Venturous 1.5 Release

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PixelFox
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Re: Venturous 1.5 Release

Post by PixelFox »

Cianez wrote: Sat May 04, 2024 5:45 pm Outstanding mod!
I've been playing it in the past week. I've found some missing textures here (v1.5):
https://cdn.discordapp.com/attachments/ ... ef117b5ab&

You should open a Discord server for this. Probably the best Doom 2 mod I've ever played so far! If this was a standalone game on Steam, I would definitely buy it!
One thing though: would you be able to make the ironsights function more responsive? It takes a bit to enable and disable it (it's a default GZDoom thing so I'm not blaming you for this of course), it would make the game more enjoyable in my opinion.

Overall, great job! :mrgreen:
Thanks, glad you enjoyed it!

So I just had a look, that texture loads fine for me, and I haven't noticed it being a problem on any of the playthroughs I've watched so far. It is a standard Doom2 texture, RROCK18. I think you're running on top of Doom1, which I don't think has that texture/texturename. I think it's one of a small number of vanilla textures left that I missed.

Re the ironsights function, I looked into that too. Switching to ironsights on the Kar98 took 4 tics. I was able to reduce that to 2, replaced the 1.5 .pk3 in my Dropbox, if you want to redownload and try it. I'm not sure if that addresses the issue you had. It feels a little better to me, but it may just be my imagination.
PixelFox
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Re: Venturous 1.5 Release

Post by PixelFox »

Redneckerz wrote: Sun May 05, 2024 4:53 am This could be a release on its own judging by how good it looks. Does it use a lot of Doom's stock?
There's a few projectile sprites, blood sprites and decals, a small handful of textures, the fonts, and possibly some sfx that are still stock.
There are also several OTEX and Hexen2 textures in there.
Bundling it as a standalone .exe may be possible, but I have no idea how to do that. I'm not interested in making money off it anyway, so haven't even looked into it.
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Cianez
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Re: Venturous 1.5 Release

Post by Cianez »

PixelFox wrote: Sun May 05, 2024 4:55 am
Cianez wrote: Sat May 04, 2024 5:45 pm Outstanding mod!
I've been playing it in the past week. I've found some missing textures here (v1.5):
https://cdn.discordapp.com/attachments/ ... ef117b5ab&

You should open a Discord server for this. Probably the best Doom 2 mod I've ever played so far! If this was a standalone game on Steam, I would definitely buy it!
One thing though: would you be able to make the ironsights function more responsive? It takes a bit to enable and disable it (it's a default GZDoom thing so I'm not blaming you for this of course), it would make the game more enjoyable in my opinion.

Overall, great job! :mrgreen:
Thanks, glad you enjoyed it!

So I just had a look, that texture loads fine for me, and I haven't noticed it being a problem on any of the playthroughs I've watched so far. It is a standard Doom2 texture, RROCK18. I think you're running on top of Doom1, which I don't think has that texture/texturename. I think it's one of a small number of vanilla textures left that I missed.

Re the ironsights function, I looked into that too. Switching to ironsights on the Kar98 took 4 tics. I was able to reduce that to 2, replaced the 1.5 .pk3 in my Dropbox, if you want to redownload and try it. I'm not sure if that addresses the issue you had. It feels a little better to me, but it may just be my imagination.
Ah yeah, you're right. I didn't place my DOOM2.wad inside GZDoom. My bad.

I'm going to try the new package when I come back home from work.
EDIT: I've tried the new version. It's definitely not your imagination; it's more responsive and fast to toggle on and off. Thank you!
It would also be nice to be able to do backtracking to find secrets, in some levels you just can't and you're either forced to load a previous save or restart the chapter if you have no other saves (or use noclip haha), this unless you meant it to be like this in the first place, of course.
I would also like to make some sort of list of suggestions if you're interested.

What about the Discord server though? It would be easier for me (for us, I guess) to leave feedback, upload videos and screenshots of bugs, exploits and suggestions, stuff like that.
PixelFox
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Re: Venturous 1.5 Release

Post by PixelFox »

Cianez wrote: Sun May 05, 2024 9:15 am
EDIT: I've tried the new version. It's definitely not your imagination; it's more responsive and fast to toggle on and off. Thank you!
It would also be nice to be able to do backtracking to find secrets, in some levels you just can't and you're either forced to load a previous save or restart the chapter if you have no other saves (or use noclip haha), this unless you meant it to be like this in the first place, of course.
I would also like to make some sort of list of suggestions if you're interested.

