Codename Veneza: A Sky Driver Mod - v2.7.1 / v1.6

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Vordenko
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Codename Veneza: A Sky Driver Mod - v2.7.1 / v1.6

Post by Vordenko »

Since the dawn of humankind, I've been wanting to create my very own Doom mod, something I could call my own.
But because of my two computers dying, and my loss of interest, I never completed it... until now.

Now don't expect this mod to be stellar or super complex. It was mostly made for fun, and my skills aren't that great, It's basically my first mod.

CODENAME VENEZA
-----------------------------------------------

Codename Veneza is a weapons and monsters mod, a randomizer that works with Zandronum and GZDoom

You take the role of Cypher, a lonesome bounty hunter and mercenary that has been hired by the UAC to seal down the gates of hell, after the marines have failed on the same mission.

Featuring new weapons and new monsters, as well as grenades and regenerative armor! (Gasp), two new HUDs (one by me, the other by wild weasel), and simplistic yet engaging gameplay.

There is three files: The main file (Veneza), The addon (Venddon) and the Ripper Patch (VenRipperPatch)

- The Addon is a weapons addon that replaces the PDW, Repeater, Sonic Railgun, with the Ripper Chaingun, Plasma SMGs, Plasma Ballista, and adds two new monsters.

- The Patch is for those that want to play it using the addon and Ultimate Doom, or just want the Ripper to spawn alongside the Assault Rifle, so it's not an exclusive monster drop.

A few things to note before you play:
1) The rocket launcher, double barrel shotgun, and sonic railgun / plasma ballista have alt fires.

2) The PDW and Assault Rifle have aiming down sights modes as the Alt Fires.

3) You have Halo-like regenerative armor, and can overcharge it with armor pick ups.

4) Your health can't go over 125, and Medikits have been replaced by portable Field Aid Kits.

5) Using the Ritual Knife and THEN using the Experimental Serum could kill you. Beware!

6) There's a total of three inventory items (Not counting the grenades and field kits).
- The Ritual Knife boosts damage output by 100% makes you take 50% more damage by all attacks for 25 seconds. Takes away 15 HP per use.
- The Experimental Serum gives you enhanced firing and movement speed for 40 seconds. Takes away 30 HP per use.
- The Pentacle of Projection behaves like the Disc of Repulsion from Heretic.


7) The PDW / Ripper Chaingun and Sonic Railgun / Plasma Ballista, are exclusive monster drops. But if you use the Ripper Chaingun Patch, the Ripper spawns alongside the Assault Rifle.
DO NOT Load the patch without the addon, it will crash.


8) BE SURE TO BIND A KEY FOR THROWING GRENADES AND ANOTHER TO USE THE FIELD AID KIT.

Is this mod finished? Well, for the very most part, yes. I may add a few new things sometime in the future, but if you find any bugs and I can fix them, I will update the mod accordingly.

DOWNLOAD
Ven Addon
Ripper Chaingun patch

Mirrors:
---------------------

Veneza
Ven Addon
Ripper Chaingun Patch

CHANGELOGS
-----------------------------------------------
Veneza:

Code: Select all

2.7.1
----
^ Updated README
> Fixed bottom of the first frames of the PDW reloading animation were cut off
> Redid the muzzle flashes for the PDW's and Assault Rifle's Aiming Down Sights modes
> Redid firing code for PDW and Assault Rifle
> Few minor fixes
Ven Addon:

Code: Select all

1.6
----
^ Updated Chaingun Major
> Fixed Plasma SMGs would not deselect when no ammo was left
+ Added Weapon.KickBack properties
+ Added +NOAUTOFIRE flag to weapons
+ Added Select sounds to weapons
- Removed MinSelectionAmmo properties.
Old Changelogs in the readme.

SCREENSHOTS
-----------------------------------------------
Spoiler:
Credits:
-----------------------------------------------
Spoiler:
Ven Addon Credits:
Spoiler:
Refer to the README files for more information.

KNOWN ISSUES
Spoiler:
Have Fun! Be sure to give Feedback as well
If you are planning to use resources from my mod, please give credit where credit is due.
Last edited by Vordenko on Wed Aug 08, 2018 5:42 pm, edited 25 times in total.
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Vordenko
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Re: Codename Veneza: A Sky Driver Mod

Post by Vordenko »

Update: I've been told that the Dropbox links require to be registered to use. Unfortunately I have no idea how to make it so they download directly instead.

In the meantime, use the mirrored links.


Links fixed.
Last edited by Vordenko on Wed Jul 18, 2018 1:32 pm, edited 1 time in total.
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-Ghost-
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Re: Codename Veneza: A Sky Driver Mod

Post by -Ghost- »

Cool mod, it's nice to see another mod go for the recharging shields approach as well! Nice job on the effects as well, the weapons feel punchy and the blood amount is pretty good.

