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Re: Tease AI Open Beta
Posted: Fri Feb 26, 2016 11:33 pm
by Tepi
killer1243 wrote:Hey guys, I used this a couple of times but with the exception of one time, it always crashes because I hadn't configured something properly. I know see that there are unofficial patches, so I will try that. Still can you give me some tips how to set everything up. Also where can I find full photo shoots of one single pornstar and not just photos that are a part from a porno. The only one I found was of Madison Ivy and she isn't really the dominatrix style.
girlsreleased.com is pretty good site to get pics from. If you use firefox you can use imghost grabber (addon) to easily dl full sets.
Re: Tease AI Open Beta
Posted: Sat Feb 27, 2016 2:07 am
by pepsifreak
Daragorn wrote:
Thx again for your wonderful work :D
I like the giveup change

at least one of the behaviour i was not liking in it is fixed (i am trying to go as you suggested with a @Callreturn() instead of the @Giveup() check to get it work like i'd prefer...but sadly, to now it is not working :()
I'll take a look at what you changed in this version so maybe i can understand how to make it work like i'd like eheheh.
P.s: you forgot to add that you also fixed the @DeleteImage that wasn't working anymore since patch 48

(and another big thank for that eheheh)
The command is @GiveUpCheck, not @Giveup() that might be why. I'll try setting up a callreturn myself to see how it works.
The @DeleteImage fix falls under the endless loop thing since the fix involved giving the call it makes actual code so @SlideshowNext and stuff are also fixed.
Re: Tease AI Open Beta
Posted: Sat Feb 27, 2016 1:42 pm
by Daragorn
pepsifreak wrote:The command is @GiveUpCheck, not @Giveup() that might be why. I'll try setting up a callreturn myself to see how it works.
The @DeleteImage fix falls under the endless loop thing since the fix involved giving the call it makes actual code so @SlideshowNext and stuff are also fixed.
yeah i know, i just srote it wrong here :D
It behaved strangely.....during stroke cycles it worked and sent me to a module (but this is fixed in the new version so doesn't matter much), but during edges it didn't nothing and i really couldn't understand why.
I changed @GiveUpCheck() with a @CallReturn() that depending on your state gives you the correct answer and tell to stop or not....but when i ask to give up during the edge, the domme doesn't even respond....the fact is that @CallReturn() works during edges, so i dont get why it didn't work.....if i intentionally called other @CallReturn() i have in other response files, they worked....but the one in give up didn't....i'll check it again to see if i find the problem but, honestly, i coudlnt' see anything wrong with it (i even tried cancellign all the giveup files from the system response folder and put it in the normal responses to see if something changed and, nothing even that way....it worked during stroking and not stroking sections but not with edging or holding edge sections)
P.s: in the end, i digged into the source code and changed the way @GiveUpCheck works from there...now it does what i want :D
Re: Tease AI Open Beta
Posted: Sun Feb 28, 2016 2:58 am
by Xirodorin
I've ran into a bizarre error in the latest unofficial patch, that did not occur with official patch 47. I'm getting an "outofrangeexception" whenever I attempt to start a tease by greeting (also happens when trying to play risky pick).
I think it's trying to refer to a location that doesn't exist. Non-existent location bolded in spoiler below.
I used to have the program installed on a drive by that designation, but not in that location. Due to that drive's failure, the program was moved over to a new drive (E:) and worked flawlessly with older patches and official 47.
Now, no dice.
- Spoiler: show
- See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: 'minValue' cannot be greater than maxValue.
Parameter name: minValue
at System.Random.Next(Int32 minValue, Int32 maxValue)
at Tease_AI.Form1.Timer1_Tick(Object sender, EventArgs e) in D:\Milo\Tease-AI\Tease AI\Form1.vb:line 5158
at System.Windows.Forms.Timer.OnTick(EventArgs e)
at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1063.1 built by: NETFXREL3STAGE
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Tease AI
