please note that if you're experiencing this issue and detach your rigged mesh vagina and the blob is still deformed, you need to right click on yourself and select "Reset Skeleton" to set your avatar skeleton correctly again.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><b>The monster is done playing and has disappeared, but my attachments are still RLV-locked on me, I can't detach them.</b><br /></p><p style="text-align: justify;">Try to click on the book to get its menu, and select "Reinit", this is what commands the RLV locks. You should be able to detach your attachments afterwards.</p><p style="text-align: justify;"><i>Edit : This should no longer be an issue after the update that was released on 09/23/2020.</i><br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><b>Sometimes I get only one choice in the menu, can't it choose automatically for me ?</b></p><p style="text-align: justify;">It could, but it won't ! Xulabarthath wants you to feel how helpless you are and to realize that you have no choice when your Willpower is too low. He wants you to actively comply instead of doing it for you. It's more humiliating that way.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><b>When I pause the game (with the HUD or the book) in the beginning, I don't see a "game paused" message.<br /></b></p><p style="text-align: justify;">This is a known issue. This message comes from the monster AI when it is interrupted by a pause action. However, in the beginning (before the monster appears fully while standing), the AI is not in a state where it can detect a pause yet, it's just "following the script" of asking your preferences and moving to the final standing position. Only then does the AI becomes "pause-aware". It doesn't change anything, though, the AI won't do anything if you pause before you reach the "stand" position because it is simply waiting for the position to be reached, and it won't because the low-level engine (the one in charge of going from state to state) won't move until you resume the game.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><b>One of the scripts has crashed !<br /></b></p><p style="text-align: justify;">Uh-oh ! This should not happen, but you never know. There are many cases that would make a script run out of memory, simply because of the sheer amount of data exchanged. If the script is too busy and long messages pile up, it eats memory and might make it go over the limit and crash. Once again, it should not happen but here we are.</p><p style="text-align: justify;">All you can do is get a redelivery, don't forget to save into your Character Save Device so you don't lose any important data. Also please tell me which script crashed (it is written in the error window) and under what circumstances (sim crowded and/or slow, or a special action that you've made and that reproduces the crash every time), the more info the better and this helps me track down the issue and fix it. Sorry for the inconvenience.<br /></p><div style="text-align: justify;"></div><div style="text-align: justify;"></div><div style="text-align: justify;"></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;"><b>I can stand up from the pentagram even though my other attachments are locked. Shouldn't I be locked on the pentagram I'm sitting on ?</b></div><div style="text-align: justify;"><p>It would make sense but the pentagram is an optional object, it is just for show (it includes the pentagram and the black smoke, nothing else, not even the lights which are part of the blob attachment). It can also be attached or rezzed. But think about this : you might want to use "It's Not Mine" (along with the included interface) and Need For Seed (and its cum attachments) to make you messy, and an Env Box to make the tentacles shine. That's 5 attachments in total. You might also be heavily restrained while playing, which might take a lot of attachment slots as well. There is the monster itself, which takes somewhere between 5 and 7 attachment slots. There is the Maitreya mesh body (V5 takes between 1 and 5 attachment slots depending on whether you wear its HUD and 3 layers or not). There is your mesh head and hair which may take at least 5 attachment slots, probably more. You might want to be sweaty with When You're Hot. You might want to wear jewelry, shoes, glasses... You are allowed 38 slots at most so at some point you will run out of slots. For this reason, some attachments in this folder are optional, and the pentagram is one of them along with the book and the HUD. That's why it is not locked on, and by extension, does not force you to stay sat on it.</p><p><br /></p><p><i><b>How do I adjust the gag and blindfold tentacles ?</b></i><br /></p></div><p style="text-align: justify;">The two tentacles around the head (gag and blindfold) are invisible while not playing so you need to press Ctrl-Alt-T to see them in red. Then edit that object, tick "Edit Linked" on the edit window, then select only the mouth tentacle and resize it. It is a single prim and its "tail" should be around the neck, in a high position to avoid clipping, but low enough so that your chin won't clip through when you're actually gagged and your mouth is open. There is an animation in the "Optional" folder, called "OpenMouth" to help you check the fitting with the mouth open.<br /></p><p style="text-align: justify;">Then do the blindfold the same way, only you don't need an animation for it.</p><p style="text-align: justify;">If it is easier for you, you can make the two tentacles visible while editing them (set their Transparency to 0 in the Texture tab of the edit window), then invisible again once done. You can also do this while playing since they are locked but do not prevent editing, but it's harder and you probably have better things to do at that time.</p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><b>The tentacles are animated like in a stop-motion fashion. Wouldn't have it been easier to make them Animesh instead ?</b></p><p style="text-align: justify;">This is an interesting question. At first glance it would have made more sense to make them Animesh indeed. However, Animesh works only for non-rigged attachments, and you can wear only one Animesh attachment at a time. They also wouldn't have been able to deform the way they do here, so no cartoon-like effect. So in order to fully use Animesh, I would have had to make the product completely different, with tentacles coming from a furniture you sit on and that do not coil around your body (and maybe have additional not animated tentacles as attachments just for the look). To put it more simply, they wouldn't be able to hug your body and fuck you at the same time, which would have been a shame.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>The credits</b></i></span></p><p style="text-align: justify;">Most sounds come from <a href="http://Freesound.org">www.freesound.org</a>, some sounds are licensed under <a href="https://creativecommons.org/licenses/by/3.0/">Creative Commons</a>. I want to thank all of the people below (and those I didn't mention) for sharing their work with the community.<br /></p><div style="text-align: justify;">- Strech : Halleck</div><div style="text-align: justify;">- Sex noises : SkeetMasterFun</div><div style="text-align: justify;">- Electrify : Parabolix, Tim Verberne</div><div style="text-align: justify;">- Choking : Juliandmc4, Braffle2</div><div style="text-align: justify;">- Wet : Ricexzeeb</div><div style="text-align: justify;">- Squishy : eneasz</div><div style="text-align: justify;">- Praying : Felix Blume</div><div style="text-align: justify;">- Voices : Reitanna Seishin, GuineFurrie and Kitsuneluigi<br />- Heartbeats : harrybates01, loudernoises, patobottos, Woodingp, FenrirFangs</div><div style="text-align: justify;">- Woman whisper : drotzruhn</div><div style="text-align: justify;">- Female mmm : AudioRichter</div><div style="text-align: justify;"><p>Lighting bolt brushes by <a href="www.obsidiandawn.com">Obsidian Dawn</a>.<br /></p></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">I also want to thank all my friends and supporters for helping me test this product during the whole cycle of development. Your feedback has been precious :)<br /></div><div style="text-align: justify;"><br /></div><p style="text-align: justify;">Have fun !</p><p style="text-align: justify;">Marine<br /></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-42278323082145380592020-09-22T07:29:00.023-07:002020-10-12T05:46:45.021-07:00Xulabarthath HUD<p style="text-align: justify;"><i>This post is the manual for the Supervision HUD for <b><a href="https://realrestraint.blogspot.com/2020/09/my-friend-xuxu.html">Xulabarthath</a></b> from Maison De La Marquise.</i></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;">The <b>Xulabarthath Supervision HUD</b> ("Head-Up Display") can be used either by the owner of the monster or by a friend of yours. This post assumes that you are the user of the HUD, whether you own a copy of Xulabarthath or not.</p><p style="text-align: justify;">The HUD is copy/no-mod/trans and is meant to be given by the player to a friend to supervise her monster. The person using the HUD to supervise someone else's monster does not need to own a copy of the monster themselves.<br /></p><p style="text-align: justify;"><i>Please note : <b>You do not need the HUD to play.</b> It is a nice tool, necessary for a friend who wants to supervise your monster, but if you play alone you don't need the HUD to start, pause and reinit a game, as the book can do it as well. You do need the HUD if you want to change the configuration though (such as making the monster use your Proud Girls, setting the default anim etc).</i><br /></p><p style="text-align: justify;">If you use it on yourself (meaning you own a copy of Xulabarthath and you are targeting yourself), then you are called "the <b>player</b>", while if you use it on someone else (who necessarily owns a copy of Xulabarthath, even if you don't), then you are called "the <b>supervisor</b>" because you "supervise" her monster and her game. Being the player also makes you your own supervisor if you use your own HUD. It is possible for several supervisors to supervise the same player, but a HUD can only target one monster at a time.<br /></p><p style="text-align: justify;">As the supervisor, the amount of control you exert on her monster is up to you, from just a small influence to total control. In order to target and supervise someone else's monster, <b>you must be authorized</b> by its owner first, and <b>you must be in the same region</b>.<br /></p><p style="text-align: justify;"></p><p style="text-align: justify;"> </p><p style="text-align: justify;"><span style="font-size: large;"><i><b>The Supervision HUD</b></i></span></p><p style="text-align: justify;"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7YufnHEpC9X_jGMymhtBkQzFcTNX3j2WSron08EFC1_x2uNFA19smcX_lAysBtwdasojbnRpgCudUFwmdz07ylLB-73FRthFa9JEZfTKB9IcK_gPNzaiZ33H2CZbT6mZcRyXGQKLeqiQM/s893/2020-09-15_192636.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="893" data-original-width="446" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7YufnHEpC9X_jGMymhtBkQzFcTNX3j2WSron08EFC1_x2uNFA19smcX_lAysBtwdasojbnRpgCudUFwmdz07ylLB-73FRthFa9JEZfTKB9IcK_gPNzaiZ33H2CZbT6mZcRyXGQKLeqiQM/s320/2020-09-15_192636.png" /></a></div><div style="text-align: justify;"><br /></div><div style="text-align: justify;">The HUD can be made to target yourself (if you're the player) or someone else who owns a copy of the monster (if you're the supervisor). Everything that happens when you click on a button and everything that is displayed on the HUD applies to the target. You can only target someone who has authorized you in the first place.<br /></div><p style="text-align: justify;">The left column of buttons is the options and specific actions, the
right column is for setting certain tentacles to chosen states (coil
around the the right leg, strangle etc).
