This is primarily an audiovisual update to the mod, but a couple weapons behave differently, as shown in the changelog. As of this version, a third expansion as been added to the mix, Xaser's DamNums mod, adapted for use with this mod.
-Over 60 voice clips that trigger at various points in the game.
-Appropriately themed player sprites taken from Ratchet DOOM.
-A slightly adapted version of DamNums by Xaser.
-Many weapons have new sprites.
-Gravity Mine and Singularity now use the Shock Blaster and Shock Cannon sprites respectively.
-Mini-Turret Glove is now the Mini-Turret Launcher, complete with sprites and sounds.
-Projectile offsets have been adjusted for the new sprites.
-Morph-O-Ray and Beakinator no longer have a fire delay or cooldown.
-Thunderbolt has a brief cooldown after firing.
-Magmabustor fires in a duck's foot pattern, alternating above and below the crosshair.
-Buzz Blades is now the Hydra Saw, complete with new sprites and sounds. Blades now split three times and bounce like Chopper blades instead of ripping through targets.
-Sawblades no longer sound like shuriken as they fly, instead using a more mechaical buzzing sound.
-Gadgets now give ammo.BUGS FIXED
-Fixed an error in BologneseAddOn.txt.
-The Infect-O-Bomb and Singularity were displaying "UNRECOGNIZED WEAPON" when ammo for them was collect. Solution: Correct the spelling in the AmmoType array of getammos.acs.
-Experimented with the removal of 2tilt.wad, which contains Nash's QTilt script. This, however, breaks the GetGunTag function of getammos.acs. It seems there's some issue with the handling of Z_FloorCheck within the script that causes issues with arrays in other scripts. Possible mangling of globals ors ome in sane placement of the actor in memory. Nevertheless, this prevents me from updating to Tilt++ and resolving the motion sickness issues some QuakeStyle ZX players have mentioned which is aggravating. Nash, if you ever read this changelog, please help.