Dark. That's also the default mode for GZDoom.Nilex wrote:2) About those fancy lightning options GZD offers (Sector light mode), what is the closest one to authors vision? Some significantly affect visual style by how they render color and lightning. Looking to have as close as the intended experience. Thanks.
Ashes Afterglow TC - closing the vault
- Ihavequestions
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Re: Hi basically + couple newbie questions
Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
@Plasmazippo; Ihavequestions
Remembered I can also consult config included in standalone package for more obscure stuff (Tonemap Mode, etc). Dark is set there too btw. Thanks both.
Remembered I can also consult config included in standalone package for more obscure stuff (Tonemap Mode, etc). Dark is set there too btw. Thanks both.
bug report
Ashes 2063 EE - bug or unintended: Medical Kits are designated as items in intermission screen so from Highway Holocaust level onward it may not possible to achieve 3x100% if the player has been hoarding MKs. 11 MK pickups exist by HH but only 10 are allowed for carry (Survivor difficulty). Unless of course self harm is inflicted below 100 HP to free inventory by using MK but I don't think that's how it should work. Could be made so they don't add to item count or be allowed to picked up even if carry limit is reached.
Heretic had similar issue with its health vial pickups but I don't recall them affecting item tally at the end.
Also spotted few soft-lock spots where it's possible to wall yourself in by jumping into inescapable pits and couple of wrong textures. Is there still interest to patch 1st Episode, as in should I bother reporting those as I play along?
UPDATE: Found a workaround for Medikits. It's possible to drop MK from inventory (needs a bind first) and pick the one pre-placed on map. Old one won't increase item count but taking new one will. Clunky but it works.
Heretic had similar issue with its health vial pickups but I don't recall them affecting item tally at the end.
Also spotted few soft-lock spots where it's possible to wall yourself in by jumping into inescapable pits and couple of wrong textures. Is there still interest to patch 1st Episode, as in should I bother reporting those as I play along?
UPDATE: Found a workaround for Medikits. It's possible to drop MK from inventory (needs a bind first) and pick the one pre-placed on map. Old one won't increase item count but taking new one will. Clunky but it works.
Last edited by Nilex on Sun Feb 20, 2022 1:02 am, edited 1 time in total.
- pilot86
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
5.56 (.223) being explained as super ammo in the future is an awesome detail
its a high velocity round that will give a lvl3 kevlar vest a good run for its money but its shit against ceramic plate armor
its a high velocity round that will give a lvl3 kevlar vest a good run for its money but its shit against ceramic plate armor
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
Feel like I should post an update and an apology: haven't gotten around to doing this fix yet. I've had very little time with my home computer these last few weeks, and the rig I do have time to use doesn't support SLADEPlasmazippo wrote:Quick question to Vostyok, RJ, or whoever in the Ashes dev team sees this first:
There are some sprite disparities in the weapons pack (rocket and mancubus fireball impacts using firebomb explosion sprites, and as of the most recent update, Imp fireballs pull on the sprites of Pitfiend acid spits). If I address these on my own by re-naming the sprites and their call-ups in DECORATE, am I allowed to post the sprite packs and DECORATE text files here? This will allow the users to fix their own files, and it'll be ready for implementation on the next hotfix.

Next week is an extended holiday for me, so I'll be able to really get into the fix then.
- HellGhost
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
This is beginning to look like reality... Love your work, Vostyok!! Don't love the bombs....
Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
Stuck at Smiley's stash, cannot make my way in (v1.10 non-standalone, GZD v4.7.1):
UPDATE
Spoiler:Not sure what to do, feels like I broke the mini-quest although I avoid complications by playing as close to the intended way.
UPDATE
Spoiler:
- Vostyok
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
I'll have another look at it. Might be a wire getting crossed somewhere.
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
The fixes are done.
Details under the collapsed block below:
[/size]
I figured the big metal door sounds from SCP Containment Breach would sound good for old metal doors and shutters way past their prime and often without maintenance. As Ashes already uses sounds from other video games like Chasm The Rift and Black Mesa, I don't think this is a stretch.
There's a SNDSEQ definition in the file so the doors always click open and slam closed at the correct moments, not before or after the door sector has finished moving.
(If this is going too far, please tell me and I'll remove it. All I'm trying to do is contribute to enhance this wonderful modset.)
Inside this .pk3 are both the altered DECORATE text files and the re-named sprites, ordered by folders as seen in the mod's own .pk3 file. Details under the collapsed block below:
Spoiler:Small bonus for those that care:
[/size]
I figured the big metal door sounds from SCP Containment Breach would sound good for old metal doors and shutters way past their prime and often without maintenance. As Ashes already uses sounds from other video games like Chasm The Rift and Black Mesa, I don't think this is a stretch.
