Re: (wip) Ashes 2063 TC - THREAD EVACUATION

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Opostomias
Posts: 1
Joined: Fri May 08, 2020 11:28 pm
Graphics Processor: Intel (Modern GZDoom)

Re: (wip) Ashes 2063 TC - Back to Work

Post by Opostomias »

Hello all,

I'm just getting into Ashes (E1M8 at the moment) and loving it! However, I'm seeing a visual bug that I couldn't find any mention of in the thread so far.
The main issue is that non-interactive sprites like swivel chairs, plants, etc. flash between pink and blue filters. This seems like the kind of thing that is probably a known issue with an easy fix in GZDoom's settings, but I haven't found one. I'm running the latest GZDoom (4.3.3.0), and am using hardware acceleration.
A second thing I was wondering about was if there were supposed to be cracks on the wall in the police station (E1M5, I think) that you need to destroy with the gas canisters toward the end of the level. I didn't see any, and it took my poor Brutal Doom-addled brain a shameful amount of time to figure out that I had to blow up that wall. I easily figured out the wall demolishing secret in the first level because of the cracks, so I thought that maybe this was a case of that crack texture not showing up.
Thanks to anyone who would like to help.

Finally to Vostyok, thanks for your work! Just a couple hours in and this is already rivaling the best games I've played in departments of atmosphere and tone. Satisfying, thoughtfully designed weapons, and great writing too, I loved the keypad and terminals in Whitewatch.
P.S. I was going to PM you with an offer to help, but I'm too new.

Edit: changed wording for clarity.
User avatar
gennoveus
Posts: 62
Joined: Sun Sep 24, 2017 12:24 am

Re: (wip) Ashes 2063 TC - Back to work

Post by gennoveus »

Vostyok wrote:@everyone
Thank you for all the comments. Please watch this space for more news. I'm getting close to the point where I shall be revealing a bit more of the next saga of the story. :D
The master returns. Oh happy day!!!
User avatar
camper
Posts: 107
Joined: Sun Feb 25, 2018 10:53 am
Location: Tatarstan

Re: (wip) Ashes 2063 TC - Back to work

Post by camper »

Vostyok wrote: @Camper
I do enjoy seeing your experiments. I'm working on getting this running on Qzdoom and Lzdoom for older hardware. I will have to see how that goes.
I’m a little afraid to talk here about other ports that are not genetically related to the Zdoom. I did experiments with k8vavoom https://www.doomworld.com/forum/topic/1 ... -12-build/
User avatar
Sebrw
Posts: 27
Joined: Mon Feb 25, 2019 4:06 am

Re: (wip) Ashes 2063 TC - Back to Work

Post by Sebrw »

Hi Vostyok,

Do you plan for ep2 to replace some of doom2 monsters? Jetpack wielding uber-punks for revenant for example? Or perhaps Madmax styled flame throwing vehicles to replace Mancubus? Or perhaps even a multi-eyed giant floating head that would spits those cyclopes kamikazes to replace pain elementals? Or perhaps a way to replace those with existing monsters? I mean the flame throwing mutant could perfectly also replace the Mancubus.

And if it's no spoiler, how many maps will you release for ep2?

And finally, if there are any changes in weapons/monsters for ep2, please release also the monstas and weapon packs so that we can continue to enjoy your great work with other maps :-)
User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164

Re: (wip) Ashes 2063 TC - Back to Work

Post by Vostyok »

[quote=""Opostomias"]
'm just getting into Ashes (E1M8 at the moment) and loving it! However, I'm seeing a visual bug that I couldn't find any mention of in the thread so far.
The main issue is that non-interactive sprites like swivel chairs, plants, etc. flash between pink and blue filters. This seems like the kind of thing that is probably a known issue with an easy fix in GZDoom's settings, but I haven't found one. I'm running the latest GZDoom (4.3.3.0), and am using hardware acceleration.
A second thing I was wondering about was if there were supposed to be cracks on the wall in the police station (E1M5, I think) that you need to destroy with the gas canisters toward the end of the level. I didn't see any, and it took my poor Brutal Doom-addled brain a shameful amount of time to figure out that I had to blow up that wall. I easily figured out the wall demolishing secret in the first level because of the cracks, so I thought that maybe this was a case of that crack texture not showing up.[/quote]

Hmm, not sure about the visual effects. It doesn't happen in the current build I'm working on. Hopefully just an issue with replacing original DooM actors. Try turning off Lights option in the launcher, since some of the old actors may have glow effects that are not used in Ashes. All of the new props will be built from the ground up, so this shouldn't happen in the next release.

