Alice: Toys of Madness v1.2.0 - Feb 13, 2025

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Re: Alice: Toys of Madness v1.0.0 - Sep 16, 2024 UPDATE

Post by Jekyll Grim Payne »

Version 1.0.0 is out now!

I don't have a cool new trailer yet, but you can read a changelog — with pictures! — and download v1.0.0 right here: https://github.com/jekyllgrim/Alice-Toy ... /tag/1.0.0

The list of changes is very large, so I'll cover only the main ones briefly.

General
  • Added support for player colors — visible both in the Player Setup menu, and on the actual 3D model.
  • Added extended third person camera options that replace the default chasecam — see the Mod Settings menu. You can choose between Classic, Over the shoulder and Custom 3rd-person cameras.
  • More features related to Alice's 3D model: more animations for each weapon (e.g. 3 separate knife attack moves both in 1st and 3rd person), Rage Mode model, Mock Turtle Shell model (with relevant powerups).
  • In-world crosshair indicator that can be used in 3rd and (optionally) 1st person in the style of American McGee's Alice.
Movement
  • Better non-slippery movement in 3rd person for better control of movement directions.
  • Coyote time (after crossing a ledge you'll walk on air and be able to jump off it for 10 tics). Better platforming!
Weapons
  • All melee weapons now feature input buffering system that makes performing combos much easier. Just keep tapping, and the Knife/Hobby Horse will keep swinging!
  • Hobby Horse: overall buffed. It can now stun enemies (stun chance is based on enemy's max health), has slightly longer range, and you can also hold the attack button to hold and charge melee strikes for added damage and stun duration. During secondary attack you'll fly through actors so you never end up on top of another one.
  • Jacks: in secondary mode will properly start aiming at a valid enemy if thrown directly at one, and will no longer try to clip through geometry. Also, slight damage buff per hit.
  • Pepper Grinder: secondary attack's projectiles can now pierce enemies, but on each pierce their damage is reduced (at least by 50%). If a projetile has exhausted its damage, it disappears immediately.
  • Ice Wand: ice walls spawned by the alternative attack will now protect against splash damage. You can finally shield yourself from Cyberdemon's rockets!
  • Eyestaff: LOTS of buffs. This weapon just wasn't very efficient and wasn't a good ammo investment; now it hopefully is.
    - Much faster beam charge time, and the beam will be much easier to fire in short bursts.
    - Higher beam damage and stunlock potential.
    - Reduced beam mana consumption.
    - Firing a beam will no longer always spawn a projectile. Instead, to fire a projectile, you'll need to channel the beam for full 2 seconds. The projectile spawned after the beam will no longer deal ANY damage to its shooter, so don't be afraid if that happens inclose quarters.
    - Secondary attack (meteor shower): faster to charge, projectiles are fired faster, mana consumption rate reduced.
    - Secondary attack projectiles will now aim at monsters (although they won't continue homing at them if the monsters move around, they're only aimed initially). These projectiles now also deal only 25% of their splash damage to you, so even if you're under the shower, you likely won't die.
    - The in-world indicator used by the secondary attack is now animated, and it'll reflect by how much you've charged the attack.
  • Bluderbuss: now much easier to find. Specifically, it's guaranteed to replace BFG9000. Also, mana cost per shot reduced: with full mana you can now fire 5 times instead of 3. Bluderbuss shot damage is now 300 points on impact (used to be a random value between 80 and 1600), and the explosion damage is now 1024 (used to be 512).
In addition there are lots of bug fixes related to weapon sprite positioning, ice wall being movable, some projectiles piercing through actors that aren't piercable, and many other things.

Follow the link above for the FULL detailed changelog!
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Re: Alice: Toys of Madness v1.0.0 - Sep 16, 2024 UPDATE

Post by BLSZDOOM »

good lad,good work
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Re: Alice: Toys of Madness v1.0.0 - Sep 16, 2024 UPDATE

Post by Someone64 »

The coyote time feels more than a bit overtuned as it feels like I have Princess Peach's dress from Smash every time I walk down a small, not even that steep staircase. I've been running into situations where I use stairs as cover by popping up and down the stairs but instead of being able to use it as cover, I just float when I retreat down and get shot a lot. Even the tiniest little bumps on the ground will cause you to float and lose control of your movement since you don't have as much control of yourself in the air as you do when grounded. You can see this at its worst in the first map of Memento Mori for example.

I really like the authenticity the better chasecam adds and I'd recommend adding an option to bind the chase command to a key in the mod's options menu if that's even possible. (I know it's possible to just bind it in the console but still)
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Re: Alice: Toys of Madness v1.0.0 - Sep 16, 2024 UPDATE

Post by Jekyll Grim Payne »

Someone64 wrote: Tue Sep 17, 2024 3:27 pm The coyote time feels more than a bit overtuned as it feels like I have Princess Peach's dress from Smash every time I walk down a small, not even that steep staircase. I've been running into situations where I use stairs as cover by popping up and down the stairs but instead of being able to use it as cover, I just float when I retreat down and get shot a lot. Even the tiniest little bumps on the ground will cause you to float and lose control of your movement since you don't have as much control of yourself in the air as you do when grounded. You can see this at its worst in the first map of Memento Mori for example.

