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Re: Tease AI General Discussion
Posted: Sat Nov 11, 2017 7:59 pm
by holaba_be
tigrotto wrote: Sat Nov 11, 2017 4:45 pm
BoundSquirrel wrote: Sat Nov 11, 2017 1:44 pm
I have only tried blackjerk twice but here's my feedback. There's an error if she gets 21 after you stand. It looks for a tag that's not there. I fixed it on mine pretty easily-add the tag (check blackjack domme, I think) and the logic to move forward.
Thanks BoundSquirrel! I fixed the problem and uploaded a new version. After version 5.3 I overhauled the entire code to make it more efficient but I accidentally deleted
Check Domme blackjack line.
BoundSquirrel wrote: Sat Nov 11, 2017 1:44 pm
Finally, back to the technical, she doesn't stand on 17 properly. If you have 19 and she has 17, she'll draw again. If that's your intent, cool, but that's not casino-blacljack.
Well, I never played casino-blackjack so probably my script is wrong. Should the dealer stand as soon as he reaches 17 points? I'm a bit confused because Wikipedia at paragraph
Rules of play at casinos says:
After all boxes have finished playing, the dealer's hand is resolved by drawing cards until the hand busts or achieves a value of 17 or higher
but then at paragraph
Basic strategy:
The dealer hits on a soft 17
So, which is the right version? What do you prefer?
BoundSquirrel wrote: Sat Nov 11, 2017 1:44 pm
Also, I'd like to see something during the game to stroke/edge a little. Right now, unless there are parts I haven't run into, you're in a dry spell during all of the hands and wait to stroke until the end.
That's an aspect I don't like that much too. It's I problem I'm trying to fix since the first version, but I've never found a proper solution.
Maybe I should add something like the
Task for the match in the tournament?
Since you'd like to work with me, what do you suggest to fix this "problem"? If we found a solution, we could work together and release BlackJerk 7.0.
BoundSquirrel wrote: Sat Nov 11, 2017 1:44 pm
If you've got other game ideas, I'd love to hear them and/or try my hand at writing some with you. I'm not programmer but I've made teaseai do some cool stuff by modifying other scripts. Just not cool enough (or I'm not brave enough) to post them.
I'm currently working on another game. There's nothing ready yet, I'm just gathering ideas for content to add. If you want we could work together on this project too. If you want I could send you a PM with the files. I could really need some help.
Also, could you send me a PM with the scripts you've modified? I'm curious to see your work. Don't feel obliged to do that.
Bye!
A soft 17 is when the dealer has seventeen with an ace used as 11. So A + 6 for example. Then the dealer draws because there is no risk of exceeding 21 because the ace can be used as a 1 as well. On a "normal" 17 (10 + 7) the dealer has to stand.
General feedback to BlackJerk: it takes too long imo. I don't know if it is performance related or just a lot of pauses that are added deliberately, most of it is just waiting.... Also the endings last far too long if I just have the Blackjerk module enabled with a personality. The two times I had it trigger, it took over an hour (5 games played), and that was only because I messed with the variable that had the amount of edges owed... I don't know how much time others spend in 1 Tease AI session, but I could see how Blackjerk might take over the entire session due to its length. Although the endings are cool, everything in them also seems to take up too much time because the number of edges is quite insanely high.
A quick bout of Blackjerk, with 5-10 minutes of some of the extra content randomly afterwards seems way more fun than the current implementation.
Re: Tease AI General Discussion
Posted: Sun Nov 12, 2017 9:38 am
by tigrotto
holaba_be wrote: Sat Nov 11, 2017 7:59 pm
A soft 17 is when the dealer has seventeen with an ace used as 11. So A + 6 for example. Then the dealer draws because there is no risk of exceeding 21 because the ace can be used as a 1 as well. On a "normal" 17 (10 + 7) the dealer has to stand.
General feedback to BlackJerk: it takes too long imo. I don't know if it is performance related or just a lot of pauses that are added deliberately, most of it is just waiting.... Also the endings last far too long if I just have the Blackjerk module enabled with a personality. The two times I had it trigger, it took over an hour (5 games played), and that was only because I messed with the variable that had the amount of edges owed... I don't know how much time others spend in 1 Tease AI session, but I could see how Blackjerk might take over the entire session due to its length. Although the endings are cool, everything in them also seems to take up too much time because the number of edges is quite insanely high.
A quick bout of Blackjerk, with 5-10 minutes of some of the extra content randomly afterwards seems way more fun than the current implementation.
Thanks for your feedback holaba_be! I didn't add pauses so probably it's just the code. I'll see if I can solve this problem.
As for the endings I'll try to reduce the time/number of edges.
Should I leave the user the possibility to choose the number of hands to play or let the Domme decide?
