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Two minor fixes to the Deluxe Gag

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Hi !

So right after the release of the Deluxe Gag & Blindfold, it has come to my attention that there were two minor bugs that begged to be fixed.

The first bug is the throat strap that is wrongly named, and because of this, it would not change color like the two vertical panel straps, which it should be the continuity of (even though it belongs to a different prim). To remedy to that, you can either update your gag and request a replacement, or edit the strap and rename it yourself. I strongly recommend the second solution, because it will spare you a resize and it is always good to know how to modify your stuff.

To do this, rez your gag on the ground, and edit the throat part (remember, this is done thanks to the "Edit Linked Parts" checkbox on the Edit window) :




Look at the Description field in the General tab, it should display "gagtex,throat,F0123". If it does not, then it means your gag does not have that bug, you may ignore this section entirely. But if it does, fixing the bug comes down to changing that description field.


Replace "throat" by "nose", because this strap is supposed to continue the "nose" one of the panel variant, so HeadHarnessTex may understand those two prims represent the same strap.



That's it ! No need to reset, it should work right away.


The second bug is a bit more annoying, it requires an update (not a replacement, just an update because only one script needs to be fixed) : the mouth would not be open on "Total ball" and "Total panel". It is just the "OpenMouth" script that was not aware there could be 8 different locks (it is a very, very old script). Once updated, it will work fine.

Please note that if you bought your Deluxe Gag after 2 pm SL time on October 26th, then you should not have to fix anything, it's already working. But just give it a try, to be sure.


You can find an updater at the following places in-world :

My little shop

The Little Shop of Kink

Roper's Dark Playground



Sorry for the inconvenience !

Marine


RLV 2.9.3

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Hi !

On top of working on my products lately (the Deluxe gag and Gina's Debut), I've also been working on the RLV v2.9.3. In fact, it has been available for a month and a half now, but I'd never sent a notice nor a blog post about it, because I felt it wasn't ready yet.

It integrates LL's last changes about Server Side Appearance (making it so your skin and clothing are calculated by the sim instead of the viewer), as well as the connections to Facebook, Twitter and Flickr. And it would be an understatement to say that these new features were difficult to integrate. SSA in particular, was bug-ridden and it took me four months to stabilize it all. That's why I didn't want to communicate about it until now. But there are enough bug fixes now to make it worth a release.

So here it is, and take a look at the list of changes for yourself :

- added : LL's latest additions for Facebook, Twitter, Flick and SSA support.
- added : Shortcut to Mouselook : Ctrl+Alt+M (the official shortcut "M" does not work when the "Pressing letter keys starts local chag" option is selected in the Preferences).
- changed : Secured the @adjustheight RLV command, to stop it from failing at times. Also made it faster to commit the change by forcing a rebake after a couple seconds.
- changed : When standing up and under @standtp, nothing happens if the landing point of the parcel is fixed, instead of TPing to the wrong place.
- changed : Do not restrict sit distance under @fartouch and @touchfar.
- changed : Do not allow someone to give anything to anyone when under "@showinv" (it makes sense when "@sendim" is active too, to stop people from cheating around it by sending renamed items as a way to chat).
- changed : We now cannot select or inspect anything or anyone beyond the range specified by "@camdrawmin" anymore. This means you can't use your mouse pointer to detect someone by looking at the tooltip, when blinded.
- changed : When clicking or double-clicking on a point to walk to it, don't reset the view, and rotate the avatar so it faces the direction of movement.
- changed : Improved the "force rebake" (Ctrl+Alt+R) command to make it quicker for clothes to appear locally (and usually, remotely too).
- changed : Do not force the texture memory down to 512 if the user has set it to something higher in the TextureMemory debug setting.
- fixed : Crash when receiving a folder or an object which name is shorter than 5 letters.
- fixed : The "detach" exception for an object that was given during this session (for example in the "Objects" folder, while under "@unsharedunwear") will be ignored if this object issued a "@detach" command.
- fixed : Flycam was not restricted under "@camXXX" commands.
- fixed : We couldn't use FlyCam when RLV was deactivated.
- fixed : When replacing or removing outfits from the Appearance window, locked items were detached as well (in the past, these options were greyed out when something was locked, but it is no longer the case).
- fixed : When the camera is controlled by a script, it would not get restricted by the "@camXXX" RLV commands. This was on purpose at first, but maybe it was too permissive.
- fixed : When teleporting, silhouettes were no longer rendered under @camavdist.
- fixed : A way to bypass the @editobj restriction.
- fixed : @recvchatfrom and @recvemotefrom did not take attachments into account.
- fixed : When teleporting to another region and forced into Mouselook with @camdistmax:0, the mouse pointer would show but we would be stuck in ML nonetheless (thank you Sinha Hynes for the heads-up).
- fixed : @detachallthis would still lock the whole #RLV folder.

As usual, you can grab the viewer here :
www.erestraint.com/realrestraint

And the MD5 hash for the Windows executable is :
2b27eb28931bdc253864c043f86a9bb2

Have fun !
Marine

PS : This change list is actually for 2.9.2, but the available one is 2.9.3... This is simply because the day I released 2.9.2, I worked on integrating the latest changes from LL (which were many), and found them quite useful, so I decided to go straight to 2.9.3 so you could benefit from them too. The difference between those two versions is only the code that LL worked on, specifically the login page and the snapshot window, plus many small bug fixes.

Erotic bondage movies !

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Hi there !

I have been silent for some time, but that's only because I've been busy. Busy making movies. Erotic bondage movies !

Six of them, to be exact. Five out of the six being part of a series inspired by House of Gord (you know, the excellent fetish, ultra-bondage website). This is even where the name of the movie brand comes from : "Maison de la Marquise" ("House of the Marquise" in French), as a homage to the aforementioned website.

The movies are all made with top-notch technology and animations, and often with stuff that I have to make myself for the occasion. The sweat on the girls' skins is a prime example of it. The latex and spandex suits as well. Not to mention, of course, the restraints.

I also give the name of most of the furniture and accessories used in the movies, not for advertisement purposes (they don't pay me for that), but as a "if you want to do it yourself" kind of hint. I'd like my movies to inspire others to create their own, so I help by pointing out where to find quality stuff.

Attention, the content of the movies is explicit, and there are pictures here that are just as explicit. Usually I refrain from posting pornographic pictures on this blog (at most, I am almost nude but not totally), but since the focus of those movies is eroticism and porn, there is little point in censoring them, because I want to show pictures that are directly taken from the movies.


I wanted to wait before telling you about that series, for the simple reason that it needs a few movies to get an idea of what it is, where it is going, and what the main characters do and look like.

And with time, the characters grow up on their own, write their own stories... Every writer will tell you that this is how it works. They are solid and consistent, and that's why I am happy to tell you their hot, very hot, stories.



Gina


Gina is the main protagonist of the series, she is the heroin, a typical East Coast city girl of Italian ascent, with a knack for getting herself in trouble. She is a cute, smart and adventurous girl, who is out to satisfy her own need for good, tight and kinky fun with people she can trust. She has tried pretty much every domina in her area but wasn't satisfied, and her last ditch attempt is the Marquise, a domina recommended to her by several others.

She is also the only character you can hear the thoughts of. Well, not always, sometimes she thinks out loud so everybody can hear her. And usually, that gets her in trouble.


The Marquise


Presumably from noble ascent (unless this is just a codename), the Marquise is a refined and classy woman, whose business is into providing professional domination sessions to a select few customers. Her house (from which the name of the brand comes) is a big, classy mansion, very cozy in appearance but also partly re-purposed for her activities.

