Quantcast
Channel: Marine's
Viewing all 249 articles
Browse latest View live

RLV 2.9.16.1

$
0
0
Hiya !

Yes, I know, a new RLV version right after a big release... can you say you're surprised ? I'm sorry about that :)

This latest version of the RLV contains a single bug fix for temporary attachments not being detachable (you'd have to relog for that), and an enhancement (in my opinion) that will prevent the camera from automatically reset the view when moving while sitting on an object. For example, when driving a vehicle or using any other kind of furniture that requires you to press the arrow keys. If you want to reset the view, simply use the Escape key. Please note that when you "unlock" the camera (that's the technical term for using Alt and arrow keys or Alt and mouse to move your camera), it will no longer rotate according to what you are focusing on, but it will still move with it.

You can grab 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 :
c5e129419616a7bd77d2240f8cfb1d83

Have fun !
Marine

Overhaul of the RR basic straps !

$
0
0
Hi !

As promised when I released the Deluxe Straps, the basic straps were given a complete visual overhaul to switch them to mesh and dynamic shine with several different materials. The old straps were only black with white seams, now you can customize them all you like ! You are no longer restricted to leather, you can switch to rubber, PVC, even clear plastic !

 






Please note that if you already own the basic straps, you do not have to buy these, since they are simply an update. Just go to my shop in Pak, click on the updater to get the latest folder, then update your straps with it, not forgetting to choose the "Replace" option, and you will be given the new version.

The old straps were made in early 2007. I think they are the second product I made after the Police handcuffs so they are very, very old. Dynamic shine, sculpties and mesh were not a thing back then, so prims were our only option to build stuff and it would always look basic. But time flies and new technologies come up every day so time for a little visual work on these. Their scripts and animations were updated along with the rest of the products but their look was never touched. So here is what changed :

* They are now unrigged mesh parts, one part per strap, exactly like the Deluxe Straps. To resize them, select the attachment, then check "Edit Linked Parts" on the Edit window (very important) and resize the straps one by one. There are only 6 of them if you own both the arms and the legs so it's very easy and fast.

* Since they are mesh parts, the two thighs straps are now grouped into one attachment, as well as the two shin ones. It wasn't done that way before because the straps were made out of prims, and you couldn't be expected to resize prim by prim. As a result, the new set uses 4 attachment slots instead of 6.

* Unlike the old straps which were necessarily black with white seams, the new version can be textured, tinted and have the materials changed thanks to the StrapTex plugin (one plugin in the arms, another one in the legs). The StrapTex plugin is exactly the same as the one in the Deluxe Straps, the options and effects are identical. As a result, you can make your straps PVC, latex, clear plastic, spandex, Cordura etc. You can make them black, red, white, blue, any color you choose. You can also tint the metal and the padlocks independently. And with the "Seam W&B" pattern (found on page 3 of the "Patterns" menu in the StrapTex plugin), you can imitate the look of the old straps.

* Thanks to their Style plugin, you can decide to hide some or all the straps, so you can use them along with other restraints or clothes. For example if you want to wear a tight knee-long skirt as a hobble skirt but it has no scripts, simply wear the legs straps locked in "Hobble", set their style to "Invisible" and voila !

* They are almost a subset of the Deluxe Straps but not entirely. The legs part still has the "Lie" and "Hogtie tight" locks which the Deluxe Straps do not have.

* The arms part now uses the animations from the Deluxe Straps for both locks, which means that your arms are more tightly bound and you can do your maid duties in the "Elbows only" lock. You couldn't before as the hands were frozen, but now they move freely.

* Like the Deluxe Straps, these straps now play a sound when locked and unlocked.

* Oh, I've also included the 6 free poses to let you bend over for the strappado position, but don't forget to also use the RR Anim HUD (link) to position your arms correctly !

* Lastly, I have noticed a bug in the StrapTex scripts, where the "Rustic med" preset wasn't specified corretly and wouldn't change to leather. It is fixed in these straps but will need fixing in the Deluxe Straps as well, this will be done for the next update, whenever it happens.


Please note that the version of the scripts is unchanged, it is still 1.28.1, so don't be surprised if the version number does not change on the menu. This is merely a visual overhaul.

If you already own the basic arms and legs straps, 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

It looks like an orb floating above a pedestal, just click on it and follow the instructions.



If you don't own them and wish to buy them, you can find them in any of my vendors in world (for example at my shop, slurl above). They are two different products, cost L$180 each and are both No-Copy, Modify and Transfer.






Have fun !

Marine

New product : The Need For Seed

$
0
0
Hi !

Let me introduce you to the latest product in the Marine's Goodies brand : the Need For Seed HUD.

There is no typo in the name, this HUD is all about getting you covered with cum. Semen. Seed. You see what I mean.

When you play with your sex partner, you don't really want to have to interrupt your roleplay at a critical time to rummage through your inventory and find which cum texture looks best on your body, you want to get a good one right away. The Need For Seed HUD is made for that. It provides you with many appliers for your face and body, all organized with snapshots and quick access, from a few strings of cum to a full bukkake session. Being coated with cum has never been so easy !

This post is divided in two parts : a quick presentation and a longer manual to explain how to use it. But feel free to read the manual first if you feel so inclined, to get a clear idea of what this is all about.








 








Help ! They're trying to drown me !



This HUD is like a giant applier for both the face and the body, plus a few extras like mouth puddles, cum threads and flexible drops. There are other 200 textures in total and they can be combined. You read that right, over 200 appliers in one HUD ! Exactly 100 for the face and a little over 100 for the body, including 12 for the hands and feet. And it all shines like real cum !





But before you read further and decide whether to buy it, please make sure that you can use it in the first place by reading attentively the following technical requirements :

Firstly, the cum you see on these pictures shines dynamically. It is not static baked lighting like other cum textures (and there are very good ones out there, don't get me wrong, I'm not bashing them at all). Instead it uses materials for a more realistic wet and glossy look. This means that you have to activate Advanced Lighting Model in your viewer preferences to see it correctly. So this means that your computer must be able to handle materials. ALM is what lets you see materials and dynamic shadows. The latter has an impact on performance, but the former is very easy on the video card and it is the former that matters here.

To activate ALM, open your Preferences, go to "Graphics" and tick the "Advanced Lighting Model" checkbox, if not already done :



If doing so cripples your FPS (Frames Per Second, the speed at which your viewer renders your view in SL), just deactivate the dynamic shadows like this :


Of course there need to be local lights around, at the very least some sun. If you are in an area without any local lights, the cum won't shine, obviously.


Secondly, the body appliers contained in this HUD work only for the Maitreya mesh body. If you do not own a Maitreya mesh body, you will still be able to get cum on your face and use the other attachments, but not splash cum over your chest, back, pussy, butt and legs. You need a Maitreya mesh body for it to work fully for you.

The reason for this is technical : I would have made an Omega version of this HUD if the Omega applier scripts for materials were usable in a custom HUD, but they're not. I have opened a ticket on the Omega website to request for a way to do this, but until this feature is added to Omega, I cannot afford to make one HUD for every mesh body out there. We are talking about over 100 appliers (notwithstanding the other 100 for the face, but those work regardless of your mesh body), it would be way too much work. And in any case, I could not make it work on the system avatar because it cannot handle materials at all, so that option is right out.


Thirdly, this product is made for women only. Sorry guys ! Since Maitreya does not make a male mesh body yet, I didn't want to deliver a half-assed product.


Lastly, the appliers for the hands and feet are made for Slink hands and Slink feet only, they do not work for the Maitreya hands and feet.

The reason for this is also technical : one cannot specify a normal and specular map just for the Maitreya hands and feet without changing the ones of the upper and lower body respectively. In plain English, that means that if you wanted to apply cum on your hands, the cum on your upper body would stop being shiny. So this is due to a Maitreya mesh body limitation, but Slink hands and feet are more versatile (plus there are more shapes).


To recap, to use this product fully you need :

- Advanced Lighting Model turned on (all viewers handle it but you have to find out if your own computer can handle it before you buy). If you can't turn it on, don't bother.

- A Maitreya mesh body. Without it, you will still be able to use the 100 appliers for your face (and that's a lot of cum, as you will see below) but not the ones for your body.

- Slink hands and feet. Without them, you simply will not be able to use the 12 appliers made specifically for them but the rest will work just fine.

- Girls only. Until Maitreya releases a male mesh body, or Omega lets me use materials with this HUD.

Please understand that you won't be able to return this product for a refund after purchasing it since it is copy/no-transfer, so all sales are final. This is why I want the requirements to be clear before you buy. I will refund accidental double purchases, of course.

If the developer of the Omega system gives me what I want, I should be able to update this product with support for the other mesh bodies as well (at least the ones that handle materials).



Enough with the technical requirements now, let's see what this is all about.


The product is divided in three parts : a HUD, a mesh face mask (well, actually five masks with different shapes so you can find the one that fits your face best, but of course you wear only one) and an attachment with several strands, puddles and drops of cum like the ones you saw on the pictures above. They are all invisible at first, but you can use the HUD to make them visible one by one. For example to show a big puddle of cum on your tongue.


The face mask (the one you choose among the five provided in the box) is an object that is supposed to more or less fit your face after you adjust it. It is a single mesh object so you can resize it in all directions, and you choose the one that fits your face best according to whether it is round, triangular, square, egg-shaped or close to the standard Ruth shape. You do not need to have a perfect fit, cum drops have some relief after all, a little slack is welcome so don't be too OCD wih the fitting. You can see an example of the round variant on this picture. I have painted it white so you can see it, but of course it won't look like this when you use it :

One of the face masks, ready to receive cum !

It is, for all intents and purposes, a mesh head. Each face mask is actually 8 layers in one : 4 identical layers with the mouth closed and 4 more with the mouth open. There are 4 identical layers of each so that you can apply 4 different textures at the same time ! This allows for a lot of combinations ! More than you can try in a lifetime.

The face mask also follows the state of your mouth, either open or closed, and changes its shape accordingly. The HUD itself can force your mouth open but it is not necessary for it to work. If another attachment of yours keeps your mouth open (for example a gag or an emoter), then the face mask will detect it and adapt and the cum will still look good on your face. Likewise, if you use the mouth button on the HUD then unwear it, but still wear the face mask, your mouth will remain open. It is the face mask that holds your mouth open, not the HUD.


The HUD lets you control exactly how much shine and transparency to set each layer to, and you can switch any layer left or right independently from the others. This is why a part of the textures show cum only on the right side of your face, because you can switch it to the left side on the layer it is applied to at any time.

 
The Need For Seed HUD

Each square button on the right opens a different set of textures, be it for the face, the body, the legs, hands, feet or the additional attachments. Each button is a snapshot of what happens if you click on it, and if you find them difficult to read, you can make them bigger with the "+" button of the HUD. You can even scroll up and down if you have made them too big to fit the screen, and although the HUD is worn on the left side of the screen with the appliers to its right by default, you can reverse their order and move them to the left so you can move the HUD to the right of your screen. You can also minimize it to take as little screen space as possible so it doesn't block your view.

An example of the HUD with the first face folder open

This is the end of the demonstration of what the Need For Seed HUD can do, the rest of this blog post is the actual manual, which explains in detail how to use it. I find it better to have both the presentation and the manual in one post, because that way you know exactly what you're buying, there is no hidden catch.

You can find the Need For Seed HUD in any of the Marine's Goodies vendors in-world, it is Modify (*), Copy and No-Transfer, and costs L$1000. The box contains an updater to rez in case an update is available for this product, updates are always free. Also if you ever break your product, rezzing the updater will automatically get you a redelivery.


