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 »

schefflera wrote: 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.
You can do it by changing the @Interrupt() to a @CallReturn() ...that's exactly the purpose of those commands...one blocks the module and send you to a link after the interrupt had finished, the other does the interrupt and then returns to the module it was launched from (the only problem is that if you have another @CallReturn() in the meantime, it will stuck...because it will run the second interrupt, then it will go back to the first interrupt....and then it will not know where to go back too and will stuck since it only stores 1 bookmark to return too)
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Re: Tease AI Open Beta

Post by 1885 »

Patch Notes. I hate them so much :'-(

All right dammit, let's do this:

Patch 49

Tease AI Open Beta (Updated to Patch 49) - https://mega.nz/#!rIdG0bLS!4iy3mm2HF--4 ... zf6m0-WGFE

Wicked Tease - Patch 49 Compatible - https://mega.nz/#!GM9HBJrQ!epCplUUO_rvp ... 9doWktos-M

Important!

Patch 49 has been given some updates that require certain scripts to be included with your Personality. Because of these changes, I am releasing Patch 49 as the full package as opposed to a standalone patch. Each Personality will also require a few new files as well. I have included those files in the above Wicked Tease - Patch 49 Compatible version. To include them in other Personalities, please use this AI Box:

Code: Select all

[aiBox File Begin] Vocabulary#Return_Stroking.txt
Get back to stroking @StartStroking
Get back to stroking @StartStroking
Get back to stroking @StartStroking
[aiBox File End] Vocabulary#Return_Stroking.txt
[aiBox File Begin] Vocabulary#Return_Rest.txt
Now as I was saying
Now as I was saying
Now as I was saying
[aiBox File End] Vocabulary#Return_Rest.txt
[aiBox File Begin] Vocabulary#Return_Holding.txt
Start getting yourself to the edge again @EdgeHold
Start getting yourself to the edge again @EdgeHold
Start getting yourself to the edge again @EdgeHold
[aiBox File End] Vocabulary#Return_Holding.txt
[aiBox File Begin] Vocabulary#Return_Edging.txt
Start getting yourself to the edge again @Edge
Start getting yourself to the edge again @Edge
Start getting yourself to the edge again @Edge
[aiBox File End] Vocabulary#Return_Edging.txt
[aiBox File Begin] Vocabulary#Return_Chastity.txt
Now as I was saying @StartTaunts
Now as I was saying @StartTaunts
Now as I was saying @StartTaunts
[aiBox File End] Vocabulary#Return_Chastity.txt
[aiBox File Begin] Vocabulary#Return_CBTCock.txt
Now let's get back to abusing that #Cock @CBTCock
Now let's get back to abusing that #Cock @CBTCock
Now let's get back to abusing that #Cock @CBTCock
[aiBox File End] Vocabulary#Return_CBTCock.txt
[aiBox File Begin] Vocabulary#Return_CBTBalls.txt
Now let's get back to busting those #Balls @CBTBalls
Now let's get back to busting those #Balls @CBTBalls
Now let's get back to busting those #Balls @CBTBalls
[aiBox File End] Vocabulary#Return_CBTBalls.txt
[aiBox File Begin] Vocabulary#SYS_InterruptsOff.txt
Don't interrupt me right now #SubName
Just listen for a minute #PetName
I just need you to listen for the moment #PetName
Wait a minute and let me talk #SubName
Just hold off for a minute
I'm trying to talk right now #PetName
Let me say what I have to say first
I have something to say first
Hold on I need to get this out there
Hold your horses #PetName #EmoteHappy
I'll get with you when I'm done talking #PetName
I'll get with you in a minute #PetName
I'm in the middle of talking about something #PetName #EmoteFlustered
Please don't interrupt me #SubName
[aiBox File End] Vocabulary#SYS_InterruptsOff.txt
[aiBox File Begin] StrokeEndEnd_1_RESTRICTED.txt
Normally this would be the time I decide if you get to cum
But you're not even allowed to cum right now, are you #Lol
I do want to leave you with something to remember me with though
So why don't you start stroking one last time for me @RapidTextOn
All the way to the edge
And I'll let you hold it before I send you away #Grin @EdgeHold @RapidTextOff
#LetTheEdgeFade
That's all you get #GeneralTime #SubName
I look forward to teasing you again soon
Just like I bet you look forward to finally being able to cum again #Lol
Goodbye for now #EmoteHappy
@End
@Info The domme points out that you're not allowed to cum, but lets you hold one last edge for her before you leave. Written by 1885. 
[aiBox File End] StrokeEndEnd_1_RESTRICTED.txt
[aiBox File Begin] SystemScriptsEnd_RESTRICTED.txt
Normally this would be the time I decide if you get to cum
But you're not even allowed to cum right now, are you #Lol
I do want to leave you with something to remember me with though
So why don't you start stroking one last time for me @RapidTextOn
All the way to the edge
And I'll let you hold it before I send you away #Grin @EdgeHold @RapidTextOff
#LetTheEdgeFade
That's all you get #GeneralTime #SubName
I look forward to teasing you again soon
Just like I bet you look forward to finally being able to cum again #Lol
Goodbye for now #EmoteHappy
@End
@Info The domme points out that you're not allowed to cum, but lets you hold one last edge for her before you leave. Written by 1885. 
[aiBox File End] SystemScriptsEnd_RESTRICTED.txt
[aiBox Empty]
Please also note: If you're using old settings with Patch 49, be sure to reset your preference for "Min Hold Edge Time"Max Hold Edge Time" under the Sub settings tab. Their functionality was changed so that 60 seconds goes up to 1 minute, and 1 minute goes down to 60 seconds. This was done so that people who preferred ranges in minutes didn't have to type it out in seconds. Make sure your settings are correct, as old settings could be showing up as minutes instead of seconds until they are changed.

