So I'm confused... I have a version of this that has four episodes and seems significantly different. Whats the deal?
Also what is the name of that glorious song on the title screen when first loading?
Re: [Release] Touhou Doom - Episodes I-III
Posted: Tue Mar 27, 2018 8:31 am
by Smashhacker
GenericGenericness wrote:So I'm confused... I have a version of this that has four episodes and seems significantly different. Whats the deal?
Also what is the name of that glorious song on the title screen when first loading?
You most definitely got the older DustedPandemonic version of Touhou Doom instead of Untitled's version. Also the title screen music is Eternal Shrine Maiden from the Dolls in Pseudo Paradise music cd.
Well, I know she can create similar danmaku, but what about similar things like rockets, bullets (of lead and steel, not magical ones), etc?..
(But maybe I just underestimate her a bit, eh.)
Untitled wrote: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.
Ah, ok, then I'll wait for release.
Untitled wrote:I mean to be fair, there's not even supposed to be a results screen for that map
As far as I remember (while making the dummy 'stat screen' map that appears after the end of this level and following intermission screen), there are no results screen, you are correct. But some mods (I can't remember exactly which, it was long before now) overuse this method of level exit pretty much even in the middle of episode, and thus make UV-max-like runs impossible (even if final levels do not count).
GenericGenericness wrote:So I'm confused... I have a version of this that has four episodes and seems significantly different. Whats the deal?
That's definitely Dusted's version. It is more like DOOM with Touhou enemies and stages, while Untitled's version which is duscussed here is much more Touhou-like.
Spoiler:
Untitled's version has spell card battles, lots of danmaku and excellent Touhou-like gameplay, but Dusted's version contain Mima, lol. =) I think, it's worth playing both of these mods and choose what do you like more (or maybe you'll like both mods, as me).
So, after working on Episode IV, I realized that I made so many changes to the project that I'm actually going to stage an Episode III re-release, with all of the new things that I have implemented:
NEW TO THE 3.5 UPDATE:
-Almost certainly broke compatibility with muzzdiez's add-on. Sorry about that!
-A new MAP01!
-Bosses with Lifebars (that don't always work)!
-Bosses with a timeout system!
-A Hakurei Amulet Rifle that's not literally a minigun!
Spoiler: Full Changelog (Spoiler Alert)
In rough order of when you'll encounter the changes:
-MAP01 is completely replaced. It's an entirely brand new map, and it should help the player get settled into the story a bit more.
-Bosses now have visible lifebars! You can turn these off via touhou_bosslifebars.
-Bosses now also have a timeout system! You can turn the visibility off via the same cvar as above; the UI is kind of an all-in-one package.
-Cirno is consistently more difficult than before; if you were able to waltz through Rumia, you may find Cirno a real step up in difficulty.
-Meiling's Nonspells has been considerably re-balanced to contain less RNG, but overall more bullets. Her attacks scale far better on easier difficulties now.
-The book shooters in the Library no longer shoot lasers; it was completely ineffective at that range and it really only caused extra lag.
-In response to the timer system, Patchouli lowers all of the bookshelves in the library. Sorry folks, but no cheese for you.
-The ones closest to her at the start of the battle lower very slowly, so you can hopefully observe the laser gimmick once before you run out of cover.
-Sakuya is a bit harder...mostly on not-lunatic difficulties.
-Flandre's Starbow Break does slightly less damage, because wow that was overly lethal.
-The Hakurei Amulet Rifle is no longer a minigun! I have new sounds (thanks to Final Doomer), and new sprites (thanks to ZikShadow).
-Due to serious framerate issues, the player's Needles are replaced with static sprites instead of the full trail. I could not get the framerate issues to stop otherwise.
-The Hakkero Star Cannon has new sounds for both lasers and missiles.
-Hakkero Fire is significantly overhauled - it's far less blinding, has less damage, and less range. The catch? It also has +RIPPER. Go mad!
-Suika is significantly better at chasing the player if the player runs away from her.
-Orin's 2nd spellcard should cause far less lag now. It's also less absurdly lethal.
-Koishi...well, she's still Koishi.
-Sanae should cause less inexplicable lag issues.
-As should Tenshi.
-Alice has some anti-fleeing mechanisms, much like Suika, except Alice's are ten times more lethal.
-Reimu has some damage curve adjustment.
-Fantasy Seal -Blink- flies slightly more consistently, rather than flying like crazy sometimes and stopping early other times.
-Yukari's Border of Life and Death is a bit more dense. Yes, you read that right.
-Fixed a whole bunch of errors that had no effect on gameplay whatsoever.
Uh, I just gone through 1st episode, and it's very impressive (especially new first map). But Meiling's door does not lower completely (looks like this renders level unfinishable without IDCLIP).
I'll see what's with episode 2 and 3 tomorrow maybe.
Untitled wrote:Almost certainly broke compatibility with muzzdiez's add-on. Sorry about that!
I'll try to do something with it, I expect many overloaded code is have to be removed from there, and it's good - as this functionality is already in your mod.
Untitled wrote:A new MAP01!
It is pretty nice. And story told by computer terminals is also nice.
Untitled wrote:Bosses with Lifebars (that don't always work)!
Yay! Yes, I noticed some glitches in these lifebars, for example, bar of last Flandre's spell did not disappear after spell breaking. Well, I'll do some 'code review' on this some of next days, and try to find out the reason.
Also, I see you decided not to show name of midboss, and count 'compound lifebars' (nonspell+spell) as in Touhou, rather than spell cards, as I do. First may be ok; but the latter thing led to problems with some bosses (specifically, Cirno, Meiling and Patchouli; Remilia and extra bosses are ok): if they have last spell without a preceding nonspell, then the last 'lifebar', which consists of spell card only, does not counted. (That was the main reason why I counted spell cards rather than 'lifebars': last boss attack is always a spellcard, so it has no chance to be not counted).
Untitled wrote:Bosses with a timeout system!
Whoa. It is cool, looks like pacifist playtrough may be done... (In reality, no: some doors are opened only when certain enemies are killed, for example, a bunch of fairies right before midboss Meiling, so you have to kill these fairies).
But on my screen, timeout seconds and name of spell card overlap a bit. I suggest aligning seconds left to the lifebar rather that center, or moving name of enemy spellcard down a bit.
Untitled wrote:Flandre's Starbow Break does slightly less damage, because wow that was overly lethal.
Yup, at least now I became able to withstand all Flandre attacks (at least on Normal), so I'm very satisfied (for now, the most diffucult extra stage enemy for me is ex-Patchouli, but lol, I'm working on her).
Did another playthrough, thoughts on the new stuff:
Played on Loony, full 1 to 3.
- Map01 is a pretty good replacement for the old one, though more ammo could be provided. Even with all secrets found, I still ended up having to kill some high-level enemies with a chainsaw.
- Cool to see the lifebars in the mod proper, there are some problems though, like lifebars not disappearing for some bosses when they're supposed to, cases of doubling (Koishi's candles had the timers on top of each other) and the occasional name errors (rather amusing to have the game name Sanae as Pistol, must have been a long lost middle name or something).
- Also, in my playthrough, Suika for some reason didn't show up for the cutscene, doing the map again however fixed it, so I guess it's a one time deal sort of bug, still strange though.
- The new Persuasion Needles looked a bit square, maybe make them circular and smaller to give the illusion of a needle?
That would be useful for Untitled: In my Advance Pack, I experienced such errors too, when I forgot to change 'Thing ID' for some enemy. There are some scripts in TOUHOU2 lump which do it; and without proper ID reassignment, health bar appears, but remain empty, and enemy's name would be one of random text strings (I spotted TOUHOU_DOOMWEAPONS a couple times as well). In some survival spells, there is no such 'thing' with ID at all (because boss literally disappears), so there, name is specified manually in call to healtbar enable code.
So I'd suggest to look about correct IDs there.
muzzdiez wrote:Uh, I just gone through 1st episode, and it's very impressive (especially new first map). But Meiling's door does not lower completely (looks like this renders level unfinishable without IDCLIP).
Ah, crap. I was fixing a Rocket Jump Exploit, while forgetting that the first Episode is so spectacularly badly coded that raising a barrier would render it impassible. That'll be fixed as soon as I get home, it's literally a one-line-of-code fix.
muzzdiez wrote:
Untitled wrote:Bosses with Lifebars (that don't always work)!