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Entertainment/Project/Literature/TeaseAI/Tease%20AI.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 14.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1068.2 built by: NETFXREL3STAGE
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
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Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Speech
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Speech/v4.0_4.0.0.0__31bf3856ad364e35/System.Speech.dll
----------------------------------------
AxInterop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Entertainment/Project/Literature/TeaseAI/AxInterop.WMPLib.DLL
----------------------------------------
Interop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Entertainment/Project/Literature/TeaseAI/Interop.WMPLib.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1038.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1064.2 built by: NETFXREL3STAGE
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
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Win32 Version: 4.6.1064.2 built by: NETFXREL3STAGE
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
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----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
A clean reinstall of the program changed nothing. Nor did removing the old appdata/local files for teaseAI. Any ideas on how to get this thing rolling again?
EDIT:
Problem has been fixed. See posts by PepsiFreak and RagingRaven below.
Re: Tease AI Open Beta
Posted: Sun Feb 28, 2016 6:03 am
by pepsifreak
Xirodorin wrote:I've ran into a bizarre error in the latest unofficial patch, that did not occur with official patch 47. I'm getting an "outofrangeexception" whenever I attempt to start a tease by greeting (also happens when trying to play risky pick).
I think it's trying to refer to a location that doesn't exist. Non-existent location bolded in spoiler below.
I used to have the program installed on a drive by that designation, but not in that location. Due to that drive's failure, the program was moved over to a new drive (E:) and worked flawlessly with older patches and official 47.
Now, no dice.
A clean reinstall of the program changed nothing. Nor did removing the old appdata/local files for teaseAI. Any ideas on how to get this thing rolling again?
That is actually a coincidence. The path you see comes from my computer. It's just saying where there error occurred in the code, and is quite helpful for fixing stuff.
That line number goes to some of the code I changed for contact picture randomization in this recent patch. Do you have the glitter contact picture paths filled out in settings?
Re: Tease AI Open Beta
Posted: Sun Feb 28, 2016 12:45 pm
by CBT
Currently the whole re-write/coding of the program has gone well beyond my (very basic and spotty) level of coding knowledge, so all I can do is offer my encouragement and thanks to asll those working on this great undertaking. I look forward to creating some scripts/modules/tasks etc in the future once the new version is up and running.
This is just a suggestion relating to something I mentioned a while ago to help with script compatibility issues. Most modules (and other files which i will refer to as modules for now) work fine with the base wicked tease script (or the other scripts) without any problems, but some require certain scripts , other support files (vocab etc), or a number of other considerations. This makes mixing and matching "modules" a time consuming process if you want to include them in your current script (i.e. take some png scripts and include them in WT etc). To prevent possible crashes when running the program, you need to pre-test the script by running it through beforehand. This is ok for the odd single file that someone posts here and there, but if you want to mix multiple files from several scripts it can be a daunting task.
I was thinking, if it is at all possible with all the new ideas and developments coming about with the redesign, if it would be possible to create (or include in the program) a "module" tester/scanner that could run through or scan the whole file very quickly and check if it is compatible with your current files or not.
There is nothing worse than running a tease for a while and getting to "that point"

