Wellcome back 1885. I agree with schefflera, 1 program its better...we are not a big comunity, splitting will create a lack of content.schefflera wrote:hey, welcome back 1885!![]()
I couldn't thank you for all your flashteases and the teaseAI so far. But now I can: Thank you. Your story's are the best!
I think it's the best working together, so there wont be different programs, as you said.1885 wrote:If we're able to reach a consensus, I'm pretty open to whatever options are out there. I'm going to keep working regardless, I would just prefer to work alongside any other work being done so we don't end up with multiple programs that parse things differently. I'm willing to keep coding, and I'm willing to keep improving. I just know that my strengths have always been in writing and content creation. My UI has steadily improved, my code has (marginally) improved, but where I've shined the most I think is with Total Brat. I want to keep moving in a direction that gets her to the completely fleshed out personality I've pictured in my head for so long.
Tease AI General Discussion
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- avatarbr
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Re: Tease AI Open Beta
- 1885
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Re: Tease AI Open Beta
Okay, then I guess what I really need to know is if the language for the scripts themselves have been changed in any way for the CE. (It's just the CE being worked on right, there's not multiple re-writes going on or anything?) If nobody's tried to change the language itself (@CheckFlag() is still called @CheckFlag() and still works the same, etc), then I think I have an idea of what to do here.Notay wrote:As far as integrating your changes, have a look at pepsifreak's 48.x updates. Using Git you may be able to create a fork and merge your changes with his. Although for stability reasons that's not likely the best option.
The rewrite code is completely different, and still has a ways to go before it is close to 47. Id recommend waiting until the code is more mature, right now it's mostly just the scripting foundation, no tease specific stuff.
The past few weeks I have been redesigning the variable system in the rewrite, so we don't need as many functions to do simple things. For example getting the hour form a date variable. "@self.myvar.hour" instead of "@hour(self.myvar)"
I already know I'm not going to be able to join a project on github. Keeping my source code updated on bitbucket was the absolute limit of my ability to participate in open source projects, and believe me that is not for lack of trying. It just fills my mind full of fuck like nothing else does, to this day I still don't even know what a repo even is (Short for repository presumably, still woefully unclear on the subject
I also have a very specific vision for the software, in terms of what I want it to be able to do. I've had trouble staying on point with that vision in the past, mainly due to overwhelming myself by trying to implement every new idea I had or was given all at once. Since working on my own in the last month however, I've gotten the domme the point where she can do nearly anything I want her to be able to do (Asking involved questions during stroke cycles, queuing specific Modules or Links in advance, running through independent scripts in the middle of other actions, saying random lines without having to use Keywords, etc).
So I'm thinking maybe the best thing I can do is just put out what I have now as Patch 49, update my source code and make it available. This would benefit me by keeping my vision current, it would benefit the CE team by having access to the work I've done, and it would benefit the community for the various bug fixes (A lot of my Commands that used () were seriously borked), new ease-of-use scripting capacity and my current UI is actually kind of fantastic.
Then I'll focus the brunt of my work on Total Brat, coding only when necessary to add needed functionality or fix bugs. This way the CE version will have a chance to catch up to where the program left off without me constantly updating like "Here's a new UI element! Here's a new game! Here's a new modding tool!". Any updates on my end would be occasionally adding language functionality, which I imagine is much easier to implement in the CE version by comparison. I'll try to focus on bringing Total Brat to fruition with minimal updates past 49, and then re-assess from there because realistically - all the functionality in the world won't matter if the content isn't there to support it.
So that's where I'm at so far. Put out Patch 49, make the source code available, work primarily on Total Brat and then figure out the next steps on the development side once Total Brat has been released. What do you guys think about that going forward? And that question is open to everybody, I would like to know everyone's input.

- 1885
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Re: Tease AI Open Beta
Quick addendum here: I forgot to mention that I also would like to go through the current CE updates and add the work that's been done there manually into my version Tease AI, so that any updates I put out at from 49 onward would include any bugfixes or changes made in the CE (With the exception of certain UI changes possibly). That way both programs would remain consistent with each other and nobody would have to do the same work twice down the line.

