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

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Jekyll Grim Payne
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Re: Alice: Toys of Madness v1.1.0 - Updated 19.09.2024

Post by Jekyll Grim Payne »

Version 1.1.0 is out!

Download: https://github.com/jekyllgrim/Alice-Toy ... s/tag/1.10

Trailer:


Changes
  • Hobby Horse - secondary attack:
    - Performing alt attack on the ground will momentarily push away nearby shootable actors as long as they aren't boss monsters and don't have bDontThrust.
    - Throw velocity is calculated as player's velocity at the moment of jump multiplied by a factor, where the factor is a value between 0.9 (if the enemy's mass is 100) and 0.5 (if the enemy's mass is 1000), but not clamped to these values.
    - The swing movement of the horse when performing the jump now deals damage, like a regular swing attack, except it doesn't stun or push enemies it hits (so it doesn't interfere with the jump attack itself), and doesn't produce wall impact sounds if it hits geometry. This swing will deal 10 damage in the main swing phase and then 50 damage in the falling phase.
  • Blunderbuss buffs:
    - Ammo consumption per shot reduced from 60 to 50 (6 shots in total instead of 5)
    - Explosion damage buffed from 1024 to 1200
    - The no-falloff damage distance increased from 256 to 320 (explosion will deal full damage within this distance)
  • Revised ammo spawning rules:
    - Cell ammo can now be replaced either with green or purple mana (previously was always purple). New chances are: Cell - 50% green, 50% purple; Cell Pack - 30% green, 70% purple.
    - Both Clip and Shell can still be replaced by yellow or green mana, but the chances are now different. Clip - 80% yellow, 20% green; Shell - yellow 40%, green 60%; Clip Box - yellow 20%, green 80%; Shell Box - yellow 60%, green 40%.
    - If mana is dropped by an enemy rather than spawned in the world, it'll always be a small version of the mana pickup, and enemies will never drop two mana pickups at once.
    - If one ammo pickup is replaced with two mana pickups (most mana types have a chance of that happening), they will be much more likely to be both small pickups.
  • Improved non-English-letter glyphs in the fonts.
  • The health/armor numbers on the HUD are now much bigger and better placed.
New features
  • All weapon pickups now have a pulsing brightness effect to make them more visible.
  • Under the hood, a new system for displaying debug information was added. Curious players may find it under the Debug submenu in Alice: Toys of Madness settings.
Bug fixes
  • Fixed an issue during Hobby Horse's alt attack that caused the red trails to disappear under Alice.
  • Fixed Eyestaff's beam appearing incorectly positioned during the first frame of its attack.
  • Fixed Alice's 3rd-person model animation issues when holding/charging Hobby Horse's swings.
  • Fixed Vorpal Knife hits producing sparks from bleeding monsters. They will now properly appear only when hitting geometry and non-bleeding but shootable actors.
  • Fixed some issues with melee attack sounds.
  • Fixed dust devils produced when Alice moves not having the NOTIMEFREEZE flag.
  • Fixed missing localizations.
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Re: Alice: Toys of Madness v1.1.0 - Nov. 21, 2024

Post by TenebrusPrimordium »

https://imgur.com/a/oLCGX6N

As can be seen from the screenshot, this error occurs constantly, clogging the log. Yes, it's Delta Touch.
I checked - this is exactly the problem with the mod. During the first launch and the launch in the screenshot, a lot of time and various DEV updates (4.10+ versions) passed.

On the screenshot: Delta Touch latest version, GZDOOM 4.13.2, Doom 2 and Alice mod, no others.

Any log entry such as “taking ammunition” disappears after a couple of seconds, covered by new error messages. The mod is still playable, it seems (checked through "give all"), but the error has been here for a long time.
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Re: Alice: Toys of Madness v1.1.0 - Nov. 21, 2024

Post by Jekyll Grim Payne »

TenebrusPrimordium wrote: Thu Nov 28, 2024 12:45 pm https://imgur.com/a/oLCGX6N

As can be seen from the screenshot, this error occurs constantly, clogging the log. Yes, it's Delta Touch.
I checked - this is exactly the problem with the mod. During the first launch and the launch in the screenshot, a lot of time and various DEV updates (4.10+ versions) passed.

On the screenshot: Delta Touch latest version, GZDOOM 4.13.2, Doom 2 and Alice mod, no others.

Any log entry such as “taking ammunition” disappears after a couple of seconds, covered by new error messages. The mod is still playable, it seems (checked through "give all"), but the error has been here for a long time.
Can't say anything about "taking ammunition" because my mod doesn't have a line like that anywhere, so it's definitely not one of my debug messages leaking or anything like that.

As for the "animation null" error, I've seen a few reports on it here and there, but the reasons behind it are elusive. All I can say definitively is that it's not limited to my mod, and it has appeared in other mods that also use IQM models. Do you know which renderer Delta Touch is using? Is it even able to choose between openGL and Vulkan? It might have something to do with it.
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Re: Alice: Toys of Madness v1.1.0 - Nov. 21, 2024

Post by TenebrusPrimordium »

/I don't really understand the interface, so I can't write this with a quote/
Delta runs on GLES 2.0./3.2 and Software renderer, both get this error. As for ammunition, this is just an example.
What I mean is that the “null error” is spamming the log.

