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The latest full release of this mod REQUIRES GZDoom 4.5, but 4.10 is 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.

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After many delays, life changes, and ideas bad and good, Hot and Bothered 3.0 is finally here! The overall feel of the mod has been altered significantly in all areas while still keeping to the same idea, so let's get straight into it. Here's what's new, what's different, and what's gone.

MOD STRUCTURE


Let's start with something a bit more behiind the scenes. Up until now, the mod's file structure has been suboptimal to say the least. Long story short, the main file consisted primarily of a collection of WAD files that held everything. The last update released for SLADE made it apparent that this needed to change. You'll now find rc.pk3 follows established conventions set out by gzdoom.pk3. On top of this, duplicates have been removed, audio files have been re-encoded to a better format, and documentation is no longer a gigantic mess.

You'll also find that all references to my old username, ThatBlindGuy, have been replaced with my new one, Mango, as well as my new real name. For those not in the know, I am MtF trans and have been in transition for over a year. This has prompted a chage to both real name and username.

CHALLENGE MODE


A feature of most Ratchet & Clank games is that of Challenge Mode, a form of New Game+ designed to make the game considerably harder. When active, the player's maximum health cap increases from 300 to 500 and non-boss monsters gain 50% base health and 25% more damage. If that wasn't enough, Challenge Mode introduces elemental affinities to the combat. Normally, different damage types only decide the chance to stagger targets, but on a second playthrough, they serve to affect damage as well. This option can be enabled for a first playthrough but this is not recommended.

Yeah, the trophy's ugly. It's just a placeholder for the time being.

Challenge Mode Trophy

Challenge Mode Message

WEAPONS


For the most part, everything is still recognizable as the same arsenal from 2.0, but nearly every weapon has been rebalanced in terms of ammo capacity, damage, speed, or some other property. Projectile trail and debris particles have been simplified, greatly improving overall performance. You can see some of the more noteworthy changes below, including a new altifre for the Tesla Claw.

Here are the most noteworthy weapon updates.

NANOPAK


After much consideration, a new gadget has been added to the orange slot alongside the Armor Magnetizer. The NanoPak, once obtained, uses small and large nanotech, as well as the new Optimized Nanotech Supplement, to store a charge worth up to 25% of the player's maximum health. When the player's health falls below the stored charge, it is expended to heal them. NanoPak charge is shown on the HUD as a green bar over the player's health.

MINIMAP


For years, I've wanted to include a minimap in my mods, and thanks to fellow Doom modder Kodi, that is now possible. This is a ZScript module with a host of options for adjusting the map to fit your needs. It also pulls from your automap settings for line and background colors.

KIS COUNTER


As has become the norm with many HUDS, you can now toggle KIS (kills, items, secrets) counters.

BOLTS AS MONEY


Yes, we're finally doing it! But not just yet. Annihilation Nation, as it was originally planned, is being scrapped for the simple fact that it was not a realistic project to work on. The new Annihilation Nation will feature a more canon-friendly arena structure with a walk-in shop where all weapons and gadgets can be purchased. As a result, bolt drops now give money in addition to XP. As a temporary debug option, you can view your bolt count on the HUD during normal gameplay.

The result of this is the removal of the toggle between bolts and auto XP. This is not the only mutator to be removed, as "Skin of Your Teeth" has been replaced with a minimum start health slider, and "Always Pick Up Ammo" is now forced on since capsules are no longer wasted.

Updated HUD

LIBERATOR 2.0


Many of the mod's difficulty options have been reworked to place more emphasis on gameplay mutators which have been expanded since the last update. The most significant change to these has been that of Liberator mode. Before, this was a nastier Fast Ultra-Violence with infinite ammo. This has been replaced with a vanilla Nightmare experience, with the excepton of instant monster reaction as this was causing some glitches with turrets. Double XP is awarded in addition to double ammo, but only for Nanotech since weapons won't be leveling. Instead, they will be locked to V3, then boosted to V5 for Challenge Mode. Exterminator follows suit, being its own take on Ultra-Nightmare.

Here's a look at E1M3 being run on the new and improved Liberator difficulty.

Other changes that need no detailed explanation:
Sound design has been made less deafening
Monster damage RNG has been completely removed
The wrench can reflect projectiles back at the shooter, doing random (but always greatly increased) damage, scaling with the weapon's level
Punching monsters is now much more likely to give mini ammo capsules and can even drop Nanotech Supplements
Punch damage is decreased significantly but made much faster
Summoners such as Pain Elementals and Archviles have a limit to how many monsters they can create, falling back on their own attacks afterwards
Mr. Zurkon has brand new voice lines performed by DoctorPups

This is but a taste of all that's on offer with Hot and Bothered 3.0. For all the details, see the changelog here

WHAT'S NEXT?


