Sometime in the last century, a nuclear blast annihilated the city of Atlanta. Subsequent explosions rippled across the globe, triggered by an unknown aggressor. The face of the world was changed forever. Out of the ruins have emerged bizarre and twisted monsters, strange otherworldly phenomena and a people driven by savagery. In the desiccated heart of old America, settlements struggle to survive the eerie wastes, mutated lifeforms... and each other.
You are a scavenger. Stalker. Junker. The names are many but the profession remains the same - discover the lost treasures of the old world and get back home in one piece. But the world before will not easily give up its secrets - even now new powers are emerging, also keen to claim their share...
What's the deal with Ashes?
Ashes is a post apocalyptic TC that combines semi-realistic build engine style maps with fast paced Doom inspired combat. It takes influence from the Fallout and Stalker series.
Features:
Greetings scavs,
Bottom line up front: The time has finally come to bundle up Ashes: Hard Reset and send it out into the wasteland! We wont lie, development on this one has been chaotic with other team members drifting in and out, but Vostyok has put in yeoman's work to get this episode out.
As this is almost certainly what you came here for: HR should now or very shortly after be available as a raw pk3 or as part of the updated standalone package.
This is the initial release so expect rough corners and many bugs. Please report anything you find and watch out for wendigos.
Vostyok has spent some time throwing together a neat little instruction manual that delves into the world and mechanics of Ashes a bit more. It's in the stand alone package if you want to check it out.
After an embarrassingly long time Afterglow has been updated to 1.15. Both standalone and raw pk3 downloads have been updated, see those files for the changelog.
Some time ago friend of the project Memich released an add on that replaces most pickups in episode 1 & 2 with absolutely delicious voxel models. It's good stuff, so please check it out if that's your kind of thing.
John S. Weekley has once again returned as the mastermind behind the Ashes soundtrack. The latest tracks from Hard Reset are already available on youtube (as you can see), and if you feel like it and have some extra cash in your pocket you can grab it from his bandcamp.
Yes I'm going to shill the soundtrack in every post, cry about it.
Until next time scavs, keep your powder dry.
Officially announcing the latest entry in the Ashes series, Ashes: Hard Reset. Also some news about Episode 3, and other misc. thoughts from the Ashes...
A quick chat about some recent events and a look at what the future of the Ashes universe will be.
The acclaimed post apocalyptic Doom TC is now on Mod DB, with an exclusive stand alone edition.
Realms Deep - a celebration of retro-inspired indies - is coming soon, so here's five mods that innovate on well-trodden ground!
Latest standalone version that contains all Ashes content so far.
This is the latest .pk3 only version of the Ashes Episode 2 prequel (Ashes: Hard Reset).
This is the latest .pk3 only version of Ashes Episode 2 (Ashes: Afterglow).
This is the latest .pk3 only version of Ashes Episode 1 (Ashes: 2063)
Contains the monsters from Ashes Afterglow for use with other map packs.
This is a MAPS ONLY version of Episode 2 for use with other gameplay mods.
I've been replaying Afterglow and found a pair of bugs in the 1.4 version. The first is pretty bad, in that the very technically impressive minigame in the Outcast Site is broken and nonfunctional. Instead of the minigame's cyborg biker PC, Scav's sprite is displayed and the minigame is unwinnable because it can neither attack nor properly die unless you hit an obstacle. This has happened to me on two separate computers, so it's not just me.
The second is much less damaging. Somehow, pipe bomb pickups have ended up counting for two bombs instead of one, which means that if you put down a bomb as a trap then pick it up, you now have one more bomb than you started with. There is also a trader at the Junkyard who will buy your pipe bombs for sixty dollars each. Combining these facts results in infinite money in the last third of the game, which doesn't seem like it was intentional.
I found the issue - if you enter the game while using one of the Glock pistols with laser sight, it breaks the player animation that controls the bike. This has been fixed in the new update, but your save will be corrupted if you reinstall now. Just use a crowbar when using that cabinet and it should run fine.
same issue with the pipebombs glitch. Fixed in v1.16
Got the same when approaching machine with Upgraded Glock (With Laser) - but with other weapon looked ok. Once from this point started to show sprite of scav riding a Lucy and it was seen in mirrors until the end of the game, even if i sold her (last mirror is in Sigma elevator if i remember correctly).
i think we need a ashes music pack to be used with other map packs as this soundtack is extremely enjoyable.
I completed Hard Reset today, and I really enjoyed it. However, I have a couple of issues.
The voice acting needs to be turned up a bit, as I could barely hear it most of the time and sometimes the music covers it up a bit.
There's a missing tile in the mall, on one of the escalators.
There's an invisible wall at the Casino when the soldiers arrive after getting the gold key.
But, that's really the only issues I found with it.
Other then that, just needs a bit of fixing all things considered. Are you also planning to release a weapon pack? Walker's weapon set would do really well with various monster packs and map sets.
I am running Hard Reset using my existing gzdoom.exe and loading all files manually at command line. When running the standalone version (Play Hard Reset.bat), I get dark, eerie lighting which looks great. When running it at command line, everything is fully illuminated. Seems like it may be config related, but I am not sure what options would affect lighting.
Two screenshots showing the lighting difference:
Imgur.com
My loadout:
iWad: freedoom2.wad
Mod-specific files:
AshesSAMenu.pk3
AshesHardReset1_00.pk3
-- game_widescreen_gfx.pk3 (edit: removed this as it is unnecessary)
asheshardreset_buildmovev3.pk3
Other files:
gzdoom-use-to-pickup-master.zip
Removing asheshardreset_buildmovev3.pk3 and gzdoom-use-to-pickup-master.zip has no effect.
Adding "+gl_maplightmode 3" (no quotes) to the command line should fix this!
Not having any effect. It's -1 by default, and that's also the cvar value in the standalone, yet its darker and gloomier somehow. There's probably another cvar causing that effect. Is there a way to dump all cvars to a text file? That way, I can do that with both and compare them to see the differences. It would be easier that way than doing a compare on the existing ini files because those line items/sections are not in any particular order. Was in the middle of writing my own ini parser so that I can compare key/value pairs, but a cvar dump would be easier.
Edit: There's actually some purplish/bluish haze in the distance that my version doesn't have. Maybe that is what's making it darker.
Maybe it's "gl_lightmode" then? As opposed to "gl_maplightmode"?
I found it. It's gl_fogmode. Mine is set to 0, standalone is 2. Once I changed mine to 2, it looks exactly like standalone. Also, my gamma was 1.4 whereas standalone is 1, so now I'm good!
Doing a text compare was easy. Turns out that all the cvars are in the config after all and in alphabetical order. Just pasted the sections into the comparer and it showed me all the differences.