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ZikShadow wrote:I do recall that the legendary armor actually gives you 50% protection if you either didn't have armor before or only got the leather one.
Mainly 'cause it's a reskinned megasphere.
The damage reduction, as expressed by armor.savepercent, is 40 for all armor types except the Legendary Armor, so that could be very well the case.
But let's not forget the underarmor you can get after finishing one particular mission, and the leather jacket you can get after finishing another particular mission. They will give you further protection, and you won't lose them even if your armor points would be 0.
Short update: currently testing in progress for next set of updates:
Afterglow Sterilized: play episode two as if it were an old Build game with no quests, no talking, no hubs. Will play with Vanilla DOOM enemies and weapons, and should be compatible with most of the mods found on this forum.
Ashes Episode 1: lots of QOL and bug fixes.
Weapons pack: fixes to various sounds and a small balance improvement for killing Doom's tougher enemies.
Monsters only pack: kill mutants and raiders with your BFG or chaingun. Or hell, maybe mix and match with your own weapons pack. Aiming for mod compatibility.
Afterglow v1.1? (TBC) - time dependant. Heavily involved with another project at the moment, which some here may be aware of. But aiming to add some navigational aids, additional endings, a bunch of bug fixes, potentially a terrifying new encounter to find in the Atlanta subway
Should be here in the next day or so, depending on how broken the RCs are. And thank you for all the comments. I want to put a road map here of future plans soon.
Vostyok wrote:Short update: currently testing in progress for next set of updates:
/snip
Afterglow v1.1? (TBC) - time dependant. Heavily involved with another project at the moment, which some here may be aware of. But aiming to add some navigational aids, additional endings, a bunch of bug fixes, potentially a terrifying new encounter to find in the Atlanta subway
Should be here in the next day or so, depending on how broken the RCs are. And thank you for all the comments. I want to put a road map here of future plans soon.
I like the sound of that. Looking forwards to the next release, whether it ends up being an updated Ashes version or whatever else you're working on; if this other project is anywhere near as... comprehensive as Ashes, it will be well worth waiting for.
Vostyok wrote:Short update: currently testing in progress for next set of updates:
/snip
Afterglow v1.1? (TBC) - time dependant. Heavily involved with another project at the moment, which some here may be aware of. But aiming to add some navigational aids, additional endings, a bunch of bug fixes, potentially a terrifying new encounter to find in the Atlanta subway
Should be here in the next day or so, depending on how broken the RCs are. And thank you for all the comments. I want to put a road map here of future plans soon.
I like the sound of that. Looking forwards to the next release, whether it ends up being an updated Ashes version or whatever else you're working on; if this other project is anywhere near as... comprehensive as Ashes, it will be well worth waiting for.
By this point I'll play anything Vos publishes. He's proven himself as far back as pre-Afterglow 2063, any developments afterwards have only cemented it further.
Plasmazippo wrote:
By this point I'll play anything Vos publishes. He's proven himself as far back as pre-Afterglow 2063, any developments afterwards have only cemented it further.
Oh? I've been out of touch for a while. What else has he made?
Plasmazippo wrote:
By this point I'll play anything Vos publishes. He's proven himself as far back as pre-Afterglow 2063, any developments afterwards have only cemented it further.
Oh? I've been out of touch for a while. What else has he made?
There are 2 other stories in development by some other folks if i remember correctly. They are probably going to be DMW-type add-ons. One of wich will tell the story of Porcelains adventure to find her big score in the heart of downtown Atlanta where one of the A-Bombs went off. No clue when they will be released but im 101% that the wait is gonna be worth it!
Vostyok wrote:Heavily involved with another project at the moment, which some here may be aware of. But aiming to add some navigational aids, additional endings, a bunch of bug fixes, potentially a terrifying new encounter to find in the Atlanta subway
Aw man I am so pumped!!! This is brilliant, thanks for the update, all of the community is ready to ride or die for these mods!!
Thanks Vos for giving the community this great mod!
Very pumped for new Ashes content. I may actually come out of retirement to stream this stuff on Twitch when it's ready.
Speaking of new Ashes content, I never got an answer earlier -- as someone who's only somewhat dabbled in vanilla Doom mapping and has no idea how to go about mapping for a mod as extensive as this, how does someone go about mapping for Ashes? If that's outside the scope of this thread I'll happily accept a DM or a Discord message.
