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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Stefaf
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by Stefaf »

pepsifreak wrote:I'm surprised nobody has noticed that @LongHold and @ExtremeHold have apparently been broken for several updates now. :whistle:
I've to admit, i've never tried to figure out, in what kinda Edging mode i was. :D
pepsifreak wrote:Edit: in fact i think this stems from a larger issue with filters.
Really?
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by pepsifreak »

Stefaf wrote:
pepsifreak wrote:I'm surprised nobody has noticed that @LongHold and @ExtremeHold have apparently been broken for several updates now. :whistle:
I've to admit, i've never tried to figure out, in what kinda Edging mode i was. :D
pepsifreak wrote:Edit: in fact i think this stems from a larger issue with filters.
Really?
This issue is that @LongHold is both a command AND a filter, and the filter checks if you are in a longhold, which you wouldn't be yet, and thus skips the entire line.

The fix would theoretically be replacing any "bad" filters with something different, but I'm not 100% sure on the context of some of these in regards to if they are meant to work WITH the command.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by Stefaf »

pepsifreak wrote:
Stefaf wrote:
pepsifreak wrote:I'm surprised nobody has noticed that @LongHold and @ExtremeHold have apparently been broken for several updates now. :whistle:
I've to admit, i've never tried to figure out, in what kinda Edging mode i was. :D
pepsifreak wrote:Edit: in fact i think this stems from a larger issue with filters.
Really?
This issue is that @LongHold is both a command AND a filter, and the filter checks if you are in a longhold, which you wouldn't be yet, and thus skips the entire line.

The fix would theoretically be replacing any "bad" filters with something different, but I'm not 100% sure on the context of some of these in regards to if they are meant to work WITH the command.
I'm not not sure about that. It's ... weird.
What i've tested right now:
Started a Debug Script:

Code: Select all

Start LongHold
@Edge(LongHold)
End LongHold
Filled the HoldTheEdge.txt with:

Code: Select all

@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
@LongHold TestValue
This works pretty fine. What did you test? @Longhold in Edge.txt?
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by pepsifreak »

Stefaf wrote:This works pretty fine. What did you test? @Longhold in Edge.txt?
I'm talking about the legacy command in a normal script.

Code: Select all

starting words
edge words @EdgeHold @LongEdge
ending words
The second line will be skipped due to the filter.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

Stefaf wrote: Could you please explain it a bit more detailed? I'm using tags and i've never encountered such an issue.

I'm thinking about implementing commentary support to scripts. Basically a feature to ignore all lines of a script starting with "//".
What do you think about?
Oh, not a bug.

I create some domme tags (around 200 pics), and one day I decided I wanted another Domme (changed the girl in settings), with 200 new pics. So, I lost all the work with tags for the original Domme.

And yes, the commentary support should be great. I almost started using the @Info, but I thought would looks confusing in the code.

pepsifreak wrote:I'm surprised nobody has noticed that @LongHold and @ExtremeHold have apparently been broken for several updates now. :whistle:

Edit: in fact i think this stems from a larger issue with filters.
I think I used 1 @LongHold in +100 modules and probably did not notice if the command works.

To be honest, I liked the idea, but 1 minute is the minimum time, and it's to much for me.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by Stefaf »

Hello everyone!

Let's make it official: Right now we're working towards a new release version.
Currently we are testing the changes and fixing bugs as they come.

The Mayor things we did:
- Better debugging
- New method to store and resume a session.
- Image FolderChecks
- regular Bugfixes

If you like to view the progress, take a look at the official Github Repo.
As long as there aren't any major problems, a release within the next week is possible.



If you encounter a bug, feel free to use the BugThread. If we can fix them, we will. ;-)
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by meaculpa_uk »

Hi Stefaf,

Great news!!!

Just a thought, and it might have been raised before, or if might be impossible to implement, but can you introduce a command set that controls the stroking metronome without starting a taunt cycle? Something like:-

@MetronomeStart
@MetronomeSlowest
@MetronomeSlower
@MetronomeFaster
@MetronomeFastest
@MetronomeStop

That way the domme can use the metronome inside modules.

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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

meaculpa_uk wrote:Hi Stefaf,

Great news!!!

Just a thought, and it might have been raised before, or if might be impossible to implement, but can you introduce a command set that controls the stroking metronome without starting a taunt cycle? Something like:-

That way the domme can use the metronome inside modules.

Mea
I like the idea. I think someone already suggested this to 1885 a long time ago. Dont remember the answer.

What I do is use a audio file (from TeaseME teases) with the metronome sound.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by Stefaf »

meaculpa_uk wrote:Hi Stefaf,

Great news!!!

Just a thought, and it might have been raised before, or if might be impossible to implement, but can you introduce a command set that controls the stroking metronome without starting a taunt cycle?
I don't think it's impossible. First it needs to be checked, if this would interfere with other functions. Or perhaps the code checks if the metronome is supposed to be running and will turn it off occasionally. To be honest, i don't like the idea, because it's just an workaraound to mask this Link->Module->Taunt->whatever cycle. But i don't have any better solutions right now -> means: I'll check it and if i'll find a better way i'll suggest it. Right now i'm thinking about commands to specify, what kinda script type the current is. But most likely i'll break the hole program. :-D
avatarbr wrote: I like the idea. I think someone already suggested this to 1885 a long time ago. Dont remember the answer.

