Thursday, August 27, 2009

General Update

Not much to say, but I figure I should post something, so you all don't think I've gone and disappeared. Basically; I've done not much since the 16th. I've not needed to, except for catching a minor (and by minor, I mean I messed up a single comparrison. Changing to &&. Yah; that's it).

Anyway, I've been on an extended break as I wait to hear if there's anything wrong with anything. Not been up to scripting much. Even though I do want to script that nummy katana of Asami's. <3

Sunday, August 16, 2009

Doll Keys Update

You're prolly tired of me blathering about them. That's okay, I'm tired of working on them, to be honest.

Not that that means I'm slacking. I hate putting out shoddy products as much as you all hate buying them. Which is even more of a challenge; my slight OCD complex towards getting them -right-.

Anyway, yah, I fugred out how to split the scripts and make it work properly. Only caused three bugs to crop up, and they got sqyashed in an hour of furious scowling and typing and testing.

What was wrong you ask? Hrm, trade secrets and all tha-- nah, here it goes. The name setting wasn't working (I forgot to change which event handled it, so it wasn't initiated. It's working beautifully now.).

A slight problem with the range detection, but that was a simple math problem and again, a fairly easy fix.

The third one was the one that had me stumped. The Dolly talker HUD wasn't engaging on logon. Problem was, was that the dolly talker's scripted perfect. Nothing shoulda been causing the problem.


Turns out, it was huger glitch then I thought. I wasn't handling the check for RLV properly in the key. Which is a rather big bug, when you think about it. In a laggy SIM, RLV wasn't detected. So I had to change that. And i did, and it works.

So yah; keys are in the process of being betaed properly and hopefully, we'll put them to market soon.

That's all.

Thursday, August 13, 2009

Quick Update

Not much to tell right now, but I think I've figured out how I'mma going to do it, when I have enough free time to plug into making the changes.

Hopefully, this means we're back on track for a release of the new version of our dollkeys.

Tuesday, August 11, 2009

Set Backs

So, dollkey is finished and about to look for betas when, 'you know; you should make this togglable'. So I do, and run out of script memory.

Unfortunately, the architect of the script is such that it's a pain in the ass to seperate shit out.

So yah, back to the drawing boards. Hopefully; I can do the changing I'll need without taking too much time, but...yah, no promises right now

Tuesday, August 4, 2009

Dollkey 2.0

Ugh, I think I have it done. I hope I have it done.

Let me explain.

The dollkey was never meant to interact with a HUD. I've never tried to write something that did. I found it incredibly hard.

Now, I understand that it should have been easy., Except I don't like putting out a halfassed product anymore then people like buying them. Which elevates the complexity of the script a hell of a lot. Gotta make sure it works as it's supposed to and all that. it's doubly hard when it places RLV restrictions on someone. Gotta make sure they're removed promptly when they're not needed.

All of this basically means that it's taken me longer then I would have liked to script the damn thing properly. I'm pretty sure it's as it's supposed to be, but there's always that niggling doubt in the back of my mind that I effed up massively.

In either case, the dollkey will prolly go to beta today or tomorrow and we'll see how it goes. Hopefully well.

Thursday, July 30, 2009

Updates

So, I have the new dollkey script done. I jusat need to add one tiny little thing to it and it's finished and will go into beta whenever that happens. I managed to hit all my goals, and then some.

Trust me; the AiTech dollkeys are already kickass, and they've just become even more kickass.

Now, I have to finish up a couple of things I'm doing to the dollytalker script. It';s taking a bit. I'm not able to really focus on scripting at the moment. It all just slips through my fingers like fine sand. There's moments when I get it back solid, and I script like mad then, but I'm slowing down a bit. Ugh.

Either way, I have good feelings about getting this stuff pushed out soon, as well.

So yah; expect great things, soon (can't put a date to it, but yah. Soon.)

Monday, July 27, 2009

[AiTech] Doll Keys and other such goodies....

So, I'm the head scripter for AiTech. And that does -not- mean I micro-manage other scripters. No, it pretty much means any scripts that go into AiTech products, I wrote. We do have another scripter, but so far she hasn't put anything out.

So yah, I'm over worked (but well paid; people love the doll keys).

Speaking of Doll Keys. I've been working on version two (don't worry; free upgrades to those that bought version one). It's been slow at times; I've been so out of sorts and not up to scripting a 'Hello World' script, let alone anything more complex. But recently, that blockage cleared.

Here's what I have done:

- Auto-repositioner/auto-detach. What this is, is that if you attach it to Spine, Chest, Stomach, Left Pec, or Right Pec, the key will auto adjust to a decent position (you'll have to manually perfect the adjustment, but it shouldn't be hard), and set the correct values for the spin, so it doesn't go wonky (as it does currently). If it's attached to a pint that isn't Spine, Chest, Stomach, Left Pec, or Right Pec, then it will detach itself and give a warning (this is so the key doesn't get messed up because of where you tried to attach it).

- UnWind. Yes, now the owner of the dolly can click a button and unwind their dolly. Perfect for punishment and for long term storage.

- Clothes Lock. RLV only feature. Lock all clothes layers to the dolly. Will see about making the joints lock as well when this happens. And yes, there will be a corrosponding Clothes-UN-Locking function. I'm not that mean. ;P

Hold Key. Currently in the works. I just need to script the logic for it (all the hooks for the main script are done, but I have to start a second script to get this feature into it).

- Break/Repair system. Like the Hold Key feature, I've got the hooks in the main script all done. All that remains is the logic (and this one may take me a bit of time. Who knows).

- Dolly Renamer. Yus, that's right. A renamer for your dolly (because let's be honest. Most people wanna cutsify the dolly's name). This isn't fully realized yet, as I'm not sure if it will be in the main script or the second script. BUT, I know how I'll do it. It'll just be determined by how much memory it'll suck, and where it'll go.

- Integration with the Dolly Talker and Dolly Joints. I'm working on integrating these a bit better. The Doll Joints I've mentioned, but I want to do it for the Talker too. You know; who the dolly's owner is; if the talker should be locked (if the key is locked, so should the talker), the dolly's name. That sort of thing. Mostly, right now, I need to sit down and rewrite the dolly talker. Whee.

- Keep the AiTech Doll Keys both the best dollkeys in SL, and the most inexpensive for their great feature list/awesome quality.

- One or two other surprises to be had (can't reveal everything, after all.)

And...that's it on this front.