Every button speaks for itself as it displays either a picture of the
action or a text.<br /></p><p style="text-align: justify;">The bottom row of buttons is for the layout itself (except the left-most one which is for synchronizing the animation and the motion in case they get out of sync for whatever reason).</p><p style="text-align: justify;">You can minimize the HUD by clicking on its top edge, and let it show again by clicking on the name.</p><div style="text-align: justify;"><br /></div><p style="text-align: justify;"><span style="font-size: large;"><i><b>Target</b></i></span> <br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgg4z78OVhRNILHjr2XBukJbGXdhDNBfWDBEr9BrPzf8vR8wcTBtezpvfnrv2cPlZ-XsOsOFOYqqICjkx_6f27oYHJYfxcTJE719g63OIXaZxGmi2NjzCPgPODZeeFBed17zzVyH0nXSaMy/s77/2020-09-10_125342.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="77" data-original-width="77" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgg4z78OVhRNILHjr2XBukJbGXdhDNBfWDBEr9BrPzf8vR8wcTBtezpvfnrv2cPlZ-XsOsOFOYqqICjkx_6f27oYHJYfxcTJE719g63OIXaZxGmi2NjzCPgPODZeeFBed17zzVyH0nXSaMy/s0/2020-09-10_125342.png" /></a></div><div style="text-align: justify;"><br /></div><p style="text-align: justify;">To target someone else's monster, click on the Target button on the top left corner of the HUD. You will be presented with a menu containing all the players who currently wear their copies of Xulabarthath and who have authorized you.<br /></p><p style="text-align: justify;">If you want to target a friend but her monster has not authorized you to supervise it yet, you must ask her to authorize you first. To do this, she must wear her own Xulabarthath HUD (the same as yours), target herself if she isn't her own target already, and click on the <b>Menu </b>button. She then clicks on "<b>Options</b>" and "<b>Access</b>" and adds you. This must be done only once, her monster retains who is authorized across different sessions. Once done, she can detach her HUD if she doesn't want to use it.</p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>Menu</b></i></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: large;"><i><b><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOysJ57yx7IWv_IiYE5hp7rgemOb_8MHhIkRWH_yTAmKBeS4FtTTpyhYJVjo3IqytEpRZpKXXptF6f9uRqmwJAs9cYqz39IYG5IoeGXzqoZ4-Y_nEwEG6HlXeceDwzuwzOVlmrlG2gtmuS/s78/2020-09-10_125401.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="78" data-original-width="77" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOysJ57yx7IWv_IiYE5hp7rgemOb_8MHhIkRWH_yTAmKBeS4FtTTpyhYJVjo3IqytEpRZpKXXptF6f9uRqmwJAs9cYqz39IYG5IoeGXzqoZ4-Y_nEwEG6HlXeceDwzuwzOVlmrlG2gtmuS/s0/2020-09-10_125401.png" /></a></b></i></span></div><p style="text-align: justify;">Clicking on the <b>Menu</b><b> </b>button brings up the menu of the supervised monster.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9_lvh5OzoENZz16yOpUFnKetAmhUDSI4Cvdt49maabvrFO5OVPNLLKhQVYKitOodpT0IdXIj3F5SPeOkzZ_JPcWvdrv7hAGavteIvpWcsioPuHr_80nabXceOjNEfmH6vF2IlH80juCTf/s495/2020-09-10_130656.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="460" data-original-width="495" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9_lvh5OzoENZz16yOpUFnKetAmhUDSI4Cvdt49maabvrFO5OVPNLLKhQVYKitOodpT0IdXIj3F5SPeOkzZ_JPcWvdrv7hAGavteIvpWcsioPuHr_80nabXceOjNEfmH6vF2IlH80juCTf/s320/2020-09-10_130656.png" width="320" /></a></div><p style="text-align: justify;">In this menu you can check if the player is restrained by regular restraints (RealRestraint or otherwise), and you can force those states to "off" or "on" as you will by clicking on the appropriate buttons to switch between "off", "as detected" and "on".</p><p style="text-align: justify;"><i>Please note that at the time of this writing, there is no way for the monster to automatically detect the Proud Girls, but maybe there will be in the future so the button is already a three-states one instead of a simple switch. Switching Proud Girls support on or off has an effect on several tentacles and on the babies.<br /></i></p><p style="text-align: justify;">For example, if she's ring-gagged but you want the monster to ignore her gag because you want her to still be able to suck tentacle-cock (the monster cannot tell the difference between a full mouth gag and an open mouth gag, all it knows is that the user's chat is suppressed), click on "Gagged" until the symbol is an empty square to force it to "off".</p><p style="text-align: justify;">Clicking on <b>Free anim</b> brings you to the default animation to play when the player is free (not playing with the monster). If "<b>Idle</b>" is checked, then the animation will play even when nothing is happening, otherwise the animations only play when something is happening (the girl is winded, fucked, strangled etc). If "None" and "Idle" are checked, this means no animation will play, but the breathing will be heard anyway. Making sure "Idle" is checked ensures the gag will appear when clicking on the "Gag" activity button because the gag part is responsible for handling the breathing sequences (see the FAQ below).<br /></p><p style="text-align: justify;">The information also shows on the HUD itself on the "Default" line.<br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWyPmYLRdyIKG0l_3FN8mrINCbrE85_JQ01PZUmUShXYbQGqWr3-aIDZUXNeDLdihFbN4TZeJmxK9iI0IV60__8MtJfSopPO7m50XQeZ13RijAJxdVLz8BFcHXtgmHWW44GziiowI0C848/s495/2020-09-10_125901.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="459" data-original-width="495" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWyPmYLRdyIKG0l_3FN8mrINCbrE85_JQ01PZUmUShXYbQGqWr3-aIDZUXNeDLdihFbN4TZeJmxK9iI0IV60__8MtJfSopPO7m50XQeZ13RijAJxdVLz8BFcHXtgmHWW44GziiowI0C848/s320/2020-09-10_125901.png" width="320" /></a></div><div style="text-align: justify;"><br /></div><p style="text-align: justify;">Clicking on the <b>Options</b> button brings you to the options menu (attention, this menu is available only to the player, not to the supervisor) :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhS-FU-2QkpfvBTfWtq-CmtKZOkrL2C1lYPny1otDNjoFmJzCyoCfQnIneYlqiLeaTM5bv4cQu7FCNNo_9S6ORsYAw1RiM9M06K5TL9Fa4Rw3zthJRvsEos-Yi3ux4-UZJfy7rkl2v-6azZ/s498/2020-10-12_144159.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="461" data-original-width="498" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhS-FU-2QkpfvBTfWtq-CmtKZOkrL2C1lYPny1otDNjoFmJzCyoCfQnIneYlqiLeaTM5bv4cQu7FCNNo_9S6ORsYAw1RiM9M06K5TL9Fa4Rw3zthJRvsEos-Yi3ux4-UZJfy7rkl2v-6azZ/s320/2020-10-12_144159.png" width="320" /></a></div><br /><p style="text-align: justify;">The "<b>Access</b>" button lets you add and remove people to your access list, authorizing them to use their HUD to control your monster.</p><p style="text-align: justify;">The "<b>Dark invoke</b>" button simply turns on and off the black Windlight settings and vision restriction when the monster is present. This is to let you take pictures, and may help some Firestorm users who were having issues seeing particles while the world was dark. Please note that this button may go elsewhere in the future, likely in the visual buttons themselves, for example next to the smoke / no smoke buttons in the palette folder.<br /></p><br /><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>Play/Pause</b></i></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrb5TozM8lpxR7I_Ok7W9-0T935UqhyOCDDfDzeAXMkt8Vkh4koIXGwM2tpOQ1BNK58Uw50TcuvmS8QASpidVll9d4G6fvQVPq1QSFjl0C7mwVSpVcxO2UqOVwhDKs15ZuGTEdkBva7AMQ/s78/2020-09-10_125415.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="78" data-original-width="77" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrb5TozM8lpxR7I_Ok7W9-0T935UqhyOCDDfDzeAXMkt8Vkh4koIXGwM2tpOQ1BNK58Uw50TcuvmS8QASpidVll9d4G6fvQVPq1QSFjl0C7mwVSpVcxO2UqOVwhDKs15ZuGTEdkBva7AMQ/s0/2020-09-10_125415.png" /></a></div><p style="text-align: justify;"><br /></p><p style="text-align: justify;">Clicking on this button will pause and resume the game, meaning the low-level engine (in charge of moving the tentacles and playing the special effects, among many other tasks) and the high-level engine (the AI which sets the goals and reacts to the player).</p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>Activities</b></i></span> <br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ8fiW_7EZP4AclNSWelU3dFbyawPo9OHM-CUftkvlWTsxeKxf6l31WV6J802ecCIrgCEoPHn9vYZZWTbpi2DVPqmdW4rhDiQp_rW4E7A5xLDe8DZmrOtYRUbyEewF_N53WiWP6YHs59dQ/s78/2020-09-10_140341.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="77" data-original-width="78" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ8fiW_7EZP4AclNSWelU3dFbyawPo9OHM-CUftkvlWTsxeKxf6l31WV6J802ecCIrgCEoPHn9vYZZWTbpi2DVPqmdW4rhDiQp_rW4E7A5xLDe8DZmrOtYRUbyEewF_N53WiWP6YHs59dQ/s0/2020-09-10_140341.png" /></a></div><div style="text-align: justify;"><br /></div><p style="text-align: justify;">An activity is a task given to the AI to execute it over time, instead of an immediate change of state. When you click on this button the following buttons appear next to the HUD :</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGzRDyA1AjhZMzBhMaW-L8sPMGh92Vq2Uqf7OvPy5NNtnPWhDVRiISIVdIJdT1j2V00bhWm8MXDWSPjBoxKvmVD2HJd6i1eqvz6_ew1zZ51RQoqZCrgoP06ymYCO5ACmiNqZHPovznZnwL/s1074/2020-09-10_142535.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1074" data-original-width="656" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGzRDyA1AjhZMzBhMaW-L8sPMGh92Vq2Uqf7OvPy5NNtnPWhDVRiISIVdIJdT1j2V00bhWm8MXDWSPjBoxKvmVD2HJd6i1eqvz6_ew1zZ51RQoqZCrgoP06ymYCO5ACmiNqZHPovznZnwL/s320/2020-09-10_142535.png" /></a></div><p style="text-align: justify;"><i>Attention, if the AI is already running (i.e. a game is underway), these buttons will do nothing and you will get a message.</i><br /></p><p style="text-align: justify;">The first group of buttons, where there is only the "No Activity" button, cancels whatever activity is currently running.</p><p style="text-align: justify;">The second group of buttons (from "Pleasure" to "Strangle") starts the complex activities. Select one and the AI will handle the rest. For example, selecting "Bind" will restrain the girl in different ways, more and more as you press "Bind" again after the last activity is complete.</p><p style="text-align: justify;">The third group of buttons (from "No Gag" to "Elec. No limit") starts the simple activities, which are the base bricks of the complex ones. This gives you more control but those activities are by nature shorter.<br /></p><p style="text-align: justify;">The fourth group of buttons allows you to stop the active tentacles with "Calm Down" (for example if the girl is being fucked in the pussy, the tentacle will retreat to only coil around her leg) and withdraw all the tentacles with "Withdraw", making them all disappear.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>Stats</b></i></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjT5x-_tYtJaW89SG4cWpIb5qXNzhs6cTZyd8YDLsaV1oEM0jIZ0vxIfQ76yCh63AZbwDZNHoMv_ZVxpvx6PhDU2CAYY_50uXsrHNTaB8kz1FBEaK7lAdjaxh3TNOma0IpDzJ8CiUROZCeN/s77/2020-09-10_125429.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="77" data-original-width="77" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjT5x-_tYtJaW89SG4cWpIb5qXNzhs6cTZyd8YDLsaV1oEM0jIZ0vxIfQ76yCh63AZbwDZNHoMv_ZVxpvx6PhDU2CAYY_50uXsrHNTaB8kz1FBEaK7lAdjaxh3TNOma0IpDzJ8CiUROZCeN/s0/2020-09-10_125429.png" /></a></div><p style="text-align: justify;"> </p><p style="text-align: justify;">Clicking on this button allows you to set the player's stats directly by giving you a grid of stats to set to 0%, 50% or 100%.