I would like to give thanks again to pepsifreak, Daragorn and OxiKlein for the work they've done with the program in my absence. I've included the commit descriptions from each addition I added from github below, as well as pepsifreak's own detailed notes.

All right, god help me here we go:

Patch Notes:


Improvements -

Tease AI now includes a Command Guide which can be accessed through Tools in the main menu bar. This will allow you to browse lists of Commands, Command Filters and System Keywords to see what they are, what they do and how they work. It is up to date as of Unofficial Patch 48. The new Commands introduced in this patch are not included, but they are explained in these patch notes and will be added to the Command Guide soon.

Tease AI now pre-loads online images called with @ShowBlogImage, @ShowButtImage or @ShowBoobsImage - This removes the delay between the domme's message and the online image loading. The image will now appear at the exact moment the domme's message appears.

Added Webtease mode - Webtease mode slightly modifies the behavior of the chat window to simulate a traditional webtease viewer. Lines appear one at a time instead of as a chat history, and are centered in the chat window. This mode works really well with the new Side Chat and Lazy Sub AV features, as well as a black background/white text theme. Webtease Mode can be toggled on or off in the General Settings tab, or under "Interface" in the main menu bar

Added new Sub Settings: "Min Long Hold Time", "Max Long Hold Time", "Min Extreme Hold Time" and "Max Extreme Hold Time" - These settings are used to determine the values for the @LongHold, @LongHold(), @ExtremeHold and @ExtremeHold() Commands. There's a few of us out there who can hold edges for ridiculous amounts of time, but I didn't want to create a situation where every potential edge hold could last over an hour or average twenty minutes by jacking my Max Hold Edge Time too high. These new settings allow for much more manageable common edge holds with the old values, while allowing the domme to get truly sadistic in specific situations if you want.

Added custom button options to Lazy Sub - You can now set up to five custom buttons in the Lazy Sub app. To set a custom button, uncheck the "Hide Shortcuts" checkbox. Then click the edit icon that appears next to the button you want to assign. This will turn the edit icon green. Then simply type what you want the button to say in the chat window and hit enter. The button will change and now say whatever you just typed any time you click it.


UI Enhancements -

Many additions have been made that allow you to set up the UI of Tease AI in whatever way uniquely suits your needs. Experiment with Switch Sides, Side Chat, Lazy Sub AV, Themes, Maximize Media Window, Webtease Mode and the removed restrictions of the Splitter distance and find the style of Tease AI that suits you best

Added Interface menu to main menu strip. Some of the items are old, but some are new. Added or relocated the following functions:
  • Switch Sides: Switch the App and Avatar panels between the left and right side of the screen

    Side Chat: Creates a separate chat window and text entry box in the vertical App Panel. This is very useful if you want to make your images take up the full height of the screen

    Lazy Sub AV: Replaces the Avatar panel with a compact version of the Lazy Sub app

    Themes: Opens the Themes setting tab

    Maximize Media Window: Makes the media window take up the full height of the screen. This will hide the main chat window, so this mode is meant to be used with Side Chat

    Default Media Window: Returns the image and chat heights to their default sizes

    Webtease Mode: Toggles Webtease mode on and off
Tease AI now keeps track of where the user left the splitter between sessions.

Added options to the main picture right-click menu to go to the first image of the current domme slideshow, go to the last image of the current domme slideshow, and load a new random domme slideshow from the directory set in the General Settings tab


BugFixes -

Made numerous fixes to address image-related crashes. I basically ran a fresh install with no images of any kind set up and let it run all image-related scripts I had. This caused numerous crashes, which I fixed one by one until everything ran without problems.

Fixed major bug where the @ChanceXX Command was not processed correctly, resulting in chunks of the domme's dialogue and Commands being deleted before they could be parsed

Fixed bug where certain @Command() functions would break other @Command() functions in the same line. This includes @CheckFlag(), @SetFlag(), @TempFlag(), @DeleteFlag(), @SetDate(), @CheckDate() and @DeleteVar[]

Fixed bug that caused Tease AI to crash during videos when domme typed a new message

Fixed bug where #Keywords would return a "not found" error if adjacent to a ")"

Fixed bug with @DeleteLocalImage Command that caused the program to stop responding

Fixed bug where Next Image and Previous Image buttons were not always unlocked when @LockImages was disabled by system events rather than the @UnlockImages Command


Tweaks -

Response Files will no longer include lines in the [All] category if the session has yet to enter the first Taunt Cycle, or the session has passed the orgasm decision.

