Tease AI General Discussion

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

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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

genome231 wrote:
#Test was included in the vocabulary and simply contained #Random(3, 5), no spaces no anything except that.
Well this test failed sadly :(
Did you tried creating a #Test file with this lines?

Code: Select all

3
4
5
On a side note, I tried using @Wait( #Random(10, 20)) and did not work too... If this works, I can try using vocabulary.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by Stefaf »

Hey Genome, avatarbr!
Spoiler: show
Test 1 successful -> Nothing to mention.
Test 2 failed -> Yeah it has to. Keywords are found, by splitting the executing line at every space-char. Afterwards each substring is checked for a starting char #.
So in your example:

Changing Var @ChangeVar[Test]=[Test]+[#Test]

Is split up in:
- Changing
- Var
- @ChangeVar[Test]=[Test]+[#Test]

And none of it is starting with #.
So i tried this
Changing Var @ChangeVar[Test]=[Test]+[ #Test ]
resulting in:
- Changing
- Var
- @ChangeVar[Test]=[Test]+[
- #Test
- ]

But this doesn't work either... It will put in the Vocab-Content, but without evaluating it. This will result in @ChangeVar[Test]=[Test]+[ #Random(3, 5) ] what is a syntax error.
Long story short: In the current build 54.5 and lower it is impossible.

Test 3 failed -> Same as in test 2, more text in the file doesn't change anything.
Conclusion: Is it currently possible: No.
Is it possible to make it possible (:-D)? Yes.
When? In every case in the next release after 54.5. So you don't need to change your scripts [#Test] -> [ #Test ] to get avatars solution working. ;-)

54.5 is already finished and uploaded to my online github-fork. Right now we have to check some organizational things, how releases are handled, in 1885's absence. I'd like the mods to modify the downloadlink in the initial post, to githubs release section. This way the mods don't have to change it on each release - they got other stuff to do. This would allow us to update the program more frequently. This idea came to my mind just today and we didn't have the chance to talk it thru (different timezone).
Maybe we can do this release stuff tomorrow.
avatarbr wrote:On a side note, I tried using @Wait( #Random(10, 20)) and did not work too... If this works, I can try using vocabulary.

Code: Select all

@Wait( #Random(10, 20))
Why isn't it working? are you using it inside a Vocab-file?
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

Stefaf wrote:

Code: Select all

@Wait( #Random(10, 20))
Why isn't it working? are you using it inside a Vocab-file?
No....but I did not put the space before the # :lol:

Just tested with the space, and works....thanks.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by genome231 »

Awesome!
Thank you guys!
This enables something I really wanted to do for Spicy 3.0 :D

Hadn't considdered #Random() to work inside waits.. nice!

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 54.5

Post by Stefaf »

Hello everyone!

It's been quite some time, since the last release and now it's done: Patch 54.5

Since we didn't want to open a second thread, for new releases we decided to publish it in the "official" thread. But what we changed is the download location. Since we're working on github - we'll upload new versions to github.
This way you can switch back to old versions, if you like to. ;-)