As for the first episode, I've been watching a lot of playthroughs on twitch and youtube. Do you know... a lot of people actually MISSED the official exit for the subway, and thought the Mall was the ordinary way to go. Huh. I'll be hopefully fixing issues like this in a remaster. My current philosophy is that the player should always be able to proceed somehow thanks to visual clues, while sneaky stuff like that will be reserved for secrets.

Thanks for the heads up :)

[quote=""Sebrw"]
Do you plan for ep2 to replace some of doom2 monsters? Jetpack wielding uber-punks for revenant for example? Or perhaps Madmax styled flame throwing vehicles to replace Mancubus? Or perhaps even a multi-eyed giant floating head that would spits those cyclopes kamikazes to replace pain elementals? Or perhaps a way to replace those with existing monsters? I mean the flame throwing mutant could perfectly also replace the Mancubus.[/quote]

Already in progress. I've already replaced the Chaingunner and Hellknight, and I hope to add the full bestiary into the roster of new enemies. How many is not confirmed yet. It depends on time, how complicated the spriting turns out to be, and whether I can put in the features I want to include for them. But I've got a pretty good idea of what I'm doing for each one.
Sebrw wrote: And if it's no spoiler, how many maps will you release for ep2?
At the moment, bare minimum is 9. I want to add more, hopefully 14-18 maps in total. But we'll see how we get on. Haven't managed to finish as much as I wanted to last year.
Sebrw wrote: And finally, if there are any changes in weapons/monsters for ep2, please release also the monstas and weapon packs so that we can continue to enjoy your great work with other maps :-)
There are a lot of changes for Ep2. Sprites, sounds, mechanics, alt-fires, weapon mods. The lantern has a lot more utility now, the explosive weapons have some groovy new effects. And the Revolver has really received some love. Pretty much most of this is all done, I'm just fine tuning things and adding a couple of things here and there. So a new weapon pack is definite, as soon as the full release is finished. And I'll update the monsters pack as well with any new additions/changes. The vulture bandits already have some reinforcements and a new look, as well as some new abilities or a fresh coat of paint for some of the original monsters.


And for everyone, thank you once again for all the love and support. It really means a lot. I'm getting to the point where the core concepts are being nailed down and I can start progressing with the main body of the mod. Special thanks to Primeval for the banging new music, ReformedJoe for some very exciting looking new maps, XLightningStormL for the new hotspots radiation script, and all my buddies on discord for the advice and prodding. I'm hoping to get this finished this year, one way or another. It may fall short of my original vision, but ambition is not a sin, only a disorder.

Obligatory eye candy:
Spoiler:
V out.
User avatar
Max Dickings
Posts: 221
Joined: Thu Feb 28, 2013 12:27 am

Re: (wip) Ashes 2063 TC - Back to Work

Post by Max Dickings »

Oh my :wub: *can't* wait!

Also, friendly PSA, the entire Ashes 2063 soundtrack is on spotify! :D
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: (wip) Ashes 2063 TC - Back to Work

Post by Captain J »

Oh darn! That raider girl is very new to me. So she's gonna be the SMG variant of the raider pack? The eye candy is as usual, amazing, btw.
User avatar
ReformedJoe
Posts: 180
Joined: Mon May 21, 2018 4:52 pm

Re: (wip) Ashes 2063 TC - Back to Work

Post by ReformedJoe »

Vostyok wrote:...ReformedJoe for some very exciting looking new maps...
You are very welcome. Also, I guess the cats out of the bag.

