Ashes Afterglow TC - closing the vault
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Re: Ashes Afterglow TC - update and sterilized! Pg104
Instead of New Nashville, I would have some residents call it Ashville instead.
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Re: Ashes Afterglow TC - update and sterilized! Pg104
If Ashes Afterglow was a Reelism 2 map, then it's 999 mapscript could be a nuclear missile launching or some mutants and beasts raiding.
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Re: Ashes Afterglow TC - update and sterilized! Pg104
Filing a complaint for the Sterilized release. Seems like there's some actors that weren't getting replaced by their proper counterparts.
Investigation reveals that actors like these:
Aren't being properly replaced 'cause they're inheriting from Doom's actors instead of being proper Doom actors. A clone instead of the genuine article.
When a gameplay mod is loaded, they're looking for things like healthbonus or armorbonus to replace, not JUNKpipe or the like. Which results in the related gameplay mod items not showing up, instead just having these impostors.
I recommend using RandomSpawners with a single DropItem entry to inherit, instead. They'll drop the proper items in the field.
Investigation reveals that actors like these:
Code: Select all
actor JUNKtools : armorbonus 10492
{
}
actor JUNKspares : armorbonus 10493
{
}
actor JUNKgear : armorbonus 10494
{
}
actor JUNKnuts : healthbonus 10495
{
}
actor JUNKcable : healthbonus 10496
{
}
actor JUNKpipe : healthbonus 10497
{
}
When a gameplay mod is loaded, they're looking for things like healthbonus or armorbonus to replace, not JUNKpipe or the like. Which results in the related gameplay mod items not showing up, instead just having these impostors.
I recommend using RandomSpawners with a single DropItem entry to inherit, instead. They'll drop the proper items in the field.
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Re: Ashes Afterglow TC - update and sterilized! Pg104
This might be the reason for the flickering effect I've reported.
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Re: Ashes Afterglow TC - update and sterilized! Pg104
I put off this pleasure for a long time. Now I enjoy. I pass with "miniwad" as an experiment. The modifications "Use To Pickup" and "Hellscape Navigator" are very suitable for this game.
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Re: Ashes Afterglow TC - update and sterilized! Pg104
I like to use these:camper wrote:I put off this pleasure for a long time. Now I enjoy. I pass with "miniwad" as an experiment. The modifications "Use To Pickup" and "Hellscape Navigator" are very suitable for this game.
• Intelligent Supplies
• Use to Pickup
• Map Markers
• DarkDoomZ
They enhance the experience by a lot, especially Afterglow.
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Re: Ashes Afterglow TC - update and sterilized! Pg104
Is it possible to make a separate mod to add monsters from "afterglow" to the "sterilized"?
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Re: Ashes Afterglow TC - update and sterilized! Pg104
As per this post from Vostyok, we'll get a monsters pack eventually. Should work with Afterglow Sterilized.RIVET wrote:Is it possible to make a separate mod to add monsters from "afterglow" to the "sterilized"?
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Re: Ashes Afterglow TC - update and sterilized! Pg104
i have a problem with porcelain. once met for the first time, killed the monsters and opened the shutter, she disappears. the monster count is 69/68
i found her at the bar
i found her at the bar
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Re: Ashes Afterglow TC - update and sterilized! Pg104
That's working as intended. After you're done escorting her she tells she'll go on her own route. You can see her climb on some crates and disappear into a vent. You can talk with the barmaid to complete the quest.01010000 wrote:i have a problem with porcelain. once met for the first time, killed the monsters and opened the shutter, she disappears. the monster count is 69/68
i found her at the bar
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Re: Ashes Afterglow TC - update and sterilized! Pg104
Apropos of nothing, I introduced my manager at work to Ashes 2063. It... did not go well. I don't think she even made it through the tutorial. Though, in her defense, she's like sixty and has never played an FPS before.
