Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Disclaimer: This is not Ratchet DOOM, nor is it an official successor to Ratchet DOOM, however it is heavily inspired by that mod and would not be possible in its current state without it. As such, I would like to thank MonkeyBTM6 for their work before getting underway. Thank you!
So, just what is this mod? This is a gameplay mod that introduces weapons and mechanics from the Ratchet & Clank series into DOOM. Here's a video showcasing the mod in action. More specific details below!
This mod features
Spoiler:
-24 weapons from or based on weapons from the original PS2 trilogy, Ratchet Deadlocked/Gladiator, and Tools of Destruction. Some weapons had to be reworked to fit DOOM and/or reduce redundancies.
-Sevent gadgets ranging from the Humble Thruster Pack to the iconic Groovitron (NEW to 1.1).
-The series' nanotech and weapon leveling. All weapons, minus the Omniwrench, transform at V5. The wrench does not transform at all, but can be risen to V10.
-A slew of custom monsters to demolish. Many of these have multiple attacks, and all drop XP nuggets that magnetize to the player. Note: this is not compatible with monster mods such as Colourful Hell.
-gleasspty's weapon wheel mod. This thing is just gonna be standard on all of my mods.
-A slightly modified and expanded version of Bolognese.
-Silentzorah's smoke and fire effects from ZAGE (NEW to 1.1).
-Enhanced movement with greater speed, double jumping, and gliding.
-A tutorial map to get players accustomed to the new features.
-A completed version of the hub for Annihilation Nation and placeholder maps for each level (NEW to 1.1).
-Nine difficulty settings to choose from! (Up Your Arsenal! difficulty recommended)
-And more!
With this update, no further additions will be made to gameplay. I will move on to creating maps for the Annihilation Nation episode! I will, however, take requests for compatibility patches (though these are not guaranteed), fix any bugs I can (of course), and make adjustments to overall presentation whenever possible.
Pretty amazing mod! However I'm running into issues: the Blitz Gun and Flux Rifle crash the game whenever I fire them. The Blitz Gun works sometimes, but when I hear a railgun sound, that's when it crashes.
Ribo Zurai wrote:the Blitz Gun and Flux Rifle crash the game whenever I fire them. The Blitz Gun works sometimes, but when I hear a railgun sound, that's when it crashes.
Sounds like you're running a build of GZDoom 3.7.x. That's an engine issue. We ran into that and found no solution. I suggest updating to 4.0, as the issue is fixed in that version. You could also roll back to 3.6.
r&r wrote:Very Nice.
Kinda reminds me, long ago I was trying to edit a Doom guy sprite sheet into Ratchet.
That's something I wish I had for the mod. Monkeybtm6 had some fantastic-looking Ratchet sprites for Ratchet DOOM, but it looks like they didn't get around to pain/death frames.
r&r wrote:Very Nice.
Kinda reminds me, long ago I was trying to edit a Doom guy sprite sheet into Ratchet.
That's something I wish I had for the mod. Monkeybtm6 had some fantastic-looking Ratchet sprites for Ratchet DOOM, but it looks like they didn't get around to pain/death frames.
I can try to edit one for yeah or at least give you what i have, but it's very incomplete tho.
I realize just for giggles being lazy, just take the doomguy sprite edit him to be shorter a lombax "chibi" style so he looks like he got a slightly bigger head.
just add in lombax ears and tail on the doom sprite and color his skin yellow orange LOL
oh I wonder, does the Interstellar Enforcer mod work for ratchet and clank mod?
as it seems they can go together very well.
trying to find scifi theme maps for this mod
r&r wrote:oh I wonder, does the Interstellar Enforcer mod work for ratchet and clank mod?
as it seems they can go together very well.
trying to find scifi theme maps for this mod
I'm not sure. However, provided Interstellar Enforcer doesn't replace any actors itself and doesn't have scripts numbered 1-16, it should work just fine. Let me know if you run into any problems, as compatibility patches are absolutely on the table for next release.
r&r wrote:oh I wonder, does the Interstellar Enforcer mod work for ratchet and clank mod?
as it seems they can go together very well.
trying to find scifi theme maps for this mod
I'm not sure. However, provided Interstellar Enforcer doesn't replace any actors itself and doesn't have scripts numbered 1-16, it should work just fine. Let me know if you run into any problems, as compatibility patches are absolutely on the table for next release.
It seems to work fine, but you have to load the files like this, Ratchet mod first then the Enforcer mod afterwards.
as you need the Interstellar Enforcer hub menu and key items.
and that means it mostly replace the Ratchet's mods fonts items sprites, besides the weapons (so far).
the mod is big too, it might take time see if there is any bugs when these mods clashed together well or bad.
Oh i'm trying to edit Doomguy now into a Lombax. might look funny tho.
Found an issue with the weapon wheel. If you set the weapon wheel to hold instead of toggle but you use the cursor option for selection, you won't be able to move the selection anywhere but up and down since the button for triggering the menu is strafe and strafe prevents that mouse movement.
Someone64 wrote:Found an issue with the weapon wheel. If you set the weapon wheel to hold instead of toggle but you use the cursor option for selection, you won't be able to move the selection anywhere but up and down since the button for triggering the menu is strafe and strafe prevents that mouse movement.
Thanks! I'll take a look at it. I'll look at what other key combos could be used and come back with a fix.
EDIT: user1+user1, TBG. The answer's right in your face and you didn't see it.
I just stumbled across this mod tonight and, so far, I'm astounded that it isn't more well-known! When I saw it, I got positively giddy at the thought of two of my favorite series of games coming together, but I was worried about how well it could be executed. Well, you pulled it off! I'm loving how accurate most of the weapons feel to the original R&C games, and the movement seems on point too.
I'm not trying to just blow smoke at you, but I did want to show my appreciation for your work--it's made me so happy. =)