GuideMe (TeaseMe v2.0) - Current Build 0.4.4

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: Dynamically enable/disable TTS

Post by PlayfulGuy »

EroticDevelopment wrote: Wed Apr 06, 2022 5:14 am
PlayfulGuy wrote: Wed Apr 06, 2022 12:50 am Question for the devs / feature request:

Is it possible to dynamically enable/disable TTS in a guide?
Hi PG,

It's definitely possible, but I'm a bit curious as to what types of teases would be using this and how? The current TTS implementation was mostly used to copy text to the clipboard for other utilities to read it aloud as far as I'm aware. With the recently added Audio2 tag, is this something where you could just have audio instructions read on the Audio2 player? That would allow them to be read simultaneously with video and a second music or e-stim track if needed.
I don't think the Audio2 tag could help here. I'm not looking for multiple audio tracks, just the ability to switch TTS on/off.

For cumming teases I'm typically doing the tease in my play room where I have a computer connected to a larger TV, and when it's time to cum I usually go lay down on the bed, which is in another room. What I had in mind was modifying a typical text based tease that works me up to cumming, then for the "finish" switch on TTS so the commands for final few edges and cumming get converted to voice. And I would probably throw on my wireless headset at that point.

It's hard to find audio clips that have suitable text, are all in the same voice, etc. TTS just seemed like a simple way to achieve the desired result, but I only really want it for a small part of the tease.

Or maybe I just need to figure out how record all those bits once and just use audio files.

PG
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Re: Dynamically enable/disable TTS

Post by Trusfrated »

PlayfulGuy wrote: Tue Apr 12, 2022 4:43 pm
EroticDevelopment wrote: Wed Apr 06, 2022 5:14 am
PlayfulGuy wrote: Wed Apr 06, 2022 12:50 am Question for the devs / feature request:

Is it possible to dynamically enable/disable TTS in a guide?
Hi PG,

It's definitely possible, but I'm a bit curious as to what types of teases would be using this and how? The current TTS implementation was mostly used to copy text to the clipboard for other utilities to read it aloud as far as I'm aware. With the recently added Audio2 tag, is this something where you could just have audio instructions read on the Audio2 player? That would allow them to be read simultaneously with video and a second music or e-stim track if needed.
I don't think the Audio2 tag could help here. I'm not looking for multiple audio tracks, just the ability to switch TTS on/off.

For cumming teases I'm typically doing the tease in my play room where I have a computer connected to a larger TV, and when it's time to cum I usually go lay down on the bed, which is in another room. What I had in mind was modifying a typical text based tease that works me up to cumming, then for the "finish" switch on TTS so the commands for final few edges and cumming get converted to voice. And I would probably throw on my wireless headset at that point.

It's hard to find audio clips that have suitable text, are all in the same voice, etc. TTS just seemed like a simple way to achieve the desired result, but I only really want it for a small part of the tease.

Or maybe I just need to figure out how record all those bits once and just use audio files.

PG
Are you using TTS now?

As I'm sure you know from all your great work on the Downloader, GuideMe doesn't play or read any of the TTS audio natively. It just copies the spoken text of the tease to the clipboard so that another piece of software (a "TTS Reader") can watch the clipboard and read whatever shows up on it. If it were me in your situation, I would just manipulate that software. Either don't open it until you are ready for the end, or have it open the whole time but just mute its independent audio control. That way you won't hear spoken words until you choose to, and it really has nothing to do with GuideMe (other than having the TTS preference checked to enable the clipboard copying).
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Re: Dynamically enable/disable TTS

Post by PlayfulGuy »

Trusfrated wrote: Wed Apr 13, 2022 2:22 am Are you using TTS now?