There's a SNDSEQ definition in the file so the doors always click open and slam closed at the correct moments, not before or after the door sector has finished moving.
(If this is going too far, please tell me and I'll remove it. All I'm trying to do is contribute to enhance this wonderful modset.)
Last edited by Plasmazippo on Thu Mar 24, 2022 5:31 am, edited 2 times in total.
- Vostyok
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
Thank you Zippo!
I will get those added in to the core files.
I will get those added in to the core files.
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
Finished Ashes 2063 and playing through Afterglow... Surprised there isn't .45 caliber submachine gun like UMP or M3, also ammo for Military Rifle is labeled 556 for horizontal(along that part with "Reserve") and 223 for vertical on UI / Panel.
Whenever if ever next episode was to be made, maybe give .30 Carbine cartridge a chance as it is overall right in between .45 or 9mm and 5.56 / .223 calibers.
As for weapon M1 Carbine, first upgrade to M2 standard and second upgrade quad row casket magazine.
Anyway, Ashes 2063 and Afterglow are both excellent!
Whenever if ever next episode was to be made, maybe give .30 Carbine cartridge a chance as it is overall right in between .45 or 9mm and 5.56 / .223 calibers.
As for weapon M1 Carbine, first upgrade to M2 standard and second upgrade quad row casket magazine.
Anyway, Ashes 2063 and Afterglow are both excellent!

- Ihavequestions
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
I don't think an intermediate-size type of bullet ammo would be viable, as it would make it all more confusing. A stronger SMG option chambered for .45 would be a nice addition, though.
Regarding the UI panel, it is worth noting that .223 and 5.56×45mm (the standard NATO rifle round) are not the same round, despite having the same dimensions. The 5.56 creates a higher pressure, so is a bit more powerful with a higher effective range. For Ashes, I understand the ammo should be the NATO variant, not the civilian one, so the panel should say 5.56.
On a side note, it's a similar thing with 7.62×51mm (the larger NATO rifle round) and the .308 (popular game-hunting round). Here, things are reversed, with the NATO round being the less powerful one. The .308 creates a higher pressure and so is a bit more powerful with a higher effective range. The 3.08 is also more accurate thanks to its tighter tolerances whereas the NATO round is manufactured for better extraction in automatic rifles. Not sure what the UI panel should say, but the military ammo is the 7.62, so probably that one.
Regarding the UI panel, it is worth noting that .223 and 5.56×45mm (the standard NATO rifle round) are not the same round, despite having the same dimensions. The 5.56 creates a higher pressure, so is a bit more powerful with a higher effective range. For Ashes, I understand the ammo should be the NATO variant, not the civilian one, so the panel should say 5.56.
On a side note, it's a similar thing with 7.62×51mm (the larger NATO rifle round) and the .308 (popular game-hunting round). Here, things are reversed, with the NATO round being the less powerful one. The .308 creates a higher pressure and so is a bit more powerful with a higher effective range. The 3.08 is also more accurate thanks to its tighter tolerances whereas the NATO round is manufactured for better extraction in automatic rifles. Not sure what the UI panel should say, but the military ammo is the 7.62, so probably that one.
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
Honestly this is just splitting hairs by this point. Not every work of fiction needs be gun-nutty. And adding more guns would just clutter the roster with unnecessary overlaps.
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
.30 Carbine is comparable to .357 Magnum cartridge hence revolver or semi-automatic pistol such as Ruger Blackhawk and Automag III respectively would be candidates too.
As for unnecessary cluster, then might as well stick with one of each for pistol, submachine gun, shotgun, rifle and what not in game. Consider post-appocalypse setting for a moment and that each caliber and gun would be valuable several decades after appocalyptic event when none are produced except improvised firearms.
On the note on .308 in Deadman Walking, what a way to c**kblock M60 while battle rifle being FN FAL that is chambered for 7.62 NATO which Americans pushed for since M14 was chambered for it that Americans c**kbloxked intermediate cartridge adoption by more than a decade until they came to same conclussions as Europeans and made 5.56 ...
As for unnecessary cluster, then might as well stick with one of each for pistol, submachine gun, shotgun, rifle and what not in game. Consider post-appocalypse setting for a moment and that each caliber and gun would be valuable several decades after appocalyptic event when none are produced except improvised firearms.
On the note on .308 in Deadman Walking, what a way to c**kblock M60 while battle rifle being FN FAL that is chambered for 7.62 NATO which Americans pushed for since M14 was chambered for it that Americans c**kbloxked intermediate cartridge adoption by more than a decade until they came to same conclussions as Europeans and made 5.56 ...
- Ihavequestions
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update
I'm just providing some guidance on a possible UI update since the current state is a bit confusing. I also thought people might want to know some facts for a better understanding of the nomenclature.