Yay! Yes, I noticed some glitches in these lifebars, for example, bar of last Flandre's spell did not disappear after spell breaking. Well, I'll do some 'code review' on this some of next days, and try to find out the reason.
I'll check specific cases when mentioned, it's more in general lifebar code is horribly inconsistent - Episode III has always had the most breakage on my end.
muzzdiez wrote:Also, I see you decided not to show name of midboss, and count 'compound lifebars' (nonspell+spell) as in Touhou, rather than spell cards, as I do. First may be ok; but the latter thing led to problems with some bosses (specifically, Cirno, Meiling and Patchouli; Remilia and extra bosses are ok): if they have last spell without a preceding nonspell, then the last 'lifebar', which consists of spell card only, does not counted. (That was the main reason why I counted spell cards rather than 'lifebars': last boss attack is always a spellcard, so it has no chance to be not counted).
Yeah, it's a case of "usefulness" vs. "how EoSD did it". In the end I went with how the EoSD did it; Patchouli in particular is funny for how useless the last lifebar is; it could be 1, 2, or 3 spells.
muzzdiez wrote:
Untitled wrote:Bosses with a timeout system!
Whoa. It is cool, looks like pacifist playtrough may be done... (In reality, no: some doors are opened only when certain enemies are killed, for example, a bunch of fairies right before midboss Meiling, so you have to kill these fairies).
To be honest pacifying most bosses would be inadvisable anyways; all Final and Extra bosses are equipped with at least one spell that is horribly timeout unfriendly.
EDIT: And most of the rest of the bosses have at least one spell that has enough RNG to make timeout unadvisable.
muzzdiez wrote:But on my screen, timeout seconds and name of spell card overlap a bit. I suggest aligning seconds left to the lifebar rather that center, or moving name of enemy spellcard down a bit.
Ah, the woes of only testing on a 5:4 monitor. Send me a screenshot of what it looks like and I'll fiddle with the numbers.
muzzdiez wrote:
Untitled wrote:Flandre's Starbow Break does slightly less damage, because wow that was overly lethal.
Yup, at least now I became able to withstand all Flandre attacks (at least on Normal), so I'm very satisfied (for now, the most diffucult extra stage enemy for me is ex-Patchouli, but lol, I'm working on her).
Yeah, I decided that Flandre doesn't need to be the horrible boss of stupidly unforgiving death.
Spoiler:
That's what we have Yukari for.
ZikShadow wrote:- Map01 is a pretty good replacement for the old one, though more ammo could be provided. Even with all secrets found, I still ended up having to kill some high-level enemies with a chainsaw.
That's weird - both of my testers (which is, myself and my one other guy) ended with an excess of it. Then again we're both very conservative players who try to make every shot count with the SSG; we're both heavy chaingun snipers.
ZikShadow wrote:- Cool to see the lifebars in the mod proper, there are some problems though, like lifebars not disappearing for some bosses when they're supposed to, cases of doubling (Koishi's candles had the timers on top of each other) and the occasional name errors (rather amusing to have the game name Sanae as Pistol, must have been a long lost middle name or something).
You weren't trying to run this with the Advance Mod addon at the same time, right? Koishi's halfway point is a deliberate choice to break lifebar functionality; I swear I didn't even execute the timer script for Koishi's proper timeout.
The name bugs are weird; I haven't found a good reason for them. I just laugh when it happens; it's completely inconsistent in my experience - Also, fun fact: Sanae's literally never done this to me. Reimu on the other hand...
ZikShadow wrote:- Also, in my playthrough, Suika for some reason didn't show up for the cutscene, doing the map again however fixed it, so I guess it's a one time deal sort of bug, still strange though.
asddsgkjlasdfhklafdjghaf that literally makes no sense unless Suika's actor just disappeared out of nowhere
ZikShadow wrote:- The new Persuasion Needles looked a bit square, maybe make them circular and smaller to give the illusion of a needle?
I'm not going to lie, the old needles definitely looked better - the removal of trails was somewhat a forced lag-reduction measure - the sprites aren't actually mine; but I'll see if I can do something very rudimentary later today.
muzzdiez wrote:
ZikShadow wrote:and the occasional name errors
That would be useful for Untitled: In my Advance Pack, I experienced such errors too, when I forgot to change 'Thing ID' for some enemy. There are some scripts in TOUHOU2 lump which do it; and without proper ID reassignment, health bar appears, but remain empty, and enemy's name would be one of random text strings (I spotted TOUHOU_DOOMWEAPONS a couple times as well). In some survival spells, there is no such 'thing' with ID at all (because boss literally disappears), so there, name is specified manually in call to healtbar enable code.