</p><p style="text-align: justify;"> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOGsx1UnAHXZsmj2Ev0ZzOBTjrXR48WPRWKYmi0rcQHa8LJJACI2NBUvEO_x-L91NOQBVXGO14HNegLJ2o406qljSa31MUQ_B8Ug4mOx1JHzXns-MdvG-1aO83C8zfZxn04BoYYwEmCVxE/s1212/2020-09-10_143428.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1212" data-original-width="387" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOGsx1UnAHXZsmj2Ev0ZzOBTjrXR48WPRWKYmi0rcQHa8LJJACI2NBUvEO_x-L91NOQBVXGO14HNegLJ2o406qljSa31MUQ_B8Ug4mOx1JHzXns-MdvG-1aO83C8zfZxn04BoYYwEmCVxE/s320/2020-09-10_143428.png" /></a></div><p style="text-align: justify;">"Clear All" will set Energy and Awake to 100% and the rest to 0%.</p><p style="text-align: justify;">Setting Energy to 0% will make the girl pant, setting Awake to 0% will make her fall asleep, setting Pleasure to 100% will make her cum (in fact Pleasure will be set to whatever value is high enough to make her cum because the more she cums, the more resistant to orgasm she is so her Pleasure has to be higher). If the Awake field on the HUD has two numbers, the top one indicates the threshold under which the girl falls asleep (this decreases as Drug increases). Likewise, if the Pleasure field on the HUD has two numbers, the top one indicates the threshold to reach in order to cum (this increases as the orgasm resistance increases).<br /></p><p style="text-align: justify;">Setting Pain to 100% has no immediate effect but the girl will have trouble catching her breath and her Willpower will be crushed.</p><p style="text-align: justify;">Setting Drug to 100% will make her high (crushing her Willpower as well) and setting Gestation to 100% will make her give birth immediately (it is best to set it to 50% instead so the monster has time to prepare in case a game is playing).<br /></p><p style="text-align: justify;">Please note that you cannot change your own stats while a game is underway.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>Textures & Colors</b></i></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbhgLIR8lP-oIYxZIkKQh1jGEI6Yi6ENYH5lCDIPplzsfozeQWUQtV-e6Fsy3qq0dsy9QrSO6Bo22nNb1aCLdbosF-7PwjClKFj0Rq_xSL0aoH66IH-CIBwx8kaIbrsuUR2g-vbEHmVHQB/s77/2020-09-10_125445.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="77" data-original-width="77" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbhgLIR8lP-oIYxZIkKQh1jGEI6Yi6ENYH5lCDIPplzsfozeQWUQtV-e6Fsy3qq0dsy9QrSO6Bo22nNb1aCLdbosF-7PwjClKFj0Rq_xSL0aoH66IH-CIBwx8kaIbrsuUR2g-vbEHmVHQB/s0/2020-09-10_125445.png" /></a></div><p style="text-align: justify;"> </p><p style="text-align: justify;">Clicking on this button allows you to change the texture and the color of the monster and babies, as well as the color of the pentagram and lights, and to switch the smoke on or off.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhniOugh4OMpProVJMdPRn9EbEmYJET2YVLmnN5iQq_1Qd-_bP2Z1IoBSHVCHlVgg4NDIifXRqEVNannbC74gxWK6UM1HhQhdfY7p8WxnKVpangE9R6Ao5Hxne9XUQOJTPjH7y5-ykRIGBQ/s922/2020-09-10_165250.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="922" data-original-width="762" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhniOugh4OMpProVJMdPRn9EbEmYJET2YVLmnN5iQq_1Qd-_bP2Z1IoBSHVCHlVgg4NDIifXRqEVNannbC74gxWK6UM1HhQhdfY7p8WxnKVpangE9R6Ao5Hxne9XUQOJTPjH7y5-ykRIGBQ/s320/2020-09-10_165250.png" /></a></div><div style="text-align: justify;"><br /></div><p style="text-align: justify;">The first row lets you change the texture, all the textures are white except for the first one which is black with white veins. The white parts can then be tinted by clicking on a button in the second group.</p><p style="text-align: justify;">The third group lets you tint the ambient light as well as the pentagram (if it is present), the first button turns the light and pentagram off entirely.</p><p style="text-align: justify;">The last group lets you turn the black smoke on or off. The pentagram has to be present (worn or rezzed) for that.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>Babies</b></i></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBBTYlK1a2fxt14mLUmtzjyKGquRNNs5IJqkOoFnQGhUt6XIoC37ZdZqkw-hCVmjLfNE6mRKQUaqIZiMZ1YtAE3BVD7Rqlek1Qgblq3pIofW5pskBCndaTTQlfIKGQ__fF3pjVxjHvx_b1/s78/2020-09-10_125501.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="78" data-original-width="77" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBBTYlK1a2fxt14mLUmtzjyKGquRNNs5IJqkOoFnQGhUt6XIoC37ZdZqkw-hCVmjLfNE6mRKQUaqIZiMZ1YtAE3BVD7Rqlek1Qgblq3pIofW5pskBCndaTTQlfIKGQ__fF3pjVxjHvx_b1/s0/2020-09-10_125501.png" /></a></div><div style="text-align: justify;"><br /></div><p style="text-align: justify;">Clicking on this button reveals all the existing babies plus a "Clear All" button (which is the only one visible if there are no babies).</p><p style="text-align: justify;">Each baby has its name written on its own couple of buttons (one to show it and one to hide it), if a baby is shown then it will act on its own over time.<br /></p><p style="text-align: justify;"> </p><p style="text-align: justify;"><span style="font-size: large;"><i><b>HUD controls</b></i></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUKpgcAq8ZOz039_jtJUoSLkdOVdrt4SDfULSy8cy-PdkZOwBAgc6qV2eBDv1HJeBZX2w_MatoT_xmaLxZ-_np_s23-fH9S3F95CfBlVvtuK_PvGgR-B_XRijeZCI9CUybq1JBZKnrnj75/s378/2020-09-10_125523.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="49" data-original-width="378" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUKpgcAq8ZOz039_jtJUoSLkdOVdrt4SDfULSy8cy-PdkZOwBAgc6qV2eBDv1HJeBZX2w_MatoT_xmaLxZ-_np_s23-fH9S3F95CfBlVvtuK_PvGgR-B_XRijeZCI9CUybq1JBZKnrnj75/s320/2020-09-10_125523.png" width="320" /></a></div><div style="text-align: justify;"><br /></div><p style="text-align: justify;">The left-most button allows you to re-sync the animation of the avatar with the current motion if it looks out of sync to you (you have edited an attachment, freezing your avatar, or you have restarted the animation, or you have minimized your viewer for a moment, or whatever you could think of). For example, if a tentacle is thrusting then the avatar will move accordingly and that requires to be in sync.</p><p style="text-align: justify;">The next button allows you to switch the dynamic buttons of the HUD between the left and the right side, that way you can move the HUD where you want on your screen.</p><p style="text-align: justify;">The other four buttons let you change the position and the size of the dynamic buttons (the arrows are inverted so that you "scroll" down or up, making the buttons move up and down respectively).<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><i><b>Tentacles controls</b></i></span></p><p style="text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggxll-wvlE8Z0Rwvk0FhrMN9KhEVNwFDNt0-efXoxr3GZ2GjtARyFcbZNCisIQTVwF5EYdFz9yZO9XbdJQrebCERgqWHXI1MH4vVuiQPDTCLtyShlCOd6Z5Xh3pjiXjdMyBiQmFwgFqNPx/s677/2020-09-10_125557.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="677" data-original-width="77" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggxll-wvlE8Z0Rwvk0FhrMN9KhEVNwFDNt0-efXoxr3GZ2GjtARyFcbZNCisIQTVwF5EYdFz9yZO9XbdJQrebCERgqWHXI1MH4vVuiQPDTCLtyShlCOd6Z5Xh3pjiXjdMyBiQmFwgFqNPx/s320/2020-09-10_125557.png" /></a></div> <p></p><p style="text-align: justify;">The right column of buttons each make several dynamic buttons appear to let you control the corresponding tentacles. The top-most one controls the blob (or "base" as it is called on the HUD) which is not the tentacles but the big blob of squishy stuff that keeps the girl in place.</p><p style="text-align: justify;">Unlike the other buttons, these ones stay selected when you click on them, to indicate where the tentacles are. If you click on several tentacles buttons in succession, you will see them be selected in the same order, but at their own pace.<br /></p><p style="text-align: justify;">Some of those buttons put a tentacle into an active state, a state that makes the stats of the player change over time. For example, fucking the girl makes her pleasure build up and eventually she will cum. This happens regardless of whether game is running. Likewise, if the game is running, the states of the tentacles are periodically renewed, which may make a tentacle go faster by itself (the one in the pussy goes faster as the girl's Pleasure goes up). This does not happen if the game is paused.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><span style="font-size: large;"><b><i>Text controls</i></b></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8_DdPdgIM-rem11mhOcsWtcZ1O-zK89Q2VoJ-fDZYOBcRE_gflygnwmLUJ8Q7uSuYVpUN8QqPXZg6t-aU_jeTyMtPOcnpFuFZilDrGAc_GoSZL8iwy0uBRINoo9R2T4TkjKZUXbZxOsT5/s74/2020-09-10_125538.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="74" data-original-width="24" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8_DdPdgIM-rem11mhOcsWtcZ1O-zK89Q2VoJ-fDZYOBcRE_gflygnwmLUJ8Q7uSuYVpUN8QqPXZg6t-aU_jeTyMtPOcnpFuFZilDrGAc_GoSZL8iwy0uBRINoo9R2T4TkjKZUXbZxOsT5/s0/2020-09-10_125538.png" /></a></div><p style="text-align: justify;">The HUD has been designed on a 4k screen, so the text might appear out of alignment on a lower resolution. In this case, you can click on one of the two red arrows (next to "RLV") to offset the text up and down.<br /></p><p style="text-align: justify;"> </p><p style="text-align: justify;"><span style="font-size: large;"><i><b>FAQ</b></i></span></p><p style="text-align: justify;">Here is a list of known issues and frequently asked questions, in case something confuses you about the HUD.</p><p style="text-align: justify;"> </p><p style="text-align: justify;"><b>I am the player and I want my friend to control my monster. However, the target does not change when I give the HUD to them.<br /></b></p><p style="text-align: justify;">This is on purpose so you don't have to tell your friend how to target you. All you have to do (once they wear their new HUD) is to authorize them and they will be able to play with you right away. However, if your own target was not yourself before you handed the HUD over, your friend will still target them instead of you so you will have to explain how to fix that.<br /></p><p style="text-align: justify;"><br /></p><p style="text-align: justify;"><b>I click on the Gag button and no gag appears.<br /></b></p><div style="text-align: justify;">This is a known issue which happens when the monster is not visible and there is no "Free Anim" selected (or it is not set to "Idle"). The reason for this is because the gag is responsible for the breathing sounds and also moves while breathing, growing and shrinking in rhythm. However, if "Idle" is not checked, no breathing will occur while the monster is not there, for good reason, which means no gag will appear either. Check "Idle" in the "Free Anim" menu to fix it.<br /></div><p style="text-align: justify;"><br /></p>Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-68468399341860056022020-05-19T10:42:00.001-07:002020-05-19T12:59:51.001-07:00RLV 2.9.27 with EEPHi !<br />
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As you may know, LL has released their latest SL viewer with <a href="https://www.google.fr/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=2ahUKEwjW6KGRusDpAhWABWMBHQYeD-UQFjAAegQIBBAB&url=http%3A%2F%2Fwiki.secondlife.com%2Fwiki%2FEnvironmental_Enhancement_Project&usg=AOvVaw2qY5WXQIKrDSGRiGt2mvQ8">EEP</a> features inside. This is a big change because Windlight settings become actual assets that can be given or sold, like shapes, while they used to be XML files stored locally before.<br />