At the time of this writing it is the latest product in the Marine's Goodies brand, so it is the last one in the vendor. You may have to browse with the white arrows on the vendor to find it (you will see it after the Racing System).

One location where to find a MG vendor is in Pak (look on the left of the RealRestraint vendor in the middle of the booth) :
http://maps.secondlife.com/secondlife/Pak/76/61/105

Another one is the Little Shop of Kink :
http://maps.secondlife.com/secondlife/Lineside/102/146/77

Have fun !

Marine

(*) The HUD itself is no-modify because the scripts are loaded with the UUIDs of the textures to apply. Resetting it would make them lose all those data and break the HUD.




Manual

Let's now show you in detail how to operate your Need For Seed HUD.


Firstly, you need to wear one of the face masks provided in the box, the one that you feel will fit your face best. They are all worn on the nose but you can wear them on the chin, skull, wherever you want on the head, and they are not rigged so you can resize them at will. Don't bother with the resizing now though. It is transparent by default so you won't see it anyway. Just make sure to wear one of them, not all of them.

Secondly, wear the cum attachments. That object is worn on the nose too but some parts of it are rigged, they are the threads of cum under the chin and between the legs. So even if you wear it on the nose, these parts will still be placed correctly. Like the face masks, the cum attachments are invisible by default so you still won't see any change.

Lastly, wear the HUD itself. In fact the HUD is the least important part of the product, even if it is made to control everything. Since it contains so many body appliers for Maitreya, it contains many scripts, one per button in the case of the body appliers. There is no other way for me to do this I'm afraid, and Onyx LeShelle, owner of Maitreya, was kind enough to give me a version of her applier script that takes only 16 kB of memory instead of the 64 kB the original applier script takes. So you may want to unwear it after you're done setting the cum textures and attachments on your body. The HUD is useful only when you want to change the textures and attachments, but once you are satisfied with your look, you can safely detach it.


Adjusting your attachments

Now that you are wearing those three attachments, you may want to resize your face mask (this has to be done only once). Let's assume that you have chosen the variant that fits the global shape of your head best. Round, square, triangular, big jaw or standard. Click on the third square button from the top on the HUD, it looks like a face covered with cum. This will display a lot of additional buttons to the right, each one being a picture of what happens if you click on it. Click on one of the messiest faces, for example this one, where the mouse cursor is :


Aaaand... here is the result :


Now you can see the face mask clearly. My face being rather triangular, I choose the triangular face mask personally, but your mileage may vary. All you have to do is fit it to your own face, it's easier than it seems. When you edit it, you have all the resize handles you need (width, height, depth and proportional) for an almost perfect fit :


When you're done you should have a pretty good fitting. It cannot be perfect of course, as all faces are different, but that's fine.


Now click on the mouth button on the lower left corner of the HUD :

    => 


This automatically opens your mouth and you can see the face mask changing shape to accommodate :


If it shows a little clipping when the mouth is open, you can adjust a bit better. Don't close your mouth yet, you will need to resize the cum attachments now, and some of them are inside your mouth.


Click on the lowest square button on the HUD, the one that looks like a tongue coated with cum, then click on all the pictures except the second one :

 



As you can see, they make you look even messier ! You can resize almost all of them by selecting "Edit Linked Parts" on the Edit window :



Then when you click on one of the prims, you are able to edit it individually. You will have to cam inside your head in order to reach the parts inside your mouth, as the face mask blocks the clicks. Or you can unwear the face mask but then your mouth will close. I also recommend you unwear your mesh hair if you are wearing any, it makes it easier to select the small parts.

I asked you not to show the second attachment (the puddle of cum on your sticked-out tongue) because that one is useful only if you have a mesh tongue in the first place. I personally use the Sensations Tongue but there are others on the market. If you have such a tongue, now is the time to stick it out and to proudly show that puddle to adjust it !


The HUD

Now that everything is fitting correctly, let's talk about the HUD itself.

The HUD controls three different parts of your body : your face mask, your mesh body (+ hands & feet) and your attachments. There are also buttons to control the HUD itself. This picture shows the different areas and what they are dedicated to :


As you can see, most of the buttons on the HUD manage the face, simply because it is the face that offers the most control and flexibility. Take a look at what each button does :


"Folder" here means a group of appliers that appear when you press the folder button. There are no fewer than 3 folders for the face itself. Click on the first one to see the first part :

 



When you do that, the corresponding applier buttons show up, with a picture showing what it looks like in world.

In case you are wondering, your viewer does not have to download one texture per button, they all show different parts of the same texture, this is much easier on your bandwidth and video card that way.

If you find the pictures too small, you can make them bigger by clicking on the "+" button (and smaller with "-"), and if you make them so big that you can't see them all, you can scroll with the up and down arrow buttons of the HUD. You can also click on the small black double arrow to swap the position of the appliers to the left, in case you prefer to wear your HUD on the right of your screen.


The face


Click on one of the top three appliers and this is what happens :



Easy enough ! You notice a number "1" appears on the button you just clicked... What does it mean ?

The face mask can handle four of these textures simultaneously and independently. The four buttons with numbers on the lower left part of the HUD let you specify which layer you want to apply a texture to. There is no layer above another, they are all merged together. So suppose you want to add more cum without removing the texture you've just applied. Simple : just click on another layer button ("2" for instance), then on another applier :

 



See how the two textures look like one ? But what if you wanted to show cum coming from the other side ? Most of the face textures show cum on the right side but you may have another guy (or girl, let's not forget shemales and herms) on your left ! Easy as pie, just click on the green double arrow and see your second texture swap to the left side :



This is much more balanced now ! And the first layer is untouched. If you wan to swap it too, just click on button "1" then on the green double arrow again and it will swap like the other one.

You can do this with all the four layers, so imagine how messy you can get !

By the way, did you notice that the layer buttons 1 and 2 seem brighter than the 3 and 4 ones now ? This is because cum has been applied to them. When you apply cum on a layer, it becomes fully visible. You can see it both on the layer button and on the second vertical bar. The first vertical bar indicates the shine. If you want to simulate dried cum or less dense cum, you can play with those two bars by clicking on them, they act like regular sliders. When the second bar is full, the layer is visible (and its button is bright), when it is empty, the layer is invisible and its button is dark. So if you want to hide a particular layer, simply set its alpha to zero by emptying the second bar.

If you want to hide all of them at once, just click on the red "X" button on the lower right corner of the HUD.

 


To recapitulate :

- Clicking on a folder shows a group of appliers, each one being a button you can click on.

- When you do, the number of the current layer appears over it, so you can easily track which applier you used (please note that this works only for the face, not for the body, as the body appliers are proprietary Maitreya scripts and are not layered like the face).

- You can superimpose up to 4 textures at a time.

- Each layer can be swapped independently, as well as having its alpha and shine changed independently from the others.

- If you want to wipe your face (and cum attachments), just click on the red cross button. This does not erase the textures, it only turns all the layers to fully transparent, so you still have the information of which appliers had been used.

On a side note, female cum is not white because it does not contain sperm, but you can still simulate it by turning the alpha of a layer to something between 20% and 40% (i.e. click on the second vertical bar to make it 1/5 to 2/5 full).



One more thing about the face. I said above that you didn't want to have to skim through cum layers while you are roleplaying, right ? If you don't want to skim here either (even though you see directly the result thanks to the pictures), you can click on one of the dice buttons to the right of the 3 face folders. It is pretty straightforward : click on one die and it will apply one of the textures from that folder randomly to your currently selected layer (making it fully visible in the process). It will also choose the direction randomly. You don't even need to open the folder for that. That's the quickest way to get all messy in the heat of the action !



The body


The body appliers are easier to explain but also more limited, because they rely on a mesh body and a protocol I didn't make. They are used exactly like any clothing applier you buy from other stores. And like clothes, you have to choose between the "Tattoo", the "Underwear" and the "Clothing" layer of the body. I won't explain the difference here but I recommend choosing "Tattoo" or "Underwear", as "Clothing" is loose between the breasts and on the crack of the butt. However managing your body layers intelligently allows you to superimpose at least two textures !

To do this, make sure you set each layer to "non mask mode" (there's a button for that on the mesh body HUD that you have), and if one layer hides another, switch the mask mode on and off. You probably have to do that after each TP. This has nothing to do with the Need For Seed HUD, this is an SL limitation with alpha sorting.

You might wonder why the face doesn't have this issue... This is because the face was made differently, all the layers are exactly equal, none is above the others so the viewer always renders them all without wondering if one hides another.

There are 5 folders containing body appliers. From top to bottom :

- Chest,
- More chest, belly and bukkake
- Back
- Pussy and front legs
- Butt and back legs.


The hands and feet


The hands and feet appliers require you to use Slink hands and feet, and use the Tattoo layers. I wanted to use the Gloves and Socks layers but they hide the nails and are loose between the fingers and toes, heh. So Tattoo layer it is. Of course you need to make your Slink HUD show the tattoo layers to see the result.


The cum attachments


We already saw them in action when resizing them. They are very easy to use : just click on one of them to show it, and click on it again to hide it. If you click on the red "X" on the HUD, not only is the cum wiped from the face (it can't be wiped from the body, it has to be done from the Maitreya and Slink HUDs for that), the attachments are cleared as well.


That's about it ! You never imagined there was so much to say about cum, right ? *g*

Oh, one last thing. There is an Easter egg in the HUD : one of the textures actually shows a word drawn with cum. It is not obvious at first glance but if you look closely, you will see that word.


Have fun !

Marine


PS : I will keep working on this project even after release, because there are things I would like to add in the future. I could not add them now because the mesh body and/or the Omega system simply do not allow me to do so yet because of their limitations. But I do have a few features in mind.

RLV 2.9.17

$
0
0
Hi !

Here is the latest version of the RLV with bug fixes, as well as making it up-to-date with the latest SL viewer. There are a lot of changes under the hood that we third party developers have to keep up with, hence the change of minor version (from 16.1 to 17), even though there is no new feature at the moment.

Please note that invisiprims are working and rendered correctly in the RLV, while the current version of the SL viewer (and some third party viewers as well) cannot render them at all or render gray prims instead. It is a bug on their side though, and LL has been working to fix it and make invisiprims work again. So don't be surprised if you see invisiprims correctly and others see gray prims or mesh objects instead, if an invisiprim hides some parts of your body, that means they work for you.

Among the fixes there is one that I should have done long ago : RenderResolutionDivisor (the value that makes the view blurry) wasn't working while the vision was restricted, this was due to a fix I had to make long ago. Removing the "fix" (that became a bug) sorted it all out !

Here's the change list :

- fixed : We could still create landmarks when under @showloc through a button I never even noticed before.

- fixed : Shift+left and Shift+right arrows were still resetting the camera when sitting on an object (remember, you can press Escape to reset your camera anyway).

- fixed : "Group slots used" on the Groups window did not write the maximum number of groups anymore. It used to work when the maximum allowance was constant for everybody but now it depends on whether you are Premium or not.

- fixed : RenderResolutionDivisor was broken when the vision was restricted. This was due to a fix I had to make a few years ago but now the fix had to be fixed. It happens !

- changed : The license written at the beginning of the two RLV files has changed to LGPL to match that of the rest of the viewer. This was an oversight of mine. It doesn't change anything to how you use the viewer or what you can do with it, of course, but it needed updating for those who like to nitpick about licenses.


You can grab 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 :
b7361006bf42cbe909622c1d8ece35ef

Have fun !
Marine

New product : Latex catsuits

$
0
0
Hi there !

This time I'm doing something completely different from what I usually do. I'm making catsuits ! Shiny, tight, sexy latex catsuits ! With seams and creases, all at the right places !