So I'd suggest to look about correct IDs there.
I'm about 95% sure that's a symptom of a different problem - it's calling the Lifebar script, while failing to actually to set the TID of the monster in the first place - I had these exact sort of errors before back when I was dealing with other projects that involve heavy TID use - namely, the saga of SamsaraHold and the Overmind; PM me if you want the full story, it's far too much of a sidetrack to post here; long story short TID's often love to just be absolutely stupid to me.
Untitled wrote:That's weird - both of my testers (which is, myself and my one other guy) ended with an excess of it.
Hmm, odd indeed. I'm not exactly one to blindly spray fire to the walls, but what happened still happened. I did manage through, but I'm guessing those who tend to be not-so-conserving in their ammo wouldn't be so lucky.
Untitled wrote:You weren't trying to run this with the Advance Mod addon at the same time, right?
Nope. I used a HUD mod and a couple of sound mods, but since I put TD on top (and it never happening in older versions even when combined with the Advance pack), I doubt that it would mess with things directly.
I could try replaying it without any of the addons to check.
Wait a minute, Koishi's Yholl Sign doesn't even call the Lifebar script how in the hell is this actually possible?!
Ugh, I hate ACS sometimes.
EDIT: 3.5A released.
Fixes:
-MAP04 no longer requires a rocket jump to beat.
-Flandre's lifebar disappears upon defeating her.
-MAP11 and MAP12 now have a failsafe mechanism making them less breakable.
-Koishi should have less lifebar breakage.
-Bosses in Episode 3 should have less lifebar breakage.
I played another two episodes, and reviewed your changes, and very satisfied with the work you have done. Modifying each boss's properties is hard work, after all.
I may note some things detected while playing and looking through code, though. A ton of text follows:
Spoiler:
1. I see you added spawn of PowerPickup after KomachiScytheOfFinalJudgment. Thanks, my sense of beauty is satisfied now. =)
And after I found out that on MAP12, a cave where berserk medikit, soulsphere, and blue armor reside, is closed after first Suika encounter, it was, ehm... A bit all of a sudden for me, but very funny in certain way (not mentioning that I had to reload previous savegame to complete the level with 100% items).
2. Speaking of previous issues: I have seen you've fixed "I'm looking to reolve that", "No resistence yet, but it looks like I need keys", and "I have aquired the red key", but not "Is she in contained within here". And in script 1 on MAP08, Remilia is still saying that she has been defeated even on easy mode. And RanProtectionOfZenkiAndGoki, RanPrincessTenko, and AyaSarutahikosGuidance are still not +INVULNERABLE - so they are, obviously, still vulnerable while declaring spell cards (despite of existence of A_UnSetInvulnerable calls in theirs 'See' states which is supposed to execute while boss is +INVULNERABLE) - not as any of other bosses who are invulnerable at these moments.
3. Generally, there is no need to do ThingChangeTID() in healthbar initialization code (further, I will call it HIC for clarity) of certain boss actor, if it is spawned by A_SpawnItemEx() call in preceding boss actor's death; you might use TID to change it to as last argument of A_SpawnItemEx(). Or, if this boss is just placed on map (it's first nonspell of Rumia, for example), you might assign this TID in map editor.
I had to use ThingChangeTID() because otherwise I had to rewrite each boss's Death state and each map's THINGS lump or code which define things in TEXTMAP lump; it is much more ugly than use ThingChangeTID() in certain places. But you have control over all the code, so you might have done it in a more pretty way. Constant TID might do HIC more consistent and possible eliminate some issues with non-appearing healthbars.
4. Prior suggestion is not applicable if thing is spawned by DropItem actor property (as it does not support TID assignment). In this case, reassignment of TID is the only thing possible. And the other thing why DropItem is potentially bad: it drops this item, as far as I investigated, in the same moment as 'Death' state entered, not left - and thus, if *dropped* boss entered her 'See' state (and performed its HIC) in the same tick as dying actor executed stopping of HIC, it may potentially lead to inexistence of health bar or any other issues. I found out this while trying to find the exact cause of non-appearing of some healthbars. I'm not 100% sure that it *is* the exact cause, but, when I substitute DropItem property by A_SpawnItemEx() in death state (and separate it from healthbar termination code by one frame without any action, like 'TNT1 A 1'; it is somehow vital) - then I never spotted the situation when healthbar is not appeared.
