Hi,
I'm making RLV 2.8.3.3 available again as 2.8.3.4, albeit being more recent, has also a couple bugs that make it very hard to build. These bugs have been introduced with Pathfinding, so they are very hard for me to fix by myself (and it is not my job anyway).
Keep in mind that I'm trying to stay up-to-date with the "viewer-development" branch of the SL codebase, which means I get all the new features as soon as they are added, but also all the new bugs. LL makes their code available in that branch for additional testing, then when the code is stable enough they push it to their "viewer-release" branch, which is what the official SL viewer is built from. I release a viewer when I judge it is stable and powerful enough compared to the previous iteration, but sometimes bugs take a while to be discovered.
For example :
https://jira.secondlife.com/browse/VWR-29466 : Objects you move with the Edit tools still appear not to move until you deselect them. Good luck building or even resizing stuff with that bug.
https://jira.secondlife.com/browse/VWR-29562 : Rotating objects like wheels and doors may appear twitchy or even not rotate at all. I know because it breaks my carts.
I've noticed sliding and rotating doors not working the first time when you operate them (I'm not talking of editing their position but merely to make them open or close by touching them). They do open, you hear the sound (for the doors which do have sounds), you can walk through them, but they still appear closed. Right-click on them or operate them again and all is back to normal. This is a very confusing bug.
Also skin and clothes have hard time rezzing recently, and I am pretty sure it is a viewer-side bug as well, because it does not do that in older viewers.
Projectors have a problem when you change their projected texture, it seems to revert back to the older one.
But the bug that irks me the most is the fact that flexible prims stop being updated after a while (usually after a teleport). Which means that hair, skirts and such will stay frozen in whatever silly position you can think of. It may be caused by VWR-29466, or it may be yet another bug. I don't care. I just want my hair not to look like I've combed it in glue while doing bungee jumping. I also want my dress not to look like Marilyn Monroe's in "The Seven Year Itch".
RLV 2.8.3.3 does not have Pathfinding in it, but at least it is less frustrating on a daily basis for a builder. It won't overwrite your current RLV when installing it, it will give a different folder by default.
Also I have added my customized openjpeg.dll to make it more stable than the original 2.8.3.3. But other than this change, it is identical to the original.
Of course 2.8.3.4 is still available for download as well. For the developers, that means there is no new source code and no build to provide, if you have kept a backup of the 2.8.3.3 executable.
Grab the viewer here :
http://www.erestraint.com/realrestraint
And the MD5 hash for the Windows installer is
e346005cc7c90bdc8f4b93904085f536
Have fun !
Marine
Sunday, September 2, 2012
Friday, August 17, 2012
Restrained Love 2.8.3.4
... And it's about freakin' time... Oh, this thing was live ?
Hi !
Here is the latest version of the RLV, at last... I've been waiting for a while before being able to release this, because there was always something that was too wrong to make it acceptable for public use. The code from the official SL viewer has changed quite a bit in the last month, and many new features have been brought to SL. The two most important ones are Pathfinding and Temporary Attachments.
I have no clue how Pathfinding will work yet. I do know the viewer has to be able to handle them, but from what I understand, for the moment every third party viewers such as the RLV is unable to control it yet. The user interfaces are there, but they are just stubs so they won't do anything. A little like mesh upload back when it was new.
Speaking of mesh upload, it seemed that the new Pathfinding stub library for third party viewers included the code for mesh upload, at least the one given by Linden Lab, which is a stub as well. In other words, to release this "Pathfinding-enabled" (with big quotes because it cannot handle it yet) meant to not being able to upload mesh once again. Unacceptable, so I had to skim through the code to reinstate the open-source mesh upload library. This explains the delay in part.
The other big new feature for SL is "temporary attachments", which means that any object is now able to attach itself on you, whether you own it or not. If you do not own it, the attachment is "temporary" : you do not have it in your inventory and it will be destroyed when you detach it or when you log off. Problem is, the viewer is not given any way to tell a temporary attachment from a regular one. Not being present in your inventory is not good enough, because your inventory could still be loading so even regular attachments would not appear. Worse, a temporary attachment could issue RLV restrictions and commands. To at least err on the safe side, this RLV will not permit an unowned object to use the @acceptpermission command to attach itself on you automatically. It will always have to ask your permission, regardless of how restricted you are. I can only recommend to be extremely careful what you allow to attach on you. I am also convinced that eventually the viewer will be able to tell a temporary attachment from a regular one, but for the moment that is not the case yet, hence this precaution.
