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Re: Tease AI Open Beta

Posted: Sun Nov 22, 2015 8:30 pm
by Drblaze2
Not gonna lie, I'm pretty excited for Total Brat :D

Re: Tease AI Open Beta

Posted: Sun Nov 22, 2015 10:52 pm
by DrPain
Lestat (and creators of these) - thanks - incredibly useful and I've already installed png's Wicked personality as well.

One more question ... how does the tease delete local media permanently? Great feature ... just curious how the coding/practicalities of that work.

Thanks
DrP

Re: Tease AI Open Beta

Posted: Mon Nov 23, 2015 12:24 am
by Lestat
Drblaze2 wrote:Not gonna lie, I'm pretty excited for Total Brat :D
https://www.youtube.com/watch?v=9rTzJIxBHKc 8-)
Spoiler: show
:lol:
DrPain wrote:Lestat (and creators of these) - thanks - incredibly useful and I've already installed png's Wicked personality as well.

One more question ... how does the tease delete local media permanently? Great feature ... just curious how the coding/practicalities of that work.

Thanks
DrP
You are welcome :-) png's personna is probably my favorite.
Sorry, I don't know, I disabled that feature so I was never interested to know how that worked

Re: Tease AI Open Beta

Posted: Mon Nov 23, 2015 7:45 am
by OxiKlein
DrPain wrote:Lestat (and creators of these) - thanks - incredibly useful and I've already installed png's Wicked personality as well.

One more question ... how does the tease delete local media permanently? Great feature ... just curious how the coding/practicalities of that work.

Thanks
DrP
According to the Command Guide, "@DeleteLocalImage - This Command allows the domme to permanently delete the last viewed Local Image from the user's hard drive. Please make sure the domme gives sufficient warning about this action because pictures are not deleted permanently and not sent to the Recycle Bin."

I think what the allow deletion flag in the settings does is that it tell the program to, or not to, select any scripts with @DeleteLocalImage in them when you click "Select Available" in the scripts tab. I have no idea if it still will delete the file anyway if it encounters the command elsewhere, such as in an interrupt file, as I have not tested it before.

Re: Tease AI Open Beta

Posted: Mon Nov 23, 2015 8:02 am
by Mat
Drblaze2 wrote:Not gonna lie, I'm pretty excited for Total Brat :D
Me too :-D
DrPain wrote:One more question ... how does the tease delete local media permanently? Great feature ... just curious how the coding/practicalities of that work.

Thanks
DrP
Well if you want to know the code, this would work:

Code: Select all

My.Computer.FileSystem.DeleteFile("C:\test.txt")
https://msdn.microsoft.com/en-us/library/tdx72k4b.aspx

It's the same as pressing shift+delete on a file, it just bypasses the recycle bin.

A bit more geeky explanation of how deleting works:
Spoiler: show
There are still ways of recovering them using forensics tools but most people won't know about that.. After deletion the file is still on the hard drive but the references to it are removed and the OS marks the space as empty. It's similar to removing the contents page of a book, the content is still there but no longer accessible easily. Then when the OS next writes a file to the drive it'll use the parts that are marked as empty thus overwriting the deleted file.

The only way to delete a file permanently is to overwrite it several times and then delete it.
OxiKlein wrote:I think what the allow deletion flag in the settings does is that it tell the program to, or not to, select any scripts with @DeleteLocalImage in them when you click "Select Available" in the scripts tab.
I tested it a while ago, the checkbox in the settings actually enables/disables @DeleteLocalImage, the scripts essentially skip over the command as if it didn't exist.

The code will be something like:

Code: Select all

if (line contains "@DeleteLocalImage")
	if (DeleteAllowed)
		My.Computer.FileSystem.DeleteFile(lastShownImagePath)

Re: Tease AI Open Beta

Posted: Mon Nov 23, 2015 9:48 am
by CBT
At first I avoided the whole image deletion thing as well. Now it is one of my favorite features, and Iv created the alternate version of the delete hentai moduke (mine deletes caption images as they are fewer in number oin my hdd). It is a great way to experience the "difficult decision" aspect of teasing, without much risk/cost. While it is easy to replace most pics that get deleted, you always have at the back of your mind..."what if I cant find this fave pic of mine again"...lol.