Here are a few videos to show the dynamic shine in action. And also for the pleasure of your eyes, of course !

Sheer navy

Sheer dark green

Sheer plum

Opaque black

Camo jungle

Camo night

Clear gold


You can find them exclusively on the Marketplace at these locations :

Demos
Opaque catsuits
Sheer catsuits
Transparent catsuits
Clear catsuits
Fatpack



Before you read further, you must be aware of a few things :

1. They need you (and those who look at you, ideally) to have Advanced Lighting Model activated. With or without dynamic shadows doesn't matter, but ALM must be on for the shine to show.

To activate ALM, open your Preferences, go to "Graphics" and tick the "Advanced Lighting Model" checkbox, if not already done :




If doing so cripples your FPS (Frames Per Second, the speed at which your viewer renders your view in SL), just deactivate the dynamic shadows like this :


Of course there need to be local lights around, at the very least some sun. If you are in an area without any local lights, the latex won't shine, obviously.


2. For now, they work only for the Maitreya mesh body, hands and feet. Not Slink (even the hands and feet), not eBody, not Belleza, nor any other mesh body but Maitreya. This will change in the future when I'm able to expand to Omega, and you are provided a way to get unlimited updates for free, but for the time being, it works with Maitreya only. I'm sorry that I can't do more at the moment.

The reason for this is purely technical. There are so many mesh bodies out there that making distinct appliers for each one would take weeks. Fortunately there is a system called "Omega" that unifies nearly all the protocols (except Maitreya and a few others, but that might change in the future). Unfortunately, that system does not work well for materials yet. Or rather, if I were to make an Omega version of these appliers, this would mean at the very least 54 HUD objects per variant (you'll see below what a variant is), without a way to organize them. It would be a mess. This is because the materials version of the Omega applier HUD cannot be modified and made into a multi-HUD like these products here (as specified on this page : http://lovenlustdesigns.blogspot.com/p/material-applier-instructions.html, and believe me I tried). The day we can make multi-HUD Omega appliers with materials, I will upgrade these products with Omega capabilities, I promise.


3. These catsuits are sold through my Maison De La Marquise brand. This is the brand I created for the Marketplace and I use it to publish the erotic movies I shoot. You won't find a vendor for these catsuits in world, they are sold on the Marketplace only. This is not really a problem for you but it's better you know this before you spend time looking for a vendor all over the grid :)



Now that this is out of  the way, let's get to the good stuff.


The catsuits feature some really nice seams at the right places, as well as two zippers, and there is even an additional neck piece if you want your catsuit to go all the way up over the neck ! More about the neck piece below.

There are four variants of the catsuits, and for each variant, 27 colors and a few bonuses. Each product is a particular variant and there is a fatpack containing all four variants at a discounted price.

The colors match the ones of the Highbinder, Deluxe straps, Deluxe gag & blindfold and Body harness, and they are organized the same way, by groups of 9 like on the menus of the texture plugins of the aforementioned restraints. There is also a very nice warm white I call "Ivory", since of course the "custom" button of the plugins cannot be matched to any particular color, and we cannot tint an applier. You will find the exact tints below on this blog post, but also on the menu of each applier, so you can match the tint of your own gear if needed, whatever it is.


Here are the four variants :

Opaque





The suits are completely opaque, nothing can be seen underneath. This is the perfect outfit for the strong super-heroine, the dangerous super-villainess, or if you just want to look sexy and sleek. In order to avoid having your mesh hair hide some of your catsuits due to SL's rendering issues with alpha sorting, I recommend activating "Mask Mode" on the Maitreya HUD for opaque catsuits, and then to modify the shine slightly on the same HUD, so the hands and feet switch too. This is a little quirk of the Maitreya mesh body, when you switch "Mask Mode" the hands and feet don't change until the shine does.

Please note that the neck piece automatically switches its blend mode to "none" when wearing an opaque catsuit, and "alpha blend" when wearing any other variant. But of course the main applier cannot do that, you need to switch to "mask mode" (equivalent of blend mode "none") manually on your mesh body HUD.




Bonus : Six military camouflage patterns. Woodland, jungle, desert, night, urban and snow :

Woodland

Jungle

Desert

Night

Urban

Snow


Sheer



These suits are a little see-through and daring, the latex is clearer where the suit is tighter, like real-life catsuits. Which means your shoulders, belly, thighs, breasts and butt will show through ! The effect is more pronounced on darker shades but is visible on lighter ones too. Of course, turn "Mask Mode" off on your Maitreya HUD or they will be opaque but without the shadow maps that the opaque catsuits have.

Bonus : Two cow pattern catsuits, one with the breasts covered and the other with the breasts free. Moo !






Transparent




These ones are frankly transparent, they won't hide anything. But hey, catsuits are supposed to emphasize your body, not hide it !

Bonus : Nipple, pussy and butt pasties. And yes, they go all the way between the legs, so they really hide what must be hidden, and nothing else ! Unlike the other appliers, those two don't modify the neck piece, simply because they are often worn underneath a catsuit (I recommend switching "Mask mode" on for the layer you apply the pasties too if you do, so you can see both the pasties and the catsuit). And the shine you see on my skin is not latex this time, but sweat. It is hot inside these catsuits !






Clear





These catsuits are so transparent that they are barely there ! Well, you see the tint, of course, but what you mostly see is the body underneath. A tight, shiny body !

Bonus : An invisible catsuit. Invisible ? Not exactly, the texture is invisible but it still shines like all the other suits ! It is just so transparent that you don't see any tinting, even the seams are perfectly transparent.




Turn "Mask Mode" off on your Maitreya HUD or they will be invisible, except for the seams. In fact that allows you to do some interesting combinations, for example a black opaque catsuit on the Tattoo layer with a pink transparent (not clear) catsuit worn on the Underwear layer, both with "mask mode" on, gives you a black catsuit with pink accents :


Be sure to wear the pink catsuit first then the black one, so your neck, gloves and sock match the black tint of the undermost catsuit. Also the neck won't have the accents, since it can display only one layer at a time. But it's still an interesting little feature.

 
Where did I put my katana ?


The HUD

There is not much to explain about the HUD, everything is pretty self-explanatory. Here is a screenshot of the opaque catsuits HUD :


If you click on any of the colored round buttons, it will activate an applier. The three groups of nine buttons each yield a different color, while the buttons on the bottom are the bonus appliers (here the camo suits, but there are others as you saw above).

Clicking on the "M" symbol will give you a link to my Marketplace store.

Lastly, the two buttons on the upper left corner allow you to hide and show the neck piece, see below.


The tints

As pointed above, each variant has 27 colors plus a few bonuses, the colors matching the ones of several RealRestraint products. Here are the exact RGB values (the first number is the amount of red, the second one is the amount of green, the third one is the amount of blue) :

- Ivory : 247 242 223
- Copper : 120 51 15
- Gold : 252 194 0
- Black : 13 13 13
- Gunmetal : 66 56 51
- Steel : 128 128 128
- Slate : 112 128 143
- Silver : 191 191 191
- White : 255 255 255

- Blood : 117 10 10
- Red : 191 0 0
- Light red : 255 64 64
- Orange : 224 117 33
- Yellow : 252 219 20
- Light yellow : 255 245 176
- Dark green : 5 51 15
- Green : 8 120 38
- Lime : 89 242 128

- Navy : 20 41 66
- Blue : 26 94 217
- Azure : 94 176 255
- Indigo : 112 0 255
- Amethyst : 153 102 204
- Plum : 143 69 133
- Purple : 191 0 128
- Flesh pink : 204 138 128
- Princess pink : 245 194 194

- Woodland camo (4 colors) : 129 117 76 / 90 66 38 / 69 76 43 / 46 42 42
- Jungle camo (4 colors) : 191 189 134 / 125 133 95 / 76 85 69 / 67 73 58
- Desert camo (4 colors) : 251 230 203 / 200 167 134 / 148 107 55 / 110 71 28
- Night camo (4 colors) : 35 35 35 / 33 33 33 / 24 24 24 / 17 17 17
- Urban camo (4 colors) : 227 227 227 / 167 167 167 / 101 101 101 / 69 69 69
- Snow camo (4 colors) : 250 250 250 / 229 229 229 / 181 181 181 / 133 133 133


The neck piece

I like my catsuits to go high over the neck, that's why I made a special neck piece to complement your shiny look and cover more skin ! When you click on an applier on your HUD, the neck piece changes texture to the same one as the top, so it is always assorted nicely. Better yet, the patterns match so it will blend very well with the camo suits. You've seen the neck piece on pretty every picture on this post, but here is a closer look :


It is a fitted mesh attachment that uses a different protocol from the Maitreya applier one. This is why if you wear the neck piece and click on a button on your HUD, it will change texture immediately, while the Maitreya applier will ask you which layer to set it to. Also unlike the Maitreya mesh body, it only has one layer so you cannot make it display two catsuits at the same time. But since it is copiable, nothing keeps you from wearing two at the same time !

And since it is copiable and modifiable, nothing keeps you from turning it the color you want (or tinting and texturing it yourself), remove the script it contains, and wear it as a nice collar even without any catsuit.

Please note that the neck piece is absolutely not necessary for the products to work. You are free to wear it or not, your choice.

You can control the visibility of the neck piece with the two buttons on the upper left corner of the HUD :


That way you don't have to constantly wear and remove it. Typically when you press "Clear All Layers" on your Maitreya HUD, you then click on the "hide neck" button on the catsuits HUD.

By the way, the neck pieces contained in each product are exactly the same. It doesn't matter which HUD controls which neck piece, all the neck pieces work with all the catsuit HUDs.



Updating your catsuits

I keep working on my products even after releasing them, and when enough features have been added (or enough bugs have been fixed) I issue an update and send a notice to my RR group (join the RealRestraint Updates & Support group if you want to be notified). To get your updated product, or simply a redelivery, just rez the updater object on the ground near you and wait a little. The check is done automatically and the updater derezzes itself (it is copy so you don't lose it).



Where to buy

You can find the catsuits at my store on the Marketplace, each product is Modify (*), Copy and No-Transfer and costs L$600, or you can get all of them in the Fatpack for L$2000. Each box contains an updater to rez in case an update is available for this product, updates are always free. Also if you ever break your product, rezzing the updater will automatically get you a redelivery. Please note that since they are no-transfer, there is no refund so all sales are final, I can only refund double purchases. If you buy one variant, like it and decide to buy the fatpack afterwards, you can IM me so I refund you for the single variant, since it is also contained in the fatpack. That way you don't have to pay twice for the same product.

Please try the demo first !



Have fun !

Marine


(*) The neck piece is modify, the HUD itself is no-modify because the scripts are loaded with the UUIDs of the textures to apply. Resetting it would make them lose all those data and break the HUD, we can't risk that so the HUD is no-mod.

PS : My heels (not included) are from Mutresse (Volena for Maitreya and Slink). They're mod, so I have modified them to make them look latex, but they already look awesome out of the box.

New product : Latex Socks & gloves

$
0
0
Hi !

Following the release of the Latex Catsuits, here are the new Latex Socks & Gloves !  They are made in the same style, they shine dynamically, have seams and creases, and they go much higher on the limbs than most, because I like my fetish gear high ! They even have a nice subtle shadow around the thighs and upper arms, right above the edge of the fabric, to show how tight they are.
















Here are a few videos to show the dynamic shine in action. And also for the pleasure of your eyes, of course !