Another reason for the delay is that I am fed up, as in really really fed up, of all those viewer crashes. It is unbearable. Unusable. Pathetic. Part of the crashes are due to the open-source JPEG library (the official SL viewer doesn't use it since it has KDU, but Linden Lab does not own a redistributable license for it so we are condemned to using OpenJpeg instead). That library is good, but has severe shortcomings when it comes to handling degraded cases such as corrupt textures, huge textures or memory allocation. All those things are edge cases from this library's standpoint, but routine from the viewer's standpoint. As the crashes are not coming from the viewer, LL would not fix them, and as they are edge cases for the library, the team in charge for maintaining the library would not fix them either. Catch-22. So I worked on strengthening both the library and the viewer myself. It is not perfect, but I have a crash rate way lower than before. This is better than nothing, I guess.
Also I noticed that when @addoutfit was active, the viewer would sometimes have trouble reattaching bodyparts after logging on, resulting in making you a permanent cloud. I tried to fix that, it looks good from the tests I ran, but I'll still keep an eye on it.
Finally I wanted to make aiming in Mouselook even more efficient. Holding the Control key down while aiming now makes your aim more precise (speed x0.25), but not as much as when you're holing the Shift key (speed x0.1). Both keys are cumulative, which means that if you're pressing both, your speed goes down to x0.025 ! Now you can score a shot when zoomed to the max !
Anyway... enough blathering. The features themselves are few but significant I think :
- added : Press Ctrl while in Mouselook to make your aim more precise but still faster than with Shift. Combine Ctrl+Shift for an extreme precision.
- added : Handle the new temporary attachments by not letting @acceptpermission automatically accept attachment requests from objects you don't own.
- changed : Strengthened the viewer against texture crashes (this is most of the work that has been put into this version actually). As a result, it takes at least an hour to crash in crowded areas while on deferred rendering ("lighting & shadows") while it took a few minutes before. There are still artifacts on textures after a while, but at least we are not crashing as often.
- fixed : Alpha textures were not casting or receiving shadows.
- fixed : Made @addoutfit let bodyparts be worn while we are a cloud.
As usual, you can grab the viewer here :
http://www.erestraint.com/realrestraint
And the MD5 hash for the Windows installer is
4436bfdd8e7d7018dc66eb34066baa13
Have fun !
Marine
Hi !
Here is the latest version of the RLV, at last... I've been waiting for a while before being able to release this, because there was always something that was too wrong to make it acceptable for public use. The code from the official SL viewer has changed quite a bit in the last month, and many new features have been brought to SL. The two most important ones are Pathfinding and Temporary Attachments.
I have no clue how Pathfinding will work yet. I do know the viewer has to be able to handle them, but from what I understand, for the moment every third party viewers such as the RLV is unable to control it yet. The user interfaces are there, but they are just stubs so they won't do anything. A little like mesh upload back when it was new.
Speaking of mesh upload, it seemed that the new Pathfinding stub library for third party viewers included the code for mesh upload, at least the one given by Linden Lab, which is a stub as well. In other words, to release this "Pathfinding-enabled" (with big quotes because it cannot handle it yet) meant to not being able to upload mesh once again. Unacceptable, so I had to skim through the code to reinstate the open-source mesh upload library. This explains the delay in part.
The other big new feature for SL is "temporary attachments", which means that any object is now able to attach itself on you, whether you own it or not. If you do not own it, the attachment is "temporary" : you do not have it in your inventory and it will be destroyed when you detach it or when you log off. Problem is, the viewer is not given any way to tell a temporary attachment from a regular one. Not being present in your inventory is not good enough, because your inventory could still be loading so even regular attachments would not appear. Worse, a temporary attachment could issue RLV restrictions and commands. To at least err on the safe side, this RLV will not permit an unowned object to use the @acceptpermission command to attach itself on you automatically. It will always have to ask your permission, regardless of how restricted you are. I can only recommend to be extremely careful what you allow to attach on you. I am also convinced that eventually the viewer will be able to tell a temporary attachment from a regular one, but for the moment that is not the case yet, hence this precaution.