So enough talking: Here is the direct download link to Patch 54.5: Download
  • Added Features:
    • Check Box to lock orgasm chances after tease starts. by OxiKlein
    • Download online-image progress bar added.
    • Video Folders are now checked on startup. The user is asked to search for missing folders.
    • Image Folders are now checked on startup. The user is asked to search for missing folders or if a folder is empty.
    • Games are now locked until all card images are set.
    • Card images are now checked on startup.
    • @Flag() support for multiple logical "AND" connected parameters added. Usage: @Flag(Flag1, Flag2, Flag3) => All of 'em or line is excluded. by Daragorn
    • @NotFlag() support for multiple logical "AND" connected parameters added. Usage: @NotFlag(Flag1, Flag2, Flag3) => None of 'em or line is excluded. by Daragorn
    • Slideshow Settings(Random, NewFolder if last image, Range Settings, Subfolders) apply now also on Contact Images.
    • Added a new debug window. It is now possible to view and manipulate all session variables (At least simple DataTypes) on Runtime.
    • Now all filters have to be in Front of a @NullResponse or Chat Text. This is used to identify double used Filter/Command-statements.
    • Added full screen mode.
    • Bottom Chatbox is now accessible, when MaximizeMediaWindow is activated, unless Sidechat is activated.
    • Restoring window state on start up supports now multi monitor systems and maximized windows.
    • Added option to deactivate the sidepanel.
  • Bugfixes:
    • @ImageTag()-Command displays now tagged images. Up to 3 Tags are allowed.
    • Resolved an infinite loop, when TauntEdging was started.
    • Goto was unable to jump to the first line of a file, when a question was asked.
    • Card images were saved in different sizes, when using drag-drop or file dialog.
    • @DommeLevel1-5 didn't filter correct in vocabulary files.
    • @Chance##()-Command now gets cleaned from the line correctly.
    • @FollowUp##()-Command now gets cleaned from the line correctly, also stopped the followup message from still partially showing in "failure" cases.
    • Recent slideshow folders are now really checked on start-up and missing folders removed.
    • Dom Mood settings were ignored.
    • Fixed issue where a domme images was displayed, when a contact was responding.
    • Fixed issue, where slideshows continued after @SlideshowOff. Now the CustomSlideshow-Timer checks if he is supposed to be running.
    • Fixed command @GotoSlideshow. Now you can jump to a specific line based on the current slideshow-image.
    • Program now attempts to separate filters from a line, fixing issues where Commands could incorrectly get interpreted as Filters.
    • Fixed issue of loading CheckedListBox-States when swapping Personalities. Now there should be no need to delete StartLCheckist.cld EndCheckList.cld, LinkCheckedList.cld and EndCheckedList.cld anymore. Swapping personalities, editing, removing and renaming scriptfiles on runtime is possible.
  • Miscellaneous:
    • Removed several unused variables.
    • SettingsForm VideoSettings GUI reworked.
    • SettingsForm ImageSettings GUI reworked.
    • SettingsForm Apps-Games GUI reworked. Still WIP -> Unchanged references causing sometimes glitter names to be blank in chat. Ooops... That's a lie. It's already fixed, but the Changelog isn't updated.^^
    • Suspending/Resuming/Resetting Session reworked.
      Now all necessary data is stored into a single binary
    • .save file. This includes all Variables, Flags, Slideshows, TimerStates and regular Data. By Holding down the control key while clicking suspend or resume the user is asked for a custom file to save to or load from.
    • Reworked Code to Display Images.
    • Added a ToolstripItem in Debug menu, to start Timer1, if he is stopped. This could probably fix some or eventually all "Script-Freeze-Crashs". But this has to be tested. So if your Session freezes goto: Debug->Timers->Start Timer 1. Please let us know, if it worked.
    • Reworked custom Slideshow. The slideshow will pick now random images from random genres (Only the ones defined in @Slideshow().). This way an unbalanced amount of images doesn't matter any more. All genres have the same chances, even if they are outnumbered by a million times. There is also a check if the last image was of the same genre. If that's the case, it will randomly use the same genre or tries to pick another one.
    • Reworked Main UI
Conclusion:
This Release doesn't contain any new commands/filters/keywords. Only @Flag and @NotFlag has been modified to accept multiple parametres. The Rest is all about fixing stuff and simplifying the code. Even the GUI rework/revision was about to use .Net internal mechanics instead of hand written code.

If - hrmg - "When" you encounter bugs: Let us know and we'll see what we can do to fix 'em!
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Re: Tease AI Open Beta - Updated to Patch 54.5

Post by avatarbr »

Stefaf wrote:Hello everyone!

It's been quite some time, since the last release and now it's done: Patch 54.5
Great work Stefat and everybody... Thanks for that.

Just a question, this is the same version you sent me to test?

EDIT: Just downloaded again...it is not the same....I can see the fullscreen mode now :-D
Last edited by avatarbr on Tue Nov 15, 2016 2:58 am, edited 1 time in total.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by CXZman »

Thanks guys !

I was wondering about a bug I noticed : in the Glitter window, the contacts seem to say the other contacts' lines, regardless of who should have been saying what.
Is this a known issue ? Has it been tracked down ?
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by pepsifreak »

CXZman wrote:Thanks guys !

I was wondering about a bug I noticed : in the Glitter window, the contacts seem to say the other contacts' lines, regardless of who should have been saying what.
Is this a known issue ? Has it been tracked down ?
Have you checked the corresponding Apps\Glitter file to be sure certain lines are set up for a single contact?
And if they are, that they are using @Contact1, etc to do so?
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Re: Tease AI Open Beta - Updated to Patch 54.5

Post by Stefaf »

avatarbr wrote:Great work Stefat and everybody... Thanks for that.

Just a question, this is the same version you sent me to test?

EDIT: Just downloaded again...it is not the same....I can see the fullscreen mode now :-D
No Problem - Thanks for testing!

The UI Revision wasn't planned for this version. I was just annoyed about the position calculation Code section. But as soon as i started, i liked it that much, so i decided to put in the current release without asking anyone.^^ I tried to keep it as close to the original, while removing things, i didn't like. Like those misplaced black lines and stuff like that. They simply didn't look right and made the ui looking unfinished.
I hope i'm not the only one. ;-)
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by AnonymousPseudonym »

I'm glad to see that new versions of this are still being released, but is there any word on it being made Linux-compatible?

Or did someone get it to work with Wine? I haven't had any luck in that department.
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Re: Tease AI Open Beta - Updated to Patch 54.5

Post by avatarbr »

Stefaf wrote:
avatarbr wrote:Great work Stefat and everybody... Thanks for that.