You can find them exclusively on the Marketplace at these locations :

Demos
Opaque socks & gloves
Sheer socks & gloves
Transparent socks & gloves
Clear socks & gloves
Fatpack




Before you read further, you must be aware of a few things :

1. They need you (and those who look at you, ideally) to have Advanced Lighting Model activated. With or without dynamic shadows doesn't matter, but ALM must be on for the shine to show.

To activate ALM, open your Preferences, go to "Graphics" and tick the "Advanced Lighting Model" checkbox, if not already done :



If doing so cripples your FPS (Frames Per Second, the speed at which your viewer renders your view in SL), just deactivate the dynamic shadows like this :


Of course there need to be local lights around, at the very least some sun. If you are in an area without any local lights, the latex won't shine, obviously. And you need to set your Maitreya HUD to shine at least a little (that's the "Glossiness" slider on the "Layers" tab) :


2. For now, they work only for the Maitreya mesh body, hands and feet. Not Slink (even the hands and feet), not eBody, not Belleza, nor any other mesh body but Maitreya. This will change in the future when I'm able to expand to Omega, and you are provided a way to get unlimited updates for free, but for the time being, it works with Maitreya only. I'm sorry that I can't do more at the moment.

The reason for this is purely technical. There are so many mesh bodies out there that making distinct appliers for each one would take weeks. Fortunately there is a system called "Omega" that unifies nearly all the protocols (except Maitreya and a few others, but that might change in the future). Unfortunately, that system does not work well for materials yet. Or rather, if I were to make an Omega version of these appliers, this would mean at the very least 54 HUD objects per variant (you'll see below what a variant is), without a way to organize them. It would be a mess. This is because the materials version of the Omega applier HUD cannot be modified and made into a multi-HUD like these products here (as specified on this page : http://lovenlustdesigns.blogspot.com/p/material-applier-instructions.html, and believe me I tried). The day we can make multi-HUD Omega appliers with materials, I will upgrade these products with Omega capabilities, I promise.


3. These items are sold through my Maison De La Marquise brand. This is the brand I created for the Marketplace and I use it to publish the erotic movies I shoot. You won't find a vendor for them in world, they are sold on the Marketplace only. This is not really a problem for you but it's better you know this before you spend time looking for a vendor all over the grid :)




Now that this is out of  the way, let's get to the good stuff.


The Latex Socks & Gloves feature some really nice seams at the right places, as well as creases where the limbs bend, to make them look more realistic.

There are four variants of the Latex Socks & Gloves (opaque, sheer, transparent and clear), and for each variant, 27 colors and a few bonuses. Each product is a particular variant and there is a fatpack containing all four variants at a discounted price.

The colors match the ones of the Highbinder, Deluxe straps, Deluxe gag & blindfold and Body harness, and they are organized the same way, by groups of 9 like on the menus of the texture plugins of the aforementioned restraints. There is also a very nice warm white I call "Ivory", since of course the "custom" button of the plugins cannot be matched to any particular color, and we cannot tint an applier. You will find the exact tints below on this blog post, but also on the menu of each applier, so you can match the tint of your own gear if needed, whatever it is.


Here are the four variants, or transparencies. Please note that the transparencies are slightly different from the Latex Catsuits ones, to look more like classic nylon stockings and gloves.


Opaque




The socks and gloves are completely opaque, they are the classic latex or rubber garments you see in every kinky scene. Ideal for the sub as well as the Domme, they complete most fetish outfits nicely. Or can be worn alone with nothing else on *g*

Since they are of a plain color, they have nice creases around the thighs and upper arms to show how tight they are. Transparent variants don't have those creases because they look more like stockings than socks.

Unlike the Latex Catsuits, I do not recommend activating Mask Mode even for the opaque variant, because it would hide the shadow over the skin, and the hands and feet wouldn't follow (even when doing the little trick of changing the shine afterwards). I don't know why, this seems to be a Maitreya bug.


Bonus : Six military camouflage patterns. Woodland, jungle, desert, night, urban and snow :








Sheer

The three non-opaque variants of the Latex Socks & Gloves are meant to look like the fetish version of nylon stockings and gloves. This is why they don't have the thighs and upper arms creases that the opaque ones have, and it looks better that way :





Bonus : Two pairs of cow patterns, one opaque and the other sheer. Moo !




Transparent

The more transparent the better, especially when it comes to latex !






Bonus : Six pairs of fishnets (black, ivory, blood, azure, plum and princess pink). And I don't mean "latex material with a fishnet print", but really latex fishnets, shining only where the fabric is and not over the holes. They look very sexy and naughty !








Clear

Now those latex garments are so transparent they are barely visible. They do have a slight tint of course, and they do shine bright like the other variants. And they do have those sexy seams too. But they're clear, very clear.





Bonus : A pair of invisible socks and gloves (with creases as they don't have patterns). You guess them more than you see them, except when under a light ! If not for the shadows and the shine, you wouldn't see them at all.

Also I'm including two versions of these invisible garments with opaque seams and bands (black and ivory).










The HUD


There is not much to explain about the HUD, everything is pretty self-explanatory. Here is a screenshot of the opaque latex socks & gloves HUD :


Please note that unlike the Latex Catsuits, each button is not one applier but two ! One for the gloves above the dash and the other for the socks below the dash. This is to let you choose whether to wear the socks, the gloves, or both. If you wear both, it is better to wear the stockings first as they tend to hide the hand texture and you have to show it manually again (this is a Maitreya bug).

Clicking on the "M" symbol will give you a link to my Marketplace store.

And if you click  on the top of the HUD, it will minimize itself to get out of the way (handy when you need to tweak your body with your Maitreya mesh body HUD).


The tints

As pointed above, each variant has 27 colors plus a few bonuses, the colors matching the ones of several RealRestraint products. Here are the exact RGB values (the first number is the amount of red, the second one is the amount of green, the third one is the amount of blue) :

- Ivory : 247 242 223
- Copper : 120 51 15
- Gold : 252 194 0
- Black : 13 13 13
- Gunmetal : 66 56 51
- Steel : 128 128 128
- Slate : 112 128 143
- Silver : 191 191 191
- White : 255 255 255

- Blood : 117 10 10
- Red : 191 0 0
- Light red : 255 64 64
- Orange : 224 117 33
- Yellow : 252 219 20
- Light yellow : 255 245 176
- Dark green : 5 51 15
- Green : 8 120 38
- Lime : 89 242 128

- Navy : 20 41 66
- Blue : 26 94 217
- Azure : 94 176 255
- Indigo : 112 0 255
- Amethyst : 153 102 204
- Plum : 143 69 133
- Purple : 191 0 128
- Flesh pink : 204 138 128
- Princess pink : 245 194 194

- Woodland camo (4 colors) : 129 117 76 / 90 66 38 / 69 76 43 / 46 42 42
- Jungle camo (4 colors) : 191 189 134 / 125 133 95 / 76 85 69 / 67 73 58
- Desert camo (4 colors) : 251 230 203 / 200 167 134 / 148 107 55 / 110 71 28
- Night camo (4 colors) : 35 35 35 / 33 33 33 / 24 24 24 / 17 17 17
- Urban camo (4 colors) : 227 227 227 / 167 167 167 / 101 101 101 / 69 69 69
- Snow camo (4 colors) : 250 250 250 / 229 229 229 / 181 181 181 / 133 133 133


Updating your Latex Socks & Gloves

I keep working on my products even after releasing them, and when enough features have been added (or enough bugs have been fixed) I issue an update and send a notice to my RR group (join the RealRestraint Updates & Support group if you want to be notified). To get your updated product, or simply a redelivery, just rez the updater object on the ground near you and wait a little. The check is done automatically and the updater derezzes itself (it is copy so you don't lose it).



Wearing the socks and gloves with the Latex Catsuits or other clothes

This is totally possible but as with every applier, it is best to have one of the layers set to "Mask Mode". Since the latex socks and gloves do not take "Mask Mode" well (and I really don't know why, I've tried all that I could), then you will need to set the other clothes to "Mask Mode" instead. And if you really can't, for example because what you're wearing underneath is also transparent, then you will have to switch "Mask Mode" twice on both layers every time you teleport or relog. It is a problem with the Maitreya body, I cannot do anything about it. I also recommend you wear the socks and gloves after wearing the clothes underneath, because they cover the hands and feet as well.



A word about the skin shadow

I have carefully designed a subtle shadow showing over the skin where it meets the edge of the socks and gloves, because latex socks and gloves are tight, tighter than their vanilla counterparts. It really makes them look "there". This shadow is a shade of black, it has no color at all, simply because you might want to wear these latex garments over other clothes (for example latex catsuits). Or your skin might not be of a human complexion in the first place (it could be green, white or blue, for example). So although making it a shade of brown would have been more appropriate in most cases, it would have looked weird in the ones pointed above. You might find that the shadow is more visible with lighter colors, but this is an optical illusion, all the shadows are exactly the same shade.




Where to buy

You can find the Latex Socks & Gloves at my store on the Marketplace, each product is No-Modify, Copy and No-Transfer and costs L$500, or you can get all of them in the Fatpack for L$1700. Each box contains an updater to rez in case an update is available for this product, updates are always free. Also if you ever break your product, rezzing the updater will automatically get you a redelivery. Please note that since they are no-transfer, there is no refund so all sales are final, I can only refund double purchases. If you buy one variant, like it and decide to buy the fatpack afterwards, you can IM me so I refund you for the single variant (minus the 5% commission LL takes on each Marketplace sale), since it is also contained in the fatpack. That way you don't have to pay twice for the same product.

Please try the demo first !



Have fun !

Marine


PS : Please note that to avoid showing nude on this blog, I am wearing the latex nipple and pussy pasties that are found in the Transparent Latex Catsuits box, they are not included in the products demonstrated here.

PPS : My heels (not included) are from Mutresse (Volena for Maitreya and Slink). They're mod, so I have modified them to make them look latex, but they already look awesome out of the box.

PPPS : During the making of the Latex Socks & Gloves, I finally understood why the darker shades of the sheer and transparent Latex Catsuits looked a bit faded and lighter than they should. I still don't know whether this is a bug with GIMP and how it blends its layers, or if I did something wrong, but I could fix it for the products demonstrated here. I will therefore issue an update for the Latex Catsuits as well in the future (not immediately as this is a lot of work and I need a break).

Update to the Latex Catsuits

$
0
0
Hi there,

Here is an update to the Latex Catsuits from Maison de la Marquise, with support for Lolas and Omega-compatible breasts, and a darker shade for the Sheer, Transparent and Clear variants of the black catsuits (they were not dark enough to most people, more gray than really black).

The Lolas breasts receive the applier on the Bra layer, while the Omega-compatible breasts receive it on the Top layer, to avoid conflicts. Please note that any Omega-compatible body will also receive the appliers on the Top part, but this is a side-effect of it. There is still currently no way to apply to the whole body with materials using Omega and a custom HUD. But I hear they are working on it so there is hope.

To update your catsuits, simply rez the updater contained in the folder and wait a little, you will soon receive your new version.


Have fun !

Marine

RealRestraint update to v1.28.2

$
0
0
Hi !

Here is an update to all the RealRestraint products, up to 1.28.2. This update is mainly focused on bug fixes, but also some nice enhancements to all the gags (I will update the Gag plugin tutorial later to reflect the changes).

Before jumping to the release notes, please know that I am fully aware of how painful it is to adjust your products to your shape every time a new update comes up. I know, because I have to do it several times per release and update. This is why I'm trying to include ways for you to avoid resizing when not absolutely necessary, whenever possible. This particular update will spare you from replacing most of your products anyway, and for those that need a replacement (namely the Deluxe Gag, Deluxe Bridle, Mummy Gag, Mummy Blindfold, Highbinder and Deluxe Straps legs), I will explain how to work around that, but it will require a little editing on your part.