Another reason for the delay is that I am fed up, as in really really fed up, of all those viewer crashes. It is unbearable. Unusable. Pathetic. Part of the crashes are due to the open-source JPEG library (the official SL viewer doesn't use it since it has KDU, but Linden Lab does not own a redistributable license for it so we are condemned to using OpenJpeg instead). That library is good, but has severe shortcomings when it comes to handling degraded cases such as corrupt textures, huge textures or memory allocation. All those things are edge cases from this library's standpoint, but routine from the viewer's standpoint. As the crashes are not coming from the viewer, LL would not fix them, and as they are edge cases for the library, the team in charge for maintaining the library would not fix them either. Catch-22. So I worked on strengthening both the library and the viewer myself. It is not perfect, but I have a crash rate way lower than before. This is better than nothing, I guess.
Also I noticed that when @addoutfit was active, the viewer would sometimes have trouble reattaching bodyparts after logging on, resulting in making you a permanent cloud. I tried to fix that, it looks good from the tests I ran, but I'll still keep an eye on it.
Finally I wanted to make aiming in Mouselook even more efficient. Holding the Control key down while aiming now makes your aim more precise (speed x0.25), but not as much as when you're holing the Shift key (speed x0.1). Both keys are cumulative, which means that if you're pressing both, your speed goes down to x0.025 ! Now you can score a shot when zoomed to the max !
Anyway... enough blathering. The features themselves are few but significant I think :
- added : Press Ctrl while in Mouselook to make your aim more precise but still faster than with Shift. Combine Ctrl+Shift for an extreme precision.
- added : Handle the new temporary attachments by not letting @acceptpermission automatically accept attachment requests from objects you don't own.
- changed : Strengthened the viewer against texture crashes (this is most of the work that has been put into this version actually). As a result, it takes at least an hour to crash in crowded areas while on deferred rendering ("lighting & shadows") while it took a few minutes before. There are still artifacts on textures after a while, but at least we are not crashing as often.
- fixed : Alpha textures were not casting or receiving shadows.
- fixed : Made @addoutfit let bodyparts be worn while we are a cloud.
As usual, you can grab the viewer here :
http://www.erestraint.com/realrestraint
And the MD5 hash for the Windows installer is
4436bfdd8e7d7018dc66eb34066baa13
Have fun !
Marine
Wednesday, August 1, 2012
About temporary attachments and RLV...
Hi there,
I have not posted in a while, because not much has been happening lately. But lately Linden Lab has released their newest feature, "temporary attachments".
In short, temporary attachments are attachments that do not belong to you but attach on your avatar anyway. This is a nice feature for many use cases, but it is problematic with the RLV.
If you are a scripter, see for yourself : http://wiki.secondlife.com/wiki/LlAttachToAvatarTemp
Why is it problematic ? The way I understand it, what distinguishes temporary attachments from regular attachments is this :
1. You do not own them (that's the whole point), but your viewer thinks you do (somewhat).
2. They are destroyed when you log off (hence the "temporary" part).
If a temporary attachment was able to send commands to your RLV, Point 1 would be a real can of worms, a dream for any griefer because they wouldn't need you to wear an open RLV relay to send commands to you, nor to give you an object that you'd have to rez yourself. All they would have to do is to ask for your permission (and then maybe that permission can even be auto-granted, I'm not sure about that yet), and then it is open season.
Furthermore, if a temporary attachment was able to send commands to your RLV, Point 2 would make its interest rather limited, because as soon as the user relogs, all the restrictions would be lost (since the object would be destroyed).
Finally, I cannot think of a use case that would need a temporary attachment to send a RLV command, that would not be possible with a regular attachment or a RLV relay.
In consequence, it seems important to me not to let a RLV execute any command sent by any temporary attachment. Unless (and until) proved wrong, this is the route I'm taking about this new feature.
I just wanted to make that clear early enough so that scripters do not start projects that involve temporary attachments and rely on them sending RLV commands, it wouldn't work and they would be confused.
Feel free to discuss about it on my issue tracker here : https://bitbucket.org/marinekelley/rlv/issue/67/llattachtoavatartemp-and-rlv
Have fun !
