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Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Tue Jul 06, 2021 4:27 am
by Captain J
That Junkyard map's gonna be super great and less confusing than Redneck Rampage one. Looks promising, as always!

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Tue Jul 06, 2021 6:20 am
by Nmn
Ahh it's so nice to see my favorite mod doing all-right! :)

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Tue Jul 06, 2021 10:13 am
by Joje
Not sure what locational damage would add to the gameplay, it would mess with the moody B-movie 80's vibe to introduce over the top gore.

Also those screenshots look juicy af, that shot of the stairs leading up to the mysterious trailer is doing things to my imagination. Cant wait!

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Sat Jul 10, 2021 3:05 pm
by q3cpma
Joje wrote:Not sure what locational damage would add to the gameplay, it would mess with the moody B-movie 80's vibe to introduce over the top gore.

Also those screenshots look juicy af, that shot of the stairs leading up to the mysterious trailer is doing things to my imagination. Cant wait!

Personally, while I understand that the current spirit of Ashes isn't about this at all, I've wanted more than once to get a slower, more survival oriented gameplay in the vein of Shut Up and Bleed or Scavenger (maybe even slower, like a Hideous Destructor lite) to suit the intricate decor and exploration theme.

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Sun Jul 11, 2021 1:46 pm
by Serathis
Jokes on you, Hideous Destructor has locational damage, not just for the head, but the spinal coulumn too! :)

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Sun Jul 11, 2021 3:06 pm
by Vostyok
Honestly would not be upset whatsoever if someone were to mash together a Stalker-Anomaly-esque hardcore mode mod.

Call it Hideous Mutant.

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Sun Jul 11, 2021 5:34 pm
by Aprhys
Just want to say I am really looking forward to this new instalment. Never has a game sucked me so into the story as Ashes and I can't wait for more.

Is there anyway to donate?

(I would have PM'd this but my account is too new)

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Tue Jul 27, 2021 1:11 pm
by FluffyStuff
Here's some Coverart I made for my steam library if anyone want's to use it. The fan art was not made by me, I just added effects and text etc. :).

Spoiler:

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Tue Jul 27, 2021 4:38 pm
by Captain J
Absolutely digging the detail there. I love the 80's feel to it, as it should be!

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Wed Aug 04, 2021 5:11 pm
by Ihavequestions
Greetings,

I have a question/suggestion regarding this beautiful mod, namely, can we ditch the lantern for something more useful?

I have played all the maps including DMW and the second episode preview, and I think they are all too bright in even the darkest areas. Unlike classic Doom maps, they do not require any additional lighting (I normally use the flashlight.pk7 mod which by default is set to a kind of helmet lighting, just like the Doomguy would have it) or a tweak like the good old gamma correction (F11 button) in order to make everything visible in very dark areas. But here, I'm already using the "Dark" sector lighting mode and it's still too bright.

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Thu Aug 05, 2021 10:04 am
by Vostyok
Aprhys wrote:Just want to say I am really looking forward to this new instalment. Never has a game sucked me so into the story as Ashes and I can't wait for more.

Is there anyway to donate?

(I would have PM'd this but my account is too new)


We don't currently accept any donations. This purely hobby-led at this point. But your verbal support is enough to keep us working. Thank you :wub:

FluffyStuff wrote:Here's some Coverart I made for my steam library if anyone want's to use it. The fan art was not made by me, I just added effects and text etc. :).

Spoiler:


Hey, that looks cool. Fyi, the original artist is Pawel Zarczynski / NMN, and it is currently my phone's background pic.

Ihavequestions wrote:Greetings,

I have a question/suggestion regarding this beautiful mod, namely, can we ditch the lantern for something more useful?

I have played all the maps including DMW and the second episode preview, and I think they are all too bright in even the darkest areas. Unlike classic Doom maps, they do not require any additional lighting (I normally use the flashlight.pk7 mod which by default is set to a kind of helmet lighting, just like the Doomguy would have it) or a tweak like the good old gamma correction (F11 button) in order to make everything visible in very dark areas. But here, I'm already using the "Dark" sector lighting mode and it's still too bright.