and having the program crash on you and spoiling everything you had "built up to"

.
I have tried a few times to combine many extra files into my own version of WT but it always ended in disaster. I am currently trying again but am testing each file one at a time to check for compatibility, but it is taking a long time and I think spoiling some of the surprises

.
I hope I made sense with what I mean by a tester/scanner. If not let me know and I will try to explain myself better...lol

Re: Tease AI Open Beta
Posted: Sun Feb 28, 2016 2:44 pm
by RagingRaven
Xirodorin wrote:I've ran into a bizarre error in the latest unofficial patch, that did not occur with official patch 47. I'm getting an "outofrangeexception" whenever I attempt to start a tease by greeting (also happens when trying to play risky pick).
I've gotten this same error. I was able to get rid of it by disabling "Display Slideshow Pictures Randomly" in the general settings. It seems to be an issue with incorrect values being passed to the Random.Next function when it tries to use that.
Re: Tease AI Open Beta
Posted: Sun Feb 28, 2016 9:41 pm
by Xirodorin
pepsifreak wrote:
That is actually a coincidence. The path you see comes from my computer. It's just saying where there error occurred in the code, and is quite helpful for fixing stuff.
That line number goes to some of the code I changed for contact picture randomization in this recent patch. Do you have the glitter contact picture paths filled out in settings?
Ah, clears that up. And I do have contact picture paths set up.
RagingRaven wrote:
I've gotten this same error. I was able to get rid of it by disabling "Display Slideshow Pictures Randomly" in the general settings. It seems to be an issue with incorrect values being passed to the Random.Next function when it tries to use that.
And this did indeed fix it. No more error notifications and everything's running fine. Thank you!
Re: Tease AI Open Beta
Posted: Sun Feb 28, 2016 9:44 pm
by Daragorn
pepsifreak wrote:....I
I've found another bug (an old one again it seems....at least was present already in patch 48.4, not sure if even before than that).
Basically, if you had a line with @WritingTask("bla bla") @AfkOn, when returning from the writing task (either failed or not, it doesn't matter) the domme remained in afk mode and didn't answer to anything anymore.
I found the bug at line 2272 of form1.vb where, at the end of the @WritingTask() part of the code, it end with:
If AFK = True Then return
(which leaves the domme afk obviously)
i changed it to:
If AFK = True Then
AFK = False
return
end if
And it works fine now (i left the "return" command since i don't know if it was needed or not....the code is quite messy so it is hard to understand it most of the time

)
Another huge bug i found (and this is why my tries with changing the @GiveUpCheck() with a @CallReturn() didn't work) is that, while edging or holding an edge, @CallReturn() doesn't work anymore....it stucks the program....the script doesn't get called and the domme stops typing....i am looking in the code to see if i find the problem :D
Think i found this one too

...lines 13500 i removed all these:
StrokeTimer.Stop()
StrokeTauntTimer.Stop()
CensorshipTimer.Stop()
RLGLTimer.Stop()
TnASlides.Stop()
AvoidTheEdge.Stop()
EdgeTauntTimer.Stop()
HoldEdgeTimer.Stop()
HoldEdgeTauntTimer.Stop()
StrokePaceTimer.Stop()
AvoidTheEdgeTaunts.Stop()
RLGLTauntTimer.Stop()
VideoTauntTimer.Stop()
EdgeCountTimer.Stop()
Reactivated
StopEverything()
and added
ScriptTimer.Start() to line 4477 ish (in the returnCalled part)
and it seems to work fine now
P.s: mmm not completely working-..it seems to have some problem with returning from hold the edge i dont get why...all the other state works but not holding...
Re: Tease AI Open Beta
Posted: Sun Feb 28, 2016 11:43 pm
by Notay
CBT wrote:Currently the whole re-write/coding of the program has gone well beyond my (very basic and spotty) level of coding knowledge, so all I can do is offer my encouragement and thanks to asll those working on this great undertaking. I look forward to creating some scripts/modules/tasks etc in the future once the new version is up and running.
As long as you don't look at the scripting code, most of it is pretty simple.
CBT wrote:This is just a suggestion relating to something I mentioned a while ago to help with script compatibility issues. Most modules (and other files which i will refer to as modules for now) work fine with the base wicked tease script (or the other scripts) without any problems, but some require certain scripts , other support files (vocab etc), or a number of other considerations. This makes mixing and matching "modules" a time consuming process if you want to include them in your current script (i.e. take some png scripts and include them in WT etc). To prevent possible crashes when running the program, you need to pre-test the script by running it through beforehand. This is ok for the odd single file that someone posts here and there, but if you want to mix multiple files from several scripts it can be a daunting task.
I was thinking, if it is at all possible with all the new ideas and developments coming about with the redesign, if it would be possible to create (or include in the program) a "module" tester/scanner that could run through or scan the whole file very quickly and check if it is compatible with your current files or not.
There is nothing worse than running a tease for a while and getting to "that point"

and having the program crash on you and spoiling everything you had "built up to"

.
I have tried a few times to combine many extra files into my own version of WT but it always ended in disaster. I am currently trying again but am testing each file one at a time to check for compatibility, but it is taking a long time and I think spoiling some of the surprises

.
I hope I made sense with what I mean by a tester/scanner. If not let me know and I will try to explain myself better...lol