Marine
I have not posted in a while, because not much has been happening lately. But lately Linden Lab has released their newest feature, "temporary attachments".
In short, temporary attachments are attachments that do not belong to you but attach on your avatar anyway. This is a nice feature for many use cases, but it is problematic with the RLV.
If you are a scripter, see for yourself : http://wiki.secondlife.com/wiki/LlAttachToAvatarTemp
Why is it problematic ? The way I understand it, what distinguishes temporary attachments from regular attachments is this :
1. You do not own them (that's the whole point), but your viewer thinks you do (somewhat).
2. They are destroyed when you log off (hence the "temporary" part).
If a temporary attachment was able to send commands to your RLV, Point 1 would be a real can of worms, a dream for any griefer because they wouldn't need you to wear an open RLV relay to send commands to you, nor to give you an object that you'd have to rez yourself. All they would have to do is to ask for your permission (and then maybe that permission can even be auto-granted, I'm not sure about that yet), and then it is open season.
Furthermore, if a temporary attachment was able to send commands to your RLV, Point 2 would make its interest rather limited, because as soon as the user relogs, all the restrictions would be lost (since the object would be destroyed).
Finally, I cannot think of a use case that would need a temporary attachment to send a RLV command, that would not be possible with a regular attachment or a RLV relay.
In consequence, it seems important to me not to let a RLV execute any command sent by any temporary attachment. Unless (and until) proved wrong, this is the route I'm taking about this new feature.
I just wanted to make that clear early enough so that scripters do not start projects that involve temporary attachments and rely on them sending RLV commands, it wouldn't work and they would be confused.
Feel free to discuss about it on my issue tracker here : https://bitbucket.org/marinekelley/rlv/issue/67/llattachtoavatartemp-and-rlv
Have fun !
Marine
Sunday, June 24, 2012
Restrained Love v2.8.3.3
Hi !
Here is the latest version of the RLV, still keeping up with Linden Lab's work. Today's version includes LL's new spell checker ! I know a few people who will love that one. I'm not sure whether it works like the Firestorm one (you know I'm always reluctant to add features coming from other TPVs, their work is their work, my work is my work), but what I am sure of, is that this feature will be added to the official SL viewer eventually.
There are also a couple bugs that needed fixin'.
- fixed : The sound control was missing on the status bar (near the media control, top right corner of the screen).
- fixed : Standing up from a non-root prim while under @standtp crashed the viewer.
- fixed : Money amount and draw distance were one again overlapping.
- added : This version contains Linden Lab's new spell checker and replacer. Misspelled words are now underlined by a wavy red line (much like in most text editors), and right-clicking on such a word opens a menu with suggestions. You can also make the viewer automatically replace typos. All is controlled in the Chat panel of the Preferences window.
As usual, you can grab the viewer here :
http://www.erestraint.com/realrestraint
And the MD5 hash for the Windows installer is
2a4514f5b2147bc37d4d0eae26ea3369
Have fun !
Marine
Here is the latest version of the RLV, still keeping up with Linden Lab's work. Today's version includes LL's new spell checker ! I know a few people who will love that one. I'm not sure whether it works like the Firestorm one (you know I'm always reluctant to add features coming from other TPVs, their work is their work, my work is my work), but what I am sure of, is that this feature will be added to the official SL viewer eventually.
There are also a couple bugs that needed fixin'.
- fixed : The sound control was missing on the status bar (near the media control, top right corner of the screen).
- fixed : Standing up from a non-root prim while under @standtp crashed the viewer.
- fixed : Money amount and draw distance were one again overlapping.
- added : This version contains Linden Lab's new spell checker and replacer. Misspelled words are now underlined by a wavy red line (much like in most text editors), and right-clicking on such a word opens a menu with suggestions. You can also make the viewer automatically replace typos. All is controlled in the Chat panel of the Preferences window.
As usual, you can grab the viewer here :
http://www.erestraint.com/realrestraint
And the MD5 hash for the Windows installer is
2a4514f5b2147bc37d4d0eae26ea3369
Have fun !