She also realizes the movies, stars into them, produces them, and publishes them. Her actual name is inspired from a famous British singer (who pretty much handles her whole business herself as well). And also from a character from a book. Her accent and odd expressions give her away as an European, probably French or Spanish.


Sandy


Sandy is a well-known British porn actress starring in vanilla movies (but also in some adverts). She's a sweet, outgoing, friendly girl, but can be very wicked when she wants. Not a beginner in her line of work, her views about it are somewhat tainted but she still enjoys what she does. And for good reason : it is the job that suits her best.

She is also a real bondage slut, and regularly comes to the Marquise for long-term sessions of intense bondage. Long-term as in several days long. As a result, she and the Marquise know each other well and are now good friends.


Jade


Jade is an employee of the Marquise, she serves mostly as a rigger (someone dedicated to tying up boys and girls, and to look after them, inside and outside bondage sessions). Laconic, sharp and watchful, she seldom speaks about her regular job (being a rigger for the Marquise is a filler), which sometimes takes her away for weeks or months. But when she is there, she is a very trustworthy asset in the Marquise's business.

She is also quite kinky, and sometimes enjoys getting in bondage herself.


There will be, of course, other characters featuring in the series, and some cameos, too...

~

For the time being, the story of Gina spans over five episodes. There will be more if the series is well received. Each episode lasts about half an hour, give or take 5 minutes.


Gina's Debut


This is the first episode of the series, and pretty much the pilot, introducing all the main characters. This is the episode with the fewest videos, but with the most storytelling.

In this episode, Gina enters the Marquise's mansion for the first time, and immediately gets thrown into her universe. Met with bondage before even crossing the threshold, then stripped nude only a few minutes later, cuffed, the girl's mind will be blown away by how the Marquise handles her own little world, and will quickly be seduced by it.

As the Marquise introduces her to the other members of the tribe and explains how things work around here, she tightens her grip over Gina, always pushing her further and taking more of her freedom, until her inner bondage slut comes out. And that's when Gina realizes that she came to the right place.

This episode lasts 30 minutes.

https://marketplace.secondlife.com/p/Ginas-Debut/6472070


Hot Mouse


In this episode, Gina is made to train in some kind of giant, human-sized mouse wheel, under a scorching sun.

Totally nude and tightly bound in leather, the poor girl will learn what it means to train with the Marquise, who is... merciless. Borderline sadistic, some may say.

Unlike the first episode, this movie does not tell a complex story, but rather focuses on Gina's sexiness, offering a lot of very hot videos of her sexy bound and nude body, working out under the sun in an ever-increasing bondage.

This episode lasts 25 minutes.

https://marketplace.secondlife.com/p/Hot-Mouse/6561749


The Wait (Parts 1, 2 and 3)




This episode is so long that it is cut into 3 parts (each part being a movie on its own), and the third part is so long that it is cut into two tapes (main and epilogue, both included in the package). It is recommended to watch the first part, then the second one, then the third one, then the epilogue, in that order. Or else it will make little sense.

In this multiple episode, Gina is scheduled for a day-long session of bondage. She comes to the Marquise's mansion early in the morning... to find out that the Marquise is not there. But she left a note with instructions, to which Gina obeys to the letter. She soon finds herself wandering alone in the house, naked and in cuffs, looking for a cozy place to wait for the return of her favorite domina.

But things do not go exactly as expected... Firstly, Gina soon finds out that she is not alone in the house, someone else is waiting for the Marquise as well. And she is not the only one to be in cuffs. And she is not the only one to be horny either.

The whole episode, the three parts, are a blur of girl-on-girl, sometimes girl-on-girl-on-girl, kinky sex. At least one of them being in bondage. Gina goes from surprise to surprise, and realizes that someone seems to have plotted a long-term plan for everyone. A long-term plan that involves an absurd number of climaxes.

The first and second parts last 30 minutes each, the third part lasts 45 minutes. Most of the time being sexy videos of very hot lesbian sex. In bondage.


https://marketplace.secondlife.com/p/The-Wait-Part-1/6686419

https://marketplace.secondlife.com/p/The-Wait-Part-2/6686512

https://marketplace.secondlife.com/p/The-Wait-Part-3/6686581


Applicant Payback


This movie is not part of Gina's story, but is realized by the Marquise, so expect a little crossover between both worlds. After all, it has been shot in the same house by the same people.

A sexy young woman applies for a job in a small company, led by a CEO who is more impressed by her curves than by her resume (which is impressive nonetheless). The woman plays along and they soon get "acquainted". On screen. No, they have no shame.

But that's before the applicant reveals her actual agenda to the CEO...

This movie is more vanilla than the others, but there is still a little bondage in it, because I just couldn't resist. It is also part of a mini-series, so those characters will come back.


https://marketplace.secondlife.com/p/Applicant-Payback/6398091


As I said, I will continue to make movies, if these are successful enough. I have received a very positive feedback so far, and I can't hide that even I, after watching them all 20 times each (that's the least you have to do when you make movies), they still make me hot. No, I have no shame either.

Unlike my other two brands, those movies can only be found on the SL Marketplace, at this address :

https://marketplace.secondlife.com/stores/163370


You will find more pictures from the movies in there, so you can judge by yourself of their quality.


They require my HD Video System to watch, that you can find either in world, or here :

https://marketplace.secondlife.com/p/HD-Video-System/6398304


I hope you will enjoy the movies, I know I do !

And maybe they will inspire you to make your own, too !


Have fun,

Marine

RLV 2.9.4

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Merry Christmas and Happy New Year !

To begin the next year right, here is a new version of the RLV with a few bug fixes by me and a lot by LL. I find this version quite more comfortable than the last one, in fact, it seems more responsive, especially when it comes to avatar baking (the process of changing the texture of the avatar, mind you, we do not cook people here).

See for yourself :

- changed : A lot of fixes from LL to make the viewer more enjoyable to use (namely a fix for the rotation glitch, a fix for baking, a fix for corrupt sculpt textures in the cache, and more).
- fixed : When stuck in mouselook, we couldn't move the cursor and the mouse at the same time.
- fixed : When issuing @detachallthis without an option and without @detachthis along with it, we could detach the object from the pie menu (not from the inventory), and we could unwear pieces of clothing contained in the same folder (but not in child folders).
- fixed : @addattach did not work when no attachment was included into the name of the object (now the viewer attaches then detaches it immediately when it realizes the target attach point is supposed to be locked empty).

As usual, you can grab the viewer here :
www.erestraint.com/realrestraint

And the MD5 hash for the Windows executable is :
302eb1b57d697d28fcd81f65a82142f3

Have fun !
Marine

RLV 2.9.5

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Happy new year !

So, after 2 weeks of intense work on the RLV, trying to fix those silly rendering bugs that crept up when the avatar was blindfolded (namely, alpha attachments and particles not showing properly), I could finally get the vision spheres to render correctly. And I used the opportunity to also fix a few other bugs that had nothing to do with vision restriction, but that were overdue nonetheless.

A big addition (and I am aware it will trigger a few "WTFs" from some users, but think about it for a second and you'll see it makes sense), is that now you will be blind and unable to TP and to see the location right after logging on, and will stay like this for a few seconds, while your avatar rezzes. No more cheating through blindfolds and TP restrictions right after a relog ! It can sound cumbersome at first, but you'll see, you won't think anything of it after some time.

As a result, this version of the RLV is much more enjoyable to use while blindfolded, since now your avatar shows correctly at last. Phew !