As I'm sure you know from all your great work on the Downloader, GuideMe doesn't play or read any of the TTS audio natively. It just copies the spoken text of the tease to the clipboard so that another piece of software (a "TTS Reader") can watch the clipboard and read whatever shows up on it. If it were me in your situation, I would just manipulate that software. Either don't open it until you are ready for the end, or have it open the whole time but just mute its independent audio control. That way you won't hear spoken words until you choose to, and it really has nothing to do with GuideMe (other than having the TTS preference checked to enable the clipboard copying).
Yeah, maybe I didn't think that all the way through. I generally do not use TTS, so just turning it when I want it makes sense.
However, if I leave it enabled in GuideMe, then it is always copy stuff to the clipboard raising potential privacy issues, and I also found it a major PITA when working on developing a tease.

Often I have the XML open in my editor with the tease open in another window for testing. Many times I've ended up pasting text that GuideMe copied to the clipboard when I was expecting to paste something else I copied moments earlier.

And my thinking was actually along the lines of not having it on until needed/wanted, but at the GuideMe level. As it is now, GuideMe treats it as an all or nothing thing. The assumption seems to be that you always want TTS or never want it, and it's a static setting in something that is generally designed to be a very dynamic environment. Know what I mean?

Not a big deal and there are ways to work around it, but it was worth asking.

Thanks,

PG
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Re: GuideMe (TeaseMe v2.0) - Current Build 0.4.4

Post by forbiddendesire »

Hey guys, I'm an avid user of GuideMe (thank you so much for the awesome software). But unfortunately due to increasing lack of privacy I don't get to play as often as I'd like. I was thinking if there were any plans for porting it to android? I was planning on taking a shot at it myself, since luckily it's written in Java, I think a lot of the code should be useable on android. But I'm a fairly inexperienced developer (only been working for around a year) and quite an average one, so was wondering if there were any concerns or reasons why it wouldn't be possible?
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Re: GuideMe (TeaseMe v2.0) - Current Build 0.4.4

Post by Spielers »

forbiddendesire wrote: Mon May 09, 2022 4:14 pm Hey guys, I'm an avid user of GuideMe (thank you so much for the awesome software). But unfortunately due to increasing lack of privacy I don't get to play as often as I'd like. I was thinking if there were any plans for porting it to android? I was planning on taking a shot at it myself, since luckily it's written in Java, I think a lot of the code should be useable on android. But I'm a fairly inexperienced developer (only been working for around a year) and quite an average one, so was wondering if there were any concerns or reasons why it wouldn't be possible?
there is an app for the previous version of guideMe "TeaseMe" the older scripts will work with it. viewtopic.php?t=20776
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Re: GuideMe (TeaseMe v2.0) - Current Build 0.4.4

Post by forbiddendesire »

Spielers wrote: Tue May 10, 2022 2:17 pm
forbiddendesire wrote: Mon May 09, 2022 4:14 pm Hey guys, I'm an avid user of GuideMe (thank you so much for the awesome software). But unfortunately due to increasing lack of privacy I don't get to play as often as I'd like. I was thinking if there were any plans for porting it to android? I was planning on taking a shot at it myself, since luckily it's written in Java, I think a lot of the code should be useable on android. But I'm a fairly inexperienced developer (only been working for around a year) and quite an average one, so was wondering if there were any concerns or reasons why it wouldn't be possible?
there is an app for the previous version of guideMe "TeaseMe" the older scripts will work with it. viewtopic.php?t=20776
Oh wow interesting! Lol I guess never mind then. Thanks
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Re: GuideMe (TeaseMe v2.0) - Current Build 0.4.4

Post by philo »

forbiddendesire wrote: Mon May 09, 2022 4:14 pm Hey guys, I'm an avid user of GuideMe (thank you so much for the awesome software). But unfortunately due to increasing lack of privacy I don't get to play as often as I'd like. I was thinking if there were any plans for porting it to android? I was planning on taking a shot at it myself, since luckily it's written in Java, I think a lot of the code should be useable on android. But I'm a fairly inexperienced developer (only been working for around a year) and quite an average one, so was wondering if there were any concerns or reasons why it wouldn't be possible?
source code for the android version

