Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Postby Untitled » Tue Sep 08, 2020 6:49 pm

TheGrandGumby wrote:I love these allies!

I've made a wad version of the allies, which allows it to be nested into a pk3. (Many have told me this is considered bad practice, but the purpose is to be friendly to mod creators.)

https://www.dropbox.com/s/smy9z4ipyj2kp5t/TouhouDoomAllies_r11.wad?dl=0

I'm including these in my Oblige mod: https://github.com/mridlen/Oblige_Realm667 (default = turned off). Let me know if this is a problem, and I can remove them.

It's bad practice because it's very inefficient - long story shorts WADs are a packed form of data, which the ZDoom client needs to unpack - which means effectively the engine has to unpack the .pk3 file, and then unpack the .wad from within the .pk3 again. It's not usually an issue (computers are fast), but in fringe cases this can cause mods to run significantly worse. Touhou Doom was one such case - when I converted Touhou Doom from a stack of wads inside a .pk3 to semi-proper .pk3 structure (the only data still in .wad form is data relating to the maps in some form), performance improved significantly.
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Postby YasuoProjectX » Sat Feb 06, 2021 4:57 pm

I want Danmaku Monster version instead but nvm i should pick this :(
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Postby Untitled » Mon Feb 08, 2021 1:00 pm

YasuoProjectX wrote:I want Danmaku Monster version instead but nvm i should pick this :(


You probably should check the options, then.

I added those sliders so you got some choice in what to encounter.
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Postby marco.nadal.75 » Sun May 09, 2021 10:29 pm

I skimmed the TouhouDoom thread as well as this one.
To get the complete, best possible Touhou experience in Doom, is this the correct load order?

touhoudoom_v1.23.pk3
TouhouDoomEnemies_r15.pk3
TouhouDoomWeapons_r9.pk3
TouhouDoomAllies_r11.pk3

When I run this in GZDoom 4.4.2 or 4.5.0

I get the following error:

Execution could not continue.

Script error, "TouhouDoomEnemies_r15.pk3:cvarinfo" line 1:
cvar 'touhou_nospellcards' already exists

If I delete the CVARINFO.txt from TouhouDoomEnemies_r15.pk3,
I get a whole lot of warnings, and the following error:

Execution could not continue.

Script error, "TouhouDoomAllies_r11.pk3:decorate/allies/reimu_ally.txt" line 923:
Script error, "TouhouDoomAllies_r11.pk3:decorate/allies/reimu_ally.txt" line 923:
Tried to define class 'ReimuHakureiAmuletTrailA' more than twice in the same file.

Any help would be greatly appreciated.
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Postby Untitled » Wed May 12, 2021 6:55 am

marco.nadal.75 wrote:I skimmed the TouhouDoom thread as well as this one.
To get the complete, best possible Touhou experience in Doom, is this the correct load order?
[omitted]


That is not the correct load order - Touhou Doom is itself a standalone doom mapset; it should not be loaded with the gameplay mods, as there will be conflicts on literally everything; just load Touhou Doom by itself to play the actual mapset. The separate gameplay mods (monsters + weapons) are simply for if you want to run Touhou Doom on non-Touhou Doom mapsets because you enjoy the danmaku combat that much, and the ally pack for if you feel like obliterating a wad with very little effort involved.
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Postby marco.nadal.75 » Wed May 12, 2021 7:42 am

Thanks for that! I have gone through the warp gate and entered Gyoku-- Gyokusyo -- Zun's HappyPlayElfLand... sorry I only know Touhou from Tom & Jerry re-animations on YouTube... and playing the original Breakout game in an emulator. Anyway, I'm still just using the standard Doom arsenal with limited ammo, and Reimu is really letting me have it -- I'm guessing I'll get a magical wand later on...

I remember a Touhou mod that had a repurposed Hexen wand as the default weapon, it had some fairies but also the default monsters... I played it with BIGOPEN.WAD, the map that has all of the Doom1 Ep1 maps mashed into one big map. Turning on '-fast' setting certainly had me swimming in a sea of bullets.
Big open linear levels like that are surprisingly rare; any recommendations?
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Postby marco.nadal.75 » Wed May 12, 2021 6:08 pm

marco.nadal.75 wrote:Big open linear levels like that are surprisingly rare; any recommendations?


BIGOPEN.WAD
empyrion_v39_bfg.pk3
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