Here is the change list :

- changed : When forced to sit somewhere, allow to do it even when @sittp is active, to let traps re-capture the avatar after a relog.
- changed : When the vision is restricted, force all "Rendering Metadata" types to TRUE, forbidding from hiding the world, the prims, and more importantly, the avatars (since the vision spheres now need the user's avatar to render).
- changed : Allow to set a tracker to a location even when @showworldmap is active (it worked in RLVa so I'm making it work in the RLV too, since apparently some games use that feature).
- changed : Now when logging on, the RLV receives a bunch of "dummy" restrictions, forcing blindness, loss of location, loss of radar and loss of TP ability for a short moment, until actual RLV restrictions come (or after a few seconds). This is good to keep a user from cheating around restrictions right after relogging.
- fixed : Now particles and alpha attachments are rendered correctly when the vision is restricted. This implied changing the place where the rendering of the spheres was called, which brought its own lot of bugs, which in turn implied making a few corrections leading to a few less serious rendering issues (see the known issues below and the Rendering Metadata line above). As a result, blindfolds and other vision restriction devices look a lot better now.
- fixed : When the vision is restricted, alpha rigged attachments will no longer poke holes through the vision spheres. That was the biggest concern.
- fixed : When the vision is restricted, particles spawned by the avatar's attachments (such as leashes) are now rendered correctly. That was the other biggest concern.
- fixed : Impostors near clip range was too far and would make it impossible to zoom up-close to a silhouette.
- fixed : When zooming up close to a prim, the camera could move out of the vision spheres.
- fixed : When under @shownames, we could still see an avatar's name if it was talking through an attachment that impersonated its name (like a gag).
- fixed : @acceptpermission did not work for avatars whose last name was "Resident".
As usual, you can grab the viewer here :
www.erestraint.com/realrestraint

And the MD5 hash for the Windows executable is :
d8ce6fb12ae0111aae57e17a68b27a1c

Have fun !
Marine

RLV 2.9.6.1

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Ha ! You didn't expect another one so soon, did you ?

You did ?

Alright, well it does happen often, that after a big version (or at least a version on which a lot of work has been done), a few bugs are introduced and need some fixing right away. It does drive Kittin mad, I know it. Poor girl.

Anyway, here is the latest version of the RLV, with some bug fixes that were overdue !

Look for yourself :

- changed : When forced to sit somewhere, allow to do it even when @sittp is active, to let traps re-capture the avatar after a relog. This was supposed to be introduced in 2.9.5, but a revert of the code I made after a totally different test completely wiped this fix, so here it is again.
- fixed : Selected faces were not rendered with their overlay when blindfolded (this was due to an older fix that did no longer have a purpose).
- fixed : When changing the draw render limit, visually update all the objects around.
- fixed : Hide fully transparent, non-phantom prims in-world when the vision is restricted.
- fixed : Remove the color of all the faces of all the objects in-world when @camtextures is active. Yes, I finally figured out how to do that after much research !
- fixed : In-world objects that are 100% transparent did not render even when "Highlight Transparent" was on, restricted vision or not. Now when the vision is not restricted, they appear normally again.
- fixed : Difficulties playing movies on media prims in 2.9.6.

I'm particularly glad that @camtextures can hide the color of the prims as well as their textures, at last. That part really bothered me.

As usual, you can grab the viewer here :
www.erestraint.com/realrestraint

And the MD5 hash for the Windows executable is :
eb9d678c81ed07b55cd98b418264874c

Have fun !
Marine 

RR Tutorial : Anim plugin v3

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Hello there,

Please note : I have made significant changes to the Anim plugin, so the tutorial needed to be updated as well. This is the new version, you can find the old version of this tutorial here and here.

This is a tutorial meant to show you how to use the new Anim plugin, that is meant to replace the old ForceAnim script. Although the plugin is complex, its use is simple and very close to what you are already used to : controlling your own Animation Overrider.

Until now, my restraints were providing at most 6 animations per product, and sometimes it would feel a bit cramped in there. For example, many people have been asking for a Kneel animation in the Vixen cuffs, but tough luck, there was no room for it.

Moreso, one would have liked to be able to lie down or sit down while standing straight with her legs tied, and couldn't because it was another lock, and so on. Or her hands would clip through her butt because her AO would make her stand in a way that her chest perks forward and her butt perks back (I don't know about yours, but mine does that).

Enough of that ! After months of working on my stuff, I have turned nearly all my restraints into the equivalent of an Animation Overrider, by replacing the old ForceAnim script with the new Anim plugin, giving you, the user, the ability to control it easily and make your bondage more enjoyable, life-like and sexy !

I won't write long pages of explanation... I am simply going to give you an example and show you enough to make you want to experiment !





The basics

I am now wearing my Siren ropes, which contain this new "Anim" plugin. I click on the arms ropes (remember, they are invisible while untied, so I need to press Ctrl-Alt-T to see them) :



Here is the menu I get :




I go to "Plugins...", "Anim...", and here is what I see :





Now, this menu is useless right now, because my ropes are not tied yet. But it will be filled with animations once I'm put into a proper tie, and this is what will allow me to select exactly the animation I want. But you know what ? I'm not going to use this menu much, unless there are a lot of animations and I know exactly the name of the one I want. Usually, I will use a HUD instead, and that HUD is included in the box of every RealRestraint product that ties either your arms or your legs. Its name is "RR Anim HUD (top left)".

 Don't try to wear several of them at the same time, the new one would kick the old one off. You only need one HUD anyway, that HUD allows you to control your pose while in bondage.

 So I wear this item and here is what it looks like :


Now, what are all those buttons ? What do they do ? There is only one way to know ! I tie myself up in the arms ropes with the "Arms tight" button.
Nothing new here, I'm tied up. The ropes play an animation for my arms, and whatever I do I can't stop it.



Let's see what this AO can do. I press the upper right arrow on the HUD... and my arms move up a little ! One more press, they move further up, and up, up, up...




Ok this is a bit much, but can be useful when tied into a strappado, like this :




I keep pressing that button, and eventually my arms are folded behind my back, making it easier for... uh... spankings...




Ok, that's all for the arms. I didn't show much, but that's good enough for an introduction. Now let's switch to the legs.

Same thing, I click on them and I get this :



Let's try "Hobble" :



Teehee. That looks embarrassing. I can walk around, or rather hobble around, but how about clicking on that yellow arrow again ? I do it and... darn, it moves my arms only, not my legs. How can I control my legs with that HUD ? It seems to only control the arms !

Easy, by clicking on the big hand icon at the top of the HUD :

And when I click on it, it becomes...


It doesn't take a genius to understand what this means. This icon indicates what the HUD currently controls : the arms restraints or the legs restraints. If I click again, it goes back to the hand icon.



Now, I click on the right yellow arrow of the lower HUD, and this happens :




I'm standing straight now.

I click again :



Leaning forward a bit.

And again :



And a few more times :





I keep clicking, getting variations of those poses (sitting right, sitting straight...). Eventually I come back to the first pose.

Whew ! This exercise made me sweaty ! I better get some rest... here, this wall will be perfect.



Hehe. All I did was stand back to the wall, and choose the last pose, which is the same as the 1st one but leaning back a bit. I always wanted to be able to use the environment to make my bondage more interesting and life-like. I can also do that while sitting on the ground, with my legs straight or knees a bit flexed.


Now, depending on the pose I'm in, my walk changes as well to accommodate. If I'm standing, I will hobble. If my legs are tied tightly together, I will hop. If I'm sitting or kneeling, I will scoot on my butt. If I'm laying, I will crawl. And so on. This makes it look so much more natural !






Sitting down in bondage

Alright, let's rest a bit more, these heels are killing me. I'd like to find a prim to sit on. What do you mean I can't sit down because my legs are tied ? Pfft. That was before !