Code: Select all

https://github.com/philormand/android-tease-me
From what I remember Android tease me was the precursor to guideme and the original intention was to keep the two in line, but that never happened.
Google changed the menu system and broke the android version and I didn't have the energy/time to re-implement it, so it got dropped.
Source code is there if you want to give it a try, the teasme.xml files are a subset of the guideme ones, so teasme.xml teases should work in guideme but not the other way round. (A tease written for guidme, that only uses the teaseme features, would work)
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Re: GuideMe (TeaseMe v2.0) - Current Build 0.4.4

Post by forbiddendesire »

philo wrote: Fri May 13, 2022 4:41 pm
source code for the android version

Code: Select all

https://github.com/philormand/android-tease-me
From what I remember Android tease me was the precursor to guideme and the original intention was to keep the two in line, but that never happened.
Google changed the menu system and broke the android version and I didn't have the energy/time to re-implement it, so it got dropped.
Source code is there if you want to give it a try, the teasme.xml files are a subset of the guideme ones, so teasme.xml teases should work in guideme but not the other way round. (A tease written for guidme, that only uses the teaseme features, would work)
Thanks! I don't think I could implement all the features of guideme anyway, I think the max I could do would be simple xml teases. The biggest challenge looks like EOS teases, those seem so complex it almost seems impossible for me
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Re: GuideMe (TeaseMe v2.0) - Current Build 0.4.4

Post by wheresmything »

Hello, I have a script that calls several overRide.addButton in a row. Is there any way to add space between sets of them (ala the br command for html)? Thanks.
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Re: GuideMe (TeaseMe v2.0) - Current Build 0.4.4

Post by PlayfulGuy »

wheresmything wrote: Thu Aug 25, 2022 12:29 am Hello, I have a script that calls several overRide.addButton in a row. Is there any way to add space between sets of them (ala the br command for html)? Thanks.
I don't believe that's possible in the current version.

One thing you could try is using spaces to stretch out the button labels. If you add a button with the label " Button 1 " with extra spaces before and after, Guideme includes those spaces in the button label. You could use a javascript function to "center" the label in a given width by padding with spaces before and after, making all the buttons the same width. If you make them wide enough it would even push the buttons into a single column.

Hope that helps.

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Re: GuideMe (TeaseMe v2.0) - Current Build 0.4.4

Post by wheresmything »

That's about what I was expecting to hear. No prob. A few buttons are frequent use, others are much more rare, so I can just throw a bunch onto a second page. Doesn't make a big difference in the end. Thanks.
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Re: GuideMe (TeaseMe v2.0) - Current Build 0.4.4

Post by EroticDevelopment »

Hey everyone, just wanted to drop by and provide a brief update.

Although not as quickly as I'd like, work is still progressing on GuideMe. At this point my intention is for version 5.0.0 to be the next release. With this version I plan to add a number of exciting features as well as some general maintenance updates.

Here's what's planned and in-progress:
  • Java Update: Yep, it's finally time. Java 8 was first released back in March of 2014 and "support" for it has been drug out for years. I'm planning to release the next version with Java 11, and JRE 11 will become the minimum supported version. I debated jumping straight to Java 17 but decided against it for now to support slightly older systems. JRE 11 runs on pretty much every supported OS at this point so it seems like a reasonable choice.
  • Re-Worked VLC Integration: The VLC integration has been re-worked to better support the latest versions of libVLC and should improve cross-platform compatibility. Some weird issues we've been seeing on Mac and Linux should be greatly improved by these changes. Additionally Audio/Audio2/Video synchronization is in the low single digit milliseconds. This means running e-stim Audio tracks alongside a video track will be much smoother. A small few-line XML tease file makes this an amazing player for the Cock Hero series of videos.
  • Persistent Media: Everyone has asked for it, and here it is! Audio/Audio2/Video tracks can continue to play across pages. I'm still working out all of the implementation details, but there will be an option on each Audio/Video tag to mark that item as persistent as well as global Tease settings to switch persistent media on by default (like EOS teases). New tags will be added for stopping media as well. This should mean running EOS teases offline in GuideMe gets significantly easier.
  • A New JS Interface: The current JS overRide functions have always had a limitation: JavaScript doesn't allow overloading functions, and parameters can't be optional. So for instance if you call the "addButton" function and you want to set one argument that's only available in the function definition with 8 arguments, you may have something like "addButton('', '', '', '', '', '', '', 'value');" To alleviate this, all functions will now accept JS objects. So, the previous addButton example could become this: "addButton({'text': 'Stop', 'bgColor': 'red'});" A lot more parameters will be exposed that were previously not available such as colors, fonts, hotkeys, too. If you have JS code that dynamically alters how you'd like a button created, this is now trivial. All of the old functions will continue to work so this won't be a breaking change and it won't require authors to completely redo their JS. You'll be able to mix and match these formats as desired.

