Ashes Afterglow TC - closing the vault

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Kaspc0rp
Posts: 1
Joined: Tue Nov 02, 2021 9:07 am

Re: (Enriched Update) Ashes Afterglow TC

Post by Kaspc0rp »

Hello! First, greetings for the astonising work. I didn't fell so absorbed in a game, (not mod, GAME) in quite some time. This looks and feels like a true love letter to so many post-apocalipic storys and I'm loving every second of it. Also special mention to the level desing, godamn genious. With such talent I can't be more excited for the rest of it.
Now, the begging for help:
Spoiler:
Thank you in advance and keep the good work!
User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164

Re: (Enriched Update) Ashes Afterglow TC

Post by Vostyok »

Ihavequestions wrote:
Spoiler:
Sorry, I didn't see your message from before. The sheer number of new or recently verified messages are making this thread very hard to follow. I apologise to any mods who are also trying to keep track of this thread. :oops:

Check error messages on start by opening the console on the main menu. If you are getting zsc errors for things like "manslayer" and other things, it is likely your source port is out of date. Please let me know if this solves the issue - zscript actors not supported by your source port simply will not appear, and the Mancubus replacement is one of them.

EDIT: It occurs to me that some of you are missing the main entrance to the Junkyard, which is near the bridge to the top right of the map, past the abandoned gas station. I will add some more direction signs, as going in through the tunnels is guaranteed to net you a frostier reception than you would normally receive. Mostly involving gunfire.
Last edited by Vostyok on Tue Nov 02, 2021 11:14 am, edited 2 times in total.
User avatar
Ihavequestions
Posts: 169
Joined: Mon Jul 12, 2021 1:45 pm
Graphics Processor: nVidia with Vulkan support

Re: (Enriched Update) Ashes Afterglow TC

Post by Ihavequestions »

ZikShadow wrote:
Spoiler:
Spoiler:
Vostyok wrote:Check error messages on start by opening the console on the main menu. If you are getting zsc errors for things like "manslayer" and other things, it is likely your source port is out of date. Please let me know if this solves the issue - zscript actors not supported by your source port simply will not appear, and the Mancubus replacement is one of them.
Oh snap! I only now notice I was playing 4.6.1 instead of 4.7.1. Argh! That explains a few things.
User avatar
ZikShadow
Posts: 590
Joined: Wed Jul 13, 2016 1:43 am
Location: Could be the chair, the floor, or the bed.

Re: (Enriched Update) Ashes Afterglow TC

Post by ZikShadow »

Spoiler:
User avatar
Rex705
Posts: 226
Joined: Sun Nov 22, 2015 5:49 pm

Re: (Enriched Update) Ashes Afterglow TC

Post by Rex705 »

Ashes 2063 is super fun I love it! I have been playing the series from the start with the remastered edition. It has been a wild ride so far and I can't wait to get to Afterglow after Dead man walking.

Here is my Ashes 2063 playlist. https://youtube.com/playlist?list=PLr0k ... c_dVdSsK4a

My 2 cents about the lantern it's a bit of a pain to use. It looks really cool and gives a nice glow but you can only hold it with one-handed guns witch makes sense but when you need more firepower you are in the dark. So combat with the lantern is a pain not being able to use bigger weapons and dropping it every time to reload. I started using Dark Doomz flashlight instead. Other than that everything is pretty solid and fun.
User avatar
EddieNahui
Posts: 20
Joined: Fri Aug 20, 2021 10:38 am

Re: (Enriched Update) Ashes Afterglow TC

Post by EddieNahui »

Vostyok wrote:Woo, so many questions!

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.

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.

Nice i look forward to it :D thanks for the hard work fella
User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164

Re: (Enriched Update) Ashes Afterglow TC

Post by Vostyok »

@Kasprc0rp - there are 5 potential spores you can find in dome, you only need 1 to progress the quest. If you have sold them all, open console and type 'give questspores'. I'm currently fixing this quest with alternate solutions.