5. By the way, I see another possible cause of non-appearing healthbars. Because of every boss in her Death state has two calls to ACS_NamedTerminate("BHI_BossStartAttack",0) and ACS_NamedExecute("BHI_BossStopAttack",0), both with 0 frames (so they executed simultaneously), a race condition may appear (BHI_BossStartAttack may be terminated after BHI_BossStopAttack was started, so effect of the latter may be cancelled). I see two ways how to deal with it. First one is to separate them by something like 'TNT1 A 1', as in previous suggestion (or just give both of them length of 1 frame). Second one is to incorporate ACS_NamedTerminate("BHI_BossStartAttack",0) to BHI_BossStopAttack; so it will be terminated strictly before BHI_BossStopAttack will do whatever it has to do. You already have done similar thing with timer interruption, and this led me to such idea.
6. Also, if boss is inherited from boss with the same name tag (example: YuyukoNS2 and YuyukoAsTheButterflyFlies are inherited from Yuyuko, same things with Komachi, etc), it's not required to redefine name tag, it is inherited. I see you used this with some bosses, but not with every one of them.
7. In 'Death' state, some calls to 'ACS_NamedExecute("BHI_BossStopAttack",0)' are 0-frame long, and some (notably for Suika and Koishi, for example) are 1-frame long. Is this some kind of technique to avoid race effects? I expect this may be a key to fix what I said in '5'.
8. After some thinking, I realized that your idea of using one 'star' marker for any healthbar that consist of spell with possible preceding nonspell, is quite logical, so I definitely agree with your recalculation of number of 'stars' for healthbars. Somewhere you miscalculated these values, though - I tried to find these cases and tell you about them (see below). The only exception here is Meiling, where two nonspells (MeilingNS2 and MeilingNS3) on easy and normal follow one another, so there are different conclusions possible. But if it's ok, I consider the MeilingNS2 nonspell as the whole 'star' on Easy and Normal (on Hard and Lunatic MeilingNS2 and MeilingFlowerDreamVine will be this one 'star', as normally expected).
9. Patchouli's spell cards count seems to be broken. You have nice mechanism, to which I have no access from other ACS scripts lump: it's 'patchouliSpellcards' variable. Proper use of it may make Patchouli HIC nice and clean. You just may call BHI_BossStartAttack of each Patchouli's actor (both spell and nonspell ones) with something like 'ACS_NamedExecuteWithResult("BHI_PatchouliSpellCardsRemaining")', and this script should simply return 'GameSkill() - patchouliSpellcards' as a result, if I understood Patchouli battle logic correctly. It will be even much more clear than my code.
10. Suika is really invisible at her cutscene at her second encounter on MAP12 (but she's surely there, and have a bit less than 80k health; see https://drive.google.com/open?id=1hNOKy ... yy3dwkvzcw , note result of MONSTER and LINETARGET commands). I've spotted this at least five times (in some, maybe all of them, her healthbar did not disappear after she ran away - I don't remember clearly; see this screenshot too), and only one time the situation she was visible (when playtesting a possibility to ran away from her as a midboss). May it be because of the suspension rather than termination (as was before) of scripts 4 and 5 of MAP12? May there possibly bу cured by inserting something like 'Delay(1)' between lines 142 and 143 (script 8 of MAP12, between thing moving and deactivation)?.. [UPD: Looks like you've corrected this in 3.5A]
11. On MAP12, both starting patrol points (#847 and #848) have TID of 44, and there's no patrol point with TID 43; but Suika is supposed to randomly choose between one of them in her DECORATE code. I suppose one of these points have to have TID 43 (while another one should have 44).
12. Suika and Komachi in their midboss state could be passed by - leading to global breakage of level mechanic (for example, it eliminates first nonspell of theirs boss variation, and, in the case of Suika may lead her to strange 'unmovable' state - she tries to attack you after the cutscene, but unable to move until first spell break). I suggest adding some barriers - on MAP12 it may be the same pillars like those which bars the cave where you begin, or torches like those leading to secrets; on MAP11 it may be some sort of, I somehow think, Komachi's boat which she moves off the shore while fleeing after midboss fight to the place of boss fight.
