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.