link is brokenSeiat wrote: Woohoo!!
Thanks to scifista42, D2TD now works with Zandronum provided you run it with this patch:
http://www.speedyshare.com/hA8VP/skullt ... -fixed.pk3
(do not add skulltag_actors.pk3)
So far previous bugs with Zand aren't present, will be testing to find any possible additional bugs. Thanks again, scifista42!
And yeah... certain things were overlooked, like skins and stuff. Mah bad, not as good at this as I thought.
Also Qent, I appreciate you taking a look. I'll definitely be doing that for the full version if I get to it, for now though this patch seems to be working. Also in the full version I'll include an mp3 stripped copy to help that filesize... Mind you, a good chunk of it is the sentry info displays... Might have to do somethin about them as well.
Doom 2 Tower Defense
RE: Doom 2 Tower Defense
wow
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RE: Doom 2 Tower Defense
I think you don't need that patch anymore
Last edited by Tux on Thu Aug 08, 2013 10:23 am, edited 1 time in total.
dear diary, tux today was a faggot again[/size]
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RE: Doom 2 Tower Defense
You don't.
-Fixed Zandronum compatibility issues. Now works when run with skulltag_data.pk3 and skulltag_actors.pk3
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RE: Doom 2 Tower Defense
I really want to get this to work but I have no idea why it is being such a piece.
This is all happening on D2TD1. I say sometimes because these bugs don't happen on the first 1 - 2 waves. Usually during or after the third one.
- When I die, it sometimes shows 2 defeat signs. one on the top right and one on the bottom center.
- When I look at the tab map, it shows a really small doom guy's face near the bottom left corner (closer to the middle)
- Sometimes enemies will stop giving me money on kills. I think it's when I go back to the core room and pick up money dropped by the core.
- Towers will glitch when buying/placing/something happens then I can place as many of them as I want (flood the map with them because they glitched and the item to place them will not disappear so i can keep placing them over and over)
- Repair gun works for a short while. Sometimes it won't repair the tower at all. Armor on turrets is only visible when actually using the repair gun on the turret so you have to waste money in order to see what it's at.
- Turrets are always at 100% armor, regardless of the actual value they are at.
On D2TD2 (forest map)
- first 3 waves of enemies give me NO money
this is all I could distinguish at the moment.
- I'm using Zandronum 1.2.2 to create a server and host a skulltag game (selected as game mode). That sometimes resets to the cooperative game mode when I check the server settings in Zandronum after I've created the server.
- I have map set to use D2TD1
- I have IWAD set to Doom2.wad
- I am using these pk3's (none have been renamed):
--- Doom2TowerDefense.pk3
--- skulltag_actors.pk3
--- skulltag_data_126.pk3
-I've tried using skulltag_data.pk3 but it did nothing different.
-I am playing with the Pussy class. The Badass class doesn't start with a weapon.
Pics for reference:
The Doomseeker server creation settings
-ignore all the other pk3's in this picture. I was adding whatever I could find from post http://zandronum.com/forum/showthread.php?tid=417 to see if it would fix anything. No luck.
The Zandorum server settings.
Here's what happens if i try to host it without actors and use skulltag_data_fixed.
