This mod REQUIRES GZDoom 4.5 (4.10 recommended). This is a gameplay mod for DOOM II, Final DOOM, and FreeDOOM that aims to adapt the mechanics and weapons of the Ratchet & Clank series into GZDoom. There are a total of 27 weapons that can all be leveled up through the acquisition of XP, with all but the Omniwrench transforming at V5. Maximum health can be increased in the same fashion, reaching a maximum of 400. You'll be facing off against an extended bestiary with more complex behaviors than your standard DOOM monsters. The package contains modified versions of gleasspty's weapon wheel, Xaser's DAMNUMS, and Sgt_Mark_IV's Bolognese gore mod. Lastly, a mapset is in the works for this mod. Any and all help is welcome on this front.

Description

In the 3.0 release, the non-fullscreen HUD was missing. This was a silly mistake on my part, so this update addresses that. As usual, see below for the very short but complete changelog.

Preview
Ratchet & Clank: Hot and Bothered 3.0.1 (HUD Fix)
Post comment Comments
StarmantheBlaziken
StarmantheBlaziken - - 116 comments

I did actually notice when playing with AN from 3.0.0 unlike the version before it was that I was seemingly unable to jump up to certain areas or crawl through them like the size was buffed and jumps were nerfed. I could not just go through the maps anymore for some reason.

Reply Good karma Bad karma+1 vote
VermilionRua Author
VermilionRua - - 33 comments

That's odd. I was sure I tested for that before the decision was made to can that version of AN, but maybe not. The player's size is different in a way, to fix some massive issues with voodoo dolls.

Doesn't matter now though! New maps are already under construction.

Reply Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments

I see.
Oh ye, also as a small question at this point. Is there some way to turn the mod's soundtracks back to the maps' own default themes?

Been playing and poking a couple good mapsets to play the mod with and toying with the jukebox mutator only to seemingly not be able to play with the original tracks the mapsets use as a choice.
Unless it is buried somewhere I am not looking. Not that I ever played the Jukebox addon with the mod before it all was sorted to be a built-in package (Besides at that point when loading saves caused a crash making it difficult to play a one-life-wonder).

Reply Good karma Bad karma+1 vote
VermilionRua Author
VermilionRua - - 33 comments

You can always load other music after rc.pk3, but presently there is no option to switch back to map default. I tried to have a separate package for that but swiftly realized it would balloon the complexity of the mod files and overall size.

Reply Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments

What about gutting the music out of the mod? Assuming the mod is not going to fall apart because it cannot read the built-in music.

Reply Good karma Bad karma+1 vote
VermilionRua Author
VermilionRua - - 33 comments

That was initially how the mod's music was set up. I can always reverse the change for 3.1.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: