Search found 114 matches

by Plasmazippo
Mon Apr 24, 2023 11:58 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 650061

Re: Ashes Afterglow TC - closing the vault

June is right. Vostyok, Joe and the crew have abandoned this forum.

Ask on ModDB instead.
by Plasmazippo
Fri Apr 21, 2023 10:49 pm
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 650061

Re: Ashes Afterglow TC - closing the vault

Hello! We will no longer be updating our projects here. This thread will remain open for replies until closed through default forum action. Please follow us at: https://www.youtube.com/channel/UCCQwjh7aZd45e-1s5q7LFWQ - Youtube https://www.moddb.com/mods/ashes-2063 - moddb page and also check out ...
by Plasmazippo
Sun Apr 09, 2023 6:38 pm
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 650061

Re: Ashes Afterglow TC - News Update pg117

Damn man, sorry to hear you got into a biff. Hope you're better now.
by Plasmazippo
Sat Apr 08, 2023 12:04 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 650061

Re: Ashes Afterglow TC - quick update page 111

So I've noticed that in Afterglow, the cards and keys don't make the pickup sounds they used to in 2063, despite still having the corresponding sound effects and the SNDINFO definitions. For Vostyok and the team (and anyone else that wants to fix this on their backend), here's my DECORATE fix based ...
by Plasmazippo
Tue Jan 10, 2023 7:38 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 650061

Re: Ashes Afterglow TC - quick update page 111

Trying the 32-bit build of GZDoom (4.7.1) on my old PC build from 2011, I also tried the Ashes Biodome, since it's a very demanding map, and got these artifacts where you can see through walls from within the traincar but not when you step outside at either terminus. Has anyone else observed such ...
by Plasmazippo
Mon Jan 09, 2023 5:56 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 650061

Re: Ashes Afterglow TC - quick update page 111

If anything, I think the spores should be respawnable upon entering the botanical gardens after going through it once. You can set a trigger on a linedef or sector using ACS or ZScript to that effect.
by Plasmazippo
Fri Jan 06, 2023 10:34 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 650061

Re: Ashes Afterglow TC - quick update page 111

That's likely because, as far as I understand the DECORATE code, Scav on foot is a different player entity than Scav on a bike. Not sure how much this could help, but feels worth mentioning.
by Plasmazippo
Sun Dec 18, 2022 9:49 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 650061

Re: Ashes Afterglow TC - quick update page 111

Sounds good. Did you post it in the Nashmove thread already? I didn't. I'll assume it's fine to post it here. Here you go. One is for Ashes 2063 Enriched and the other is for Afterglow. Also, one thing I want to ask here: In the downloads section, it states that Ashes 2063 Enriched does not work ...
by Plasmazippo
Fri Dec 16, 2022 11:09 am
Forum: Gameplay Mods
Topic: Intelligent Supplies
Replies: 91
Views: 36836

Re: Intelligent Supplies 1.6

To elaborate on the CustomInventory mess: Taking Ashes for an example as I listed it above, the weapons don't exactly have a spawn state because of the upgrade system — the game uses CustomInventory items on dropped weapons so the player, after upgrading weapon X or Y, isn't given a duplicate of the ...
by Plasmazippo
Fri Dec 16, 2022 6:07 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 650061

Re: Ashes Afterglow TC - quick update page 111

My biggest complaint is how slidey the player is, especially when platforming, but I don't think you can help that. I actually made a modified version of Nashmove that fixes that problem. I even made it so that it specifically disables itself whenever you're riding a vehicle, so that it doesn't ...
by Plasmazippo
Fri Oct 28, 2022 6:15 am
Forum: Graphic/Audio Patches
Topic: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX
Replies: 451
Views: 246111

Re: Nash's Gore Mod: Vengeance Edition v1.01 HOTFIX

Daedalus wrote: Fri Oct 28, 2022 6:08 am
Nash wrote: Sat Jul 16, 2022 3:54 pmHas been fixed for the next version of the mod.
Was it released? Seems to be still broken.
Not yet.
by Plasmazippo
Mon Oct 17, 2022 10:08 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 650061

Re: Ashes Afterglow TC - quick update page 111

I believe episode 3 is now in the works. And some people are independently making expansions for Afterglow. Correct me if I'm wrong.
by Plasmazippo
Sun Aug 21, 2022 12:00 pm
Forum: Gameplay Mods
Topic: [minimod][v0.1.0] Floor Mod: floor is lava no more!
Replies: 2
Views: 3604

Re: [minimod][v0.1.0] Floor Mod: floor is lava no more!

Oh god yes. Yes please. :wub: This will be indispensable for playing mapsets where the mapper had no restraint or vision in how to use damaging floors.
by Plasmazippo
Sat Aug 20, 2022 10:26 am
Forum: Levels
Topic: [GZDoom] Unfamiliar
Replies: 95
Views: 51822

Re: [GZDoom] Unfamiliar: Ultimate Edition

Little bit of feedback:

If you use an add-on with terrain splashes (DoomTerrains, Splash by Enjay, etc.) the sparks will generate uncharacteristically heavy splashes on a liquid floor. It looks odd and can be really noisy.

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