Poll

What do you think about a TowerDefence mod ?

This would be Awesome!!!
39 (35.1%)
Cool idea
38 (34.2%)
Do whatever you want
21 (18.9%)
WTF !!! trem is not wc3
4 (3.6%)
Completly useless
9 (8.1%)

Total Members Voted: 74

Author Topic: New Mod IDEA: TowerDefence (wc3)  (Read 72540 times)

doomagent13

  • Posts: 506
  • Turrets: +18/-18
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #60 on: April 17, 2008, 11:48:07 am »
After several minutes (or was that seconds), I realized that I was utterly confused.

How do you even run the mod on your own server for Mac? I have a nonIntel so there are many difficulties with even running a server. STILL, how do you run it in Mac?
Roughly the same way you would on any other kind of computer...

tojimaru

  • Posts: 81
  • Turrets: +6/-6
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #61 on: April 17, 2008, 03:00:56 pm »
ok what do i do with the files and wtf is happing flying exploading eggs and what is the point of the tower defense mod anyway????
Have no clue? Get lost.

Disclaimer : This mod is not supposed to be released yet, so please be prepared for bugs and I will not be responsible to whatever happens to your computer/web host.

Steps on how to install the mod.
Installing the mod :
1) Create a folder in ~/Application Data/Tremulous/ called towerdefence ( its a C, not a S).
2) Place the 2 files from my previous post or you can refer below for the link into the /towerdefence folder.
3) Now you can enter any server that runs the mod without downloading it from a source that the server specified.
Running your server with the mod(If you haven't installed the mod, please do so before following this tutorial) :
1) Extract the game.qvm from td.pk3/vm
2) Place the game.qvm in the ~/Application Data/Tremulous/base/vm folder.
3) If you run from the command line(which I'm sure you do), add +fs_game towerdefence somewhere.
Done, now your server will be running the towerdefence mod.

/towerdefence/td.pk3 : Download Link Here
/towerdefence/ui.pk3 : Download Link Here

I did everything just like you said but when I go on the humans team, instead of giving me the menu to choose rifle or ckit, it says this surface is unsuitable to build on, and all the buidlings are smoking. When i type /class rifle in the console and go up to the armoury, it says something about a hovel. Why is it like this?

Divmax

  • Posts: 197
  • Turrets: +3/-8
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #62 on: April 17, 2008, 03:09:33 pm »
Smoking turrets : Your missing td.pk3, or the server is only running the qvm, not the actual mod.
The rest I don't know.
The directory should be something like this :
C:\Documents and Settings\User\Local Settings\Application Data\Tremulous\towerdefence (On XP)
I'm a developer for the following projects(now I'm inactive) :
TremWars's QVMNot updated anymore
TremWars's Client and Server Executable
TremWars's QVM 2

whitebear

  • Posts: 659
  • Turrets: +35/-20
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #63 on: April 17, 2008, 07:30:05 pm »
We would sure need a qvm for this to work. quite hard to have more/less buildings or equipment if there is no qvm... all UI screens will be messed up otherwise.

Amtie

  • Posts: 430
  • Turrets: +19/-20
    • <(*) Homepage / Forumz
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #64 on: April 21, 2008, 11:24:06 pm »
We would sure need a qvm for this to work. quite hard to have more/less buildings or equipment if there is no qvm... all UI screens will be messed up otherwise.

The UI would be client-side. It'd have to be (auto)downloaded.
Meow.

Can an admin set my name to Amtie please?

MartinX3

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #65 on: April 30, 2008, 04:46:54 pm »
Don't find the server.  :(
What is its IP?

Divmax

  • Posts: 197
  • Turrets: +3/-8
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #66 on: April 30, 2008, 04:59:34 pm »
Which one?
Nero's test server is only on when he is testing something.
Mine(A Simple Fun Server) is only on for development testing.
I'm a developer for the following projects(now I'm inactive) :
TremWars's QVMNot updated anymore
TremWars's Client and Server Executable
TremWars's QVM 2

MartinX3

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #67 on: April 30, 2008, 08:20:51 pm »
Both server.
And the server with the Turret Defence Mod please.  :police: ;)

tojimaru

  • Posts: 81
  • Turrets: +6/-6
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #68 on: May 02, 2008, 03:04:07 pm »
Where is Nero? Did he create the mod yet?...