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This is also a big change for the RLV because all the WL commands had to be updated to use EEP instead of Windlight. I couldn't do all this work myself because I didn't have the time, but Chorazin Allen who is in charge of Kokua did most of the work and ported it to the RLV :) Thank you Chorazin !<br />
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He also ported the latest feature from LL which allows for camera settings to be stored in XML files.<br />
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Now, before you download the new RLV, please be aware that there is a big bug in the SL viewer which made its way into the RLV (since it is based directly on the SL codebase). This bug makes a shiny surface a lot shinier especially when the specular color of the surface is not white. In practice, every girl with a mesh body and some shine looks like a barbie doll. I kid you not ! I even opened a <a href="https://jira.secondlife.com/browse/BUG-228781">JIRA ticket</a> on the matter, hopefully LL will look into this and fix it because it is breaking content. For this reason, I am not replacing the current RLV (v2.9.26.4) which works fine, but if you absolutely want to try EEP out with the RLV, here is where you can download it :<br />
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<a href="https://www.dropbox.com/s/sug85doewcddevf/RestrainedLoveSetup.exe?dl=0">Link on DropBox</a><br />
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The MD5 hash for the Windows version is :<br />
d6603009d71368179187da992e36ac89<br />
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The Linux and Mac versions are proposed by Chorazin at this address :<br />
<a href="https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/">https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/</a> <br />
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<i>PS : There are a couple new RLV commands for EEP to support the new
sliders like "moisture" and "ice", those are not documented in the API
at the time of this writing but they will be soon.</i><br />
<br />Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-6052357920145241232020-02-02T14:40:00.000-08:002020-02-06T08:07:18.329-08:00Maitreya V5 tips & tricksHi there,<br />
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So, I said the other day that I was working on two big projects, and I wouldn't say what... until now.<br />
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One of these big projects was <b>Maitreya Lara V5</b>, for which I wrote all the scripts from scratch (we didn't keep anything from the V4 scripts save for the hands and feet animation manager). Not because the old scripts were bad, they were good and fast, but because they couldn't have been adapted to contain all the new features and changes. And boy there are a lot of them!<br />
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First of all, if you did not get your Maitreya V5 update yet, you can go to the <b><a href="http://maps.secondlife.com/secondlife/Maitreya%20Isle/174/192/23">Maitreya store</a></b> and click on the redelivery terminal there to get the latest version. You can also get the standalone redelivery HUD that came in the Maitreya Lara Friends and Maitreya V.I.P. groups notices on Jan 31st 2020.<br />
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Secondly, <b>please do not contact me for help with Maitreya</b> because I won't provide any support since this product does not belong to me. There is a group for that, "<b>Maitreya Lara Friends</b>", the helpers there are very nice, helpful and knowledgeable. I won't give any details about the internals either as I'm under NDA. Plus I'm not paid for providing customer support anyway since I don't sell Maitreya Lara and I don't get a share on Maitreya sales. If you have a suggestion or a bug to report, please contact one of the helpers in the group, which may escalate it later if it is a valid one.<br />
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I'm not going to explain all the changes, they are explained in the manual that can be found <b><a href="https://sl-maitreya.blogspot.com/p/lara-mesh-body-v5.html">here</a></b>. But the manual doesn't go into much detail so instead, this post will be about some nice tips and tricks that are not obvious at first glance, and that may make your life easier. Lara V5 has a lot more features than Lara V4 and some may feel overwhelmed (although we did our best to make it as streamlined, consistent and fast as possible, more features means more stuff to know).<br />
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Bakes On Mesh in particular is a point of friction for some who do not understand what all this stuff means. I will do my best to clear out certain details below.<br />
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One thing you need to know is that you cannot break Lara. Feel free to try out stuff, if you don't know what a button does, press it. If you don't like the result, press it again as most are toggles. Try dragging your mouse over the sliders and see the result. Play with the colors. This is how you get to know, tame and own your Lara :)<br />
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And if something goes horribly wrong and you do break Lara, the Misc page on the HUD has a nifty little "Reset" button to start anew. And if even that doesn't work, it also has a nifty little "Redeliver" button so you can get a new product without having to go to the store.<br />
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If you're a regular of this blog, you know I will go into technical details. If you're not interested in knowing all that techy stuff, don't worry, just let your eyes gloss over all the geekiness and read only the fun stuff.<br />
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Lastly, I'm obviously not the only one to post informative stuff about Lara V5. There is a nice video that gets into detail too, you can watch it <a href="https://www.youtube.com/watch?v=iXmumUX0dao"><b>here</b></a>. If you don't have enough time, a shorter video, but just as informative, can be watched <b><a href="https://www.youtube.com/watch?v=2x3KbFL-U7s">here</a></b>.<br />
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Ready ? Let's go.<br />
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<span style="font-size: large;"><i><b>The HUD</b></i></span><br />
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The Lara HUD is now an accessory, which means you do not have to keep wearing it at all times, unlike the V4 HUD (which was in charge of the animations among other things so detaching it would stop your hands from animating). All the core management is now done by the Body script contained in the mesh body itself. The layers, which are separate, are not necessary for the product to work either. As long as you wear the Body attachment, your body works and you see your skin. You can wear auto-hides, auto-shapes, use skin appliers etc, and they will all work. It's a good thing to know when you are struggling for attachment slots and/or need to lower your complexity or script footprint (and you wear mesh clothes or use BoM wearables, or you enjoy being naked). The HUD exists solely to let you control your body through manual changes, it is not necessary for the product to work.<br />
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If you want to move the HUD to another location on your screen, the best way is to <b>switch to the Layers page</b> (second from tab the left) and to edit the HUD. That way the edit controls are visible on your screen and you can move it that way.<br />
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<div style="text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGSLQ6ZLEDE1TFAzXijVpcZ5iYeYk_Qtu6IWj9UBpKTIb5hFQDUkLaqbtA8q-eK_9Yv2TapBap7sj9r6mxrBEqnwmIUaLyoKQLGjvdRO9zyUeQrhEmtXU7gfsErOmt4dWL2Qc02TIIb53P/s1600/2020-02-02_215704.jpg" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGSLQ6ZLEDE1TFAzXijVpcZ5iYeYk_Qtu6IWj9UBpKTIb5hFQDUkLaqbtA8q-eK_9Yv2TapBap7sj9r6mxrBEqnwmIUaLyoKQLGjvdRO9zyUeQrhEmtXU7gfsErOmt4dWL2Qc02TIIb53P/s320/2020-02-02_215704.jpg" width="262" /></a> </div>
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Attention : the HUD is huge and one cannot move a HUD attachment's root prim further than 3 units away from the center of the attachment point (the movement is limited inside a circle when you try), so if you want to move it further you need to attach the HUD to another attachment point. For example, if you want your HUD to the right of your screen instead of left, you may need to attach it to the "top right" attachment point (it is worn on "top left" by default). It works but if doing so moves the HUD outside your screen, don't panic ! Edit another HUD that you're wearing and roll your mouse wheel down to zoom out until you see your Maitreya HUD again. Select it and move it so you can see it without having to zoom out.<br />
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I have tested it with the "top right" and "bottom right" attachment points and it works, but make sure that if the HUD is on a certain page (for example Layers) before moving it, you position it so that the same page is visible on the screen at its destination. Otherwise it moves in ways you may not expect and you may have to move it again until it does.<br />
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Speaking of which, the HUD stays consistent with the position you've moved it at except after a reset. It always goes back to a pre-defined position on your screen after a reset and you have to move it again once. This might be a problem and I have a few solutions in mind but I have not implemented them yet.<br />
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<span style="font-size: large;"><i><b>Alpha cuts</b></i></span><br />
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The first page on the Lara HUD lets you hide and show parts of your body. Each white face corresponds to a face on your body, or actually to all the corresponding faces of all the layers that you are wearing (skin included). For example, the big upper back face corresponds to that face on the body (skin layer), on the tattoo, on the underwear and on the clothing.<br />
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<div style="text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-neWFx8rVoQxvfvsDkCaP_h2bwHFq23NNA-W1-iSPc0G5Jk6mi9oSn0fLhQGNz7KItEZW3p7PBw4m5anpoPY5_oJqH2KTYfi3wMGDsf9qMfSRmthsHxs6-Je-0w7cI-zNqeTOAqIAxmY3/s1600/2020-02-02_215901.jpg" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-neWFx8rVoQxvfvsDkCaP_h2bwHFq23NNA-W1-iSPc0G5Jk6mi9oSn0fLhQGNz7KItEZW3p7PBw4m5anpoPY5_oJqH2KTYfi3wMGDsf9qMfSRmthsHxs6-Je-0w7cI-zNqeTOAqIAxmY3/s320/2020-02-02_215901.jpg" width="271" /></a></div>
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When you click on a face, it hides itself, when you click it again, it shows itself. Easy. This allows you to wear pieces of clothing that are either not perfectly rigged and tend to clip through, or to wear pieces of clothing that are meant to be tighter than your body, like corsets.<br />