I thought I'd go into a bit more detail with this one. If you look at some of the previous comments, some players have actually found the game to be a bit too dark. I think it really depends on your monitor/graphics card or how much light is in the room. We recently diagnosed a problem for one user, where the game was being made artificially dark by Nvidia being dumb. But see below for my settings.

Spoiler:


As you can see, almost pitch black, even with the lantern. I've added a section to the new tutorial/prologue where you can calibrate the darkness level or at least figure out where you stand at least. There's not much more I can do than that, considering all the hardware and situations out there. Either way, if you can see fine everywhere without it, you aren't playing it at the intended brightness.

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Thu Aug 05, 2021 1:18 pm
by Ihavequestions
Vostyok wrote:I thought I'd go into a bit more detail with this one. If you look at some of the previous comments, some players have actually found the game to be a bit too dark. I think it really depends on your monitor/graphics card or how much light is in the room. We recently diagnosed a problem for one user, where the game was being made artificially dark by Nvidia being dumb. But see below for my settings.
I see you have pretty extreme settings whereas I don't touch them at all. That way a brightness of 105 out of 256 becomes almost pitch-black on your end. It should actually be near 0 in the darkest corners.

Don't blame me, I have my monitor set to the optimal values that professional reviewers of this model used to calibrate their review sample to when it came to market, and I also checked it against several calibration images. I know many people have bad settings because that's what many monitor manufacturers set by default (don't blame NVidia for that). My monitor's default settings and its various pre-programmed modes were/are also BS, so I do understand the hassle. :lol:

Either way, if you can see fine everywhere without it, you aren't playing it at the intended brightness.
I see what you mean, but please understand that the actual error is not on my end for the reasons described above. With correct settings, the lantern becomes completely useless. Well, I guess I will have to adjust my settings to some crazy values to get around this and to play your mod as intended.

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Thu Aug 05, 2021 6:28 pm
by Vostyok

This is with set-to-default enabled. Sector mode is Dark by default, which is what I aim to use as a benchmark. You'll probably find the visibility due to this being changed to "standard" or even Legacy which will eliminate most lighting in the maps almost entirely. My individual settings make very little difference as illustrated.

If for some reason it is still too bright, you can use mods such as DarkDoom which will reduce the visibility to oppressive levels without requiring you to change your settings between mods. However, as for the comment about 0 brightness, I really cannot remember the last time I used anything below 60. In vanilla maps, the darkest light level you'll find is around 96, for instance the dark computer maze in E1m2. The only time it ever hits 0 is meme rooms like the end of that episode, where the player is supposed to see literally nothing.

I don't want to start an argument here, but considering I've already had queries about boosting the lantern in this very thread, chasing some mythical industry standard is pointless.

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Thu Aug 05, 2021 7:06 pm
by Ihavequestions
Vostyok wrote:In vanilla maps, the darkest light level you'll find is around 96, for instance the dark computer maze in E1m2. The only time it ever hits 0 is meme rooms like the end of that episode, where the player is supposed to see literally nothing.
This kinda proves my point, doesn't it? And don't forget linedef action 35, famously triggered when approaching the blue keycard in E1M3. It lowers the brightness level to 35.

Re: (WIP) Ashes Afterglow- DEFCON 5

PostPosted: Thu Aug 05, 2021 7:47 pm
by Vostyok
Decent for a gimmick in small areas. Not really something for an entire map, especially with the scale of some of these areas. I imagine I'd get a lot more complaints if I lowered it even more. Would rather keep this optional. Like I said, Dark is the default sector light mode for gzdoom and what I recommend. If you are using that already I don't know why it is appearing so bright for you. My setup is also calibrated correctly, and have confirmed. DarkDoom is an excellent addon if you really want that thick, Metro-esque experience, however.