I hobble my way to a comfy-looking plywood prim...



... and I sit on it.



What the hell ? I look like I'm standing with my legs going through the cube and even the ground... What can I do ?

Easy. The HUD allows me to actually tweak the sitting pose in many ways so that I am practically sure to find one suited for my current position. So I do this, I click on the upper right arrow  of the lower HUD (the one for the legs) until I am satisfied with the sitting pose :

 



There, my legs are still tied the way they were, but they are folded now. I can use the arrows to choose the pose, and that's where the new version of the Anim plugin really shines. I have optimized it so it can handle many more animations, in particular many sitting poses. I had always been bothered by the fact that you had to have your legs restraints unlocked when sitting on an object that plays an animation (a rack, a chair, a bed...). It would totally kill the feeling of helplessness. This was due to a SL limitation with animations. That limitation still exists of course, but I have overcome it by making many variations of the base poses, this allows you to sit almost anywhere while still being bound. You don't believe me ? Let's take a look.

First I need to find a bed or a couch... Damn, there is none around here, since this place is made for working, I have overlooked its furnishing. Sorry ! It's okay, let me teleport to another place...



There we go. This is a playroom of mine I go to often, it is filled to the brim with top-of-the-line stuff. Here I will be able to show you what I mean by "being able to sit almost anywhere".

Let's see here... "Exec Chair  v1.20.1 - LP" by Misao Nakamura. Comfy, good animations, and wicked. We'll start easy.



I sit on it...



Not really impressive so far, my legs are clipping through the seat... I click on the upper right arrow :




There is a little improvement, my knees are bent slightly. Still clipping, though. I click again :




Oookaaay... This is going to take a while. I click again. And again, and again and again and again until my thighs finally move. For this particular tie, it actually takes 6 more clicks.



Interesting, now my thighs are correctly placed, but my knees are straight again. Maybe if I keep clicking on the right arrow, I'll find a pose that suits me...

!




This is the 15th pose. Whew ! It took a while but I finally found a pose for my legs that goes well with that chair.


Oh, I know what you're thinking. That's WAY too many clicks, and I agree with you. But worry not, the HUD will help you there.

Have you noticed how many arrows this HUD has ? Until now I have clicked only on the upper right arrow, now is the time to explain what the others do.

   
Obviously, if the upper right arrow takes me to the next animation in the list, the left one takes me to the previous one. And if I click on the left arrow while I'm on the first pose, or on the right arrow while I'm on the last pose, it wraps around, so far so good.

   
The two double arrows on the second row take me 2 steps further or 2 steps back (once again wrapping when necessary).

   
Likewise, the two triple arrows on the third row take me 3 poses forward or backward, wrapping around when needed as well.

   

The two curvy arrows on the fourth row are very useful in every situation, they jump to the next "group" of animations, or to the first animation of the current one, or to first animation of the previous group if you are already on the first one of the current group.

   

The last two arrows on the fifth row are equally useful. The left one brings you back to the first pose immediately, while the right one brings you to the first pose of the second half of the list (if there are 20 poses in the current lock, that means the 11th one). Why not to the last one ? Because that would be of little use since you can reach it just by going to the first one then clicking on the left arrow. The first pose of the second half of the list is as far of the first pose as you get, in both directions, so that's the jump that would save you the most clicks.


Finally, you can select the pose directly by clicking on the Menu button, which brings this menu when tied up :


Each number is a pose, you can go to the first page, to the next page, or two pages ahead, or back, or to the first page of the second part of the list by clicking on "Halfway". For example, if there are 8 pages, it brings you to page 5. Like the button, "Halfway" brings you as far of the first page as possible (since the arrows wrap around, so the 6th page is actually closer to the first one on a 8-page list than the 5th one, because you can wrap back).

The name of the poses may be cryptic... Let me explain some of the syntax quickly.

Firstly, if the name begins with a dot ("."), then the pose is part of a group and will be jumped over by the "next group" and "previous group" buttons of the HUD.

The first two letters usually stand for the lock the pose is used in :

- "TT" for "Tight"
- "HL" for "Hobble"
- "HB for "Hands Back"
- "HG" for "Hogtie"

- etc

 The following part is what the pose is about :

- "Kh" for "Kneel high"
- "Km" for "Kneel medium"
- "Kn" for "Kneel" (low)
- "Kb" for "Kneel bundle"
- "Sd" for "Stand"
- "Si" for "Sit"
- The "w" part means "wall"

The following letter, if any ("B", "C", "D"...) stands for the variation. Usually "L" for "Left" and "R" for "Right".

Lastly, the number is the offset to apply, when the pose is not standing.


Confused about the groups ? Let me illustrate all this with an example and you'll understand. While I was sitting and playing with the arrows, you noticed that my knees were moved first, and then my thighs. My knees moved back 8 times, then my thighs moved back once, then I could move my knees back 8 times again before my thighs would move again, and so on. This is where "groups" are useful : every position for my thighs is a "group", containing all the possible angles for my knees. In other words, "jumping to the next group" simply means moving my thighs once, putting my knees into the straight position again. Let me show you. Groups apply not only to sitting poses but also to standing ones, both for the arms and the legs. They are simply a way to organize the animations better. For example, if I'm standing with my legs tied, the next group would bring me to my knees, then down to sitting on my butt. That's two clicks, whereas I've been actually going over 8 or 9 poses. But back to our example.

Right now I'm sitting corrrectly, but what if I want my thighs higher and my knees folded, like curved in a ball on the chair ? Easy, I click on the right curvy arrow 3 times to put my thighs high in the air, close to my chest :

       

Then twice on the 3-step right arrow to bend the knees close to the thighs :

   

Then once on the upper right arrow :


 

Bingo ! I'm now sitting curled on my chair exactly like I wanted !

I actually took the long way to show you how it all works, but let's do it again my way now. I click on the left button of the 4th row, the one that looks like an arrow pointing to the left with a bar on its left :


 

 Back to the first pose, with my legs straight and clipping through.

I click on the "previous group" button, which moves my legs back (it is useful in some situations, for example when you are lying on your belly but your pelvis is rotated up, making your legs poke through the furniture).



Now I click on the "previous pose" button to go to the last pose of the previous group, since the "previous group" button I just pressed took me to the first pose of the last group in the list (you may want to read that sentence twice, I know it is a little complex).

Tadaa ! I'm back to the pose I wanted, in only two clicks this time ! Three if you count the "go back to first pose" click.



Oh ! I was all about ajusting my legs, but what about my arms ? You know what ? Same solution. Except the arms have much fewer poses than the legs when it comes to sitting, but they are organized in groups too. So I simply switch back to the arms by clicking on the big foot button, then I click on the "first pose" button, then back twice, and I'm good.

       





If you really want to know what those curious names are all about in the legs restraints ("tAA", ".tCB", ".tDD" etc), here is an explanation.

The "t" stands for "tight", which means "legs tied together". In the case of Hobble, some poses begin with "w", which means "wide".

The second letter indicates the angle of the thighs :
- "A" is straight
- "B" means "30° forward"
- "C" means "60° forward"
- "D" means "90° forward" (straight angle)
- "E" means "120° forward"
- "F" means "150° forward"
- "Z" means "30° back"

The third letter indicates the angle of the shins relative to the thighs, with the exact same values (except there is no "Z" because that would look weird).

The dot at the beginning of some (but not all) animations means "part of a group", which means those animations will be "jumped over" by the and buttons. In the case of the sitting poses, every pose which last letter is not "A" (shins aligned straight with the thighs) is part of a group. This is why pressing on one of those buttons will move the thighs.

Knowing this will help you find the right pose you want by using the menu of the Anim Plugin itself directly.