Thanks again for your feedback!
Bye
EDIT
holaba_be wrote: Sat Nov 11, 2017 7:59 pmmost of it is just waiting
I don't agree.
I played few hands this afternoon and I didn't have to wait so much. Every hand(played only against the Domme) last 3-5 minutes from the moment you place your bet to the moment you have the result.
I agree it's not super fast, but the code has to deal with a lot of variables and flags just to choose a card. Here's an example:
- Spoiler: show
- (02)
@NullResponse @RapidCodeOn
@NullResponse @If[02_counter]=[0]Then(Choose_card)
@NullResponse @ChangeVar[card_dealt]=[card_dealt]+[1]
@NullResponse @ChangeVar[02_counter]=[02_counter]-[1]
@NullResponse @Flag(Sub turn) @ChangeVar[Sub_number_of_cards]=[Sub_number_of_cards]+[1]
@NullResponse @Flag(Sub turn) @ChangeVar[Sub_points]=[Sub_points]+[2]
@NullResponse @Flag(Domme_turn) @ChangeVar[Domme_number_of_cards]=[Domme_number_of_cards]+[1]
@NullResponse @Flag(Domme_turn) @ChangeVar[Domme_points]=[Domme_points]+[2]
@NullResponse @Flag(Contact1 turn) @ChangeVar[Contact1_number_of_cards]=[Contact1_number_of_cards]+[1]
@NullResponse @Flag(Contact1 turn) @ChangeVar[Contact1_points]=[Contact1_points]+[2]
@NullResponse @Flag(Contact2 turn) @ChangeVar[Contact2_number_of_cards]=[Contact2_number_of_cards]+[1]
@NullResponse @Flag(Contact2 turn) @ChangeVar[Contact2_points]=[Contact2_points]+[2]
@NullResponse @Flag(Contact3 turn) @ChangeVar[Contact3_number_of_cards]=[Contact3_number_of_cards]+[1]
@NullResponse @Flag(Contact3 turn) @ChangeVar[Contact3_points]=[Contact3_points]+[2]
@NullResponse @RapidCodeOff
(Choose_02_suit)
@NullResponse @Goto(02_Clubs, 02_Diamonds, 02_Hearts, 02_Spades)
(02_Clubs)
@NullResponse @RapidCodeOn
@NullResponse @If[02_Clubs_counter]=[0]Then(Choose_02_suit)
@NullResponse @ChangeVar[02_Clubs_counter]=[02_Clubs_counter]-[1]
@NullResponse @RapidCodeOff
@PlayAudio[System\CardFlip.wav] Two of clubs @ShowImage[tgr8 images\Cards\02\2_of_clubs.jpg] @Goto(Command_centre)
(02_Diamonds)
@NullResponse @RapidCodeOn
@NullResponse @If[02_Diamonds_counter]=[0]Then(Choose_02_suit)
@NullResponse @ChangeVar[02_Diamonds_counter]=[02_Diamonds_counter]-[1]
@NullResponse @RapidCodeOff
@PlayAudio[System\CardFlip.wav] Two of diamonds @ShowImage[tgr8 images\Cards\02\2_of_diamonds.jpg] @Goto(Command_centre)
(02_Hearts)
@NullResponse @RapidCodeOn
@NullResponse @If[02_Hearts_counter]=[0]Then(Choose_02_suit)
@NullResponse @ChangeVar[02_Hearts_counter]=[02_Hearts_counter]-[1]
@NullResponse @RapidCodeOff
@PlayAudio[System\CardFlip.wav] Two of hearts @ShowImage[tgr8 images\Cards\02\2_of_hearts.jpg] @Goto(Command_centre)
(02_Spades)
@NullResponse @RapidCodeOn
@NullResponse @If[02_Spades_counter]=[0]Then(Choose_02_suit)
@NullResponse @ChangeVar[02_Spades_counter]=[02_Spades_counter]-[1]
@NullResponse @RapidCodeOff
@PlayAudio[System\CardFlip.wav] Two of spades @ShowImage[tgr8 images\Cards\02\2_of_spades.jpg] @Goto(Command_centre)
However, I'll see if it's possible to make it go a little bit faster.
Re: Tease AI General Discussion
Posted: Sun Nov 12, 2017 3:07 pm
by BoundSquirrel
tigrotto wrote: Sun Nov 12, 2017 9:38 am
holaba_be wrote: Sat Nov 11, 2017 7:59 pm
A soft 17 is when the dealer has seventeen with an ace used as 11. So A + 6 for example. Then the dealer draws because there is no risk of exceeding 21 because the ace can be used as a 1 as well. On a "normal" 17 (10 + 7) the dealer has to stand.
