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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Daragorn
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Re: Tease AI Open Beta

Post by Daragorn »

pepsifreak wrote:Is this with House Of Tease? TAI expects @PlayAudio to be at the end of a line, otherwise it reads the rest of the line as part of the audio path. Looking into fixing the command now.
Nope, it was with my usual teaseAI setting....it is a specific problem of patch48.2 because i tried the same scripts with patch47 and they worked fine while in the directory where i have patch48.2 (which has all the same files and subdirectories paths as the 47 one) they gave the error, so this must be something in the code
pepsifreak wrote:To fix the recently mentioned @StartTaunts problem (line 10691 form1)
comment or remove these lines:

Code: Select all

            StrokePace = 0
            StrokePaceTimer.Interval = StrokePace
Has this always been a bug? The Patch 26 source has those same lines.
Nope even for this, is a bug from patch 48.2 (not sure if present since patch48 or it is new from 48.2), until patch47 it worked properly
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Re: Tease AI Open Beta

Post by OxiKlein »

pepsifreak wrote:Also I hope I didn't scare you away or anything OxiKlein, I can do up my own repo if you want.
Unfortunately, my computer started having blue screens to the point where I couldn't have it on for more than a minute or two at a time.

That's fixed after about a week of tinkering, but I just got scheduled for longer hours at work which on top of my coursework will mean I probably won't have much time left for working on this project.
pepsifreak wrote:@PlayAudio -snip- Looking into fixing the command now.
You don't need to look into this because I got it fixed in commit df4accb on my repo (TLDR: it was looking in the video folder instead of the audio folder). I didn't really feel like it was worth releasing another patch yet with this many major bugs still in it, listed on the issues page of the repo.

If you wanted, pepsifreak, I could add you to my repo on BitBucket or you could just as easily clone it and work from your own repo. The fixes that you added in your posts should all be in the latest commit along with any that I had made so it should be easy to pick up where I left off. Either way, with my sudden lack of time, I'm afraid I won't be working on the project much more.
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Re: Tease AI Open Beta

Post by pepsifreak »

Daragorn wrote: Nope, it was with my usual teaseAI setting....it is a specific problem of patch48.2 because i tried the same scripts with patch47 and they worked fine while in the directory where i have patch48.2 (which has all the same files and subdirectories paths as the 47 one) they gave the error, so this must be something in the code

Nope even for this, is a bug from patch 48.2 (not sure if present since patch48 or it is new from 48.2), until patch47 it worked properly
Ohh whoops, I was actually looking at the patch 48 source thinking it was patch 29. 29 doesn't set the interval to 0 (which is the cause of the error). I'll test putting the old interval back in but my posted fix seemed to work while testing. [EDIT: The old code "works" but enables the metronome at an extremely high rate to where its just an annoying noise]

As for audio I would need the full error to verify but I can see that the exclamation point is only used in the error message not the actual code.
OxiKlein wrote: Unfortunately, my computer started having blue screens to the point where I couldn't have it on for more than a minute or two at a time.

That's fixed after about a week of tinkering, but I just got scheduled for longer hours at work which on top of my coursework will mean I probably won't have much time left for working on this project.

You don't need to look into this because I got it fixed in commit df4accb on my repo (TLDR: it was looking in the video folder instead of the audio folder). I didn't really feel like it was worth releasing another patch yet with this many major bugs still in it, listed on the issues page of the repo.

If you wanted, pepsifreak, I could add you to my repo on BitBucket or you could just as easily clone it and work from your own repo. The fixes that you added in your posts should all be in the latest commit along with any that I had made so it should be easy to pick up where I left off. Either way, with my sudden lack of time, I'm afraid I won't be working on the project much more.
Ah! Good to see you got everything back up and running!
The audio error I was assuming was the one I edited the fix in for, not the one you fixed. Was gonna mention your fix above before you surprised me with a new post lol.

BTW that fix should also solve your issue #13 as it all goes through the same code.
#11 I mentioned 1885 seemingly fixed by building as x86 not Any CPU.