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Re: Tease AI Open Beta
[quote=1885]Okay, then I guess what I really need to know is if the language for the scripts themselves have been changed in any way for the CE. (It's just the CE being worked on right, there's not multiple re-writes going on or anything?) If nobody's tried to change the language itself (@CheckFlag() is still called @CheckFlag() and still works the same, etc), then I think I have an idea of what to do here.
[/quote]
There are currently two versions being worked on, but only one rewrite.
OxiKlein, pepsifreak, Dragorn and others have been bug fixing and updating 48.
Me, q55x8x, and Kree have been working on a total rewrite.
In 48.x the scripting language is mostly the same, they have added/changed a few things.
The rewrite on the other hand, has a new scripting language. New scripting language made it easier to code in a more modular fashion, should be easer for new script writers to learn. (once the documentation is set up.)
Once the rewrite is feature complete with the latests version (compatible commands and the like), I plan to write a script converter. (my initial tests indicate this is not going to be a hard task.)
[quote=1885] [/quote]
Ya Git is really not that easy.
Sounds good as far as the rewrite is concerned. Will be nice to hear what the current maintainers of 48.x and others think.
[/quote]
There are currently two versions being worked on, but only one rewrite.
OxiKlein, pepsifreak, Dragorn and others have been bug fixing and updating 48.
Me, q55x8x, and Kree have been working on a total rewrite.
In 48.x the scripting language is mostly the same, they have added/changed a few things.
The rewrite on the other hand, has a new scripting language. New scripting language made it easier to code in a more modular fashion, should be easer for new script writers to learn. (once the documentation is set up.)
Once the rewrite is feature complete with the latests version (compatible commands and the like), I plan to write a script converter. (my initial tests indicate this is not going to be a hard task.)
[quote=1885] [/quote]
Ya Git is really not that easy.
Sounds good as far as the rewrite is concerned. Will be nice to hear what the current maintainers of 48.x and others think.
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- 1885
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Re: Tease AI Open Beta
Okay, I was confusing the unofficial updates with the CE re-write, but those are two separate things it seems. If you're saying that the CE version will have different scripts to the extent that they require a converter, then for the sake of argument it might as well be a separate program. If the CE uses the same scripts, then it wouldn't be any kind of issue. Just different clients doing the same thing. If it does use different scripts, then it could conceivably split the community depending on how far along it gets.Notay wrote:There are currently two versions being worked on, but only one rewrite.
OxiKlein, pepsifreak, Dragorn and others have been bug fixing and updating 48.
Me, q55x8x, and Kree have been working on a total rewrite.
In 48.x the scripting language is mostly the same, they have added/changed a few things.
The rewrite on the other hand, has a new scripting language. New scripting language made it easier to code in a more modular fashion, should be easer for new script writers to learn. (once the documentation is set up.)
Once the rewrite is feature complete with the latests version (compatible commands and the like), I plan to write a script converter. (my initial tests indicate this is not going to be a hard task.)
I'm more interested in the idea of implementing the patches by OxiKlein, pepsifreak and Dragornun (and whoever else is contributing) unto my own code, and keeping an open source version of my current build available so that the work can continue to be done if they want. Tease AI would probably be in a much better state today if I had done that all along, but like I said I just couldn't wrap my head around it all.
So basically I would like to update my current build with the unofficial patches, release it as Patch 49 with the source code and then focus on Total Brat. While I'm doing that, I'll keep the program updated with any further unofficial patches as well as my own. If I'm unclear on any points about the CE version please let me know, but if it does use different scripts I don't think I'll really be involved with it. I have too much invested in Total Brat and documentation for the current language, which sadly wasn't able to get included with the unofficial 48+ patches, but I'll be able to include with 49.

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pepsifreak
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Re: Tease AI Open Beta
I gasped when I opened up the forums and saw your name, welcome back!
Any changes made towards the "unofficial" patches can be found here, which has already been linked: https://github.com/pepsifreak/Tease-AI
I was actually gearing up for my own 49 but I'll certainly let you do the honors. If you need any help or want an explanation of sorts for any change in particular don't hesitate to send a PM.
I can also send the change log I was building, though I still have to type up the explanations of some new things, which would have been included in the post.
There was also some edits done to Wicked Tease to play nicely with the changes from the original 48 and later unofficial patches, so I can send those along too.
Once again, awesome to see you back and I'm happy to help you get everything on track in any way necessary.
Any changes made towards the "unofficial" patches can be found here, which has already been linked: https://github.com/pepsifreak/Tease-AI
I was actually gearing up for my own 49 but I'll certainly let you do the honors. If you need any help or want an explanation of sorts for any change in particular don't hesitate to send a PM.
I can also send the change log I was building, though I still have to type up the explanations of some new things, which would have been included in the post.
There was also some edits done to Wicked Tease to play nicely with the changes from the original 48 and later unofficial patches, so I can send those along too.
Once again, awesome to see you back and I'm happy to help you get everything on track in any way necessary.
Re: Tease AI Open Beta
So much love for this program and all your work, this made my week seeing you return 1885. You are courageous and humble! An inspiration to us all 
- 1885
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Re: Tease AI Open Beta
To everyone welcoming me back, I want to say I really appreciate that. You have no idea how stressful it is trying to come back on Milo after I have these episodes, but this is the most productive I've been, and the best shape the program has been in for a while. So I'll keep working to move everything forward, thank you very much for the support. 
I really appreciate the work you've done with the build, and I would really like to keep working with you. I'll mostly be working on Total Brat, but I can keep you updated with source code for any patches I do put out. And I can also keep adding the bug fixes as they appear on the github page. I have to do it manually, but it's still better that way for me in the long run.