If you have a type of pic (hentai,caption,femdom,etc) that are few in number and "special" to you, I suggest you back them up in another file (to start with at least...lol) and try the idea out. Then do what I did and delete the backups. A lot of my pics have been collected over years of browsing, so a lot of them would be hard to find again, so the decision of saving one of them from permanent deletion at the cost of some pain is always..."interesting".

I had one deleting "session" with the domme a few weeks ago where she just kept finding more a more pictures one after another (each time there is a chance of her doing another or ending the module, and the odds were against me that day). After the 4-5th one, I was really thinking hard about each one and was it worth the pain (high CBT level) of keeping it. I have since gone into the code of the modules in question and increased the odds of repetition a bit, so that this longer run of images will be the norm in future.

I am hoping that we will see a bit more of this idea in the upcoming patch, as the possibilities are barely being scratched. I was going to do a bit more with it myself recently, but am waiting for the update to see what changes ;-)

Re: Tease AI Open Beta

Posted: Tue Nov 24, 2015 1:26 am
by avatarbr
Mat wrote:As a script idea, I just thought someone could create a module based on a snakes and ladders game,

I suppose most would just say stroke x amount or edge but some squares could include tasks/instructions.. the more I think about this the more ideas I'm getting.. I might actually try a bit of scripting.. it'll take a long while though as I'm a bit busy..

A few ideas for it, I've put them in a spoiler in case you want some surprises..
Spoiler: show
- Trying to make a different "board" every time it's played, this should be ok with variables.. to store the location of the snakes/ladders and how many squares to move..

- A random number of strokes per square (within reason of course)

- Special squares that have different tasks, such as:
Edging
Cbt
Deleting pics to go forward
Deleting pics to not go back

- A random image for each square

The idea is to set the number of strokes either with #Random or in a vocab file and the same for the special squares, except for the deleting stuff, as that will probably need to be in the main module file until Patch 48 gives the @CallReturn command
Any suggestions would be welcome :-)

Also when a module includes cbt, if you say "let me stop" does it stop the cbt or skip completely over the module that called it?
OK, just start working in this game, Inspirated by eilrahc231 and statingjake webteases (for the squares).

The dice and square parts are done with variables. Something like that:

Code: Select all

@SetVar[LadSnake]=[0]

(roll dice)
@SystemMessage Rolling dice... @Goto(dice1,dice2,dice3,dice4,dice5,dice6) @RapidCodeOn
(dice1)
@NullResponse @ChangeVar[LadSnake]=[LadSnake]+[1]
@SystemMessage Number 1  @Goto(move)
(dice2)
@NullResponse @ChangeVar[LadSnake]=[LadSnake]+[2]
@SystemMessage Number 2 @Goto(move)
(dice3)
@NullResponse @ChangeVar[LadSnake]=[LadSnake]+[3]
@SystemMessage Number 3 @Goto(move)
(dice4)
@NullResponse @ChangeVar[LadSnake]=[LadSnake]+[4]
@SystemMessage Number 4 @Goto(move)
(dice5)
@NullResponse @ChangeVar[LadSnake]=[LadSnake]+[5]
@SystemMessage Number 5 @Goto(move)
(dice6)
@NullResponse @ChangeVar[LadSnake]=[LadSnake]+[6]
@SystemMessage Number 6 @Goto(move)

(move)
@NullResponse @RapidCodeOn
@NullResponse @If[LadSnake]=[1]Then(Space 1)
@NullResponse @If[LadSnake]=[2]Then(Space 2)
@NullResponse @If[LadSnake]=[3]Then(Space 3)
....
and you just need to put tasks in the (Space X) parts.

I got 60 squares, edited some from the webteases and some tasks from my custom ones.

Now, I am creating some ramdom squares (2 options in some squares).

What I dont know, if this will be to long for a module in a session (with 60 squares, you will have at least 10 tasks in a game, probably more).

Re: Tease AI Open Beta

Posted: Tue Nov 24, 2015 9:39 pm
by DancingShadows
This isn't so much of a problem as it is just a question but is there a specific trigger to get your dome to invite one of the chat friends into the tease? I'm just curious about this because it seems to happen at very rare intervals and I was wondering if there was a way to change that?