On to the release notes first. Whenever a feature (or bug fix) is highlighted in blue, it means that you need to replace the restraint to benefit from it, but you will be able to use the old secondary items (the secondary items are the ones that do not contain the core scripts of the set, they make for most of the product and most of the resize time too). Otherwise a simple update (when given the option) will be sufficient and you won't have to adjust that product at all. The list below indicates what this update brings in terms of features, knowing that a number of it impact all or some of the RR products. It is followed by a table that specifies which restraints need an update and which ones need a replacement. To be perfectly clear, each feature is identified by a number so you know what you get with what restraint. It is a little formal but at least it is clearer that way.


A. All restraints
  - When struggling out, the struggle animation wouldn't stop itself, or the bind animation wouldn't stop itself. Fixed.
  - Autolock : "Pause/Run/Loop" button was confusing, the user couldn't guess whether it was an action (a state change) or a state. Replaced with "Paused/Running/Looping" respectively.
 
B. All arms restraints, Body Harness and collars
  - Outfit plugin : "Mode: deny" stops issuing the "no-detach" and "no-attach" RLV commands, which could be problematic in case an attachment wouldn't show up after logging on (it happens). Instead, that button now issues a "no-detach" command if the folder was attached (even partially) when pressed, and a "no-attach" otherwise. This makes it much friendlier and reslient to bugs when logging on. If you're missing a locked attachment when logging on, you can just wear it again, the Outfit plugin won't prevent you anymore (but it will prevent you from removing it, as it should).

C. All legs restraints
  - Although they tried not to conflict with each other, wearing two sets of legs restraints (for example, Deluxe Straps and Vixens), locking one, unwearing the other, unlocking and unwearing the first one then wearing the second one could confuse the latter and make it think it should not trigger an animation or movement.

D. All gags
  - New : The gags can now act as renamers. Simply click on "Rename" on the plugin menu and enter a name. Leave empty and validate to go back to the original captive's display name. This was a popular request.
  - New : The gags can now issue a @startim RLV restriction, which prevents the captive from starting an IM session with someone, but does not prevent them from IMing on already open sessions, or with people who initiate an IM session with the captive. Click on the "Start IM" toggle to turn it on and off.
  - New : Option for secure RLV restrictions. When the "Exceptions" toggle is on, other attachments such as an RR collar with its Allow plugin can issue exceptions to the "Send IM" restriction. When "Exceptions" is off, they can't, the gag is secure.
  - When the keyholder wants to restrict the captive's ability to IM, they can do so without having to give the key back to the captive first if "IM blockable" wasn't set prior to it. It simply asks the captive on-the-fly and activates the restriction if she agrees. This acts very much like the Vulnerable plugin, making it more streamlined.
  - Revamped the Gag plugin menu completely to make it clearer and more up-to-date. The menu varies greatly according to whether you are using a RLV or not.
  - Respect the verbose/silent setting of the main script.
  - Let the captive drool only if "drooling" is on and if other worn gags allow it too. That way the captive can be gagged with a ring gag and a tape gag over it, she won't drool even if the ring gag is set to drool.
  - Remove the "emote" RLV command when the gag is worn but unlocked, or locked without garbling the speech.
  - When locked with the mouth open, the gag now issues a Lelutka command to automatically open the mouth of the Lelutka mesh head (if the user wears one, and if the head can open its mouth). Please note that this feature is untested as I do not own a Lelutka head myself. But if it doesn't work, the fix will be rather easy. Thank you Christel Triellis for the idea.
  - Suppressing the emotes had no effect (the bug appeared in 1.28.1). Fixed.
  - The emotes were being whispered again. Fixed again.

E. Ropes & tape restraints
  - When loosened, don't show "key on" on the menu, show "loosened" instead.

F. Vulnerable plugin
  - After an autolock triggers while the key are tossed away, Vulnerable would not give access to the Leash, Sit and Outfit plugins anymore. Fixed.

G. Highbinder
  - Being hogtied with RR legs restraints didn't make a chain go to the Highbinder. This was because of a missing line in its LockGuard config notecard. (1)

H. Deluxe Straps Arms & Legs
  - StrapTex plugins : The "Rustic med" preset wasn't specified correctly and wasn't doing anything. This was already fixed in v1.28.1 of the Basic Straps (the new mesh version of them) but the Deluxe Straps had that bug.
 
I. Deluxe Straps Legs
  - The shin binder's straps looked curved instead of flat (even though its geometry was flat). Had to re-upload the mesh after splitting its edges for a flat look (2).

j. Siren ropes legs
  - The ankle rope wasn't changing texture along with the rest of the ropes. (3)
  - There was no leash point on the "Hogtie open" tie. (4)
 
K. Mummy gag
  - Locking the Deluxe Gag underneath the Mummy gag would confuse its visual part. (5)

L. Mummy blindfold
  - Locking the Deluxe Blindfold underneath the Mummy blindfold would confuse its visual part. (6)

M. Deluxe Gag
  - Re-use the two-part mesh strap that was hidden inside the mouth, to let it show when locked in Harness Panel with a Wad Style. Thank you Kitana Solo for the idea. (7)

N. Deluxe Bridle
  - Allow the user to completely hide the bridle even when the gag is locked, so you don't have to unlock it and unwear the bridle anymore. The bridle will now be completely hidden if the Plumes, Blinders and Ears are all hidden. (8)


Below is a table indicating which product to update and which one to replace, depending on the features you want. And for each product that must be replaced, a pointer to a section (below the table) that explains how to avoid adjusting everything.



The numbers you see in the features list and in the table all point to the workarounds explained here below :


1/G. Highbinder

To avoid having to replace and resize this product, simply update it normally instead of replacing it, then edit its contents while it is unlocked. Locate the "LockGuard V2 Config" notecard in it, open it and add "ID rwrist3" on its own line, after the line "ID rwrist2".


It should look like this after modifying it :


Save it and you're all set.


2/I. Deluxe Straps legs

You can't avoid replacing this product, but you don't have to adjust everything again. Since replacing the product means emptying the root item from its scripts (in the case of the Deluxe Straps legs, it is the right lower leg item), you will have to use the new one, but all the other secondary items remain untouched. In the case of this particular bug fix, the shin binder straps that looked curved (its shine only, the actual geometry was already flat), simply use the new left lower leg item instead of the old one, same for the right lower leg item (since the old one is empty). Keep using the other old secondary items, and you're fine, you only have to resize two items.


3/J. Siren ropes legs

Same thing as above, the right lower leg (the root item) will be emptied from its scripts so you will need to use and resize the new one, and the secondary item named "Hobble rope (right hand)" is modified so you will need to use the new one as well (but not resize it as it is rigged).


4/J. Siren ropes legs again

Well if you replaced the product in 3/J, you automatically get this feature since it involved modifying the name of a script inside one of the child prims of the root item "Ankle rope (r lower leg)".


5/K. Mummy gag

I merely renamed the script "Lockable_Master.tapegag" into "Lockable_Master.mummygag" and "Lockable_Slave.tapegag" into "Lockable_Slave.mummygag". I packaged the slave script in a box named "Mummy slave scripts", that box is included in the folder the updater gives you when you click on it. If you want to avoid resizing the visual part of the gag, the one named "Mummy mouth (mouth)", simply take the "Lockable_Slave.mummygag" script out of the box and put it into your gag part, taking out the Lockable_Slave.tapegag script first.

6/L. Mummy blindfold

Exactly the same thing as above, but with the "Lockable_Slave.mummyblindfold" script to put inside the "Mummy eyes (nose)" item.


7/M. Deluxe Gag

This one is tricky but you can do it. In order to benefit from this feature without having to resize it all (because it is difficult to resize and the Copy/Paste shape scripts are easily confused with it, due to prims being very close in position and size), you have to rez your Deluxe Gag on the ground or to wear it, press Ctrl-Alt-T to see invisible objects, and edit it with Edit Linked Parts checked on the Edit window.


Locate the double prim named "$5+8:1/0" about in the middle of the object, inside the head when it is worn. It looks like two small straps.

 

Once you have it, rename it "$5wj+8wj:1/0". If you wonder about the bizarre names, they are actually formulas that specify when those prims must be shown and when they must be hidden, according to all kinds of situations. Here it means "if the gag shows the wad part and if the jaw strap is visible, then this double strap must be visible too, otherwise it must be hidden". Once done, pick up your gag and you're good.


8/N. Deluxe Bridle

The principle is the same. Rez your Deluxe Bridle on the ground or wear it, press Ctrl-Alt-T to see it as it is invisible, check "Edit Linked Parts" and select the strap prims one by one. Not the plumes, the ears or blinders, only the leather parts. I have highlighted for you the ones you need to select here (but you have to select them one by one, not all of them like I did) :


Add "$!d!e!p:0" to the name of each one of them (put it at the end, after the existing name, don't forget the space, don't remove the original name). You don't have to reset. In this formula, "d" means "blinders", "e" means "ears" and "p" means "plumes". If all of them are hidden, then the whole bridle is hidden. Easy. Now pick it up and you're ready to go !


That's all !


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

It looks like an orb floating above a pedestal, just click on it and follow the instructions.


Have fun !

Marine

RLV 2.9.18

$
0
0
Hi !

Here is the latest version of the RLV, to get up-to-date with the latest official SL viewer, with avatar rendering complexity and all, as well as a few bug fixes and improvements (in my opinion and experience). Plus, I notice this version is solid with outfits, I did not notice one outfit error at all in a week of testing ! No ghosted attachment upon TP, no missing attachment upon relog, let alone locked ones, and no "incorrect CoF version" message on the console either. It finally feels reliable (*).

I also added a debug setting named "RestrainedLoveAutoTempAttach" (menu "Advanced", "Show debug settings", type "RestrainedLoveAutoTempAttach" and change its value) to automatically allow a temporary attachment to attach, you can switch it to TRUE and FALSE at will without needing a relog, knowing that it won't let a "debit" permission (or any other) get through.


Here is the change list :

- added : Debug setting "RestrainedLoveAutoTempAttach" (default to FALSE) to automatically accept attachment permission requests coming from a temporary attachment. Please note that this does NOT allow a temporary attachment to automatically be granted any other permission, even if it is bundled into the same request, to protect against griefing and fraud.

- changed : Improved the way silhouettes are rendered (now faster and cleaner).

- changed : When forced into Mouselook and sitting on an object, moving the mouse wheel back resets the pitch of the view, like it does when standing.

- fixed : @attachallthis and its siblings did not seem to prevent attaching a wearable or body part.

- fixed : "Add to Current Outfit" wasn't working anymore.

- fixed : We couldn't Alt-right-click on an object to sit on it while in Mouselook, with a prim blocking the view (even a transparent one).


You can grab 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 :

a23a25b531daec17330cf9e1b3819d05



On a side note...

I want to talk about the new avatar rendering complexity (aka "jelly dolls") feature. It is a new-old one because it has been there for a while (we already knew it under the codename "ARC"), but now it is no longer just a score, it actually makes the viewer react to it by hiding the avatars around you that have a score higher than a threshold that you define. This is good when you are in a club, surrounded with many avatars and some of them wear a lot of stuff. I won't go into detail, it is all explained here, but I would like to point out that the formula used to calculate complexity is strongly biased against transparent surfaces, even fully transparent (invisible) ones. Like each transparent triangle counts for four.

Problem is, my products rely heavily on hiding and showing parts of restraint sets, especially the Deluxe Straps. Now before you ask, no the Deluxe Straps (or any other restraint I make) do not slow down your viewer or the viewers of the people looking at you. Well to be perfectly honest, I do go from 80 FPS down to 78 when wearing them (locked or not), so there is a rendering cost, but it is very small and to be expected.