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Maitreya also has what is called an "auto-hide" which automatically hides some parts of your body when you wear a piece of mesh clothing with such a script in it, and shows them when you detach it. Problem is, in V4 when you wore two such attachments that would hide the same parts, removing one would show the parts in common again, and removing the other would toggle those parts back to hidden. For example, if you wore a mesh shirt that hid your breasts and a mesh jacket that also hid your breasts, removing your jacket would make your breasts poke through your shirt, and removing your shirt would hide your breasts, leaving you with two holes. Not fun.<br />
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In V5 it no longer does that. You can wear a shirt and a jacket which both hide your breasts, removing your jacket would no longer show your breasts because those parts "know" that there is still something hiding them (the shirt), and will show themselves only when that something (the shirt) is removed.<br />
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The alias buttons (or group buttons) are still there, allowing you to quickly toggle whole parts of your body on and off, for example the upper legs, the belly, the back etc. I don't know it was the case before, but in V5 there is a simple rule to keep in mind in order to know how many times you need to click on an alias button to have that part shown or hidden. The rule is the following :<br />
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- If at least one face in one prim of the group is visible, then clicking on that alias button will hide the whole group. For example, if the topmost face of the front outer right upper leg is visible, even if all the other parts of all the other prims in the "upper legs" group are hidden, then clicking on "upper legs" will hide all the 8 prims of the "upper legs" group.<br />
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- If ALL the faces of ALL the prims of the group are hidden, then clicking on the corresponding alias button will show them all.<br />
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<span style="font-size: large;"><i><b>Layers</b></i></span><br />
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The most important change in Lara V5 is the fact that the layers (tattoo, underwear and clothing) are now separated from the body. Please note that although the skin is also a layer with a few particularities (not alpha-blended, not detachable, can't be hidden), I will not talk about it in this section, only about the regular detachable layers.<br />
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Firstly, the question that comes the most often in the Maitreya Lara Friends group, and by far, is "why is nothing happening when I try to apply a tattoo ?", and the answer is invariably "wear the Tattoo layer first". This change also led a few girls to say "this is too complicated now, it was better before". It wasn't better before, trust me. Sure, you have to wear the layers you need first (or all three if you prefer) but that's really all the additional work you have to do. In fact, since the hands and feet are now part of the body attachment, you don't even lose attachment slots since you gain 3 slots by not having to wear the hands and feet separately, and you lose 3 slots if you wear all 3 layers (which you do not have to do, if you don't use a layer, don't wear it, no sweat).<br />
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So, you wear layers, and the HUD is aware of what you are wearing. This is why the Layers page on the Lara HUD has changed completely and even has its own dedicated "Advanced" sliding panel (more on that below).<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkVDyM13mv8WMU-iszunNLz4ZIXwKDo5bVzplwQGrGnHOcpT2VLad_MTdZ59D-Y6grZv3qV5WG140z4RBD2ySng3eF2NHXNfGG35_FRiMKZ5oC5Be_OkOYfSM51zjnks6cynvPkVogG-KV/s1600/2020-02-02_223909.jpg" imageanchor="1"><img border="0" height="230" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkVDyM13mv8WMU-iszunNLz4ZIXwKDo5bVzplwQGrGnHOcpT2VLad_MTdZ59D-Y6grZv3qV5WG140z4RBD2ySng3eF2NHXNfGG35_FRiMKZ5oC5Be_OkOYfSM51zjnks6cynvPkVogG-KV/s320/2020-02-02_223909.jpg" width="320" /></a></div>
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When you wear layers, they appear on the left part of the page, under "select layer". If you see nothing there, that means you are not wearing any layer so you can't apply anything. The order of the layers is always tattoo first, underwear second, clothing third. If you wear a the Tattoo and Clothing layers and not the Underwear layer, you will see Tattoo on top and Clothing below it, always in that order.<br />
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When you select a layer by clicking on it in the "Select Layer" area, the part on the right with the mannequins and the advanced panel are updated with all the information concerning the layer.<br />
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The mannequin itself (the two silhouettes, well it's the same body, seen from the front and from the back) can be set to one of two modes : Selection and Hide/Show.<br />
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In <b>Selection </b>mode, the mannequin displays what parts are "ready to apply" when you use an applier. Its parts are either grey (not ready) or white (ready). By clicking on a part you toggle it read/not-ready and this is how you can apply a tattoo, for example, to just one arm of a layer without changing anything else that was already applied onto other parts. You can technically apply one different set of textures to each part of each layer. Please note that the ready/not-ready information is proper to each layer so when you select a different layer, the mannequin shows what parts are ready on this new layer without forgetting what was set on the previous one. This is done this way so if you've spent time carefully selecting all the parts you want to apply to on the Tattoo (for example) and switch to Underwear, then back to Tattoo, you won't have to select it all over again.<br />
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When you apply something to a layer, the parts you apply to are automatically shown, for convenience. However, if what you apply is a totally invisible texture (not just any invisible texture, it has to be the one from the library called "<b>*Default Transparent Texture</b>", called "<b>NONE</b>" in the appliers notecards), without materials, then the parts you apply to automatically hide themselves. This allows to solve a problem we had in V4 when using an applier to "clear" a layer, but it would not actually hide it, only clear it, so your video card would still have to render it as well as its shadow, slowing your viewer down in the process. The same "clear" appliers will now not only clear but also hide your layer, as you would expect.<br />
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In <b>Hide/Show</b> mode, the mannequin displays what parts are currently visible and what parts are hidden. The visible parts show the textures that are applied to them (not the materials though, materials cannot render on a HUD object), while the hidden parts are in grey. Like the "ready/not-ready" bits, the state of the visibility of the parts of a layer is proper to that layer.<br />
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The "<b>Mask Mode</b>" button is a toggle and is related to the currently selected layer, switching its alpha mode to "blend" or "mask", just like in V4.<br />
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The "<b>Clear Layer</b>" is also related to the currently selected layer, it clears the textures and hides the layer. In V4 that button used to clear all the layers (it was labeled "Clear All Layers" for that reason) so this is a difference to keep in mind here.<br />
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When you detach a layer (either with the cross to its left or manually from your inventory), the layer you detach sends a message to the body to say goodbye (so the body can then tell the HUD what layers are remaining). However it happens sometimes, if you try to detach two layers in a row, that the list is no longer accurate, showing a layer that is actually no longer attached. There is a precise reason for that, it cannot be fixed so there is a "<b>Refresh</b>" button above the crosses to force the body's main script to recalculate the list of present layers and update the HUD with the current state of affairs.<br />
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Now, where has the old Glossiness slider gone ? Brace yourself because if you thought it was intricate before, let me introduce you to... the <b>Advanced Layer Panel</b> !<br />
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<div style="text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiC62fvDQlA4e3h7GyPZ0jADgWNZGeFuZOWpR2UkvZ2a6qsSh1FHlzti_Td2Ijpra7Rk_mxrndj6C_f1I-1O37YrjDhN_nyWMD_xUOLdEZRekguZZxYr02e7YvKMvCmKs7PG62VYM2YBUSZ/s1600/2020-02-02_224311.jpg" imageanchor="1"><img border="0" height="215" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiC62fvDQlA4e3h7GyPZ0jADgWNZGeFuZOWpR2UkvZ2a6qsSh1FHlzti_Td2Ijpra7Rk_mxrndj6C_f1I-1O37YrjDhN_nyWMD_xUOLdEZRekguZZxYr02e7YvKMvCmKs7PG62VYM2YBUSZ/s320/2020-02-02_224311.jpg" width="320" /></a></div>
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(You click on the "<b>Advanced</b>" button to get it to show, if you hadn't guessed already)<br />
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Before we proceed, please know that everything you do on this panel modifies only the currently selected layer in the "Select layer" area above. Each layer retains its own parameters so if you change the color of one layer then select another one, the color swatch will be updated to take the color of that other layer instead (but you won't lose the color you set on the former, they're all independent and they forget nothing). This means that unlike in V4 where the Glossiness value was the same for all three layers, you can now choose a different shine for each layer.<br />
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The Glossiness slider is there, as well as two other sliders that I will explain later. But first, I'd like to direct your attention to the Tinting swatch. This is the same control as the old Tint Skin color swatch in V4, except this one is for layers. That's right, you can now tint your applied clothes in V5 !<br />
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You can actually choose to tint not only the clothes themselves, but also their shine, by clicking on the "Glossiness" button (not the slider below, please don't be confused). The "Layer" and "Glossiness" buttons are toggles to tint the diffuse and specular textures respectively, if you're technically-minded.<br />
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The <b>Advanced Materials</b> section is where all the fun is. This is how you make your layer shiny just the way you want (along with tinting the glossiness, see above, if you're so inclined). The Glossiness slider has exactly the same effect as the one on the Layers page of the V4 HUD, except it changes the glossiness only of the selected layer.<br />
