Ashes Afterglow TC - closing the vault
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Re: (Enriched Update) Ashes Afterglow TC
Vostyok: In my previous reply here I mentioned double doors that used a confusing texture, I can confirm now that it was one of the buildings near the half pipe the player has to jump out of while riding the bike in Escape From Atlanta. Again, because it uses that "broken black glass" texture, it just seems odd that it should be openable when 99% of the rest aren't. It should probably use a different texture imho.
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Re: (Enriched Update) Ashes Afterglow TC
Well, I "Finished" my first playthrough, here's a hint as to how that went: I am not very fast, and I usually only keep one or two saves.
Time for my next one! Definitely be a bit more sparing with the junk this time, I had like 400 at the end of this first PT.
Time for my next one! Definitely be a bit more sparing with the junk this time, I had like 400 at the end of this first PT.
- Kroc
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Re: (Enriched Update) Ashes Afterglow TC
Could there be an "FAQ.txt" that could list the branch points so that we know where to keep a save and where to return to if we want to ferret out the other endings?
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Re: (Enriched Update) Ashes Afterglow TC
I remember that part. I was stuck in that area for ten or fifteen minutes until I accidently shot my gun off and all the enemies starting streaming out the door. So yeah, I guess I'd agree that that's one thing that should be replaced in future updates.blakecasimir wrote:Vostyok: In my previous reply here I mentioned double doors that used a confusing texture, I can confirm now that it was one of the buildings near the half pipe the player has to jump out of while riding the bike in Escape From Atlanta. Again, because it uses that "broken black glass" texture, it just seems odd that it should be openable when 99% of the rest aren't. It should probably use a different texture imho.
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Re: (Enriched Update) Ashes Afterglow TC
If it can't be monetized then maybe it could be released on steam, itch.io and other platforms as a free game? I don't know if that would also have legal problems but it would help the game reach a wider audience at least.Vostyok wrote:At the moment no plans to. It would require another vast overhaul of a lot of stuff. In future, any commercial episodes could be released on steam, say, with full original assets. However, so many people have worked on the original mods that I would feel very uncomfortable with releasing it as a commercial product.Anthemofgrimm wrote:I was curious if you were ever intending to monetize this? This is an amazing game and I can only see a few things that might need to change to avoid copyright strikes.
What I may do is bundle them together as a standalone download that can be unpacked and run without any exterior downloads, and keep them as a shareware portion of the series.
- Ihavequestions
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Re: (Enriched Update) Ashes Afterglow TC
I just noticed this weird bug in Afterglow (could not reproduce in Enriched):
When standing in front of a mirror and switching weapons from a modified Glock (glock2/glock3 internally) to any other weapon, a firing scavenger frame is displayed in the mirror.
When doing the same with some of the other weapons, a scavenger wielding a knife with his left arm is displayed in the mirror.
When standing in front of a mirror and switching weapons from a modified Glock (glock2/glock3 internally) to any other weapon, a firing scavenger frame is displayed in the mirror.
When doing the same with some of the other weapons, a scavenger wielding a knife with his left arm is displayed in the mirror.
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Re: (Enriched Update) Ashes Afterglow TC
Okay, to the person who was on tripmine laying duty while making Ashes, let me say this from the heart: I HATE YOU. You got me so many times that I got jump-scared during a couple of them. I'm going through Prosperity missions right now and I've hit Every. Single. Tripmine. I've come across...
- Kroc
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Re: (Enriched Update) Ashes Afterglow TC
Ironic bug: By auto-holstering the weapon in The Wall, you can no longer use your knife to break the bags to collect the junk in the area 

- EddieNahui
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Re: (Enriched Update) Ashes Afterglow TC
I had an idea and wonder if you would be willing to implement it but if it sounds like too much of a pain in the arse fair enough.
The idea is
The idea is
Spoiler:
- ramon.dexter
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Re: (Enriched Update) Ashes Afterglow TC
So, after a week or more, I've got some more experience.
This is something special. I mean, I love it.
The feeling, the atmosphere, everything hits the right spot. Excellent. Still haven't finished it, tho. I'm enjoing it bit by bit.
This is something special. I mean, I love it.

The feeling, the atmosphere, everything hits the right spot. Excellent. Still haven't finished it, tho. I'm enjoing it bit by bit.
Re: (Enriched Update) Ashes Afterglow TC
Finished my first playthrough on AA v. 1.02. I am in awe. And seriously intrigued about the story now, love the direction it's going into. I seriously can't wait to have time to have a solid chat with
Encountered only one major bug:
Spoiler:in ep. 3 in a year or two! Missile Gap and Biodome are currently the most impressive gaming pieces I saw in a long time. Loved the finale and the tension of a race against time, the bike fragments IMHO get best when you don't stop every other minute to check for secrets and can really put the pedal to the metal. Loved the inclusion of custom ending screens.
Spoiler:
Encountered only one major bug:
Spoiler:and can recall one minor:
Spoiler:One question for others:
Spoiler:
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Re: (Enriched Update) Ashes Afterglow TC
A very minor thing, but I don't like how the mutant snipers seem to use the same aggro sound as monsters from DOOM. I just find it a bit distracting. I think it would be much more effective if you used that creepy laugh from the tease about them in the nuclear plant instead. Just a thought since you're asking for feedback.
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Re: (Enriched Update) Ashes Afterglow TC
Minor bug to report here: when Scav is in front of a mirror and turns 45 degrees to the side, his goggle lenses have no brightmaps in either rotation. They're there when looking forward and 90° to either side.