Domme recognizes requests to have an orgasm through new keyphrases: "I cum", "me cum", "I have an orgasm", "me have an orgasm". This allows the domme to have taunting Response files to statements such as "I've never had to cum this bad" or "I feel like I haven't had an orgasm in forever", etc

"Domme is typing..." timer length is now capped at 6 seconds. This is to ensure that lines get delivered in a timely manner, even if they contain lengthy sets of Commands in the script.

Improved Tease AI's parsing ability when matching Response Files


Commands -

Added Command @MiniScript() - The @MiniScript() Command lets you call a specified script from the CustomMiniScripts folder. The program will remain in its current state (Stroking, Edging, Holding, Resting, etc), but will run the selected MiniScript in its entirety before proceeding. Functions with countdowns (Taunt Cycle, Holding the Edge, etc) will still countdown while a MiniScript is active, but will not actually finished until the MiniScript is exited. If the MiniScript is called from a Module or other Linear script, then the program will return to that point in the script where it left off when the MiniScript began.

Added Commands @LongHold, @LongHold(), @ExtremeHold and @ExtremeHold() - @LongHold and @ExtremeHold allow you to turn any @Edge Command (Except NoHold Commands) into a Long or Extreme edge (the length of these are determined by the user's individual sub settings). Simply place them in the same line as your @Edge Command (for example, "Get to the edge @EdgeHold @LongHold").

You can also use @LongHold() and @ExtremeHold() to set a random chance to activate longer edge holds (for example, "Get to the edge @EdgeHold @ExtremeHold(25)" would have a 25% chance of being an extremely long hold)

Added Commands @RestrictOrgasm() and @RestrictOrgasm - The @RestrictOrgasm() Command allows you to specify an amount of time from that moment until the domme will allow an orgasm again at the end of any given session. When orgasms are restricted, Tease AI will only run End scripts that end in "_RESTRICTED.txt".

For example, @RestrictOrgasm(2 Weeks) will only run _RESTRICTED End scripts for 2 weeks from the moment the @RestrictOrgasm() Command is used. You can also use a comma to set a random range. For example, @RestrictOrgasm(2 weeks, 3 months) would restrict an orgasm anywhere between 2 and 3 months.

You can also use @RestrictOrgasm without parentheses to restrict orgasms for the current session only

Added Command @Worship() - The @Worship() Command will put Tease AI into worship mode for the body part specified in parentheses. The three available options are @Worship(Ass), @Worship(Boobs) and @Worship(Pussy). (Setting a body part this way allows the @AssWorship, @BoobWorship and @PussyWorship Command filters to work).

When worship mode is activated, the following effects will occur:
  • Images will be locked - This allows you to show a body part with @DommeTag() and have the user "worship" it

    Metronome and stroking pace will be locked to the minimum value. This keeps all strokes as "worship strokes"

    Stroke Taunt Cycles will always last for the maximum amount of time set in the user's "Ranges" tab
Worship mode will automatically be disabled during @StopStroking Commands, when the user stops holding an edge, or when an Interrupt occurs. It can also be deactivated with the @WorshipOff Command

Added Command @ClearWorship - Removes the target of the Worship mode (Ass, Boobs or Pussy), but leaves Worship mode activated

Added Commands @WorshipOn and @WorshipOff - @WorshipOn activates worship mode without a body part target, and @WorshipOff deactivates any Worship mode

Added @SetModule() and @SetLink() Commands - The @SetModule() and @SetLink() Commads will allow you to specify the next Module or Link that will be run. For example, @SetModule(BallbustingTasks) will load BallbustingTasks,txt as the next Module if that file exists in Modules or CustomModules (StrokeLink and CustomLink respectively for Link scripts). This is useful for Taunts that warn the user of the module they're about to face, or for creating a specific flow between a Module and a Link

Added @RandomText() Command- This Command allows you to enter a group of words or phrases separated by commas, and the domme will say one of them at random. For example, if you use the following line - "Hey #PetName, I bet @RandomText(your #Cock is in so much pain, I can make your #Cock suffer even more, you actually think your ache is bad) #Lol, it will randomly return one of these possible lines:
  • Hey PetName, I bet your cock is in so much pain lol
    Hey PetName, I bet I can make your cock suffer even more lol
    Hey PetName, I bet you actually think your ache is bad lol
The @RandomText() Command is extremely useful for creating variety in your scripts without having to use #Keywords for every little thing

Added Commands @FollowUp() and @FollowUpXX - The @FollowUp() Command allows you to have the domme follow up any line with a second line. For example, "Aww this is making you ache? @FollowUp(Too fucking bad #Lol)". This will make the domme say "Aww this is making you ache?", and then she'll follow that up right away with the new line "Too fucking bad lol".