Speaking of new Ashes content, I never got an answer earlier -- as someone who's only somewhat dabbled in vanilla Doom mapping and has no idea how to go about mapping for a mod as extensive as this, how does someone go about mapping for Ashes? If that's outside the scope of this thread I'll happily accept a DM or a Discord message.
Getting started is relatively easy. Grab a copy of Ultimate Doom Builder and add one of the episode .pk3s to the GZDoom: Doom 2 (UDMF) config as a resource. You can crack open the existing maps to see how we did things as a jumping off point.
If you have a question about a specific Ashes feature we can answer that, but general "how do I use UDB/SLADE/ go about mapping in general?" type questions definitely fall outside of this threads scope.
Oh yeah no I know the basics of UDB but it's been a while and I've only ever fiddled with vanilla resources or texture packs. I think I can figure out the rest from here.
Vostyok wrote:testing in progress for next set of updates
Is it possible to make both Ashes mods compatible with the "Lean.pk3" mod? I like to use it when playing tactically, but it doesn't work with the Ashes mods for some reason, the character just stutters when trying to lean left or right...
Vostyok wrote:testing in progress for next set of updates
Is it possible to make both Ashes mods compatible with the "Lean.pk3" mod?...
Unfortunately, Ashes modifies the playerpawn used for the player's avatar to a heavy degree, so this might be overriding a lot of Lean's zscript. Not sure this could be implemented without a heavy rewrite. Someone else might have more luck though.
Mod Pack Downloads
Hello! I bring gifts! Please see below and main page for the following downloads:
https://www.mediafire.com/file/lrkygw59 ... d.pk3/file Afterglow Sterilized edition:
Sterilized version of Episode 2: Afterglow. Designed to be run with Doom2 as the Iwad. Simplified maps that don't use hubs, don't have quests, don't have vehicle sections, and include vanilla weapons, pickups and monsters. Load up your favorite enemy/gun mods and rid the nuclear hellscape of 2063 Georgia from the evil demons/nazis/robots/cyborgs/sonic recolors (delete as appropriate).
Please note: May not be a challenge for some mods. Make sure you are playing on a high difficulty, unless your mods are geared toward player fragility (i.e. Hideous Destructor, Lost Junker, etc)
Enriched v2.23:
- Footsteps should correctly link to relevant textures and sound louder where needed.
- unlimited ammo cheat fix.
- Various fixes to battle rifle, including damage buff.
- Ingram sprite fixes and fixes ammunition waste in altfire.
- classic shotgun now replaces pump shotgun if you got it through cheats.
- classic shotgun now has world sprite that matches appearance.
- Voice line mixing improved.
- subtitles added for spoken dialogue.
- Tutorial hints can now be re-read in the console if missed.
- Athena radio message now plays in The Spire as well, so players don't miss code hint.
- scale of props is now the same as afterglow.
- toilets can be destroyed but not the ones that leads to secret places.
- Fixed broken sign texture in Cat's cradle club in Map07.
- Gap in water flood in Map05 should be fixed.
- Made Map05 main exit switch more visible.
- Map03 no longer has an inaccessible secret.
- Medkits no longer affect item count.
- Winning/losing tickets from pit fight should no longer sit in the player's inventory forever.
https://www.mediafire.com/file/zowkt9fm ... 3.pk3/file Ashes weapons pack:
Includes a few balancing fixes. Improvements made my PlasmaZippo have been auto-included in this release, as well as the auto-reload issues of the sawed-off weapons.
Spoiler:
2.23-
-Fixes to enemy projectiles and bullet puffs by PlasmaZippo incorporated into pk3.
-Buff to FAL to balance and represent higher power of rarer .308 cartridge.
-First aid kids no longer affect secrets count.
-Sawed off shotgun no longer automatically reloads on empty, and can be reload-cancelled with altfire or switching weapon.
Hopefully pushing out a monsters only pack and an update for Afterglow complete soon. Haven't had much time these last few weeks as work has been kicking my ass with regards to "bonus missions", but we shall see.
Edit: Fixed a bug where you started at the end of the episode. LMAO. Reuploaded.
A bunch of nice QoL additions but my favourite has to be:
Vostyok wrote:- subtitles added for spoken dialogue.
Not everyone is fluent in spoken english (I struggled to even hear some things in my first playthrough) so this is neat for showing Ashes to my friends that only read english.
Awesome work, man. Also to the rest of the team working on Ashes stuff!
Fortune's dialogue at the end of the Wall is bugged. If you accuse her of trying to scam you and then try to ask what you'll get if you win the race she doesn't answer so you just have to agree to it after she defends herself.