[WIP] Doom Tower Defence [Beta Out]

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Demolisher
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Github ID: DemolisherOfSouls
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support
Location: Winchester, VA

[WIP] Doom Tower Defence [Beta Out]

Post by Demolisher »

Doom Tower Defense

I have been in the process of completely rewriting the code for this mod, making it hack free, and best of all, New Maps!

UPDATE:

BETA OUT: http://files.drdteam.org/index.php/file ... td-2.0.pk3

Please note that this will crash (G)ZDoom on map end, and I am looking into this.
Also, only the marine spawner class works, the other class has no towers, and the enemies are goofy.
Spoiler: Old
Credit to Xim, for the helper marine sprites.
Credit to Rogue for Strife
Credit to Captain Ventris, for ZDoom Wars, my inspiration

I am looking for maps!

If you are up to it, please read the requirements:
  • Must be in UDMF Format.
  • Must have a well defined creep path.
  • Must look decent. (No Missing Textures!)
  • Must have either no scripts, or they must be well documented, and organized.
  • Must have a defined spot for one base, but it can have multiple spawns.
  • Must be edited by me. (Don't worry, I'm not going to butcher it!)
  • Must be submitted via PM.
  • Must be made using Doom 2 resources. (No Texture Packs!)
  • Can conform to 4 possible themes: Hell, UAC Base, Earth, or Endless. Endless Maps have no theme, but must keep in mind, they are unwinnable.
  • Finally, the map submission must include a text file, with the requested map name, credited name, recommended skill, and recommended theme.
Also, a couple notes on this.
  • You will be credited, unless you prefer to be anonymous.
  • You will recieve a beta copy, as soon as your map is implemented.
  • You will be named on the submitted map, when it starts, unless you prefer to be anonymous.
  • If for some reason I reject your map, I will give you an explicit reason, and how to fix it, if I cannot.
Last edited by Demolisher on Tue Sep 14, 2010 8:11 pm, edited 12 times in total.
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Sonnyboy
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Re: [WIP] Doom Tower Defence

Post by Sonnyboy »

This looks like a neat idea. Will the player be stationary or can he move around?
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Demolisher
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Location: Winchester, VA

Re: [WIP] Doom Tower Defence

Post by Demolisher »

The player can fly around, but is limited to checking the creeps' stats, the towers' stats, upgrading and selling towers, and spawning new towers. The player cannot harm, move, stop, or modify the creeps in any way. However, I am working on adding a system so that by double tapping use on a creep, the player can cause all towers that can see the creep to target it.
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Demolisher
Posts: 1749
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Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support
Location: Winchester, VA

Re: [WIP] Doom Tower Defence

Post by Demolisher »

Double post and bump. Adding a system so the player can play as the demons or the marines.

Also, could someone tell me why using thing_hate on this actor causes a freeze? (Need to use task manager to exit (G)ZDoom.)
I am causing this "tower" to target a "creep" (a regular monster).

Code: Select all

Actor "DTDTower"
{
	Monster
	Speed 0
	MinMissileChance 0
	PainChance 0
	Mass 0x7FFFFFFF
	Activation ThingSpec_ThingActs
	-CountKill
	-Shootable
	+FloorClip
	+NoTarget
	+NoDamage
	+Friendly
	+LookAllAround
	+UseSpecial
	+DontHarmSpecies
}

Actor "ZombiemanTower" : "DTDTower"
{
	Radius 20
	Height 56
	Species "HellSpawn"
	AttackSound "grunt/attack"
	DeathSound "grunt/death"
	States
	{
	Spawn:
		POSS A 0
		POSS A 0 ACS_ExecuteAlways(129, 0, 256)
		POSS A 0 A_JumpIf(ACS_ExecuteWithResult(128, 5, 0) == True, "Idle")
		Goto Death
	Idle:
		POSS A 1 A_LookEx(0, 0, 0, 0, 360, "See")
		Loop
	See:
		POSS A 0 A_PlaySound("grunt/sight")
	Missile:
		POSS E 10 A_FaceTarget
		POSS F 8 A_PosAttack
		POSS E 8 A_MonsterRefire(0, "Idle")
		Goto Missile
	Pain:
		Stop
	Upgrade:
		POSS G 10 A_JumpIf(ACS_ExecuteWithResult(128, 20, 0) == 1, "Upgrade.Success")
		Goto Idle
	Upgrade.Success:
		POSS G 0 A_SpawnItemEx("ChaingunGuyTower", 0, 0, 0, 0, 0, 0, 0, SXF_NoCheckPosition, 0)
		Goto Death
	Death.Refund:
		POSS A 0 ACS_ExecuteAlways(128, 0, 0, 1)
	Death.SellTower:
		POSS A 0 ACS_ExecuteAlways(128, 0, 0, 4)
	Death:
		POSS H 5
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		POSS L 2 A_FadeOut(0.1)
		Wait
	}
}
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Cutmanmike
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Re: [WIP] Doom Tower Defence