What about the Discord server though? It would be easier for me (for us, I guess) to leave feedback, upload videos and screenshots of bugs, exploits and suggestions, stuff like that.
Awesome, glad that worked.
Good call on the backtracking. I tried implementing a way to get back in some maps, and there's a few where it wouldn't work, story-wise. But there's probably ways of making the rest work. I'll investigate that at some point.
Re the Discord server: I'm not sure there's a big demand for that, but I'll set it up at some point too. Ideas and feedback are always welcome. You can DM or email me as well if you want.

IRL is going to be busy for me over the next several months, so I won't be doing much Doom modding for a while. But I am keeping a list of things I want to do and add.
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Redneckerz
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Re: Venturous 1.5 Release

Post by Redneckerz »

PixelFox wrote: Sun May 05, 2024 5:02 am
Redneckerz wrote: Sun May 05, 2024 4:53 am This could be a release on its own judging by how good it looks. Does it use a lot of Doom's stock?
There's a few projectile sprites, blood sprites and decals, a small handful of textures, the fonts, and possibly some sfx that are still stock.
There are also several OTEX and Hexen2 textures in there.
Bundling it as a standalone .exe may be possible, but I have no idea how to do that. I'm not interested in making money off it anyway, so haven't even looked into it.
It doesn't have to be! One could just release this as a free game.
To go standalone, there is the Standalone Iwad by Calcium: https://calcium-chan.itch.io/gzdoom-standalone-iwad
And Nash's Standalone Template: viewtopic.php?t=70232

Perhaps this may interest you :)
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Cianez
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Re: Venturous 1.5 Release

Post by Cianez »

PixelFox wrote: Mon May 06, 2024 3:09 pm Awesome, glad that worked.
Good call on the backtracking. I tried implementing a way to get back in some maps, and there's a few where it wouldn't work, story-wise. But there's probably ways of making the rest work. I'll investigate that at some point.
Re the Discord server: I'm not sure there's a big demand for that, but I'll set it up at some point too. Ideas and feedback are always welcome. You can DM or email me as well if you want.

IRL is going to be busy for me over the next several months, so I won't be doing much Doom modding for a while. But I am keeping a list of things I want to do and add.
For backtracking to work you could simply let the player find an alternative way to go back: be it a hole in the wall with a tunnel that gets back to a previous area, a way to open a closed door or a pushable object used to boost the player up unreachable areas (like in Mesoamerica's last level).

Even if there's no big demand for a Discord server, I do believe that it would help you more than the forums because people tend to be lazy about posting on forums, uploading videos and screenshots on external sites instead of the drag-n-drop feature that Discord has. This means more feedback to you, more frequently, and also a place where everything is organized per subject; basically a way to work smarter. Uploading the mod to other sites would also give it more visibility, like ModDB for instance. Placing the Discord server's invite link there would also let people get in just to get notified about updates thanks to Discord's pings (it could also be your personal Discord, not solely for Venturous, but everything you do like other mods or even games you're working on, anything really).

Don't worry about IRL stuff, life always comes first, obviously. No one should ever pretend to get frequent updates from you.

I'm also a level designer, prop modeler and general modder (for GoldSrc and UE4, not Doom), so I'll share here a list of things that could be improved, changed, or fixed based on my personal opinions and professional experiences. It'll be up to you if you want to take them into account or not:

Gameplay improvements/changes:
- Vaulting mechanic (this would overcome some impossible backtrackable areas but it's kind of tricky as most maps would have to be edited to accomodate the new mechanic to avoid either map exploits or reaching areas that shouldn't be reached from those positions);
- Tone down the player's friction a bit in order to have a better control when platforming or making precise jumping;
- Use torch as melee other than using it as a throwable weapon (maybe slower than the other melee weapons because it's supposed to be more powerful than a machete; this to regulate the DPS);
- Torch's lighting diameter is fine but I believe the fading should be wider (I'd say a couple meters of fading should be fine);
- Melee's long jump feature should be toggled in another way as it's a bit annoying when it triggers while breaking vases to get Mana spheres.