But it doesn't matter, the formula says that transparent stuff must be punished, and punished it is. And I am not even talking about sculpties which are punished even more due to their high triangle count even for a 64x64 texture. So imagine an invisible scultpy ! Which means that I have to work on a solution to avoid making people think that my products are poorly designed. They're not, their complexity is perfectly acceptable when visible, because I took care of optimizing them when I designed them. It's just that the formula increases their rendering "score" when unlocked simply because they are invisible. As a result, you have a risk of being viewed as a "jelly doll" when wearing them unlocked, so I have to do something about it.

Such a "feature" may be detrimental to business, and not only to mine.

My idea at the moment is to "simply" allow the user to detach secondary items in a set that are not used by the current lock. For example the u-binder of the Vixen set when locked in "hands back", or the left leg straps of the Deluxe Straps when locked in "Tight". It isn't difficult and would allow you to spare some attachment slots even when locked, so it would definitely be an improvement and not just a defensive action on my part. It would however require you to get a replacement of the whole set you'd want to update, and to use only the new set (meaning you'd have to resize it again, either manually or with the copy/paste shape scripts).

I need to think long and hard before I even start working on it, because although allowing to detach what is not locked is rather easy, there is the problem of attaching a part after locking the set, if that part is supposed to be used by the current lock. It has to request all kinds of data from the main part (visibility, lock state, textures, leash...). So it is not as trivial as it looks, it may require significant changes to a number of scripts.

We're not there yet anyway so for now, if you really care about your own avatar complexity score and want to trim it down, simply don't wear the parts you won't need, before getting locked in your favorite restraints.

Or if you're like me, you won't care about it at all and will wear whatever you like when you're with your friends. You and your friends will likely decide to bump the slider all the way up to "No Limit" in the Graphics Preferences anyway and quickly forget about that "feature".


Have fun !

Marine


(*) Famous last words.

RLV 2.9.18.1

$
0
0
Heya !

So it seems that the latest version of the RLV (before this one) introduced a new bug after a bug fix. Namely the "can't alt-right-click on an object to sit on it when in Mouselook, through a HUD prim". This had the unfortunate side-effect of not being able to left-click on any HUD while in Mouselook. D'oh.

So here is a new version with a bug fix for the bugged bug fix. *nods*


You can grab 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 
c4026b106afc28faaf34a2c794082b43

Have fun and sorry for the inconvenience,

Marine

RLV 2.9.18.2

$
0
0
Hi,

Another day, another bug fix... Only this time the bug wasn't introduced in a recent version. In fact I think it has been there for a while, but I only heard about it now from a friend, and I do believe that it requires an urgent fix. The bug caused a crash when someone sent you an item or a teleport offer while you were under the @startim RLV restriction, and didn't have a session with this person. I did not notice it before because I seldom use @startim myself, but with the latest version of my Gag plugin I suspect it will be used more often, and I don't want to see a surge of crashes because of it, hence the urgent fix.

In my defense, the crash did not occur in my own code, but was indirectly caused by it. To be perfectly exact, the function that opens an IM session is supposed to be called only after an action of your own (you give an item, or you open a new IM session, etc), and it is restricted by @startim. Meaning that when @startim is active, the session is not created. Only in some cases (when someone gave you an item or a TP offer, but NOT an IM), that function was called too and expected to always return a new session. As @startim prevents it the session was not created but the viewer didn't check for its validity, tried to use it anyway, failed, freaked out and crashed.

I'm sorry for the flurry of new versions lately, but I felt that those two bugs (this one and the one before it) were serious enough to deserve an immediate bug fix.

You can grab 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
ca72c35573caffcc183e4294a1ca5a42

Have fun !

Marine

PS : Happy 4th of July to all Americans !

RLV 2.9.19

$
0
0
Hi !

Here is the latest version of the RLV with a few interesting changes, including the one I discussed lately. I will not go into details about the rendering change here, I prefer to write a full blog post about it later, because it goes hand in hand with a change in my own products. Even though both changes are, actually, independent. I know, I'm being vague, don't worry everything will become clear soon, I just don't want to dwell on this in these release notes. In short, the change is about not rendering surfaces which alpha is 0.0, to avoid rendering things that we cannot see anyway, making the viewer a bit faster. This change is related to the new Avatar Rendering Complexity changes that came to the SL viewer.

Apart from the small (but important) rendering optimization that will be discussed in a later post, there are a couple additions to the list of IM commands the viewer responds to. You already know that if the other party types "@version" in an IM to you, they get the version of your RLV. Likewise, if they type "@getblacklist", they get the list of RLV commands you have blacklisted (it is empty by default).

Starting from this version, if they type "@list" in the IM window they get the list of RLV restrictions you are currently under (as if you had clicked on the RLV > List Restrictions menu item), and if they type "@stopim", your IM window will automatically close, but only if you are under the "@startim" restriction at that moment (wouldn't make sense otherwise). That way they control when the conversation ends, and not you.

I want to point out that these IM commands are not part of the RLV API specification like script commands, but recommended. I will add such a note to the API soon. They're there for convenience, but since they do not change how the viewer responds to RLV commands coming from scripts, they are not mandatory.

And if you don't want to have to remember all those commands, I have added shortcuts to them to the small menu of the IM window :


Of course these menu entries (and the commands that go with them) are available only in P2P conversations. Not group chat, not conferences and not nearby chat, where they are greyed out. Thanks Angelina Sinclair for suggesting to add those menu entries.


Here is the list of changes :

- added : If someone types "@list" in an IM with you, they get the list of RLV restrictions you are currently under (exactly like the "List RLV restrictions" menu item in the RLV menu).

- added : If someone types "@stopim" in an IM with you and you are under the "@startim" RLV restriction (preventing you from starting IMs), your IM window is closed automatically and both of you get feedback. If you are not under a "@startim" restriction, then the other party gets feedback too to show that it didn't work.

- added : 4 menu items in the small menu button for each IM window, to automatically send "@version", "@getblacklist", "@list" and "@stopim" in IM so you don't have to remember them and type them manually.

- improved : The viewer no longer renders surfaces which alpha is 0.0 except when "highlight invisible" is active. See BUG-20168 for details.

- fixed : @touchme did not allow you to touch the object issuing this command when you were under @touchall (thanks Kyrah Abattoir for the heads-up).

- fixed : Prevent click-dragging when @edit is active.


You can grab 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
5ce1ccdf5cb36a949b6254dba012edfa

Have fun !

Marine

RLV 2.9.19.1

$
0
0
Heya,

Despite my many tests, it just so happens that the rendering fix I introduced in RLV 2.9.19 had a little (but annoying) bug in some special circumstances. So special that I could barely reproduce them, let alone see them occur during the tests in the first place as those special circumstances did not occur in my sim. Namely, some transparent but non-invisible surfaces could vanish from the view depending on the angle of your view. But not all surfaces, they had to be part of an object with transparent, opaque and invisible surfaces, all of them at the same time. The best example of that would be mesh windows, but then again, not all of them (and seemingly not the ones in my region).

So I had to completely redo the fix, switching back to the first technique I used in the JIRA ticket, with an addition to make sure the surfaces update themselves when necessary (it has to be done when you activate and deactivate "highlight invisible", and in a way that doesn't freeze the viewer even though it requires a visual update of all the prims around). And even as of now, I have no clue why my former fix didn't work in all cases, as it was pretty much a copy/paste of some LL code with very little change. At least it works now. Let's just hope I will not discover some silly bug like "transparent surfaces will not show when you are higher than 1024 m, facing West, at night, on a Sunday, wearing black shoes". I kid but the bug in RLV 2.9.19 was almost that specific !

There is another bug I stumbled upon and that I fixed in this version : apparently you couldn't alt-click to focus in world through a HUD anymore. Slightly puzzling but it's fixed now.

So, to recap :

You can grab 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
e78889251652dcb4353fcc0c5b7bb7cf

Have fun !

Marine

ARC and what to do about it

$
0
0
Hello again,

Lately Linden Lab added a new feature to the SL viewer that would automatically simplify the rendering of all avatars which rendering cost is above a threshold that you set in your preferences. Every avatar above that threshold is rendered without its attachments, save for their rigged ones, and without any texture. Instead the look like gummy bears, or jelly dolls, or whatever the term is. Although the calculation of the rendering cost is rather old (5 years old at the time of this writing), it had always been purely informative. Now the viewer automatically acts upon the result of this calculation.

This is all good and well as it lightens the load on the rendering part of your viewer, meaning more FPS for you. Very useful in clubs, it helps trimming down the costly attachments that you might not be aware of, and motivates content creators to optimize their stuff (I'm talking about future products, of course, it is very difficult to optimize what has already been made and released since you must make the customers update, when at all possible).


The formula and invisible surfaces

Only, the formula used for the calculation gives alpha-blended textures a high weight. I understand the reasoning behind this, as alpha-blended textures (aka 32-bit textures, textures with a 8-bit alpha channel so they can be partly transparent, as opposed to 24-bit textures that can only be opaque) are very heavy on the rendering, and not only on the SL rendering engine. If you've played a game with explosions that are rendered with sprites of fire and smoke, your computer would likely slow down when you were close enough. This is because of a high number of partly transparent textures stacked upon each other, which makes the renderer suffer, even worse as they are close to your camera.

What I find weird is that completely invisible surfaces (i.e. surfaces which alpha is 0, or "Transparency 100" in the viewer, regardless of whether the actual texture is 24 or 32 bits) are also rendered. Why ? No clue. Why render what you can't see in the first place, right ? But it doesn't matter, the formula punishes invisible surfaces the same as partly transparent ones.

Now, I'm not saying that invisible surfaces should not be counted in the formula at all, because even if they are not rendered, they are still managed by the viewer every frame. It has to decompose the scene into objects, objects into prims, prims into surfaces, group surfaces into pools, and only then can it check whether a surface is invisible or not. The rendering is only a part of the computation cost of a surface. So to me invisible surfaces should be counted in the formula, but not as high as partly transparent ones.

This has a direct impact on some of my products like the Deluxe Straps and the Deluxe Gag. These are the two products with the most invisible surfaces, simply because they morph a lot (they are the products offering you the most customization). Their rendering cost, according to the formula, is rather high : individual attachments in this set are worth 34k average. This is not due to a poor design though, I have optimized the topology of the deluxe straps prior to release, knowing that there would be a LOT of straps. There could certainly be fewer triangles but not a lot fewer or the straps would look blocky. So why the high cost ? Because most surfaces are invisible, so they are taken as transparent surfaces, regardless of whether their textures are opaque or not.

But there is no reason to render these surfaces at all unless they are actually visible, right ? Yet they are rendered anyway and this makes people think those items are badly optimized because it sounds like there are many times more triangles to render than there really are. And it makes other people around you derender you automatically if their threshold is set too low. It is detrimental to my work in the long run.

I am not the only creator to be harmed by that formula. Any item that has options (for example weapons) have parts that hide and show themselves, most use transparency to do that, very few actually shrink prims and move them inside the bulk of the object. Some do, but it isn't always possible for technical and usability reasons.


So what to do about it ?


Update of my products

I mentioned a way to mitigate that in this post. In short, I said that I was thinking of a way to let the user detach the items that are not used in the current lock. For example, when you are locked in "Arms tight" in the Deluxe Straps, you do not need to actually wear the chest part, so this would let you remove it. Problem is, what if you got yourself locked in "Box" afterwards ? Well, you'd be able to re-attach the chest part after being locked, it would become visible and what's more, its textures would synchronize if the colors were changed in the meantime. And you'd be able to remove the upper arm part afterwards since it would not be locked anymore, always allowing you to wear only the required attachments but not necessarily the whole set all the time. This has the added benefit of sparing some attachment slots for you to use otherwise.

