Monday, March 13, 2017

Update to the Dust System

Hi again !

Yes, this is a slew of small updates these days, for once I have a little time to give attention to things that really needed to be improved :)

This time this about the Dust System, in particular the Dusty Surfaces themselves (not to the Duster gag or the Feather duster).

It is a small update again, but I hope you will find it useful, I know the following changes were popular requests.

The first change is small, it simply does not register the name of the one who dusts the surface, if this surface is already clean. That way, no more sneaky maids giving a clean surface a short sweep to get all the credit !

The second change needs a little explanation. By default the surfaces stay clean for a week, then start getting dirty over the next week, to become fully dusty (with clouds of smoke, owners complaining and all) by the end of that second week. You will now be able to set those two delays yourself thanks to two new buttons on the menu of the Dusty Surfaces Controller. It's this thing here :

It doesn't look like much and is not at all mandatory for the system to work, but it comes in handy when you want to update all your surfaces at once, or make them all dirty or clean at the same time, or even highlight them to show their locations clearly.

Simply rez it if you haven't already, click on it and you get the menu. The two new buttons are "Clean time ?" and "Dusty time ?". The former lets you decide how long every surface stays clean, and the second one lets you decide how long they take to become dirty, past the first period of time.

Both of these buttons bring up a text popup on which you can enter a time in the H:M:S format, for example "12:0:0" for a delay of 12 hours. You can leave the text empty and click "Submit" to set it back to the default 1 week delay.

That's pretty much it, with these two new buttons you can organize things the way you want.

To update your Dust System, you have to do it in two stages.

First click on your controller (rez it if you haven't already), chose "New version ?" to check for the new version, and you will receive your new package after a short time.

Then, instead of rezzing new surfaces (because it is time consuming, and you have already placed your surfaces carefully already), derez that controller and rez the new one, the one that is included in the box you've received. No need to rez any of the surfaces, you will in fact update each of the existing ones automatically by clicking on the new controller and pressing "Update surf.". Wait a moment until all the surfaces are updated, and voila !

Have fun !


Update to the Racing System

Hi !

Another small update, this time for the Racing System by Marine's Goodies.

This one too was long overdue, there were some pieces that were missing from the border rezzer, in particular the sloped turns. There was also a misnamed piece of turn (it was "Road Narrow Left75%", it should have been "Road Narrow Left 75%"). Finally, the racing system did not reset when the owner changes (i.e. when buying it), meaning it had to be reset manually.

To get your update, simply rez your Race Controller if you haven't already, click on its "Maintenance" button, then press "New Version ?", and wait a little, you will receive your new package.

Have fun !


Friday, March 10, 2017

Update to the Bubblizer

Hi there,

Here is a small (but hopefully useful) update to the Bubblizer after receiving a few suggestions about it :

- Added : The field derezzes after an hour of inactivity, to return to its idle state with only the platform.

- Changed : The column obstacle is entirely redone in mesh with a simpler physical shape that feels closer to its visual shape. The old one was a torus with a convex hull (hence a cylinder). As a result, the prim count is a higher than before, the set of columns for the 16x16 field takes 15 prims instead of 7. I couldn't go lower than that without simplifying the visual shape too much.

- Changed : The lights, which are part of the field, are physical and in consequence may disturb the trajectory of a bubble. I have moved them outside the field, one meter back exactly.

- Added : I included the French translation (courtesy of Florensse Resident) in the box.

To update, rez a field and click on the up arrow on the upper right corner of the display, and wait a little, you will receive your new box.

Have fun !


Tuesday, February 14, 2017

Update to the Latex Catsuits and Latex Socks & Gloves

Hello and Happy Valentine's Day !

Today I'm releasing an update for the Latex Catsuits and the Latex Socks & Gloves... except this is not really an update but new content. I'm bringing you latex boots !

They work well with catsuits...

... as well as stockings.

I've always liked the idea of high heels being directly part of a latex catsuit or latex stockings. Some RL and even some SL catsuits do and I find the look so much better than wearing normal heels that you can lose easily (especially while running super secret spy ops, think practical, girls !) or that require so many straps that they kind of kill the smoothness of the latex. And knee or thigh-high boots are sexy, but they tend to hide the latex underneath in the first place. So there you go, integrated high heels, or boots if you prefer, problem solved !

I didn't mention it but this update is free and the boots are copy/mod so you can do whatever you want with them, even use them with other appliers if you own the textures. I'll explain later in this post.

Before you ask, these are really boots and they are really rigged attachments that you wear on top of your feet. Even though they look like socks with heels attached, they are more like boots because of the shape of the main part. It is not exactly following the shape of the foot, especially on the toes, it is much smoother, like a boot :

Notice the flattened tip and the blend with the heel, the overall smoothness, as well as the creases behind the ankle

Those boots are meant to be used with the Maitreya high feet (they don't work with any other brand, sorry, but as the latex catsuits are Maitreya only as well for now, I think that's fine) and function very much the same way as the neck piece of the catsuits. They receive the same textures as the bottom of the mesh body (as opposed to the neck piece which receives the textures of the top of the body) and display them on each part of each shoe : main part, heel, sole etc. Each part is UV-mapped in a way that even though it is the same texture on the whole shoe, the colors and transparencies (in the case of the latex stockings) are different yet still assorted.