I've been going through the code there and putting into my current build. There's two pages there, and I've just finished adding all but a couple of fixes from the oldest page (just skipping fixes I already had in place). I just want to say that the work you guys have done so far has been incredible. Some of these bugs have been plaguing me forever, and you guys just fixed 'em like that.pepsifreak wrote:Any changes made towards the "unofficial" patches can be found here, which has already been linked: https://github.com/pepsifreak/Tease-AI
I was actually gearing up for my own 49 but I'll certainly let you do the honors. If you need any help or want an explanation of sorts for any change in particular don't hesitate to send a PM.
Please do! I've been adding the notes from github into their own section in the patch notes for 49. But more detailed explanations are better if you have them already, and anything that saves me from typing out patch notes for 2 hourspepsifreak wrote:I can also send the change log I was building, though I still have to type up the explanations of some new things, which would have been included in the post.
Sure thing. I've noticed the changes that would affect the scripts, and it's nothing that would affect Total Brat as she is so far, and I can work with the changes easily enough going forward.pepsifreak wrote:There was also some edits done to Wicked Tease to play nicely with the changes from the original 48 and later unofficial patches, so I can send those along too.
You've helped me with a lot already with the work you've done on github, I can't say enough how awesome the work you guys have done is. Once I get it all in the code, I'll stress test it before I upload the patch, but I can already tell it's going to be a lot better for the changes you guys have made.pepsifreak wrote:Once again, awesome to see you back and I'm happy to help you get everything on track in any way necessary.

- avatarbr
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Re: Tease AI Open Beta
1885 wrote:
Added @SetModule() and @SetLink() Commands
Just a quick question: This is what I think it is? Like TeaseMe? (You set a Module after running and it will not load again till its unset?)
Because I created a complex system with flags and variables to try to avoid the same module/link runs twice in the same session
- 1885
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Re: Tease AI Open Beta
No, this lets you set the next Module or Link that will run. It searches the regular folders, as well as within the custom folders. So you can have stroke taunts like this:avatarbr wrote:Just a quick question: This is what I think it is? Like TeaseMe? (You set a Module after running and it will not load again till its unset?)1885 wrote:
Added @SetModule() and @SetLink() Commands
Because I created a complex system with flags and variables to try to avoid the same module/link runs twice in the same session
- I think I'm going to make you bust your balls when you stop stroking @SetModule(BallbustingTasks)
- Start stroking @StartStroking
@End
So in Modules I can do stuff like this:
- #LetTheEdgeFade
I should let you calm down for a second after that edge
But I'm not going to #Grin @SetLink(SkipLink)
@End
Damn that sounds complicatedavatarbr wrote:Because I created a complex system with flags and variables to try to avoid the same module/link runs twice in the same session

- avatarbr
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Re: Tease AI Open Beta
That looks cool too...I can see good uses to that. No need to create a new one, my system its done and I just need to copy a template to create new modules.1885 wrote: No, this lets you set the next Module or Link that will run. It searches the regular folders, as well as within the custom folders. So you can have stroke taunts like this:
- I think I'm going to make you bust your balls when you stop stroking @SetModule(BallbustingTasks)
Damn that sounds complicatedavatarbr wrote:Because I created a complex system with flags and variables to try to avoid the same module/link runs twice in the same sessionWhen I get a chance, I can try to add some Commands (or better some menu options) that will do that for you, so you can restrict Modules and Links without having to go through that mess
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Re: Tease AI Open Beta
A solution for repeating scripts is something I've thought about myself but wasn't 100% on the best way to go about it, because I think some modules like the generic ones that only make you edge should be repeatable due to their simple nature.
- 1885
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Re: Tease AI Open Beta
I'm thinking maybe going with @LockModule and @LockLink, and keep a List going while the program is running. If a Module contains @LockModule, then it gets added to the List, and the List is used to filter out any locked scripts during Module selection. The List would be reset on its own with every new session, so that takes care of itself.pepsifreak wrote:A solution for repeating scripts is something I've thought about myself but wasn't 100% on the best way to go about it, because I think some modules like the generic ones that only make you edge should be repeatable due to their simple nature.
Then I could create new tab in the Scripts settings panel, and have it show all the Modules and Links a user has that contains the Command @LockModule or @LockImage, and let them check off which scripts they want to be subject to locking and which ones they don't. Or let it show all scripts and let the user add or remove locking for any of them. I don't know, that's just what I've been kicking around. All I know for sure is that I really need to learn how to focus one of these days