You can also use @FollowUpXX to set a random chance that the follow up will occur. For example "It's going to feel so good when you finally get to cum @FollowUp50(If you get to cum #Grin)" would have a 50% chance of following up with "If you get to cum"

Added @ResponseYes() and @ResponseNo() Commands - These allow you to call up a specific Response file if the user says a Yes or No phrase as entered in his Sub settings. For example, suppose the domme has a Taunt line that says:
  • I bet this picture makes you ache like crazy @ShowBlogImage
If the user is trying to interact with the domme, she will only respond if his response matches a Response file. Saying "Yes Mistress" makes sense, but the domme won't respond to it as Yes/No replies generally won't do anything outside of Multiple Choice Branches. @ResponseYes() and @ResponseNo() allow you to give the domme Response reactions to yes or no in other contexts. For example, if we change this Taunt to say:
  • I bet this picture make you ache like crazy @ShowBlogImage @ResponseYes(I'm Aching)
Then the program will treat the user using one of his "yes" phrases as a match to the "I'm Aching.txt" Response File. So an exchange could now go like this:
  • Total Brat: I bet this picture makes you ache like crazy
    User: God yes
    Total Brat: Good, keep stroking and ache even more
@ResponseYes() and @ResponseNo() can both be used in the same line if you wish. These Commands will only remain in effect until the domme moves to the next line or Taunt.

Added Commands @MoodBest and @MoodWorst - These will put the domme at her best or worst possible mood, respectively

Added Commands @DecreaseOrgasmChance, @IncreaseOrgasmChance, @DecreaseRuinChance and @IncreaseRuinChance - These Commands are used to alter the domme's chances to Allow or Ruin orgasms. Changes made with these Commands will last between sessions, but you can manually change the settings in the Domme tab as always. So if you have a domme who is currently set to "Sometimes Allows" orgasms, @DecreaseOrgasmChance will set her to "Rarely Allows"


Command Filters -

Added Command Filters @SubWorshipping and @SubNotWorshipping - Will only display if Worship mode is active or inactive, respectively

Added Command Filters @AssWorship, @BoobWorship and @PussyWorship - Lines containing these Command Filters will only appear if Worship mode has been activated with the corresponding body part, such as @Worship(Ass)

Added Command Filter @LongHold - Will only display if the user is currently holding a long edge

Added Command Filter @ExtremeHold - Will only display if the user is currently holding an extreme edge


Keywords -

Added System Keywords #LocalImageCount, #HardcoreImageCount, #SoftcoreImageCount, #LesbianImageCount, #BlowjobImageCount, #FemdomImageCount, #LezdomImageCount, #HentaiImageCount, #GayImageCount, #MaledomImageCount, #CaptionsImageCount and #GeneralImageCount - These give you some more information to use in scripts, for example: @If[#HentaiImageCount]<[1]Then(No Hentai Images) or "I think you should go one day without cumming for each captioned picture you have @RestrictOrgasm(#CaptionsImageCount Days)", etc

The following are the changes I added from the github page:
Spoiler: show
  • Fixed Issue #6: Non-working @Glitter commands

    Modified MetronomeTick() function decrease cpu usage to pepsifreak's code

    Implemented pepsifreak's fix for broken images on reset

    Implemented pepsifreak's fix for crash on session resume

    Implememted pepsifreak's fix for @EdgingDecide command by changing it to @DecideEdge

    Half of Issue #9 fixed: @PlayAudio works again

    Fixed second half of Issue #9 so that @ShowImage[] now works

    Pepsifreaks's fix for error when toy suspend a session, resume it, and then suspend it again

    pepsifreak's tweak to chatlog saving to save during @EndTease, and a minimum size to prevent saving empty logs

    Pepsifreak's fix for WakeUp time saving

    Pepsifreak's fix for metronome settings not saving

    Pepsifreak's fix for a suspend/resume bug that would sometimes happen

    Pepsifreak's fix so that the Glitter contacts that make you hold an edge will be the ones to make you stop

    Pepsifreak's fix for not being able to start a new playlist if you started one and then reset

    Pepsifreak's fix for @UpdateRuined and @UpdateOrgasm don't update the counter for how many orgasms you've had - includes Locked setting checked

    pepsifreak's fix for needing comands like @PlayAudio, @PlayVideo, and others needing to be in a specific part of the line.

    pepsifreak's fix for crashing if you don't have images of a specific tag, now shows error image

    pepsifreak's change to allow "nested" vocabulary phrases to work with glitter text (seen in #EmoteRandom)

    Pepsifreak's fix for @StartTaunts problem

    Tasks startup fix and prevention

    @CallReturn fix

    Add tooltip to variable save icon

    Fix black box when resizing chat window when the media panel is hidden

    prevent edging while in chastity

    CallReturn now works correctly from taunts

    Fix bug with @Goto

    Fixed glitter text breaking when changing themes

    VitalSub exercises now clear when you report them

    Fix ShowBoob/Butts commands

    Fixed ShowImage bug where it runs twice

    Fixed ShowVar breaking ShowImage

    Fix contact image randomizing

    Added something to ClearMainPictureBox

    Move module code to its own function - Also make "giving up" while stroking give you a module instead of a link