Just a question, this is the same version you sent me to test?

EDIT: Just downloaded again...it is not the same....I can see the fullscreen mode now :-D
No Problem - Thanks for testing!

The UI Revision wasn't planned for this version. I was just annoyed about the position calculation Code section. But as soon as i started, i liked it that much, so i decided to put in the current release without asking anyone.^^ I tried to keep it as close to the original, while removing things, i didn't like. Like those misplaced black lines and stuff like that. They simply didn't look right and made the ui looking unfinished.
I hope i'm not the only one. ;-)
Did you changed something more from the other version (alpha)? I got a freeze with the new version on fullscreen (dont know if this is important) and some strange vocabulary broke lines (not in fullscreen).

I will test again tomorrow (or late) to see if I can get this errors again.
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Re: Tease AI Open Beta - Updated to Patch 54.5

Post by Stefaf »

avatarbr wrote: Did you changed something more from the other version (alpha)? I got a freeze with the new version on fullscreen (dont know if this is important) ....
It is pretty much the same. The GUI rework and some unused objects have been removed. The same compiler and options have been used. So nothing really huge. As long as you don't resize the form or swap to other applications and back (in other words: force to redraw the form), during the tease, no functional code has been altered.
Could you save the tease and send it to me? Then i can take a look, what's causing the freeze. Tip: When you hold down the Control Key, while clicking suspend session, you can specify a custom location to save the file to.
Or do you use a backgroundimage? I don't know why, but i've noticed, it slows down GDI+ Drawing.
avatarbr wrote:...and some strange vocabulary broke lines (not in fullscreen).

I will test again tomorrow (or late) to see if I can get this errors again.
:w00t:
Tell me more, after testing. I can't imagine, what this means.
PinkDKB wrote:I'm glad to see that new versions of this are still being released, but is there any word on it being made Linux-compatible?

Or did someone get it to work with Wine? I haven't had any luck in that department.
Cross platform compatibility would be a great feature to have. MONO is not really comparable to Wine, but i've taken a look at this and it was horrifying - despite the fact is is designed to run .net applications, there where more than 6000 missing assembly access points to implement. Since it's written in VB.net and not C#.net every single function, method, member and event has to be delegated and interfaced manually. C# compiler is here far more superior.
Unfortunately this will be a dream for a very long time, i guess. At the moment T-AI isn't as stable as we would like it to be, even in it's native environment. Porting it to another one under this conditions, without the possibility to debug and any porting experience (at least me), would be very unsatisfying for all of us. But if here's somebody who's able to and has some weeks time to write, debug and fix Code - be my guest - I'll help you as good as i can!

These are some words about making it "cross platform" compatible.
How to run it using Wine? Maybe we can provide help if you tell us why it doesn't work for you.

Why don't you use a virtual machine? I use them to emulate different hardware configurations and compatibility tests. Tease-AI runs on all OS's above Windows XP - which has GDI-Issues after some time.
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Re: Tease AI Open Beta - Updated to Patch 54.5

Post by avatarbr »

Stefaf wrote:
As long as you don't resize the form or swap to other applications and back (in other words: force to redraw the form), during the tease, no functional code has been altered.
Could you save the tease and send it to me? Then i can take a look, what's causing the freeze. Tip: When you hold down the Control Key, while clicking suspend session, you can specify a custom location to save the file to.
Or do you use a backgroundimage? I don't know why, but i've noticed, it slows down GDI+ Drawing.
avatarbr wrote:...and some strange vocabulary broke lines (not in fullscreen).

I will test again tomorrow (or late) to see if I can get this errors again.
:w00t:
Tell me more, after testing. I can't imagine, what this means.
Oh, I did this. Needed to open the metronome to set the speed (reseted when upgraded) when I was in fullscreen. And open the glitter app again.

So, the right thing is to set everything before start the session, and dont change anything during the tease?

About the vocabulary, I hope the autosave chat get my last session (will check later), so I can see the exact point where this happened, because I never know if its a bug or some error in the script, ex:

- Sometimes I got a "pet Name" instead of the #PetName. Long time ago, I had problems with "," or "." after a vocabulary and need to put a space before to avoid errors. But looks working now.

- The particular case I said last time, was a ")" in the middle of the chat. Could be a @RT fail

Anyway, booth error I know the exact script where happened, and will check again.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by pepsifreak »

Any missing vocabulary should show up as #Edge(or whatever), not anything else.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

pepsifreak wrote:Any missing vocabulary should show up as #Edge(or whatever), not anything else.
yeah, I know...It was me who requested this to 1885 :lol:

you are right, just checked here, and the vocabulary errors were in scripts.

#StartStroking had 1, that is why I see all the time. The other was a @RT without the "("

I tested the script that froze and worked now...probably switching from fullscreen or open apps caused the problem. (?)
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