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Doom Fortress 2 [BETA 1.0]

Posted: Fri Nov 23, 2018 10:01 am
by TDRR
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!

Re: Doom Fortress 2 [BETA 1.0]

Posted: Mon Apr 22, 2019 6:45 am
by MaxRideWizardLord
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.

Re: Doom Fortress 2 [BETA 1.0]

Posted: Mon Apr 22, 2019 12:28 pm
by TDRR
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!

Re: Doom Fortress 2 [BETA 1.0]

Posted: Thu Jun 18, 2020 1:35 pm
by Josko
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?

Re: Doom Fortress 2 [BETA 1.0]

Posted: Thu Jun 18, 2020 9:17 pm
by TDRR
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.

Re: Doom Fortress 2 [BETA 1.0]

Posted: Sat Jun 27, 2020 7:36 pm
by Itschristian
"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?

Re: Doom Fortress 2 [BETA 1.0]

Posted: Sat Jun 27, 2020 9:13 pm
by TDRR
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.

Re: Doom Fortress 2 [BETA 1.0]

Posted: Sun Jun 28, 2020 3:41 am
by Itschristian
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.

Re: Doom Fortress 2 [BETA 1.0]

Posted: Sun Jun 28, 2020 11:53 am
by TDRR
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).

Re: Doom Fortress 2 [BETA 1.0]

Posted: Sun Jun 28, 2020 6:41 pm
by Itschristian
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

Re: Doom Fortress 2 [BETA 1.0]

Posted: Sat Aug 12, 2023 10:44 am
by Void Warrior
On GZDOOM 4.10 does not work, as it gives these errors:

Code: Select all

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.
On Zandronum 3.1 it works fine.

Re: Doom Fortress 2 [BETA 1.0]

Posted: Sat Aug 12, 2023 4:36 pm
by TDRR
Void Warrior wrote: Sat Aug 12, 2023 10:44 am On GZDOOM 4.10 does not work, as it gives these errors:

Code: Select all

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.
On Zandronum 3.1 it works fine.
Yeah that's already been pointed out and replied to before. This isn't even meant for play in GZDoom, it's for Zandronum exclusively.

...and this isn't even being updated anymore, so.