Tested on Ashes 2063 Enhanced, map03, in Kurt's bar.
Tested on Ashes 2063 Enhanced, map03, in Kurt's bar.
- Vostyok
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Re: (Enriched Update) Ashes Afterglow TC
Woo, so many questions!
On subject of doors - have currently made up a series of different door textures that are either barricaded or chained shut. Will be adding these sparingly to maps to denote doors that will never open no matter what. Of course, this won't help you if it is a door that will open later, and I absolutely want to avoid what I call Scooby Doo Syndrome, where much like the old cartoons where you could tell which part of the screen the ghost was going to jump out of due to the differences in art style, I don't want people to be able to guess ambush points by seeing which doors are locked and which aren't. Still... maybe that is a survival instinct we should encourage. I don't know. I just make mods.
On subject of monetization - I could make this more available somewhere else by making it standalone. Ideally a website or something. While this 'game' remains a TC it's a moot point but I will consider it for the future.
On subject of stealing from towns in EP1 - oh well, some sacrifices must be made. It always makes me laugh when you walk through these rpg game slums where everyone is complaining about how poor or hungry they are, but by rifling through the trash you can find enough supplies to afford several decent meals. At least it doesn't appear on your item count in the intermission - that would be cheeky of me...
On subject of player animations - I'll be looking into this more as I work on Afterglow. There are ways of blocking animations from triggering but it seems a little hit and miss. Maybe zscript could help out more with this but I'm still learning that stuff. I'll see what I can do but a lot seems to be hard-coded.
On subject of trip mines - ah, but when you do find them it makes a good reward yes? Don't complain or I'll rig the useable trash cans with booby traps as well. Bwahahahahah!
On subject of hidden endings - I'd like to do this but it has been a pain to rig up the endings as it is. I am adding a few new endings to the next release hopefully that should be fun.
On subject of walkthroughs/story guides - usually is a community thing. I'll see what I can do once the episode is "done". Still adding things atm.
On subject of Snipey Bois - Yes, we know. We said this before. The person who was originally doing their voices hasn't got back to me and I didn't have time to find replacements. Still, I managed to find someone who should be able to lend a hand in time for next update. Sorry about that.
Thank you once again for all the responses. It has been very helpful. Note that the upcoming V1.05 WILL ALMOST DEFINITELY break your save. This is completely unavoidable as Gzdoom will not accept a save loaded from a map which has been modified - probably for the better when complex scripts are involved. Nor will it accept a save where ACS or other internal script lists differ in size from the original. As much as we have tried to avoid this, the complex nature of the mod means that there is no getting around it. Future updates that replace minor things such as textures, sounds or monster/weapon behavior should be fine however. Always back up your previous version and saves before downloading.
On subject of doors - have currently made up a series of different door textures that are either barricaded or chained shut. Will be adding these sparingly to maps to denote doors that will never open no matter what. Of course, this won't help you if it is a door that will open later, and I absolutely want to avoid what I call Scooby Doo Syndrome, where much like the old cartoons where you could tell which part of the screen the ghost was going to jump out of due to the differences in art style, I don't want people to be able to guess ambush points by seeing which doors are locked and which aren't. Still... maybe that is a survival instinct we should encourage. I don't know. I just make mods.
On subject of monetization - I could make this more available somewhere else by making it standalone. Ideally a website or something. While this 'game' remains a TC it's a moot point but I will consider it for the future.
On subject of stealing from towns in EP1 - oh well, some sacrifices must be made. It always makes me laugh when you walk through these rpg game slums where everyone is complaining about how poor or hungry they are, but by rifling through the trash you can find enough supplies to afford several decent meals. At least it doesn't appear on your item count in the intermission - that would be cheeky of me...
On subject of player animations - I'll be looking into this more as I work on Afterglow. There are ways of blocking animations from triggering but it seems a little hit and miss. Maybe zscript could help out more with this but I'm still learning that stuff. I'll see what I can do but a lot seems to be hard-coded.
On subject of trip mines - ah, but when you do find them it makes a good reward yes? Don't complain or I'll rig the useable trash cans with booby traps as well. Bwahahahahah!
On subject of hidden endings - I'd like to do this but it has been a pain to rig up the endings as it is. I am adding a few new endings to the next release hopefully that should be fun.
On subject of walkthroughs/story guides - usually is a community thing. I'll see what I can do once the episode is "done". Still adding things atm.
On subject of Snipey Bois - Yes, we know. We said this before. The person who was originally doing their voices hasn't got back to me and I didn't have time to find replacements. Still, I managed to find someone who should be able to lend a hand in time for next update. Sorry about that.
Thank you once again for all the responses. It has been very helpful. Note that the upcoming V1.05 WILL ALMOST DEFINITELY break your save. This is completely unavoidable as Gzdoom will not accept a save loaded from a map which has been modified - probably for the better when complex scripts are involved. Nor will it accept a save where ACS or other internal script lists differ in size from the original. As much as we have tried to avoid this, the complex nature of the mod means that there is no getting around it. Future updates that replace minor things such as textures, sounds or monster/weapon behavior should be fine however. Always back up your previous version and saves before downloading.
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Re: (Enriched Update) Ashes Afterglow TC
Oh, I'm sorry I must have missed that. Also, I like the trip mines. It makes you pay attention to where you are going. I learned my lesson after the first oneVostyok wrote:On subject of Snipey Bois - Yes, we know. We said this before. The person who was originally doing their voices hasn't got back to me and I didn't have time to find replacements. Still, I managed to find someone who should be able to lend a hand in time for next update. Sorry about that.