Marine
Sunday, June 3, 2012
Restrained Love v2.8.3.2
Hi,
Here is a new version of the RLV, to keep up with the latest fixes by Linden Lab. Oh and also to fix that stupid bug of mine that would not let alpha textures cast shadows. It was a side effect of my fix to keep invisiprims from being broken in deferred rendering (aka "Lighting & Shadows" in the preferences window), and that has been fixed. Adding that to the fact that LL has been working on making the viewer more stable under heavy load, this makes for an interesting version in my opinion.
- fixed : Alpha textures were not casting shadows with "lighting & shadows" on, leaving the shadows of trees leaf-less like in winter.
- fixed : The distance reported on the minimap when hovering your cursor over a dot was wrong.
- fixed : Lots of bug fixes from Linden Lab, I can't list them here. Notably :
- Stability fixes
- Received Items fixes
- UI fixes (Ctrl-W did not work, tooltips were off, text positioning was off, drag-n-drop in Recent Items was not working)
- Sounds were not playing the first time
- And many more fixes LL has been working on for months
As usual, you can grab the viewer here :
http://www.erestraint.com/realrestraint
And the MD5 hash for the Windows installer is
a693c565baa8efb0cc236448605b6913
Have fun !
Marine
Here is a new version of the RLV, to keep up with the latest fixes by Linden Lab. Oh and also to fix that stupid bug of mine that would not let alpha textures cast shadows. It was a side effect of my fix to keep invisiprims from being broken in deferred rendering (aka "Lighting & Shadows" in the preferences window), and that has been fixed. Adding that to the fact that LL has been working on making the viewer more stable under heavy load, this makes for an interesting version in my opinion.
- fixed : Alpha textures were not casting shadows with "lighting & shadows" on, leaving the shadows of trees leaf-less like in winter.
- fixed : The distance reported on the minimap when hovering your cursor over a dot was wrong.
- fixed : Lots of bug fixes from Linden Lab, I can't list them here. Notably :
- Stability fixes
- Received Items fixes
- UI fixes (Ctrl-W did not work, tooltips were off, text positioning was off, drag-n-drop in Recent Items was not working)
- Sounds were not playing the first time
- And many more fixes LL has been working on for months
As usual, you can grab the viewer here :
http://www.erestraint.com/realrestraint
And the MD5 hash for the Windows installer is
a693c565baa8efb0cc236448605b6913
Have fun !
Marine
Sunday, May 27, 2012
New products : Dogcart and Phaeton carts !
Hello there,
Here are the other projects I was talking about in the previous post : three gorgeous and very realistic carts for Ponyplay !
Carts are an inherent activity of Ponyplay. Just like racing, dressage and jumping.
Why carts ? Because ponygirls !
I have always been a fan of realism and predictability when it comes to handling vehicles in SL, sadly most vehicles, not only pony carts, are just too unrealistic. They rocket in the sky as soon as they hit a slope, they turn too fast, they misbehave when lag is too heavy, etc.
But I want carts to behave like carts. Slow and heavy but smooth and precise, and most importantly, able to handle several ponies at the same time. And when I say several ponies, I am talking about up to four ponies acting in a coordinated fashion, each pony adding "horsepower" to the cart. All of them are able to pull and steer, and the more ponies the more power (but not the more speed !).
What do you expect from a Ponyplay cart actually ? To look good, for starters. To behave smoothly and precisely so you don't get thrown in the lake every time you pull a turn. To be fetish, too, sometimes you like to transport a slave across several sims, and you want bystanders to see her. And you want it to be reliable enough to be able to handle lag and races without getting frustrated.
This is why I have created these three carts. One Dogcart and two Phaeton carts (one for two ponies, one for four ponies).
These are actually two products and not three. One box contains the Dogcart, the other box contains both versions of the Phaeton carts.
I could go on and on. There are so many features to describe and so many things to say. But you're not here to read some boring advertisement, are you ? How about I show you some pictures and videos so you see exactly what this is all about ?
Let me introduce you to my friends, who helped me with the pictures and the videos !
From left to right : "Pepper" (atmu Evans), "Princess" (Sabrina Dumont, my Mistress who has also been a wise-ass during the whole photoshoot :p), "Pretty" (Yours truly) and "Azure" (Devious Lei). Behind us, the 4-pony Phaeton cart.