This works well now, after days of coding and testing, I have yet to release that update to all my products, it will take a few more days because there are a few other things to do first. The downside is that it will require full replacements, including the secondary items. I know it is a pain, and I'm afraid there is no way around that since the "slave" script of every single secondary item needs an update. And since they are no-mod and their names contain their parameters, I cannot not give away a template script for you to replace the old ones with. Of course that update will not be mandatory, it's just for convenience. Another downside is that this trick does not help the Deluxe Gag at all since it is in one piece. A third downside is that it doesn't help other creators, since it is an update to my products only.

I had been suggested to transform my "set alpha to 0 when unlocked" to "set texture to transparent and alpha blend mode to alpha mask when unlocked". While this is a good idea because fully alpha masked textures are not rendered (not even with "highlight invisible", which is also beyond me), this requires me to make a script that retains all the textures to set when the item is locked again. After giving it much thought, I decided not to do it, because it would make the products a lot more fragile. It would be very difficult to resit a reset, a relink or a texture change with such a feature. Possible, but very costly and error-prone, and would not allow you to customize with your own textures anymore (some people like to do that and I hope they continue).


Update of the RLV

I have just released a new version of the RLV that does not render invisible surfaces at all, i.e. surfaces which alpha is 0, or "transparency" is 100 in the viewer. Well, except when "highlight invisible" is active (that's Ctrl-Alt-T, to see invisible surfaces in red). Really, it is as simple as that. I have detailed the change here with a patch file that is very small, and to my knowledge, without any side-effects. I have run benchmarks and they do demonstrate that invisible surfaces are indeed not rendered. I have also tested that it doesn't interfere with the ability to touch such a surface. It makes sense not to render invisible surfaces anyway, because invisible surfaces on rigged mesh attachments are already not rendered and therefore do not have as high a weight in the ARC formula.

Please note that if a surface does not have its transparency set to 100 but bears a fully invisible texture (such as the "*Default transparent texture" one in the Library), it WILL be rendered even if you won't see it. The change only checks the alpha, not the actual data of the texture, it would be too slow and defeat the purpose. This makes sense, also, because such a texture may be useful when you want to render clear plastic. The texture itself is invisible but may shine in the light.

I understand what modifying this formula means though. There is at least one LSL function that uses it (llGetObjectDetails with OBJECT_RENDER_WEIGHT), so suddenly it would return different results... So if LL decided to make that change to the formula, they would have to modify the viewer and possibly the sim software at the same time, after thinking hard about the consequences on the values fed to the scripts. I have also no idea how much lighter invisible surfaces are on the viewer when you include my modification, all I have is some FPS benchmarks which are a bit extreme (more than 100 surfaces stacked upon each other, you don't see that in public places unless someone wants to grief you). Which means tests have to be made and it takes time and money.

Of course, I will be the first to admit that the modification I made is pretty basic, if LL decided to implement this change they would certainly not do it the same way. But they know the rendering engine well, I don't. I know other parts but the rendering engine is like black magic to me. I didn't really pay much attention during my OpenGL classes, I admit.



So, to recapitulate :

- My whole RealRestraint line of products will get a full update in the near future. This update won't be mandatory (no update is), but if you want the ability to lower the number of attachments in a set, and by extension your rendering cost, this is the way to go. The update is not available yet, I will send a notice and write a blog post when it is.

- The RLV no longer renders invisible surfaces unless you highlight them. It may increase your FPS a little, depending on the amount of invisible surfaces around you. Frankly, I did not see a difference unless I had a hundred surfaces stacked upon each other, but I'm pretty sure it will help in clubs. Unlike my products, the update of the RLV is available already so have at it (you can download it here).


Have fun !

Marine


RLV 2.9.19.2


RealRestraint update to v1.29

$
0
0
Hi !

As promised in this post, here is an update to all the restraints in the RealRestraint brand to v1.29 !

The highlight of this update is the ability to detach items that are not necessary for a particular lock, and to reattach them later even after the lock has changed. That's what I call "late-detaching" and "late-attaching", in other words "detach after locked" and "attach after locked" respectively. The purpose is double. It is about decreasing the rendering cost of what your avatar by letting you detach what is not needed, and sparing attachment slots at the same time. You can wear 38 attachments at any given time and mesh bodies tend to take a lot of those slots (one for the body, one for the HUD, usually two for the feet and two more for the hands, add one for the head and one for its HUD if you use a mesh head, that's a total of 8 slots just to look good). So any way to spare slots is welcome, especially when wearing full sets of restraints that can take more than 10 slots for some.

For example, if you wear the Vixen cuffs and lock them in "U-binder", like this :


... you do not need to wear the chain parts nor the left wrist as they're not used by this lock. You can see these parts in "highlight invisible" (Ctrl Alt T), in red :

The chain parts are the little spheres around the waist and over the crotch.

You can also see the left wrist cuff in red around the left wrist, partly hidden by the u-binder part.

Those parts can be detached even though the cuffs are locked.

After having detached those unnecessary parts, that's at least 3 attachment slots freed !

Now suppose you have indeed detached those parts and changed the texture from the default black to a mix of pink and white :


Then you get locked into another pose, let's say ""H+E front", which features chains around the torso and you are not wearing them, plus the left wrist cuff that you are not wearing either. There's no chain, the left cuff is missing, it is a mess :

 
No back chain, no crotch chain...

... and no left wrist cuff.

All you have to do is wear those missing parts (and you can detach the u-binder part since it is not used by this lock), the missing cuffs automatically appear, change texture to become white and pink like the rest, and the chains appear, without you having to do anything. And now everything looks fine again :

All fixed !

To obtain this result, however, a full replacement of each set is required. Of course this update is not mandatory, and of course any new product bought after the update is live will already be updated. I am very aware of how annoying it is to resize all the parts of a set, which is why I have made the copy/paste shape scripts.

Please note that it is not because a part is invisible that it can be detached. Some parts are invisible and yet necessary for the current lock. For example, the right wrist part of most of the RR sets is where the main scripts are located, so of course this part is always required and therefore RLV-locked. A few other parts are always needed too, such as the light harness and crotchrope of the Siren set, because those two parts may be made visible at any time, regardless of the lock.

Conversely, it is not because a part is visible that it cannot be detached. For example, there has been a popular request for the Vixen and Elegance sets to let the elbow parts show while locked without a pose. I had considered making a Style plugin for them, but this would have been useful only for one particular lock, not very efficient. Instead, I have made it so the elbow parts are visible while on the "Lock" lock, but not RLV-locked. That way you have the choice to wear them or not.


There is another new feature included in this update : the ability for any third-party plugin to register itself to Vulnerable, and be given access to whoever clicks on the restraint while not being the keyholder. Until now only the *Leash, *Outfit and *Sit plugins could be accessed, but now if your third-party plugin has one of its parameters set to "vuln" (case unimportant), then Vulnerable will show it on its menu. Only the name of the plugin will be displayed, not its parameters. For example, if your third-party plugin is named "*MyThirdPartyPlugin.param1.param2.vuln", then Vulnerable will show "MyThirdPartyPlugin" on its menu. I realize as I am writing these lines that there is no "..." after the name to indicate that it opens another menu, but it's ok, that doesn't keep it from working. I'll add the ellipsis in a future update, it is only a cosmetic issue.


Aside from the "late-detaching" and "late-attaching" and the addition to Vulnerable, the update includes a few other changes and fixes, so let me write the whole list of changes here :

* Late-detaching, late-attaching
- Ability to detach any item that is not necessary for the current lock.
- Attaching items that were not worn but necessary for the current lock will automatically synchronize themselves for the textures, tints, leashes and particle chains as soon as they are worn.
- Known issues : The "Pet" pose in Mummy Legs and Deluxe Straps Legs re-locks the arms in "Pony" whenever rezzed (not a real issue, but can be surprising);  Mummy plays a lock sound when rezzed, once again harmless but can be surprising. I will work on those issues later and see if I can fix them, as they area a side-effect of the feature above.

* Vixen and Elegance sets
- Elbow cuffs are now visible on "Lock", but can be detached manually.

* Vixen set
- There was a script error when struggling in "Hogtie Tight", a missing animation (thanks JimHC Lykin)
- The "Black+silver" button in the "Saves" menu of the VixenTex plugin was oddly placed (cosmetic change, but it was annoying).

* Vulnerable plugin
- Any third-party plugin that has "vuln" as one of its parameters (the part between "." in the name, if any) will be on the Vulnerable menu like *Leash, *Outfit and *Sit.

* Deluxe Gag & Blindfold
- Removed the "bridge" script that made textures be changed on both items at the same time, as it would cause issues when applying a preset (the item the preset is applied to would look fine, but the other one would look only partly textured, due to SL throttling the messages, as there are so many).

* Siren & Shibari ropes
- Replaced the original colors with the ones used in the Latex catsuits, socks & gloves, Highbinder, Deluxe Straps, Body Harness, Deluxe Gag and Pretty Mummy.

* Deluxe Straps legs
- For some reason the waist part was no-mod. I'm surprised nobody called me about it. Of course if your waist strap is no-mod and you don't want to update just for that, send me an IM and I will give you a mod one.


Please note : The following products do not benefit from this update as they either do not have secondary items or their secondary items are always used. So no need to update these if you don't want to.

Armbinder
Scarf Blindfold
Body Harness
Isolation Hood & Blindfold
Jammer
Serious Shackles
Slave Crate
Tape Gag & Blindfold

I repeat, this update is in no way mandatory, it is just a convenience for you if you need to free some attachment slots when you are heavily bound, or if you are concerned with your own avatar rendering cost.


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

It looks like an orb floating above a pedestal, just click on it and follow the instructions.


Have fun !

Marine




RLV 2.9.20

$
0
0
Hi,

Here is the latest version of the RLV, including all those commands that were in RLVa for several years and that I never took the time to include in the API (because of time constraints, reviewing to do and all that), resulting in two implementations (RLV and RLVa) progressively diverging apart. It happens sometimes, I add commands first and Kitty Barnett adds them in her RLVa later, or the other way around. This time there was a pretty big backlog on my part so here they are, new commands for the RLV and for you to enjoy !

There is a problem with the version though. Kitty added commands but did not finish the vision restriction ones yet (they're rather tricky because the renderer is so sensitive, it'll need some more time I guess). So if I followed the usual logic, this new version should be 2.10, as new commands are added, but as RLVa still lacks some of the 2.9 commands, it would confuse scripts big time. So this version will be 2.9.20 instead, and we will switch to 2.10 when more commands are added and both implementations converge again.