Post by Cutmanmike »

Thing_Hate does something strange with states. I'm not sure what though, but calling it over and over had my zombies turboing around the map. Is it repeatedly called? It may be causing a problem if the see state has zero tics for it's animation.
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Demolisher
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Re: [WIP] Doom Tower Defence

Post by Demolisher »

It's only called once per actor. Like So:

Code: Select all

Function Void RangeTargetCreep (Int HatedTID, Int Offset, Int Cap)
{
	For(Int TID = Offset; TID < Cap ; TID++)
    {
        If(ThingCount(T_None, TID) > 0)
        {
            Thing_Hate(TID, HatedTID, 3);
        }
    }
}


//in a long script called when you hit use on a creep.
RangeTargetCreep(ActivatorTID(), 20000, 25000);

Creep's TID set by:

Code: Select all

Function Int NewUnusedTID (Int Offset, Int Cap)
{
    For(Int TID = Offset; TID < Cap ; TID++)
    {
        If(ThingCount(T_None, TID) == 0)
        {
            Return (TID);
        }
    }
    Return -1;
}
Edit: I changed the tower see state duration to 1, and same problem.
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Cutmanmike
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Re: [WIP] Doom Tower Defence

Post by Cutmanmike »

Hmm, might want to post it in the editing forum. I can't see anything wrong with it other than that.
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Demolisher
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Re: [WIP] Doom Tower Defence

Post by Demolisher »

Done! I have a working map! I'm currently working on two more.

Top post for D'L link.
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Shadelight
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Re: [WIP] Doom Tower Defence [Demo!]

Post by Shadelight »

Screenshots? This sounds really interesting.
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Demolisher
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Re: [WIP] Doom Tower Defence [Demo!]

Post by Demolisher »

BlazingPhoenix wrote:Screenshots? This sounds really interesting.
Oh crap, I forgot! I took them, forgot to embed. :?
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Darsycho
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Re: [WIP] Doom Tower Defence [Demo!]

Post by Darsycho »

Script error, "Doom Tower Defense.pk3:mapinfo.txt" line 1:
GameInfo: Unknown top level keyword

------

I'm using the latest zdoom, So please help.
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Captain Ventris
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Re: [WIP] Doom Tower Defence [Demo!]

Post by Captain Ventris »

This is a nitpick, but instead of calling things "Towers", why not, say, use their names? Because Ball Tower is just really stretching things. Why not just call it an imp?
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Demolisher
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Re: [WIP] Doom Tower Defence [Demo!]

Post by Demolisher »

Captain Ventris wrote:This is a nitpick, but instead of calling things "Towers", why not, say, use their names? Because Ball Tower is just really stretching things. Why not just call it an imp?
Well, I never got around to changing the names, so I might change it in another release.
The_afrit wrote:Script error, "Doom Tower Defense.pk3:mapinfo.txt" line 1:
GameInfo: Unknown top level keyword

------

I'm using the latest zdoom, So please help.
Use an SVN version.
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DavidPH
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Re: [WIP] Doom Tower Defence [Demo!]

Post by DavidPH »

Definitely an awesome mod, I hope you finish the next map(s) soon. My only problem is that Hell towers seem to be a lot weaker than Marine towers of the same cost.

As far as creeps reaching the end goes, a life system worked for all those Warcraft III maps, no reason it wouldn't here. It's simple and effective.

Out of curiosity, are you planning on adding any more sides to play as, eventually?

Other than that, I think more maps would be the best addition to your mod right now (maybe one with more waves).
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Tormentor667
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Re: [WIP] Doom Tower Defence [Demo!]

Post by Tormentor667 »

Awesome idea, but this mod definitely deserves better looking maps ;)

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