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#26 2014-03-20 11:34:53

iceman
Member
Registered: 2013-11-09
Posts: 687
Website

Re: Fortress Theory Mod - Version 3

Archonn wrote:

You're talking about the other guys house there, not mine

Gotchya.  It just happened to have the 3 things you mentioned, so I assumed it was yours wink

Frosty wrote:

I'd love to test the mod but I am on Mac OSX. Could you upload a Mac build? smile

Unfortunately, I won't be able to for a few days, but hopefully after that I'll be able to work something out and get at least a Mac version up.  If all else fails, I can just try to compile it on a library computer tongue


Fortress Theory Mod - New objects, tools, and paintings!

I keep dying of a natural cause - Stupidity
The biggest thing that Castle Doctrine has taught me is that the price of your house is proportional to the stupidity of the mistake that kills you.

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#27 2014-03-20 11:45:40

gyuri
Member
Registered: 2013-07-09
Posts: 232

Re: Fortress Theory Mod - Version 3

The game window is labeled 'Castle Doctrine' instead of 'Fortress Theory', you might want to change that in later versions.

Also I just robbed someone with smoke and poison gas. One was labeled 'poison' and the other one 'strange gas' I think.

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#28 2014-03-20 12:13:52

Lord0fHam
Member
From: California
Registered: 2014-02-11
Posts: 487

Re: Fortress Theory Mod - Version 3

I'd also like a Mac version. I want to buy my painting!  (Or have to steal it apparently, if its in the challenge house!)

Last edited by Lord0fHam (2014-03-20 12:19:04)


It's a trap!

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#29 2014-03-20 12:30:26

MMaster
Member
Registered: 2014-02-12
Posts: 325

Re: Fortress Theory Mod - Version 3

Very good! Iceman this is very nice mod. I will definitely try it. Thanks for your great work!


...

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#30 2014-03-20 12:49:35

iceman
Member
Registered: 2013-11-09
Posts: 687
Website

Re: Fortress Theory Mod - Version 3

Just popping in here really quickly to say that if someone with a mac knows how to compile the game, I might be able to send the source code to you, have you compile it and send it back to me, so that I can quickly upload that version to source forge as well.  It'd have to be in the next hour or two, though.


Fortress Theory Mod - New objects, tools, and paintings!

I keep dying of a natural cause - Stupidity
The biggest thing that Castle Doctrine has taught me is that the price of your house is proportional to the stupidity of the mistake that kills you.

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#31 2014-03-20 14:19:24

Frosty
Member
Registered: 2014-03-04
Posts: 38

Re: Fortress Theory Mod - Version 3

I can do that. smile Just upload the source code somewhere or send it to frosty77(at)gmx.de and I'll be right on it.

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#32 2014-03-20 14:33:56

StefanLindskog
Member
From: Oslo, Norway
Registered: 2014-02-22
Posts: 268

Re: Fortress Theory Mod - Version 3

Man, I love this mod. C.A.D's are funny. I bet we'll see a lot of weird stuff done with them. I'm number two on the list! Also, I'm second worst. tongue


Current life: Unknown

Rotary toggle switches... Sooooo sexy.

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#33 2014-03-20 14:39:06

iceman
Member
Registered: 2013-11-09
Posts: 687
Website

Re: Fortress Theory Mod - Version 3

Frosty, thanks, I'm about to send it to you!

And yes, C.A.D.s are possibly my favorite new addition big_smile


Fortress Theory Mod - New objects, tools, and paintings!

I keep dying of a natural cause - Stupidity
The biggest thing that Castle Doctrine has taught me is that the price of your house is proportional to the stupidity of the mistake that kills you.

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#34 2014-03-20 14:42:34

StefanLindskog
Member
From: Oslo, Norway
Registered: 2014-02-22
Posts: 268

Re: Fortress Theory Mod - Version 3

iceman wrote:

And yes, C.A.D.s are possibly my favorite new addition big_smile

Say my name!


Current life: Unknown

Rotary toggle switches... Sooooo sexy.

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#35 2014-03-20 14:43:53

iceman
Member
Registered: 2013-11-09
Posts: 687
Website

Re: Fortress Theory Mod - Version 3

And yes, StefanLindskog, C.A.D.s are possibly my favorite new addition big_smile


Fortress Theory Mod - New objects, tools, and paintings!

I keep dying of a natural cause - Stupidity
The biggest thing that Castle Doctrine has taught me is that the price of your house is proportional to the stupidity of the mistake that kills you.

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#36 2014-03-20 14:56:58

StefanLindskog
Member
From: Oslo, Norway
Registered: 2014-02-22
Posts: 268

Re: Fortress Theory Mod - Version 3

Thank you! That feels waaaaaayyyyyy better.


Current life: Unknown

Rotary toggle switches... Sooooo sexy.

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#37 2014-03-20 15:40:53

Lord0fHam
Member
From: California
Registered: 2014-02-11
Posts: 487

Re: Fortress Theory Mod - Version 3

StefanLindskog wrote:

Thank you! That feels waaaaaayyyyyy better.

???


It's a trap!

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#38 2014-03-20 16:00:11

StefanLindskog
Member
From: Oslo, Norway
Registered: 2014-02-22
Posts: 268

Re: Fortress Theory Mod - Version 3

Lord0fHam wrote:
StefanLindskog wrote:

Thank you! That feels waaaaaayyyyyy better.

???

Makes a lot of sense, right?


Current life: Unknown

Rotary toggle switches... Sooooo sexy.

