Alice: Toys of Madness v1.1.1 - Dec. 6, 2024

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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.

Update 12-18-24: This mod is NOT compatible with one of the following mods: Gunsbonsai 0.10.6... Indestructable 0.3.1... corruption cards 6.2... target spy health bar mod 2.0.1... simple hud addons all in 1... War Trophies 1.11.0... NashGore NEXT 1.0. The game will crash when the player dies... sometimes... late into the WAD/episode/campaign (I played through TNT). I'm suspicious it's an incompatibility with Gunsbonsai, NashGore NEXT, or Indestructible. When the player dies, maybe Alice gibbed and it collides with blood mods? Indestructible is a mod that gives you extra lives that activate when you die, which is when the crash occurs. And Gunsbonsai directly interacts with weapons, so maybe one of its upgrades doesn't play nice with this mod? I'm not sure, I'll upload the other logs. I still loved this mod, so when i return to it, I'll remove mods from the lineup until I find the culprit.

TLDR (old, I verified Bullettime does NOT cause the game to crash when used with this mod): Don't use version 1.1.0 of this mod AND v1.3.1 Bullettime. If you do, the game will probably crash upon dying with the Pepper Grinder weapon out. Other than that, using all the following mods with Toys of Madness is a super stable experience so far (for me at least, I'll confirm after playing a megawad or two): GZDoom 4.12.2... Gunsbonsai 0.10.6... Indestructable 0.3.1... corruption cards 6.2... target spy health bar mod 2.0.1... simple hud addons all in 1... War Trophies 1.11.0... NashGore NEXT 1.0

I found a mod incompatibility I think between this mod and bullettime. With both Toys of Madness and Bullettime enabled, I noticed that the game will crash when I die while the pepper grinder weapon is equipped. It doesn't always happen and usually won't for the first chunk of a level. But once it does, the crash will always happen upon death with that weapon out until you finish the level. The crash doesn't immediately appear in the next level, but it'll eventually happen again. Thankfully, just not using this mod and Bullettime together completely avoids this issue i think.

As for the circumstances, this crash happened throughout the Thy Flesh Consumed episode and I was also using all mods listed in the TLDR. Whether it was a caco or mastermind or baron, whatever killed me while i had the pepper grinder equipped caused GZDoom to crash. I did the "+logfile log.txt " + "tom_debugmessages 2" launch and console commands respectively and the following log I attached happened. I noticed that the last messages prior to the crash were "BtAdrenaline doesn't need replacing, giving as is". I translated the BtAdrenaline as some adrenaline setting for the Bullettime mod. I guess both this mod and Bullettime simply aren't compatible. No big deal though as while Bullettime is fun, I can live without while playing this mod.

Thanks again for sharing this mod with us.
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Last edited by ChrisOzzie on Wed Dec 18, 2024 3:34 pm, edited 2 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 DoomedLulle »

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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