I won't promise that this is the end of gameplay changes. New ideas will reveal themselves, and I can't just say no. That being said, now that I have a more achievable goal for Annihilation Nation, focus will shift to that. Progress may still be slow since I am working on a bunch of things right now: teaching, writing, VRChat avatars, and I would like to learn Spanish at some point.

The plan for releasing the campaign will work as follows. This does not include patches or minor updates which may be released in the interim.
3.1 - Hub area, shop, Zone 1
3.2 - Zone 2
3.3 - Zone 3
3.4 - Zone 4
4.0 - Zone 5, completed campaign

Some time before the release of 3.1, another article will be posted outlining the plans in greater detail.

I have No Self-Control: Version 3.0 Is On The Way

I have No Self-Control: Version 3.0 Is On The Way

News 2 comments

After taking a break from the mod, feeling like bowing out was inevitable, I'm back in the saddle with a fresh batch of ideas to make the mod better...

Version 2.0 is now LIVE!

Version 2.0 is now LIVE!

News 6 comments

A bit more detail about the release of Hot and Bothered 2.0 than what's shown on the file page.

New Weapon! New Maps! New Download Link?!

New Weapon! New Maps! New Download Link?!

News 2 comments

It's been a while since the last WIP, so here's an update. This one's a doozy!

Work-In-Progress Build #5 (w/ Download Link)

Work-In-Progress Build #5 (w/ Download Link)

News 2 comments

Not as much progress on the maps as I had initially hoped, but weapons, monsters, and everything else on the gameplay side is as good as it's going to...

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Ratchet & Clank: Hot and Bothered 3.1 (The Farewell Update)

Ratchet & Clank: Hot and Bothered 3.1 (The Farewell Update)

Full Version 2 comments

This is my final update for Ratchet & Clank: Hot and Bothered. My life has pulled me in a direction where I can no longer work on Doom mods. It's been...

Ratchet & Clank: Hot and Bothered 3.0.1 (HUD Fix)

Ratchet & Clank: Hot and Bothered 3.0.1 (HUD Fix)

Patch 6 comments

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...

Ratchet & Clank: Hot and Bothered 3.0

Ratchet & Clank: Hot and Bothered 3.0

Full Version

After two long years, Hot and Bothered 3.0 has finally arrived! See the companion article to this update for more information. See below for the changelog...

Ratchet & Clank: Hot and Bothered v2.0

Ratchet & Clank: Hot and Bothered v2.0

Full Version 6 comments

REQUIRES GZDoom 4.5. This is the final gameplay update for the mod. I'm going be focusing entirely on the maps that go along with it from here on out...

Hot and Bothered 1.2 Pre-Alpha HOTFIX

Hot and Bothered 1.2 Pre-Alpha HOTFIX

Patch 2 comments

Less than a week after releasing the updated build, I found a pretty significant bug that renders the Decoy Glove unusable for the remainder of a campaign...

Ratchet & Clank: Hot and Bothered 1.2 Pre-Alpha 2

Ratchet & Clank: Hot and Bothered 1.2 Pre-Alpha 2

Full Version

Initially, this update would have been put off for the release of the first map preview, but after a great deal of feedback from players and testers...

Comments  (0 - 10 of 28)
williamcarlson382
williamcarlson382 - - 1 comments

When I try to run it it says:

Script error, "rc-Bolognese.pk3:decaldef.blackbloodsplatters" line 48:
Unable to find animator BrutalBloodSmearer
Script error, "rc-Bolognese.pk3:decaldef.blackbloodsplatters" line 58:
Unable to find animator BrutalBloodSmearer

If I don't run Bolognese I can play Doom 2 as Ratchet but not the maps

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VermilionRua Creator
VermilionRua - - 33 comments

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.

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ANDROIDFERRET
ANDROIDFERRET - - 1,136 comments

Made a short video

Youtube.com

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VermilionRua Creator
VermilionRua - - 33 comments

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

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Guest
Guest - - 693,198 comments

I'm a huge fan of the R&C series and i'd absolutely love to play this mod, but for some reason no matter how hard I try ZDL won't load the pk3 files and simply just loads Doom 2, does anyone have any advice on how i could get it to work?

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VermilionRua Creator
VermilionRua - - 33 comments

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.

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Coleiguess
Coleiguess - - 4 comments

Hey, I'm having a bug where every monster dies the moment I start a stage
it also says in the console: "GiveInventory: Unknown item type powerD0", "GiveInventory: Unknown item type NoneXP", just wanted to know if you had any idea about this.

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VermilionRua Creator
VermilionRua - - 33 comments

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.

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Coleiguess
Coleiguess - - 4 comments

Appreciate the response! it seems to work now so I thank you!

in other words, I love the mod! I've been a huge fan of Ratchet and Clank ever since I was young, and seeing someone merge doom with a game I love is great. awesome work.

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Guest
Guest - - 693,198 comments

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