General feedback to BlackJerk: it takes too long imo. I don't know if it is performance related or just a lot of pauses that are added deliberately, most of it is just waiting.... Also the endings last far too long if I just have the Blackjerk module enabled with a personality. The two times I had it trigger, it took over an hour (5 games played), and that was only because I messed with the variable that had the amount of edges owed... I don't know how much time others spend in 1 Tease AI session, but I could see how Blackjerk might take over the entire session due to its length. Although the endings are cool, everything in them also seems to take up too much time because the number of edges is quite insanely high.
A quick bout of Blackjerk, with 5-10 minutes of some of the extra content randomly afterwards seems way more fun than the current implementation.
Thanks for your feedback holaba_be! I didn't add pauses so probably it's just the code. I'll see if I can solve this problem.
As for the endings I'll try to reduce the time/number of edges.
Should I leave the user the possibility to choose the number of hands to play or let the Domme decide?
Thanks again for your feedback!
Bye
I'd agree that the number of edges is extreme. I'm sure this is a matter of personal taste, but one of the possible outcomes is something like 300... That's going to take a while and, to me, go from challenging and fun to boring.
To keep things moving between our during hands, consider having rounds where the player has to stroke the whole round and if they edge, they automatically lose. Have each have lost come with a price-one or more edges, cbt, etc. At the end, if possible, keep things within teaseai. The outside program is neat, but it's distracting to have a separate install and program to manage. Now, if someone with knowledge of the teaseai code put the stroke/edge counter in teaseai as a separate app, that would be cool!
As for number of hands, the difficulty of having the domme decide is that you may like 50 hands and I may like 5. If you program it so she decides based on your tastes, I'm going to get way more than I want. I'm a big fan of the domme learning over time. You could have it so she remembers your choices the first 5 times you play then use that to decide for you later. I did that for organizing settings in one of my customers scripts. If you'd like, I can try to do some of this and send you a modified script. Not sure on timing, but if you patient, I'll give it a shot.
Re: Tease AI General Discussion
Posted: Sun Nov 12, 2017 3:32 pm
by tigrotto
BoundSquirrel wrote: Sun Nov 12, 2017 3:07 pm
I'd agree that the number of edges is extreme. I'm sure this is a matter of personal taste, but one of the possible outcomes is something like 300... That's going to take a while and, to me, go from challenging and fun to boring.
To keep things moving between our during hands, consider having rounds where the player has to stroke the whole round and if they edge, they automatically lose. Have each have lost come with a price-one or more edges, cbt, etc. At the end, if possible, keep things within teaseai. The outside program is neat, but it's distracting to have a separate install and program to manage. Now, if someone with knowledge of the teaseai code put the stroke/edge counter in teaseai as a separate app, that would be cool!
As for number of hands, the difficulty of having the domme decide is that you may like 50 hands and I may like 5. If you program it so she decides based on your tastes, I'm going to get way more than I want. I'm a big fan of the domme learning over time. You could have it so she remembers your choices the first 5 times you play then use that to decide for you later. I did that for organizing settings in one of my customers scripts. If you'd like, I can try to do some of this and send you a modified script. Not sure on timing, but if you patient, I'll give it a shot.
I edge 300 times every morning before breakfast!

That's an error for sure. I probably forgot to set a limit. I'll give it a look.
Number of hands: the learning over time thing looks interesting. I'll give it a look. And I also liked the idea of different rounds.
BoundSquirrel wrote: Sun Nov 12, 2017 3:07 pmIf you'd like, I can try to do some of this and send you a modified script. Not sure on timing, but if you patient, I'll give it a shot.
Great idea! Don't worry about timing. Edit and add what you want and when it's finished send it by PM. I'll do the same.
I uploaded version 6.2.
If you're still interested in my new game I could send you a PM with the files and work together on it too. Let me know.
Bye

Re: Tease AI General Discussion
Posted: Sun Nov 12, 2017 4:46 pm
by tigrotto
BoundSquirrel wrote: Sun Nov 12, 2017 3:07 pm
I'd agree that the number of edges is extreme. I'm sure this is a matter of personal taste, but one of the possible outcomes is something like 300... That's going to take a while and, to me, go from challenging and fun to boring.
I forgot about Restrict Orgasm...
You're right. I exaggerated with the number of edges. I'll reduce it by 80-90%.
And I'll decrease the maximum number of edges in all the other scripts.
Bye

Re: Tease AI General Discussion
Posted: Tue Nov 14, 2017 9:09 pm
by Stefaf
Can anyone tell me, why we changed the way @SetVar[] works?
Before 0.55.3 we were able to set a string value as well as a number.
Now if you try to set a string, it will be overwritten with "0", if there is no variable named like that string.