And alright, I'll look into starting a repo in the next day or so, but I need to decide if I should learn bitbucket or put it on github.

Edit: I got the other 2 issues fixed, if you want to add them go ahead if not I'll put them in my repo when I make it.
Spoiler: show
Line 540, replace with

Code: Select all

Dim ImageLocation As String = ""
line 1896, add this in

Code: Select all

If Directory.Exists(FrmSettings.LBLDomImageDir.Text) And SlideshowLoaded = False Then
                LoadDommeImageFolder()
            End If
This fixes #12, by having "tasks" load domme images. Also should prevent other occurrences of the error, instead simply showing no images, which should be reported here to get images added.


Lines 4040/4042 comment/remove the lines and CBT and whatnot will work during a @CallReturn


Line 6469 replace the line with

Code: Select all

DomTask = DomTask & " <img src=""file://" & Application.StartupPath & "/Images/System/input.png"" title=""This icon means your Domme will remember your answer!""/>"
Not really a bug but it will add a tooltip to the icon that appears with @InputVar commands, speaking of which, I also made an input.png so it can work correctly: http://i.imgur.com/1IPrG9H.png
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Re: Tease AI Open Beta

Post by Notay »

FalconDark4 wrote:I've been following this thread lately again and I really want to contribute to the rewriting of the project. I have experience mostly in C/C++ (5 years), but I know quite a bit of Java too. If you can point me to the code and other developers I would be very glad to help. I've coded C# before, but I will almost sure have to read some documentation to remember it (if you really want to work in C#).
Right now we are just here on this topic with a repository on GitHub. We are currently in the design phase of the rewrite.
q55x8x wrote:We could at least start making prototypes in different branches. So we can get an opinion of what works and who nows maybe we will be able to get a useable clean base together we can then start building upon together. Also we can share our ideas and thoughts about structuring that way. Because I am personally lacking some thoughts on how to approach a base for the project so at least trying some stuff would get me closer to a point where I can say I understand the project in a way I could start a serious implementation.
I have something 'very' basic up: https://github.com/TeaseAI/TeaseAI-CE/tree/NotayStart
I only had time to make a very basic scripting/UI structure. There is no scripting, comments, error handling, media system, etc..
I still have lots of design left to do before implementing proper scripting/media stuff.
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Re: Tease AI Open Beta

Post by Mat »

I just compiled what you have so far, as you said it's basic but it's taking shape, I like the option for separate windows, I probably won't use it much but it's nice to see :-)

It might be best to change the # something else with the old response files using it, I'm not sure how you were handling responses though..

But anyway, I would say to be careful of making the scripting overly complicated, having to use symbols to denote things means a scripter will have to learn what each symbol is for, so I'd maybe change it to be something like:

$ is #Script(script)
% is #List(item1, item2, item3)
@ is #PrintVar(var) and #PrintVar(var + 10) could still work
_ is #tmp_varName
_local is #local_varName

Basically have the # mean that it runs things through the program rather than output as text.. if that makes sense..

Then you could have #ShowTag(testTag) to show something tagged with that and have #Tagged(anotherTag) in response files to say only display if "anotherTag" tag is selected in the options. And maybe have things like #DMood(Happy) for different moods the domme could be in..

I hope you don't mind my input on the scripting, I just thought it could be a way to make it easier for scripters and to make reading through them easier.

Secondly, is there somewhere to add feature requests, I keep coming up with ideas on things that could have been improved from 1885's Tease AI.
  • Rather than a directory for short CH vids, you could have a file with the file path, round start and round end. That way the domme could play your favourite rounds without you needing to split the videos
  • URL's in chat, although the user should still have to click something, that way scripters could potentially incorporate flash games into the program, without needing hard coded stuff
  • Better input variables, so it doesn't store the honorific or things like "I don't know"
  • Multiple folder paths for local images categories
  • Multiple URL files for online categories, then have separate commands for online/offline then also one to try to pick an online image but use offline images if nothing is selected
  • Better task implementation, so the domme remebers what she asked you to do and asks if you did them
  • Have module selection still random but weight them so less viewed ones have a higher chance to come up, maybe also add a tag that could be placed at the start of a script to change how often it comes up, like #ChanceToRun(10%) so it applies the weighting and then if it picks that script it has a 90% chance to skip it
  • Possible support for reddit threads as well as URL Images
Will you be implementing the games like "censorship sucks", or the slots/memory games. I remember seeing someone have an idea for a sort of FinDom script, which could be interesting. Also what about the line writing thingy..