I really like the authenticity the better chasecam adds and I'd recommend adding an option to bind the chase command to a key in the mod's options menu if that's even possible. (I know it's possible to just bind it in the console but still)
Yes, the coyote time is badly done in the current stable released, but it's already fixed in a dev build, so I recommend getting that. I removed the floating completely, so all it lets you do is jump off air, and it doesn't interfere with normal movement.
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Re: Alice: Toys of Madness v1.0.1 - Updated 19.09.2004

Post by Jekyll Grim Payne »

Alice: Toys of Madness v1.0.1
Download: https://github.com/jekyllgrim/Alice-Toy ... ess101.pk3

Changes
  • Coyote time no longer negates gravity. You can jump off air but you can't walk on it. This will prevent awkward floaty movement next to small ledges (especially stairs).
New features
These new features are aimed to be complete by v1.1.0, so while they are present in v1.0.1, they are subject to change by the next release.
  • Added configurable shadow under Alice. The shadow can be fully 3D or a simple blob (adjustable in Mod Settings). The intention with it is to serve as a simple marker of the spot above which you are located, like in classic platformer games.
  • Added dust devils spawned at Alice's feet while she's moving on the ground.
  • The scale of the Eyestaff beam will now slightly jitter to match the jittering of the weapon itself, making the look of the beam a little more dynamic
Bug fixes
  • Fixed cases where dealing damage to a voodoo dolls could cause a VM abort
  • Fixed Eyestaff beam not appearing at all if the attack hit a sky or horizon
  • Fixed a minor oversight where receiving a Rage powerup directly (e.g. through cheats), in contrast to getting it from the Rage Box world object, would not fully switch Alice's model to Rage version
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Re: Alice: Toys of Madness v1.0.1 - Updated 19.09.2004

Post by abelar »

Awesome mod, but it crashes like hell. I am using the latest GZDoom v4.12.2 with mk-crits, damnums, intelligent-supplies and some monster packs. It seems like it crashes with certain monster packs more often than the others, still not sure about this.
Also using "eye-on-a-stick" weapon specifically (don't remember how it was called in original game, if it was there at all) causes crashing in some cases.
Last edited by abelar on Sat Jan 04, 2025 11:24 pm, edited 4 times in total.
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Re: Alice: Toys of Madness v1.0.1 - Updated 19.09.2004

Post by Jekyll Grim Payne »

abelar wrote: Thu Sep 19, 2024 6:39 pm Awesome mod, but it crashes like hell. I am using the latest GZDoom v4.12.2 with mk-crits, damnums, intelligent-supplies and some monster packs.
I'm sorry but I will not be able to debug this with an hour-long video. Since I'm not getting any issues on my end, to look into this I'll need actual bug reports - with a list of loaded mods, steps to reproduce the issue and error messages you're getting.
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Re: Alice: Toys of Madness v1.0.1 - Updated 19.09.2024

Post by abelar »

Where gzdoom stores it's log files? how to activate logging? Because It is impossible to see any error messages in console for me - game just hangs and the only way to deal with this is just to kill it through task manager. Other then that it doesn't shows anything unusual, just info about pickups and other crap.

List of mods (used with Doom Launcher https://github.com/nstlaurent/DoomLauncher ):
fast monsters is on

Using Eyestaff (or Pepper Grinder) more likely leads to crashing with any mods, but it happens more often with mercilessmonsv0.7
Video is just a gameplay footage, wasn't planing to do a bug report but ok :)
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Re: Alice: Toys of Madness v1.0.1 - Updated 19.09.2024

Post by Jekyll Grim Payne »

abelar wrote: Fri Sep 20, 2024 3:11 am Where gzdoom stores it's log files? how to activate logging? Because It is impossible to see any error messages in console for me - game just hangs and the only way to deal with this is just to kill it through task manager.
Unfortunately, it sounds like there's an infinite loop happening somewhere. It's not very likely it's caused by my mod itself, but it's possible some of the inter-mod interactions cause it. Since it's an infinite loop that causes a freeze, there wouldn't be a way to detect what causes it exactly (not easily, anyway), but you can try detecting what's happening right before that.

To do that you'll need to:
  • Type tom_debugmessages 2 in the console when playing. This will flood the console with a lot of debug messages.
  • Launch gzdoom with the +logfile log.txt parameter. This will create a log.txt file in your GZDoom folder and and will output console log into it. Note, this parameter has to be enabled on every launch, so it might be a good idea to just put logfile log.txt in your autoexec.cfg. The file will be rewritten on each GZDoom launch.
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Re: Alice: Toys of Madness v1.0.1 - Updated 19.09.2024

Post by abelar »

I don't see any unusual behavior myself: https://jmp.sh/s/p1ZhCqanu9Apoo8oj03A (is this txt hosting site is ok?)
Now it got frozen when I used knife, as you can see by the log.

