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

Post by pepsifreak »

Bookmarks do work. Usage should be:

Code: Select all

text
bookmarking @BookmarkModule
@End
After taunts end the script will resume here. @StopStroking
blah
@End
On the subject of nested scripts, bookmarks seem to break if a miniscript (and maybe others) is called during the taunt.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

Stefaf wrote:
Now i've got a question myself:
What does @BookmarkModule and BookmarkLink? Isn't it exactly what people dream of, when talking about breaking the cycle?
Right now i'm working on a rework of Taunts to fix issues in a function 1885 didn't communicate public - I think. Sorry... didn't check the 130 pages for that. So i used that @BookmarkModule in a Debug-Script, before calling @StartStroking, to test the code. Normally at the end of a debug script, Tease-AI starts EndScripts. But when i use @BookmarkModule it freezes at the end of the debug-script after returning from taunts.
Is @BookmarkModule working?
Like Pepsifreak posted, @BookmarkModule just make the next module in the circle be the same you just ran, after the @End line. You are still in the cyrcle.

Anyway, what is the issue with Taunts? I dont remember 1885 saying nothing about that, maybe he did not notice this?
bookmarks seem to break if a miniscript (and maybe others) is called during the taunt.
Well shit. Even if the taunts restart after the Miniscript? I may have some problems in Hot.

Can this happens with @SetModule too?
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by Stefaf »

Thanks for your replies!
pepsifreak wrote:On the subject of nested scripts, bookmarks seem to break if a miniscript (and maybe others) is called during the taunt.
:w00t: Yay!
avatarbr wrote:Like Pepsifreak posted, @BookmarkModule just make the next module in the circle be the same you just ran, after the @End line. You are still in the cyrcle.
When running a debug script it brings you right back to the module, without a link. In my definition, it broke the circle for one time. But that's more philosophy, without technical relevance. :-D
avatarbr wrote:Can this happens with @SetModule too?
:innocent: I don't know. What i know is the following: There are different outcomes:
- If the taunt cycle is aborted by edge, the script freezes at the end of the file.
- If it ends after timeout, everything is working fine at EOF.
This means there's something wrong and it goes on the list.
avatarbr wrote:Anyway, what is the issue with Taunts? I dont remember 1885 saying nothing about that, maybe he did not notice this?
Taunts are working pretty good. My odyssey through the code brought me there and decided to take a deeper look.
1885 added a feature to have an unlimited number of taunt files.
Spoiler: show
I stumbled over it as i started and had troubles after creating additional tauntfiles for debugging. After that 1885 told me about that feature, but i didn't take a deeper look, until a few days ago, as i added @DommeTag() support for contacts. Maybe he announced it in public too.
To test it:Create a new file StrokeTaunts_10.txt and add a line, which is valid for every scenario. Now start a script, call @StartStroking and you'll notice the following:
  • StrokeTaunts_1 are 1-line-Taunts
  • StrokeTaunts_10 are 2-lines
  • StrokeTaunts_2 are 3-lines
  • StrokeTaunts_3 are 4-lines
Spoiler: show
Notice for developers: This doesn't apply after commit. After that it's :
  • StrokeTaunts_1 are 1-line-Taunts
  • StrokeTaunts_2 are 2-lines
  • StrokeTaunts_3 are 3-lines
  • StrokeTaunts_10 are 4-lines
So nothing to worry about, as you all use only 1-3 in your published Personalities. The new version will also allow unlimited files, but only 9-Line length taunts, conditional tauntfiles, missing files, error-handling and so on. Since I still have to write the commit message, I will focus on it and paste in the link later, for more detailed information.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by genome231 »

Stefaf wrote:Thanks for your replies!
To test it:Create a new file StrokeTaunts_10.txt and add a line, which is valid for every scenario. Now start a script, call @StartStroking and you'll notice the following:
  • StrokeTaunts_1 are 1-line-Taunts
  • StrokeTaunts_10 are 2-lines
  • StrokeTaunts_2 are 3-lines
  • StrokeTaunts_3 are 4-lines
Spoiler: show
Notice for developers: This doesn't apply after commit. After that it's :
  • StrokeTaunts_1 are 1-line-Taunts
  • StrokeTaunts_2 are 2-lines
  • StrokeTaunts_3 are 3-lines
  • StrokeTaunts_10 are 4-lines
So nothing to worry about, as you all use only 1-3 in your published Personalities. The new version will also allow unlimited files, but only 9-Line length taunts, conditional tauntfiles, missing files, error-handling and so on. Since I still have to write the commit message, I will focus on it and paste in the link later, for more detailed information.
Woow wait!
There can be more than 3 liners?
How exactly are these added?
I noticed you added a zero?
What is the next one called?
StrokeTaunts_100?