Again, I hope you don't mind the feedback/ideas/questions..
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Re: Tease AI Open Beta

Post by Daragorn »

Mat wrote: [*]Better task implementation, so the domme remebers what she asked you to do and asks if you did them
This is actually already doable with the current TeaseAi (even if it is a bit clumsy to set up).
Basically, you just need to create a flag when you give a @DailyTask (or @VitalSubAssignement if you want) and then chek for that flag in your starting script, associating some stuff for the mistress to do.

I did it with my AI and it works perfectly.
When i give a @DailyTask i also @SetFlag(task), whenever i give a @VitalSubAssignment i set a @Setflag(vitalsub) and, then in my start module;
@NullResponse @CheckFlag(vitalSub)
@NullResponse @CheckFlag(dailyTask)
(start)
blalbalalablaba (the normal stuff if no tasks are present)
@End
(dailyTask)
blalblabla (stuff mistress do if you have a pending task which may end however you want, with a @Endtease, @StartStroking or even a @Goto(start) so that it plays the "normal" start after dealing with the custom task part....remember to @DeleteFlag(dailyTask) here too, otherwise it will always go here from now on
(vitalSub)
(same as for dailyTask but for vital assignmente...remember to delete flag also here)

This way you'll be sure that if she gave you a task or vitalsub in the previous session, she will start with that part before moving on.

I went on and, to make thing easier, i moved all start scripts in 2 differen folder (noChastityStart and chastityStart) and left a single module in the base Stroke/Start folder.
This way you have a single script doing whaterver you want to do with all the variables you want to deal with and then, when it has done its stuff will either @CallRandom(noChastityStart) or @CallRandom(chastityStart) to start the real session (for it to work correctly i added a @SetFlag(isInChastity) everytime i use @ChastityOn and a @DeleteFlag(isInChastity) whenere i use @ChastityOff so that i can @CallRandom the correct folder depending on the chastity status....like this:

(start)
@NullResponse @CheckFlag(vitalSub)
@NullResponse @CheckFlag(dailyTask)
(check)
@NullResponse @CheckFlag(isInChastity)
(inizio)
@NullResponse @CallRandom(Stroke\noChastityStart)
@End
(isInChastity)
@NullResponse @CallRandom(Stroke\chastityStart)
@End


Going back to the rewriting project, i'd suggest people working on it to try to keep the module writing part as close as the current teaseAI for retrocompatibility (apart for new/modified functionalities obviously).
Writing scripts with TeaseAI is not that difficult, imho, it just takes a bit of practice...it seems more complicated than it is because it lacks a wiki/repository to learn it, but once you get the grasps, it is pretty straightofrward.
The problem with changing the scripting too much would be that all the modules wrote so far would become unuseable and, honestly, i don't know how many people will want to go to re-writing them all from scratch....for example my AI has basically all the modules/link/script from all the different personalities built so far, a few more added by me and many of them modified to better suit my preferences...this mean that i have:
-START: 16 modules + 10 chastity modules
-LINKS: 76 links
-MODULES: 84 modules (nearly all of them with the _EDGING variant, which makes 80ish more) + 15ish Chastity modules
-END: 17 ends + 7 chastity ends

No way in hell i will ever go and rewrite all of them to work with the new program....it would take weeks/months of work....and it would end in me keeping using teaseAI despite of the potentially better new version, just to avoid having to spend months rewriting all scripts (and i bet most of us would not rewrite all their modules from scratch)
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Re: Tease AI Open Beta

Post by Mat »

Daragorn wrote:No way in hell i will ever go and rewrite all of them to work with the new program....it would take weeks/months of work....and it would end in me keeping using teaseAI despite of the potentially better new version, just to avoid having to spend months rewriting all scripts (and i bet most of us would not rewrite all their modules from scratch)
I believe Notay was thinking of making a script converter, which should cut out most of the work..