Well i like more restrictive stuff, but was this by accident or personal taste?
Re: Tease AI General Discussion
Posted: Sat Nov 18, 2017 11:35 am
by Spielers
Why is there no standard for "I came" there should be one like edge there are so many scripts which continue when you came and you can't stop it
And wouldn't it be better when the user.config file, which is at the moment in the folder %APPDATA% will be in the TEASE AI regular folder, then you can open it on more pc's and the settings will be set.
Re: Tease AI General Discussion
Posted: Sun Nov 26, 2017 10:30 am
by tigrotto
Hi!
Could somebody explain me what is the
Wake Up Time in the Sub section of TeaseAI Settings?
What is it for?
What happen if I change it?
Thanks

Re: Tease AI General Discussion
Posted: Sun Nov 26, 2017 11:17 am
by Stefaf
This way you can customize your general time.
Let me explain: Your Wakeup Time is set to 18:00 (6PM). Then the @Morning filter is valid at 6PM instead of 8AM.
You get the idea?
Re: Tease AI General Discussion
Posted: Sun Nov 26, 2017 4:51 pm
by tigrotto
Stefaf wrote: Sun Nov 26, 2017 11:17 am
This way you can customize your general time.
Let me explain: Your Wakeup Time is set to 18:00 (6PM). Then the @Morning filter is valid at 6PM instead of 8AM.
You get the idea?
Thanks Stefaf
Re: Tease AI General Discussion
Posted: Sat Dec 02, 2017 4:44 pm
by flying1
So again, about tagging and sorting. I think that if we have an option to play some game like sorting the pictures it's cool. Sorting pictures manually even with good tagger is bad and dull. It would be better if Domme will have an opportunity to sort pictures basing on our choice. Smth like "What is this picture---Softcore---Moved to softcore path", for example, it can be played during stops as to some kind of work for domme)))) Punishment or game like. For example "sort ten pictures in 2 minutes for me", like writing tasks.
And the database or LikedImages is still a problem if we are viewing or moving pictures manually, renaming also, using some good in-app option or some official tagger like the one in spicy theme is better, bad that it is not included in app. I want to sort and move them, I do not want to make additional variables for each file for needed functionality in scripts
I thought of idea of using meta data with jpgs but it works for jpg only and you should convert others, the work with metadata also(((, but it is the way it used in come projects and it can be used for moving pictures without using some special app...

And variables... If I want to count how many times has the picture appeared... I make 1 variable file a picture??????? Ah, a lot of files)))
Re: Tease AI General Discussion
Posted: Sun Dec 03, 2017 12:16 pm
by Daragorn
Stefaf wrote: Tue Nov 14, 2017 9:09 pm
Can anyone tell me, why we changed the way @SetVar[] works?
Before 0.55.3 we were able to set a string value as well as a number.
Now if you try to set a string, it will be overwritten with "0", if there is no variable named like that string.
Well i like more restrictive stuff, but was this by accident or personal taste?
I did it to prevent errors when setting up vars and makign a mistake in writing the script.
For example @SteVar[x]=[Random(1,10)] instead of setting a number between 1-10 to that var would have set it to Random(1,10), thus causing error everytime you checked for the var or tried to do math operations.
I assumed that in any case you needed a string var it would be something deriving from user input, so in that case the check would not be there, but when using a @SetVar[] it would have always been a number...i never even know it was a possibility to voluntarliy use a string to set a var (and i can't think at why would you....but, anyway, that's the reason for it)
Re: Tease AI General Discussion
Posted: Sun Dec 03, 2017 5:27 pm
by tures
Hi milovana, i just download the file zip for Tease Ai, but the file .exe doesen't run, what's the problem? I have widows 10.
P.S. sorry for my english

Re: Tease AI General Discussion
Posted: Mon Dec 04, 2017 3:57 am
by BoundSquirrel
Is there any possibility for a soon-to-be-released update to include the ability to interact during a video? I get why that's the default, but it seems like a big limitation to not allow commands to be executed or user input to be reacted to during a video.
Re: Tease AI General Discussion
Posted: Mon Dec 04, 2017 4:08 pm
by Daragorn
BoundSquirrel wrote: Mon Dec 04, 2017 3:57 am
Is there any possibility for a soon-to-be-released update to include the ability to interact during a video? I get why that's the default, but it seems like a big limitation to not allow commands to be executed or user input to be reacted to during a video.
I am not sure there is sucj a limitation actually.... I think it is just because most times in modules the play video command is tied to an @afkon command, which is what is preventing the interaction i think... I remember writing during videos and having interactions going.... For example i have scripts where you can ask for quitting during a video... And it works fine... When you ask to quit it triggers the response and stops the video