@Rex705 I have actually been discretely watching your playthrough and it has been quite interesting. Especially that gorgeous shader. Thinking of giving the Mac10 lantern usage, but tbh, I try not to drop you in the dark with the worst stuff if I can help it.
User avatar
Shatter-Thought[V-4]
Posts: 118
Joined: Tue Apr 06, 2021 8:21 pm
Graphics Processor: Not Listed

Re: (Enriched Update) Ashes Afterglow TC

Post by Shatter-Thought[V-4] »

I had enjoyed this TC tremendously and played it for hours, loving every moment! Great design for the monsters, and great new monsters besides, along with some of the coolest maps I have seen.

Love the secrets, I love the grounded style in which they are put in, and I love the story very much. I hunger for more about what has been teased by a certain "cold" character at the end.

I adore the music, carrying the same awesome style as before and well made. The music for the very last boss is a little mixed for me, VERY intense and well orchestrated, but the alien-sci-fi high pitched whining throws me off slightly, although thematically it kind of fits, it feels a little jarring, may just be me though.

I think my only real trouble was with the last stretch of the game, but I will avoid spoilers and message you directly with my thoughts on that.

Otherwise, it's been an awesome ride! Thank you very much for such a fine piece of work!
User avatar
lumbo7332
Posts: 36
Joined: Fri Jul 27, 2018 10:21 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Fedora Kinoite
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: (Enriched Update) Ashes Afterglow TC

Post by lumbo7332 »

Vostyok wrote:Sorry, I didn't see your message from before. The sheer number of new or recently verified messages are making this thread very hard to follow. I apologise to any mods who are also trying to keep track of this thread. :oops:
Maybe you could put Ashes: Afterglow up on GitHub so you could use their issue tracker? It would be much easier than following all these comments.
User avatar
Ihavequestions
Posts: 169
Joined: Mon Jul 12, 2021 1:45 pm
Graphics Processor: nVidia with Vulkan support

Re: (Enriched Update) Ashes Afterglow TC

Post by Ihavequestions »

ZikShadow wrote:
Spoiler:
Interesting. Yeah, you can play the whole Badlands part in several different ways, it seems. I will have to replay it, anyway, since I've never managed to visit the dome (and probably some other places) on this first playthrough. And I'd love to try a different approach with the Roamers.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: (Enriched Update) Ashes Afterglow TC

Post by Captain J »

Spoiler: Extra feedback ho SPOILERS
blakecasimir
Posts: 18
Joined: Fri Mar 18, 2016 9:11 pm

Re: (Enriched Update) Ashes Afterglow TC

Post by blakecasimir »

Just reached the Gardens for the first time. Amazed at the "vista" (how was that ceiling done???), but disappointed that - on skill 4 - there are not a huge bunch of blowbrains rushing at me. Add more enemies, Vostyok!
User avatar
Ihavequestions
Posts: 169
Joined: Mon Jul 12, 2021 1:45 pm
Graphics Processor: nVidia with Vulkan support

Re: (Enriched Update) Ashes Afterglow TC

Post by Ihavequestions »

Spoiler:
Also, regarding the final bossfight music, while in itself perfectly arranged and very fitting for a bossfight, I don't think it fits the game's 80s style. I'd love to hear more Carpenter, less Michael Bay. A pounding bassline, some cold synthesis, and a 'tubed' guitar.
Zemakat
Posts: 117
Joined: Sat Apr 01, 2017 5:11 pm
Preferred Pronouns: He/Him
Graphics Processor: Intel (Modern GZDoom)
Location: United States

Re: (Enriched Update) Ashes Afterglow TC

Post by Zemakat »

I can see the effort put in! Amazing TC, and one I believe will be memorable in the Doom fandom for years.

I like the enemy roster's usage and functionality, especially with them designed in regards to the original Doom monster roles. I like executions where something big is done within a limitation!

I also enjoyed the larger amounts of content, which had me feeling as though the scavenger had gone farther in the world than before (2063 with Doom-esque gameplay and simpler conversations/Afterglow with upgrades and larger plot elements).
Spoiler:
Shadefyre
Posts: 7
Joined: Sat Mar 20, 2021 10:00 pm

Re: (Enriched Update) Ashes Afterglow TC

Post by Shadefyre »

Having made it out of The City, I now find myself in need of another hint drop because I don't want to leave the area I'm in until I snag a few of the secrets.
Spoiler:

Return to “Abandoned/Dead Projects”