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A few playtesters have mentioned that MAP12 is a huge performance crash, but you'd be the first to have significant issues on MAP15, especially if you're making sure to kill everything (which is the intent of the stage).
EDIT: Episode 3F has been released! This fixes: -Episode I is now actually possible to finish on Easy Mode with cutscenes turned off. -Episode II now has a protip to remind the player to try using altfire on the new weapons. -Episode III has [REDACTED] made harder.
Last edited by Untitled on Fri Dec 01, 2017 1:54 am, edited 1 time in total.
Well I tested it on Zandronum 3.0 x32, and I didn't seem to have any performance issues on MAP15. I only seem to be having issues with MAP15 on GZDoom 3.2.1 x64.
Thank you for fixing the bugs! I checked FROZEN property on MAP09 (with skip_cutscenes on and off), player spellcard declaration and alt-fire message - everything is OK now.
But since I got into deep research and playtesting as it was required to my newly added features (see below), I found a bunch of new bugs:
Spoiler:
- some misspelling: "i'm looking to reolve that" (map07), "i have aquired the red key" (map06), "is she in contained within here" (map06). - dialogue with Remilia isn't skipped even if touhou_skip_cutscenes == 1 (this may be intentional, though). - on easy mode, Remilia says that she was defeated, but in a map before she denied to fight. Looks like on easy mode part of script 1 of map 08 before words "Anyways, apparently something has appeared in our basement." should be skipped. - Ran gets "spell break" on her first NONspell (UPD: in new version you've fixed that). - on ReimuFantasySealConcentrate, on Easy, there is a jump to GotoFinal. But such label does not exist in such actor (and error message in console may be seen then). Are her attacks supposed to end there on Easy, or you just forgot to remove this jump after deciding that such fight will be too much easy if it ends there? - Sometimes Patchouli variants do not spawn if fight is performed within bunch of monsters (so game logic breaks: it is impossible to finish stage unless you spawn Patchouli then manually with SUMMON command). Maybe add SXF_TELEFRAG and/or SXF_NOCHECKPOSITION to spawning code? It is not supposed to happen in real game (not a playtesting with IDDQD), as likely you start fighting with Patchouli when other enemies are wiped off; but I think it's not a reason to leave this intact. - KomachiScytheOfFinalJudgement does not drop powerups when captured, but every other spell card capture on levels 10, 11 and 12 will result in powerup drops. Is this intended? - SuikaDeepFogLabyrinth sometimes remain unshootable after getting out of the "foggy" state (and not producing SuikaFogBubble then). I think it is because she prematurely gets into Idle or See states without being in LoopEnd. Maybe add A_SetShootable to See and Idle states, just in case? - RumiaMoonlightRay is vulnerable even before her spell card (on Hard/Lunatic) declared. I think, it's because she does A_UnSetInvulnerable in her See state, but declares her spell card in Melee/Missile state, unlike any other bosses (they do their declarations in See state, before A_UnSetInvulnerable). - Ran and Aya (and possibly few other bosses, but I didn't spot this out) are vulnerable while declaring their spell cards and prior to it, while most of other bosses are not (they are +INVULNERABLE, and doing A_UnSetInvulnerable just before they start attacking the player). After some investigation, I realized that AyaSarutahikosGuidance and two her spell cards inherited from said one, and RanProtectionOfZenkiAndGoki and RanPrincessTenko (both are inherited from RanYakumo which obviously does not have +INVULNERABLE because it's nonspell), while doing A_UnSetInvulnerable as expected in See state, do not have +INVULNERABLE flag. I suggest adding +INVULNERABLE to RanProtectionOfZenkiAndGoki, RanPrincessTenko, and AyaSarutahikosGuidance (the latter one flag will be inherited to other two Aya's spell cards). - ReimuFantasySealBlink can pass through a barrier over shrine territory in her GottaGoFast or maybe GottaGoFast2 state. It's very rare, but at least I've seen it twice in defferent playtests. Seems like it's problem of engine; maybe you will not be able to fix that, but I suggest thinking about it (maybe, teleport her in the center of area, if she is within sector outside the barrier?). - Not a bug, but just an idea: I feel that linear nature of Touhou games is a bit more overestimated here (even more than in Dusted's Touhou DOOM): sometimes linearity of levels (one-way teleports and doors, etc.) became a bit annoying - for example, when I can't return to starting area with megasphere and plenty of ammo before entering battle with Patchouli was quite sad for me (as mostly I like to go through level killing everything, and then run back to beginning and pick up everything saved for this moment to be fully packed prior to a boss battle). In contrast, soulsphere inside Cirno's lair in the beginning of Meiling's stage was not like that, so it was a good pickup for me which I saved for final battle. And similar thing: exiting nearly every level about immediately after killing a boss prevents player who just have won from collecting some goods located at battlefield after things has been done (Meiling battle is an example). Maybe, it will be more reasoned if player exit level after doing something like pressing 'Use' on SDM doors after killing Meiling, or the same on doors of PoES after battle with Suika, or entering shrine after Sanae: sometimes during cutscene after killing Sanae, I was not able to run in time somewhere to meet another two persons (you know who I mean).