Re: Tease AI Open Beta

Posted: Wed Nov 25, 2015 1:56 am
by pepsifreak
DancingShadows wrote:This isn't so much of a problem as it is just a question but is there a specific trigger to get your dome to invite one of the chat friends into the tease? I'm just curious about this because it seems to happen at very rare intervals and I was wondering if there was a way to change that?
That is just a module like anything else. You could duplicate the "Glitter Module_1.txt" and "Glitter Module_1_EDGING.txt" files in "Scripts\Wicked Tease\Modules" a couple of times to increase the chances of running into it, since modules are played at random.

But a better option would be to make your own modules featuring glitter contacts to go with it and then of course share them :P

Re: Tease AI Open Beta

Posted: Wed Nov 25, 2015 2:26 am
by DancingShadows
pepsifreak wrote:
DancingShadows wrote:This isn't so much of a problem as it is just a question but is there a specific trigger to get your dome to invite one of the chat friends into the tease? I'm just curious about this because it seems to happen at very rare intervals and I was wondering if there was a way to change that?
That is just a module like anything else. You could duplicate the "Glitter Module_1.txt" and "Glitter Module_1_EDGING.txt" files in "Scripts\Wicked Tease\Modules" a couple of times to increase the chances of running into it, since modules are played at random.

But a better option would be to make your own modules featuring glitter contacts to go with it and then of course share them :P
I wouldn't even know where to begin making a module for tease ai much less a script, which I actually would love to do.

Re: Tease AI Open Beta

Posted: Thu Nov 26, 2015 5:52 pm
by DrPain
It will take me awhile but I think I will start trying to work on some scripting as well.

Can I ask ... Does anyone use the 'apps'? I played a game and won a stack of tokens but these don't seem
To have been saved. The other thing that really intrigues me, since I'm into financial domination, is the
Wishlist feature ... Does anyone use/understand this? It would be great to work into a module, ie you only can stroke if you spend your tokens on the wishlist or something ...

Re: Tease AI Open Beta

Posted: Thu Nov 26, 2015 6:23 pm
by CBT
I have played around with the wishlist a bit, but it seems like it still needs a bit of work. I added a few items to the wishlist but you have to "buy" the first item with gold or silver tokens (which can take a while and a whole load of normal/bronze tokens to aquire) before you can them move onto a randomly chosen item from the list (it didnt delete/remove the bought one from the list when i tried it). It has a lot of promise, like many features on TAI, but needs polishing.

There are reward modules for the wishlist (diff one depending on how much the item was in gold silver tokens)but I have had a crash at least once when the ran after a buy.

Considering the size and complexity of the program, its amazing what 1885 has managed to achieve and create in so short a time. So there is bound to be a lot of existing features which are, while fully operational, in need of further development. I would say be patient and see what happens down the line. As I understand it, 1885 is working on upgrading and improving the core program and creating a much more comprehensive and complex personality, so ancilary areas such as the apps, glitter, and games have been, rightly so, seem to have been put on the back burner.

On that note...All hail the man with the plan, the king of code, the prince of programming, the one...the only...1885 (insert general cheering and assorted enthusiastic behavior) :wave:

Re: Tease AI Open Beta

Posted: Thu Nov 26, 2015 8:19 pm
by DrPain
Indeed ... All Praise!! When I ask questions I mean nothing negative.

Re: Tease AI Open Beta

Posted: Fri Nov 27, 2015 6:37 pm
by CBT
:no: :blush: Sorry if it came across like that. Not my intention to seem like Im criticizing anyone for asking a question. Asking MANY questions has been how Iv learned almost everything I know about the program and code. Again, sorry if I came across a bit preachy, I sometime have trouble "writing" my thoughts down in the right way :blush: :innocent:

I was just putting my own thoughts as to many of the features being in the "beta" stage right now. I too have also felt the "excitement" of how great a feature's promise is, and the need to see it working to its full potential. ;-)

Re: Tease AI Open Beta

Posted: Fri Nov 27, 2015 7:18 pm
by DancingShadows
I'm just wondering out of curiosity if anyone has created any personalities different from the "Wicked Tease" personality?