Tease AI General Discussion

Webteases are great, but what if you're in the mood for a slightly more immersive experience? Chat about Tease AI and other offline tease software.

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Re: Tease AI Open Beta

Post by ark235 »

A couple of hopefully easy questions:
If an interrupt is called what happens after the interrupt? Does it return to where you left off, or just re-start the Taunt > Module > Link cycle?

If you use @BookmarkModule and end the module it resumes the cycle. Does it then automatically pick the same module after the next lot of Taunts and resume from the Bookmark? Or will it play random modules, and only resume if the same module comes up again?
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Re: Tease AI Open Beta

Post by 1885 »

pepez wrote:This is amazing!!! :yes: :yes: :lol:
Thank you for this! :)
You're welcome, really glad you're having a good time with it :-)
pepez wrote:I hope you get those bugs done
You and me both, buddy. :closedeyes:
ark235 wrote:A couple of hopefully easy questions:
If an interrupt is called what happens after the interrupt? Does it return to where you left off, or just re-start the Taunt > Module > Link cycle?
Interrupts are considered Modules, so they will move to a Link script (or an End script if the Tease Timer has counted down to 0)
ark235 wrote:If you use @BookmarkModule and end the module it resumes the cycle. Does it then automatically pick the same module after the next lot of Taunts and resume from the Bookmark? Or will it play random modules, and only resume if the same module comes up again?
Pretend this is a script:
  • When you use bookmark module
    The module will end and resume the cycle
    Like this @BookmarkModule
    @End
    Once the next Stroke Taunt cycle ends it will return here
    It will not play random modules
    it will come back here and finish the script
    You can even do this if you want @BookmarkModule
    @End
    And it will return here next time the Taunt cycle ends
    That's it in a nutshell
    @End
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Re: Tease AI Open Beta

Post by androgyme »

....but I worked so hard on that.... :bounce:
Haha, no offense man. It's great and all, but the match games is just more time efficient for collecting tokens quickly :-P
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Re: Tease AI Open Beta

Post by pepez »

pissy-boy wrote:
....but I worked so hard on that.... :bounce:
Haha, no offense man. It's great and all, but the match games is just more time efficient for collecting tokens quickly :-P

What you can do those tokens? :)
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Re: Tease AI Open Beta

Post by androgyme »

What you can do those tokens? :)
Currently all you can really do is use them to buy the item on Wicked Tease's wishlist, which is found in the App section. I'm sure in the future people can come up with more uses for them though. And it's well worth doing, if you ask me. The resulting session with Wicked Tease was great :)
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Re: Tease AI Open Beta

Post by frankendude »

I think I finally narrowed down the end of tease ending errors. The ruined ending never gives the command to ruin. It skips over it. Idk why.
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Re: Tease AI Open Beta

Post by lmind »

This is a monumental piece of work, with incredible potential. Thank you, 1885!

Wicked Tease already has an impressive variety of vocabulary and responses. But I #Love the replayability that comes from randomness and fluid language, so I am currently working on additional and expanded vocabulary and response files. Right now, that piques my interest more than writing scripts.

The beauty of this program, though, is that while people like me might enjoy writing vocabulary and responses, other people are surely writing scripts. Genius!

Minor feature suggestion, if not already implemented:
Where the indefinite article " a " (that's [space]a[space]) precedes a vocabulary word, have the domme recognize the indefinite article and change it to " an " if the selected vocabulary word starts with a vowel.

So we can have a #Great time!
So we can have a fucking great time!
So we can have an amazing time!

I can't say thank you enough,
-lmind
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Re: Tease AI Open Beta

Post by 1885 »

frankendude wrote:I think I finally narrowed down the end of tease ending errors. The ruined ending never gives the command to ruin. It skips over it. Idk why.
Omfg I love you, I think you just helped me crack the entire problem with the End scripts
pissy-boy wrote:Haha, no offense man. It's great and all, but the match games is just more time efficient for collecting tokens quickly :-P
Sounds like Hard is a little easier than I thought it was, do you think I need to make some adjustments with the payouts or the number of tries?
lmind wrote:Wicked Tease already has an impressive variety of vocabulary and responses. But I #Love the replayability that comes from randomness and fluid language, so I am currently working on additional and expanded vocabulary and response files. Right now, that piques my interest more than writing scripts.

The beauty of this program, though, is that while people like me might enjoy writing vocabulary and responses, other people are surely writing scripts. Genius!
That's one of my cornerstones with this program - that some people may like creating taunts, but not linear scripts or vice versa. Some people may just like to make some Glitter files and other like yourself might like to add to her Vocabulary. I really think that even a small group of people playing to their own preferences can add monumental value to this program, and I really hope to see that come to fruition :-)

lmind wrote:Minor feature suggestion, if not already implemented:
Where the indefinite article " a " (that's [space]a[space]) precedes a vocabulary word, have the domme recognize the indefinite article and change it to " an " if the selected vocabulary word starts with a vowel.