Now, let me demonstrate a few more situations. I won't go into detail again, you have understood the principle already. I will only tell you the buttons I press, and the result I obtain, to show that you can actually sit anywhere without ever having to be unbound.


This chair is comfy, but no way I'm going to work on my computer right now, not in that bondage ! I'll take a rest instead.

I choose the "Slouch" sit pose of this chair (that's an animation contained in the chair, not in the ropes), I make sure my HUD commands the legs by pressing the hand button to switch to a foot if needed, then I press , and my legs are straight again. Now I press         then , and I'm in a pose that looks good in five clicks :



Oh and my arms are clipping through the armchair now. No problem, I click on the foot icon to go back to controlling the hands, then , and they're out of the way.




Enough slouching in the chair now, I need to show you more !

I stand up, and immediately I find myself bending over... This is normal, I went so far into the sitting poses that, because of the synchronization, I went beyond the number of standing poses available, so it chose the last one. I click on to correct that. Same for the arms, and I'm back to normal in three clicks.

Now, I want to use the bed on the other side of the room. There are a few poses that are very interesting for the matter at hand. Let's begin with the pose named "Petition", which I believe is a prayer :



I tie myself up again, press for both the arms and legs to put myself in the first pose :



I select the legs, then I click             , then and bingo, I am now kneeling down again but in proper bondage this time :




One more example now, there is a piece of BDSM equipment named "BH  bondage hook RLV" by Britt Halberstam on the wall over there, and it has an interesting spanking position. Of course it is meant to show you bound with your legs straight and your arms in a strappado natively, but what if I want MY ropes to do the job instead ? Let's find out how.

First I tie my legs in the "Tight" pose instead of "Hobble", for the sake of the demonstration, and I press on both my arms and legs.



I activate the hook I hop to the poseball and I sit on it :



I look like I'm floating in the air, and my ropes are connected to the hook. Gracious, but... not really what I expected. Let's get on with that strappado already !

I click and  on the arms to move them almost all the way up, and then I press     on the legs to move them all the way down. There ! Now I'm standing in a strappado !



I could also flex my legs a little, for example by clicking on , and then  once or twice :



It's all a matter of preference.


One last example ? Ok, a real quickie then. Did you notice that small cage earlier ? "serious small steel cage" by Vincent Weigler. I'll go curl down in it, and you'll see the ropes can withstand even that kind of situation.



This is the original position.

I click on both the arms and the legs, I click on once for the legs and then on once and I'm curled up. All I need to do is to adjust my arms by clicking on  once and that's it ! I might need to adjust my height a little with my Z slider, but nothing more.




If you wonder how to remember all those combinations to find the quickest route, don't worry, it comes naturally with a little practice.


I have shown you only the Hobble and Tight sits, but there are more. The Frogtie, for example, while simpler, is more flexible. One of its sits actually leaves the thighs free and only freezes the knees, so your upper legs still move in the position imposed by the furniture you sit on. This leaves you a lot of room for example for, umm, sex. The other sits in Frogtie allow you to curl in a ball but also to sit in scissors and such.



The ability of this Anim plugin to handle so many animations is the reason why the "on/off" and the "sit override" buttons have disappeared in this version. It had always bothered me that we were able to simply deactivate the current animation to be able to sit correctly, leaving the restraints in a strange state. Visible, but inactive. It looked weird and broke the mood. It was necessary though, because the older version did not have so many sitting animations, and its Autorefresh was simply broken so we needed a way to deactivate one restraint if we wore several restraints of the same type at the same time (like cuffs in a binder for example, or ankle cuffs with legs straps).

Now, with enough sitting animations to satisfy nearly all your needs and the Autorefresh feature being repaired, those buttons are not necessary anymore and are removed.

When you wear several restraints of the same type (several legs restraints or several arms restraints), a good idea is to turn Autorefresh off (on the main menu of the restraint, click on "More..." then "Autoref") on all the restraints of the same type but one. This prevents the restraints from fighting each other for the animations and for the movement. For example, you can wear both the legs straps and the Vixen legs cuffs, have the Vixen cuffs in "Taut" and the legs straps in "Hobble", but you want the Hobble to take priority. No problem, click on the Vixen legs cuffs and turn Autorefresh off. Now when you walk you will hobble and there will be no conflict.





Adjusting the height automatically


Another new feature for the plugin is its ability to automatically adjust your height, thanks to Henri Beauchamp's work on the "@adjustheight" command in the RLV some time ago. I am rather tall, and when I design animations I do it with my shape (I'm not only against alts, I'm also against changing shape all the time... what can I say), which means that if you are significantly smaller than me you will sink into the ground if you are in a hogtie, for example, unless you wear high heels. very, very high heels in some cases. Naturally, given the number of animations I cannot make several variations of the same animation depending on your shape. Some content creators do that, but I don't, too much work. There are over 300 animations in these ropes so I won't even consider that option.

The obvious solution is to let you tweak your height yourself thanks to your Z slider (many Third Party Viewers have one, including the RLV where it is directly at hand, but for some reason Firestorm does not, at the time of this writing), but that's tedious since you would have to do that every time you change your pose.

So the solution is to make the plugin tweak it for you automatically. It doesn't even require any input on your part. If the plugin detects you are using the RLV, and if the animation is meant to change your height, then it will adjust so you are as close to the ground as possible. It also takes the height of your shoes into account so high heels will not give the same offset than flatties. The offset also changes every time the animation changes, which means it changes when you start moving and changes back when you stop. Finally, it is set back to zero once you're untied or switch to an animation that does not trigger the automatic offset feature such as standing animations.

It works pretty well but is not perfect, and it is not meant to decide for you the height that you prefer. So you have a way to add a custom modifier yourself, that will be applied every time the plugin changes your offset.


Enough talk, let's illustrate :

I am currently in the "Tight" tie, standing, and my Z offset is zero.



Since I am standing, my height does not matter when it comes to making my feet touch the floor. SL calculates it automatically, so the Z offset can stay at zero (and will).

But what if I sat down ? Depending on my height, I would either sink into the ground or hover above it, but there is little chance I would be perfectly level. Well in my personal case, with my shape, I would, but only because this is the shape I used to make those animations in the first place. Anybody else would sink or hover, and that's where the auto adjust feature comes in handy.



To illustrate the height problem, I will now wear high heels without moving (the adjustment occurs only when the animation changes).



Since the plugin did not notice I changed height, and I am higher because of the heels, I am now floating in the air because my Z offset is still at zero. Let's move a little so the plugin notices the change and adjusts :




The plugin has corrected my height by -0.09 now. That's good, but not good enough to my taste because I'm still a little too high above the ground. Like I said above, the process is not perfect so it also takes your preference into account. Personally, I found out that I like it 0.05 to 0.07 units lower than zero, usually. To do that, I simply click on the "Offset" button of my Anim HUD : , and it gives me this menu :



This menu is quite simple. It lets you specify your modifier, save it in case you want to use another one for a bit, set it back to zero and also activate or deactivate the whole adjusting (because you might simply not want to let the plugin play with your Z offset at all, who knows). I set it to -0.05 :



Et voila ! Back on the floor ! Notice how the Z offset has changed now, taking my modifier into account : -0.14 is equal to the former -0.09 plus my modifier of -0.05.





To finish, you might have noticed that the HUD is surrounded by a darker area (it's faint, you may want to look at it over a light background). If you click on it, the HUD will get out of the view but a part of the dark area is still visible. Click on it again, and it comes back. Exactly like the Riding Reins HUD.


This pretty much covers it all. Sorry for the long winded tutorial but there was a LOT to explain.