Here's what shows on the server log when it starts:
Unknown patch 'SFLSC0' in texture 'YFLSC0'
Unknown patch 'SFLSD0' in texture 'YFLSD0'
Unknown patch 'SFLSE0' in texture 'YFLSE0'
Unknown patch 'SFLSF0' in texture 'YFLSF0'
Unknown patch 'SFLSA0' in texture 'YFLASMAL'
Unknown patch 'SFLSA0' in texture 'BFLASMAL'
Unknown patch 'SFLSA0' in texture 'RFLASMAL'
Unknown patch 'SFLSA0' in texture 'WFLASMAL'
Unknown patch 'SFLAA0' in texture 'GFLAA0'
Unknown patch 'SFLAB0' in texture 'GFLAB0'
Unknown patch 'SFLAC0' in texture 'GFLAC0'
Unknown patch 'SFLAD0' in texture 'GFLAD0'
Unknown patch 'SFLAE0' in texture 'GFLAE0'
Unknown patch 'SFLAF0' in texture 'GFLAF0'
Unknown patch 'SFLSA0' in texture 'GFLSA0'
Unknown patch 'SFLSB0' in texture 'GFLSB0'
Unknown patch 'SFLSC0' in texture 'GFLSC0'
Unknown patch 'SFLSD0' in texture 'GFLSD0'
Unknown patch 'SFLSE0' in texture 'GFLSE0'
Unknown patch 'SFLSF0' in texture 'GFLSF0'
Unknown patch 'SFLSA0' in texture 'GFLASMAL'
Unknown patch 'SFLAA0' in texture 'YFLAA0'
Unknown patch 'SFLAB0' in texture 'YFLAB0'
Unknown patch 'SFLAC0' in texture 'YFLAC0'
Unknown patch 'SFLAD0' in texture 'YFLAD0'
Unknown patch 'SFLAE0' in texture 'YFLAE0'
Unknown patch 'SFLAF0' in texture 'YFLAF0'
Unknown patch 'SFLSA0' in texture 'YFLSA0'
Unknown patch 'SFLSB0' in texture 'YFLSB0'
Unknown patch 'SFLSC0' in texture 'YFLSC0'
Unknown patch 'SFLSD0' in texture 'YFLSD0'
Unknown patch 'SFLSE0' in texture 'YFLSE0'
Unknown patch 'SFLSF0' in texture 'YFLSF0'
Unknown patch 'SFLSA0' in texture 'YFLASMAL'
Unknown patch 'turba0' in texture 'ARTITU1'
Unknown patch 'turbb0' in texture 'ARTITU2'
Unknown patch 'turbc0' in texture 'ARTITU3'
Unknown patch 'turbd0' in texture 'ARTITU4'
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Tried to register class 'MaxHealthBonus' more than once.
Tried to register class 'Bloodtrail' more than once.
Tried to register class 'SpidBite' more than once.
Tried to register class 'PowerWeaken' more than once.
Tried to register class 'BarbTrail' more than once.
Tried to register class 'terminator' more than once.
Tried to register class 'CometDeathGlow' more than once.
Tried to register class 'CometDeath' more than once.
Tried to register class 'DoomImpBall' more than once.
Tried to register class 'CacodemonBall' more than once.
Tried to register class 'BaronBall' more than once.
Tried to register class 'RevenantTracer' more than once.
Tried to register class 'ArachnotronPlasma' more than once.
Tried to register class 'FatShot' more than once.
Tried to register class 'Rocket' more than once.
Tried to register class 'BFGBall' more than once.
Tried to register class 'BFGExtra' more than once.
Tried to register class 'LostSoul' more than once.
Tried to register class 'FirebombExplosion1' more than once.
Tried to register class 'FirebombExplosion2' more than once.
Tried to register class 'FirebombExplosion3' more than once.
Tried to register class 'BulletPuff' more than once.
Tried to register class 'RLDisplay' more than once.
Tried to register class 'ZZCure' more than once.
Tried to register class 'ZZIdent' more than once.
Tried to register class 'ImpHead' more than once.
Tried to register class 'CacolanternBall' more than once.
Tried to register class 'BFG10kShot' more than once.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
DistX in slider decal BSlide1 is unsupported
DistX in slider decal BSlide2 is unsupported
PWO_LoadDefs: Loading PWO definitions...
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
using alternate port 10667
player 1 of 1 (1 nodes)
Initializing network subsystem.
Server using alternate port 10667.
Winsock initialization succeeded!
IP address 192.168.1.xxx:10667
GeoIP initialization failed.
UDP Initialized.
Sucessfully added port mapping.
*** D2TD1: Abandoned Factory ***
compatflags changed to: 0
Someone please help me! tell me what it is I am doing wrong :( Thanks in advance..
*edit*
I THINK I may have figured it out.
You can't die. I was respawning and it was causing those issues. Probably cause the gamemode keeps changing to cooperative.
Otherwise all is well for the most part.
The only Issue I'm still having is that dang repair gun not repairing fast enough and armor always displaying at 100% (even if a turret is smoking)
This is all happening on D2TD1. I say sometimes because these bugs don't happen on the first 1 - 2 waves. Usually during or after the third one.
- When I die, it sometimes shows 2 defeat signs. one on the top right and one on the bottom center.
- When I look at the tab map, it shows a really small doom guy's face near the bottom left corner (closer to the middle)
- Sometimes enemies will stop giving me money on kills. I think it's when I go back to the core room and pick up money dropped by the core.