Also I've spotted two occasional game breaks: - Koishi: being killed at her second or third nonspell (I don't remember clearly), she did not end her attack, remained in semi-transluscent state (as between attacks), and became invulnerable; so only MDK command allowed me to progress further; - ReimuFlyingMysteriousShrineMaiden: being killed, she did not end her attack, and tried to fire at me during few seconds of "Fantasy Heaven" spell (after it was interrupted by Yukari, she was teleported out, and level ended normally, as expected). I tried to reproduce such bugs, but have no success in it; so I consider it's not your faults, but some rarely appearing glitches in engine.
...And at last, it may be a little offtopic, but I may say that your mod not only gave me some hours of great fun with bosses and their spellcards in the way I wanted this for so long (since I've found Dusted's Touhou Doom), but also made a significant thing to me: I went deeply learning ACS and DECORATE scripting in hope to enhance your Touhou DOOM in the way I wish to do this. =)
So, for now I've implemented some kind of score system as said before, and, of course, added boss health/spellcard indicators to every boss. It was really interesting to look how everything has been done and try to do something like what I want. And yes, I lold of UtsuhoSubterraneanSunSun (and MarisaBlazingStarStar), and that thing of Satori 'telepathed' Sakuya's spell cards from player's mind (yes, she was then Sakuya, really) too! So now I would like to publish it as an addon to your addon (yes, I've added a Touhou addon to Touhou addon to DOOM so one can play even more touhouish DOOM while playing touhouish DOOM!), of course, if it's OK with you. I'll try to keep it in track with all of your updates, and you may feel free to pull any part of my work to your mod, as long as you consider it suitable (and then I'll remove it from my addon). As for current version, you may see it here (it contains music for score screen, so it's 30+ MB rather than several kB, as Zandronum does not understand ogg or mp3). A bit of description follows (I'll create another thread on ZDoom forum when I hear your opinion on all that, so that description would reside there):
Spoiler:
What has been done: - Each boss has her health bar and indicator of remaining spell cards. Color of health bar (green/yellow/orange/red) indicates amount of remaining health, or that it is survival spell (pale violet). Color of boss's name over it indicates type of attack: nonspell (white), spell card (red), survival spell (gold). It may be disabled by 'touhou_show_boss_bars' CVAR. - Score system introduced; current value is shown in bottom left corner of screen along the HUD. It may be disabled by 'touhou_use_scoring' CVAR. - Spell card bonus introduced: if player is able to capture spell card in less than 30 seconds, he/she is awarded by some amount of points (it begins from 100000 prior to spell card declaration and continuously drops until reached 0 at 30 seconds). Survival spell cards are always awarded by 100000 points. It requires bit more tweaking, but now it is like a demonstration. - Point items are dropped by fairies, dolls and bosses along with power items. Some bosses (notably extra stage ones) do very large drops. - Power (and point, if scoring enabled) items are dropped by enemies on levels >= 13. It may be disabled by 'touhou_spawn_more_items' and 'touhou_bosses_drop_powerups' CVARs. - Power items also increase score on pickup (but less than single point item); so they are subject to pick up even if you have 400 power. - Power and point items are depleting with time, so it's better to pick them up as quick as possible (that kinda emulates behavior of point items which gave you more value if they have no time to fall lower on screen). - Fancy endgame ('ALL CLEAR!') stats screen (and numbers are not static, but counting from 0 to actual value like in DOOM intermission screen!) has been made. - 'EXTEND' bonus introduced. It may be placed on map, or given as drop from a boss. Contrary to Touhou-like extend mechanic, they do not add a life; but, they 'extend' player's possible life scale. Each extend raises maximum health level achievable with megaspheres and soulspheres (but not health bonuses, as they aren't used in Touhou-themed stages) by 100; so single extend gives maximum health 300, next one - 400, and so on. - Player receives an 'EXTEND' when score reaches some predefined levels. It may be disabled by 'touhou_use_extends' CVAR. This needs balancing, maybe.