Have fun !

Marine



PS : For this tutorial, I am wearing two outfits from Graves. The bottom is from the Bare outfit, the top is from the Resistance outfit. The heels and mesh feet are from Skifija.

RLV 2.9.6.2

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Hi there,

Seems some people have found ways to "cheat" through blindfolds (well not exactly cheat, they couldn't see clearly, but some tricks allowed them to get clues about their environment that they weren't supposed to get), so more work was required on the RLV. Here is the latest version with the fixes to these loopholes !

- fixed : Semi-transparent attachments worn by other avatars would show through the vision spheres if they had materials. Now they are rendered only when close enough, like particles.
- fixed : Editing and highlighting objects could make them render through the vision spheres, now there is no highlighting anymore when the vision is restricted (but you can still edit stuff, just... less easily).
- fixed : Removed a loophole that could allow the user to edit an object even when @edit was active, under some very specific conditions.
- fixed : When the vision is restricted, don't let the user capture the depth buffer on snapshots.
- fixed : The viewer was slowed down by some unnecessary object updates when receiving or removing restrictions (it was noticeable when receiving bursts of RLV commands), even those that had nothing to do with vision restrictions.

As usual, you can grab the viewer here :
www.erestraint.com/realrestraint

And the MD5 hash for the Windows executable is :
aaa2eb4a2e5ef2be1519c16d4cccd5cf

Have fun !
Marine 

RLV 2.9.6.4

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Hiya !

I promise I am not doing this on purpose ! But the camera and vision restriction features are being banged at hard, and as a results, lots of rendering bugs are found and need fixing asap... that's why I am constantly releasing bug fixes. I hope the flow will slow down because I really have other things to do, and you probably have better things to do than to constantly update your RLV as well, right ?

One thing I like in this version is the way the silhouettes are rendered. At last I finally found how to make them look like silhouettes, instead of like half-rezzed dark avatars. The initial plan was to render silhouettes like muted avatars in forward rendering (aka ALM off) :  flat and grey, but with attachments. The purpose being having someone very close to you but only guessing what they are doing, and who they are.

Anyway, here is the change list :

- fixed : Hovertexts on HUDs were hidden when the vision was restricted (a consequence of the changes in 2.9.6.3).
- fixed : Unrigged alpha attachments were visible through the vision spheres (I didn't know since my blindfolds also enforce avatar silhouettes, so attachments didn't show anyway).
- fixed : Show point at was still visible when the vision was restricted.
- changed : Silhouettes are now really silhouettes, with the attachments and all, but no details. For some reason, opaque unrigged mesh attachments do not show on silhouettes, but they do not show on regular impostors either (which the silhouettes are implemented from).

As usual, you can grab the viewer here :
www.erestraint.com/realrestraint

And the MD5 hash for the Windows executable is :
2318510fe9734881593e7af84b43e51c

Have fun !
Marine 

RLV 2.9.6.5

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Hi !

Yes, more bugs, more fixes ! I'm trying to stay on top of it. Hopefully one day the new vision features of the RLV will be totally under control. Hehe.

Here is what has changed, you'll  notice not everything is about vision and blindfolds :

- fixed : Impostors were not always rendered even under @camavdist. The reason for that was the viewer needed fully rendered and textured avatars to make silhouettes, but textures are not actually needed. It should work much better now.
- fixed : Alpha blended textures on rigged mesh attachments without materials (such as rigged hair) would render through the vision spheres.
- fixed : Hide the selection particle beam of other avatars when the vision is restricted.
- fixed : Hide cross sections and grids when editing an object while the vision is restricted.
- fixed : When standing up, TP back to the last location if we were under @standtp at the time we sat down. Even if the restriction has been lifted in the meantime. This is good for cells that check the captive's presence by their world coordinates.
- fixed : @standtp should be consistent over relogs now.

As usual, you can grab the viewer here :
www.erestraint.com/realrestraint

And the MD5 hash for the Windows executable is :
2318510fe9734881593e7af84b43e51c

Have fun !
Marine 

RLV 2.9.6.6

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Hi !

Big oops in the last release : one would still TP right back into a cell even after having been released from it. Plus, after discussing with Henri, the new way of handling @standtp wasn't really API-compliant... If I don't respect my own spec 100%, then who will ?

Just for your info, here are the two ways of handling @standtp in the code :

- The old way (as specified in the API) : if you sit down, the viewer retains your last standing location, and when you stand up it TPs you back there if @standtp is active. Problem is, if you sit down outside of a cell that was restricting you and that decides to release you because your position is outside its zone, then @standtp is no longer active when you stand up and you're free. But that's the problem of the cell, rather than the problem of the RLV.

- The new way (not really API-compliant, and maybe could cause issues for RLV relays with safewords) : if you sit down and @standtp is active, then it retains your last standing location. When you stand up, it TPs you back to that location whether @standtp is active or not, provided that this location is not zero. Works well to fix that possible loophole described above, but what about RLV relays that use safewords ? And what about the API itself, which explains that @standtp must be active for you to TP back to your spot ? After all, with this solution, even after a @clear (so you're completely free of all RLV restrictions), you're still somewhat subjected to a "ghost" RLV restriction without knowing it. In short, this way of doing things creates more problems than it solves.

All this to say, here is the latest version of the viewer that switches back to the old solution, while keeping @standtp consistent over relogs (if you sit down outside a cell and log off, when you log back on it will TP you back to your cell), and with the bug fix I mentioned in the first paragraph of this post :

 - fixed : When @standtp is lifted, no longer TP back to the last location after standing up (wherever we may be).
- changed (again) : Switched back to the old way of handling @standtp (as in, 2.9.6.4 and before), except that it is still consistent over relogs. I switched back because the ex-new way was not really API-compliant and might have been problematic for RLV relays with safeword features.

As usual, you can grab the viewer here :
www.erestraint.com/realrestraint

And the MD5 hash for the Windows executable is :
232b806ac7a9ed710fddc7f55bcace8a

Have fun !
Marine 

RLV 2.9.6.7

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Hi there,

Here is a new version of the RLV with a few bug fixes and workarounds. Nothing fancy, but useful when we stumble on edge cases such as filling up the attachment slots and TPing while forced into Mouselook.

See for yourself :

- added : A shortcut to force every object around to be "refreshed", as if they just appeared for the viewer. This is especially useful when blindfolded and attachments worn by other avatars are not visible (because they are semi-transparent and that's hidden beyond the vision spheres) and were not refreshed automatically. The current shortcut is Ctrl+Alt+Shift+V, the command is Me / Movement / Refresh visibility of objects.

- fixed : When attaching a folder with "add to outfit", we now check that we are not going over the attachment limit. If we are, the viewer will remove all the attachment in excess before it makes a mess out of the Current Outfit folder next time we relog.

- fixed : We could edit uneditable objects with a little trick on the user interface (thanks Mo Noel for the heads-up).

- fixed : Mouselook was screwed after teleporting, we had to press Ctrl+Alt+M to fix it.

- fixed : Name tags were disappearing when forced into Mouselook.


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

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

And the MD5 hash for the executable is :
2f8497a41f0e40e1ee4db8297c5b7cab


Have fun !
Marine

RealRestraint update to v1.27

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Hi !

There is a new version available for all the RealRestraint products !

The key highlights of this update are the ability for the sub to change the color of her restraints even when locked, tighter blindfolds, a game mode to allow for fast struggling (for escape contests between tied up subs) and the ability to prevent editing a set of restraints once locked.

If your product is v1.24 or below, you will only have the option to replace it. This is because the number of changes that occurred during v1.24 and v1.25 is so big that there is no guarantee a soft update will still work. Sorry for the inconvenience.