- Towers will glitch when buying/placing/something happens then I can place as many of them as I want (flood the map with them because they glitched and the item to place them will not disappear so i can keep placing them over and over)
- Repair gun works for a short while. Sometimes it won't repair the tower at all. Armor on turrets is only visible when actually using the repair gun on the turret so you have to waste money in order to see what it's at.
- Turrets are always at 100% armor, regardless of the actual value they are at.
On D2TD2 (forest map)
- first 3 waves of enemies give me NO money
this is all I could distinguish at the moment.
- I'm using Zandronum 1.2.2 to create a server and host a skulltag game (selected as game mode). That sometimes resets to the cooperative game mode when I check the server settings in Zandronum after I've created the server.
- I have map set to use D2TD1
- I have IWAD set to Doom2.wad
- I am using these pk3's (none have been renamed):
--- Doom2TowerDefense.pk3
--- skulltag_actors.pk3
--- skulltag_data_126.pk3
-I've tried using skulltag_data.pk3 but it did nothing different.
-I am playing with the Pussy class. The Badass class doesn't start with a weapon.
Pics for reference:
The Doomseeker server creation settings
-ignore all the other pk3's in this picture. I was adding whatever I could find from post http://zandronum.com/forum/showthread.php?tid=417 to see if it would fix anything. No luck.
The Zandorum server settings.
Here's what happens if i try to host it without actors and use skulltag_data_fixed.
Here's what shows on the server log when it starts:
Unknown patch 'SFLSC0' in texture 'YFLSC0'
Unknown patch 'SFLSD0' in texture 'YFLSD0'
Unknown patch 'SFLSE0' in texture 'YFLSE0'
Unknown patch 'SFLSF0' in texture 'YFLSF0'
Unknown patch 'SFLSA0' in texture 'YFLASMAL'
Unknown patch 'SFLSA0' in texture 'BFLASMAL'
Unknown patch 'SFLSA0' in texture 'RFLASMAL'
Unknown patch 'SFLSA0' in texture 'WFLASMAL'
Unknown patch 'SFLAA0' in texture 'GFLAA0'
Unknown patch 'SFLAB0' in texture 'GFLAB0'
Unknown patch 'SFLAC0' in texture 'GFLAC0'
Unknown patch 'SFLAD0' in texture 'GFLAD0'
Unknown patch 'SFLAE0' in texture 'GFLAE0'
Unknown patch 'SFLAF0' in texture 'GFLAF0'
Unknown patch 'SFLSA0' in texture 'GFLSA0'
Unknown patch 'SFLSB0' in texture 'GFLSB0'
Unknown patch 'SFLSC0' in texture 'GFLSC0'
Unknown patch 'SFLSD0' in texture 'GFLSD0'
Unknown patch 'SFLSE0' in texture 'GFLSE0'
Unknown patch 'SFLSF0' in texture 'GFLSF0'
Unknown patch 'SFLSA0' in texture 'GFLASMAL'
Unknown patch 'SFLAA0' in texture 'YFLAA0'
Unknown patch 'SFLAB0' in texture 'YFLAB0'
Unknown patch 'SFLAC0' in texture 'YFLAC0'
Unknown patch 'SFLAD0' in texture 'YFLAD0'
Unknown patch 'SFLAE0' in texture 'YFLAE0'
Unknown patch 'SFLAF0' in texture 'YFLAF0'
Unknown patch 'SFLSA0' in texture 'YFLSA0'
Unknown patch 'SFLSB0' in texture 'YFLSB0'
Unknown patch 'SFLSC0' in texture 'YFLSC0'
Unknown patch 'SFLSD0' in texture 'YFLSD0'
Unknown patch 'SFLSE0' in texture 'YFLSE0'
Unknown patch 'SFLSF0' in texture 'YFLSF0'
Unknown patch 'SFLSA0' in texture 'YFLASMAL'
Unknown patch 'turba0' in texture 'ARTITU1'
Unknown patch 'turbb0' in texture 'ARTITU2'
Unknown patch 'turbc0' in texture 'ARTITU3'
Unknown patch 'turbd0' in texture 'ARTITU4'
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Tried to register class 'MaxHealthBonus' more than once.
Tried to register class 'Bloodtrail' more than once.
Tried to register class 'SpidBite' more than once.
Tried to register class 'PowerWeaken' more than once.
Tried to register class 'BarbTrail' more than once.