So we can have a #Great time!
So we can have a fucking great time!
So we can have an amazing time!
I'll put that on the to do list
lmind wrote:I can't say thank you enough,
-lmind
I really appreciate it :-)
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Re: Tease AI Open Beta

Post by avatarbr »

Amazing work :w00t:

some questions:

- There are a Module where the script storage some blog images links in the file LikedImageURLs.txt. I got 1 local image there too, but cant find the code for this. Can I use the @LikeBlogImage for local images too?

- I cant find any use of this list of images in the script. Its a planned featured or I´m blind?

My idea its to make a Module where the Mistress create a list of your favourites pictures, and can use this later "against" you :-D

- To create a Module, can I just put the file in the folder and check the box for that module in the aplication?
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Re: Tease AI Open Beta

Post by androgyme »

Sounds like Hard is a little easier than I thought it was, do you think I need to make some adjustments with the payouts or the number of tries?
Well, that's up to you I guess. I don't think limiting the number of tries would be the way to go though. I can do it on hard, but only if I don't make a single mistake. Anything less than that and it would be more reliant on luck than memory skill. Luckily I'm pretty good with memory things like that, so I don't make a lot of mistakes, which might be why I find it "easy". Maybe others would find it harder, I'm not sure. But if you wanted to make it harder to rack up tokens quickly, reducing the payout would be the way to go I think. Say down to 50?
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Re: Tease AI Open Beta

Post by 1885 »

Finally! Finally tracked down that damn bug with the End scripts and the Orgasm decisions. I've ran through the End scripts three times now, once allowed orgasm, once denied and once ruined. All three occasions worked correctly, and were correctly represented in the daily tasks. I'm very hopeful this solves all the reported problems with the End scripts. Thank you very much frankendude for that report that finally inspired the discovery of the problem:

Patch 14

https://mega.co.nz/#!2Qs2wRIQ!KHsnpdz8D ... Cvcukfjq5w

Additional Patch Notes:

- Added a small folder button in the lower left of the App window. You can use this to manually test scripts, but the tease will not progress correctly once the script you are testing ends. This is just for people to debug at custom scripts at the moment


Also frankendude, you showed me one of your end scripts a few posts back. It mostly looks okay, but your Ruined Orgasm path will have the domme tell you to ruin it twice. Instructions are handled automatically by the program once your edge during the orgasm decision using the keywords #StopStroking, #CumForMe and #RuinYourOrgasm. Just take out the line where she tells you to ruin it and you'll be fine
avatarbr wrote:- There are a Module where the script storage some blog images links in the file LikedImageURLs.txt. I got 1 local image there too, but cant find the code for this. Can I use the @LikeBlogImage for local images too?

- I cant find any use of this list of images in the script. Its a planned featured or I´m blind?
Yes, like @LikeBlogImages will work on local files too

You can show a random picture from those lists using @ShowLikedImage and @ShowDislikedImage, but this aspect of the program hasn't been fully implemented yet (such as checking for script requirements)
avatarbr wrote:- To create a Module, can I just put the file in the folder and check the box for that module in the aplication?
Yup, that's all there is to it :-)
pissy-boy wrote: Say down to 50?
All right, I'll look into that once I've waded out of all these bugs. Feeling good about this latest patch though :-)
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Re: Tease AI Open Beta

Post by frankendude »

Regarding the memory card game, I tried doing it on hard a few times and there is no fucking way. Maybe I'm just tired and it's late, but I'm not sure I'll succeed on hard level very many times. Easy is pretty doable; I think I finished it with several attempts to spare even when I was making a lot of mistakes. Normal is a challenge for me right now. I probably successfully complete normal games at a slightly higher rate than I fail (maybe 60-40 or 70-30).


I did run into a memory game bug. Sometimes after I've clicked two cards and they are both revealed, they won't turn back over. So then I click a third card, and then a fourth card and there are four cards revealed. Then, it flips all of them back over and charges me two attempts even if two of the cards were matching during the error.

The other thing that I seem to be having an issue with is occasionally long image load times on the cards. My computer might just suck, but it would be nice for them to load at roughly the same speed. The animated gifs that load up are the ones that take a lot longer. It kind of throws off my rhythm. Maybe there could be an option to not use .gif format or select the directories for what images will be used in the games. It's not a big deal, just something to put in the pipeline for later.

Also frankendude, you showed me one of your end scripts a few posts back. It mostly looks okay, but your Ruined Orgasm path will have the domme tell you to ruin it twice. Instructions are handled automatically by the program once your edge during the orgasm decision using the keywords #StopStroking, #CumForMe and #RuinYourOrgasm. Just take out the line where she tells you to ruin it and you'll be fine
Ah. Thanks.

Thank you very much frankendude for that report that finally inspired the discovery of the problem

Glad I could help. I wanted to put as much time into testing over the weekend as possible, likely won't have much time during the week.
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Re: Tease AI Open Beta

Post by desertfox »

Well my life started getting busy real fast and I can't dive into this like I want to. I hope you are letting yourself get some sleep :)

So a quick comment on the variables, and sharing in general. It is probably already like this since I see some system stuff in the scripts folder, but might be safe to contain each variable to each domme script directory. I could easily see two different people writing modules using the same variable names stepping on one another.