What is missing now, but possibly is a subject to be added when I figure out how to implement it in reasonable way and consider it needed: - Grazing. I just can't find a suitable way to implement grazing other than fix every single projectile class in game. It looks a bit insane. - Under some conditions, rarely boss (spotted with Suika, Aya, Koishi, Flandre and Yukari) starts her attack in 'Melee' (maybe 'Missile', but it was not seen) state, and not in 'See'. It results in the situation when health bar on this attack is not shown at all (because it is activated in 'See' state), if it was started while player was in melee range. I surely don't know how to deal with it other way than add health bar starting code to every possible state (See, Missile, Melee, Spawn, Pain, etc...) which looks way too dumb. By the way, fighting a boss in melee range is highly dangerous, unless you have IDDQD (if so, cheater must suffer, lol, and don't need health bar as much as legitimate player). In other cases such problems were not spotted, so I think it's all OK with this. If you encounter such thing in a normal battle, let me know which spell/nonspell of which boss it was; I'll fix the specific case instead of every one of them. - Auto-collect. I suppose when boss or midboss battle begins, player must auto-collect all power and score items remaining on map; I still don't know how to do this in nice-looking matter (Well, draft idea is to use ThingCount, then despawn every point/power item, and add resulting value to score; but it's not even nearly pretty as mechanic of auto-collect in Touhou). - High score. I don't think ACS allow me to modify files on disk, but for now you still may save your score table as a typical savegame (yes, it is possible!) and show this to your friends lol. - Enemy marker. It turned out much harder than I thought of it; that's because ACS/DECORATE don't know anything about player screen. As for now, I surely can't find the way to do something like what I want to see there.
Untitled wrote:I guess the issue with collecting items is that having to go around collecting items detracts from the otherwise very fast pace that Touhou Doom generally holds.
Yes, and because of that depleting points with time is vital idea, so one should collect them as quick as possible. (And yes, it may be reasonable to keep in mind that not every DOOMer may find this fast, 'running' style of gameplay nice: for me, thoughtful wandering through Magical Forest prior to fight with Alice was not a less joy than fighting bosses, so possibly keeping in mind not only 'runner'-style players' preferences, but 'collector'-style ones too may suit both sides.)
Untitled wrote:You got any recommendations for streaming software?
I use XSplit, because that's the only streaming software able to work on XP (upgrading to win7/8/etc is not an option, since I have a plenty of software that won't work there or require reconfiguration, and I'm too lazy and have not much time to just sat down one moment and perform that tremendous upgrade with reinstalling and reconfiguring and stuff). But if you are on Linux or Win7 or higher, you may consider using OBS: it looks like a de-facto standard in streaming/recording software.
GeneralDelphox wrote:Ah... Well I understand. Has anyone ever noticed MAP15 being a performance hog on the latest version of the mod?
Untitled wrote:A few playtesters have mentioned that MAP12 is a huge performance crash, but you'd be the first to have significant issues on MAP15, especially if you're making sure to kill everything (which is the intent of the stage).
I haven't encountered any performance issues on both MAP12 and MAP15, but there were major lags on MAP19 and MAP20 (Zandronum 3.0). I don't know why: MAP18 is four times bigger (because of plenty of trees: each tree is 12 sectors, 40 vertices, and 49 linedefs), but it does not feature such performance issues. I wonder, if there is likely an overuse of 3D floors on trees in MAP19 and MAP20 (which is not a subject to any other map). May this be a source of lag?
For example, I think many trees on upper level may just be done without using 3D floors at all: sector which contains trees may have its ceiling level at top level of trees' leaves (It's not bad at all that such ceiling level is lower than shrine 'arena' one: no actor is supposed to be there, and no sector with higher ceiling height may be viewed behind that outer sector); trees' leaves may have ceiling at bottom level of leaves, and trunk may be solid, not a sector. Those trees on lower level may then use normal sector as trunk, and sector with 3D floor as leaves. For example, if we discuss right bottom tree of sector 2, I may expect sector #2 may have its floor..ceiling at 48..304, sector #917 at 48..200, and #923 will not exist, it'll be a void. And speaking of tree just near to discussed in sector 42, I may expect sector #42 at -336..306 (ceiling is equal that of sector #2, because we can see sector #2 from bottom of the stairs), sector #1847 at -80..306, and sector #1841 at -336..306 with 3D floor control sector of -184..-80. Well, I may speak unclear, but I've drawn a picture for reference of what I speak of: that's it.