Tried to register class 'terminator' more than once.
Tried to register class 'CometDeathGlow' more than once.
Tried to register class 'CometDeath' more than once.
Tried to register class 'DoomImpBall' more than once.
Tried to register class 'CacodemonBall' more than once.
Tried to register class 'BaronBall' more than once.
Tried to register class 'RevenantTracer' more than once.
Tried to register class 'ArachnotronPlasma' more than once.
Tried to register class 'FatShot' more than once.
Tried to register class 'Rocket' more than once.
Tried to register class 'BFGBall' more than once.
Tried to register class 'BFGExtra' more than once.
Tried to register class 'LostSoul' more than once.
Tried to register class 'FirebombExplosion1' more than once.
Tried to register class 'FirebombExplosion2' more than once.
Tried to register class 'FirebombExplosion3' more than once.
Tried to register class 'BulletPuff' more than once.
Tried to register class 'RLDisplay' more than once.
Tried to register class 'ZZCure' more than once.
Tried to register class 'ZZIdent' more than once.
Tried to register class 'ImpHead' more than once.
Tried to register class 'CacolanternBall' more than once.
Tried to register class 'BFG10kShot' more than once.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
DistX in slider decal BSlide1 is unsupported
DistX in slider decal BSlide2 is unsupported
PWO_LoadDefs: Loading PWO definitions...
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
using alternate port 10667
player 1 of 1 (1 nodes)
Initializing network subsystem.
Server using alternate port 10667.
Winsock initialization succeeded!
IP address 192.168.1.xxx:10667
GeoIP initialization failed.
UDP Initialized.
Sucessfully added port mapping.
*** D2TD1: Abandoned Factory ***
compatflags changed to: 0
Someone please help me! tell me what it is I am doing wrong :( Thanks in advance..
*edit*
I THINK I may have figured it out.
You can't die. I was respawning and it was causing those issues. Probably cause the gamemode keeps changing to cooperative.
Otherwise all is well for the most part.
The only Issue I'm still having is that dang repair gun not repairing fast enough and armor always displaying at 100% (even if a turret is smoking)
Last edited by Tomslucky7 on Mon Aug 11, 2014 10:04 pm, edited 1 time in total.
- ForrestMarkX
- Forum Regular
- Posts: 132
- Joined: Sat Jun 16, 2012 2:04 am
- Location: Texas
RE: Doom 2 Tower Defense
Load Skulltag_Actors and Skulltag_Data before the main modTomslucky7 wrote: Someone please help me! tell me what it is I am doing wrong :( Thanks in advance..
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- New User
- Posts: 6
- Joined: Mon Aug 11, 2014 6:36 pm
RE: Doom 2 Tower Defense
I did that as well (check the edit on my post). Thanks for the suggestion!ForrestMarkX wrote:
Load Skulltag_Actors and Skulltag_Data before the main mod
Quick question, which map is supposed to be the first map to start in? I've been using D2TD1 but then when I completed it, it brought me to a lab. I feel like that should be the starting map but not sure which one it is. Let me know if you can, thanks!
*edit*
also, any way to save your progress via multiplayer so you don't have to start from scratch on every level?
I'm trying to find a different engine that could do that like GZDoom or Zdoom or ZDaemon or Odamex.
None of them work with this mod.
Also, how would something like that work? In NORMAL Doom, if you die, you're dead until you restart the game from a save state. If 2 or more people are playing and one person dies, do you have to restart from the last save state of the server then? Would get frustrating if someone keeps dieing constantly and you keep losing progress because of it.
Respawning I've figured out corrupts this mod (via Zandronum) so that is an unacceptable choice. This would just be an alternative that works to save progression.
Bugs I would love to see fixed for this mod
Bugs I've found so far in multiplayer:
I played with a friend of mine in multiplayer and this is what I found.
-Progress/purchased items are carried when moving to the next map (if you buy a shotgun, you have it when you go to the next mission or replay a mission). If you die, you lose all of your weapons (purchased upgrades I am assuming too) when the level is reset.
-Saving your progress is impossible. You always have to restart when 1 person dies
---If someone dies, the level's waves stop coming in and you have to re-press the switch to start it again. It starts sending waves again then from wave 1.
-----If I die after someone dies, the level restarts but we lose all of our weapons. My friend left the game before the level was reset. When it did reset, both my client and the server crashed.
