Doom Fortress 2 [BETA 1.0]

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Doom Fortress 2 [BETA 1.0]

Postby TDRR » Fri Nov 23, 2018 10:01 am

Spoiler: Haroldo_ok's blessing


Many years ago, a guy by the name of "haroldo_ok" made this legendary mod named "Doom Fortress".
It brought all the classes of the Team Fortress series of games, it also added a bunch of new stuff, which is always great.
It wasn't too popular online but the few people that played it, loved it.

Unfortunately development on it ceased as it was deemed relatively complete, this wouldn't be a problem, if it didn't run correctly only in Skulltag, port that was also cancelled.

This mod aims to expand over what Doom Fortress did, fix any glaring balance issues, bring the mod closer to Team Fortress 2, give it more gamemodes and make it better overall.

The current changelist is:
Spoiler: Changes!


Right now the mod is just a bugfix, balance and compatibility patch, but i hope to extend further than that.

DOWNLOAD DOOM FORTRESS 2!
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Re: Doom Fortress 2 [BETA 1.0]

Postby MaxRideWizardLord » Mon Apr 22, 2019 6:45 am

it's quite cheap for demoman to have eyelander + charge AND sticky bomb launcher at the same time. It should be either or either.

I quite fairly consider him to be the most overpowered class in Doom Fortress 2 even without the eyelander due his already rather too powerful explosives.
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Re: Doom Fortress 2 [BETA 1.0]

Postby TDRR » Mon Apr 22, 2019 12:28 pm

MaxRideWizardLord wrote:it's quite cheap for demoman to have eyelander + charge AND sticky bomb launcher at the same time. It should be either or either.

I quite fairly consider him to be the most overpowered class in Doom Fortress 2 even without the eyelander due his already rather too powerful explosives.


Finally, some feedback! Okay, will be tweaked for the next update. Thanks for trying it out!
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Re: Doom Fortress 2 [BETA 1.0]

Postby Josko » Thu Jun 18, 2020 1:35 pm

Hi!

I tried to run the mod on Gzdoom 4.4.1 but it crashed :/

Is this a mod of Team fortress 2 or 1?
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Re: Doom Fortress 2 [BETA 1.0]

Postby TDRR » Thu Jun 18, 2020 9:17 pm

Josko wrote:Hi!

I tried to run the mod on Gzdoom 4.4.1 but it crashed :/

Is this a mod of Team fortress 2 or 1?


It's a mix of both. This mod has been abandoned, and won't be updated to work with GZDoom 4.4. If you want to play it, I recommend using Zandronum or ZDoom32.
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Re: Doom Fortress 2 [BETA 1.0]

Postby Itschristian » Sat Jun 27, 2020 7:36 pm

"Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93: Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93:
Tried to define class "DummyWeapon" more than twice in the same file.

Help?
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Re: Doom Fortress 2 [BETA 1.0]

Postby TDRR » Sat Jun 27, 2020 9:13 pm

Itschristian wrote:"Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93: Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93:
Tried to define class "DummyWeapon" more than twice in the same file.

Help?


TDRR wrote:This mod has been abandoned, and won't be updated to work with GZDoom 4.4. If you want to play it, I recommend using Zandronum or ZDoom32.

Don't even try to run it with GZDoom 2.0 or newer.
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Re: Doom Fortress 2 [BETA 1.0]

Postby Itschristian » Sun Jun 28, 2020 3:41 am

TDRR wrote:
Itschristian wrote:"Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93: Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93:
Tried to define class "DummyWeapon" more than twice in the same file.

Help?


TDRR wrote:This mod has been abandoned, and won't be updated to work with GZDoom 4.4. If you want to play it, I recommend using Zandronum or ZDoom32.

Don't even try to run it with GZDoom 2.0 or newer.


Tried with GZDoom 1.9.1. Crashed.
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Re: Doom Fortress 2 [BETA 1.0]

Postby TDRR » Sun Jun 28, 2020 11:53 am

Itschristian wrote:Tried with GZDoom 1.9.1. Crashed.

Then roll back to an older version. I know for a fact it'll work in Zandronum (I just tested + skulltag_content and it worked fine).
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Re: Doom Fortress 2 [BETA 1.0]

Postby Itschristian » Sun Jun 28, 2020 6:41 pm

TDRR wrote:
Itschristian wrote:Tried with GZDoom 1.9.1. Crashed.

Then roll back to an older version. I know for a fact it'll work in Zandronum (I just tested + skulltag_content and it worked fine).


Ah,it worked. Finally. Thanks for that. :D
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