Fixes: -Tenshi's last card is less monumentally stupid; the laser has a sound-telegraph before firing, and the arena has terrain markers to make it less likely to fall off. -Renamed Episode 3; "Welcome to the Gensokyo Tour" didn't actually fit on the screen on some monitors, so it's "Eternal Shrine Maiden". -Shaved off 1.65 MB in filesize from Episode 3F by removing some unused assets that didn't need to be there.
Wow, I've seen you also fixed Reimu's jump to GotoFinal and RumiaMoonlightRay's vulnerability before spell card declaration. Thanks!
Now I'll remove fixes of these two issues from my additional WAD prior to make release build for 3G version of your mod. (Yes, as you haven't said anything like you're against it, I've released a mod to your mod as some kind of "Advance Pack" - there's a thread now in Gameplay Mods section of this forum, if it matters).
And I tried to fight Tenshi in updated last spell stage: yes, this stone border does really help to self-control yourself from falling down from this arena (such occasions were very frustrating when you fall down being trying to avoid Tenshi's lasers just after you captured the spell; it seems like what is known as "suicide exit", but completely unintended). Thank you for this too!
Not sure if this is viable but a thought came to me I think one of the latest GZDoom updates added Respawn mechanics right? would it be possible to use that to add lives as a toggleable option?
A suggestion that would probably not make it to the final product, but I think it would be cool if Satori's spellcards after the first one are based on the various bosses in the Doom series (considering she is reading Doomguy's mind and all that). Also is it shameless that I replaced the Hakurei chaingun sprites with that of ofuda plasma rifle used by JPCPGuy in Final Doomer?
MrToots wrote:Not sure if this is viable but a thought came to me I think one of the latest GZDoom updates added Respawn mechanics right? would it be possible to use that to add lives as a toggleable option?
The way I view it, the ability to have an actual lifebar is equivalent to having lives - whereas in Touhou games lives/bombs are resources, in this bombs/health are the resources. I'll consider it, but I can't guarantee more than that.
Smashhacker wrote:A suggestion that would probably not make it to the final product, but I think it would be cool if Satori's spellcards after the first one are based on the various bosses in the Doom series (considering she is reading Doomguy's mind and all that).
I wanted to do that, originally (I could write an entire essay on the design philosophy of Satori's fight in this thing). The problem is, inherently, the original Doom Monsters just aren't all that interesting, and they're inherently even less scalable; remember that I have four difficulties to handle, for each attack; a cyberdemon has *one* attack: Firing a salvo of rockets at you.
Smashhacker wrote:Also is it shameless that I replaced the Hakurei chaingun sprites with that of ofuda plasma rifle used by JPCPGuy in Final Doomer?
Not at all - I'm considering doing that myself, once I get permission from the Final Doomer people to do so.
I wanted to do that, originally (I could write an entire essay on the design philosophy of Satori's fight in this thing). The problem is, inherently, the original Doom Monsters just aren't all that interesting, and they're inherently even less scalable; remember that I have four difficulties to handle, for each attack; a cyberdemon has *one* attack: Firing a salvo of rockets at you.
I mean having each spellcard based on each Doom boss or higher-tier demon, instead of all spellcards based off of one boss. You could take inspiration from the bosses and enemies in Doom 3 and 4, as those have been given much more attacks than their classic counterparts.
Spoiler:
If you want to have a spellcard based off a classic doom monster, then I would suggest doing one for the Arch-vile since they are arguably among the more difficult demons to deal with, and an idea for a theoretical Satori spellcard would involve flame pillars that would follow the player before they stop in place to sprout up and shoot fire danmaku everywhere. Or do a spellcard based off Plutonia by having danmaku that conveys the annoyance of dealing with chaingunners, revenants, and arch-viles at the same time.
I wanted to do that, originally (I could write an entire essay on the design philosophy of Satori's fight in this thing). The problem is, inherently, the original Doom Monsters just aren't all that interesting, and they're inherently even less scalable; remember that I have four difficulties to handle, for each attack; a cyberdemon has *one* attack: Firing a salvo of rockets at you.
I mean having each spellcard based on each Doom boss or higher-tier demon, instead of all spellcards based off of one boss. You could take inspiration from the bosses and enemies in Doom 3 and 4, as those have been given much more attacks than their classic counterparts.
You're right, I could do that...
Spoiler: This is serious
You have seen the danmaku demons, right?
Well, let's just say that there's a reason the Danmaku Cyberdemon hasn't appeared yet...heh heh heh.
Seriously speaking, though, the doom monsters are already in this thing; the very next map after Satori you get your first taste of what Hell has been up to. The Danmaku Archvile appears in MAP15; it's kind of terrifying. And yeah, between Episode II and III, you haven't seen anything yet.