At this point with how many scripts/modules people have made for Tease AI, I don't think we can not have a converter
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Re: Tease AI Open Beta

Post by Notay »

Sorry for being away for the last few days. (don't worry I can still commit to 4-10 hours/week)
Mat wrote:But anyway, I would say to be careful of making the scripting overly complicated, having to use symbols to denote things means a scripter will have to learn what each symbol is for, so I'd maybe change it to be something like:

$ is #Script(script)
% is #List(item1, item2, item3)
@ is #PrintVar(var) and #PrintVar(var + 10) could still work
_ is #tmp_varName
_local is #local_varName

Basically have the # mean that it runs things through the program rather than output as text.. if that makes sense.
Yes I am worried about having too many symbols, having a single symbol is probably the way to go, it means more typing but I think it is clearer.
Mat wrote:I hope you don't mind my input on the scripting, I just thought it could be a way to make it easier for scripters and to make reading through them easier.
Secondly, is there somewhere to add feature requests, I keep coming up with ideas on things that could have been improved from 1885's Tease AI.
I don't mind at all. Lets try adding requests to the issue tracker then people can see other requests and provide input all in one place.
Mat wrote:Rather than a directory for short CH vids, you could have a file with the file path, round start and round end. That way the domme could play your favourite rounds without you needing to split the videos
Having the ability to split videos(or crop images) is a good idea. That changes some of how I was thinking of implementing it, witch is good.
Mat wrote:* Multiple folder paths for local images categories
* Multiple URL files for online categories
* Possible support for reddit threads as well as URL Images
The whole media system needs a redesign, I plan to write up some of my thoughts at some point.
Mat wrote:URL's in chat, although the user should still have to click something, that way scripters could potentially incorporate flash games into the program, without needing hard coded stuff
This is actually a security issue with how the current chat system is implemented. But yes that's a good feature that needs some thought to be implemented properly.
Mat wrote:Will you be implementing the games like "censorship sucks", or the slots/memory games.
Not sure how many I will make, but I do plan on making a fairly simple system for other coders to make games.

Daragorn wrote:i'd suggest people working on it to try to keep the module writing part as close as the current teaseAI for retrocompatibility (apart for new/modified functionalities obviously).
Writing scripts with TeaseAI is not that difficult, imho, it just takes a bit of practice...it seems more complicated than it is because it lacks a wiki/repository to learn it, but once you get the grasps, it is pretty straightofrward.
That was part of the discussion about a rewrite vs a overhaul. A rewrite would basically be Tease AI 47/48 plus stability. A overhaul would be a complete redesign of the whole program, with the idea being making it simpler for new users and scripters, and better stability/speed/future additions.
As Mat said I have plans of writing a converter. Of course it will be after it is feature complete with 47/48, witch will be in a few months or more, we will see when the time comes.
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Re: Tease AI Open Beta

Post by kree »

Thanks for putting it on Github!
I pulled NotayStart and started on the settings part, adding most of the settings and separated by tabs (General, Domme, Sub etc.). Skipping some settings less related to teasing for now, like Domm typing style and font settings.

Hope my contribution is okay, first version of it should be ready in a few days.
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Re: Tease AI Open Beta

Post by Notay »

kree wrote:Thanks for putting it on Github!
I pulled NotayStart and started on the settings part, adding most of the settings and separated by tabs (General, Domme, Sub etc.). Skipping some settings less related to teasing for now, like Domm typing style and font settings.