-Sometimes one of us would spawn in a secret room and we wouldn't be able to get out until the other person found out how to free which one of us was stuck.
-Enemies that aren't supposed to retaliate, retaliate (ex. wave 1 on the first map, those pistol dudes are shooting us)
-If I buy an upgrade towards the core, it upgrades for me but not for anyone else in the server.
-My friend bought a shotgun and the door opened for the upgrades towards it. When we played a map and came back, that door was closed. At that time when we saw that the door was closed, I bought a minigun and the door for the minigun upgrades opened. When we played another map and came back, the door for the minigun was closed, but the door for the shotgun was opened. I don't quite remember who was starting and/or exiting the levels, but I think these bugs might relate to that.
-One of the times we did a rerun of the second map, I pressed the switch but the core did not turn on. The waves were coming but the core was not enabled so it was not spitting money at us.
-The armor disappears too quick on turrets (even in single player). It's hard to keep track of sometimes.
-You CANNOT save on multiplayer
-You cannot respawn in multiplayer, it will break your character (monster kills will not grant you money. Also if you can buy a sentry, you can place an infinite amount of them because the item never disappears from your inventory) until the level is reset. Playing 1 life survival mode or disallowing respawn on coop fixes this. However, with disallowing respawn on coop you are unable to save your progress unlike in singleplayer.
-Armor for turrets will not display properly (always 100%) when repairing them in multiplayer.
Last edited by Tomslucky7 on Sat Aug 16, 2014 7:24 am, edited 1 time in total.
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- Forum Regular
- Posts: 151
- Joined: Sun Dec 28, 2014 2:42 pm
RE: Doom 2 Tower Defense
Is this mod dead? There is a lot of stuff here i'd be disappointed if you dropped everything at this point... i love the battle with chtulu, the most strategic battle i ever did on an fps.
RE: Doom 2 Tower Defense
As mentioned in previous comments and in the readme, this mod has some serious issues in multiplayer. It's designed as a single player wad even though it only works on a multiplayer port.TomsLucky7 wrote: A whole lot of stuff
I did make an effort to make this mod compatible in MP. And after a lot of confusion and frustration, that effort was soon followed by me saying 'fuck this, single player it is'. I know that sounds pretty lethargic on my behalf, but I'm still happy with the current outcome.
Maybe I'll take another stab at better multiplayer gameplay in future updates. But if it pisses me off, I'll probably say fuck it again.
I'm only ankle deep in this mod with full intentions of going balls deep, so yeah it'll eventually get an update. For now though, I'm working on my other project, and between being a solo modder and not enough hours in a day progress is pretty slow.bruiserdaemon wrote: Is this mod dead? There is a lot of stuff here i'd be disappointed if you dropped everything at this point... i love the battle with chtulu, the most strategic battle i ever did on an fps.
I've had a lot of discussions and suggestions about where to take this mod from where it currently is. Also D2TD still has some issues, mostly with the lagfest at the end of the game when you have to spam sentries. I may have to re-think battle styles so that spamming hundreds of sentries isn't a thing that needs to be done. Moral is, yes expect an update at some point, but don't expect it anytime soon.
*********************** PROJECTS ************************
************ In Progress ---> Doom 2 Tower Defense ************
**************** On Hold ---> Internal Conflict ****************
*********************************************************
************ In Progress ---> Doom 2 Tower Defense ************
**************** On Hold ---> Internal Conflict ****************
*********************************************************
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- Forum Regular
- Posts: 151
- Joined: Sun Dec 28, 2014 2:42 pm
RE: Doom 2 Tower Defense
I think D2TD is actually better in SP... it takes strategy and planning, powerups and use the right weapon at the right moment... in MP it would be totally chaotic, plus there is not enough place for all the towers which would end up killing all the players if there are too many of them.
So i suppose think you are right when you say you need to prevent tower spamming, maybe try something like this: make towers upgradable in exchange for money. This way players will end up making a few elite towers instead of a massive amount of basic towers. Limit the number of towers to 20 x player. Also, increase some HP for upgraded towers, so they will last longer and are more convenient.
So i suppose think you are right when you say you need to prevent tower spamming, maybe try something like this: make towers upgradable in exchange for money. This way players will end up making a few elite towers instead of a massive amount of basic towers. Limit the number of towers to 20 x player. Also, increase some HP for upgraded towers, so they will last longer and are more convenient.