13. 'PowerBig' actor duration is set to -1. Is it some kind of play-safe elimination of this actor from the game without having it crashing is such actor has been used?
14. Sometimes two timers are overlapped each other. I spotted this while fighting Suika - her last nonspell (likely) and last spell timers were worked together, and it looked very strange, like 20-4(beep)-19-3(beep)-18-2(beep)-17-1(beep)-16-0(nothing happened)-15-14-13-...-2-1-0(spell timeouted normally, level ending cutscene appears).
15. Koishi, when hurt on DekwSign, shows lifebar again (uninitialized and empty), and it continues until she transfers me to skeleton pit at the end. I'm very discouraged by this - there's no possibility to accidentally execute healthbar starting code there. Some ACS magic happens...
16. I played through Sanae about 6 or 7 times: a couple times in ordinary game, and others in hope to break her into 'Pistol' thing discussed here; and one last time I succeeded, so I may confirm repeatability of this issue. Still I don't know why is this happen, and which coincidencies do lead to it. The only thing I may suggest is what I said in '5' and '7'.
17. And also, here are some minor bugs or strange things I found:
Spoiler:
1. RumiaNightBird and RumiaDemarcation have their HIC in 'Missile' state, while all other bosses have it in 'See' state. Is it intended? The same is with Reimu and Yukari with an exception that HIC is in 'Spawn' state there rather than 'Missile' (or 'See').
2. RumiaNS2: in 'See' state, there is 'goto Super::See'. It may interfere with parent actor (possible double call of HIC), so it looks like it has to be replaced to 'RMIA F 2 A_Chase', and 'Loop' lines (which are to be copied from original 'See' state).
3. The same thing with CirnoNS2. Here it has to be replaced to 'CIRN ABCDEF 3 A_Chase', and 'Loop'.
4. KomachiHiganRetour: should have 'true' instead of 'false' in call to BHI_BossStartAttack (it's spell rather than nonspell, after all).
5. Komachi and Suika midbosses have name tag; taking into note the first episode, it should not be displayed (you may wrap 'Write boss name' part of BHI_BossHealthIndicatorLoop into 'if (BossHealth < 100000)' condition to eliminate name tags there).
6. KomachiHiganRetour has no healthbar termination code in 'Death' state, so healthbar does not disappear.
7. SatoriTheWorld has two 'Death' states. I suppose last one overrides first one, but it looks a bit ugly and might lead to bugs, I suppose.
8. The similar thing with 'Alice' actor; it has two DropItem properties - one empty, and next one "AliceSuicideSquad" (which is intended).
9. RanYakumo: should have 1 stars instead of 2.
10. RanPrincessTenko: should have 0 stars instead of 1.
11. TenshiHeavensRock: should have 3 stars instead of 2.
12. TenshiThyViolenceNurturesUs: should have 2 stars instead of 1.
13. Cirno: should have 2 stars instead of 1.
14. CirnoIcicleFall: should have 2 stars instead of 1.
15. CirnoNS2: should have 1 star instead of 0.
16. CirnoPerfectFreeze: should have 1 star instead of 0.
17. CirnoDiamondBlizzard: as it is always final spell card, maybe it will be more clear to move 'DeathExplode' state from 'Cirno' to 'CirnoDiamondBlizzard' 'Death' state?
18. Meiling: should have ACS_NamedExecuteWithResult("BHI_SpellCardsBySkillLevel",3332) stars instead of 2 (MeilingExtremeColorTyphoon is only on skills > Easy).
19. MeilingRainbowWindChime: should have ACS_NamedExecuteWithResult("BHI_SpellCardsBySkillLevel",3332) stars instead of 2.
20. MeilingNS2: should have ACS_NamedExecuteWithResult("BHI_SpellCardsBySkillLevel",2221) stars instead of 1.
21. MeilingFlowerDreamVine: should have ACS_NamedExecuteWithResult("BHI_SpellCardsBySkillLevel",2221) stars instead of 1.