Hope my contribution is okay, first version of it should be ready in a few days.
I don't know if we want to use the builtin settings system, sense there is no good way to control where they get saved to. (would be nice if it could be 100% portable.)
Building the UI is good, I look forward to seeing it!
Mat wrote:It might be best to change the # something else with the old response files using it, I'm not sure how you were handling responses though..
Are you talking about Responses or Vocabulary? From what I can tell # is used for general vocabulary not responses.
My initial thoughts behind using more symbols was to make printing vocabulary just as quick.
Currently in we have:
Modules\AssOrTitsMan.txt wrote:I'm #Gonna remember that #SubName #Grin
Then in "Vocabulary\#Gonna.txt" and "Vocabulary\#Grin" is a list of possible ways to respond.
I'm not quite sure how to make it a single symbol and keep it short:
I'm #print(List.Gonna) remember that #print(SubName) #print(List.Grin)
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Re: Tease AI Open Beta

Post by pepsifreak »

I think all the reported issues have been solved, so I'm going to leave this here.

Unofficial Patch 48.3

https://mega.nz/#!XhETCJTB!TM33xetMf9fI ... Uci1SnsBjI

This zip has a "full" installation with a slightly updated Wicked Tease to fix some old stuff and typos. The exact changes are below in case you've "customized" WT and don't want to lose that.

I really don't plan on adding "features" to the program, I just want it to be in as much of a workable state as possible to hold everyone over until a rebuild can be completed. So please continue to report any issues you may come across and I will take a look when I can.

I do want to make a quick note regarding scripts and 48, because as it turns out 1885 made some changes to @CheckFlag for it that basically went unmentioned and older scripts can suffer (the included WT has it fixed). Before 48, you only used 1 @CheckFlag for checking multiple flags, each separated by a comma. With 48, I'll let this comment from the code explain:
The @CheckFlag() Command checks to see if a Flag has previously been created by @SetFlag or @TempFlag, and goes to the appropriate line if it has.
If you use @CheckFlag() with just the name of the flag itself, such as @CheckFlag(FlagName) , then Tease AI will move to the line (FlagName) if that Flag exists.
However, you can also specify a line to go to if that Flag is found by using a comma, such as @CheckFlag(FlagName, Domme Instructions).
In this case, Tease AI would move to the line (Domme Instructions) if the Flag "FlagName" exists.
You can use as many @CheckFlag() Commands per line that you wish.
When specifiying a line to go to in a @CheckFlag Command, never put it in its own parentheses (For example, @CheckFlag(FlagName, Domme Instructions) is correct, @CheckFlag(FlagName, (Domme Instructions)) is incorrect.
To summarize, each flag must have its own @CheckFlag, as the comma now denotes a go-to point. @CheckFlag(flag1, flag2) from 47 now becomes @CheckFlag(flag1) @CheckFlag(flag2) or the script will skip over it.

Another thing to note is that @EndTease should not be on a line with text or that text won't show until after the chat box gets cleared. There doesn't seem to be an easy fix for that so it is easier to just edit the scripts. This is also fixed for this post.