It's a shame that this problem eludes fixing. I informed one of the people who are responsible for Delta Touch. Well, let's hope it gets fixed later.

I don’t remember whether it was the selection of weapons, armor or health, but the entry(picked up "X" or something like it) went up higher and closed with new error messages. I just checked it on Software and Gles 2.0 - the error remains.
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Re: Alice: Toys of Madness v1.1.0 - Nov. 21, 2024

Post by Jekyll Grim Payne »

TenebrusPrimordium wrote: Thu Nov 28, 2024 2:21 pm /I don't really understand the interface, so I can't write this with a quote/
Delta runs on GLES 2.0./3.2 and Software renderer, both get this error.
Software doesn't fully support 3D models (and many other effects), so this is expected. I'm talking to some people about this at the moment. It's definitely related to the IQM model format but it's not a mod issue. It might be the GLES renderer issue or an IQM loader issue. I'll try to get things moving towards fixing this with the devs (if it is at all fixable).

UPD: This is indeed a GZDoom bug, and it seems it's going to be fixed soon, so there's good news. (It can be triggered on PC as well, but it's tougher to do than on Delta Touch.) Then, of course, it'll be some time before Delta Touch implements the fix. For now there's nothing else to do but wait.
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Re: Alice: Toys of Madness v1.1.0 - Nov. 21, 2024

Post by Unregret »

Hopefully, we can have Cheshire Cat as a companion ^ ^ for this mod.
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Re: Alice: Toys of Madness v1.1.0 - Nov. 21, 2024

Post by ChrisOzzie »

Hi. This is an amazing mod! I'm lovin the sprites, weapons, UI, powerups, kinda everything i guess.

TLDR & Condensed Explanation: I'm very suspicious that Gunsbonsai 0.10.6 and this mod (v1.1.0 of this mod and 4.12.2 of GZDoom) can cause crashes when selecting certain weapon upgrades from the Gunsbonsai mod. As for the circumstances, the game will crash when the player dies... sometimes... late into the WAD/episode/campaign (happened when playing Doom 1 episodes and TNT). I'll have to verify later, but I'm almost certain that selecting the rapid fire weapon upgrade from Gunsbonsai will make the game crash when the player dies and has a weapon with the aforementioned upgrade equipped. I really loved Alice Toys of Madness, so I'll return to this later with its latest version, an updated GZDoom and verify if there's a conflict between Alice Toys of Madness and Gunsbonsai.

Thanks again for sharing this mod with us.
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Last edited by ChrisOzzie on Fri Apr 11, 2025 12:23 am, edited 3 times in total.
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Re: Alice: Toys of Madness v1.1.0 - Nov. 21, 2024

Post by Blacklightning »

Quick bug report while I'm giving the mod a whirl: the reticule seems to be affected by teleporters that affect monsters. If you hover your aim over it, the reticule rapidly teleports like every frame and makes a lot of sparks and noise. Noticed it with the teapot here in Overboard.wad map 02, though I didn't think to test whether other weapons were affected:

https://i.imgur.com/HaP0DSc.png

Also I dunno if this is just me and my settings but just in case: If I run this with Wadsmoosh the episodes don't all fit on one screen lmao:

https://i.imgur.com/Sjn0dXj.png

Good luck with polishing!
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Re: Alice: Toys of Madness v1.1.1 - Dec. 6, 2024

Post by Jekyll Grim Payne »

Version 1.1.1 is out

New features
  • Added faint steam particles raising above the Ice Wand in first person
Bug fixes
  • Fixed Teapot Cannon in-world aiming indicator triggering teleporters (causing teleport fog to spawn and teleport sound to play)
  • Fixed the reflection in the ice crystal of the Ice Wand first-person sprites catching parts of the player model, causing odd visuals
  • Fixed a minor mistake in MENUDEF that triggered a console warning (without any negative consequences)
  • Some minor internal code cleanup
Blacklightning wrote: Tue Dec 03, 2024 8:51 pm Also I dunno if this is just me and my settings but just in case: If I run this with Wadsmoosh the episodes don't all fit on one screen lmao:

https://i.imgur.com/Sjn0dXj.png

Good luck with polishing!
I rushed to release 1.1.1 before fixing this, but the fix is actually already available in a dev build (instruction), so you can go ahead and download that. Long lists of skills/episodes will be scaled down if they don't fit.
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Re: Alice: Toys of Madness v1.1.1 - Dec. 6, 2024

Post by Ltmajordude »

Congratulations on the Cacoaward on this mod.

