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Re: Tease AI Open Beta - Updated to Patch 54

Posted: Sat Oct 08, 2016 9:48 pm
by genome231
pepsifreak wrote:
genome231 wrote:On page 116 with 1885's note.
He wrote that he has implemented Daragorn's timed writing tasks.

Does anyone know how it works?

Regards
Genome
Timed writing is a setting in the Ranges tab with a slider for typing speed. The time limit is automatically generated based on the length of what you have to type and the value of that speed slider. Not anything controllable by personalities I believe.
Thank you :)
A follow-Up question.
Is this used automaticly with line writing tasks or something you activate using a specific command?

Regards
Genome

Re: Tease AI Open Beta - Updated to Patch 54.4

Posted: Sat Oct 08, 2016 11:07 pm
by sexybastardo
Stefaf wrote: As for me, i'll continue working on the original using as much object-oriented programming as possible. This makes it possible to share Code between the two Projects. But my goal is not to introduce fancy new stuff. My primary task is bugfixing and optimizing the existing code. So most of the changes i'll do won't be noticed - hopefully.
Hey there,
I don't write very often here, but I worked a lot with Tease AI for my personal pleasure. I wrote a hell of a LOT scripts and created my own personality (in german) ... but I stopped a while ago after it was getting SO FRUSTRATING(!) because there are so MANY BUGS and the documentation is way outdated, so I got the feeling I have always to work around so much stuff and forgetting about my ideas that I finally stopped with nearly everything and was waiting and waiting and waiting and waiting and waiting for a new version.

So I would so much appreciate that we have a new version - without any new features first, but with all the stuff in it working, well tested and a complete documentation, so that everyone can create things very easy and on a good basis. You can't build on sand ... but that's just my two cents. ;)

If you need help with testing, checking some scripts or design issues, let me know!

Cheers,
sb

Re: Tease AI Open Beta - Updated to Patch 54

Posted: Sun Oct 09, 2016 3:35 am
by pepsifreak
genome231 wrote:
pepsifreak wrote:
genome231 wrote:On page 116 with 1885's note.
He wrote that he has implemented Daragorn's timed writing tasks.

Does anyone know how it works?

Regards
Genome
Timed writing is a setting in the Ranges tab with a slider for typing speed. The time limit is automatically generated based on the length of what you have to type and the value of that speed slider. Not anything controllable by personalities I believe.
Thank you :)
A follow-Up question.
Is this used automaticly with line writing tasks or something you activate using a specific command?

Regards
Genome
Should be automatic when the setting is enabled.

Re: Tease AI Open Beta - Updated to Patch 54.4

Posted: Fri Oct 14, 2016 2:30 am
by avatarbr
sexybastardo wrote:
So I would so much appreciate that we have a new version - without any new features first, but with all the stuff in it working, well tested and a complete documentation, so that everyone can create things very easy and on a good basis. You can't build on sand ... but that's just my two cents. ;)
Yes, I think we should take this opportunity to make a stable version.

I understand why some people dont want to create new content without a stable version. Getting a bug and spend a lot of time trying to find if the error was in the script or not its not fun.

About the documentation, there are a good one inside the app now. Not 100% sure if all commands are there, but I think so.

Re: Tease AI Open Beta - Updated to Patch 54.4

Posted: Fri Oct 14, 2016 6:18 am
by Notay
I had some free time today and did some work on TeaseAI CE.
Mostly figuring out a good why to handle multiple contacts. Sample test script: sample_multi.vtscript sample.vtscript, both scripts are used in the multi test.

It allows a 'glitter contact' to run regular scripts. So you can write a script without multi-contacts in mind, then call that script with a 'glitter contact' and it would run as that contact.

It would be helpful if script writers could take a look at it and see if it makes sense, or if you see flaws with a system like that.
Note: This is not implemented yet.

Re: Tease AI Open Beta - Updated to Patch 54.4

Posted: Fri Oct 14, 2016 10:25 am
by genome231
Notay wrote:I had some free time today and did some work on TeaseAI CE.
Mostly figuring out a good why to handle multiple contacts. Sample test script: sample_multi.vtscript sample.vtscript, both scripts are used in the multi test.

It allows a 'glitter contact' to run regular scripts. So you can write a script without multi-contacts in mind, then call that script with a 'glitter contact' and it would run as that contact.

It would be helpful if script writers could take a look at it and see if it makes sense, or if you see flaws with a system like that.
Note: This is not implemented yet.
Hi Notay!

General:
@First thing I noticed is that you use # for commands and @ for vocabulary, where in Tease-AI this is the other way arround.
Is this on purphase or a mistake?
@Second thing is that scriptwriting for Tease-AI (CE) looks a lot more like "programming" than scriptwriting is in Tease-AI (kinda like that? - but might scare off new-writers?)

First sample:
@First: Do you have to build contacts like you do? Line 40-45
// make sure we have second contact.

Code: Select all

Personality.Piper
	#(.name = "Piper")
	#(.title = "Mistress")
	#(.eye = "blue")
	#(.birthday = Date("1990-01-23"))
I guess the commands from first sample script makes sense, at least to me - but I would definetly need some training with it :)

Second sample:
@At first glimpse it scared me a little, but reading through I kinda like it.
Seems simple enough.

I cant really spot any flaws, seems to function somewhat like Tease-AI.
I would have to work with it a little in a script to be a better judge :-)
Nice work!

Final question?
Would this allow to generate any number of personalities?