If the version of your product is 1.25 or 1.26, I recommend you replace it, but you do not have to. A simple Update should let you benefit from almost all the new features. Between 1.26 and 1.27, there are only a few reasons you may want to replace your product :

- To benefit fully from the new "Editable" button on the main menu (see below). It will work if you don't replace, but the secondary items of your product will not be rendered uneditable when you uncheck "Editable", only the root item.
- To get the new version of the ring gag strap of the Deluxe Gag, that is the same strap but cut in two parts to allow for easier adjusting.
- To have the chain conflict fixed on the Vixen cuffs when locked in "Sit spread" and "Hands collar" at the same time, you need to replace the arms cuffs.
- To have your body harness more difficult to struggle out from.
- To have your blindfolds easier to struggle out from.
- To get the new Leash Anywhere HUD (but it is also included in the update folder so you don't really have to).
- To get the Siren crotchrope vibrator fixed.


* All restraints :
- Added a "Game mode" button in the "Special" menu to allow for interesting struggling contests. It is deactivated by default but when you activate it, the sub recovers her energy much faster than in real mode. She should be able to struggle out in less than half an hour if she's good. Game mode is deactivated as soon as the restraint is locked, so you have to set it manually after locking it. That way, you don't let a sub struggle out and forget that she was in game mode the next time you lock her up.
- Added an "Editable" button in the "Special" menu to allow you to prevent the sub from editing the whole set of restraints. RLV is required for this one of course. This should prevent her from hiding a collar, for example, if you want her to have it shown at all times !
- When the key is on and no timer is set, the sub is able to call the menu up with /77 whether it is allowed or not. This should stop letting people get stuck in restraints with /77 off and no touch, while having their own keys. (*)
- Changed the access scheme to all the color and texture customization plugins (HarnessTex, BinderTex, VixenTex, SirenTex and many others) to "wearer AND keyholder, even when locked". A lot of people like to wear their restraints as fashion elements, not only as restraints, and they like to customize the color after being locked as well. It is less realistic (when you're restrained in hemp ropes, you should not be magically able to switch to camo ropes without someone re-tying you up entirely), but a lot nicer to the sub. One of the perks of being a sub in SL, you can look pretty even when tied up !

* Gags in general :
- Now emotes are redirected to the same channel as the chat, and controlled entirely by the gag, instead of letting the RLV cut the emote short itself.
- Changed the way the "Emote" button works : it can now restrict lightly, heavily or completely suppress emotes. The heavier the restriction, the shorter the emotes. If the emotes are throttled too much, the sub will randomly whine, huff, gasp, moan etc instead of emoting. The specifics are 4 characters per second (200 characters max per emote) in the light restriction, and 1 character per second (50 characters max per emote) in the heavy restriction. Please don't restrict the emotes of a para-RPer (someone who likes to type whole paragraphs when emoting), unless you want to make them explode !

* Blindfolds in general :
- Made @camavdist (the distance from where avatars are rendered as silhouettes in RLV 2.9) farther than the black vision spheres, effectively removing silhouettes. The rendering of silhouettes is not appropriate for looking at them up-close.
- Made the vision much darker on the lower locks ("Blurry" to "Thin"), and opaque on the higher locks ("Medium" to "Opaque", RLV 2.9 only). It was too easy to set the screen really bright (with or without gamma adjustment), effectively negating the effects of "Blurry" to "Thin" blindfolds. You could even see through "Thick" pretty well. It should be much more challenging now, and every lock should have an interest.
- Made them easier to struggle out from. Usually blindfolds are locked pretty tight and that makes them much harder to struggle out from than the rest of the restraints, but blindfolds are usually just a piece of fabric wrapped around the head. In RL, struggling out of a normal blindfold is trivial, unless it is a piece of fetish equipment with straps everywhere, or integrated in a hood. (*)

* Deluxe Gag :
- Separated the ring strap (the one that appears when you are gagged with a ring) in two parts, to allow for an easier adjusting (*). Please note that since it changes the number of prims, it won't be possible to save and load your times between the old version and the new one. I'm sorry.

* Leash anywhere HUD :
- There was a problem when trying to target a prim located inside a concave mesh object. Now the HUD targets the smallest object it finds on its path, among the 3 closest ones. The fix is not ideal, there may still be cases when it misses the prim you want to leash to, but it generally gives much better results than before. Using the ray cast LSL function inside a concave mesh object is problematic anyway, it is even said so in the wiki.

* Leash plugin :
- Replaced the "70 cm" button by a "-1 m" button, to allow you to choose more precisely the length of the leash without having to add a second page to the menu. If you choose a one meter long leash and click on "-1 m", it shortens it to 70 cm, which is the minimum.

* Vixen cuffs :
- Being locked in "Sit spread" on the legs and "Hands collar" on the arms would conflict for the chain going to the collar. (*)

* Elegance legs :- Removed the "Color this" plugin, which serves no purpose whatsoever in these restraints (it is supposed to be used only in the Serious Shackles and Ballgag). (*)

* Elegance arms :
- Added an intermediary "H+E back Ca" pose between "H+E back C" and "H+E back D". (*)

* Police handcuffs with elbows plugin :
- Added an intermediary "H+E back Ba" pose between "H+E back B" and "H+E back C". (*)

* Body harness :
- Made it much harder to struggle out from. It should be on par with collars now. (*)

* Siren ropes :
- Fixed the crotchrope vibrator rope that would not change color or texture with the rest. This implied a change in both the crotchrope and the vibrator objects. (*)


  (*) Replacement required to benefit from this feature.


You can find an updater at the following places in-world :

My little shop

The Little Shop of Kink

Roper's Dark Playground


Chorazin's main store



Have fun !

Marine

RLV 2.9.6.8

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Hiya !

I thought about a nice thing to have, and that's the ability to move the vision spheres (the black spheres that hide the world when your vision is restricted) from the head to another extremity of your body, at will. It makes sense, since when you are blindfolded, the camera features help giving you a "feel" of what's around you. So it also makes sense that you can "feel" what's around you with other parts of your body than just your head : your pelvis, your hands and your feet.

There is now a new "Focus" sub-menu under the RLV menu. It does nothing visible if you are not blindfolded, but if you are, it helps you, for example, see the ground you are standing on. It also helps if you are sitting on an object that puts you into an animation that would hide too much of your surroundings if you could "feel" the world only from your eyes.

Now of course, it would have made more sense to hide all the world except what's at a certain distance of your skin. Problem is, it is waaaay beyond my skills, so it has to be spheres. Any shape more complex than that is right out. I also heard that I could draw several spheres, one around every extremity. Well for one it is more than one sphere, it is a bunch of spheres all centered around the same joint, and for two they do not work that way anyway. They let the world be drawn first and then they hide most of it. Adding more spheres would only hide more of the world (and I'm not even talking about blending them between each other when they are only half-transparent). So I took the easier route and you can now shift your focus to other parts of your body. Besides, this is how it works in real life : you can shift your conscience to your hand, your foot, your elbow, or wherever you want on your body.


But enough rambling, here are the new features :

- added : A new menu under RLV to change the body joint where the vision spheres (the black spheres) are rendered, and around which the camera is restricted, instead of just the head. You can now "see" the world around any of your body extremities (head, pelvis, hands and feet). There is also a shortcut for each one of them : ctrl+alt+shift+U/J/I/O/K/L. The focus point is defaulted to the head when we are in Mouselook, though.
- changed : Allow to see the body attachments that have alpha textures from a little further away. We now take into account the size of the attachment instead of just its position. It's not perfect but it works well.
- changed : Objects with an empty name now show as such on the chat, like it used to be the case. It had been replaced with "(Unnamed)" for some time now, breaking some content in-world.


