Re: Re: (WIP) Ashes Afterglow- Progress update pg14

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Re: Re: (WIP) Ashes Afterglow- Demo Uploaded

Postby WiseFree » Fri Oct 16, 2020 2:13 pm

If you are finding the game a little too dark, try changing Sector Light Mode. It can be found in Display Options > Hardware Renderer. I have mine on Doom or Dark, but you might find standard, vanilla or even Legacy a better mix of shadows and illumination. It tends to raise the general luminescence without washing out the colors, as Gamma does.


Thank you very much i really needed that! Now i can walk normally without going strait to a wall every time and believe me it happened alot :lol:

I will be adding a new tutorial/prologue to the mod in the full release, which will allow you to test your brightness levels before the game begins. Kinda like a "adjust your brightness until the image on the far wall is barely visible", kinda thing.


Now that is a interesting though, wouldn't be funny if that tutorial would be set in a run down hospital , and going around it doing an "errand" for the station´s doctor but in fact its an test for him for his health or something? :wink:

Also, the lantern didn't always work? It only works with the revolver, autoloader and crowbar, and requires a charged solar battery to function. If it doesn't work outside of those criteria, is there any particular situation where it doesn't work?


Yea its really strange, everytime i press the button wen im outside (for that recharge or for show) it doesnt pop out at all. I keep pressing my button and it doesnt activate , i try changing the button to another one and it stays the same. And yes i try wen i use the revolver, autoloader and crowbar, even then it doesnt come out. :?
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Re: Re: (WIP) Ashes Afterglow- Demo Uploaded

Postby Vostyok » Fri Oct 16, 2020 7:00 pm

Hmm. That is really strange. It won't stay out if the battery is empty of course. But it should at least try to activate.

Oh, you don't actually need to have it out to recharge it anymore. Just stand in direct sunlight with any weapon. It should charge automatically.

If not, there may be another bug, but cannot imagine what it would be.
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Re: Re: (WIP) Ashes Afterglow- Demo Uploaded

Postby WiseFree » Sat Oct 17, 2020 2:11 am

Good news! I managed to fix it, i had deleted the mod and wen to get it again, and wen i try to activate the lantern it worked! Maybe it was an error on while downloading the mod or something to make this happen, but thank you so much for the help Vostyok! I really mean it , now i can play the game normally with all its esplendor and everything!
I do wonder though wen is the next update coming? I hunger for more of it, like i said before the views are so beautiful that i loose more time watching it more than the fights itself, its like that old saying " a picture is worth a thousand words" and you really perfectly make that sentence come true . So keep it up, for i will examine each and all detail you can provide witch secrets are also included, oh that reminds me those said secrets really tricky i give ya that , i lost i couple hours and some head to desk slams ( lightly i might say) just to figure it out were they are so kudos for you and joe if he helped doing.
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Re: Re: (WIP) Ashes Afterglow- Demo Uploaded

Postby Deon » Tue Oct 27, 2020 4:33 pm

I have just played through the whole demo. It's larger than most of mods out there.

I take my hat off in front of the BEST mappers I have ever seen. The map design, and changing layout as you keep returning to known areas, is just great. There have been only two or three times when I have been scratching my head thinking what to do next, and it says a LOT for maps of such complexity and scale.

My favourite part was the laser tag sequence, since I really hoped it would come after seeing the posters/entrance.
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Re: Re: (WIP) Ashes Afterglow- Demo Uploaded

Postby Gallion » Thu Oct 29, 2020 8:11 am

Your mod was amazing! I had hours of fun! I have some ideas I really want to share with you, but please, take them with a grain of salt.
Ledge Grabbing: A big part of your mod is exploration, so the ability to grab on to ledges and pull yourself up can open up a ton of ideas!
Laser gun: The laser gun part gave me an idea. what about a laser gun that temporarily blinds enemies. And maybe you can upgrade it to an actual weapon.
Anyway, I loved the demo, and can't wait for the full release!
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Re: Re: (WIP) Ashes Afterglow- Progress update pg13

Postby Vostyok » Thu Oct 29, 2020 7:44 pm

Hey, wassup?

Thank you for all the comments. Things have been quiet over here since most of the dev talk happens on our secret discord now, but can give some updates on progress.
First a couple of replies:

@Wisefree
Glad you got it working! It may have been caused by a load-order issue. The full release will have both maps and mod smoothed together hopefully, so it should remove this issue (any several others) once and for all. As an aside, I've been setting up new hotkeys for the lantern and the bootknife.

Yes! This means the bootknife will in be used separately from the altfire, for every weapon :D

@Deon
Thanks! We got some more crazy setpieces coming up. More on that later.

@Gallion
The laser-pistol was actually requested during playtesting, kinda like a joke weapon, like the bowling ball in Redneck Rampage. I have been thinking about this, and will see what I can do. No promises though.
Ledge grabbing will not be in this edition, since it would break too many things. We've been talking about introducing a... more agile character choice. In later releases. But I cannot say more.

@ everyone
So it's looking likely that this won't be coming before mid-november, possibly even this December. All of the team have a lot of irl commitments at the moment, and although I've been cracking away on this as much as I can, I haven't managed to get anywhere near where I wanted to.
Still, almost all of the weapons and their upgrades are done (including the two new weapons), there is a new monster we're adding that has some tricky abilities, and I'm almost done working on the next map in the episode, which has been massive so that doesn't help things time-wise. A lot of suggested fixes and texture/sprite improvements have been loaded in as well. Map count is looking at 8 in total so far, so we're almost as big as the first episode already. I want to add some extra, smaller maps to the mix to break things up, though.