McGee's Alice isn't something that I delve into but impressive to see this mod capture that whole feeling.
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Re: Alice: Toys of Madness v1.1.1 - Dec. 6, 2024

Post by lulle »

Impressive, I like it. Any Recommendation for fitting maps?
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Re: Alice: Toys of Madness v1.1.1 - Dec. 6, 2024

Post by abelar »

A little update on the situation: I've reinstalled Windows, updated my GPU drivers, GZDoom itself to v4.14.0 and Alice mod to 1.1.1 and seems like crashes are gone.
But I getting this error from time to time, when trying to load a quicksave:
05-01-2025 080549.jpg
DoomedLulle wrote: Tue Dec 24, 2024 6:26 pm Impressive, I like it. Any Recommendation for fitting maps?
Any fantasy/gothic/halloween themed wad will fit I think - preferebly with open spaces as well to justify main character's ability to doublejump. Also found this on my HDD recently: https://doomwiki.org/wiki/DBP11:_Lilywhite_Lilith Victorian-themed wads like this will work even better with Alice, too shame this particular one is only 10 levels.

Right now I am playing Unhallowed wad and Merciless Monsters with Alice:ToM. Feels awesome.


(pt.2 is on the end screen)
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Re: Alice: Toys of Madness v1.1.1 - Dec. 6, 2024

Post by ravenheart8985 »

I am loving the new updates to this mod. I also wanted to recommend using the Alice mod with No More Hitscans viewtopic.php?t=80008 as it greatly helps with some of the difficulty. Alice doesn't have that many weapons that have a hitscan at all except for perhaps Jabberwocky Staff with it being a beam. Having No More Hitscans feels like it balances out the difficulty by a lot. Let me know if anyone else finds it useful. Happy blasting.
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Re: Alice: Toys of Madness v1.1.1 - Dec. 6, 2024

Post by Shatter-Thought[V-4] »

Super cool mod so far! I've been having a ton of fun with it. It's strangely a lot of fun with aracnocide enemies, mostly because squishing them with the horse is extra fun <3, though most other weapons have a harder time against the small enemies.

I love the introduction of the voxel grinning cat when starting levels, very clever <3.

The teapot's secondary is clever and at times useful, but it's kind of a paradox, as to charge it you have to shoot constantly, but typically you're facing enemies (Even if vanilla ones) at medium to close range, meaning it's not so great for the self damage, meaning the secondary doesn't get charged up typically to be of use to you, as if you are using it against enemies at longer and sager rangers, you generally don't NEED the secondary for anything except pushing a few chargers back here and there.

I think the secondary for the teapot should do a little stunning to be more of use, maybe a %5 chance every shot to stun for a few seconds, could make it more applicable.

Otherwise this is a super cool and polished mod, one of my favorites now!
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Re: Alice: Toys of Madness v1.2.0 - Feb 13, 2025

Post by Jekyll Grim Payne »

Alice: Toys of Madness 1.2.0 is now available

This released is largely focused on making the menus prettier while you're running AToM. While largely cosmetic, these changes add a lot of flair!

IMPORTANT: While the mod's minimum requirement is still only GZDoom 4.12.2, I HIGHLY recommend updating to GZDoom 4.14.0. This new version contains important security issues to previously existing vulnerabilities that could allow for arbitrary code execution from GZDoom; this is something you really, really don't want happening on your machine. Don't worry, AToM works just fine on GZDoom 4.14.0.

Changelog

New features
  • Added animated background for the Options menu. This uses the menu background from American McGee's Alice (which I extended to ultrawide), complete with a mirror showing Alice's 3D model. And that's not all: if you head over to the Customize Controls menu, you will see Alice displaying animations of the actions you have selected, just like in the original game. This menu also features some background animations, like the light sconce flickering and lightning in the background.
  • Added quit screen background from American McGee's Alice (also extended to ultrawide).
  • Added kick animation to Alice's 3D model.
  • Alice's model will now shrink when crouching. Kinda like the Shrinking Violet effect in Alice: Madness Returns, but with no extra visuals.
Changes
  • The stun effect from the Hobby Horse will no longer completely freeze the victim's momentum. Victims will now be properly pushed when struck by the weapon (provided their mass isn't too high), whether they get stunned by the strike or not. The stun will still stop their ability to do anything, though.
    Note: Previously, if a stun was triggered, the victim would get completely stuck in place, its logic fully frozen. This also meant that the push effect from the Hobby Horse itself would also not apply to the stunned victims, but they would instead get pushed once the stun has already ended, which was weird and counter-intuitive.
  • While under the effect of the Cake powerup, your steps will only produce thundering sounds and deal radius damage if you're *not* crouching.
  • Candle smoke in the main menu's background was modified to better reflect how it behaves in American McGee's Alice.
Bug fixes
  • Fixed the melting effect applied to enemies killed by the Ice Wand not working with enemies using 3D models. They will now sink into the floor properly.
  • Fixed potential scaling issues of the skill menu and episode menu, where they wouldn't all fit on the screen if the list was very long. This could easily be observed by Wadsmooth users who could have very long episode lists.
  • Fixed incorrect spacing of the main menu elements for mouse collision. Previously, if you used mouse for navigating the menu, you could notice that the mouse detection "box" of the elements was vertically offset relative to the visual size of the element; this should no longer be the case.
  • Fixed invalid spacing in some font glyphs.
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