    Fix styling on Theme settings tab

    Stop crash when contact images weren't loaded yet

    GiveUp response now supports callreturn

    Image code cleanup - removes blinking between images besides certain cases

    UI tweaks - buttons cut off on randomizer app

    Prevent an error if a line ended up empty

    More UI fixes - adds tooltip for contact images

    Add startup warning if contact image directories are incorrect

    Speed up scripts slightly

    Move callreturn responses to vocabulary files

    Randomize the type delay a little

    Prevent error with the end of certain modules

    Daragorn's forced ending commands - Adds the following Commands: @OrgasmDeny, @OrgasmAllow, @OrgasmRuin

    Adds debug menu option to "refresh" the randomizer

    simplified the senddailytasks progressbar - no longer eats cpu

    Fix the previous end fix when suspending state

    Replace hardcoded honorific responses with #DomHonorific

    include edges with checkstrokingstate

    Contacts now correct their own typos

    Fixed issue when displaying large gifs


These are pepsifreaks detailed notes about these updates:
Spoiler: show
  • Log:

    Fixed the styling on the Theme tab in settings
    CallReturn now stops current edges
    Fixed crash with previous random contact image fix
    Fixed suspend/resume session support for writing tasks
    Removed writing tasks from the apps menu as well as hid the uncoded "random writing task" button
    Added CallReturn support to GiveUpCheck responses with the help of Daragorn
    Fixed some CallReturn and GiveUpCheck bugs with the help of Daragorn
    Fixed up the image code to have instant switching outside of some cases
    Fixed some small ui quirks
    Prevented a crash if a line had a command but no text or nullresponse
    Added tooltips for contact image buttons
    Added a warning on startup if contact image directories are incorrect, like domme images do when you start a session
    Sped up scripts a tiny bit
    Moved CallReturn responses to vocabulary files
    Randomized the typing delay
    Fixed an error when an End command gets skipped if it came after a goto label that wasn't jumped to
    Added new commands from Daragorn to allow forcing a specific ending without DecideOrgasm
    Added a debug option to refresh the randomizer with a new seed
    The SendDailyTasks command no longer eats CPU
    Removed hardcoded capitalized honorific responses to use the existing #DomHonorific vocab (Daragorn)
    CheckStrokingState now recognizes edges (Daragorn)
    Contacts now correct their own typos (Daragorn)


    Explanations:

    There was an annoying error/crash that occurred when Contact images were set up incorrectly. This wasn't a problem until the contact image randomizing code was added in the last patch, which is where the error occurs. While the error itself has been prevented, your Contact images will still be set up incorrectly so any scripts using contacts will show the Domme images instead.
    Contact images should be set up just like Domme images, that is, the folder you select in settings should have one or more subfolders inside. The settings UI has also been updated to check for this like Domme images already do.

    Changes were made to the @GiveUpCheck command and its related code. On the surface you will notice no differences, but for script creators you can now use @CallReturn in the "VocabularyResponsesSystemGiveUpALLOWED.txt" if you want a certain script(s) to run but also come back to the script that was going on beforehand.
    A setting has also been added to always continue the current script if a GiveUp is granted, for maybe skipping out on a risky edge. This setting is off by default.

    A recent complaint was that the @CallReturn "return" messages were hardcoded, so with this patch they have been replaced by vocabulary files. This means another update to Wicked Tease to include these new vocabularies. If you were already up to date on WT, you can find an AI Box with the vocabularies below. (Copy the text in the code box and use Tools > AI Boxes > Open From Clipboard) These new vocabularies are:
    #Return_Chastity - If callreturn happened during taunts, should include @StartTaunts
    #Return_Stroking - If callreturn happened during stroking, should include @StartStroking
    #Return_Edging - If callreturn happened when the domme asked for an edge, should include some variation of @Edge
    #Return_Holding - If callreturn happened while holding an edge, should include @EdgeHold
    #Return_CBTBalls - If callreturn happened during balls cbt, should include @CBTBalls
    #Return_CBTCock - If callreturn happened during cock cbt, should include @CBTCock
    #Return_Rest - If callreturn happened when not doing anything, no extra command needs to be included.

    The new forced ending commands are as follows, and is meant to be used outside of @DecideOrgasm to force a Denial, Orgasm, or Ruin in an End script:
    @OrgasmRuin
    @OrgasmDeny
    @OrgasmAllow

    Wicked Tease Updates: (All but the last one has been posted with past unofficial updates, with this list mainly being for script creators to self-update any WT files they are using)

    -Removes @NullResponse from Vocabulary#EmoteRandom
    -Moves @EndTease to a new line in all files at:
    StrokeEnd
    InterruptOut of Orgasms
    InterruptStart Tasks
    InterruptSafeword
    SystemScripts
    -Updates AppsGlitterTease statuses to use @Contact instead of @Bratty, etc.
    -Replaces @EdgingDecide with @DecideEdge in:
    ModulesItsAShameYoureNotHere_EDGING
    ModulesIWouldCallThatABargain_EDGING
    ModulesNotMeantToBeTreatedThisWay_EDGING
    ModulesPicturesSolo_EDGING
    -Fixed #OrgasmLimitDate to #OrgasmLockDate in InterruptOut of OrgasmsWas going to let you cum
    -Created a generic StrokeHoldTheEdgeGroupHoldTheEdge taunt file
    -Changed "I haven't even begin" to I haven't even begun" in StrokeStrokeTaunts_1
    -Fixed @ApathyLevel5 filter typo in StrokeStrokeTaunts_1 from "@ApathyLeve5"
    -Changed "It's time like this" to "It's times like this" in "StrokeLinkIt'sTimesLikeThis"
    -Removed parenthesis around emotes in:
    Vocabulary#EmoteHappy
    Vocabulary#EmoteFlustered
    -Updated @CheckFlag for AssOrTitsMan modules
    -Added new vocabulary files for callreturn responses
Any remaining features missing from the unofficial patches should be implemented soon.

