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RLV 2.9.30.1

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 Hi !


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.

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 !

 

 

- fixed : couldn't @attach an item located inside a temporary RLV folder (thank you Jenna Huntsman for the heads-up)

- fixed : #RLV/~a/b/c became #RLV/~a/b/c at the next login

- fixed : declining #RLV/~a/b/c created the folders anyway


 

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

The MD5 hash for the Windows version is :
3dd6953c1e34436f78a8819a1083ea81

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


Have fun !

Marine







RLV 2.9.31.0

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 Hi !


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.

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.

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.

 

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

The MD5 hash for the Windows version is :
584642732aab6c915823ad3d6092ddb8

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


Have fun !

Marine




RLV 2.9.32.1

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Hi !

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.

 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.

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.

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.


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

The MD5 hash for the Windows version is :
97cb2a86ea5178c395c672461ba3a1df

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


Have fun !

Marine


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.

PS 2 : I can't wait to get back to working in SL, either. It would be like vacations for me. lol.



RLV 2.9.26.3

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Hi !

Here is a new version of the RLV, a little in a rush because more and more people seemed to be impacted by the "gamma corruption" bug that crept into the SL viewer a few months ago.

This is a fix by Linden Lab for the SL viewer, I merely merged it into the RLV, hopefully this will fix the issue. It never happened to me, though, so I can't be sure, but I hope it will work for you.

Another change takes place when your vision is restricted with the outer sphere opaque, other avatars will no longer appear as gummy bears (aka jelly dolls) when close to the vision range, but 2 m farther than that, because this feature is meant to be an optimization to accelerate the rendering, not to be seen by the user at all. Please note that I completely forgot to mention that in the release notes, my bad.

I also switched the sound support from FMODex to FMODStudio, but this doesn't make a noticeable difference at least for me. Thanks to Chorazin Allen and Nicky Perian for letting me use their code from Kokua.

One last thing. Chorazin Allen is for the moment publishing the RLV on Mac and Linux (and also Windows but that's because this is his primary platform) on top of maintaining Kokua, taking the relay from Kittin Ninetail because her RL did not allow her to do it anymore. Thanks Chorazin !


You can grab the Windows version here :
http://www.erestraints.com/realrestraint/


The MD5 hash for the Windows executable is :
cde9e97cf612e1d34c081ffde9c82dc1


The Mac and Linux versions can be found here :
https://sourceforge.net/projects/kokua.team-purple.p/files/RLV/




Have fun !
Marine

Flight of the Swallow (teasing)

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Hi !

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.

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.

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.

 

The name of the game is "Flight of the Swallow". It takes place in January 2080, aboard the "Diomeda", a massive research ship orbiting around the planet "Lagune", in the q1 Eridani solar system.

You play the role of Sandra Curnow, the chief technician aboard the ship.


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.


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.


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.

 

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.

Here is another short example of gameplay, after she gets free from her cuffs and finds her uniform to wear.


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.


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.


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.


There are other inspirations that are much more obvious. Can you spot them ?


 

(You have to be a hardcore fan to recognize this one)


But at this point, you probably guessed.

 

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.


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.

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.

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.

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.

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.

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.

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 !

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.

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.


Hope you enjoyed the little teasing ! I could not resist any longer the urge to tell you what I'm working on.


Have fun !

Marine


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 :)

Flight of the Swallow DEMO

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Hi !

I teased about it last month, and today I would like to share with you a working demo of the video game I'm working on, Flight of the Swallow ! 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 !





The current version of the game is 0.3.14, you can download the demo here : 

https://mega.nz/file/lqsEFa6D#_clK4uy7HLH-TSvvpWgTvJIk2ShbrMuOc_y-9QwCeU0


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.

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.

Speaking of unzipping, you need 7-zip to extract the files. If you don't have it, you can find it here :

https://www.7-zip.org/


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.



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.

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.


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.

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.

So, I recommend that the first thing you do after launching the game is to go to the Journal, then read the Tutorials. 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.





Once done, start a new game, watch the short cinematic...


 

Give Sandy some time to wake up...


 

Let her realize how much trouble she is in...

 

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 ?


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.


And just when you've gotten the hang of it, things will snowball from there. Between one A.I. going haywire...


And another one shutting it down...


You'll have a lot of work to do and a lot of places to go in order to set things right again.





Once that's done, you'll start getting answers to some questions... and even more unanswered questions.



You'll learn that everybody loves Sandy...

 

And you'll meet interesting people.





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.

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.

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.

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 !

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.

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.


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.

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.


Have fun with the demo and happy holidays !

Marine

Flight of the Swallow : About the voices

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Hi there, and happy new year !

As I'm developing my game, Flight of the Swallow, one thing has constantly been a concern of mine. Character voices.

If you don't want to read, here's the "tl;dr" version :

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.


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 ?

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.

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.

So, with all those requirements, what was the obvious solution ? xVASynth, 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.

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.

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.

If you're curious, here are the voices I used in the demo until now :

Player: Female V (Cyberpunk 2077)

Sandy : Panam (Cyberpunk 2077)

DAL: Delamain (Cyberpunk 2077)

Mother Superior : EDI (Mass Effect)

Virginia: Judy (Cyberpunk 2077)

Dave : Danse (Fallout 4)

Frank : Jacob (Mass Effect)

Robert : Illusive Man (Mass Effect)

Ignatus : Codsworth (Fallout 4)

The unidentified voice : Miranda (Mass Effect)


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.

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.

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.

 

It's not really the problem I have with this, though. The real problem is ethics.

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.

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 adorable murderpuppy 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.

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.

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.

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.

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".

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.

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.


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.

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.

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.

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.

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.

See for yourself. Here is the old version (same video as in the teasing blog post from last month) :


And here is the new version, same scene, with the new voice :


Look at this lip sync. Mmmm.

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.


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.

Her new voice sounds a lot like the voice of Claudia Black (Aeryn Sun in Farscape), or Dominique Tipper (Naomi Nagata in The Expanse), 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.

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.

I hope you'll like the new voices !

Marine


RLV 2.9.33

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Hi !

 

After quite a while integrating and testing this version, here is the RLV with Physically Based Rendering.


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 !


- switched to PBR (Physically Based Rendering) to be up-to-date with the 7.1.2 SL viewer codebase.


- known issue : rigged mesh hair (and other rigged alpha-blended surfaces) pokes through @setsphere.


- 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.



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

The MD5 hash for the Windows version is :
b805131a271a2cc5b19a85d64caab6fd

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


Have fun !

Marine

RLV 2.9.34

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Hi !


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.

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.

For example, when the folder is named "#RLV/~A/B/C/D", the viewer would create this structure :

#RLV

| some folder

| some other folder

\ ~A

    \ B

        \ C

            \ D (this is the original "#RLV/~A/B/C/D" folder, renamed and parented to the ones above)

                | Item

                | Item

                \ Item

 

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.

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.

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.


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.

 

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

The MD5 hash for the Windows version is :
6ab8ea2f7b525f20e16acf0babf59507

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


Have fun !

Marine

 

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