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OldGamesReshade wrote: ↑Fri Feb 21, 2025 3:43 pm
Thanks for the comment. As for the sprites, maybe one day there will be a voxel pack for your fantastic mod
PS. After finishing it, I was still in a good mood for days. It simply blew me away. I haven't played something this good in a long time. I play every day and often come across great things, but Venturous is special. In my opinion, it should be nominated for mod of the year on moddb this year.
Do you have any total conversions to recommend?
On top of what PixelFox already recommended.
Abysm 2: Infernal Contract
Abysm 2: Pharaoh's Judgement
Abysm 2: Spirit Falcon
Brutal Wolfenstein 3D
Castlevania Simon's Destiny
Day of the Toys
Rise of the Wool Ball
Shadow of the Wool Ball
Ultimate Jazz Jackrabbit DOOM
Wolfenstein: Blade of Agony (wait for version 3.2)
AND THE BEST INDIANA JONES GAME IS BACK!say i only have one sugestion if there are any further updates in the future is to add louder/more impactful/more satisfying gun sounds,i love everything about the mod save for the gun sounds.
Oooh, an update. Going to play the new release as soon as I get a chance. This is such a wonderful mod new game and I urge anyone who hasn't played it to give it a go.
so anyway,i noticed the mod isnt compatible with universal weapon sway https://github.com/Boondorl/Universal-Weapon-Sway,here is the deal though most weapons work with the mod save for tnt and that claw that freezes enemies,the tnt freezes the game and the claw is stuck in its ready animation so in the future could you take a look and make it so the mod is compatible with it?(i can test it again later with cheats and see if there is any other weapon that doesnt work with it)
BLSZDOOM wrote: ↑Thu Jul 24, 2025 2:38 pm
so anyway,i noticed the mod isnt compatible with universal weapon sway https://github.com/Boondorl/Universal-Weapon-Sway,here is the deal though most weapons work with the mod save for tnt and that claw that freezes enemies,the tnt freezes the game and the claw is stuck in its ready animation so in the future could you take a look and make it so the mod is compatible with it?(i can test it again later with cheats and see if there is any other weapon that doesnt work with it)
I had a quick look. I thought it may be something like a WEAPON.DONTBOB flag on them, but no. The tnt Ready state starts off with 3 empty frames lasting 0 tics as buffers. If that's the problem, it's probably easily fixable.
The only thing that sets the yeti claw apart from the others is that its alt-fire executes a global ACS script. If that's the problem, I'm not going to be able to do anything about it.
BLSZDOOM wrote: ↑Thu Jul 24, 2025 2:38 pm
so anyway,i noticed the mod isnt compatible with universal weapon sway https://github.com/Boondorl/Universal-Weapon-Sway,here is the deal though most weapons work with the mod save for tnt and that claw that freezes enemies,the tnt freezes the game and the claw is stuck in its ready animation so in the future could you take a look and make it so the mod is compatible with it?(i can test it again later with cheats and see if there is any other weapon that doesnt work with it)
I had a quick look. I thought it may be something like a WEAPON.DONTBOB flag on them, but no. The tnt Ready state starts off with 3 empty frames lasting 0 tics as buffers. If that's the problem, it's probably easily fixable.
The only thing that sets the yeti claw apart from the others is that its alt-fire executes a global ACS script. If that's the problem, I'm not going to be able to do anything about it.
ah ok then,on the hand i do have 2 sugestion for the next update:1 make it so the lever action shotgun loses its altfire but can carry the torch in the earlier episodes as honestly i see very little point for the altfire save for it being a one handed animation wich goes well with the torch,and 2 make it so the weapons that dont have a draw animation get it one such as the grenades for example as they just pop into the screen thinking bettter make it 3 sugestions:make the weapon switch a bit faster instead of being the vanilla weapons slowly lower than raise take a look at how aracnocide mod does it for inspiration.
I enjoyed Shenzhou - lots of fun to be had. My only gripe is that I spent waaaaay too long in the first map wandering around looking for what to do next, long after all the bad guys in the area had been beaten. Eventually, I just sort of stumbled on the way to progress. I played it twice and, despite having already done it once, the second go wasn't much better. I still don't really know how to complete the map. I just did it by accident. When there was stuff to do, it was really good fun, but once I got to the "I haven't got a clue what to do now" stage, it was less so.
After that, the rest was back up there in the good fun stakes. Lots to do and figuring out what to do was reasonably logical most of the time. The map (or maps, I guess) set on the boat are a triumph of 3D mapping.
Apologies about that, I sent you a private message with instructions. But for anyone else having that problem, it's specifically been addressed in v1.6.5b, so be sure you get the latest version. As to what to do if you encounter it in 1.6.5, it's usually just a case of shooting into one of the 2 northern portals to wake up the enemies inside.
GScript error, "Venturous1.6.5b.pk3:zscript/gearbox/weapon_menu.zs" line 292:
GNumeric type expected, got a TextureID
GScript error, "Venturous1.6.5b.pk3:zscript/gearbox/weapon_menu.zs" line 314:
GNumeric type expected, got a TextureID
GScript error, "Venturous1.6.5b.pk3:zscript/gearbox/inventory_menu.zs" line 107:
GNumeric type expected, got a TextureID
Shell:
@echo off
set name="Venturous: In The Footsteps Of The Fallen"
set id=vent
set workdir="%~dp0..\..\sourceports\GZDoom"
set exe="%~dp0..\..\sourceports\GZDoom\gzdoom.exe"
set screenshotdir="%~dp0..\..\screenshots\%id%"
set savedir="%~dp0..\..\savegames\%id%"
TP601 wrote: ↑Wed Aug 06, 2025 8:56 am
i get the following error trying to run the PK3
GScript error, "Venturous1.6.5b.pk3:zscript/gearbox/weapon_menu.zs" line 292:
GNumeric type expected, got a TextureID
GScript error, "Venturous1.6.5b.pk3:zscript/gearbox/weapon_menu.zs" line 314:
GNumeric type expected, got a TextureID
GScript error, "Venturous1.6.5b.pk3:zscript/gearbox/inventory_menu.zs" line 107:
GNumeric type expected, got a TextureID
Hi
You need to update to GZDoom 4.14 or later. That version fixed something that broke a bunch of mods. I supported pre and post 4.14 versions for a while, but it's become untenable, so now it's only post 4.14.