And here are Evan Trellis and his girl Ani Littlebird. Aren't they cute ?
I will show you the Phaeton carts first, then the Dogcart.
When the 4-pony Phaeton is full, here is what it looks like. This is a sight to see ! The poor girls in the cage and chained to the back ring are Innocent Istmal and Aprille Dollinger.
A fully crewed Phaeton, getting ready to go !
If you're good, you can make your ponies walk synchronously.
As for the pricing, the Dogcart costs L$400 and the Phaeton carts cost L$600. Both products are Copy/Mod/No-trans.
Like with the Sassy Ponygirl AO, these carts are sold through my Marine's Goodies side brand. At the time of this writing, you can find three vendors :
My shop : http://maps.secondlife.com/secondlife/Pak/76/61/105
Little Shop of Kink : http://maps.secondlife.com/secondlife/Lineside/102/146/77
Stones N Rubber : http://maps.secondlife.com/secondlife/Kinky Magic/116/101/21
Have fun !
Marine
PS for the fashionistas among us : We ponies wear top of the line stuff ! Take a look :
- KDC Baroness black and white/red/purple/blue latex catsuits
- KDC Delilah black and white/red/purple/blue latex corsets
- KCreations knee high pony boots (not patent) with white/red/purple/blue laces
- KDC bridles and blinkers, heavily modified to match our tacks
- RealRestraint armbinders with white/red/purple/blue laces
- RealRestraint Vixen posture collars with white/red/purple/blue trims
Here are the other projects I was talking about in the previous post : three gorgeous and very realistic carts for Ponyplay !
Carts are an inherent activity of Ponyplay. Just like racing, dressage and jumping.
Why carts ? Because ponygirls !
I have always been a fan of realism and predictability when it comes to handling vehicles in SL, sadly most vehicles, not only pony carts, are just too unrealistic. They rocket in the sky as soon as they hit a slope, they turn too fast, they misbehave when lag is too heavy, etc.
But I want carts to behave like carts. Slow and heavy but smooth and precise, and most importantly, able to handle several ponies at the same time. And when I say several ponies, I am talking about up to four ponies acting in a coordinated fashion, each pony adding "horsepower" to the cart. All of them are able to pull and steer, and the more ponies the more power (but not the more speed !).
What do you expect from a Ponyplay cart actually ? To look good, for starters. To behave smoothly and precisely so you don't get thrown in the lake every time you pull a turn. To be fetish, too, sometimes you like to transport a slave across several sims, and you want bystanders to see her. And you want it to be reliable enough to be able to handle lag and races without getting frustrated.
This is why I have created these three carts. One Dogcart and two Phaeton carts (one for two ponies, one for four ponies).
These are actually two products and not three. One box contains the Dogcart, the other box contains both versions of the Phaeton carts.
I could go on and on. There are so many features to describe and so many things to say. But you're not here to read some boring advertisement, are you ? How about I show you some pictures and videos so you see exactly what this is all about ?
Let me introduce you to my friends, who helped me with the pictures and the videos !
From left to right : "Pepper" (atmu Evans), "Princess" (Sabrina Dumont, my Mistress who has also been a wise-ass during the whole photoshoot :p), "Pretty" (Yours truly) and "Azure" (Devious Lei). Behind us, the 4-pony Phaeton cart.
And here are Evan Trellis and his girl Ani Littlebird. Aren't they cute ?
I will show you the Phaeton carts first, then the Dogcart.
When the 4-pony Phaeton is full, here is what it looks like. This is a sight to see ! The poor girls in the cage and chained to the back ring are Innocent Istmal and Aprille Dollinger.
A fully crewed Phaeton, getting ready to go !
If you're good, you can make your ponies walk synchronously.
Or even run synchronously.
This is what the driver sees. Evan insisted that he could see our butts wiggling. Figures !
"I wonder where they are taking us"
Like I said, the other version of the Phaeton cart is made for two ponies only.
It is exactly the same cart, except for two ponies instead of four.
You can tint some parts of the cart through the script. And you can even add your own decals ! Some are included in the box.
And now for the Dogcart
Front view of the Dogcart.
I am holding Pepper's reins in my left hand, and am getting a cuddle from my Mistress at the same time :) Life's good !