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 54.4

Post by Stefaf »

genome231 wrote:Woow wait!
There can be more than 3 liners?
How exactly are these added?
I noticed you added a zero?
What is the next one called?
StrokeTaunts_100?
Your reaction confirms, that it was not made public. :lol:

You add a file named StrokeTaunts_[WhateverNameYouLike].txt and put in at least the number of lines, determined by the file name's position in an alphabetical correct sorted list (Not sorting like Win File Explorer). That's all. If you wanna try, use StrokeTaunts_4.txt and 4 lines as a start. When you reach file 10 you have to rename the files to 01, 02,03,04, etc. for alphabetical correctness.
When you really want to have 100 line taunts, you need ALL(!) 100 Tauntfiles, correctly named in alphabetical order, while all of those 100 files have to be able to return at least one line-group for (!)every situation, condition and setting. Otherwise you'll get randoms crashs. If the naming convention is alphabetical incorrect this error summaries to all other files. So if you forget file number 57, every taunt starting at 58 to 100 is 1 line short. If you forget 58 too, 59 to 100 are 2 lines short. Sounds easy?^^

Do you really need a 100 line taunt? This means more than 8 minutes of pure talking, without any break. :-/
If even a single line in this block doesn't match current subs state or sub's settings, the whole block is sorted out! This mean you would need an alternate 100 line block, where all requirements are met. If it's only one file, it's doable, but you still have do it for all other 99 files too. This sums up to minimum of 5050 Lines, just to avoid crashs. Sounds like a lot of fun. :strongbench:

The code i wrote is only capable of 9 line-taunts, because it's using the last char of a file's name, to determine the Taunt length. I thought more wouldn't be necessary. Adding more is possible. wtf! Writing this has already more chars as enabling 100 line length -> I'll add support for up to 999 Length.
Here you can find detailed information about the rework: Github-Commit

Edit:
Oops... made an error on typing and it supports now 9999 line taunts (~13h duration). I like that! :love:
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by SkyHimeros »

Stefaf wrote: One of us currently working on nested scripts.
Awesome, thank you!
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by GotIt »

Hey, i just wanted to post a couple of suggestions.

A jigsaw game that you could play with or without your domme. I know they aren't the main focus of this program but i personally would like to see it. It might be an idea to have it were you can choose the diffeculty. Depending on that you get more or less time and a amount of coins rewarded if you complete the jigsaw fast enough. I have no idea if this would be hard to implement but i'd like to hear a opinion from you guys/girls on it.

Another thing might be to open a new topic as 1885 has been inactive for so long. I can only imagen how much time and effort he put into this program. But it might easyer to have someone who is currently active to be able to update the frontpage with the latest changes and version of the program.

Just wanted to get these of my mind :)
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Re: Tease AI Open Beta - Updated to Patch 54.5

Post by Stefaf »

Thanks for your suggestions!
GotIt wrote:Hey, i just wanted to post a couple of suggestions.

A jigsaw game that you could play with or without your domme. I know they aren't the main focus of this program but i personally would like to see it. It might be an idea to have it were you can choose the diffeculty. Depending on that you get more or less time and a amount of coins rewarded if you complete the jigsaw fast enough. I have no idea if this would be hard to implement but i'd like to hear a opinion from you guys/girls on it.
Games are really not a priority, a fact i don't like myself. For instance i'd like to implement tetris, which is a lot easier as a riddle game. But the games window hasn't been touched, since 1885 paused (except for global changes). I Like the idea of riddles and it's doable. We can put it on the list.
GotIt wrote:Another thing might be to open a new topic as 1885 has been inactive for so long. I can only imagen how much time and effort he put into this program. But it might easyer to have someone who is currently active to be able to update the frontpage with the latest changes and version of the program.