Divmax

  • Posts: 197
  • Turrets: +3/-8
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #69 on: May 02, 2008, 03:06:25 pm »
He already created the mod, just that its still in alpha stage.
sorry for all, who  want to play this mod as soon aa s possible, i am very drunken at the moment (birthday party (1 of 3), dont hav very much time, coder halve a funcion a day =) i tjus takes some time until i have very much time again (like when i started this project ) )
now at the moment i look for a girlfriend =) if you see one post her per email =/
maybe i fine one later xD HF
I'm a developer for the following projects(now I'm inactive) :
TremWars's QVMNot updated anymore
TremWars's Client and Server Executable
TremWars's QVM 2

MartinX3

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #70 on: May 04, 2008, 10:16:12 am »
When is the release?
And why i can't run on my server this mod with the downloaded two .pk3 files?

tojimaru

  • Posts: 81
  • Turrets: +6/-6
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #71 on: May 05, 2008, 08:09:23 pm »
Quote
sorry for all, who  want to play this mod as soon aa s possible, i am very drunken at the moment (birthday party (1 of 3), dont hav very much time, coder halve a funcion a day =) i tjus takes some time until i have very much time again (like when i started this project ) )
now at the moment i look for a girlfriend =) if you see one post her per email =/
maybe i fine one later xD HF

Quote
And why i can't run on my server this mod with the downloaded two .pk3 files?

I do not know the reason why you cannot run on your server, give more details. But most likely it is cause you don't have feet.
« Last Edit: May 05, 2008, 08:11:40 pm by tojimaru »

MartinX3

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #72 on: May 05, 2008, 08:23:37 pm »
The error is the normal Windows error.

cyrri

  • Posts: 25
  • Turrets: +3/-1
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #73 on: May 05, 2008, 10:19:53 pm »
please use a compressed image format next time, 2.5MB is way too big.

Amtie

  • Posts: 430
  • Turrets: +19/-20
    • <(*) Homepage / Forumz
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #74 on: May 06, 2008, 12:41:52 am »
Heh... bmp.

How can you expect something to work without files it needs (i.e. the 2 pk3s)?
Meow.

Can an admin set my name to Amtie please?

MartinX3

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #75 on: May 06, 2008, 03:09:00 pm »
ok what do i do with the files and wtf is happing flying exploading eggs and what is the point of the tower defense mod anyway????
Have no clue? Get lost.

Disclaimer : This mod is not supposed to be released yet, so please be prepared for bugs and I will not be responsible to whatever happens to your computer/web host.

Steps on how to install the mod.
Installing the mod :
1) Create a folder in ~/Application Data/Tremulous/ called towerdefence ( its a C, not a S).
2) Place the 2 files from my previous post or you can refer below for the link into the /towerdefence folder.
3) Now you can enter any server that runs the mod without downloading it from a source that the server specified.
Running your server with the mod(If you haven't installed the mod, please do so before following this tutorial) :
1) Extract the game.qvm from td.pk3/vm
2) Place the game.qvm in the ~/Application Data/Tremulous/base/vm folder.
3) If you run from the command line(which I'm sure you do), add +fs_game towerdefence somewhere.
Done, now your server will be running the towerdefence mod.

/towerdefence/td.pk3 : Download Link Here
/towerdefence/ui.pk3 : Download Link Here

I did everything just like you said but when I go on the humans team, instead of giving me the menu to choose rifle or ckit, it says this surface is unsuitable to build on, and all the buidlings are smoking. When i type /class rifle in the console and go up to the armoury, it says something about a hovel. Why is it like this?