I will give a clearer picture of our final release date when I get closer to where I want things.

Anyway, this has been quite a rambling post, and I need to get back to it.

-laters
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Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg13

Postby Captain J » Thu Oct 29, 2020 9:58 pm

Oh yeah! So that Laser Pistol is like harmless pointer one for that laser tag arena, right? That gives me an idea:
Spoiler: pew pew
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Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg13

Postby WiseFree » Fri Oct 30, 2020 3:18 am

Captain J wrote:Oh yeah! So that Laser Pistol is like harmless pointer one for that laser tag arena, right? That gives me an idea:
Spoiler: pew pew


Instead of blind them, what about making them follow a dot like cats? That would be funny make them leading into some hazard environment :lol:
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Re: Re: (WIP) Ashes Afterglow- Progress update pg13

Postby Leglock » Fri Oct 30, 2020 7:25 am

Vostyok wrote:Hey, wassup?

Thank you for all the comments. Things have been quiet over here since most of the dev talk happens on our secret discord now, but can give some updates on progress.
First a couple of replies:

@Wisefree
Glad you got it working! It may have been caused by a load-order issue. The full release will have both maps and mod smoothed together hopefully, so it should remove this issue (any several others) once and for all. As an aside, I've been setting up new hotkeys for the lantern and the bootknife.

Yes! This means the bootknife will in be used separately from the altfire, for every weapon :D

@Deon
Thanks! We got some more crazy setpieces coming up. More on that later.

@Gallion
The laser-pistol was actually requested during playtesting, kinda like a joke weapon, like the bowling ball in Redneck Rampage. I have been thinking about this, and will see what I can do. No promises though.
Ledge grabbing will not be in this edition, since it would break too many things. We've been talking about introducing a... more agile character choice. In later releases. But I cannot say more.

@ everyone
So it's looking likely that this won't be coming before mid-november, possibly even this December. All of the team have a lot of irl commitments at the moment, and although I've been cracking away on this as much as I can, I haven't managed to get anywhere near where I wanted to.
Still, almost all of the weapons and their upgrades are done (including the two new weapons), there is a new monster we're adding that has some tricky abilities, and I'm almost done working on the next map in the episode, which has been massive so that doesn't help things time-wise. A lot of suggested fixes and texture/sprite improvements have been loaded in as well. Map count is looking at 8 in total so far, so we're almost as big as the first episode already. I want to add some extra, smaller maps to the mix to break things up, though.

I will give a clearer picture of our final release date when I get closer to where I want things.

Anyway, this has been quite a rambling post, and I need to get back to it.

-laters

I was affraid of asking, glad to have some news!

Also, is there any possibilty to have enemies with attacks that damage both health and radiation bar? That would be awesome!
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Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg13

Postby doomfighter66742278 » Sat Oct 31, 2020 3:36 pm

the demo looks awesome i cant wait for the full version and have a nice day vostyok
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Re: Re: (WIP) Ashes Afterglow- Progress update pg13

Postby Mech » Wed Nov 18, 2020 6:44 am

Question about weapon upgrades system: will I be able to "catch 'em all" (install all upgrades available for a gun) or it's "either one or another" choice? Also, considering how many people get lost, I think we'll need some sort of walkthrough.
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Re: Re: (WIP) Ashes Afterglow- Progress update pg13

Postby Leglock » Wed Nov 18, 2020 5:50 pm

Mech wrote:Question about weapon upgrades system: will I be able to "catch 'em all" (install all upgrades available for a gun) or it's "either one or another" choice? Also, considering how many people get lost, I think we'll need some sort of walkthrough.

If you can pay it, you can upgrade it. In my last run I think I made 5 upgrades.

You can do quite a lot of money in Apocalyptic difficult, since there are a lot of enemies and they drop lots of stuff, you can sell whatever you don't need.
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Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg13

Postby Vostyok » Wed Nov 18, 2020 7:03 pm

Thank you for comments!

Weapon upgrade system is very simple in practice. Each weapon that can be modified gets two upgrades. You install one, and then the other, if you can afford it. There isn't a choice really, apart from which ones you want to do first. The second stage upgrades have been implemented into the build I am working on, btw. So that's a thing now.

Also bear in mind, that the demo had some balance issues I've since ironed out. Apocalypse won't be quite the ammo haul it was before, but yeah, you can still make a lot of cash selling ammo. I mean, you would wouldn't you. Just don't expect every settlement to offer such decent exchange prices.

On the subject of Walkthroughs, Pagb666 does some very good "all secrets, no commentary" videos, as did Phoenixinflight, but I can write up a text based one which will include all the optional side missions and endings criteria as well.

Expect some news on where we are, soon.
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Re: Re: Re: (WIP) Ashes Afterglow- Progress update pg13

Postby atarumoroboshi18 » Fri Nov 20, 2020 11:45 am

This is one of the few truly amazing Doom mods to watch. I can't wait to see what comes down the pipeline! Played through both Ashes 2063 and Ashes: Afterglow demo multiple times. They're legit fun, detailed, and atmospheric. I'm really pumped!
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Re: Re: (WIP) Ashes Afterglow- Progress update pg13

Postby Joje » Fri Nov 20, 2020 12:08 pm

allright so after i played this i have a question. Is Dead Man Walking not canon anymore? Or does it take place before the first game? Also it would be awesome to see this world be fleshed out with maybe a comic or something? Maybe a few lore videos or something. Anything, im hungry for more Ashes. Im like a drug addict to this game and its world.
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