Venturous 1.6.6 Episode 6 Release
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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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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TP601
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Re: Venturous 1.6.5 Episode 6 Release
Ah, thanks alot!
Would it be possible to make the weapons more compaitible with alternative firesounds ?
Right now, alot of weapons are scripted in a way, that the sound channels wouldnt overlap.
I could change the necessary function calls in all weapons and monsters so that mod authors can deliver longer firesounds, that arent cut off.
Kind regards
Would it be possible to make the weapons more compaitible with alternative firesounds ?
Right now, alot of weapons are scripted in a way, that the sound channels wouldnt overlap.
I could change the necessary function calls in all weapons and monsters so that mod authors can deliver longer firesounds, that arent cut off.
Kind regards
Re: Venturous 1.6.5 Episode 6 Release
Would replacing all instances of A_Playsound with A_Startsound + CHANF_OVERLAP solve that? Then I can easily fix that. As long as every sound doesn't also need the $limit thing in sndinfo.txt
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TP601
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Re: Venturous 1.6.5 Episode 6 Release
Yes, that would fix it.
Its basically what i did for the version 1.6.2.
But if im not misstaken, some enemie scripts need to be changed too if i reckon right - some lack a call to the said function and therefor cut off some gun if changed with a mod.
I can also take a look at it if you wish, so you dont need to bother with it at all.
Kind regards.
Its basically what i did for the version 1.6.2.
But if im not misstaken, some enemie scripts need to be changed too if i reckon right - some lack a call to the said function and therefor cut off some gun if changed with a mod.
I can also take a look at it if you wish, so you dont need to bother with it at all.
Kind regards.
Re: Venturous 1.6.5 Episode 6 Release
The only thing I would caution is that some sounds - particularly sounds that repeat in close succession, especially if they are quite a bit longer than the repeat period - can sound terrible if they are allowed to play over each other rather than getting cut off. So, a bit of testing and selecting appropriate usage is required, rather than just applying it to everything and calling it done. /VoiceOfExperience
Re: Venturous 1.6.5 Episode 6 Release
Enjay brings up a good point. And while I appreciate you offering to take a look, I don't think it's a good use of your time. I'm constantly tweaking stuff and chasing bugs, so the available pk3 is already out of date again.
Maybe it's best if you mod the sounds you want to change, let me know which ones are problematic, and I'll change the function on those specifically to accommodate your mod?
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TP601
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Re: Venturous 1.6.5 Episode 6 Release
Its basically the MP40 and the Luger sound for now. The MG42 is a bit tricky - but thats always the case given its firerate and imitating it has never really worked out in any game so far.
Probably the beefy sound of the MG34 could fit a little better and is close to your idea of a deep sound.
I can upload the necessary sound files if you want to take a look at the luger and the MP40.
Thank you for your time - again, i dont want to appear lazy and im of course willing to invest my time on your outstanding mod/game/work.
Probably the beefy sound of the MG34 could fit a little better and is close to your idea of a deep sound.
I can upload the necessary sound files if you want to take a look at the luger and the MP40.
Thank you for your time - again, i dont want to appear lazy and im of course willing to invest my time on your outstanding mod/game/work.
Re: Venturous 1.6.5 Episode 6 Release
Cool, I'll give it a look. I'm happy to do whatever with the Luger, it's basically a cut weapon which I will never use in the campaign. The MG sound I believe intentionally cuts itself short, but I timed the audio in a way that it loops naturally.TP601 wrote: ↑Fri Aug 08, 2025 1:21 pm Its basically the MP40 and the Luger sound for now. The MG42 is a bit tricky - but thats always the case given its firerate and imitating it has never really worked out in any game so far.
Probably the beefy sound of the MG34 could fit a little better and is close to your idea of a deep sound.
I can upload the necessary sound files if you want to take a look at the luger and the MP40.
Thank you for your time - again, i dont want to appear lazy and im of course willing to invest my time on your outstanding mod/game/work.
But could I ask you to join the Discord? It'd be a bit easier to communicate and share stuff on there.
Re: Venturous 1.6.5 Episode 6 Release
Just wanted to say this is one of the greatest doom mods I've ever played, it's up there with Ashes 2063 for me. Just a couple quick questions, the first one is what are you currently up to? Will there be a sequel to this mod or are you working on another mod? Would love to know! Next question is do you have a donation page anywhere? This is some seriously premium content that I'd love to contribute some funds to. Thanks again for making such a great mod!