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

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

And the MD5 hash for the executable is :
0564fd8cab454857a6d278fabe55680b


Have fun !
Marine

Update to the Treadmill and the Mousewheel

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Hi !

There is an update available for the Treadmill and the Mousewheel :

- The zapper would interfere with someone else's zapper when too close (one would zap, the other would show electricity)
- The zapper animations were too high priority and would override some restraints

Simply click on your product, go to Maintenance, then press "New Version ?" to get your new version.

Have fun !
Marine

RLV 2.9.6.9

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Hi !

Here is a new version of the RLV with a couple bug fixes, that were nagging at me for some time now. I'm sure it will please those of you who like to play with outfits directly in the inventory !

- fixed : Reinstated the "Replace Current Outfit" menu item in the inventory. It was working in the Appearance window but I totally forgot to fix it in the inventory at that time.

- fixed : Force Basic Shaders on when the vision is restricted. However, older Intel integrated video cards tend to crash when Basic Shaders are activated, so we force them on only when the GL version is 3 or above, or when the video card is not an Intel, to avoid crashing the viewer.

- fixed : Allow to wear anything when we are still a cloud (this should curb those errors when an object locks the outfit of the avatar before said outfit has been rezzed, during login).


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

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

And the MD5 hash for the executable is :
5d19822f77d2289e98025c6763702dde


Have fun !
Marine

A word about avatar Z offset

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Hi !

Lately Linden Lab has been working at adding a new feature to the official SL viewer : "Avatar Hover Z Offset". Or Z-offset as I find more convenient to call it.

You may be thinking "hold on, this has been in the third party viewers for ages !" and you'd be right... and wrong at the same time. Let me explain.

A few years ago, I spotted a feature that was called "avatar Z offset" in the Phoenix viewer and thought "now that is a good idea", and included it in the RLV as an enhancement, under the form of a simple slider in the navigation bar. The idea was to be able to adjust the altitude of the avatar so we'd stop hovering above the floor or sinking into it when being animated (either by attachments or by objects in-world). It was called an offset but internally, what that slider was doing was increasing the height of the bounding box of the avatar from its center. As a result, visually, when you increased the height by X, your avatar seemed to move up by X/2. It was a height increase, but in the user's point of view, it was an offset, hence the name.

It didn't take long for Henri Beauchamp to want to include that kind of feature into the RLV API so that scripts could change the offset (well height, but I'll call it offset from now on, please pardon the technical shorthand) automatically. It was very handy. The RLV command "@adjustheight" was born.

Problem is, the Z offset was nothing more than a hack, a side-effect of the rendering, initially a debug feature. LL certainly regarded it that way.

So when Linden Lab came up with the Server Side Appearance feature, the avatar Z offset one was broken completely. The old way to handle the Z offset was not compatible with the new way the avatar appearance was calculated (server-side as opposed to viewer-side in the past), and there was nothing we could do. Nyx Linden, in his free time, implemented a feature that was looking like what we had before, but in less practical : the Hover value in the avatar shape. Thank you again for that, Nyx.

This was not ideal, but it saved the feature, more or less. Henri Beauchamp came up with a way to link the @adjustheight RLV command to the new Hover slider, on the condition that the shape be modifiable, of course, and with some bizarre calculations (due to a bug that was applying the offset twice), we had something that was working more or less well. He spent a lot of time on it, and I spent a lot of time to adapt it to my RLV as well, optimizing it and trying to make it as painless as possible. It was almost as usable as the old "avatar Z offset". Thank you again for that too, Henri.

Henri never stopped nagging LL to include a proper way of modifying the altitude of the avatar, the Z offset, instead of having to rely on some weird hacks that were working 75% of the time (the sim frequently complained about not being able to solve the appearance request, when alpha layers were included in the process).

Today it paid off and LL decided to bring a solution to this, in the form of a slider ! It is even included in the official SL viewer. Thank you for that, Linden Lab !

Only... other users will see your avatar move up and down only if they are using a viewer that is compatible with this new slider. What the slider does is send a new network message to the sim saying "Hey, retain that my avatar now has an offset of X !" and the sim will notify all the other agents around that "Hey, that avatar now has an offset of X !". But if one of these bystanders uses a viewer that does not understand that new message, then nothing will happen on their side and we will not have a "shared experience" the way LL wants. This is to be expected and that user should update their viewer, and probably will eventually, but there is got to be some time when someone changes their Z offset and a friend of theirs says "well it didn't work, you are still sunk into the floor". To which the inevitable response will be "well you should update your viewer then". Or the more common alternative response known as "well it must be an SL bug".

Now why am I telling you all this ?

I have included the new Z offset into my RLV this morning, and it works well... but only if the other users around are on a viewer that can handle that new network message. For the time being, this means the official viewer, or the RLV that I have not released yet (but will in a short time, maybe today or tomorrow).

This is why I will soon release a RLV with this new feature, but not linked to @adjustheight yet. Don't get me wrong, I can't wait to link it to the RLV command ! But it is still too early. The tipping point will be when enough users will have downloaded a viewer that handles the new Z offset, and that necessarily comes through Firestorm including it into their code. As I don't work on Firestorm, I can't guarantee when this will happen, if ever.

But when that tipping point is crossed, or shortly before, I will link @adjustheight to the new Z offset and we will have a perfectly working avatar Z offset feature again, like in the good old days !

Have fun !
Marine

PS : I initially thought I had the idea to create a RLV command for the avatar Z offset, but I forgot that it was Henri who got the idea, not me. Sorry Henri, fixed now !

RLV 2.9.7

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Hi there !

As promised in the last post, here is the latest version of the RLV that contains the new avatar Z offset added by Linden Lab into the official viewer !

And also a couple fixes in a version 2.9.6.10 that I had the time to release a few days ago, but didn't have the time to publish a blog post about. So let me recap the two versions in one change log here :

2.9.7
- added : The latest addition of the avatar hover Z offset by Linden Lab (not linked to @adjustheight yet, but able to interpret the new network message already). Right-click on yourself and select "Hover Height" on the context menu to display the new slider.

2.9.6.10
- fixed : When addattach was on, objects could be automatically detached while logging on, simply because their attachment points were locked empty too early, causing massive disruption of the outfit, since these objects could not be re-attached manually afterwards. This bug has been around for ages, but it was very difficult to reproduce.
- fixed : Maximum number of clothes per layer increased to 10 again (it was reverted down to 5 somewhere between 2.5 and now during a codebase update).


Let me remind you that the new slider (right-click on your avatar, select "Hover Height" on the context menu) works fine and its effect will be seen by any viewer that uses the same data (at the time of this writing, that's only the official SL viewer, but maybe some third party viewers were updated with, I don't know), but it won't have any visual effect for those who use a viewer that doesn't implement this code. But they will have to eventually, in the name of LL's "shared experience" requirement.

Also let me remind you that this slider is not linked to the @adjustheight RLV command yet, but will be eventually, when enough people use viewers that can understand that new Z offset.


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

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

And the MD5 hash for the executable is :
5e0349a6e02e79feb0091a14c50bdee4


Have fun !
Marine

RLV 2.9.8

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Hi there,

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

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

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

So, here is the list of changes :

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

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

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

And the MD5 hash for the executable is :
82da3d00ad24435a95e6e9280818db7b


Have fun !
Marine

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

RLV 2.9.9

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Hi !

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

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

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

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

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

And the MD5 hash for the executable is :
e00b6d72587943f71771ba0d6d4189a4


Have fun !
Marine
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