It might be a good idea to emphasize using some sort of initial on any variable someone might add in with the intention to share or add to some sort of community built personality, or really define a specific set of variables to use if writing for the 'community' personality.

Another thought I had was I think at some point someone is going to upload a big domme pack with its own scripts directory, dom.txt personality, image sets, and videos, with the need for them to be tagged properly for the tease to work.

I see the tags get put in images/system, but maybe there is more behind the scenes to it, but I can see a big difficulty in trying to distribute a more guided experience that would rely on the media being bundled with a domme personality.

Anyway I may be way off here, still trying to get a picture of everything and need to find time to go back through the guides to better understand the flow of everything.
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Re: Tease AI Open Beta

Post by androgyme »

Regarding the memory card game, I tried doing it on hard a few times and there is no fucking way. Maybe I'm just tired and it's late, but I'm not sure I'll succeed on hard level very many times. Easy is pretty doable; I think I finished it with several attempts to spare even when I was making a lot of mistakes. Normal is a challenge for me right now. I probably successfully complete normal games at a slightly higher rate than I fail (maybe 60-40 or 70-30).
Just a tip that might help you with doing it on hard. It works for me most of the time, barring a mistake on my part. I work from left to right, clicking each card in order, taking my time. For each card, find something that jumps out at you. Could be as simple as black and white butt, or pink thong, or big breasts in pool, anything to help you remember. Keep doing that, and every time you find a card you remember, flip them both, and as I said, baring any little hiccups, you should be fine. At least it works for me. Hope it helps.
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Re: Tease AI Open Beta

Post by 1885 »

Finished up a new patch that fixes a few reported things:

Patch 15

https://mega.co.nz/#!iEUmATrL!o2fb_3bol ... G6GLdSpR9E

Patch Notes:
  • Fixed a bug where the program wouldn't continue after playing certain videos (such as in the JOI Module)

    Fine-tuned the context menu that pops up when you right click on the image window. Settings are now enabled relevant to the kind of picture on the screen, and will be disabled per picture when used (except for saving the image)

    Fixed bug where a domme tag saved as "Piercing" would incorrectly show up as "Ass"

    Fixed a bug where the Games app wasn't correctly checking to make sure that the user had set card images

    Put the correct description in the Glitter modding area
I've been trying to keep a running list of all the reported bugs, suggestions and input. Have I taken care of the majority of the major bugs reported so far? If so, I'd like to get the Command and Command Filter guides done before getting back to coding. Barring any more reported major bugs, or problems with the patches released so far, I'm going to get these guides done so people will have them.

If you do have any problems, with any issues the patches were supposed to address or any new ones, please let me know and I'll try to get them fixed as soon as possible.

frankendude wrote:I did run into a memory game bug. Sometimes after I've clicked two cards and they are both revealed, they won't turn back over. So then I click a third card, and then a fourth card and there are four cards revealed. Then, it flips all of them back over and charges me two attempts even if two of the cards were matching during the error.

The other thing that I seem to be having an issue with is occasionally long image load times on the cards. My computer might just suck, but it would be nice for them to load at roughly the same speed. The animated gifs that load up are the ones that take a lot longer. It kind of throws off my rhythm. Maybe there could be an option to not use .gif format or select the directories for what images will be used in the games. It's not a big deal, just something to put in the pipeline for later.
I've never had a problem with the cards loading slowly or flipping over four times before working right. Those problems sound like they may be connected. If anyone else reports it I'll look into it, but your computer/internet connection might be the problem, or I might not have optimized the code as best I could have. Might be some of both.
desertfox wrote:I hope you are letting yourself get some sleep :)
What is this....sleep you speak of?
desertfox wrote:So a quick comment on the variables, and sharing in general. It is probably already like this since I see some system stuff in the scripts folder, but might be safe to contain each variable to each domme script directory. I could easily see two different people writing modules using the same variable names stepping on one another.

It might be a good idea to emphasize using some sort of initial on any variable someone might add in with the intention to share or add to some sort of community built personality, or really define a specific set of variables to use if writing for the 'community' personality.
Yeah, I would definitely recommend people mark their variables. I was going to suggest something like that in the guide (like doing @CheckFlag(EdgeCount_85) ).
desertfox wrote:Another thought I had was I think at some point someone is going to upload a big domme pack with its own scripts directory, dom.txt personality, image sets, and videos, with the need for them to be tagged properly for the tease to work.

I see the tags get put in images/system, but maybe there is more behind the scenes to it, but I can see a big difficulty in trying to distribute a more guided experience that would rely on the media being bundled with a domme personality.

Anyway I may be way off here, still trying to get a picture of everything and need to find time to go back through the guides to better understand the flow of everything.
When I get the guides up, they should be able to clarify some of this
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