Those looking suspicious though:

Code: Select all

...
Invalid data encountered for texture AliceToysOfMadness101.pk3:sprites/items/glasses/files.txt
...
Script warning, "mercilessmonsv0.7.pk3:actors/dreamer.txt" line 788:
Truncation of floating point constant 0.075000
...
FindModel: 'Models/alice/circle.obj' not found
circle.obj: model not found in Models/alice/
Skin 'blobshadow.png' not found in 'tom_playershadow'
...
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Re: Alice: Toys of Madness v1.0.1 - Updated 19.09.2024

Post by Jekyll Grim Payne »

abelar wrote: Fri Sep 20, 2024 6:15 am I don't see any unusual behavior myself: https://jmp.sh/s/p1ZhCqanu9Apoo8oj03A (is this txt hosting site is ok?)
Now it got frozen when I used knife, as you can see by the log.
Were you using the same list of mods as above? Also, which map you were on? Was there anything specific you were doing?

Upd: sorry, I realized the loaded archives are listed in the log itself. I'll see if I can figure this out.
abelar wrote: Fri Sep 20, 2024 6:15 am Those looking suspicious though:

Code: Select all

...
Invalid data encountered for texture AliceToysOfMadness101.pk3:sprites/items/glasses/files.txt
...
Script warning, "mercilessmonsv0.7.pk3:actors/dreamer.txt" line 788:
Truncation of floating point constant 0.075000
...
FindModel: 'Models/alice/circle.obj' not found
circle.obj: model not found in Models/alice/
Skin 'blobshadow.png' not found in 'tom_playershadow'
...
No, that can't be it. The former is not from my mod, and also not something that could cause a freeze, and the latter is indeed an oversight, but again, not anything that could cause any visible issues (I will fix it though, thanks for pointing it out).


UPD:

So, I playtested your load order for a little over an hour, and alas, that I've seen no freezes, VM aborts or crashes. I'm sorry for the "works-on-my-machine" response, but while seemingly random issues are possible with such a large list of mods, at this rate there's just nothing I can do to diagnose them. If you can figure out which specific mod combination causes them (most likely it's one specific mod), and if there's at least a somewhat consistent way to reproduce the issue, I'll be happy to look into it.

One note: when testing, I had Alice: Toys of Madness loaded last, after all other mods. I don't know if that had an effect, but it's often preferable to have the key gameplay mod loaded last.
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Re: Alice: Toys of Madness v1.0.1 - Updated 19.09.2024

Post by abelar »

Finally GZDoom gave me something to work with: https://github.com/ZDoom/gzdoom/issues/2724 :)
Changed the mod loading order and got a complete detailed report with minidump.
So, I playtested your load order for a little over an hour, and alas, that I've seen no freezes, VM aborts or crashes. I'm sorry for the "works-on-my-machine" response, but while seemingly random issues are possible with such a large list of mods, at this rate there's just nothing I can do to diagnose them. If you can figure out which specific mod combination causes them (most likely it's one specific mod), and if there's at least a somewhat consistent way to reproduce the issue, I'll be happy to look into it.
Have you tested it with godmode on? It happens only while you taking damage (and dying as well) and quicksaving-quickloading a lot. With godmode game can work without any crash for hours on my side.

UPD: minimal mod order list to get crash: UPD: yeah, darkdoomz makes no difference.
Last edited by abelar on Sat Sep 21, 2024 3:27 pm, edited 1 time in total.
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Re: Alice: Toys of Madness v1.0.1 - Updated 19.09.2024

Post by Jekyll Grim Payne »

I tested both with and without godmode. Are you certain that DarkDoomZ is actually relevant in this equation? It seems unlikely since it doesn't interact with actors.

I'll try some more and see if anything happens, but so far — no dice.

Upd: Nope, this doesn't trigger for me. I tried with merciless monsters, with another monster pack, with and without DarkDoomZ, with AutoAutoSave, multiple save/loads, getting damaged, killed. No fatal errors, no freezes. Sorry :(
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Re: Alice: Toys of Madness v1.0.1 - Updated 19.09.2024

Post by abelar »

Jekyll Grim Payne wrote: Sat Sep 21, 2024 5:21 am Upd: Nope, this doesn't trigger for me. I tried with merciless monsters, with another monster pack, with and without DarkDoomZ, with AutoAutoSave, multiple save/loads, getting damaged, killed. No fatal errors, no freezes. Sorry :(
Then it's time for me to reinstall Windows, I guess :) Also I've played a lot of other WADs yesterday (~1.5-2 hours) with my standard mod "loadout" and it was perfectly fine. Maybe newer mods, made specifically for GZDoom 4.12.2 use something, that my system doesn't like for some reason. Hmmmm... :?
Btw, quick question: do you have an nVidia or AMD gpu?

UPD: it is related somehow to big enemy hordes and dealing damage to them (and taking damage as well). It building up throughout play time and in some point can result in crash, like some sort of counter overflow. If you a killing enemies fast enough it might be just fine.
Last edited by abelar on Sun Sep 22, 2024 3:40 pm, edited 4 times in total.
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Re: Alice: Toys of Madness v1.0.1 - Updated 19.09.2024

Post by Agitatio »

Tremendous spritework! And the fact that all the effects line up with sprites perfectly is something I've never seen before.
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