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Daragorn
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Re: Tease AI Open Beta
Welcome back 1885
i can finally thank you for TeaseAI since, when i discovered it, you were already on your "burnout" period (and i can feel your pain here...i am having similar issues since 1 year too....and it is a royal pain in the ass living like this...).
Even if it is not perfect (well nothing ever is
) it is one of the most inspired program i've seen, honestly.....sometimes i get some responses/links that feel so perfect that it amazes me it is a program, really...i have worked on my personality for a bit to make it suit my likings more, and i have done so much work on it that i don't even remember everything...so when it happens that she replies in certain ways that i wasn't expecting i really remain amazed by the complexity of the program
I can't wait to see your total brat personality....you are really great at writing scripts and teases...i am looking forward to try it
Since i am here, i wanted to expose you a bug i recently discovered and have not been able to fix yet (well i sorta "bandainded" it to make it work on my local version of TeaseAI, but it is far from a real solution) so maybe you can know how to, since you created the program
When you @RemoveDomme and continue a session with just glitter contacts (for ex i have scripts that simulates the domme being away and leaving me in the hands of her friends for a few sessions), the program seems to delete the last word of each sentence....the fact appears to be that it automatically adds a @ContactX to the end of the phrases, but without leaving an empty space, so for ex a sentence would end like this:
Have you been good?@Contact1
TeaseAI then simply remove good?@Contact1 since it doesn't recognise it probably.
My "bandaid" was to remove a command you have where you automatically trim domtask and change it with a trimstart instead, so that it leaves the eventually present spaces at the end of a sentence, and then proceed to add a space to each line of each script in my personality.
This is obviously not a simple nor elegant solution and sometimes causes problem (for ex @End needs to have no spaces after it or it won't work), but i wasn't able to find where in the code TeaseAI decides to add @ContactX to the end of a sentence if the domme is not present..
i can finally thank you for TeaseAI since, when i discovered it, you were already on your "burnout" period (and i can feel your pain here...i am having similar issues since 1 year too....and it is a royal pain in the ass living like this...).
Even if it is not perfect (well nothing ever is
I can't wait to see your total brat personality....you are really great at writing scripts and teases...i am looking forward to try it
Since i am here, i wanted to expose you a bug i recently discovered and have not been able to fix yet (well i sorta "bandainded" it to make it work on my local version of TeaseAI, but it is far from a real solution) so maybe you can know how to, since you created the program
When you @RemoveDomme and continue a session with just glitter contacts (for ex i have scripts that simulates the domme being away and leaving me in the hands of her friends for a few sessions), the program seems to delete the last word of each sentence....the fact appears to be that it automatically adds a @ContactX to the end of the phrases, but without leaving an empty space, so for ex a sentence would end like this:
Have you been good?@Contact1
TeaseAI then simply remove good?@Contact1 since it doesn't recognise it probably.
My "bandaid" was to remove a command you have where you automatically trim domtask and change it with a trimstart instead, so that it leaves the eventually present spaces at the end of a sentence, and then proceed to add a space to each line of each script in my personality.
This is obviously not a simple nor elegant solution and sometimes causes problem (for ex @End needs to have no spaces after it or it won't work), but i wasn't able to find where in the code TeaseAI decides to add @ContactX to the end of a sentence if the domme is not present..
- schefflera
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Re: Tease AI Open Beta
Hey, I found a 'bug', too
Well, don't know if you could call it a bug, but it's confusing.
Situation is, when you have a module with a Glitter. Both are teasing you, as usual. Now you decide to say the saveword or something your domme responses/interrupts the module (e.g. you ask to start stroking and are allowed or want to stop, etc.). The problem now is, that the Glitter doesn't leave (of course not. There was no @RemoveGlitter).
When you run into a module where the glitter should join again, she leaves, but can still talk to you.
Even this is not the right topic, but is it possible to return to the running module after an interruption? I've noticed, that at the end of an interrupt, the tease calls a link.
Well, don't know if you could call it a bug, but it's confusing.
Situation is, when you have a module with a Glitter. Both are teasing you, as usual. Now you decide to say the saveword or something your domme responses/interrupts the module (e.g. you ask to start stroking and are allowed or want to stop, etc.). The problem now is, that the Glitter doesn't leave (of course not. There was no @RemoveGlitter).
When you run into a module where the glitter should join again, she leaves, but can still talk to you.
Even this is not the right topic, but is it possible to return to the running module after an interruption? I've noticed, that at the end of an interrupt, the tease calls a link.
My flashteases: Have fun :)