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Clicking on the Bump Map and Spec Map buttons turn the bump and specular textures on and off respectively, if you have applied materials on the layer. They work exactly like Slink : if you wear a latex catsuit with grain and creases and you turn Bump Map off, you will look like you're wearing a slick, latex skin without any crease or grain.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8TlR0G02RTfijY8vaOXcCrviTLNprAlXF5HdHwKd0jy2urdXZiam3h2fOf25lDoBHQYmbupxoxgeE6HDdq3qXNOnx3T01N6sqhDi6OGD5ymVTvIDDROmzmbSamtBv3aSoRLSkSPMDY3v3/s1600/2020-02-02_225218.jpg" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8TlR0G02RTfijY8vaOXcCrviTLNprAlXF5HdHwKd0jy2urdXZiam3h2fOf25lDoBHQYmbupxoxgeE6HDdq3qXNOnx3T01N6sqhDi6OGD5ymVTvIDDROmzmbSamtBv3aSoRLSkSPMDY3v3/s320/2020-02-02_225218.jpg" width="292" /></a></div>
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<i>With bump map</i></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHSToNQUIBEc9Q-021R9EK-6pBuXOMKo5ynwYsxiDD-J_ETqzcTZ1EwqjQigvC6Ucq8D-4JVffYmL-WUYGn3QpvyrNpuFOrVh4Oc2dP0yiMrkeu0xIvJN_RnKt6ANUkqPnrOa2m5tORh-H/s1600/2020-02-02_225243.jpg" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHSToNQUIBEc9Q-021R9EK-6pBuXOMKo5ynwYsxiDD-J_ETqzcTZ1EwqjQigvC6Ucq8D-4JVffYmL-WUYGn3QpvyrNpuFOrVh4Oc2dP0yiMrkeu0xIvJN_RnKt6ANUkqPnrOa2m5tORh-H/s320/2020-02-02_225243.jpg" width="300" /></a></div>
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<i>Without bump map</i></div>
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You know what the <b>Glossiness slider </b>does (if you don't, it's easy, the higher the glossiness, the crisper and tighter the shine), but Intensity and Environment are new in V5.<br />
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The <b>Intensity slider</b> lets you tone the shine down without changing the crispness of the specular shine, it is technically a factor of the glossiness tint. If you left the tint to white, the Intensity slider is exactly equivalent to the Luminosity slider of the color swatch for the shine. If not, the lower the Intensity, the darker the shine, so the less shine you see.<br />
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The <b>Environment slider</b> lets the layer reflect the environment lighting around you. It works extremely well with reflection boxes (including my own Env Box). In fact, the Environment slider for the layers and skin (see below) are one of the main reasons why I accepted to work on Maitreya in the first place. Environment is what makes your latex shine like latex should ! I recommend setting it to 20 for latex, not more or you'll look metallic.<br />
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<div style="text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQi-n-7L0wiwih6aHbHnO6HxI00hhDV6ctPyNRzCgsRbVsq6rt8raMHOu87Y5c3kpbEFk1c63eddk5Bo9GvI6xZ907REMnzVLGxW78Pe0Q9eo6JCSSeZDTSYrQDq2OVabhZuo_GwAa5vxr/s1600/2020-02-02_225724.jpg" imageanchor="1"><img border="0" height="314" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQi-n-7L0wiwih6aHbHnO6HxI00hhDV6ctPyNRzCgsRbVsq6rt8raMHOu87Y5c3kpbEFk1c63eddk5Bo9GvI6xZ907REMnzVLGxW78Pe0Q9eo6JCSSeZDTSYrQDq2OVabhZuo_GwAa5vxr/s320/2020-02-02_225724.jpg" width="320" /></a></div>
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<i>This is how latex should shine in SL.</i></div>
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Oh, you don't know how to set it to 20 exactly ? Not a problem, read on.<br />
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See the "-" and "+" buttons on the left and right of each slider respectively ? They let you tweak the value of the slider by 1 unit if the slider goes from 0 to 255 (like Glossiness and Environment) or by 0.04 if the slider goes from 0 to 1 (like Intensity and Glow). Since 0.04 is equal to 1/250, which is close to 1/255, both types of sliders move at about the same speed when you keep pressing on "+" or "-". But that speed is sloooow. You may want to go faster. Press Ctrl-Alt-T to see invisible things in red and look closely at those "+" and "-" buttons please :<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHnDYvZ7uI82Kl4Qemag10tw-iH9jSRYzzhYHYxZ8vi_3gKWBKbvkNIzKcBJE-VNWp_L2CASsbv_DfOhJ7Wj4XVFUwYngICt86oaKEd797fGufVp4PVdNO4VwVdxSJkQK8ZtdRaMoy1k0j/s1600/2020-02-02_225947.jpg" imageanchor="1"><img border="0" height="148" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHnDYvZ7uI82Kl4Qemag10tw-iH9jSRYzzhYHYxZ8vi_3gKWBKbvkNIzKcBJE-VNWp_L2CASsbv_DfOhJ7Wj4XVFUwYngICt86oaKEd797fGufVp4PVdNO4VwVdxSJkQK8ZtdRaMoy1k0j/s320/2020-02-02_225947.jpg" width="320" /></a></div>
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See anything weird ? That's right, the actual buttons are much wider than the "+" and "-" labels they cover. This is because if you click on the label itself, you increase or decrease slowly (by 1 or 0.04 unit each tick), but if you click outside of the label, but still on the button, then you increase or decrease 10x faster ! You can even click and drag over the button.<br />
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So to set your Environment shine to 20, slide all the way to 0 (the sliders are extremities-friendly and you don't have to click-click-click, you can click and drag, just like in V4) then click twice on the right of the "+" label. You'll hear two "tick" sounds and you'll know you're exactly at 20.<br />
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<span style="font-size: large;"><i><b>Skin/Base</b></i></span><br />
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This page is simple to understand : it lets you apply default skins, default HD nipples skins, change the shape of your nipples, turn them to HD (making them look better but this might not be compatible with all clothes, it is not controlled by the Alpha page and they may look weird in certain lighting conditions since they're alpha-blended), change the neck shape and size, like in V4, and switch Bakes On Mesh on and off.<br />
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<div style="text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnPkDPTLoub1lEKHbz2ZU68AwRMbdINlt6YdmX3TCTYDtmBxwAAN6yaLxBKVxi6c69ulAIpTkDTQc93hcKt9yB55TO20fIKizSpWQxjN1tsav64LURzr48uV2MPzwZGYSSMtkMigxaw0ug/s1600/2020-02-02_230302.jpg" imageanchor="1"><img border="0" height="265" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnPkDPTLoub1lEKHbz2ZU68AwRMbdINlt6YdmX3TCTYDtmBxwAAN6yaLxBKVxi6c69ulAIpTkDTQc93hcKt9yB55TO20fIKizSpWQxjN1tsav64LURzr48uV2MPzwZGYSSMtkMigxaw0ug/s320/2020-02-02_230302.jpg" width="320" /></a> </div>
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Speaking of neck size, I often see concern in the Maitreya group about a line at the neck. There are several possible issues at play, here is how to fix them.<br />
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- If you are wearing the Lara mesh body but no mesh head, know that the rigged body and the system head are not rendered the same way (it's not the same place in the viewer code and not the same shaders, believe it or not). This is the primary reason for the existence of the neck fix, that is a special part of the skin layer that is alpha-blended, unlike the rest of the skin, and that allows for a smoother transition between the rigged body and the system head.<br />
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- If you are wearing the Lara mesh body and a mesh head as well, both are rendered with the same shaders so you probably do not need the neck fix at all (unless you use two different skins and you cannot find a good tint for one or the other to match well enough). If you turn the neck fix off and you see a gap at the neck, that means the neck sizes are not the same between the two parts. Edit your shape, set your neck size to either 0, 5, 7, 11 or 24, no other number, then click on the corresponding number on the HUD. Do the same with your mesh head if you can, and you will no longer see a gap, the neck will be seamless.<br />
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The "<b>Bakes On Mesh</b>" button is a whole subject in itself that I will explain later in this post.<br />
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The <b>Advanced Skin Panel</b> (which becomes visible when you click, you guessed it, on the "<b>Advanced</b>" button), however, looks like the one of the Layers page but on steroids. But fret not, it looks more complex but it's just more of the same controls.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMm_OnJYxibZpKTqMvHpzzgfT7YKmuLZLiy7x-2Fyb6YP3qLWqgdD8QjfnJPqD_jv9hPTWcNkMQ6MeqI_jwuol7t_sZ4TvdEI1Q48pctOCsgwYYDzBSA4LW7R14zNF5hqk8TVk70pL8UF8/s1600/2020-02-02_230327.jpg" imageanchor="1"><img border="0" height="215" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMm_OnJYxibZpKTqMvHpzzgfT7YKmuLZLiy7x-2Fyb6YP3qLWqgdD8QjfnJPqD_jv9hPTWcNkMQ6MeqI_jwuol7t_sZ4TvdEI1Q48pctOCsgwYYDzBSA4LW7R14zNF5hqk8TVk70pL8UF8/s320/2020-02-02_230327.jpg" width="320" /></a></div>
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The color swatch, unlike the one on the Layers page, is tied to three parameters instead of two : the skin itself (so you can tint it and tweak your tan), the HD nipples (which color is independent from the skin one), and the glossiness (like on the Layers page). Please note that if you modify the glossiness color, it modifies the color of the shine of the skin AND of the HD nipples at the same time (we didn't have room for a 4th button just for the HD nipples glossiness color).<br />
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The lower panel, where the sliders are, is what you'll probably use the most if you're into materials. Before doing anything else, please note that the default skin appliers do NOT include materials, so if you use them and want to make your skin shine, you need to press one of the three "Materials Preset Skin" buttons at some point.<br />
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I recommend the first one. It is different and prettier than the V4 one (which was already good). The second one is shinier, the third one is for water droplets. If you don't apply materials with one of these buttons (or with a third party applier that applies materials to the skin), you won't see your skin shine and the sliders will have no effect, and you will think there is a bug.<br />
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<div style="text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOku3jiKbWjY4DoAKJVj0vxeNpZ4GAN1691TfgrvkSetEDKoXpMuh-qGYTc68Zr0BBjFf6fXAWcGLlg8NZdqRvKaNDMsyUtZGzNfNn-pwPV2wrZ3qYw_cyv4y8E2uQH-wzBBywGf4sGPBR/s1600/2020-02-02_230637.jpg" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOku3jiKbWjY4DoAKJVj0vxeNpZ4GAN1691TfgrvkSetEDKoXpMuh-qGYTc68Zr0BBjFf6fXAWcGLlg8NZdqRvKaNDMsyUtZGzNfNn-pwPV2wrZ3qYw_cyv4y8E2uQH-wzBBywGf4sGPBR/s400/2020-02-02_230637.jpg" /></a></div>
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Likewise, you have materials presets for the HD nipples, and I invite you to press and test them for the same reason. Thanks to these buttons, you can have your nipples glistening wet :)<br />
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The big "<b>Materials</b>" button is for turning the bump and specular textures on and off. It is the equivalent of the "<b>Bump Map</b>" and "<b>Spec Map</b>" buttons of the Advanced Layer Panel merged together. If the skin applier you used contains either a normal map or a specular map, or both, then the Materials button will be turned on upon application (but you can turn it off yourself afterwards).<br />