For example, the regular catsuits are monochrome even under the soles so the heels take the exact same color, while the stockings are darker and more opaque under the soles, which is why the heels and under sole of the shoes are darker as well, but still the same color to remain assorted. And if you don't want some parts of the boots to take the same texture (for example if you want your heels to always be opaque, or always be plastic), then you can specify which surfaces will change texture which won't. Here is an example of what I mean :

Here you can see the sole takes the part of the texture covering the sole on the feet, same for the heel, while the rest of the boot shows the upper part of the foot. This is the same texture, but different parts are displayed, and the result is that you get different shades of the same tint and material.

After you have updated your Latex Catsuits and Latex Socks & Gloves, you will notice that your HUDs feature two more buttons :


They are pretty self-explanatory : click them to show and hide the shoes, just like the neck piece. And just like the neck piece, for the Latex Catsuits, clicking on the "show shoes" button while they are already visible makes them change their mask mode (exactly like the Maitreya HUD does with the clothing layers of the body). That way if for any reason you need to change the mask mode of your catsuit, you are able to do so for the shoes as well to make them match the shine of the legs. And like the neck piece, in the particular case of opaque catsuits, the shoes mask mode is turned on automatically (and off by default in any other case).

The boots use the SL avatar's UV map, so the main part covering the feet show the feet texture just like the Maitreya socks do. This is why the patterns of the catsuits and socks cross more or less seamlessly over the ankle. It's not perfect, that part of the body is hell to UV-map due to how tiny it is, but I think the result is very close to the SL avatar now. This also means that you can apply your own clothing textures (stockings for example but not only) to the top of the shoes, as long as you own said textures, and make your own boots !

When you apply a texture from the HUD, the shoe takes it before the body (since the body asks you which layer to apply to), just like the neck piece. And once you have selected the body layer, you will notice a strange seam on the ankle, especially if the latex variant you use is not opaque :


Or in the worst cases, you might even see the sock through the boot :

Rather inconvenient, but the fix is easy. Open your Maitreya HUD, go to Layers, click on "Socks On/Off" twice (don't ask me why twice) :

And voilĂ , no more seam or double socks :

How to modify your boots to suit your needs

Aha, this is where the fun begins. So you want your boots to look in a certain way and not all of their parts to apply textures along with your body. For example, you want them to look like heels "glued" to the stockings (because in RL that's what they would be), with an actual leather sole, hard plastic heel and metal heel tip.

And frankly, because with certain appliers the full latex boots look a bit bizarre...

Fishnet... heels ?

So if you want to modify them yourself, read on.

Rez your boots on the ground and edit them :

Notice the "all" written in the description field ? This can be changed, and the script inside reads that field to know which parts to texture and which ones to leave alone. "All" means "texture all of them", in case you wondered.

And before I explain what to replace "all" with, let me show you what the actual surfaces (or faces, if you prefer) of the shoes are :

The face numbers are important here, because this is what you will write in the description field instead of "all". You simply write the numbers of the faces you want to see change, separated by spaces. For example, if you only want the foot and the arch to change, you write "0 4" (that's zero, space, four) :

And that's it, no need to reset.

Please note that the faces written in the description field make those faces change textures, bump and specularity, but not tint. That means if you tint a face black, it will remain black whatever the latex suit you apply.

I have included two copies of the boots in both the Latex Catsuits and Latex Socks & Gloves products. The "latex" one has "all" in its description field to make it change all its faces, this is the one that is demonstrated in nearly all the pictures in this blog post.

The other ("leather soles") is set to just "4" so only the foot changes, and the rest is pre-textured and tinted to look like actual shoes with leather soles and black heels with a metal tip and frame. This is the only difference between the two, they otherwise function exactly the same way.

This is what the "leather soles" version looks like :
It looks a bit more dominatrix than plastic heels, right ?

And no, I'm not going to put a logo on the arch. I know it would make them look swag but I don't like it when my heels turn me into a walking advertising space, so I'm not going to inflict it upon you either.

Oh one more thing, the latex parts (the ones that change, depending on what you decided for your own boots) shine with a blank specular texture, 150 shininess and 0 environment. This yields a rather high shine that matches latex well, but since you can change your shine on your own Maitreya HUD and there is no way to catch that change automatically, you'll have to change the shine on your boots manually if you need.

How to update

It can't be simpler. To update a variant of your Latex Catsuits and/or Latex Socks & Gloves, simply open the corresponding folder and rez the updater object on the ground. Wait a little and you will receive your new box, while the updater derezzes itself after 20 seconds. Make sure you are not in "Do Not Disturb" mode or you won't receive anything.

You can update as many times as you want, for example if you make an oops with your shoes and need new ones. The updater also serves as a redelivery server.

Have fun !


Monday, January 9, 2017

Update to the blindfolds

Hi there and Happy New Year !

As you might know, the RealRestraint blindfolds can block your vision either by using a big HUD prim (a cube with a tiny hole in the middle to let you click through, that's the "RealRestraint_HUD" object it makes you wear), or black vision spheres if your RLV is 2.9 or above. The choice of method has been automatic until now.

