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Script warning, "TouhouDoom_v1.08.pk3:decorate/rumia.txt" line 1756:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/rumia.txt" line 1777:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/rumia.txt" line 1798:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/rumia.txt" line 1819:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/rumia.txt" line 1840:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/rumia.txt" line 1861:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/patchouli.txt" line 7296:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/fairies/exfairy1.txt" line 2424:
Truncation of floating point constant 7.500000
2) in map09, after killing the first large horde of monsters, the successive staircase (but before encountering the cyberdemons) contain two linedefs which seem to miss the script, as shown by the message: "P_StartScript: Unknown script 0".
QuakedoomNukem Cz wrote:You seem to have accidentally deleted DIPP_ESM from the files, when importing the smaller music files I've sent you. Same thing with BURNHEAT. Also, Map21 music description still says it's Gradius 3, but it's 5, along with it being possible to play again, after the cyberdemon is killed. Suggestion? Cyberdemon steps over it and triggers the music instead. It's a good thing I've backed all of the music up before doing what I did. https://www.dropbox.com/s/al71t04cc9b7q ... v.zip?dl=0
sdlk;gjsdfljkgjldfkgjldfkjgdflkjgdfg, dang it
EDIT: Fixed now.
Edward-san wrote:Bug reports:
1) these warnings appear in the console:
Script warning, "TouhouDoom_v1.08.pk3:decorate/rumia.txt" line 1756:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/rumia.txt" line 1777:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/rumia.txt" line 1798:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/rumia.txt" line 1819:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/rumia.txt" line 1840:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/rumia.txt" line 1861:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/patchouli.txt" line 7296:
Truncation of floating point constant 7.500000
Script warning, "TouhouDoom_v1.08.pk3:decorate/fairies/exfairy1.txt" line 2424:
Truncation of floating point constant 7.500000
2) in map09, after killing the first large horde of monsters, the successive staircase (but before encountering the cyberdemons) contain two linedefs which seem to miss the script, as shown by the message: "P_StartScript: Unknown script 0".
Fixed both.
EDIT: Touhou Doom V1.09 is out, link in the OP
Last edited by Untitled on Fri Jun 07, 2019 8:30 pm, edited 1 time in total.
Yet another bug report: When fighting Mephistopheles as a extra true final boss, in 9th Circle Of Hell, when you survive, Remilia doesn't get killed and completely breaks the fight, as the final phase "Inferno" doesn't happen, even if you kill her afterwards, since she has a countdown.
QuakedoomNukem Cz wrote:Yet another bug report: When fighting Mephistopheles as a extra true final boss, in 9th Circle Of Hell, when you survive, Remilia doesn't get killed and completely breaks the fight, as the final phase "Inferno" doesn't happen, even if you kill her afterwards, since she has a countdown.
Fixed.
Okay, so 1.1 is out.
Full changelog, because this *isn't* a pure fix release:
Spoiler:
-All Protips are now printed to the console. I didn't even realize HUDMSG_LOG was an option, because I'm kind of dumb like that.
-All BGM messages are printed to the console as well.
-Utsuho's <!> CAUTION <!> signs should display properly no matter what monitor setup you're using.
-The two shmup segments (MAP20 and MAP28) now have a massive visual overhaul:
^-It's displayed from TRUE top-down perspective.
^-Certain bullets are more visible.
^-All enemies in these stages have +FORCEXYBILLBOARD.
^-The player has a 'phantom player', that is always visible, and is larger than your actual hitbox.
-Hakurei Amulet (the Player's version) is no longer additively rendered, making it more usable (blocking visibility less egregiously).
-All player projectile sprites have +FORCEXYBILLBOARD. There's literally only two maps where this matters, but hey.
-MAP21's floors should no longer lower twice.
-MAP23's BGM text is in SMALLFONT instead of BIGFONT.
-MAP25 is less brutal on easier difficulties. Lunatic is still Lunatic, however.
-MAP25's boss uses the correct music (Last boss theme instead of Normal boss theme from DDP DOJ)
-MAP27C starts removing monsters at certain milestones to help with framerate. Hoepfully.
-As it turns out, Thing_Destroy doesn't work on things without +SHOOTABLE. This broke the ending of Cocytus, thanks to Remilia's gimmick. Swapped it out for Thing_Destroy.
your changes on the line bullet shot (which had a dot in it) to a blue arrow shot quite makes an utter lag, preferably because of how rapid the fairies is firing (most lag is on e1m3, meiling's level)
i had a decent pc with 1gb vram and 4 gb ram but it still makes my pc laggy. could you change it again or at least revert it?
anyhow the full release rocks
slyrboi wrote:i luv all the additions but there's a downside.
your changes on the line bullet shot (which had a dot in it) to a blue arrow shot quite makes an utter lag, preferably because of how rapid the fairies is firing (most lag is on e1m3, meiling's level)
i had a decent pc with 1gb vram and 4 gb ram but it still makes my pc laggy. could you change it again or at least revert it?
anyhow the full release rocks
If that's lagging you, I'm not sure there's too much I can do to help - mostly because later stages (particularly a few in Episode IV) are much much worse, performance wise. I'll admit it's an ongoing issue.