So I think this is it for the patch notes for 49. I've tried to keep everything compatible with existing scripts as much as possible, but you may run into problems with old scripts. If you do have any issues please let me know. There may not be a "compatibility assured" Personality until Total Brat, but I'll do what I can to get anyone up and running who's having problems.

This Patch is mainly about getting everyone caught up with the build I'm using. I think everyone will like the interface enhancements, and there should be some great progress on the stability front. I'm mainly going to be focused on Total Brat now, but I will get the source code to github as soon as I can.

If you have questions, comments, need some more explanations about the Commands or anything, please let me know. :-)
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Daragorn
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Re: Tease AI Open Beta - Updated to Patch 49

Post by Daragorn »

PtheV wrote:A question about tags: are you planning any changes to the tagging system for local images? Unless I'm mistaken, tagging still needs to be done one by one, which is... not convenient if you have large numbers of images. Maybe TeaseAI could assign tags to folders, so that each image in a specific folder is tagged with the assigned tags?
if you divide tagged images into specific subdirectories, it takes really little time to tag them all already btw.....just tag the first image in the dir and then click next until the end (unless you change the selected tags, teaseAI keeps the last used tags for the next picture already, so if you made a "boob" directory, tag the first image with boob tag and then just click next till the end, and you have all of them tagged boobs....this wont work after you have already tagged them obviously because there will already be a tagged file for that directory and if you want to change tags to some of them you'll have to do them one by one manually)
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Re: Tease AI Open Beta - Updated to Patch 49

Post by SensEx »

Here comes back the one and only 1885!
I can finally thank you in person for your tremendous work already done and ongoing!

You have no idea how close t the real thing Tease AI is... :whistle:
Few months ago I've started playing with it and writing ideas and stuff. Now I have over 100 lines of possible scripts for my needs that I just have to create at some point because I want to experience frustration to new depths and you made it possible with that program :) So for that LIFETIME THANKS :love:
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Re: Tease AI Open Beta - Updated to Patch 49

Post by schefflera »

Just WOW

Thanks to you 1885, pepsifreak, Daragorn, OxiKlein and whoever is working hard on TeaseAI.
I love TeaseAI and am working at several modules and with the new changes (especially @RandomText() and @FollowUp() ) are a great boost to variety.
My flashteases: Have fun :)
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Re: Tease AI Open Beta - Updated to Patch 49

Post by schefflera »

hm, when I try to open the Command Guide I get this error:

Code: Select all

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidOperationException: An error occurred creating the form. See Exception.InnerException for details.  The error is: Object reference not set to an instance of an object. ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at Tease_AI.Form10.comboCommandType_SelectedIndexChanged(Object sender, EventArgs e) in C:UsersElijahDocumentsVisual Studio 2010ProjectsTease AITease AIForm10.vb:line 31
   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at System.Windows.Forms.ComboBox.set_Text(String value)
   at Tease_AI.Form10.InitializeComponent() in C:UsersElijahDocumentsVisual Studio 2010ProjectsTease AITease AIForm10.Designer.vb:line 60
   at Tease_AI.Form10..ctor()
   --- End of inner exception stack trace ---
   at Tease_AI.My.MyProject.MyForms.Create__Instance__[T](T Instance) in 17d14f5c-a337-4978-8281-53493378c1071.vb:line 190
   at Tease_AI.Form1.CommandGuideToolStripMenuItem_Click(Object sender, EventArgs e) in C:UsersElijahDocumentsVisual Studio 2010ProjectsTease AITease AIForm1.vb:line 28471
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1055.0 built by: NETFXREL2
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Tease AI
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Christian/Neuer%20Ordner%20(2)/Neuer%20Ordner/TeaseAI/Tease%20AI.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 14.6.1055.0 built by: NETFXREL2
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1055.0 built by: NETFXREL2
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1055.0 built by: NETFXREL2
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1055.0 built by: NETFXREL2
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1068.2 built by: NETFXREL3STAGE
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1055.0 built by: NETFXREL2
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Speech
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1055.0 built by: NETFXREL2
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Speech/v4.0_4.0.0.0__31bf3856ad364e35/System.Speech.dll
----------------------------------------
AxInterop.WMPLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Christian/Neuer%20Ordner%20(2)/Neuer%20Ordner/TeaseAI/AxInterop.WMPLib.DLL
----------------------------------------
Interop.WMPLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Christian/Neuer%20Ordner%20(2)/Neuer%20Ordner/TeaseAI/Interop.WMPLib.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1055.0 built by: NETFXREL2
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1067.0 built by: NETFXREL3STAGE
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.mshtml
    Assembly Version: 7.0.3300.0
    Win32 Version: 7.0.3300.0
    CodeBase: file:///C:/windows/assembly/GAC/Microsoft.mshtml/7.0.3300.0__b03f5f7f11d50a3a/Microsoft.mshtml.dll
----------------------------------------
Microsoft.GeneratedCode
    Assembly Version: 1.0.0.0
    Win32 Version: 4.6.1067.0 built by: NETFXREL3STAGE
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1055.0 built by: NETFXREL2
    CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