Without further ado, here is the list of the new commands, you will find a better formalization of them in the RLV API :

added : @findfolders (find several folders at the same time)
added : @touchhud (prevent from touching any HUD)
added : @interact (prevent touching anything in-world as well as editing and sitting)
added : @getdebug RestrainedLoveForbidGiveToRLV, RestrainedLoveNoSetEnv, WindLightUseAtmosShaders
added : @tprequest (prevent from sending a TP request to someone else)
added : @accepttprequest (force send a TP offer to whoever requests one)
added : @sharedwear, @sharedunwear (counterparts of @unsharedwear and @unsharedunwear)
added : @touchfar, @fartouch with max distance parameter
added : @sittp with max distance parameter
added : @tplocal with max distance parameter
added : @sendchannel_except (prevent from using one particular chat channel)
added : @detachthis:uuid, detachallthis:uuid
added : @remattach:uuid (force detach an attachment by its UUID)
added : @shownames:uuid (hide the names of everyone around except one particular avatar)
added : @tpto:region/x/y/z (lookat doesn't work yet) (user-friendlier variant of @tpto)
added : @setcam_avdistmin (synonym to @camdistmin)
added : @setcam_avdistmax (synonym to @camdistmax)
added : @setcam_unlock (synonym to @camunlock)
added : @setcam_fov (force the FoV in radians)
added : @setcam_fovmin (set the minimum FoV)
added : @setcam_fovmax (set the maximum FoV)
added : @setcam_textures:uuid (synonym to @camtextures, + replace the grey texture by a custom one)
added : @getcam_textures (get the specified UUID)
added : @getcam_XXX, XXX being avdistmin, avdistmax, fovmin, fovmax, zoommin, zoommax, zoom, fov

I forgot to add in the release notes (and the file is uploading as I am writing these lines, so I guess it will be for next time) : there was a bug that would not hide emotes coming from an attachment when it took the same name as its wearer (for example, a gag), while under @shownames and @recvemotes AND "Show ..." was active. Specific bug ! Thank you Katinka Teardrop and Isabel Schulze for the heads-up.

ETA : Two commands I forgot to mention here : @sendgesture and @setcam_textures. I just added them to the API now.

You can grab 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
7974336c3ca0d857442d1b9e4f1b3225
613ea57f20843569c686aafe2cf08348

Have fun !

Marine

PS : It is now  v2.9.20.1 because there was a crash with @camtextures:uuid. This was due to a file I had rolled back while I shouldn't have, after testing @camtextures but before committing the changes. Bad me. Thanks to Chloe1982 Constantine for the report.

Little Shop of Kink is gone

$
0
0
Hi,

It seems that the parcel where the famous Little Shop of Kink in Lineside has recently been abandoned by her owner, Tess Whitcroft, an old friend of mine, and Governor Linden returned all the prims from it today, including my vendors and updater, and now owns the parcel.

I'm sad because the Little Shop of Kink was where I had my very first vendor, before my vendors were networked, before I even bought Pak as my First Land, almost... 10 years ago... *gulp*

So that's a little bit of my history that goes away today.

What it means for you, as a customer, is that the updater in Lineside is obviously no longer available, but there is one at Roper's place and another one at Chorazin's sim. And of course the one at my shop in Pak.

Thank you Tess for having me there for so long, and actually helping me start my business back then. I hope you'll be met with success in your future endeavors.

Marine

New product : Mouth Dildo

$
0
0

Hi !

It's been a while since I have released a new product due to RL work taking all my time lately, but don't worry, I haven't forgotten you !

Today I'm releasing a naughty little product... and by naughty I mean overtly sexual. A Mouth Dildo !

Wait, a dildo ? That's like the most common thing in SL after AOs, so where's the novelty in that ?

In fact, this is not so much about making a new dildo. Dildos are common, everybody owns one or six. What is less common is one particular way to use it : screwed to a gag, pointing outwards to pleasure your Mistress with... See what I mean ? It's often called a mouth dildo or a dildo-gag, and it is often used in quite humiliating ways.

 

Attention : the gag is not included.


Now before you say "but there are already some mouth dildos on the market", let me explain what this is all about.

There are several mouth dildos on the market in SL indeed, but all of them (that I know of) are static. You wear a gag with a dildo poking out and that's it, you can't do much with them. There are also very few (a handful at most) sexual animations involving such a toy, because it is so specific.

The product I'm releasing today tries to address that. In short, it aims at turning almost any cunnilingus animation into a "thrusting with mouth dildo" animation. And by "almost any" I mean 99% of them. In fact it works with most blowjob animations as well (more on that below).


How to use

In practice, you use it like this. You wear a gag, any gag you like, this is not restricted to a RealRestraint one, even though it works well with the Deluxe gag in "harness panel" lock, and you wear the dildo which attaches to your mouth. This is like an accessory to your favorite gag. You position it the way you want, and you wear the included HUD that looks like this :


The 15 pictures on the right are hidden or shown by clicking on the 4 square buttons, when they are hidden the HUD is quite small and doesn't get in the way.

After sitting with your lover or Mistress on your favorite couch/chair/bed/whatever, you choose a cunnilingus or 69 animation and use your Mouth Dildo HUD to override the animation of your head and neck, and that's it ! Instead of giving her pussy your tongue, you actually do her with your mouth dildo.

The way it works is simple. The HUD provides you with several animations to let you choose the exact angle and speed you want your neck and head to move at, depending on how fast you want to go and how your body is positioned and angled compared to your lover's. The HUD will then make your head move, overriding its original motion played by the couch/chair/bed/whatever, without changing the rest of your body. That way you benefit from the original position while using a mouth dildo on her the way it is intended !

There are four speeds to choose from :
- Slow : A slow in-and-out with a screwing motion.
- Medium : A medium-speed thrust.
- Fast : A high-speed thrust.
- Deep : You push in and stay deep, tilting your head left and right for a nice finish.


Slow, screwing thrusts

Medium-speed thrusts


Fast thrusts !

Deep, not thrusting, only wiggling left and right

For each one of the 4 speeds you have 15 angles: 5 vertical angles and for each vertical angle, medium, left and right horizontal angles. That's a total of 60 animations, plus the torso ones (more on them below).

 
Slow, high and to the right

Medium, high and to the left



A few variations

This is not all, though.

Some of the oral animations you find in sex furniture do not move your torso at all (or very little) so you may want to add more "oomph" to your head bobbing, and the HUD gives you the ability to do that.



Click on the icon with the torso to activate it, before or while animating your head, which makes your torso move as well. This amplifies the movement and makes it look more natural, as if the thrust started from the stomach.

This time the torso moves, giving the dildo more strength !





I mentioned blowjobs earlier. How do you give a blowjob with a dildo screwed to your gag ? In fact, the dildo is not at all necessary for this product to work, nor is the gag. You can very well use the HUD in standalone without wearing anything else, and engage into giving head to your Master by clicking on the mouth icon to open your mouth :



      <->->

And make your head bob back and forth.

What's the point ? Well, the original oral animation might not be so great, or too slow or too fast, or not deep enough, or does not open your mouth... With this HUD you are given more control over how your head moves, and as I pointed out above, you can even add your torso to it. You're in control.

(the jerk of the torso is because the original blowjob animation animates the torso, and the GIF is shorter than its cycle)


Making your mouth open can also let you use a double-ended dildo, one half of it being in your mouth and the other half... well you get the picture.

You can even use this HUD and the dildo while in tight bondage, for example hogtied, while your captor sits in front of you, legs spread... In this case you're not sitting on any furniture at all, you're just crawling on the floor and using the HUD to animate your head (not much else of your body can be animated when you're hogtied anyway, right ?).

 
In a hogtie, to the front

In a hogtie, to the side

Kneeling and thrusting with the torso


Using the buttons





The HUD has four square buttons, one per speed (slow, medium, fast, deep). Clicking on any of those buttons hides and shows the 15 icons on the right (or on the left if you have switched the side).

Clicking on any of those 15 icons starts an animation at a particular angle (horizontal and vertical), and at the chosen speed.



The mouth button makes your mouth open.


The torso button makes your torso move along with the chosen head animation (it does not move at all in "deep" speed or if your head does not move).


The "left/right" button moves the head animation buttons to the left or to the right of the HUD, useful if you move the HUD to the other side of your screen.


The red cross button stops your current head animation (which stops your torso too if it was moving).

Clicking on the top edge of the HUD hides it, moving it out of the view. Clicking on the "MOUTH DILDO" logo makes it reappear.


Tinting the dildo

The dildo itself is actually completely independent from the HUD and from the gag (if any), and you are not required to use it at all (if you prefer another dildo, like a double-ended dildo for example, go for it). But if you use it and want to tint it, this is very easy. Click on it or say "dildo" on channel 99 and you get a menu. Choose a color and voila !

If you go to the "Parts..." menu, you can choose among 6 parts from A to F, knowing that only 3 parts are assigned in this object : part A is the rubber dildo itself, part B is the metal butt, and part C is the metal ring. D to F are not used. And of course "ALL" is all the parts.

Just so you know, initially, the rubber dildo is "flesh pink", the butt is "black" and the ring is "steel", in case you mess up with the colors and want to go back to factory settings at some point.

Oh, one last thing, the plastic part of the dildo has materials. If it looks flat to you or if you want to get rid of the materials, you can edit that face and turn its shine to "low", it will look plastic too.


Known issues

Blending animations can sometimes cause issues or unexpected results. Let me point out what might sometimes happen and how to remedy to it.

- The neck does not animate at all, the head bobs up and down and it looks silly : This may happen if you are wearing a collar that animates your neck (such as the RealRestraint Vixen collar in medium posture), because the priority of the animations of the HUD is 4 while the collar may be higher. In the case of a RR collar, simply turn Autoref off on the "more" menu.

- The torso and the head are out of sync : This happens only the first time you use either of those two anims (head and torso), because they must be downloaded by the SL viewer first, and they may not finish loading and start at the same time. Restart the animation by clicking on the button again (head or torso) and they will be in sync.

- The animations stop when we change position on the couch/chair/bed/whatever : Some furniture have priority 4 sex positions so they override the HUD, in that case you must restart the animation by hand after changing. In SL, when two animations animates the same parts of the body and have the same priority, the one that was started last overrides the other on those parts. This also happens in some systems like AvSitter which stops all animations before switching to the next one. Same solution, simply restart the head animation with the HUD.



You can find the Mouth Dildo and its HUD in any of the Marine's Goodies vendors in-world. They are Modify, Copy and No-transfer, and the product costs L$300. The box contains an updater to rez in case an update is available, and updates are always free. Also if you ever break your product, rezzing the updater will automatically get you a redelivery.


At the time of this writing it is the latest product in the Marine's Goodies brand, so it is the last one in the vendor. You may have to browse with the white arrows on the vendor to find it (you will see it after the Need For Seed HUD).

Please note that the gag is not included, nor is any furniture demonstrated on this page.

One location where to find a MG vendor is in Pak (look on the left of the RealRestraint vendor in the middle of the booth) :
http://maps.secondlife.com/secondlife/Pak/76/61/105


Have fun !

Marine

RLV 2.9.20.2

$
0
0
Heya,

Here is a new version of the RLV, with several bug fixes and a couple changes.

added : Added "AllowMUpose" to settings.xml to let the user decide whether to emote with ":" or not.

changed : Prevent from putting an object in a box if it belongs to a locked folder, because it could be sent back to the inventory thanks to a script into a #RLV/~(name) folder, which might not be locked.

changed : Prevent from rezzing an object if it belongs to a locked folder, but only if it hasn't been given during this session, for the same reason.

changed : When under @unsit and forced to stand up thanks to a llUnSit() LSL call, force to sit back to where we were (only works for prims with a defined sit target, like a scripted furniture or a poseball).

fixed : Wrong limits for @setcam_fov (thank you Henri Beauchamp for the fix)

fixed : secondlife:///app/agent/[uuid]/about was not hidden by @shownames (thank you Chorazin Allen for the heads-up)

fixed : llOwnerSay from a worn object transmitting a message sent by another object on the chat which was spoofing the name of its own wearer (like a gag), was not having names hidden by @shownames, neither on a chat message nor on an emote.

fixed : A gesture sending /77arm bypassed @sendchannel_sec=n (thank you Daisy Rimbaud for the heads-up)


You can grab 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
fe923785af62d2387f953254e417b649

Have fun !

Marine
Viewing all 249 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>