However some time ago Firestorm (and other viewers using the RLVa implementation of the RLV API) was updated to a new version that now reports a wrong RLV version number to the scripts. As a result, the RR blindfolds believe they can use RLV 2.9 vision spheres (what makes the world black except your avatar and your immediate surroundings), while they can't because FS does not implement them yet. So your world would look grey but you wouldn't be blind and you would think your RR blindfold is broken.

Since Firestorm does not update very often, to mitigate this issue I needed to include a "fix" (to a bug that isn't mine) so that the user can now choose between HUD and RLV methods. This "fix" is two-fold :

- Turn the base script into a plugin named "Blindfold" to give the user a menu on which they can choose whether to use the old-school HUD or the RLV 2.9 features (provided their viewer DOES really implement the RLV API 2.9, which is not the case for FS). This was also a request from some people who actually prefer the HUD to the vision spheres.

- To not get fooled by FS and its reported version. If the version is less than 2.9 or greater or equal to 3.0, then it will use the old-school HUD method.

You do not need to have your blindfold replaced for this change to take effect. All you have to do is go to any of these locations :

My Little Shop
Chorazin's Shop
Roper's Dark Playground
Dark Wishes

Then click on the updater there, rez the update orb, start an update on your blindfold and request a soft update (choose "UPDATE" on the menu instead of "REPLACE"). You will then see a new "Blindfold" button in the "Plugins" menu that will let you switch between HUD and RLV methods at will. It is designed in way that prevents cheating while switching, by the way.

The blindfolds I am talking about are the Deluxe Blindfold, the Scarf Blindfold, the Isolation Blindfold, the Pretty Mummy Blindfold and the Tape Blindfold. I hope I did not forget any.

Very important : After updating, detach your RealRestraint_HUD object (if you were wearing any, and if it is not locked), and let your updated blindfold rez its own. This is because the "fix" also required some significant changes in the HUD itself, not only in the blindfold, and you need the updated HUD for it to work.

Also, please note that this is not a new version of the whole system, so if your blindfold is already 1.29, it will remain 1.29. If you see a "Blindfold" button in your "Plugins" menu, then you know the update is successful. You will still need to save and load your times though, if you don't want to lose them

Here is a more detailed explanation about the problem, if you want to know everything.

Without being too technical, an object using RLV features needs to know the version of the RLV API (*) the user's viewer implements. For example, if the object needs to restrict the user's ability to hear emotes from one particular avatar around, it will need to use the @recvemotefrom RLV command, which requires a viewer that implements the RLV API v2.4 or above.

The same thing goes for the RealRestraint blindfolds, because they need to know whether to use the old-school HUD prim to block the vision, or the "new" RLV 2.9 vision restriction commands. If the user's viewer implements RLV 2.9 or above then vision spheres are used, otherwise the HUD is used. Simple, except that the latest version of Firestorm reports a wrong version. It pretends to implement the RLV API v3.1.4 which does not even exist. What's more, FS does not implement the vision restriction RLV commands yet, so it confuses the RR blindfolds by telling them they can issue RLV 2.9 restrictions, while the viewer is not actually capable of displaying them. As a result, people believe that RR blindfolds are now broken because they do not blind the user at all.

I need to point out that the bug does not come from the RR blindfolds, they rely on an information that is not sent correctly by the FS viewer (and others using RLVa). And that information is incorrect because the RLV API explicitly says that the version to send to a script is the version of the RLV API that it implements. This is different from the version of the code which must not be a concern for scripts, which I believe FS' "RLVa v3.1.4" stands for.

Have fun !


(*) Application Programming Interface, the document that specifies what commands are available at which version, what they do and how to use them.

Thursday, December 22, 2016


Hi !

It seems that RLV had a bug (due to a fix I made to another bug, it happens), that would truncate private chat messages sent by the viewer to scripts, such as responses to @getstatusall, @getinvworn and such commands, to 255 characters instead of 1023. In practice this could be problematic for RLV folder browsers, for example. So here is a new, fixed version, with my apologies for the sudden burst of releases. Thank you Henri Beauchamp for spotting this bug !

You can grab the RLV for Windows here :

Direct download :

And the MD5 hash for the executable is

Have fun and Merry Christmas !


Monday, December 19, 2016


Hi !

Following the release of  RLV 2.9.21, which I wanted to hurry because of Bento compatibility, here is a new version with a couple fixes for outstanding bugs. Including a very serious one, one that would block all RLV feedback to scripts when under @sendchannel :

- fixed : @sendchannel would block @version, @versionnum and all the other RLV messages sent to a script (thank you Chorazin Allen for the heads-up).

- fixed : @showloc would not hide the location when declining an inventory offer from an object (thank you Kittin Ninetails and Starfire Desade for the report).

- fixed : Going to appearance mode with the camera animated (this is set in the preferences) and modifying the shape gets the avatar stuck in T-pose even after closing the window (thank you Aria Warden for the report).

You can grab the RLV for Windows here :

Direct download :

And the MD5 hash for the executable is

Have fun !