Just wanted to get these of my mind :)
You found a damn weak spot, of all this. This was one of the reasons, why i didn't update code for a long time. How to communicate the code changes? I'm not a friend of redundant things. Opening another thread would be such an thing and leads to confusion. That's the reason, why pepsifreak and me decided to use this thread, if the mods update the initial post for us. And dragoul did (thanks for that again! ).
The initial post has been altered and the the base programs link has been rerouted to github-releases.. In there you find always the most recent version. Everything else is still the same, but that's because is still that way. Before you start, before you say hello, 1885's Final Thoughts (Does that sound to native English folks as ridiculous as to me?) still apply at the current stage. Wicked Tease personality hasn't been updated as much as the sounds. The only really outdated thing, is the way how we track bugs. To be honest, currently there is no consistent way to communicate them, but that's something from the beginning. 1885's doesn't forget things and he didn't need a list. btw. that's the reason, why this memory-game is freaking hard on hard difficulty. I wrote some in the source-codes-task-tokens, some are in the readme.md on github. Right today, we moved one of our repos to notay's organization, which allows us to work on a repo without the dependency of somebody's online activity. Even if pepsifreak or me are offline for a long time, there are still other people which have owner privileges.
This also gives us the ability to use github for issue tracking, maybe we'll go for that.

So you can see: It's not that bad outdated. We still need to figure things out - boring organizational stuff... This will take time. (And then 1885's coming back and overthrows everything. :-D )
If you have any suggestions, let us know them!

Ps.: And i'll try to update the Thread-Name again. If it doesn't work again, we'll need help from the mods again. But this has to wait until next release.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

Stefaf wrote: When running a debug script it brings you right back to the module, without a link. In my definition, it broke the circle for one time. But that's more philosophy, without technical relevance. :-D
Oh, good to know, but this dont happens in a normal session. The @Bookmark command make the module ends and go to a Link. Or maybe I missed this, could be too :lol:
Stefaf wrote: Taunts are working pretty good. My odyssey through the code brought me there and decided to take a deeper look.
1885 added a feature to have an unlimited number of taunt files.
OK, I will not try that. 3 lines already can be messed if you forget to put 1 line. And you will need a lot of lines to avoid repetition.

One question, 1885 said there are a 60% chance to get 1 line taunt, and 20% for 2 or 3 lines each (or some other %).

How this would work with a lot of files?

On a side note, I played 1 or 2 sessions this week without any bugs, but I got one report from HoT where the StartScript was called in the middle of a session, and some time ago I got this with the EndScript be called after I used the safeword.

Any idea what can cause this?
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by Stefaf »

avatarbr wrote:OK, I will not try that. 3 lines already can be messed if you forget to put 1 line. And you will need a lot of lines to avoid repetition.
When we're talking about hidden features... There is a feature you'll like, i guess. Turn off "Audit scripts" and Tease-AI will ignore blank lines. Ok... it does it always, but audit scripts will remove those empty lines.
avatarbr wrote:One question, 1885 said there are a 60% chance to get 1 line taunt, and 20% for 2 or 3 lines each (or some other %).
Of course i missed something. In code it was a 45% chance to force 1 liners and then it picked randomly.
avatarbr wrote:How this would work with a lot of files?
If didn't miss it in the current version, it would be like:
We take all files, filter them, throw away all files, which returned 0 lines after filtering. Then we have all lines and can pick and force pick whatever we have to. That's something for tomorrow. :-)
avatarbr wrote:On a side note, I played 1 or 2 sessions this week without any bugs, but I got one report from HoT where the StartScript was called in the middle of a session, and some time ago I got this with the EndScript be called after I used the safeword.

Any idea what can cause this?
Endscript after safeword seams reasonable, when the script time was over.
StartScript in middle of a session doesn't sound reasonable. The only code accessing this folder is inside a branch, which is only executed, if he didn't say hello before and did it then in the middle of the tease. It's actually possible, when manipulating the session data, in debug session window and setting value "saidHello" to false. Another way this can happen is using the randomizer video app during the session (not confirmed - only a guess). Did he do that?
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by avatarbr »