22. MeilingNS3: should have ACS_NamedExecuteWithResult("BHI_SpellCardsBySkillLevel",1110) stars instead of 0.
23. MeilingColorfulRain: should have ACS_NamedExecuteWithResult("BHI_SpellCardsBySkillLevel",1110) stars instead of 0.
24. FlandreRipplesOf495Years: does not have healthbar termination code in 'Death' state. [UPD: Looks like you've corrected this in 3.5A]
25. OrinZombieFairy: has TID of 6118, the same as following OrinNS2. Possibly may lead to race effects...
26. MarisaNS2: should have ACS_NamedExecuteWithResult("BHI_SpellCardsBySkillLevel",3322) stars instead of ACS_NamedExecuteWithResult("BHI_SpellCardsBySkillLevel",2211).
18. [After playtesting modifications of Suika and Komachi with 3.5A] I have seen some healthbars don't work now in the very new way: they appear to be fully filled and don't change - but health of boss is depleting normally when she is being shot at. Well, I thought a bit about a method to move midboss to boss position - and now I wonder, if it is possible to destroy thing associated with the midboss after she disappear rather than teleport her outside; and then, spawn new actor as boss after she's being triggered? Maybe with another TID to distinguish her from midboss; and in addition, it may be reasonable to auto-terminate BHI_BossStartAttack if there's no thing with specified TID on map - as safety measure that would allow healthbar for nonexistent bosses to disappear rather than show a garbage. Also, for Komachi, healthbar appears not in the moment she enters a fight, but as she spawns (it's obvious, because you've added HIC into 'Spawn' state.)
ZikShadow wrote:rather amusing to have the game name Sanae as Pistol, must have been a long lost middle name or something
*Sanae "Pistol" Kochiya*. Looks pretty cool, I think she would be glad to name herself like that!
Untitled wrote:Patchouli in particular is funny for how useless the last lifebar is; it could be 1, 2, or 3 spells.
Uhm, but it can be fixed with a very little effort (see above). At least she's not Koishi, who intentionally breaks mind of the player and lifebar code too (even the most useful, for me, lifebar of Benellus).
(By the way, according to ACS, Koishi is supposed to say that it's 'no lifebars anymore', but it looks like I can't see these words.)
Untitled wrote:To be honest pacifying most bosses would be inadvisable anyways; all Final and Extra bosses are equipped with at least one spell that is horribly timeout unfriendly.
But while there are touhou players exist who can 1CC at least some of canon games on pacifist Lunatic - I think it is not absolutely impossible for similarly skilled Doom players...
Untitled wrote:Send me a screenshot of what it looks like and I'll fiddle with the numbers.
Untitled wrote:Yeah, I decided that Flandre doesn't need to be the horrible boss of stupidly unforgiving death.
Spoiler:
That's what we have Yukari for.
Spoiler:
Definitely true: I still can't withstand even three spells of Yukari on Normal without dying. As with Koishi's Benellus - but that means I almost done with Koishi, which is not to be said of Yukari.
Untitled wrote:I'm about 95% sure that's a symptom of a different problem - it's calling the Lifebar script, while failing to actually to set the TID of the monster in the first place - I had these exact sort of errors before back when I was dealing with other projects that involve heavy TID use - namely, the saga of SamsaraHold and the Overmind; PM me if you want the full story, it's far too much of a sidetrack to post here; long story short TID's often love to just be absolutely stupid to me.
Yes, after looking over your code, I found no mistakes with TIDs assignment. So I suppose there are some kind of race conditions in TID setting up of which you speak about.
Untitled wrote:EDIT: 3.5A released.
I've tested it a bit; some bugs were eliminated, but some new have appeared... I'll check this out thoroughly tomorrow.
Reply to the giant text post:
1. MAP12: You're supposed to pick that up at the beginning of the map - maybe I'll pull the "start the player on top of health pickup" trick I do in Iku's fight.
2. Fixed, fixed, and fixed
3. Oh, I should've fixed this years ago - I'm plain just too lazy and I frankly do not want to actually touch my old code because I hate it. I'll get around to it someday; hopefully.
4. See above.
5. See above.
6. This is a case of "I didn't realize Tag was inherited until I got to Yuyuko" - I wasn't sure if it was or not, so I decided to play it safe. I never removed the redundant code because it never hurts.
7. I'll check it out.
8. A lot of it is me following the star-usage *exactly* as EoSD does it - and EoSD is notable for having multiple spells in a single lifebar; in general the practice of making every single spell it's own lifebar wasn't established until Mountain of Faith (where Sanae's last card had its own lifebar) and Stage 2 and 3 bosses didn't get it until Undefined Fantastic Object (where Kogasa's last card had its own lifebar); 6 games after EoSD.
9. See above; Patchouli's last lifebar was originally basically "all of the remaining spells", regardless of the number (between 1 and 3).
10, 12, 18. Fixed via making a separate Komachi and Suika midboss actor - honestly the hack was, well, just that: A Hack. So I've just decided to recode the midbosses are separate actors, thus negating the need for the giant hack.
11. Fixed.
13. That's how you're supposed to define any state that is designed to simply stop by leaving the actor in that state; see: corpses, items, decorations, and other 'static' things.
14. I don't know what causes that - the script that cancels the lifebar should also cancel the timer.
15. FUCK IF I KNOW
16. Yeah, I suspect it's this.
17. The giant small list:
Spoiler:
1: Not intended so much as "left in that state and never revisited." I don't like Rumia that much, so I've never bothered to fix it. It's also not broken, so I don't have much motivation.
2,3,4,5,6,7,8,9,10,11,12,24,25,26: Fixed.
The rest: Again, Cirno's Perfect Freeze and Diamond Blizzard were both bound to the same star in EoSD, and so were Meiling's Colorful Rain and Colorful Typhoon. I'll think about it but eh.
Screenshots: Wow, your text is really large. I don't know why your text scale is really wacky, but that's part of it - particularly in the last screenshot; spellcard names are never supposed to take multiple lines. Still, I'll tinker with the numbers; I'm just surprised.
Thanks for reply!
1. Yes, that would make things more clear (at least you're guaranteed that you don't forget to pick it up).
6. I expected this to be the most possible reason. =)
8,9,17:(13-23). Well, if it's intended - it's ok. (I never played EoSD this much to know such details; it was too hard for me even on Easy, lol.)
12. This fix is ok (it can eliminate much of problems with same actor), but can't this lead to situation when two Komachis or Suikas appear on map, if first one was not killed?
UPD: Lol, it is so. See screenshots: 1, 2, 3, also they experience spell breaks at same time. It looks funny, but... a bit strange.
13. Huh, nice thing. I should have known it, it might be very helpful. Thanks for information.
About screenshots: may it be because text scaling (Options-HUD Options-Message Options-Text Scaling(Zandronum)/Scale Text In High Res(GZDoom)) is on? (Otherwise small messages are barely visible with my 1920x1080).
By the way, I've just watched 3-hour stream by Icarus and found one issue with ScriptWait() of scripts that may become delay-free if cutscenes are off. But looks like you would not suffer from it, because you are not needed to use Marisa, Reimu and Yukari starter scripts, you did already incorporate everything in DECORATE code at needed positions.
3.5B is out, and *holy crap* there are a lot of features. And Bug fixes.
BUG FIXES: See everything in my last post. Plus a few obscure ones.
NEW FEATURES:
>>System Cards! Whereas true Spellcards are a one-time emergency-only tool, system cards are a common form of spellcard that are given multiple times throughout Episode 2 and 3. Use these whenever you feel pressured!
^With that in mind, a few maps have less health. Use your bombs! They're useful now!
^The big flashy spellcards are still a thing, of course, but those are as rare as before.
^Secret areas (MAP12, MAP15, MAP17, MAP18) no longer contain soulspheres.
>>A New CVar, touhou_nospellcards. You know, if you'd rather not deal with inventory management and high-stakes decision making.
^-This CVar gives you additional soulspheres as compensation for the lack of bombs.
^-touhou_doomweapons implicitly sets this CVar true.
Played through the whole thing again, Looney, same addons (Good ol' HUD, sounds, cannon sprites replaced), cutscenes off.
EP1:
- Had a couple of times where lifebars stuck around after they're supposed to be gone, once right after defeating Cirno, the other during Flandre's fight.
- Had a bunch of error messages pop up during Starbow Break.
EP3:
- Had a couple of missing lifebars again with Tenshi and Yukari.
- Spirit Barrier limit too low, couldn't pick up one in Reimu's stage in my no-spell-cards run.