Re: Venturous 1.6.5 Episode 6 Release
Thank you, that is high praise!vortex wrote: ↑Sun Aug 10, 2025 12:00 pm Just wanted to say this is one of the greatest doom mods I've ever played, it's up there with Ashes 2063 for me. Just a couple quick questions, the first one is what are you currently up to? Will there be a sequel to this mod or are you working on another mod? Would love to know! Next question is do you have a donation page anywhere? This is some seriously premium content that I'd love to contribute some funds to. Thanks again for making such a great mod!
For now I'm slowly continuing with the next episode whenever I have time. Currently no real plans for a sequel or other mods, I'll likely just keep adding to this for the foreseeable future. Re a donation page, no, there's nothing like that. I appreciate the offer, but if you recommend the mod to people who might enjoy it, that'd be more than enough for me.
- YukesVonFaust
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Re: Venturous 1.6.5 Episode 6 Release
The next episode better be france, italy or england because holy hell, i love the terracotta soldiers in the new episode.PixelFox wrote: ↑Sun Aug 10, 2025 2:31 pmThank you, that is high praise!vortex wrote: ↑Sun Aug 10, 2025 12:00 pm Just wanted to say this is one of the greatest doom mods I've ever played, it's up there with Ashes 2063 for me. Just a couple quick questions, the first one is what are you currently up to? Will there be a sequel to this mod or are you working on another mod? Would love to know! Next question is do you have a donation page anywhere? This is some seriously premium content that I'd love to contribute some funds to. Thanks again for making such a great mod!
For now I'm slowly continuing with the next episode whenever I have time. Currently no real plans for a sequel or other mods, I'll likely just keep adding to this for the foreseeable future. Re a donation page, no, there's nothing like that. I appreciate the offer, but if you recommend the mod to people who might enjoy it, that'd be more than enough for me.
Makes me wanna fight some skeletal/zombie knights and such stuff
- yuriyivanovskiy
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Re: Venturous 1.6.5 Episode 6 Release
Thanks for the new episode of your great mod!
- Clayman_Colony
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Re: Venturous 1.6.6 Episode 6 Release
This mod looks incredible in terms of both atmosphere and gameplay. I’ve only tried the first level so far, but I’ve also watched several others in videos, and it already feels very impressive.
- m8f
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Re: Venturous 1.6.6 Episode 6 Release
Only got to play it now. This is incredible. Really, I don't have words for how good this TC is.
First of all, the style. Enemies, weapons, maps. Venturous just feels cohesive, despite various themes and locations - somehow they all fit together. Each theme feels fresh, and still it's a continuous adventure.
Story keeps the player engaged. I liked how every may has its purpose, is not just "kill everything, move on". The journal helps this very much. The only thing story-wise that isn't explained, is
> To be continued...
Hoping for this!
First of all, the style. Enemies, weapons, maps. Venturous just feels cohesive, despite various themes and locations - somehow they all fit together. Each theme feels fresh, and still it's a continuous adventure.
Story keeps the player engaged. I liked how every may has its purpose, is not just "kill everything, move on". The journal helps this very much. The only thing story-wise that isn't explained, is
Spoiler:Enemies and weapons - they all feel different enough to keep the player interested, and at the same time their actions and behaviors are familiar enough to not overwhelm the player. The same behavior of reskinned undead enemies even makes sense story-wise. All enemies are great, and
Spoiler:Maps-wise, they are very good, with good flow, looping back, and the ability to backtrack for health and ammo. Special thanks for marking exits! A small nitpick is that marking points of no return would be nice too, but it's okay without them.
Spoiler:Thanks for creating and sharing Venturous! I rarely replay games, but I think this demands a replay or two.
> To be continued...
Hoping for this!
Re: Venturous 1.6.6 Episode 6 Release
Thanks for giving it a go, I hope you have fun with it!
Thanks for giving it a go!
-I agree, the Medjay's intentions are very poorly defined. But I've had an idea of how to make it work better. That will be addressed soon.
-I'll see what can be done about the points of no return, I think I know the ones you mean.
-Thanks for pointing out that potential softlock, I'll fix it. I sometimes make tweaks to the old maps to improve the flow when I see people getting too confused in longplays. I think it was one of those tweaks that created this situation, and I didn't realize it was a potential problem until now.
The next episode will be out in the next month or so. That version will also have lots of other little improvements and refinements to the overall experience.