Hope I helped (not sure I did though)

Regards
Genome

Re: Tease AI Open Beta - Updated to Patch 54.4

Posted: Fri Oct 14, 2016 11:16 am
by Notay
genome231 wrote:@First thing I noticed is that you use # for commands and @ for vocabulary, where in Tease-AI this is the other way around.
Is this on purpose or a mistake?
Well it's different, # is for commands, but @ is used to output whatever the command returned. There is no such thing as @NullResponse or @RapidCode. If you want the user to see the results use @, if you don't use #.
Eg: #(.name="Lisa") would set the name to Lisa but would not output anything. Where as @(.name="Lisa") would set the name to Lisa And output the name. (output depends on whats running the script, could be chat, or glitter, or something else)

Right now I am questing weather Lists are too much typing. Sense you use Lists for vocabulary. It's a trade off of readability to new scripts vs speed to write scripts. :-/
genome231 wrote:@Second thing is that scriptwriting for Tease-AI (CE) looks a lot more like "programming" than scriptwriting is in Tease-AI (kinda like that? - but might scare off new-writers?)

First sample:
@First: Do you have to build contacts like you do? Line 40-45
// make sure we have second contact.

Code: Select all

Personality.Piper
	#(.name = "Piper")
	#(.title = "Mistress")
	#(.eye = "blue")
	#(.birthday = Date("1990-01-23"))
I guess the commands from first sample script makes sense, at least to me - but I would definetly need some training with it :)
That's mostly my fault because the programming side is the harder part to get working. As a result the samples are mostly testing the programming side. When you actually write scripts it should have more text then in the samples, and not look as much like "programming".
Although the indentation(tabs at the start of each line) are required. It makes it much easier to write the script parser.

No you do not build contacts like that. There is a menu to set all that up, the users should never have to open a text file. That's just there so that the script cannot fail if there is no contact with the id of Piper.
It's useful if say a Spicy set of scripts needed 10 different contacts, but the user only setup 1. That would be the default if the user does not have one with that id.
genome231 wrote:Final question?
Would this allow to generate any number of personalities?
Exactly, but yet the user can change it in settings. So if the user hates a domme called Lisa, they can simply open settings and change it. (note, changing the name does not change the id, so scripts still call it as Lisa.)
genome231 wrote:Second sample:
@At first glimpse it scared me a little, but reading through I kinda like it.
Seems simple enough.

I cant really spot any flaws, seems to function somewhat like Tease-AI.
I would have to work with it a little in a script to be a better judge :-)
Nice work!


Hope I helped (not sure I did though)

Regards
Genome
Ya most of that second sample would be split into different files. it's just quicker while I am developing to throw everything in one file.
And when you have syntax highlighting it's more readable.
Yes, you helped!

Re: Tease AI Open Beta - Updated to Patch 54.4

Posted: Fri Oct 14, 2016 8:10 pm
by Sisyphuster
I'm glad this page is seeing some activity again! Thanks again for all of your work.

Re: Tease AI Open Beta - Updated to Patch 54.4

Posted: Fri Oct 14, 2016 8:53 pm
by avatarbr
genome231 wrote: @Second thing is that scriptwriting for Tease-AI (CE) looks a lot more like "programming" than scriptwriting is in Tease-AI (kinda like that? - but might scare off new-writers?)
I am not a new-writer, but this scare me :D

Re: Tease AI Open Beta - Updated to Patch 54.4

Posted: Sat Oct 22, 2016 2:26 am
by Shattered
Is there a way to salvage a session that glitched? I had one say there were no pictures in the domme folder then refuse to work, was really hot and leading towards something, did some things that felt like they set up for future sessions and wouldnt want to 'lose' that progress

Re: Tease AI Open Beta - Updated to Patch 54.4

Posted: Mon Oct 24, 2016 12:13 am
by avatarbr
Shattered wrote:Is there a way to salvage a session that glitched? I had one say there were no pictures in the domme folder then refuse to work, was really hot and leading towards something, did some things that felt like they set up for future sessions and wouldnt want to 'lose' that progress
If you are talking about House of Tease personality, dont worry. If ou got to the point where she ask to put picures in some folder, TeaseAI already have the data needed even with the crash (you just need to remember the folder).

next time, you will be asked if the pictures are inside the folder. In this case, the script will start using this.

Re: Tease AI Open Beta - Updated to Patch 54.4

Posted: Thu Oct 27, 2016 11:50 pm
by 0385
Does some one already have a nice collection of tagged images? I'm spending more time that i'd like tagging images.. :no:

Re: Tease AI Open Beta - Updated to Patch 54.4

Posted: Sun Oct 30, 2016 12:36 am
by avatarbr
0385 wrote:Does some one already have a nice collection of tagged images? I'm spending more time that i'd like tagging images.. :no:
I think Opiate released some folders with tag (no individual).

I really dont waste too much time tagging images. I tried with the Domme just to change the girl after that and losing all the tags :-P

Re: Tease AI Open Beta - Updated to Patch 54.4

Posted: Sun Oct 30, 2016 6:26 am
by Stefaf
avatarbr wrote:
I really dont waste too much time tagging images. I tried with the Domme just to change the girl after that and losing all the tags :-P
Could you please explain it a bit more detailed? I'm using tags and i've never encountered such an issue.



I'm thinking about implementing commentary support to scripts. Basically a feature to ignore all lines of a script starting with "//".
What do you think about?

Re: Tease AI Open Beta - Updated to Patch 54.4

Posted: Sun Oct 30, 2016 6:40 am
by pepsifreak
I'm surprised nobody has noticed that @LongHold and @ExtremeHold have apparently been broken for several updates now. :whistle:

Edit: in fact i think this stems from a larger issue with filters.