Here's a peek at what I'm hoping to contribute to episode 2.
Spoiler:
Jarewill
 
 
Posts: 1805
Joined: Sun Jul 21, 2019 8:54 am

Re: (wip) Ashes 2063 TC - Back to Work

Post by Jarewill »

Oh my!
I really love that new pistol design. Is that a small battery held by a rubber band in the grip with a small wire connecting it to the flashlight?
Spoiler:
But I am still very much so looking forwards to episode 2.
I absolutely love the post-apocalyptic theme in, pretty much everything.
And the maps of episode 1 were just beautiful. Absolutely beautiful in my eyes.
User avatar
Pachira
Posts: 58
Joined: Tue Dec 14, 2010 4:29 am

Re: (wip) Ashes 2063 TC - Back to Work

Post by Pachira »

Jarewill wrote:Oh my!
I really love that new pistol design. Is that a small battery held by a rubber band in the grip with a small wire connecting it to the flashlight?
That actually should be the pressure switch for the flashlight I believe, some gun mounted flashlights have the ability to be activated with a pressure switch which you would have attached to the grip in some manner
User avatar
Sebrw
Posts: 27
Joined: Mon Feb 25, 2019 4:06 am

Re: (wip) Ashes 2063 TC - Back to Work

Post by Sebrw »

Vostyok wrote: Already in progress. I've already replaced the Chaingunner and Hellknight, and I hope to add the full bestiary into the roster of new enemies. How many is not confirmed yet. It depends on time, how complicated the spriting turns out to be, and whether I can put in the features I want to include for them. But I've got a pretty good idea of what I'm doing for each one.

At the moment, bare minimum is 9. I want to add more, hopefully 14-18 maps in total. But we'll see how we get on. Haven't managed to finish as much as I wanted to last year.

There are a lot of changes for Ep2. Sprites, sounds, mechanics, alt-fires, weapon mods. The lantern has a lot more utility now, the explosive weapons have some groovy new effects. And the Revolver has really received some love. Pretty much most of this is all done, I'm just fine tuning things and adding a couple of things here and there. So a new weapon pack is definite, as soon as the full release is finished. And I'll update the monsters pack as well with any new additions/changes. The vulture bandits already have some reinforcements and a new look, as well as some new abilities or a fresh coat of paint for some of the original monsters.
Holly cow !!! :D :D :wub:

Cacoward! Cacoward! CACOWARD !!!
User avatar
Sebrw
Posts: 27
Joined: Mon Feb 25, 2019 4:06 am

Re: (wip) Ashes 2063 TC - Back to Work

Post by Sebrw »

Oh and for all of us waiting for ep2, another fun thing to run with Ashes weapons :mrgreen:

https://ibb.co/JqTX2f4
https://ibb.co/6wSXMVQ
https://ibb.co/FgM5yCw
User avatar
PRIMEVAL
Posts: 167
Joined: Fri Jan 13, 2012 12:58 pm
Location: Cleveland

Re: (wip) Ashes 2063 TC - Back to Work

Post by PRIMEVAL »

Max Dickings wrote:Oh my :wub: *can't* wait!

Also, friendly PSA, the entire Ashes 2063 soundtrack is on spotify! :D
Spotify, Amazon, Google Play/YouTube, iHeart Radio, iTunes, among others. ;)
User avatar
Sebrw
Posts: 27
Joined: Mon Feb 25, 2019 4:06 am

Re: (wip) Ashes 2063 TC - Back to Work

Post by Sebrw »

Small bug report: Whenever I use the sawed-off shotgun alt-fire (=knife), I'm stuck with the knife after the first hit without being able to strike again or change weapon with the scroll wheel. I must change weapon with number keys.
This is with ashes weapon pack.
User avatar
Nmn
Posts: 4629
Joined: Fri Apr 16, 2004 1:41 pm
Preferred Pronouns: He/Him

Re: (wip) Ashes 2063 TC - Back to Work

Post by Nmn »

The borders of the post apocalyptic wasteland can not contain my happiness when I see dem new screenshots.
Go team Ashes!

Return to “TCs, Full Games, and Other Projects”