Re: (wip) Ashes 2063 TC - THREAD EVACUATION

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SLON
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by SLON »

Ah, as for separate loading animations, not sure where to draw the line there. If you have separate animations for loading, would I then have to add 1-bullet-clips rule? Chambered rounds? I don't want to detract too much from the old-school mentality or gameplay.
Well, since it is already in the game...
It must depend on a real prototype of weapons. MAC-10, for example, shoots from an open bolt, so that fact, that it cannot keep an chambered extra round, is a correct.
Procket12
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by Procket12 »

We'll it already applies to the shotgun. You could do the one bulley rule or not. But the reloading ones would be cool.
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by Procket12 »

The Ghost.....I'm not really sure what to classify it as. Somewhere between corporeal and spirit, seeing as it moves about like a ghost when live, but when killed, it drops a pile of guts.
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Captain J
 
 
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by Captain J »

I'm sure that's a brain, not guts! Since the ghost ladies uses some supernatural powers.
SLON
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by SLON »

Procket12 wrote:The Ghost.....I'm not really sure what to classify it as.
And this is probably the result of pre-war secret research, am I right?
The same thing, obviously, and the Ep.1 final boss.
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Vostyok
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by Vostyok »

Haha. You'll find out more about those.... things... later. I'll hopefully be putting out some more goodies in a couple of days. I want to release the updates I have for the maps and mod files. Also a new weapons stand-alone that includes the Glock and Grenade Launcher where you can actually get them. And a monsters only pack. And a map pack you can play with Trailblazer, or Kriegsland, or Shut Up and Bleed, or Brutal Doom, or Netronian Chaos......

As an aside, got a sneak peek at a project another zdoomer is working on. Ashes related. And it .

WAS .


A W E S O M E.


More news later.
himmelreich
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by himmelreich »

First, I want to say that this mod is GREAT. No, really. Fell in love with it from the first sight.

But I got some problem I can't solve on my own.
On the third map (The Wall) I can't speak to any NPC except thugs and thuggish guards - dialogue box just not showing up, so obviously I can't advance any further in the game. Downloaded mod from the first post(v.1.05), tried to run on latest GZdoom 64, then 32, and even legacy 32 versions. All the same - no one wants to speak with me. Basically, I can end level by killing guard and flipping the exit swith but that kinda sucks.
Any ideas on what should I do, apart from to lie in a corner and cry a lot?
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Vostyok
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by Vostyok »

Yes. First question: Are the guards runnning correctly. If they are, they should look like generic post-apocalypse guards, wearing helmets and body armor.

If not, they'll just look like you do.

The main cause of this is the MAPS file being run before the MODS file. Sorry about that, but the two files tend to overwrite eachother, and the mods need to be loaded last.

Send me a screenshot if you are not sure.
himmelreich
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by himmelreich »

Guards are fine, look totally generic post-apoc. https://imgur.com/a/cjaMqyW

I tried to run .wad then .pk3 and vice versa via promt, like

Code: Select all

-file Ashes2063maps.wad -file Ashes2063mod.pk3
Then I tried to do same thing in autoload section in gzdoom.ini
Doesn't help either.

Btw at the start gzdoom launcher console shows stream of many red-colored errors, don't know if they're logging somewhere.
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Vostyok
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by Vostyok »

Hmm... error messages should only display if maps and mod are run separately. Could you send a screenshot of error messages? You can get a summary of them in the console as well if you open it before you start the game.

The main one that will trigger is the maps overwriting the guards twice. You'll get a lot of "renaming" garbage. Alternatively, it might work better if you run it from a shortcut.
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by himmelreich »

Log is really long, so there's a start, mid-part and end.
https://imgur.com/a/E8AG7Aa
https://imgur.com/a/YILDBeC
https://imgur.com/a/HmZ39wa
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by wildweasel »

himmelreich wrote:Log is really long, so there's a start, mid-part and end.
https://imgur.com/a/E8AG7Aa
https://imgur.com/a/YILDBeC
https://imgur.com/a/HmZ39wa
Remove Ashes2063Maps.wad from your /skins folder.
himmelreich
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by himmelreich »

wildweasel wrote:Remove Ashes2063Maps.wad from your /skins folder.
Oh. I see now. Seems like I used this folder name as some kind legacy from old zandronum. Didn't even knew it autoloads any wads in there. Now when you mentioned it, I did some googling and understood my mistake.
Quick test at work shows that all's working good.

Many thanks!
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TheRailgunner
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) Jetfire mod

Post by TheRailgunner »

Image
Blam blam.

So, I've been working on this patch for Ashes 2063 - It adds an FN FAL to the game, complete with wasteland scope. I also made a Jetfire-compatible version, just in case. Right now it has a 1-in-3 50/50 chance of spawning in the place of the Machine Pistol.

I lowered the damage from 30 (demo value) to 25 - hopefully it balances it a little bit.
Last edited by TheRailgunner on Fri Oct 26, 2018 3:40 pm, edited 1 time in total.
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Vostyok
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Re: Ashes 2063 TC - (Release Ep1 Pg 54) FAL weapon add

Post by Vostyok »

Thanks buddy. Gonna try this one out now. AFTER I've added it to the front page :D
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