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#39 2014-03-20 16:26:12

Frosty
Member
Registered: 2014-03-04
Posts: 38

Re: Fortress Theory Mod - Version 3

Mac build: http://www.file-upload.net/download-873 … c.zip.html
smile

Edit: Updated version with SDL library correctly included.
Edit2: Fixed linked SDL library pathes from @rpath to @executable_path.

Last edited by Frosty (2014-03-22 14:18:22)

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#40 2014-03-20 19:12:35

Blip
Member
Registered: 2013-05-07
Posts: 505

Re: Fortress Theory Mod - Version 3

This isn't working for me; it says it wasn't able to load the library @rpath/SDL.framework/Versions/A/SDL.
Could that be due to the fact that I'm on Snow Leopard? Are the libraries I have just really old?

Also, just wondering, while I'm still waiting to get in and play, what's a C.A.D., and what does it stand for?


Current life: Not dead, but I have no clue who I am
The Life and Times of Christopher Alvin Harris
Record: 149 Paintings!

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#41 2014-03-20 19:50:49

Frosty
Member
Registered: 2014-03-04
Posts: 38

Re: Fortress Theory Mod - Version 3

My build did not include the SDL library correctly into the application since I have it already installed on my system.
I made a new version that includes the library and updated the link above. Hope it works now. smile

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#42 2014-03-20 19:55:02

gyuri
Member
Registered: 2013-07-09
Posts: 232

Re: Fortress Theory Mod - Version 3

Is there actually a vault in Mann's house? I think I've seen it all but no (reachable) vault.

With the 5 minute chills and very few people playing it is quite easy to gather enough tools to leave that house in ashes, but I should go to bed.

I'v been to all houses multiple times just to practice the new mechanics. I still don't know how to kill the C.A.D. (except for cutting the power supply). Is there any way?

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#43 2014-03-20 20:06:08

Lord0fHam
Member
From: California
Registered: 2014-02-11
Posts: 487

Re: Fortress Theory Mod - Version 3

Iceman I've got an idea for an object. it's sort of like the CAD but in wife form. It is basically a Robo-Cop with a shotgun, a security guard of sorts. It has to follow a track though, like a train. You can place the track wherever and the thing will go along it. There could also be switches and things for it to change tracks. All these things would need to be powered of course. The switches would switch when they recieved power through wire or a button. You can put as many of these guys as you want on a track. This is ok because 1. if it is unpowered, they all stop working, and 2. you obviously have to be able to beat your own house. There could also be panic style buttons for them that only they can press. Maybe you could also get an upgraded version that can follow you off the track for x blocks until it goes back, or is able to run after the power is cut because of its internal battery for x blocks. It might be pretty hard to do, but let me know what you think.


It's a trap!

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#44 2014-03-21 02:52:27

42dustman
Member
Registered: 2014-01-20
Posts: 231

Re: Fortress Theory Mod - Version 3

Only 3 houses? Common guys, let's play this awesome thing.

And Iceman, can we get some more starting cash (like, 5k)? I want to make some bigger experiments with those gas thingies. smile


Self-testing is torture.

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#45 2014-03-21 04:19:26

42dustman
Member
Registered: 2014-01-20
Posts: 231

Re: Fortress Theory Mod - Version 3

All houses picked clean... The hell... Only the predatory players are playing with this mod? big_smile


Self-testing is torture.

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#46 2014-03-21 04:41:57

StefanLindskog
Member
From: Oslo, Norway
Registered: 2014-02-22
Posts: 268

Re: Fortress Theory Mod - Version 3

Hey! That means my house got fucked too! Just as well. smile
Had a nice house going last night, but played for too long and did an update that locked me in while self testing. Note to self: quit while awake.


Current life: Unknown

Rotary toggle switches... Sooooo sexy.

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#47 2014-03-21 06:36:39

shlam16
Member
Registered: 2014-03-14
Posts: 93

Re: Fortress Theory Mod - Version 3

42dustman wrote:

All houses picked clean... The hell... Only the predatory players are playing with this mod? big_smile

That may have been me sorry, I was hoping to encounter the new trap mechanics in action, unfortunately not really. I came across one place with 3 or 4 CAD things, but I have no idea how they work. One of them chased me for about 10 steps before turning off. Another chased me for about 3 steps before turning off. A third one killed me when I tested to see if it was even a deadly enemy.

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#48 2014-03-21 06:56:04

gyuri
Member
Registered: 2013-07-09
Posts: 232

Re: Fortress Theory Mod - Version 3

CAD moves when powered and follows the same rules as the dogs.

Last night I robbed every house and tried to exploit the short chills and the lack of players to pump enough tools to rob Mr. Mann. I'm sorry for all the inconvenience I might have caused.

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#49 2014-03-21 22:40:08

42dustman
Member
Registered: 2014-01-20
Posts: 231

Re: Fortress Theory Mod - Version 3

Built a little house yesterday and came back to check it today. Wife killed and vault broken. Went to check on neighborhood and there were no houses, but the doghouse had a bigger death count... Facepalm.gif


Self-testing is torture.

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#50 2014-03-22 02:23:00

gyuri
Member
Registered: 2013-07-09
Posts: 232

Re: Fortress Theory Mod - Version 3

We should start gathering tools to take Mr. Mann down. I have a house with 446/0/0 with two poison gas barrels right at the entrance. You can come in with tools, switch on the gas and die and then come back 5 minutes later to do the same.

The open part of his house looks like this: http://castledraft.com/editor/xVDUKj. The doors are powered by a clock and open after 31 moves. If I'm not entirely mistaken, his vault isn't in this part, but don't forget, he's god on his own server. So if there is any vault, it can be anywhere. We'll need tons of saws to get anywhere.

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