What I do is use a audio file (from TeaseME teases) with the metronome sound.
This an easy solution and it allows to adjust the metronome volume, without modifying the wav-file. But the sound change distracts me somehow. It just doesn't feel right - as you know what i mean.
Anyway, alone the fact, people are using those little tricks to compensate it, shows to me, we need to find a way to get this working.
btw.: i really liked the idea using a visual metronome.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

Stefaf wrote: This an easy solution and it allows to adjust the metronome volume, without modifying the wav-file. But the sound change distracts me somehow. It just doesn't feel right - as you know what i mean.
Anyway, alone the fact, people are using those little tricks to compensate it, shows to me, we need to find a way to get this working.
btw.: i really liked the idea using a visual metronome.
If you are saying about when there are a little cut in the sound when the file change, yeah, me too. The metronome its much more smooth.
But I dont know how avoid this.

One note about changing the @StartStroking command. When I used in a miniscript (called in a stroke cyrcle), with a @StopStroking and a @StartStroking in the end, TeaseAI give me a infinite (or really very long) Stroke Cyrcle.

I dont know if this is a signal about the problems you can get changing this. :innocent:
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by Stefaf »

avatarbr wrote:If you are saying about when there are a little cut in the sound when the file change, yeah, me too. The metronome its much more smooth.
But I dont know how avoid this.

One note about changing the @StartStroking command. When I used in a miniscript (called in a stroke cyrcle), with a @StopStroking and a @StartStroking in the end, TeaseAI give me a infinite (or really very long) Stroke Cyrcle.

I dont know if this is a signal about the problems you can get changing this. :innocent:
It's also the different sound. I know the reason why it's used and this fact itself distracts me. ;-)
If it's a problem to change it? i don't know. There are ~50000 lines of code right now (comments not included). There's a lot of code to read and especially to understand. I still don't know when, where and why a Script is a Link, Module or whatever.^^

But there are other issues to fix and while doing this i'll stumble over it. ;-)
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

Stefaf wrote:
avatarbr wrote:If you are saying about when there are a little cut in the sound when the file change, yeah, me too. The metronome its much more smooth.
But I dont know how avoid this.

One note about changing the @StartStroking command. When I used in a miniscript (called in a stroke cyrcle), with a @StopStroking and a @StartStroking in the end, TeaseAI give me a infinite (or really very long) Stroke Cyrcle.

I dont know if this is a signal about the problems you can get changing this. :innocent:
It's also the different sound. I know the reason why it's used and this fact itself distracts me. ;-)
If it's a problem to change it? i don't know. There are ~50000 lines of code right now (comments not included). There's a lot of code to read and especially to understand. I still don't know when, where and why a Script is a Link, Module or whatever.^^

But there are other issues to fix and while doing this i'll stumble over it. ;-)
Wow, 50000 lines :w00t:

yeah, as much as I like new features, I would recommend working in bug fix and optimization for now.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by Stefaf »

avatarbr wrote:Wow, 50000 lines :w00t:
Yes Visual Studio Code Analysis says 50885 lines of Code. This count ignores generated Code by Visual studio and comments. So 1885 did write a lot and i mean really a lot of code. Half a year ago, we were at ~58000 lines. But thankfully we accomplished 12% of reduction since that day, while gaining better stability, maintainability and performance.
avatarbr wrote:yeah, as much as I like new features, I would recommend working in bug fix and optimization for now.
Me too and we'll continue with it. And here all can help, by telling us, if they encounter bugs in current versions.
Old forum posts and versions aren't a good source, since we don't know if it's already fixed or not.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by genome231 »

Stefaf wrote:
avatarbr wrote:Wow, 50000 lines :w00t:
Yes Visual Studio Code Analysis says 50885 lines of Code. This count ignores generated Code by Visual studio and comments. So 1885 did write a lot and i mean really a lot of code. Half a year ago, we were at ~58000 lines. But thankfully we accomplished 12% of reduction since that day, while gaining better stability, maintainability and performance.
avatarbr wrote:yeah, as much as I like new features, I would recommend working in bug fix and optimization for now.
Me too and we'll continue with it. And here all can help, by telling us, if they encounter bugs in current versions.
Old forum posts and versions aren't a good source, since we don't know if it's already fixed or not.
Definetly bugfixing and optimization before anything else! Couldn't agree more! :D

Just a shout out to everyone bugfixing!
Thank you for all the hard work! Means a LOT!! :-D :-D

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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 54.4

Post by genome231 »

Hey guys!

Did a test today to see if something was possible.
Sadly it wasn't but I feel like its a bug that it isn't so i'm sharing it! :-)

Here is the first test:

Code: Select all

Setting Var @SetVar[Test]=[1]
Showing Var @ShowVar[Test]. Should be 1
Changing Var @ChangeVar[Test]=[Test]+[#Random(3, 5)]
Showing Var @ShowVar[Test]. Should be 4, 5 or 6
@End
So this test was succesfull, a random number between 3 and 5 gets added to the Test Value (yaa)

Next test:

Code: Select all

Setting Var @SetVar[Test]=[1]
Showing Var @ShowVar[Test]. Should be 1
Changing Var @ChangeVar[Test]=[Test]+[#Test]
Showing Var @ShowVar[Test]. Should be 4, 5 or 6
@End
#Test was included in the vocabulary and simply contained #Random(3, 5), no spaces no anything except that.
Well this test failed sadly :(

I did do a third test just for the fun of it :P
Heck I was warmed up :lol:

Last test:

Code: Select all

Setting flag @SetFlag(Test)
Setting Var @SetVar[Test]=[1]
Showing Var @ShowVar[Test]. Should be 1
Changing Var @ChangeVar[Test]=[Test]+[#Test]
Showing Var @ShowVar[Test]. Should be 4, 5 or 6
@End
I also changed the #Test inside vocabulary to @Flag(Test) #Random(3, 5)
But as expected this failed.

I get that Var cant handle strings, but isn't there a way to make it recognize the #Test to essentially be containing a number?

Best regards
Genome
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Thank you for spending time on this awesome project! :-)
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