Edit: I figured out by myself 8-)
The file Command Filters.html was missing. Just open Command Filters.txt and save as .html and it works
Last edited by schefflera on Sun Apr 10, 2016 3:40 pm, edited 1 time in total.
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Re: Tease AI Open Beta - Updated to Patch 49

Post by genome231 »

BEST... SUNDAY...!!!!
Welcome back 1885!
Was blown away when I saw your name and picture!!
YAAAAA!

Patch 49 looks awesome!

I'm lost for words right now!!

Best of regards
Genome
Tribute to 1885 & those involved with Tease-AI.
Thank you for spending time on this awesome project! :-)
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Re: Tease AI Open Beta - Updated to Patch 49

Post by SkyHimeros »

Hey, may I also say: Thank you very much for your amazing work! I wish you all the best and hope that you take care of yourself and don't prioritize TeaseAI (as great as it is and as much as we all appreciate your work on it) over your health.
I'm someone who has enjoyed the program from the outside. Sometimes I tried to script a bit, but must admit that I was often discouraged by the bugs and lack of documentation. This new version seems to be much more stable and the command guide is a real help.
One thing that I would really like to see implemented somewhere in the future is beeing able to use the metronome within linear scripts. So for example:

Code: Select all

I want you start stroking that cock of yours while I explain something to you @StartStroking
I hope you can still concentrate when you're doing that #Grin
To make it "easier" let's turn the tempo way down @StrokeSlowest
....
When I tried that, it jumps to the taunts and ignores everything after @StartStroking.

Anyway, great program! Thank you!
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Re: Tease AI Open Beta - Updated to Patch 49

Post by avatarbr »

So many new options.... :w00t:

I dont know where to start :lol:


One question, can the @SetModule() call a specific line in the module, like the @Call command?
Something like this: @SetModule(BallbustingTasks, part 2)

(debug mode did not work for this type of test, because it ends before calling the module)
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Re: Tease AI Open Beta - Updated to Patch 49

Post by Mat »

Welcome back 1885! I was a bit worried with you mentioning health issues right before your absence. I'm glad to hear you're ok :-D

I must admit I still can't wait for Total Brat to be released. Considering the quality of your webteases I think it's going to be well worth the wait. I'm looking forward to seeing a fully fleshed out personality with most if not all of Tease AI's features used.. it has so much potential :-)


Bugs:
When I maximise the window the UI stays the same size until I alter the UI in any way e.g. alter the size of the textbox.
It works when manually resizing the window but not for maximising and it works other way around, when restoring from maximised.

The TTS volume setting doesn't work for responses to user input. The setting seems to only alter the lines the domme speaks without being prompted, like taunts.
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Re: Tease AI Open Beta - Updated to Patch 49

Post by 1885 »

PtheV wrote:A question about tags: are you planning any changes to the tagging system for local images? Unless I'm mistaken, tagging still needs to be done one by one, which is... not convenient if you have large numbers of images. Maybe TeaseAI could assign tags to folders, so that each image in a specific folder is tagged with the assigned tags?
I want to overhaul the tagging system at some point. The Domme Tag system I have in there now isn't perfect, but it's the best I've felt with it so far. The Image Tags have always been kind of a mess though. Eventually I'm going to work on an overhaul for both. I want to try to come up with something versatile, easy to use and has a lot of visual feedback. I just have to prioritize other areas at the moment, manly working on Total Brat. Once the source code for the new build is available (which I'm in the process of getting set up), if any of the contributors want to talk ideas with me before I'm ready to tackle it, I'm all ears. :-) Until then, most of the coding I do will be adding any features I need for Total Brat.
PtheV wrote:wouldn't it make more sense for someone to create a separate scripting tool based on the original TeaseAI, a tool that would be able to correct errors, check for missing scripts and have one-click shortcuts for easy command implementation? Full disclosure: I do not have the necessary coding skills to do something like that...
I'm not sure of the status of the program, but q55's Personality Creator viewtopic.php?f=2&t=16310&hilit=personality+creator did have a library of Commands built in, though it's probably outdated at the moment.