    In addition to the "overRide" global a new "GM" global will be introduced exposing new features. This global will be available at all times to the JS code, not just at page load like "overRide". Functions under the "overRide" global mostly only have the ability to alter the page as if the XML had different elements or configuration. It was a bit more limited in what it could do after the page was loaded, such as in reaction to a button click. The "GM" global won't have these limitations and can alter the running page at any time without reloading the page.
I don't have a hard timeline in mind for this release, but I'm hoping to have most of it completed and a first release in Q4 2022 at least. As time gets closer I plan to create a new release thread as well.

As always if anyone has any feedback or suggestions feel free to post them here or DM me.

-ED
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Re: GuideMe (TeaseMe v2.0) - Current Build 0.4.4

Post by PlayfulGuy »

EroticDevelopment wrote: Tue Aug 30, 2022 5:08 am Hey everyone, just wanted to drop by and provide a brief update.

Although not as quickly as I'd like, work is still progressing on GuideMe. At this point my intention is for version 5.0.0 to be the next release. With this version I plan to add a number of exciting features as well as some general maintenance updates.

Here's what's planned and in-progress:
Spoiler: show
  • Java Update: Yep, it's finally time. Java 8 was first released back in March of 2014 and "support" for it has been drug out for years. I'm planning to release the next version with Java 11, and JRE 11 will become the minimum supported version. I debated jumping straight to Java 17 but decided against it for now to support slightly older systems. JRE 11 runs on pretty much every supported OS at this point so it seems like a reasonable choice.
  • Re-Worked VLC Integration: The VLC integration has been re-worked to better support the latest versions of libVLC and should improve cross-platform compatibility. Some weird issues we've been seeing on Mac and Linux should be greatly improved by these changes. Additionally Audio/Audio2/Video synchronization is in the low single digit milliseconds. This means running e-stim Audio tracks alongside a video track will be much smoother. A small few-line XML tease file makes this an amazing player for the Cock Hero series of videos.
  • Persistent Media: Everyone has asked for it, and here it is! Audio/Audio2/Video tracks can continue to play across pages. I'm still working out all of the implementation details, but there will be an option on each Audio/Video tag to mark that item as persistent as well as global Tease settings to switch persistent media on by default (like EOS teases). New tags will be added for stopping media as well. This should mean running EOS teases offline in GuideMe gets significantly easier.
  • A New JS Interface: The current JS overRide functions have always had a limitation: JavaScript doesn't allow overloading functions, and parameters can't be optional. So for instance if you call the "addButton" function and you want to set one argument that's only available in the function definition with 8 arguments, you may have something like "addButton('', '', '', '', '', '', '', 'value');" To alleviate this, all functions will now accept JS objects. So, the previous addButton example could become this: "addButton({'text': 'Stop', 'bgColor': 'red'});" A lot more parameters will be exposed that were previously not available such as colors, fonts, hotkeys, too. If you have JS code that dynamically alters how you'd like a button created, this is now trivial. All of the old functions will continue to work so this won't be a breaking change and it won't require authors to completely redo their JS. You'll be able to mix and match these formats as desired.