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No need to explain the sliders again, they work the same way as the Layers ones. However, here is a little trick to help you make your skin look oily.<br />
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Simply tune the Glossiness and Intensity all the way up (the left and right sliders if you are using HD nipples, the left ones only otherwise), and set the Environment slider to 10 (click once on the right of its "+" button, remember ?). And wear a reflection box or an Env Box.<br />
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<div style="text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiylk70OKNZdZmS8nW1MKI47NbEFtRKMrAe6qmz0XPWofDmcmBIZQdXINVaxeXJAvYBsO4V4AvHhAbiHO7bnOntlvHYFGhYGdHCpmWKUW93xH4jDlGPtu_9JIpP-gcdufyziz1ZuOq7acmZ/s1600/2020-02-02_231031.jpg" imageanchor="1"><img border="0" height="255" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiylk70OKNZdZmS8nW1MKI47NbEFtRKMrAe6qmz0XPWofDmcmBIZQdXINVaxeXJAvYBsO4V4AvHhAbiHO7bnOntlvHYFGhYGdHCpmWKUW93xH4jDlGPtu_9JIpP-gcdufyziz1ZuOq7acmZ/s320/2020-02-02_231031.jpg" width="320" /></a></div>
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Aren't you looking all sexy now ^_^<br />
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<span style="font-size: large;"><i><b>Auto-hide</b></i></span><br />
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Not much to say there as people have known Maitreya's auto-hide since V4, except that the one in V5 has a new feature : you can recall its menu and completely reconfigure it by saying a command on <b>channel 95</b>. Some clothes creators tend to go overboard with their auto-hide and hide too many body parts that are not really necessary to hide as they wouldn't clip anyway, while others mess their auto-hide so badly that you see your skin clips through as if there was no auto-hide at all.<br />
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To do this, type "/95" followed by a part of the name of the object the auto-hide is in (for example "jack" for "My Sexy Jacket (pink)"), then a space, then either "menu" or "delete" :<br />
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<b>/95 jack menu</b><br />
<i> OR</i><br />
<b>/95 jack delete</b><br />
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The "menu" command simply switches the auto-hide back to configuration mode from finalized mode and lets you reconfigure it as if you were its creator. This allows you to correct the auto-hide if you find its original creator did not make it good enough. <br />
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The "delete" command lets you delete the script completely, useful if the product is no-mod and you really don't want or need an auto-hide in it.<br />
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<span style="font-size: small;"><br />
</span> <span style="font-size: small;"><br />
</span> <span style="font-size: large;"><i><b>Bakes On Mesh</b></i></span><br />
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Here we are. Like Naria in her <b><a href="https://www.youtube.com/watch?v=iXmumUX0dao">video</a></b>, I prefer to keep that subject for the last part because it's a big one. And it's not complex because of Maitreya, it's complex because it's complex. I'll try to explain it as simply as possible. But first, if you want to know everything, Linden Lab wrote a comprehensive (if a bit technical) page about Bakes On Mesh : <a href="https://community.secondlife.com/knowledgebase/english/bakes-on-mesh-r1512/">https://community.secondlife.com/knowledgebase/english/bakes-on-mesh-r1512/</a><br />
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Without your mesh body and without your body alpha mask, your avatar is the original system one. It looks blocky, low-poly by today's standards (it wasn't the case in 2005 but times change) but it has textures. More accurately, what Linden Lab calls the "baked textures", i.e. all the textures of all your system wearables (the inventory items with the clothes icons, they were the main way to get dressed before appliers and mesh clothes), merged together.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwVxOy24ChapAqu0_Udm-VlF-hvlUu0QhCzhjsJAcU202JhHmd3Bls0Yb_QRBI_mKvFzHFf6d_aUz3IZF8xqbV76IQ7ayGNp3PutAIsBMSd85iyjls7xUf-D-etJK2j45D-d0dBNm-mcMU/s1600/2020-02-02_231444.jpg" imageanchor="1"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwVxOy24ChapAqu0_Udm-VlF-hvlUu0QhCzhjsJAcU202JhHmd3Bls0Yb_QRBI_mKvFzHFf6d_aUz3IZF8xqbV76IQ7ayGNp3PutAIsBMSd85iyjls7xUf-D-etJK2j45D-d0dBNm-mcMU/s320/2020-02-02_231444.jpg" width="320" /></a> </div>
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"Baked" together by the sim and served to your viewer (and to your eyes) as one single texture per body part. Second Life is not the only 3D platform to do that, if you know a bit of Unity, you might know that UMA (Unity Multipurpose Avatar) does exactly the same thing with its Overlays.<br />
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There are several of these baked textures, each one is for a different part of the body. There is the upper body, the lower body (those are the two that are used by Lara in BoM mode), the head (used by mesh heads in BoM mode such as Lelutka, so not relevant here), the eyes, the hair and the skirt. I'm sure I am forgetting a couple but you get the point.<br />
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So when you wear wearables, let's say a shirt and pants, the sim "bakes" (merges) your upper skin texture with your shirt and your lower skin texture with your pants then sends the textures to your viewer (ok it's not that simple, your viewer does have the separate textures in cache too but let's not go that deep). It also includes whatever alpha mask you are wearing in these bakes, to hide parts of your body too.<br />
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This is all well and good, but what does it have to do with the mesh body, since we don't see the system avatar while wearing the mesh body anyway ? The answer is "<b>Bakes On Mesh</b>", or "<b>BoM</b>" for short. The purpose of BoM is to let your mesh body display the same textures, as if your mesh body was your actual avatar instead of just an attachment like any other. It's actually a very clever trick from LL and a well implemented one too.<br />
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It works like this. You might know that some textures in SL are special and rendered in a special way. One of them is the texture specified in the About Land window of a parcel to specify what texture must render as media. In practice, all the viewers nearby render this texture not as a static texture, but as media (a web page, a YouTube video, whatever you see on the web). BoM works the same way, by assigning special textures to the mesh body. Instead of media, those textures render what is on your system avatar. Since the system avatar and your mesh body (Maitreya Lara or otherwise) have roughly the same UV map (i.e. the same way of mapping the textures onto the body), it looks like the system avatar and the mesh avatar show the same textures.<br />
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Please note that since the neck fix does NOT have the same UV map as any part of the system body, the neck fix is not compatible with BoM. In other words, even if you activate BoM, the neck fix will keep its regular texture, which may or may not work for you.<br />
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Before Lara V5, Maitreya released a special applier to turn your V4 Lara into BoM mode. Some called it a "BoM relay" but it was not a relay, it was for all intents and purposes a regular applier applying those two special textures onto your body, nothing more, and it worked just fine. Maitreya was not the only brand to do that of course. The problem was to go back to non-BoM, you had to find what skin you had applied to your body before using that special BoM applier, which could be easy or hard depending on how well organized you were. Some users had completely lost their skin appliers and they were stuck.<br />
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With Lara V5, you can switch BoM on and off at will by pressing the "Bakes On Mesh" button in the Skin/Base page, the applied skin textures are not forgotten and are re-established automatically without needing you to do anything.<br />
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A question that comes often is "do I have to re-apply my old skin after switching to V5 ?". That depends. If you applied your skin with a regular applier, then yes. If you applied a BoM applier in V4 and used either your system skin or system tattoos, then no, all you have to do is activate BoM in V5.<br />
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Since "how do I activate BoM" is also a <i>very</i> frequently asked question in the group, here is the answer :<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhduNKIDMcFLdble_DClr23sr1Xud4spL91SJnSZxMCQr1jzJshM7v1mSnYBinmt1BrylIlUJjnqBgmQTZTL0toC-h4vLJl9PHf-cA56PfKWypcs_P2RFq57NNPhxYI9JYkMe4N6TxeCaYk/s1600/2020-02-02_232248.jpg" imageanchor="1"><img border="0" height="267" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhduNKIDMcFLdble_DClr23sr1Xud4spL91SJnSZxMCQr1jzJshM7v1mSnYBinmt1BrylIlUJjnqBgmQTZTL0toC-h4vLJl9PHf-cA56PfKWypcs_P2RFq57NNPhxYI9JYkMe4N6TxeCaYk/s320/2020-02-02_232248.jpg" width="320" /></a> </div>
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So to recap : when you switch BoM on in the Skin page, your mesh body's skin layer stops rendering its applied textures, and renders the BoM textures (upper and lower body) instead. When you switch BoM off, it renders the applied skin textures again as if nothing happened. While in BoM mode, when you wear system wearables (undershirt, shirt, underpants, pants, tattoos, shoes etc), then you see them appear on your mesh body after a few seconds, after the sim has baked them for you. Yes, I know you don't bake your panties in your oven in real life, "bake" is just a technical term. Stay focused ;)<br />
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Is that all ? Not yet but almost. When you switch BoM on, you MUST absolutely <b>remove all the alpha masks</b> that you are wearing to hide your system avatar under the mesh body. In practice, this means the "<b>Maitreya Mesh Body - Alpha</b>" item that is contained in the "Maitreya Mesh Body - Lara V5" box. You might be wearing other alpha masks as well (some mesh heads such as Lelutka include body alpha masks as well). If you turn BoM on and your body becomes invisible, that means you have forgotten to remove your alpha masks.<br />
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Alpha masks are useful, however, because they let you hide some parts of your body just -- or almost -- like the alpha cuts on the Alpha page of the Lara HUD. I say "almost" because they hide only the skin, not the other layers, unlike the alpha cuts, since the other layers cannot be switched to BoM (that wouldn't make sense). For example, corsets often come with their own alpha masks to wear in order to hide your waist under your corset, making it look thinner. This used to work only with the system avatar, now it works with mesh bodies too since BoM, and it works with Lara V5 in particular (not with Lara V4 even after using the BoM applier because V4 wasn't alpha-masked).<br />