This two .pk3's
td.pk3 and ui.pk3

MartinX3

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #76 on: May 27, 2008, 02:40:22 pm »
Whatis with the moooooooooooooooooooooooooooooooooooooooooooooooo ooooooooood??????????
 :'( :'( :'( :'( :'(

_-+|[A]|+-_

  • Posts: 51
  • Turrets: +3/-8
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #77 on: May 29, 2008, 12:30:27 pm »
Make a folder called TowerDefence in C:\Documents and Settings\[YourUserName]\Local Settings\Application Data\Tremulous
then edit your tremserver.bat (Right click, then click edit) And add +set fs_game TowerDefence
Run your tremserver.bat connect to your server and it should work.
People tell me to use the search button, why should i. When i type in Titty's some random stuff about entitty's come up >_>

MartinX3

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #78 on: June 02, 2008, 07:00:57 pm »
then i get errors when i play on my server with this mod.
I can't join a class, only a team because i get the error message You can't build on this surface.
And when i try to build or use the amoury i get the error message that i must stop blocking a hovel.
It's crazy.
Don't like the mod my NERO QVM?

/Edit:

Found the evil pk3
No errors now.
But my server don't run with the Tower defence Mod.
I had edit the tremulous.bat and put the two files in the folder.
But my server don't run with the mod.

Or are the two files td.pk3 and ui.pk3 only for clients?
Then I need the server files.

/Edit:
Okay.
WAs my wrong.
Wrote fs_game instead of +fs_game.
But it don't work now, too.
In the server console i get the message "fs_game is write protected."
HELP

/Edit:
It works fine. =D

/Edit:
My server runs now Tower Defence.
But no alien waves?
How i get to start the waves?

/Edit:
How to make waypoints?
« Last Edit: June 04, 2008, 05:57:09 pm by MartinX3 »

Thisguy

  • Posts: 70
  • Turrets: +0/-13
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #79 on: June 10, 2008, 06:48:34 pm »
R.I.P

TowerDefence...

Dead now :(

MartinX3

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #80 on: June 11, 2008, 05:26:52 pm »
You don't know it. -.-

MartinX3

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #81 on: June 24, 2008, 02:32:14 pm »
How i can set buildpoints?
Sorry for Doublepost.
I want that see my question.

cyrri

  • Posts: 25
  • Turrets: +3/-1
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #82 on: June 25, 2008, 01:04:12 am »
use these cvars:
g_humanbuildpoints
g_alienbuildpoints

MartinX3

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #83 on: June 25, 2008, 10:44:31 am »
Ups wrote the wrong word.
I mean how to make waypoints.
Sorry.

Divmax

  • Posts: 197
  • Turrets: +3/-8
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #84 on: June 25, 2008, 10:47:09 am »
Use your blaster and click your middle mouse button, or where ever you binded +button2.
I'm a developer for the following projects(now I'm inactive) :
TremWars's QVMNot updated anymore
TremWars's Client and Server Executable
TremWars's QVM 2

MartinX3

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #85 on: June 25, 2008, 01:20:14 pm »
Must change the button.
With the middle Mouse button i go to the Vista Windows selection. hehe

MartinX3

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #86 on: June 25, 2008, 01:40:40 pm »
Î must put the bots manual in the game, or?
And how i start the aliens?
Waypoints are set.

Divmax

  • Posts: 197
  • Turrets: +3/-8
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #87 on: June 25, 2008, 02:08:43 pm »
You must place the bots manually and to start the aliens, they are already moving, you just can't see them. Do !spmodels 1 for the aliens to have the egg model (Warning, the number represents the type and the scale of the model, so just use 1).
I'm a developer for the following projects(now I'm inactive) :
TremWars's QVMNot updated anymore
TremWars's Client and Server Executable
TremWars's QVM 2

MartinX3

  • Guest
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #88 on: June 25, 2008, 02:17:48 pm »
I saw this now too.
But the turrets don't attack the "eggs".
Why?
I upgrade the rc and the turrets and repaired the turrets but they don't attack.
And the eggs don't attack others.
Only when i touch they.
« Last Edit: June 25, 2008, 02:21:16 pm by MartinX3 »

Divmax

  • Posts: 197
  • Turrets: +3/-8
Re: New Mod IDEA: TowerDefence (wc3)
« Reply #89 on: June 25, 2008, 02:18:50 pm »
Sigh, you need atleast 1 Powerplant for the MOST BASIC turrets to function. Upgrade the turrets and you have to upgrade/build more Powerplants.
I'm a developer for the following projects(now I'm inactive) :
TremWars's QVMNot updated anymore
TremWars's Client and Server Executable
TremWars's QVM 2