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Re: Ashes Afterglow TC - update and sterilized! Pg104
In her defence, Ashes would be pretty complex for someone that has never played a shooter game in her life. It's kinda like finding a person with barely enough bicycle practice to pedal without falling (e.g. Tom Scott) on a mountain bike and tell them to hit a jump. Even the mellow-est tabletop will be an ordeal
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Re: Ashes Afterglow TC - update and sterilized! Pg104
I've been playing with the weapon set the last few weeks and I think it may be one of my new favorites. I love Fallout, I love Doom. The HUD is awesome. I'd have played more of the story but I can't pull myself away from the weapons for the moment. The shotgun is definitely one of my favorite shotguns in Doom mods. Though I did end up making a bunch of weapon changes in the weapon pack, and some to pickup messages in everything. Is that the sorta thing you'd want to read? Don't wanna post it if not. I'm wondering if you guys are committed to mod kits replacing Blurspheres. Because it kinda leaves you out of luck on upgrades if WADs don't really have them. I gave the Scav two mod kits to start with in mine to compensate for that, and even edited one WAD I'm pretty sure doesn't have any Blurspheres so that certain enemies can drop them, but surely there must be a different kinda way. Like Zscript fuckery to make any enemy drop different amounts of junk based on their health, + a gunsmith kit item that brings up the workbench dialogue. Or, acts like the mod kit, but checks for and deducts the right junk amount.
I have compatibility patches for other WADs. I repurposed the Strange Aeons patch TerminusEst13 made for High Noon Drifter, for Ashes Weapons, and wrote an Ashes patch for the Darkmoon TC edit I made.
I also have a blood mod that I think goes pretty well with this. It's basically the blood from Project MSX with changes to a sprite or two.
I have compatibility patches for other WADs. I repurposed the Strange Aeons patch TerminusEst13 made for High Noon Drifter, for Ashes Weapons, and wrote an Ashes patch for the Darkmoon TC edit I made.
I also have a blood mod that I think goes pretty well with this. It's basically the blood from Project MSX with changes to a sprite or two.
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Ashes Afterglow TC - modpacks update
Great to hear this! I did consider having modkits be something like Trailblazer. You collect scrap and turn it into mods using an inventory item which is always carried, say. I might do this in the future, tbh. Will give me an excuse to replace the blursphere with a new stim type or something. I dunno.Irrevenant wrote:I've been playing with the weapon set the last few weeks ...
Also, if anyone finds any other particular community mods that work well with Ashes, please let us know! I can add a list on the front page so people don't have to experiment. Obviously universal stuff like Darkzdoom and Nashgore (also WarTrophies!, since I made sure all the weapons have icons for this eventuality) should work. But who knows what else would 'Go Hard', as the kids say.
Please do note however: With all these separate downloads, I will probably NOT be regularly updating packs to be compatible with specific mods, unless it is something really dumb that could be fixed easily. I have enough trouble fixing my own issues and keeping up to date with newest Gzdoom build, thank you very much.
Anyway, on to the main topic of today:
UPDATES
https://www.mediafire.com/file/7fp3bn19 ... 2.pk3/file
https://www.mediafire.com/file/5ux5d3im ... 0.pk3/file -updated with patch
Update to Sterilized Afterglow maps. Fixes a bunch of progression issues, the issue with the healthbonus/armorbonus replacers, some idle monsters, and a bunch of other misc fixes.
https://www.mediafire.com/file/1pk7e3by ... 0.pk3/file
Monsters pack. Aims to be compatible with weapon mods, but some sprite conflicts may occur of course. Indulge your Terminator fantasies by blowing away raiders with a plasma rifle.
https://www.mediafire.com/file/zowkt9fm ... 3.pk3/file
Weapons pack update. Trims a lot of fat, fixes a few remaining issues, and resets the difficulty modes so you can use standard Doom difficulty scales again. Of the three standalone mods, this one will probably benefit the mode from future releases, as an aside, as I can add extra weapons as we release updates/expansions. Could get pretty crowded.
Moddb links are being updated as we speak. I hope you enjoy the latest stuff. Will be putting some news here at some point in the near future.
Laters.
Last edited by Vostyok on Wed Jun 01, 2022 5:00 pm, edited 1 time in total.