So I get this error when I try and run this with Russian Overkill asking for a CUBE N missing rotation. Going into the files and creating a CUBEN0 appropriate file seems to fix it, I haven't tested too much. But I see nothing in your code or Russian Overkill's that asks for a file called CUBEN0, and no matter which order you load the two in the error persists. Strange. Now, how to package this into a compatibility patch...
Spoiler: Disregard this, I was using an old version.
I got it to run with Russian Overkill in GZDoom by downgrading, but this error popped up. Should I be worried?
Last edited by wildweasel on Sun Mar 18, 2018 9:27 am, edited 4 times in total.
Reason:Changed your img tags into urls - these are too large to be viewable on the forum layout. Please read the Image Posting Rules.
So MAP02 was really dark for me, but I thought it was on purpose because it was night and because Rumia.
But the basement
Spoiler:
where you get the BFG
was almost pitch black and I couldn't honestly understand if it was purposeful or not. Then all the enemies activated and it turned into a slaughter map. I thought it was some kind of punishment for playing on Easy
Spoiler:
besides skipping an entire boss fight and the extra stage.
but then I got there on Normal and noticed things were the same.
Oh, I get the gimmick of the level now after messing around, it's on purpose I guess.
Smashhacker wrote:A suggestion that would probably not make it to the final product, but I think it would be cool if Satori's spellcards after the first one are based on the various bosses in the Doom series (considering she is reading Doomguy's mind and all that).
That reminds me of Patchouli's pet Arch-Vile in Dusted's Touhou Doom, but Untilited's Touhou Doom seems to be much more different from original DOOM itself: even legacy monsters use danmaku instead of regular weapons. At least Satori can read mind, yes, but is she able to create things what she just read about?
Untitled wrote:Well, I can't answer the 'CUBE N' thing, but the minor errors about invalid states are all fixed, thank you.
Does that mean you updated the file in OP? I see the 3G release still there. Or release number did not change?
Patcheresu wrote:Then all the enemies activated and it turned into a slaughter map.
Just recall the end of first episode of original DOOM... Well, speaking of me, I don't like such endings, because they don't allow me to achieve 100/100/100 result, which I consider the only suitable level result regarding to normal DOOM (except some levels like MAP15 in DOOM2, where you aren't able to get to one of secrets, for example). But here it's plot-based: really: you have to somehow die and go where you go in beginning of second episode.
Spoiler:
Be grateful only for the fact you shouldn't run from Flandre all over the basement maze like you have to in Dusted's version.
Smashhacker wrote:A suggestion that would probably not make it to the final product, but I think it would be cool if Satori's spellcards after the first one are based on the various bosses in the Doom series (considering she is reading Doomguy's mind and all that).
That reminds me of Patchouli's pet Arch-Vile in Dusted's Touhou Doom, but Untilited's Touhou Doom seems to be much more different from original DOOM itself: even legacy monsters use danmaku instead of regular weapons.
The thing is, I don't want anything in here to turn into, strictly speaking, ordinary DooM - I want there to always be that frantic firefight; otherwise it's A: not Touhou, and B: you could easily play something different that does the same things I'm doing but better; just tour the Cacowards page.
muzzdiez wrote:At least Satori can read mind, yes, but is she able to create things what she just read about?
Untitled wrote:Well, I can't answer the 'CUBE N' thing, but the minor errors about invalid states are all fixed, thank you.
Does that mean you updated the file in OP? I see the 3G release still there. Or release number did not change?
It's not fixed in 3G - it's fixed in the WIP progress build I have; the minor issues about invalid states are all issues that don't actually affect the gameplay in any way, so I don't feel the pressing need to re-upload the build just to fix that.
muzzdiez wrote:
Patcheresu wrote:Then all the enemies activated and it turned into a slaughter map.
Just recall the end of first episode of original DOOM... Well, speaking of me, I don't like such endings, because they don't allow me to achieve 100/100/100 result, which I consider the only suitable level result regarding to normal DOOM (except some levels like MAP15 in DOOM2, where you aren't able to get to one of secrets, for example). But here it's plot-based: really: you have to somehow die and go where you go in beginning of second episode.
Spoiler:
Be grateful only for the fact you shouldn't run from Flandre all over the basement maze like you have to in Dusted's version.
I mean to be fair, there's not even supposed to be a results screen for that map; if I left that in, that was my mistake. It's pretty much literally just a intermission to send you to Episode II, rather than a full map in its own right; if it was meant to stand on its own, I'd put a *bit* more effort into it.