Balance felt pretty good, I didn't feel OP because of the recharging armor, hits sometimes still got through. I think the enemy noises could be a little better, though, a lot of them are pretty quiet, particularly the basic zombies. Can you make the roll a toggle or another key or something as well? I don't play with auto-run on, so it ends up with me rolling all over the place trying to run. :P
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Vordenko
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Re: Codename Veneza: A Sky Driver Mod

Post by Vordenko »

Thanks for the feedback. I thought the monster noises were alright, though then again the only way for me to play this mod is in a crappy laptop. I suppose I could boost the volume of them, should more request it. (Audacity bugs out on this lappy thats why)

As for the dodge, it's from demonsteele, TerminusEst13 provided me with the code. I'd have to ask him how I unbind it from the run toggle.
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StroggVorbis
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Re: Codename Veneza: A Sky Driver Mod

Post by StroggVorbis »

Just wanted to say that the SSG's primary fire is instantaneous but the altfire has a delay. Also IMO the altfire sounds more punchy to me.
Gideon020
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Re: Codename Veneza: A Sky Driver Mod

Post by Gideon020 »

Little tip: You can get dropbox direct links from the uploaded file itself so that people don't have to be registered. Drop down menu and everything, or else just right click and you'll have an option for it.
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Vordenko
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Re: Codename Veneza: A Sky Driver Mod

Post by Vordenko »

DabbingSquidward wrote:Just wanted to say that the SSG's primary fire is instantaneous but the altfire has a delay. Also IMO the altfire sounds more punchy to me.
I suppose I could decrease the alt fire's delay by a few tics. Also, they are both meant to sound beefy.
Gideon020 wrote:Little tip: You can get dropbox direct links from the uploaded file itself so that people don't have to be registered. Drop down menu and everything, or else just right click and you'll have an option for it.
I can only use the browser, not the client. The laptop I currently have has Windows XP. I could try to download the dropbox app for my phone and see if that works out though.

In other news, I will boost up the volume of some of the monsters on next update.
Gideon020
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Re: Codename Veneza: A Sky Driver Mod

Post by Gideon020 »

Sky Driver wrote:
Gideon020 wrote:Little tip: You can get dropbox direct links from the uploaded file itself so that people don't have to be registered. Drop down menu and everything, or else just right click and you'll have an option for it.
I can only use the browser, not the client. The laptop I currently have has Windows XP. I could try to download the dropbox app for my phone and see if that works out though.
Uh, buddy? I'm looking at my dropbox account right now via my browser, and I can literally make a button called 'Share' pop up just by mousing over a file that I can then set to have anyone with the link view and download it. On the browser, on my laptop, without the desktop app.

So I got no idea what's going on your end.
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Vordenko
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Re: Codename Veneza: A Sky Driver Mod - v2.3

Post by Vordenko »

Dropbox links now functional, and update 2.3 is out!

Changelog:
2.3
----
> Changed Double Barrel dual fire sound
> Changed Daedabus Sounds
+ Boosted volume levels for most sounds
- Removed delay for Double Barrel single fire
- Slightly nerfed Terminator

Links in OP.
Last edited by Vordenko on Wed Jul 18, 2018 7:36 pm, edited 1 time in total.
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Vordenko
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Re: Codename Veneza: A Sky Driver Mod - v2.3

Post by Vordenko »

Small Bump! Sorry, but noticed a small bug and decided to quick fix it.
Links reuploaded!
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Re: Codename Veneza: A Sky Driver Mod - v2.3

Post by Juste_ssgunner »

sorry my English is bad I use a translator :oops:
hey man this looks very good and you see the work you dedicate to this wad this will work on zdoom 2.8.4t ???? good job :D
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Vordenko
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Re: Codename Veneza: A Sky Driver Mod - v2.4 / v1.5.1

Post by Vordenko »

It should, but im unable to test it at the moment.

Anyway, version 2.4 of Veneza, and 1.5.1 of the Addon are out!

Changelogs:

Veneza
2.4
----
> Adjusted DryFire states
- Removed dryfire for pistol
> Changed Rocket Launcher's alt fire behavior
> Changed Backpack sprite
> Changed Double Barrel single fire sound
> Fixed Fullscreen HUD armor numeral misalignment
+ Boosted volume for a few more sounds
+ Added Tags to the Monsters
+ Added Health pickups sounds

Ven Addon
1.5.1
----
+ Added Tags to monsters

Links in OP
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Vordenko
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Re: Codename Veneza: A Sky Driver Mod - v2.5 / v1.5.2

Post by Vordenko »

Versions 2.5 and 1.5.2 are now live!

Changelogs:

Veneza
2.5
----
> Changed sounds for Double Barrel, Pistol and Icon of Sin Sight.
+ Added IGNORESKILL flags to custom ammo types
+ Increased amount of shells for Shotgun
- Increased Double Barrel reload speed by a few tics
- Disabled Nashgore shootable gore decorations

Ven Addon
1.5.2
----
+ Added IGNORESKILL flags for the smg ammo type

Links in OP, as always.
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Vordenko
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Re: Codename Veneza: A Sky Driver Mod - v2.5 / v1.5.2

Post by Vordenko »

Noticed a small bug on both and decided to reupload the files. Sorry for that!
Gideon020
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Re: Codename Veneza: A Sky Driver Mod - v2.5 / v1.5.2

Post by Gideon020 »

Good mod, solid gameplay, although I can't help but think the shotgun should have SPAS-12 sprites as that feels more 'bounty hunter' to me. :D
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