Re: Ashes 2063 TC - Goodies and 1.15 update packs

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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Vostyok » Mon Nov 12, 2018 11:06 am

Yeah, I can always add it in anyway. If you don't want to use it you don't have to, I guess.
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Whoah » Mon Nov 12, 2018 1:00 pm

I don't really think this mod needs a kick. Pretty much every other mod under the sun has either a quick kick or kick alt-fire, and it ends up becoming nothing more than a quick melee attack 9 times out of 10. We already have a knife, and there weren't many situations where I needed to knock someone back, and even when I did, I just whipped out the pile bunker. I personally think the kick would be super redundant given the pile bunker and knife already fulfill both of it's roles, and I seldom need both in one attack.
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Kroc » Tue Nov 13, 2018 5:33 pm

Okay, I just finished it; that was absolutely amazing, though I can only hope that the ending is reworked to continue the story rather than cut everything short just as we're piecing everything together. Every level got better and better and I could play this forever.

By the time you get the scope, it's redundant. This may have been better placed in the 2nd / 3rd levels due to the more open environment. For example, there could be enemy snipers placed on the Red's base, better suggesting the need to go around. That said, it could just be put off until Episode 2.

Outstanding work at a level of map design and story-telling and world building that matches or exceeds what AAA games are putting out.
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Vostyok » Tue Nov 13, 2018 6:26 pm

I'm happy you enjoyed it. I've said it before, but this was a bit of an experiment for me, especially regarding mapping which I had very little experience in. It's got a ton of flaws (I think I'll rely less on jumping and narrow rooms in my next venture, and the ending did leave a lot of questions unanswered, but that was partially intentional).

Still, I've learned a lot since then. All the constructive feedback is helping me make better games.

Also, expect more open areas next time. I've got some new enemies in mind that won't force a close quarters fight every time...
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Get Phobo » Tue Nov 13, 2018 7:09 pm

I'm having troubles with the machine pistol. It can be picked up but doesn't appear as a hud weapon. This problem has persisted since version 1.00. This is what my command line looks like:
Code: Select allExpand view
gzdoom.exe -iwad doom2.wad -file Ashes2063Maps115.wad nashgore.wad Ashes2063Mod115.pk3 AshesJetfire.pk3 CJs_WastedAshesSFXs.wad -config gzdoom-Ashes.ini
I use GZDoom 3.6.0. Perhaps the load order is wrong?
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Vostyok » Tue Nov 13, 2018 7:22 pm

Yeah, it's not you, it's a bug with the Jetfire mod and the machinepistol replacer actor. We're working on a fix. Sorry.
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Get Phobo » Tue Nov 13, 2018 7:39 pm

Good to know. Thank you for your quick reply.
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Vostyok » Wed Nov 14, 2018 6:25 am

Okay, I've tried out the new version of jetfire and all seems to be working. Thanks Railgunner. :D
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Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby BoJustBo » Wed Nov 14, 2018 1:32 pm

And now I too have finished Ashes.
Overall it was pretty great. Music, graphics, mood.
I mainly just have two complaints. One being the motorcycle sections, really unfun with the combination of slow handling and high damage on crashing. The other being an area in... was it the second to last level maybe? Anyways you had to jump down into a radioactive area to get a key, damage was unavoidable and I'd gotten there with not much health, needless to say, I had to savescum like 15 times to get past it since I needed to develop speedrunner skills to beat it.
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Kroc » Wed Nov 14, 2018 3:39 pm

IMO the motercycle should handle tighter at low speeds, but a way to mitigate the unfair amount of damage when hitting a wall would be to throw the player off of the bike beyond a certain speed and deal a fixed amount of maximum damage.

You should use a 'purge' stim to stop the radiation effect in that area, but no, it's not easy to jump in there!
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Vostyok » Wed Nov 14, 2018 3:53 pm

Considering the toxic dump was completely optional, and you don't need that key unless your going to the mall, I feel justified in making it a challenge. I've seen at least one youtuber finding a cheeky way of making it a cinch.

I'm working on the bike for the next release. I'll be changing how it's used and how it handles.

Glad you enjoyed it. Thanks for the comments. :D
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby PRIMEVAL » Wed Nov 14, 2018 6:34 pm

The bike just needed some new parts... a fixer-upper, if you will.
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Vostyok » Wed Nov 14, 2018 6:37 pm

PRIMEVAL wrote:The bike just needed some new parts... a fixer-upper, if you will.


Which is what it's getting in Ep2, literally and figuratively. Maybe even a new paint job.

Lampshade hangin' to the mad-max.
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Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby ReformedJoe » Fri Nov 16, 2018 4:00 pm

Well Dead Man Walking is coming along nicely. At around 80%. It's going to be tight but I think November is still on the table.

Last bunch of shots here:
Spoiler:


The project is now 4 levels (but in the interest of honest marketing, it's really more like 2.5 levels :lol: )

Tentative release date: November 30.
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Vostyok » Fri Nov 16, 2018 4:23 pm

Dude, that looks cool!

Take your time. Good things should never be rushed.
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