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 Captain J » Sat Nov 17, 2018 12:47 am

Looks promising also! I really love how you added sunlight at 1st screenshot.
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby PRIMEVAL » Mon Nov 19, 2018 7:29 pm

Looking good!
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Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Paar » Thu Nov 22, 2018 10:34 am

Tried the mod right after finishing the preview demo of Ion Maiden and I must say that after the first two levels I am enjoying it more so far. That speaks for itself. Keep up the great work!
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Vostyok » Sat Nov 24, 2018 7:37 pm

Thank you for the comment :D

To everyone:
Just noticed a bug when running through QZDOOM, where you cannot talk to NPC's and therefore, cannot finish the maps. Not sure if this is something missing through QZDoom port, or something I've not taken into account through my end. I'm reinstalling Strife to see if conversations are an impossibility in that port.

Really embarassed I missed this.
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Get Phobo » Sat Nov 24, 2018 8:36 pm

It works with QZDoom 2.1.0 (the current one) on my side. No issues talking to people, making deals, finishing maps. Perhaps you have an old version? (Googling for QZDoom only gives a link to 1.3.0, after all.)
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Vostyok » Sat Nov 24, 2018 8:58 pm

Ah, that's a relief. Thanks for checking that out.

I think I need to spend a lot more time on compatibility checking.

And actually reading the forum news :P :lol: :oops: :blergh:
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Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby ReformedJoe » Sun Nov 25, 2018 9:48 pm

In Dead Man Walking news, I'm a good ways through the final level. Total completion is 90%, but I think everyone knows that the last 10% of any project can be... troublesome.
Therefore I don't think I'm going to make my previously announced date (Nov 30), but it wont slip by that much. In the finest tradition of mod development/dev in general the release date is now When It's Done.

What remains is of course the final bit of the final level, an overall polish pass and hopefully a bit of playtesting (I might put out a call for playtesters... stay tuned).

Soon I'll spin this project off into it's own thread, to avoid spamming this one with my dumb garbage :p
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby sinaptica » Tue Nov 27, 2018 6:03 am

Finished the first chapter on normal difficulty without the add-ons yesterday.
Damn, where to begin, I'll try to be brief.

WHAT A BLAST. I have enjoyed this from start to finish.
I'm a big fan of the genere, and man, from my POV this mod is spot on.
Big and well designed levels (the subway station is my fav) and fun as hell gunplay (love the weapons).
It's unfinished, but what's there feels polished.

I have some little suggestions:
· The knife is useful, but I would widen somehow the area it does damage. Make it a bit more letal, but just a bit more slow to draw as well.
· I could not use that nice scoped rifle in any of the open areas of the first chapter. Maybe give it earlier to the player, but make the ammo really scarce.
· The revolver is too precise, I have been using it to shoot long range all the way through (maybe a scope for the revolver could be a good idea, or make the pattern spread a little more, or both)

I'll check out that link for the OST. Great music.

I would PAY for this (more precisely I would donate to the modder to show my appreciation), just to let you know.

Thumbs up to everyone involved.

Next: Play in survival hard with the addons.
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby RSSwizard » Sat Dec 01, 2018 3:29 pm

Little bit of a bug here:
Running the game with the wadsmoosh (doom_complete.pk3) does not work (thats all I got).
You still get junk items by shooting boxes but otherwise everything else (monsters, weapons, status bar) functions as per vanilla doom.
Supposedly we can use freedoom wad with this so im going to try running it with that.

Also GZ3.6 pretty much does not even work on my comp but it seems I can load it at least, does this mod work with previous versions and if so where is the cap?

---Edit---
Tried running it with Freedoom Phase 2 like recommended and it doesn't work. This being for the main file (not sanitized).
Pic related. Dragged and dropped it on the exe like most mods.
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Enjay » Sat Dec 01, 2018 3:49 pm

RSSwizard wrote:Pic related.

That's what happens when you run the maps without the main mod.

This is it running using FreeDoom2 with both the mod PK3 and the maps loaded.

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

Postby RSSwizard » Sat Dec 01, 2018 3:52 pm

okay, I was dragging and dropping the main .zip file that contains both the mod and the maps
So I should unzip that and drag+drop the two items on it?

--- Edit ---
This worked.
Have no idea why but loading the two resources out of the .zip makes it work but it did.
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Re: Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Vostyok » Sat Dec 01, 2018 4:09 pm

Yes, sorry if the instructions were a little unclear. I think for episode 2 I will be putting both mod and maps together as one file, to save space and sort out compatibility problems.

As for version compatibility, I had this working all the way back to 1.9 at one stage. I can make some changes to the functions used if anyone desperately needs this.

Also Reformed Joe has put up a page for his new DLC project. I will be keeping an eye on this. I would suggest you guys do the same: https://forum.zdoom.org/viewtopic.php?f=19&t=62707
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Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby mrtaterz » Mon Dec 03, 2018 10:38 am

So, I always thought this mod would be interesting if it had some sort of stealth mechanics/weapons. You should add in a mechanic where enemies there are stabbed in the back with a knife are instakilled and don't alert nearby enemies, and maybe even a new junk weapon like an air compressed cannon that shoots spikes, kind of like a stealthy post-apocalyptic crossbow. Just a thought.

Any Doom mod that adds in any form of stealth, I'm a sucker for. You can even kind of do this in Project Brutality and I find it to be a fun way of playing the game.
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Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Vostyok » Mon Dec 03, 2018 12:03 pm

mrtaterz wrote:So, I always thought this mod would be interesting if it had some sort of stealth mechanics/weapons. You should add in a mechanic where enemies there are stabbed in the back with a knife are instakilled and don't alert nearby enemies, and maybe even a new junk weapon like an air compressed cannon that shoots spikes, kind of like a stealthy post-apocalyptic crossbow. Just a thought.

Any Doom mod that adds in any form of stealth, I'm a sucker for. You can even kind of do this in Project Brutality and I find it to be a fun way of playing the game.


I was actually going to do something like sneaky doom, where crouching in dark areas gives a sort of stealth chance. You can see it being used in the second to last Scavenger Diaries entry on the youtube, where the mutants have trouble seeing the scavver about to snipe them. I ended up not using it for the final release though.

I have been thinking of adding a backstab bonus to the knife and crowbar as well, after playing Metro: Last Light again. It won't be uber powerful and you won't be expected to use it for the whole game (I don't want to change the gameplay too much) but Ep2 is going more for options and choices rather than a more linear adventure. Also, expect to see at least two weapons that can mount suppressors, as an optional upgrade.
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Re: Ashes 2063 TC - Goodies and 1.15 update packs

Postby Jimmy Gnosis » Mon Dec 03, 2018 6:42 pm

Might I suggest the Universal Enhanced AI mod by Josh771, as it not only makes enemies a little smarter but it also makes them less likely to see you when you're lurking in the shadows. It should just plug and play.

Anyways, I registered a new account just to post and tell you I love this game. I'm also the very same Captain Awesome who made/edited a couple of the Realm667 prefabs you used, if you ever need some help with graphics stuff shoot me a line. I'm a little busy these days but I really can't stress how much I love this game, and I'll do what I can for ya.

EDIT: I've been playing it a bit with Universal Enhanced AI and it seems to work just fine. Definitely makes the game a little harder though because enemies are alerted more easily and of course find you better and snitch on you to others. I've also been playing it with a few other mods that I think enhance the experience, just in case anyone else is interested.
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