Stefaf wrote:
avatarbr wrote:OK, I will not try that. 3 lines already can be messed if you forget to put 1 line. And you will need a lot of lines to avoid repetition.
When we're talking about hidden features... There is a feature you'll like, i guess. Turn off "Audit scripts" and Tease-AI will ignore blank lines. Ok... it does it always, but audit scripts will remove those empty lines.
Cool, I thought space lines could freeze the session (not crash, but make the Domme "go quiet".
Stefaf wrote: Endscript after safeword seams reasonable, when the script time was over.
StartScript in middle of a session doesn't sound reasonable. The only code accessing this folder is inside a branch, which is only executed, if he didn't say hello before and did it then in the middle of the tease. It's actually possible, when manipulating the session data, in debug session window and setting value "saidHello" to false. Another way this can happen is using the randomizer video app during the session (not confirmed - only a guess). Did he do that?


The reported case (with the StartScript), was after a MIniScript. In my case, was not close to the end of the session, and a great chance was after a MiniScript too.

I am start to think Genome was right and it's a good idea to avoid MiniScripts. Too unpredictable.

To be honest, I just think in a alternative with @SetModule and @SetLink. This way, I could use the MiniScripts as Custm Modules and force blank Links (Just a @StartStroking command to skip the cyrcle).
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by tBone »

What language are you guys using to code this in?
MyFreeCams: Great free cam site! Lot of girls who love teasing!

Protip: Use https://mega.co.nz/ for uploads.
Won't need to upload it anywhere else because it doesn't have the shitty restrictions all the others have. Besides emp, some people like seeding there, so keep that.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by Stefaf »

avatarbr wrote:Cool, I thought space lines could freeze the session (not crash, but make the Domme "go quiet".
And you are right. But one of the first things is was working on, was securing IO access. One part of it was reading and caching of Scriptfiles. Ignoring empty lines was added soon afterwards. It's implemented approx. 85% all over the program. Taunt files are affected, Dom Resposes are not. So be cautious when using that.
avatarbr wrote:The reported case (with the StartScript), was after a MIniScript. In my case, was not close to the end of the session, and a great chance was after a MiniScript too.

I am start to think Genome was right and it's a good idea to avoid MiniScripts. Too unpredictable.

To be honest, I just think in a alternative with @SetModule and @SetLink. This way, I could use the MiniScripts as Custm Modules and force blank Links (Just a @StartStroking command to skip the cyrcle).
I really don't like Miniscripts. Every second post is about that. I'm maybe on the verge to be able to break the circle.
Let us make a deal. On my current agena is: Texted Tags, force 1 line Taunts and commentary support.
Texted Tags, because i broke them
Force 1 liners, because i forgot it
Commentary support, because it requires to finalize the scriptfile IO overhaul. After that, it's a single line to add.

Then we'll publish. By that time nested Miniscripts are going to be implemented, but i cant promise.
When the release is published, we can "reset the bug-clock". Otherwise it could happen, we change too much, resulting in a total mess.
After that i'll take a look at this Miniscript - Bookmark and whatever crap. This will be tough and i'll break it a few times, but i can't read it anymore. ;-)
tBone wrote:What language are you guys using to code this in?
VB.Net is the regular version. There is also a C#.Net version in development.
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by sexybastardo »

Hi @ all! :D

At first, as I said before I don't write here very often, but now I have too!
I just want to give you all a big thank you :w00t: for your work and that you start with some bugfixing before implementing something new! This made me very happy and I was starting again to work on my own stuff now since ages.
GOOD JOB so far! THANK YOU!

I'm not very good in programming, but maybe there is something I could give you back instead. Since I'm kind of an artist I would like to offer my design skills for anything you would like to have. Some things I could do very easy, as an example: maybe a new logo artwork / icon for Tease AI, a new splashscreen or some backgrounds/buttons for the UI.
Or some artwork for a new quiz game you mentioned before - whatever you guys who are programming/bugfixing and doing this work would like, I'm up for it!
I could upload sth to show you what I would like to do and how it would look like if you want.

best,
sb
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Re: Tease AI Open Beta - Updated to Patch 54.4

Post by Morm »

Stefaf wrote:Is the folder "\Images\Session Images" in your application directory existing?

You didn't download the latest archive didn't you? It has that folder included.
Thanks, turns out that folder didn't get extracted properly, perhaps because it was empty.

I am really enjoying the program! Fun even through my tech illiteracy. Once I figure out what I've configured wrong to get the "no local images found" screen I'll be in business.
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