Program Changelog:
Spoiler: show
  • TTS voices should now appear correctly
  • @PlayAudio now uses the correct directory (OxiKlein)
  • @ShowImage fixed (OxiKlein)
  • Fixed error when Suspending>Resuming>Suspending a session
  • @EndTease now saves a chatlog if enabled, along with stopping empty logs from saving
  • Fixed WakeUp setting
  • Fixed metronome settings
  • Fixed "Null" error when resuming sometimes
  • If a glitter contact makes you edge, that contact will be the one to make you stop
  • Fixed "upgrading" bug where your old HoldTheEdgeMax seconds setting turned into minutes
  • Playlist start button now enables when a session is reset
  • @UpdateRuined and @UpdateOrgasm now decrease the remaining orgasm count if locked
  • Fixes "Out of Orgasms" interrupt
  • Commands like @PlayAudio and @PlayVideo now work in the middle of a line
  • Fixes missing image tag crash
  • Nested emotes now work correctly in Glitter
  • Fixed @StartTaunts error
  • Starting a tasks session will now display images instead of crash
  • @CallReturn now works with @CBT and similar commands.
  • Added an image for the "Show Icon During Input Questions" setting
Wicked Tease Changelog:
Spoiler: show
Fixes:
  • Removes @NullResponse from Vocabulary\#EmoteRandom
  • Moves @EndTease to a new line in all files at:
    Stroke\End
    Interrupt\Out of Orgasms
    Interrupt\Start Tasks
    Interrupt\Safeword
    System\Scripts
  • Updates Apps\Glitter\Tease statuses to use @Contact instead of @Bratty, etc.
  • Replaces @EdgingDecide with @DecideEdge in:
    Modules\ItsAShameYoureNotHere_EDGING
    Modules\IWouldCallThatABargain_EDGING
    Modules\NotMeantToBeTreatedThisWay_EDGING
    Modules\PicturesSolo_EDGING
  • Fixed #OrgasmLimitDate to #OrgasmLockDate in Interrupt\Out of Orgasms\Was going to let you cum
  • Created a generic Stroke\HoldTheEdge\GroupHoldTheEdge taunt file
  • Removed parenthesis around emotes in:
    Vocabulary\#EmoteHappy
    Vocabulary\#EmoteFlustered
  • Updated @CheckFlag for AssOrTitsMan modules
Typos/Grammar:
  • Changed "I haven't even begin" to I haven't even begun" in Stroke\StrokeTaunts_1
  • Fixed @ApathyLevel5 filter typo in Stroke\StrokeTaunts_1 from "@ApathyLeve5"
  • Changed "It's time like this" to "It's times like this" in "Stroke\Link\It'sTimesLikeThis"
Lastly, here's my repo for these unofficial patches, in case you want it: https://github.com/pepsifreak/Tease-AI
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Re: Tease AI Open Beta

Post by pepez »

Can someone upload own Tease AI folder where´s modules/scripts working :) NO pics or videos only modules/Scripts/Tags :) .. :blush:
I hate it its everything i try ti do there is always same errors or some module doesn´t work etc... :\'-( :\'-(

I´m not so good these codes/Programming etc... :/ + i´m so bad this english languange :) :closedeyes: :no:
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Re: Tease AI Open Beta

Post by q55x8x »

Notay wrote:
kree wrote: Thanks for putting it on Github!
I pulled NotayStart and started on the settings part, adding most of the settings and separated by tabs (General, Domme, Sub etc.). Skipping some settings less related to teasing for now, like Domm typing style and font settings.

Hope my contribution is okay, first version of it should be ready in a few days.
I don't know if we want to use the builtin settings system, sense there is no good way to control where they get saved to. (would be nice if it could be 100% portable.)
Building the UI is good, I look forward to seeing it!
I could contribute a settings manager I am writing as part of a personal framework I use in many of my projects. It basically serializes a class which acts as a data holder. That way you have full control and type-safety where what gets saved. If you want to have a look at it @kree (or anyone else :D) I am currently doing some work on it but will be done probably today; just PM me.
pepez wrote: Can someone upload own Tease AI folder where´s modules/scripts working :) NO pics or videos only modules/Scripts/Tags :) .. :blush:
I hate it its everything i try ti do there is always same errors or some module doesn´t work etc... :\'-( :\'-(

I´m not so good these codes/Programming etc... :/ + i´m so bad this english languange :) :closedeyes: :no:
No problem but which version? 47 or 48? As both have their advantages and disadvantages atm.
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Re: Tease AI Open Beta

Post by Daragorn »

pepsifreak wrote:I think all the reported issues have been solved, so I'm going to leave this here.
thank you again for all your wonderful work!!
I'll test it and if i find any other bug left to squish i'll report it :)
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Re: Tease AI Open Beta

Post by pepez »

q55x8x wrote:
Notay wrote:
pepez wrote: Can someone upload own Tease AI folder where´s modules/scripts working :) NO pics or videos only modules/Scripts/Tags :) .. :blush:
I hate it its everything i try ti do there is always same errors or some module doesn´t work etc... :\'-( :\'-(

I´m not so good these codes/Programming etc... :/ + i´m so bad this english languange :) :closedeyes: :no:
No problem but which version? 47 or 48? As both have their advantages and disadvantages atm.
I dont know.. which has more working modules :) :w00t:
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