Ashes Afterglow TC - closing the vault
- lumbo7332
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Re: (Release 1.02) Ashes Afterglow TC
When I try to leave the General's room, the door doesn't open all the way, leaving me stuck. Am I supposed to find another way out, or is this a bug?
- ReformedJoe
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Re: (Release 1.02) Ashes Afterglow TC
Assuming you mean in the gap, you'll have to noclip out. An actor might be jamming the door, though I can't imagine what it could be.lumbo7332 wrote:When I try to leave the General's room, the door doesn't open all the way, leaving me stuck. Am I supposed to find another way out, or is this a bug?
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Re: (Release 1.02) Ashes Afterglow TC
Someone can tell me in the badlands theres a gate that opens with 5 numbers that is locatee in the bunker, so just to be sure , is the password inside that bunker or i have to look in other place?
- lumbo7332
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Re: (Release 1.02) Ashes Afterglow TC
Might have been the cockroach that explodes into human sized giblets when you kill it with a melee weapon while using Nash's gore.ReformedJoe wrote:Assuming you mean in the gap, you'll have to noclip out. An actor might be jamming the door, though I can't imagine what it could be.lumbo7332 wrote:When I try to leave the General's room, the door doesn't open all the way, leaving me stuck. Am I supposed to find another way out, or is this a bug?
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Re: (Release 1.02) Ashes Afterglow TC
After the nightmare/introduction level whenever i face certain directions or go outside all items, enemies, decorations and part of my hus just vanish, which is quite fustrating. I have no idea what causes it and want to know if i could fix it somehow
- Captain J
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Re: (Release 1.02) Ashes Afterglow TC
Speaking of Nashgore, i always have been thinking that how cool and stable Ashes would be if Nashgore was implemented inside instead of having to download manually and watch a small Cockroach explode that would solve post-apocalyptic world hunger. While i do love the blood and gore effects of the mod, that blood sprite is still kinda big to me.
- jiggly fatass
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Re: (Release 1.02) Ashes Afterglow TC
Captain J wrote:Speaking of Nashgore, i always have been thinking that how cool and stable Ashes would be if Nashgore was implemented inside instead of having to download manually and watch a small Cockroach explode that would solve post-apocalyptic world hunger. While i do love the blood and gore effects of the mod, that blood sprite is still kinda big to me.
In Nash's gore options, turn gib type to vanilla. Only way I've found.
Re: (Release 1.02) Ashes Afterglow TC
Been playing 1.02 and now in Prosperity, but kinda stuck:
Spoiler:
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Re: (Release 1.02) Ashes Afterglow TC
Maybe it was fixed in later versions but in 1.00 alt-fire of PIG doesn't consume any ammo(it should be napalm, I guess?). And I didn't see if anyone else reported this here.
Re: (Release 1.02) Ashes Afterglow TC
Silver during his conversation mentions that he and his crew got the hazmat suits from a nuclear power plant or nuclear materials storage facility *hint hint *NovaRain wrote:Been playing 1.02 and now in Prosperity, but kinda stuck:Spoiler:
Re: (Release 1.02) Ashes Afterglow TC
Do you have a radio? * hint hint *Miguelvillamizar94 wrote:Someone can tell me in the badlands theres a gate that opens with 5 numbers that is locatee in the bunker, so just to be sure , is the password inside that bunker or i have to look in other place?
- Kroc
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Re: (Release 1.02) Ashes Afterglow TC
Just finished Enriched Edition; I didn't realise how short it is, but then I took as much time as possible the first time through
For a commercial release, the episode would need a lot of polish, but overall only these things felt 'out of place' to me:
* There should be a key to holster your weapon. In both The Wall and Terminus, you're walking around with your arm up pointing a gun at everybody you talk to; it's kind of off-putting, and I feel like it would better help the player relax into "this is a safe area, there won't be any shooting here" by holstering the weapon by default
* The box destructible (like the trash can) is a little too small and looks too close to regular junk pickups
* Not nearly enough items are breakable that perhaps should be, for no other reason than immersion. Chairs, computers & toilets being particular stand outs

* There should be a key to holster your weapon. In both The Wall and Terminus, you're walking around with your arm up pointing a gun at everybody you talk to; it's kind of off-putting, and I feel like it would better help the player relax into "this is a safe area, there won't be any shooting here" by holstering the weapon by default
* The box destructible (like the trash can) is a little too small and looks too close to regular junk pickups
* Not nearly enough items are breakable that perhaps should be, for no other reason than immersion. Chairs, computers & toilets being particular stand outs
Last edited by Kroc on Sat Oct 30, 2021 7:16 am, edited 3 times in total.
- Kroc
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Re: (Release 1.02) Ashes Afterglow TC
Quick Question re: AfterGlow; what light mode is intended to be used? I usually play on Standard, but this is apparently too bright. My Gamma is 1.00, Brightness is 0, Contrast & Saturation are 1.0.
- Vostyok
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Re: (Release 1.02) Ashes Afterglow TC
Kroc wrote:Quick Question re: AfterGlow; what light mode is intended to be used? I usually play on Standard, but this is apparently too bright. My Gamma is 1.00, Brightness is 0, Contrast & Saturation are 1.0.
Don't use standard for anything - it constructs brightness levels using a generic gl light formula, and won't display vanilla or gzdoom wads with the correct lighting. Doom or Vanilla will give the best approximation of intended lighting for most wads. If you want a really gloomy experience, use Dark, which removes the normal illumination bubble around the player, but this may be *too* dark for some monitors.
As for your other points, destructible objects might be a difficult proposition, as many were never intended for breakage - I can think of a few locations where a busted toilet will spell the end for a player or the secret they were chasing. I'll look at this on a case by case basis and decide whether it is worth adding to episode 1.
Holster key for towns is probably a bit pointless, but will be adding an auto-holster for the two towns in episode 1, maybe even Baker's Hope bunker. The new ammo display means you'll always have a visual idea of your current supply, so it won't be a problem seeing what you need to buy. I guess it would also avoid any time paradoxes caused by the scav attacking civilians.

Many apologies for the late updates - been quite busy with personal things. Planning on dropping some expanded things for Ep1 today, before I start digging into the last of Afterglow's fixes and additions. Watch this thread.