I'm mostly blind, and I make DOOM mods. Not much more to say.

Comment History  (0 - 30 of 33)
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered 3.0.1 (HUD Fix)

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

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered 3.0.1 (HUD Fix)

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.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered

I'm not sure what you mean by that last sentence. Can you clarify? I don't have any issues loading maps with Bolognese in my load order.

As for those errors, I've gone over the Bolognese code time and time again and can't find the issue. The black blood decals reference the same BrutalBloodSmearer that other colors use, but they aren't finding it. To date, it's never caused issues with anything else that I've been aware of.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered 3.0.1 (HUD Fix)

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.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered

Gonna share this around my social circles. Very interesting map, reminds me of Nightmare Reaper.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Hot and Bothered 3.0 RELEASE!

You might just be using a HUD size that doesn't have any visible elements. Use the - and = keys to switch between them. 3.0.1 is going to have a better HUD.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Hot and Bothered 3.0 RELEASE!

Unfortunately no. This mod replaces nearly every actor in the game. Anything that tries to replace weapons, monsters, items, powerups, furniture, etc. is going to cause massive compatibility issues. Other mods that do work with this would be things like music mods, texture packs, or modules like Corruption Cards that use existing actors without replacing them.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Hot and Bothered 3.0 RELEASE!

Vanilla or Boom-compatible maps are gonna be your best bet. The more advanced, the more likely you'll run into compatibility issues from custom actors. As for specifics, Doom 2 stock levels, Maps Of Chaos, Final Doom, Scythe 2, and Hell Revealed are all mapsets I can personally recommend.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered

If you wouldn't mind taking screenshots of your ZDL tabs, I can check it out and maybe find the problem. Best thing I can suggest without a visual is make sure all your file paths are set up right.
Sorry for the late response. I'm trying to secure a more long-term teaching job at my university.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ I have No Self-Control: Version 3.0 Is On The Way

There is a use for the excess bolts as a matter of fact. If you collect them with a maxed-out weapon, they go into a pool that's given to the next weapon you equip. You take a loss, akin to the Gadgetron PDA's shipping charges, but it ensures you put some of those extra bolts to use. That only accounts for the weapon XP bolts though; not sure what to do about the Nanotech ones.

The shop isn't a bad idea. The problem is that bolts are glorified XP items and the mod has been fine-tuned over the last three years for this. Bringing in a shop mechanic would uproot all of that.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered

This is the first I've heard of the issue. I will take a look, but neither of those should be happening.

For the PowerD0 item issue, check the monster health and damage sliders in Gameplay Mutators to make sure they haven't bugged out. That's what the item would be related to, but 0 is not a possible value in the range given.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered

Happy to hear you're enjoying it!

Any long campaign mapset will do you just fine. Bella 2 is a fun, silly choice. Maps of Chaos is an obvious pick. Scythe 2 is great. Those round out my go-to WADs. I'd avoid anything that enforces pistol starts though.

Gadgetron vendors could be done with the aid of ZScript. I just decided from the start that was more than I was willing to do, as I felt it would disrupt the flow and balance of what is still Doom.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Version 2.0 is now LIVE!

AnimatedTransition is a recent addition to GZDoom, from version 4.5 I think. If you update to the latest version, that will work.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered v2.0

Happy to help! I'm glad you're enjoying the mod. :)

Also no, it isn't on your end. I was mistaken in thinking Scythe 2 Map05 was a death exit. Some testing elsewhere revealed the same exact situation you described.

It's a simple fix thankfully. I just need to add Inventory.UNDROPPABLE and Inventory.UNTOSSABLE in the properties of the weapon level, ammo, and XP items, among a few gadgets and Annihilation Nation items that may be getting dropped as well.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered v2.0

That's odd. I've had plenty of forced pistol starts from death exits like that and never ran into the problem (I was using Scythe 2 for the most part myself). Keeping your stuff is totally intentional, but I'll look into this bug. If I'm able to reproduce and fix it, it'll be in the next push to the dev build which shouldn't take too long.

In the meantime, my suggestion would be to skip the death exits altogether with changemap in the console.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Version 2.0 is now LIVE!

Oh yeah, I made that post in "Gameplay Mods" a while back, and now I agree with you. Especially with the maps, it needs to go under TCs and other mods.