ANYWAYS, 1.11 is out.
For those who are interested:
Spoiler:
-Bad news, folks: The books in MAP05 are no longer free kills if you can hit them. They also take longer to expire.
-The good news: They're visible now. You can actually see where to shoot, which means the section is less stupid than it used to be.
-Midboss Ran's noncard is easier to read.
-Bullets in Yukari's Spiriting Away are no longer as monstrously large.
-Spider Mastermind default bullets look nicer.
-Mephistopheles now jumps in the air when he uses his air burst attack in 'Lust'.
-Youmu should no longer go invisible during her third card in extra story.
Hey, is their some kind of bug on Level 5 in episode 1-I noticed that when I cleared the first section of the Library and obtained the red skull key-nothing happened-the whole thing seemed to lock down, was their supposed to be some kind of boss fight or something?
I'm also running it with Brutal Doom v2, could that have something to do with it?
And just gonna throw this out there: the beefier weapons and added mobility, i.e. rolling, slide, do not help.
*Edit: I skipped the level, and everything seemed to work fine after that.
Commissar Farzi wrote:Hey, is their some kind of bug on Level 5 in episode 1-I noticed that when I cleared the first section of the Library and obtained the red skull key-nothing happened-the whole thing seemed to lock down, was their supposed to be some kind of boss fight or something?
I'm also running it with Brutal Doom v2, could that have something to do with it?
And just gonna throw this out there: the beefier weapons and added mobility, i.e. rolling, slide, do not help.
*Edit: I skipped the level, and everything seemed to work fine after that.
Uh, you definitely shouldn't be playing Touhou TC with Brutal Doom. It's only going to break the game more and more the further you play. There is no bug and any issue you are encountering is because of Brutal Doom.
SLON wrote:As far as I remember, in the older version there were different (incomplete) final levels.
Also, was it somehow related to Boss Rush (and by the way, where is he now)?
Touhou Boss Rush is a remnant of DustedPandemonic's take on the concept, which was left...not complete, to say the least.
This is not related aside from inspiration.
Dusted's actually pretty cool now. He does some mods, such as Pandemonia (in gameplay mods somewhere).
skdursh wrote:
Commissar Farzi wrote:Hey, is their some kind of bug on Level 5 in episode 1-I noticed that when I cleared the first section of the Library and obtained the red skull key-nothing happened-the whole thing seemed to lock down, was their supposed to be some kind of boss fight or something?
I'm also running it with Brutal Doom v2, could that have something to do with it?
And just gonna throw this out there: the beefier weapons and added mobility, i.e. rolling, slide, do not help.
*Edit: I skipped the level, and everything seemed to work fine after that.
Uh, you definitely shouldn't be playing Touhou TC with Brutal Doom. It's only going to break the game more and more the further you play. There is no bug and any issue you are encountering is because of Brutal Doom.
What skdursh said. I've added compatibility for weapon mods (via touhou_doomweapons), but I have not added anything past that.
So I still did not understand how it was and what is connected. For now I have three different versions: some old version, which is completely different; unfinished reworked version from 2017; this release.
How did Touhou Doom develop at all, by whom, and in what order? For all this is somehow overly confusing.
So, the actual long story behind the entire mod is kind of funny.
I'm friends with another modder that I quite respect, who goes by 'TerminusEst13'.
He's a good modder. He also livestreams on occasion. One of these streams was
on a particular combination of mods - his DemonSteele (a great mod, you should
check it out if you haven't already) combined with a mapset called "Touhou Doom".
Now, this probably won't come as a shock: I'm a Touhou fan. So when I saw this,
I knew I had to watch. And, it might not be a masterpiece, but hey, maybe it'll be good.
It wasn't. It was...lacking in many, *many* aspects.
So lacking was it, that after I watched it end, I knew for a fact that,
despite not being the strongest modder in any respect, I could make something better.
Not being one to simply sit around and complain, I hammered out a proof of concept:
Cirno, the first Touhou Boss. She had phases, utilizing the system that is familiar
to fans of the Touhou games: The Spellcard System.
Once I had Cirno done (a few iterations of improving the fight later, of course),
I decided that I had enough knowledge that I wanted to try remaking Touhou Doom.
In its entirety. At least until eventually I got bored, or it got too hard to keep it up.