RE: Doom 2 Tower Defense
I played this quite a bit, but never started the castle map.
Hard as balls though. REAL fun!
I haven't touched it in a year, and the new Zandronum updates ruined it I think, since I can't start it. If you ever get back to working on this, here's some errors I got while launching it...
[spoiler]LoadActors: Load actor definitions.
Script error, "Doom2TowerDefence.pk3:actors/d2td/inventory.txt" line 1182:
Cannot replace class MaxHealthBonus with itself
Tried to register class 'MaxHealthBonus' more than once.
Tried to register class 'ImpHead' more than once.
Tried to register class 'CacolanternBall' more than once.
Tried to register class 'Bloodtrail' more than once.
Tried to register class 'SpidBite' more than once.
Tried to register class 'PowerWeaken' more than once.
Tried to register class 'BarbTrail' more than once.
Tried to register class 'terminator' more than once.
Tried to register class 'CometDeathGlow' more than once.
Tried to register class 'CometDeath' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1204:
Cannot replace class DoomImpBall with itself
Tried to register class 'DoomImpBall' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1239:
Cannot replace class CacodemonBall with itself
Tried to register class 'CacodemonBall' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1267:
Cannot replace class BaronBall with itself
Tried to register class 'BaronBall' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1303:
Cannot replace class RevenantTracer with itself
Tried to register class 'RevenantTracer' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1343:
Cannot replace class ArachnotronPlasma with itself
Tried to register class 'ArachnotronPlasma' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1375:
Cannot replace class FatShot with itself
Tried to register class 'FatShot' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1404:
Cannot replace class Rocket with itself
Tried to register class 'Rocket' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1434:
Cannot replace class BFGBall with itself
Tried to register class 'BFGBall' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1463:
Cannot replace class BFGExtra with itself
Tried to register class 'BFGExtra' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1480:
Cannot replace class LostSoul with itself
Tried to register class 'LostSoul' more than once.
Tried to register class 'BFG10kShot' more than once.
Tried to register class 'FirebombExplosion1' more than once.
Tried to register class 'FirebombExplosion2' more than once.
Tried to register class 'FirebombExplosion3' more than once.
Tried to register class 'PlasmaBall1' more than once.
Tried to register class 'PlasmaBall2' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/auto.txt" line 712:
Cannot replace class BulletPuff with itself
Tried to register class 'BulletPuff' more than once.
Tried to register class 'RLDisplay' more than once.
Tried to register class 'ZZCure' more than once.
Tried to register class 'ZZIdent' more than once.
Execution could not continue.
12 errors while parsing DECORATE scripts[/spoiler]
Hard as balls though. REAL fun!
I haven't touched it in a year, and the new Zandronum updates ruined it I think, since I can't start it. If you ever get back to working on this, here's some errors I got while launching it...
[spoiler]LoadActors: Load actor definitions.
Script error, "Doom2TowerDefence.pk3:actors/d2td/inventory.txt" line 1182:
Cannot replace class MaxHealthBonus with itself
Tried to register class 'MaxHealthBonus' more than once.
Tried to register class 'ImpHead' more than once.
Tried to register class 'CacolanternBall' more than once.
Tried to register class 'Bloodtrail' more than once.
Tried to register class 'SpidBite' more than once.
Tried to register class 'PowerWeaken' more than once.
Tried to register class 'BarbTrail' more than once.
Tried to register class 'terminator' more than once.
Tried to register class 'CometDeathGlow' more than once.
Tried to register class 'CometDeath' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1204:
Cannot replace class DoomImpBall with itself
Tried to register class 'DoomImpBall' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1239:
Cannot replace class CacodemonBall with itself
Tried to register class 'CacodemonBall' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1267:
Cannot replace class BaronBall with itself
Tried to register class 'BaronBall' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1303:
Cannot replace class RevenantTracer with itself
Tried to register class 'RevenantTracer' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1343:
Cannot replace class ArachnotronPlasma with itself
Tried to register class 'ArachnotronPlasma' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1375:
Cannot replace class FatShot with itself
Tried to register class 'FatShot' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1404:
Cannot replace class Rocket with itself
Tried to register class 'Rocket' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1434:
Cannot replace class BFGBall with itself
Tried to register class 'BFGBall' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1463:
Cannot replace class BFGExtra with itself
Tried to register class 'BFGExtra' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1480:
Cannot replace class LostSoul with itself
Tried to register class 'LostSoul' more than once.