    In addition to the "overRide" global a new "GM" global will be introduced exposing new features. This global will be available at all times to the JS code, not just at page load like "overRide". Functions under the "overRide" global mostly only have the ability to alter the page as if the XML had different elements or configuration. It was a bit more limited in what it could do after the page was loaded, such as in reaction to a button click. The "GM" global won't have these limitations and can alter the running page at any time without reloading the page.
I don't have a hard timeline in mind for this release, but I'm hoping to have most of it completed and a first release in Q4 2022 at least. As time gets closer I plan to create a new release thread as well.

As always if anyone has any feedback or suggestions feel free to post them here or DM me.

-ED
Those are some exciting new updates! Looking forward to that!

PG
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Re: GuideMe (TeaseMe v2.0) - Current Build 0.4.4

Post by MiloSmurf »

Hi Philo,

Thanks for the update, there are many quality of life improvements in there for us :w00t:

Question: are you thinking about adding support for websockets at some point? I'm playing with a connected toy which I would like to integrate in a tease. It would involve sending commands over the websocket and receiving status information back from the device. I know Rhino doesn't support them, and Eos is also lacking in this department.

I'm also in contact with the firmware dev of the device, and he's probably going to add support for curl commands soon. I believe this can be reproduced in JS as well, but I don't know if Rhino will support it. Is this of any help?

Thanks in advance!
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Re: GuideMe (TeaseMe v2.0) - Current Build 0.4.4

Post by EroticDevelopment »

MiloSmurf wrote: Sun Oct 09, 2022 12:55 pm Question: are you thinking about adding support for websockets at some point? I'm playing with a connected toy which I would like to integrate in a tease. It would involve sending commands over the websocket and receiving status information back from the device. I know Rhino doesn't support them, and Eos is also lacking in this department.

I'm also in contact with the firmware dev of the device, and he's probably going to add support for curl commands soon. I believe this can be reproduced in JS as well, but I don't know if Rhino will support it. Is this of any help?
I have given some thought to how we could integrate connected toys more and I would like to work more in that space. It's difficult because we have sites/apps like XToys that are very focused on toy integration and I don't want to create a duplicate of something that already exists either.

As great as websockets would be for this integration, my biggest concern is that adding websockets wouldn't be supported by Rhino as you mentioned, so I'd need to add support in Java as a part of GuideMe core. If we go down this path it would likely lead to making GuideMe core quite a mess of random toy integrations that would be difficult to maintain, test, and keep bug free as other changes are made.

In addition to websockets or HTTP APIs of some kind, devices like the ET-312, 2B, Coyote, and others all have interfaces that would be great to have integrations with. If toy integration is something there's interest in I would really prefer to make these integrations plugins. Currently GuideMe doesn't have any kind of plugin support, but that wouldn't be terribly difficult to add. This would allow the toy integrations to be isolated code that could be tested separately, and also give the integrations endless possibilities since they'd be written in Java and not hacked into the JS somehow. These could add custom XML tags, new JS functions, or anything really. Most importantly it should be pretty easy to have someone else work on a plugin, and test it locally, without needing a full development environment for GuideMe. This is going to be important because I won't personally have all of the toys involved, and I may not be able to test some of these integrations without one.

There's also the topic/concern of licensing and Terms of Use... Devices like the ET-312 that have a proprietary interface and the manufacturer won't release details about it. I've written software to interface the ErosTek devices and from reverse engineering I have a very thorough understanding of their protocol. Enough so that I can edit and flash custom firmware even. So I could write an integration for those devices without issue, but would it immediately get hit with a takedown notice on GitHub if I posted it? That's what I really don't know. And I'm also aware of other manufactures making developers sign an NDA to get access to the SDK, which likely isn't going to work well if I just open-source the result of that work.

To make a long story shorter, I like the idea of integrating toys more, and I'd like to explore that path, but I fear it'll be a long road with no shortage of hurdles.

-ED
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