I might try to enhance my "Audit Scripts" function a bit more to find and fix more errors at some point, but your idea would be great. That's just another one of those things where I would like to be able to do it, but my priorities don't allow for it at the moment. If someone wants to take a shot at something like that, I would be happy to provide whatever support I can.
schefflera wrote:Edit: I figured out by myself 8-)
The file Command Filters.html was missing. Just open Command Filters.txt and save as .html and it works
That's really weird, the Command Guide reads txt files in the System folder, not html. The code doesn't even mention any html files :blink: That really boggles my mind, but if you were able to get it working that way I'll just count that as a win for now :smile:
SkyHimeros wrote:One thing that I would really like to see implemented somewhere in the future is beeing able to use the metronome within linear scripts. So for example:
I would like to implement something like this too, I just haven't decided on the best way to go about it yet. I am delving into more versatility with edging in Linear scripts with Patch 50 though, so that may open a door to finally getting this feature put in
avatarbr wrote:One question, can the @SetModule() call a specific line in the module, like the @Call command?
Something like this: @SetModule(BallbustingTasks, part 2)
Not currently, but I think that would be simple enough to add. I'll see if I can get it in for patch 50
Mat wrote:Welcome back 1885! I was a bit worried with you mentioning health issues right before your absence. I'm glad to hear you're ok
Thanks Mat, it's good to see you again. I really am sorry for worrying you or anyone else.
Mat wrote:I must admit I still can't wait for Total Brat to be released. Considering the quality of your webteases I think it's going to be well worth the wait. I'm looking forward to seeing a fully fleshed out personality with most if not all of Tease AI's features used.. it has so much potential :-)
You and me both, I'm having a lot of fun with the kind of stuff she's able to do after some of these patch 50 Commands I have in :lol:
Mat wrote:When I maximise the window the UI stays the same size until I alter the UI in any way e.g. alter the size of the textbox. It works when manually resizing the window but not for maximising and it works other way around, when restoring from maximised.
Errrgh what the hell. This was actually a problem Tease AI had for a while, and I fixed it in the last patch. The screen adjusts for me when I maximize it now, I don't know why it's not working for you. I'm working on geting the updated source code available, someone who knows more than I do might be able to look at it and see what's going on
Mat wrote:The TTS volume setting doesn't work for responses to user input. The setting seems to only alter the lines the domme speaks without being prompted, like taunts.
Thanks for catching it, I got it fixed for Patch 50
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Re: Tease AI Open Beta - Updated to Patch 49

Post by avatarbr »

1885 wrote:
Mat wrote:The TTS volume setting doesn't work for responses to user input. The setting seems to only alter the lines the domme speaks without being prompted, like taunts.
Thanks for catching it, I got it fixed for Patch 50
Another minor bug, when I use the @ShowVar[Ex_FavoriteBand] command, the "]" appear in the chat.
And I am not sure, but sometimes look like the @Flag(XX) command cause a error, where chat display Flag(XX).
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Re: Tease AI Open Beta - Updated to Patch 49

Post by 1885 »

avatarbr wrote:Another minor bug, when I use the @ShowVar[Ex_FavoriteBand] command, the "]" appear in the chat.
Sorry about that, somewhere along the way I dropped @ShowVar[VarName] and replaced it with #Var[VarName] but I didn't have a note for that. Can you try #Var[] and see if that works correctly? I will get @ShowVar[] sorted out though, I want to make sure as many legacy Commands as possible to maintain compatibility.
avatarbr wrote:And I am not sure, but sometimes look like the @Flag(XX) command cause a error, where chat display Flag(XX).
I'll look into this too and get it sorted out. It happens sometimes but not all the time? Can you remember any specific instances where it happened, like what was going on at the time (Taunt Cycle, Linear script, etc)?
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Re: Tease AI Open Beta - Updated to Patch 49

Post by avatarbr »

1885 wrote:
avatarbr wrote:Another minor bug, when I use the @ShowVar[Ex_FavoriteBand] command, the "]" appear in the chat.
Sorry about that, somewhere along the way I dropped @ShowVar[VarName] and replaced it with #Var[VarName] but I didn't have a note for that. Can you try #Var[] and see if that works correctly? I will get @ShowVar[] sorted out though, I want to make sure as many legacy Commands as possible to maintain compatibility.
avatarbr wrote:And I am not sure, but sometimes look like the @Flag(XX) command cause a error, where chat display Flag(XX).
I'll look into this too and get it sorted out. It happens sometimes but not all the time? Can you remember any specific instances where it happened, like what was going on at the time (Taunt Cycle, Linear script, etc)?
No problem, I can change the @ShowVar[VarName] for the new one.

But I am not 100% sure where I got the @Flag error. I will take note next time. I just checked in a test script via debug mode, and works fine.
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Re: Tease AI Open Beta - Updated to Patch 49

Post by schefflera »

1885 wrote:
avatarbr wrote:Another minor bug, when I use the @ShowVar[Ex_FavoriteBand] command, the "]" appear in the chat.
Sorry about that, somewhere along the way I dropped @ShowVar[VarName] and replaced it with #Var[VarName] but I didn't have a note for that. Can you try #Var[] and see if that works correctly? I will get @ShowVar[] sorted out though, I want to make sure as many legacy Commands as possible to maintain compatibility.
I had the same problem with @ShowVar[] and was very confused. but with #Var[VarName] it works
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