This is already in place. It basically works like you suggested, when script validation is ran, it goes through every line of every script, and logs all errors to the script.
It's kinda hard to see right now sense there is only one script file. But if you run in Visual Studio look in the output window, you will see that there are errors detected, and those scripts cannot run.
I still have a few things to figure out, like making sure the user has media required by a script.
Re: Tease AI Open Beta
Posted: Tue Mar 01, 2016 6:30 am
by pepsifreak
Daragorn wrote:
I've found another bug (an old one again it seems....at least was present already in patch 48.4, not sure if even before than that).
What is the intent of setting AFK with a writing task? The code you edited looks like it has a side effect of prematurely ending AFK mode, since it isn't actually a part of the WritingTaskFlag if statement above it.
Daragorn wrote:Another huge bug i found
Also not sure about this one, but I put these around line 13500 and it seems to work:
Code: Select all
SubEdging = False
SubHoldingEdge = False
Re: Tease AI Open Beta
Posted: Tue Mar 01, 2016 7:44 pm
by Harry2stroke
Hi folks
Just found a little bug which i dont know where it comes from.
I was testing around with a new script of me, where domme gives comand to contact2 which calls a different script.
images and scripts are loading but ....
each line which is said leaves the last word out.
so if in the script the line looks like
Domme: Nice, that you will take your time.
in chat it looks like
Domme: Nice, that you will take your
it always leaves the last word.
i added 2 images how this looks like
if the script runs without beeing called, then it seems to work properly.
Any suggestions ?
THX
Harry
Re: Tease AI Open Beta
Posted: Tue Mar 01, 2016 8:03 pm
by Daragorn
Harry2stroke wrote:
if the script runs without beeing called, then it seems to work properly.
Any suggestions ?
it is the domme speaking or the contact? because i noticed that problem happening in a module where a glitter contact entered and the domme exited the chat leaving only the glitter friend to talk...in those cases i always had that behaviour of missing the last word too....never noticed in a "mixed" script with both the domme or a contact
Re: Tease AI Open Beta
Posted: Tue Mar 01, 2016 8:14 pm
by Daragorn
pepsifreak wrote:What is the intent of setting AFK with a writing task? The code you edited looks like it has a side effect of prematurely ending AFK mode, since it isn't actually a part of the WritingTaskFlag if statement above it.
It is useless, but some script have it
Btw....the problem is that, even when not set to @AfkOn, the domme doesn't reply anymore after a @WritingTask()....at least for me it is not working...i downloaded also patch48.4 and made a clean install of both that and 48.5 and did some tests with a starting script in which i used a @WritingTask().
Before the task, the domme was answering, after it, failed or not, the domme continued the tease but didn't reply anymore (just as she was left in afk mode)....maybe that was not the right place to put that change because yes it causes afk mode to end prematurely indeed (just checked it)....but there is still definitely the bug somewhere else...i'll try by simply putting a afkoff line in the writingflag if statement.
P.s: just tried to put the afk=false inside the writintask part (basically i put it in every subpart where it ended the writing task and returned to normal tease) instead of where i put it earlier....and i dont know why, but it behaves the same way....without those afk, the domme don't respond anymore after a writingtask, with those in, she responds....but the afk doesn't work anymore, just like when i put afk=false outside the writingtask part....it makes little sense....
pepsifreak wrote:
Also not sure about this one, but I put these around line 13500 and it seems to work:
Code: Select all
SubEdging = False
SubHoldingEdge = False
Cool, thx i'll try this change then....my solution had problems with the holdingedge...in all other cases it was working but not while holding....i'll try your way and see if it all works then :)
P.s: update also on this one...i checked your way, and it has the same problem as mine (not surprisingly actually....if you look at stopeverything(), it was doing pratically the same thing as keeping all those stop() commands and then adding Subedging=false and subholding=false). It remains stuck in returning from a hold the edge i don't get why....
Re: Tease AI Open Beta
Posted: Tue Mar 01, 2016 8:17 pm
by Harry2stroke
Daragorn wrote:Harry2stroke wrote:
if the script runs without beeing called, then it seems to work properly.
Any suggestions ?
it is the domme speaking or the contact? because i noticed that problem happening in a module where a glitter contact entered and the domme exited the chat leaving only the glitter friend to talk...in those cases i always had that behaviour of missing the last word too....never noticed in a "mixed" script with both the domme or a contact
had the domme leaving before, because i wanted to keep the other script open for any mistress
so in this case contact 2 is speaking
if the "original" domme goes thru that script everthings fine