Here's a link to the new ZDoom forum post I made last weekend. The title image didn't show right because I'm an idiot.
Forum.zdoom.org

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Version 2.0 is now LIVE!

Way ahead of you on the ZDoom forums! Their formatting drives me nuts, but I took care of it over the weekend. As for the others, I don't see why not. Good suggestions. Thanks!

Good karma+2 votes
VermilionRua
VermilionRua - - 33 comments @ New Weapon! New Maps! New Download Link?!

I may be able to do something about that, but this is a very graphically-intensive mod. I recommend turning off some of the graphics settings in Enhanced GFX for the time being or playing without Bolognese, assuming you are. I know that's not ideal though.

When I get the chance, I'm going to try making a script that does your second idea. It'd be more in line with the way the Ratchet & Clank games work anyway, so that's a plus. I'll even add it as a mutator so people still have the choice of drops.

Good karma+2 votes
VermilionRua
VermilionRua - - 33 comments @ Work-In-Progress Build #5 (w/ Download Link)

Yeah, the Thunderbolt is one of those that really comes alive in crowds.
As for the HUD, if you're seeing the display with they tiny bars, that's the non-fullscreen HUD. You can use the = and - keys to switch between them. It's a... really strange aspect of GZDoom honestly.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ HNB Auxiliaries

The placement of the sprites is something I wish I could help. Many of them, i had to rip from screenshots of the games. For some insane reason, that's where Going Commando and Up Your Arsenal place weapons.

That then presents the issue of projectile offsets. The player has a radius of 16 map pixels. Some projectiles are offset as much as 14. The aggravating part of that is all you have to do is stand next to something for it to clip the projectiles and kill them immediately.

I can make small tweaks here and there, but my options are frustratingly limited. I will give the weapons a once-over before the next WIP goes out. Thanks!

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered 1.2 PRE-ALPHA - Weapons Demo

Nope. I took my sweet time updating to the latest build. lol I still hang onto this version of Phase 2 because that landing pad makes a great testing area.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Hot and Bothered 1.2 Pre-Alpha HOTFIX

Be sure to play in Doom II with textures34.wad in your load order.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ About the Maps...

It was completely intentional from the start, but I found it a bit overpowered for a starting weapon. Instead of getting rid of it though, I made it the wrench's big upgrade at V5 along with faster swings. So, once you get it there, you'll have the badass wrench back! :)

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ About the Maps...

By all means, ask away!

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ About the Maps...

Happy to hear it! And yeah, I've been using the weapon wheel in my mods since 2016. It's laggy no matter how beefy your system is from what I've seen. I don't know if gleasspty ever found a fix for it.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Moving Forward

1. Yeah, the similarities are why I dumped that in favor of the chainsaw idea. That and you'd be a sitting duck till the blade came back.

2. Yes, since it works like a BFG, it hits everything the invisible tracers come in contact with. More targets means more hits.

3. True, but at the same time, this mod has a ton of fast weapons as it is. I've already coded up prototypes of this one and the Spitting Hydra/Tempest. The Vulcan Bazooka isn't terribly slow. Think Doom shotgun speed. Being even slower, it felt all kinds of wrong.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ HotAndBothered V1

I am so sorry I totally missed this comment (same for @mephilis264). Perfect timing spotting it right after a hotfix goes out...

I'll make sure to take care of that in the next release.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered

That's what it sounds like unfortunately. I've been using GZDoom 4.0 for the record, as are the testers. That shouldn't be the cause of this though.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered

This is very strange. I'm not having this issue on my end, nor are any testers. I should note that textures34.wad is only for Annihilation Nation and should be excluded otherwise, as stated in the load order documentation. If you play DOOM II with the texture pack loaded, you shouldn't get any problems, but it won't do anything.

I'll give it a try with the texture pack to see if I get the same problem. If that's the issue, I'll be sure to mention it in the docs.

Thanks!

EDIT: I can't reproduce this bug for the life of me. I will mention it in the documentation anyway and let testers know to keep an eye out for it.

Good karma+1 vote
VermilionRua
VermilionRua - - 33 comments @ Ratchet & Clank: Hot and Bothered

I don't seem to be having that issue, but I'll do more testing in Ultimate DOOM to see if I do spot it. Some difficulties are supposed to put DOOM II monsters in Ultimate, but I copied the sprites into the main pk3 file to address the glitchy Archviles and such.

What difficulty were you on exactly?

Good karma+3 votes