Side view of the dogcart.
Here is what the driver sees in Mouselook. What a fine day !
Surprise ! This is a dogcart after all, and real life dogcarts are meant to bring dogs to the field, so there.
Brake ! Brake ! Braaaaaake ! *CRASH*
Now that I have your attention, take a look at the list of features :
Both carts
* Many smooth, original animations that you can change while driving. Walk, walk slowly, walk back, run, turn left and right, several sits and stands. And the passenger can even give the driver a cuddle !
* Realistic handling : the speeds match that of a walking or a running avatar.
* All ponies are allowed to pull and steer the cart, their actions add up for more "horsepower".
* The weight varies with the number of passengers and ponies.
* Mesh and sculpts for a better look.
* Entirely configurable through notecards. Too slow ? Too fast ? Want to add anims and sounds ? No problem. This manual even explains how to do that. Make this cart your own !
* The wheels turn independently according to the speed of the cart. For instance, the inner one will be slower than the outer one when turning. They are not scripted, for a lighter sim usage.
* Choose the color you prefer.
* The reins are supposed to be held in the left hand, that moves when the drivers presses arrow keys. Especially useful with a Riding Reins HUD.
* Return home or self-destruct immediately or some delay after people have disembarked.
* The ponies can type while walking and running, no need to keep the up arrow pressed to walk. This makes it easier to emote while working !
* Sounds of footsteps, synchronized with the walk and run.
* Sounds of wheels, different ones depending on the speed of the cart.
* More animations and sounds are provided than those that are used, for more customization.
* Can switch in and out of Mouselook.
* Several levels of access : open to all, group only for ponies, group only for passengers, group only for both, and owner only.
* Can hitch a pony or a prisoner through their RLV relay, and they will stay locked to the cart even if they relog.
* Not spammy, messages are sent only to the relevant user.
* Updatable (provided there is an updater is around), so you keep your customizations even through updates.
* Copy/mod with mod instructions.
Phaeton carts only
* Two versions of the cart : 2 ponies or 4 ponies.
* 2 or 4 strap for the ponies, 2 seats for 1 passenger and 1 driver, 1 cage for a prisoner (because Ponyplay is about fetish and BDSM).
* Leash ring on the rear to leash a slave to (compatible with RealRestraint products).
Dogcart only
* 1 strap for a pony, 4 seats for 1 passenger each, 1 cage for a prisoner (this is a dogcart after all).
Last but not least, you get bonuses in the boxes ! A wearable rezzer that lets you rez your cart when touched (handy when you're bound), decals for more customization, and more animations and sounds contained in the carts than actually used. You will recognize those from the Sassy Ponygirl AO. The rezzer looks like a tattoo of a cart, directly on the pony's butt.
Why a tattoo ?
Because ponygirl. *SMACK !*
As for the pricing, the Dogcart costs L$400 and the Phaeton carts cost L$600. Both products are Copy/Mod/No-trans.
Like with the Sassy Ponygirl AO, these carts are sold through my Marine's Goodies side brand. At the time of this writing, you can find three vendors :
My shop : http://maps.secondlife.com/secondlife/Pak/76/61/105
Little Shop of Kink : http://maps.secondlife.com/secondlife/Lineside/102/146/77
Stones N Rubber : http://maps.secondlife.com/secondlife/Kinky Magic/116/101/21
Have fun !
Marine
PS for the fashionistas among us : We ponies wear top of the line stuff ! Take a look :
- KDC Baroness black and white/red/purple/blue latex catsuits
- KDC Delilah black and white/red/purple/blue latex corsets
- KCreations knee high pony boots (not patent) with white/red/purple/blue laces
- KDC bridles and blinkers, heavily modified to match our tacks
- RealRestraint armbinders with white/red/purple/blue laces
- RealRestraint Vixen posture collars with white/red/purple/blue trims
Sunday, May 20, 2012
New product : Sassy Ponygirl AO
I've been silent lately... only because I was busy. I have been working hard on three projects at the same time, and today is the time to release the first one : my new Sassy Ponygirl Animation Overrider.
Wait, what ? An AO ? A ponygirl AO ? It is true that my business, restraints, is only remotely tied to ponyplay. Ponygirls (and ponyboys) do often require restraints for training, but not all of them, and not at all times. However, I am very much fond of ponyplay myself, and have been training seriously for years. And although the pony gear you can find in SL is high quality, I can't say the same of the animations (with the notable exception of the MD pony boots, that I like a lot). I have a big gripe particularly against that freebie pony walk you see everywhere. With its overly arched back, its arms swaying at the beginning of the anim, its heavy walk and... its twitch at the end... aaargh. Sorry but I just can't stand it, and I know I am not the only one.
So, here is my attempt at making something nice for ponygirls. And ponyboys, to an extent, although this project is clearly aimed at female ponies.
Firstly, a word about the Animation Overrider (AO) itself. I am using the ZHAO-II scripts, which are full perms, open-source scripts created years ago by Francis Chung, then modified later by Ziggy Puff. It has been passed around and modified by some people, including myself, over the years. You are allowed to use these scripts and modify them at will, even resell products containing them, but the Gnu General Public License requires you to keep them full perms if you do so, and credit the previous scripters in the code.
The animations themselves are copy/mod/no-trans, which means you can copy the AO at will but you cannot transfer it. The sounds themselves are full-perms because of an SL limitation with playing sounds, but I do not grant the right to use them in your own projects, unless they are private and not meant to be distributed. You would not find them very useful outside this AO anyway.
Yes, you read right : sounds. This particular AO uses modified scripts that offer support for sounds, for example when you walk. Each walk has its own sound, and each sound is synchronized with it. To be able to play the sounds, you must wear the secondary attachment that comes with the AO, because SL does not let a HUD play a sound that must be heard in-world, it must come from an object attached on the body.
Another nice feature of this AO is blending animations, ala Vista AO. Since the walks are quite natural, your arms will be swinging back and forth. Most ponies and trainers don't want that, and prefer the arms to stay above the chest, behind the back, what-have-you. Some ponies do not even have arms at all ! So with the press of a button, you can force your arms to stay in one position, whether you walk, fly, jump, sit, run or whatever you can think of.
But enough talk ! Let's show you some eye candy, starting with the look of the AO itself :
I have used my old Divine Girl AO from Vista as an inspiration for the look of this HUD.
This Pony AO is good not only for ponyplay. You don't really like to have to switch your AO all the time, and you might not be always in your pony tack. So the first stand and walk of this AO are not actually pony-like. They are sexy and feminine, but work very well in everyday life :
After the effort, ponies like to rest. But how can you sit when you have a big plug up your... well, you know. That's why they usually kneel on the ground instead :
This AO can be found in any vendor of mine that sell products from the Marine's Goodies brand, like my Riding Reins HUD or my Diamond HUD. It is not sold like my restraints in the RealRestraint brand, because it has nothing in common with restraints. The price is L$600, which for a product of this quality, is very inexpensive.
And as a bonus, I also include a copy of one of the stands and one of the walks as full-perms freebies. Feel free to redistribute them at will, just do not rip them off, please. All of these animations have required hard work and a lot of time. But if it can help getting rid of that awkward-looking freebie pony walk with the twitch, the one nobody can stand, the better.
At the time of this writing, there are only 2 Marine's Goodies vendors. One at my shop in Pak, the other in Lineside. I plan to add more, specifically at pony sims.
My shop : http://maps.secondlife.com/secondlife/Pak/76/61/105
Little Shop of Kink : http://maps.secondlife.com/secondlife/Lineside/102/146/77
Have fun !
Marine
PS 1 : There are actually more anims and sounds than those that are used in the AO, I left them there in case you had different tastes. For instance, a variant of the heel click, or a slightly different run, with the legs less extended. Try them out !
PS 2 : Since some people focus more on what I wear rather than on what I show off, here is how I assembled my pony tack :
- Hybridz horse hood, minus the hair
- Juliana hair by Truth
- A mix of Tish Celt's hooves and Julia Faulkland's ankle ballet boots
- A black catsuit from Hugo Designs
- My Vixen collar on the 3rd pose
- And of course my RR armbinder
And for the non pony gear :
- Latex corset dress by KaS
- Mesh Classic heels by Skifija
PS 3 : In the video, you may catch a glimpse of the other projects that I'm working on. No further comment for the moment though :)
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