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venividivici wrote:It depends on CC rating of motorcycle that Scav has, though I would rather it be own vehicle and primarily for now I can see as being for raider gangs that can shoot their pistols and submachine guns.
That actually sounds like a cooler idea. I realized Ashes does not have bosses, aside from the big mutant at the end of the first episode. I can imagine a gang leader that fights riding a quad bike with guns in it, in a big open area it could have high mobility and such.
venividivici wrote:I am not in development team of Ashes.
Don't worry, I know you are not. I wasn't trying to sound like I was expecting you to do it, although I get where I may have given that impression. I thought we were just sharing and discussing ideas that we think could be neat in Ashes, like others do here just for the fun of it. So yeah, apologies if my choice of words gave you another impression!
EDIT: Even Microsoft Edge supports APNG now. Okay.
EDIT: Annoying to remove weapons from spites to have hand/arm only to find out a mistake was made after saving when removing a part of hand.
EDIT: Meh...
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EDIT:
M1911_R2_Upscale.png
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I have been enjoying Ashes Afterglow (and before that 2063 and DMW) for the past week now but I have encountered a few bugs (I hope that this is an appropriate place to report them). I would only consider one serious, though.
I had an issue in the Nuclear Wasted level where the sky got stuck to be the same as in the minigame even after I completed it. It remains that way even when leaving and returning to the area. Replaying the minigame does not fix the sky, but instead resets it to whatever sky was last in use in the minigame. Not game-breaking and actually a little bit funny.
On another note, the second switch to activate the minigame in that level is hard to access. I succeeded after several tries but the low ceiling in the alcove makes it a bit tricky. Maybe that is intended, though, and I cannot actually call it a bug.
On a more serious and actually breaking bug, I have a problem with the lift in the Pipeworks. For some reason while in its "up" position its cycling got reset so when I get in at the top level and hit the switch it rises 'up' beyond the ceiling of the upper area instead of going down to the lower Pressing it again lowers it back to the upper level but I cannot get it to lower down again to the lowest level. This makes progressing past it impossible without using noclip. The call button switches on both the upper and lower levels produce this same effect. It did work once before; the problem occurred when I came back with a hazard suit to enter the contaminated tunnels.
I will note that I had a similar issue in an Ashes 2063 level, though I cannot recall exactly which one it was. I believe that it was DAM but I am not certain; in that case, the lift which should have cycled between up and down would sometimes keep just going up over and over.
I also had a weird glitch when, as a test, I tried saving and loading during the aforementioned minigame in Nuclear Wasted but that is easily avoided by simply not saving or loading during that minigame. Not sure if anything can really be done about that given the constraints of the engine.
Oh, finally, the message for the collectible obtained by beating that minigame said that it was 4/4, and then only later did I obtain a collectible that gave me a 3/4 message. Again, not sure if the engine would allow for fixing that.
Am I alone in feeling like the game seems like a spiritual successor to Strife? When I play I often feel as though I am playing a lost 1990s game that should be a cult classic but for the release of Quake overshadowing everything with its shiny new tech.
Dimensio wrote:I have a problem with the lift in the Pipeworks
Never happened to me but... perhaps your version of GZDoom is older than the one recommended? Or a compatibility setting may be conflicting? I haven't touched ever those settings but one can never knows.
I succeeded after several tries but the low ceiling in the alcove makes it a bit tricky. Maybe that is intended, though
I'm pretty sure that's intended, haha. I also kept trying for 5 min or so until I had a big brain move and just...
Spoiler:
...pushed a chair from a room next door and jumped on it, a la Ion Fury.
Also, I expected the game would break everything if quicksaving/loading while on that minigame so I didn't even attempt
Am I alone in feeling like the game seems like a spiritual successor to Strife? When I play I often feel as though I am playing a lost 1990s game that should be a cult classic
I feel like it would have been a cult classic having being released in the '90s (kinda like Ion Fury in comparison with the main Build engine games), although I'm not sure I would call it a spiritual successor of Strife. They're vastly different games, imo. They share the NPC dialog system but the pacing, weaponry/beastiary and settings are way too apart I'd say.
RKD wrote:
Never happened to me but... perhaps your version of GZDoom is older than the one recommended? Or a compatibility setting may be conflicting? I haven't touched ever those settings but one can never knows.
I downloaded the all-in-one package from moddb, so I am using whatever gzdoom version is packaged with it.
RKD wrote:
Never happened to me but... perhaps your version of GZDoom is older than the one recommended? Or a compatibility setting may be conflicting? I haven't touched ever those settings but one can never knows.
I downloaded the all-in-one package from moddb, so I am using whatever gzdoom version is packaged with it.
The thing with the lift is definitely a bug, and we've found the cause. We'll fix it in an upcoming release along with the other stuff hopefully.
I've been thinking of an idea recently, so you know how the Scav uses a lighter to ignite the pipebombs, well wouldn't it be cool if the Scav could find cans of bug spray or stuff like that, to use as an emergency flamethrower. I know we all have the master blaster but I still think it would be pretty neat, but the penalty for having such a thing could be that you can only carry a limited or small amount of cans, like 3 or 5 of them at most
I am back. Coming right off the back of the fabulous Trenchfoot: Countrycide, Leathermushroom took the time to play episode 1, and reviewed episode 1. Do you agree? Disagree? Feel that Kurt Russell wasn't given enough screentime despite being the biggest star in the cast? Would love to hear your thoughts. More news shortly.