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If you wonder "why should I wear the old alpha masks when I can simply hide parts of my body on the Alpha page ?", well, you would have to do it manually every time (unless you use a save stick or an auto-hide), but more importantly, some clothes require to hide the body in ways that the alpha cuts cannot. Alpha masks are more precise and versatile since they don't care about how the faces of the body are cut.<br />
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Now, I know that some of you think "BoM is going to make appliers obsolete", but hold your horses please. BoM is just a new tool and it will not make appliers obsolete at all, for several reasons.<br />
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Firstly, the textures stick to the skin because they are de facto painted on it (like when you use your system avatar, the clothes are like painted on your skin, this is the same process), so say hello to Mr Butt Crack, Mrs Camel Toe and their kids the Perky Nipple Sisters. To avoid that, Maitreya included the BoM Add-on Parts (see below) that you can wear separately.<br />
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Secondly, BoM does not support materials so you still need an applier to add shine to your skin (mixing the two is not a problem since BoM only replaces the skin layer's diffuse textures, not the bump or specular ones). But in that case, your whole skin shines, including the parts that are painted by BoM clothes ! So, BoM is useful but not ideal, and certainly not the applier killer that some people want it to be.<br />
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Thirdly, BoM now authorizes the use of 1024x1024 textures while the system avatar can handle only 512x512 per body part (is it still the case today ? I'm not sure). This means that if you use old pre-mesh wearables, chances are they use 512x512 textures and they will look blurry. What was acceptable 6 years ago may not be acceptable now but it's up to you.<br />
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<span style="font-size: large;"><i><b>The BoM Add-on parts</b></i></span><br />
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BoM is very good for tattoos and alpha masks, that's its strong point. Thanks to the new BoM add-on parts, stockings, panties and bras are now also acceptable because the point of the add-on parts is to give a little looseness to your skin layer, as if the painted textures were not so painted anymore. Don't want a camel toe when wearing BoM panties ? Activate the "Pelvis" button on the BoM add-on HUD. Want a little looseness between your breasts when wearing a BoM shirt ? Activate the "Breasts" button. This HUD is easy to use but the "alt" toe-caps need some explanation.<br />
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There are two kinds of stockings that you can wear : opaque ones (socks and such) and sheer ones (the rest). If you wear them as an applier onto your underwear layer, no problem, the Lara Underwear layer is loose around the toes, its feet are shaped like socks (the Tattoo layer is different, it fits the skin closely and goes under the nails so don't use it for stockings). But if you wear them as wearables, i.e. on your skin in BoM mode, it will look like they are tattooed on your feet. If you activate the normal toe-caps on the BoM HUD, you will see your toes projected onto the sock surface of the BoM part... not good either. <br />
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<i><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB5NqXB4f1fv_zUF5hvTukDf5dCYklgdQSw2tFcJQIstpoGRkLczyt2NIGkGY25cCIpyPpyCi6kws4-cGoaBkRSIjvkPnweb-3wVNFH61C-nrBC54BUGOPs9e8pc9_IzjVjx4FBJqDIsQJ/s1600/2020-02-02_233253.jpg" imageanchor="1"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB5NqXB4f1fv_zUF5hvTukDf5dCYklgdQSw2tFcJQIstpoGRkLczyt2NIGkGY25cCIpyPpyCi6kws4-cGoaBkRSIjvkPnweb-3wVNFH61C-nrBC54BUGOPs9e8pc9_IzjVjx4FBJqDIsQJ/s320/2020-02-02_233253.jpg" width="320" /></a></i></div>
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<i>Wearing black sheer stockings in BoM mode without the BoM add-on active</i></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvEBio2lzZOL1l3VCfWcHj95bm049RRIM2neOuVw3h3DAapigG42ru51iRm73iD3gd6b4YyhNaNGz2IpcwTdUIoxF9IWKzIcK24yEyLeysqlLXU4IeXcyMGJcBiw_xfmcfWQCrgOdmm0b5/s1600/2020-02-02_233307.jpg" imageanchor="1"><img border="0" height="215" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvEBio2lzZOL1l3VCfWcHj95bm049RRIM2neOuVw3h3DAapigG42ru51iRm73iD3gd6b4YyhNaNGz2IpcwTdUIoxF9IWKzIcK24yEyLeysqlLXU4IeXcyMGJcBiw_xfmcfWQCrgOdmm0b5/s320/2020-02-02_233307.jpg" width="320" /></a></div>
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<i>Same with the normal toe-caps active, we see the skin's toes projected onto the socks. Ugly.</i></div>
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What you want for sheer stockings is to see the stocking and the toes separately, so two surfaces instead of one. Since this is the exact opposite of what BoM is about (applying all the textures onto one single surface, the skin), this is where the BoM parts are useful.<br />
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To do this, you activate the "<b>Alt</b>" toe-caps and you play with the tint if they do not match well enough to your taste right off the bat (it often does match without needing any intervention on your part). There are two faces that you can control : the extremity, that's "Face One" and a small line separating it from the rest of the foot, that's "Face Two". For each face, you can change the tint and the opacity independently. With the right setting, you will see your toes in a way you'll like, inside stockings that look like stockings..<br />
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<i><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQVU6DYqCyH4Z2UR6hbL_yaoLbF7bdMGoHp6UOtfV5T37au7kpzbdVVRGgDY7-0zNl6BJ99D9aWmndgiO3YsNar5TSk06TW0o10gpbuXHin58lllj7OlZ90k4WKUdRvPcVj1uBaG2WAulF/s1600/2020-02-02_233324.jpg" imageanchor="1"><img border="0" height="224" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQVU6DYqCyH4Z2UR6hbL_yaoLbF7bdMGoHp6UOtfV5T37au7kpzbdVVRGgDY7-0zNl6BJ99D9aWmndgiO3YsNar5TSk06TW0o10gpbuXHin58lllj7OlZ90k4WKUdRvPcVj1uBaG2WAulF/s320/2020-02-02_233324.jpg" width="320" /></a></i></div>
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<i>Now this is pretty good !</i></div>
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For this picture I made Face 1 darker and Face 2 even darker and more opaque. This gives the illusion of a reinforced toe-cap part on the stockings, which makes it look even better.<br />
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<span style="font-size: large;"><i><b>Reordering the wearables</b></i></span><br />
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This is not a Maitreya-focused tip, but a general one that you might already know. If not, consider it ancient forgotten lore. *g*<br />
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When you wear system wearables (shirts, undershirts etc), you may want one to render over another. In other words, you want to be able to reorder them without having to unwear one and wear it again to move it to the front of the stack.<br />
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To do this, simply open your Appearance window and click on the wrench button :<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUa8mC0bulYZMQmEzOC8H_z9V1ma-JAd-v_u5RHYw9Cy0pb4GQq_3lnX60u-T9e7ViYLgc9V_SWizRvi9DQfsROc-YVgeXO-KuQnJCXzdlVZ26zCKNcy_Fb3SSOFXxbgorg4MIbJdhyphenhyphenm2q/s1600/2020-02-02_233756.jpg" imageanchor="1"><img border="0" height="196" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUa8mC0bulYZMQmEzOC8H_z9V1ma-JAd-v_u5RHYw9Cy0pb4GQq_3lnX60u-T9e7ViYLgc9V_SWizRvi9DQfsROc-YVgeXO-KuQnJCXzdlVZ26zCKNcy_Fb3SSOFXxbgorg4MIbJdhyphenhyphenm2q/s320/2020-02-02_233756.jpg" width="320" /></a></div>
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Then when you hover your cursor over a wearable that is not the only one of its type, you should see arrows. Click on one of the arrows to reorder. You won't see arrows if this wearable is the only one of its type. The reason for this is that you cannot make a tattoo render over a shirt, for good reason. But if you have two shirts, you may want to move one atop of the other and this is how you do it.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrRPhfI_BwXMHMoeYN7KV99io0rHKCoOzxvYL7SepfM7WUcIADnMb8nKosAws4RBEWhsWgJb7GPY7v7EQzh5FeZZ46lbzfShNqosFEo0bjuoquFLVg-12aLm1Us6U1doxnyYVsKPxqTQBH/s1600/2020-02-02_233841.jpg" imageanchor="1"><img border="0" height="316" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrRPhfI_BwXMHMoeYN7KV99io0rHKCoOzxvYL7SepfM7WUcIADnMb8nKosAws4RBEWhsWgJb7GPY7v7EQzh5FeZZ46lbzfShNqosFEo0bjuoquFLVg-12aLm1Us6U1doxnyYVsKPxqTQBH/s320/2020-02-02_233841.jpg" width="320" /></a></div>
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That's about it, but if I think of more tips & tricks, I'll add them here.<br />
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Have fun and enjoy your new Lara body !<br />
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MarineMarine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.comtag:blogger.com,1999:blog-5995014436778770814.post-31203181644606062242019-12-27T06:41:00.000-08:002019-12-27T06:41:21.327-08:00Merry Christmas and Happy Holidays !Hi !<br />
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Merry Christmas and Happy Holidays ! I hope you've been naughty and Santa disciplined you *snickers*<br />
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I'm writing this post only to tell you two little things.<br />
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Firstly, about the <a href="https://realrestraint.blogspot.com/2019/12/ll-changes-marketplace-fees.html">Marketplace fees</a> and what I said I would do after a week... well it's been more than three weeks and I haven't taken any decision yet because I've been <strike>a lazy slut</strike> very busy and frankly I haven't really noticed much of a difference in the money I got from the Marketplace sales recently compared to before LL increased the fees. There is a difference of course, but it's far from crashing my business so I guess it can wait a bit longer.<br />
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Secondly, I hear that Catwa finally added support for materials for the layers of the mesh heads that are not the skin. Better late than never ! However it does not seem to be possible using Omega yet so it looks like I'm going to have to make specific Catwa appliers. I don't know anything about Catwa appliers yet, I need to look into them, but at the very least I will eventually, and preferably soon, update my <a href="https://realrestraint.blogspot.com/2017/09/new-product-when-youre-hot.html">When You're Hot</a> appliers with them, making them finally compatible with Catwa. It's not done yet, I don't know how much work this will represent, but it will be done and the sooner the better.<br />
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Have fun !<br />
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Marine Marine Kelleyhttp://www.blogger.com/profile/17575963708722461520noreply@blogger.com