Tried to register class 'BFG10kShot' more than once.
Tried to register class 'FirebombExplosion1' more than once.
Tried to register class 'FirebombExplosion2' more than once.
Tried to register class 'FirebombExplosion3' more than once.
Tried to register class 'PlasmaBall1' more than once.
Tried to register class 'PlasmaBall2' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/auto.txt" line 712:
Cannot replace class BulletPuff with itself
Tried to register class 'BulletPuff' more than once.
Tried to register class 'RLDisplay' more than once.
Tried to register class 'ZZCure' more than once.
Tried to register class 'ZZIdent' more than once.
Execution could not continue.
12 errors while parsing DECORATE scripts[/spoiler]
Shut up, nurse!
RE: Doom 2 Tower Defense
Those aren't the fault of Zandronum updates, those are just bad modding practices showing their face.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
-
- Banned
- Posts: 815
- Joined: Wed Jun 13, 2012 3:43 am
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- Banned: Permanently
Re: Doom 2 Tower Defense
I can't even run it on older versions of Zandronum 2.1.2
Works on 1.3
Works on 1.3
dewsome: i can do this all day
dewsome: do you think you're somehow special? i spent years arguing with nostar, jenova, mobius
dewsome: do you think you're somehow special? i spent years arguing with nostar, jenova, mobius
Alfonzo ~ "I wonder who will hear him trash talk when the dirt closes over him?"<+Thomas13> Mobius u r inferior, go outside and get beaten up
- Combinebobnt
- Retired Staff / Community Team Member
- Posts: 1893
- Joined: Mon Jun 04, 2012 3:37 am
- Location: Erth
- Contact:
Re: Doom 2 Tower Defense
patch out the bad modding practices if u want it to run with 3.0. patch out = have to reupdate the core wad lol its fudged
SUPERFAST: DUEL DM CTF DOM
Zdoomwars Kosher Maps
Naturemod LMS
Re: Doom 2 Tower Defense
I'm finally working on this again after being on modding hiatus for a good long while. Once I've hammered out new maps new sentries and a bunch of other stuff (there's too much i want to do with this lol), I'll be giving D2TD an overhaul so it works with Zan 3.0... Or the latest Zan if it gets another update before then. Lots of little mistakes to fix.. bad modding practices indeed. Plus a decent sized list of in-game bugs overlooked in the original release. Correcting it all shouldn't be a big deal tho, just time consuming.
Multiplayer is pretty much out of the question unfortunately but I'm 100% good with this being a single player mod on it's own, so here's hoping you guys are good with it too. Also, don't expect anything soon, it's gonna take a while cuz rushing will cause more mistakes and an unfinished result.
Guess there's no point posting without a sneak peak of at least something.
Multiplayer is pretty much out of the question unfortunately but I'm 100% good with this being a single player mod on it's own, so here's hoping you guys are good with it too. Also, don't expect anything soon, it's gonna take a while cuz rushing will cause more mistakes and an unfinished result.
Guess there's no point posting without a sneak peak of at least something.
Spoiler: Some stuff I'm screwin' with (Open)
- yunoguy123
- Posts: 29
- Joined: Sun Mar 12, 2017 7:09 am
Re: Doom 2 Tower Defense
To be honest the mod works better as a SP mod because in MP it'd be wayy to easy and there would be no challenge.
Why yes! I did cancel a terrible idea for being terrible!
Re: Doom 2 Tower Defense
True that, unless sentries were blowing your mates away haha.yunoguy123 wrote: ↑Sun Jul 08, 2018 8:41 pmTo be honest the mod works better as a SP mod because in MP it'd be wayy to easy and there would be no challenge.
At 20 maps I figure it'll definitely be something you want to save game and come back to later anyways.
*********************** PROJECTS ************************
************ In Progress ---> Doom 2 Tower Defense ************
**************** On Hold ---> Internal Conflict ****************
*********************************************************
************ In Progress ---> Doom 2 Tower Defense ************
**************** On Hold ---> Internal Conflict ****************
*********************************************************
Re: Doom 2 Tower Defense
Oh thank god you're resuming work on this. I played this several years ago and had many urges to play it since then, but couldn't due to new Zandronum versions. I'm keeping tabs on this wad! Thank you Seiat for returning.