Maps' exploits and inconsistencies:
- Most of the mod uses sprites for objects. On the other hand, a couple of maps use 3D models (mainly the truck one) that kind of look out of place. The fact that you added all the sides on most sprites when viewing them at different angles is indeed fancy and well executed, but I do believe that if you'd convert those sprites into models (mainly the big ones) it would drastically improve the visual quality of every map;
- I've been able to find many exploits in the fourth and fifth map of the Egypt chapter. You can climb up some rocks or get up some roofs and go outside the level. There's probably more but I can't remember right now (I believe one of the last levels of Mesoamerica as well):



- In the level "Swallowed by Sand" of the Egypt chapter, right in the beginning, there's a dune that's using an original Doom texture on the sides:


So far I did not encounter any bug!
The mod itself is a masterpiece and it definitely deserves more attention. :)
PixelFox
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Re: Venturous 1.5 Release

Post by PixelFox »

Redneckerz wrote: Sun May 05, 2024 4:53 am It doesn't have to be! One could just release this as a free game.
To go standalone, there is the Standalone Iwad by Calcium: https://calcium-chan.itch.io/gzdoom-standalone-iwad
And Nash's Standalone Template: viewtopic.php?t=70232

Perhaps this may interest you :)
Oh awesome, I'll definitely investigate, thanks!
Cianez wrote: Tue May 07, 2024 9:08 am I'll share here a list of things that could be improved, changed, or fixed based on my personal opinions and professional experiences.
Awesome, thank you for taking the time to do so.

Re backtracking: Yep, I'll address that where possible. But for instance, the 3rd Egypt map teleports you to a 2nd, destroyed, instance of the map when you leave the artifact room, so you need to do your backtracking before entering that room, which isn't obvious to the player at the time. Making the level exits more obvious, so players know when to backtrack, should probably also be on the list.

Vaulting: I'm in two minds about that. On the one hand it does allow for some more interesting level layout options, even if it would mean adjusting the existing maps. On the other hand, it feels like it's moving too far away from the simplicity of original Doom's feel, which I wanted to stick to, hence no reloading etc. Except that I've already got jumping, ducking, alt fires and so on, none of which is original Doom, so maybe that's not an excuse. If I can figure out the coding for it (is it something GZDoom is capable of?), I might look at including it in future.

Friction: I just used the Doom default, but that should be easy to change. As long as it doesn't make the rest of the movement feel too floaty. Another option is to manually reduce friction on the required platforms.

Torch as melee: When you get down to your last torch, it does function as a weak melee weapon, mainly so the player can't end up in the dark with no light. But I can look at adding an on-demand key for melee in general.
Torchlight: I agree. I get the impression gldefs doesn't give you much control over the falloff, but I'm probably mistaken, will look into it.

Long jump: You're right, yes. I added the machete's pull forward effect for combat, the long jump is a side-effect I discovered later. But yeah, it gets a little annoying for pot breaking (personally I just shoot the pots). But I also don't want to assign long jump to yet another key, or introduce an inventory so it can be an on-demand powerup. I'll give it some thought.

3d models: Hehe, I avoided 3d models as long as I could. I didn't want to open that door, because I knew I'd overuse 3d models once I figured out how GZDoom handles them. And yeah, the truck looks out of place, and there's something charming about sprites that I prefer. I only introduced that 3d truck in v1.5, about a month before release. Simply because I hated the linedef-based trucks I had up until 1.3.7, and could no longer stand to look at them. The only other 3d models are 2 leaning pillars, one for Greece and one for Atlantis, which I think is so subtle most people won't even notice it's 3d.
But now I know how to do 3d models in GZDoom, it's easy to introduce more in future. The trees especially, I was never happy with the jungle areas.

I've made a note of those map exploits and texture issue, will address soon. Thanks for pointing them out.
I've set up a Discord: https://discord.gg/uuCRbQHD.
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Ferretmanjcdenton
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Re: Venturous 1.5 Release

Post by Ferretmanjcdenton »

PixelFox wrote: Tue Apr 23, 2024 1:07 am
Ferretmanjcdenton wrote: Fri Apr 19, 2024 5:02 am You made other mods?

I would love to welcome you on my discord/telegram. I have a few famous mod creators there and we try to have a "helpful and open for everyone who is nice" community.
No other mods, no. 2 previous maps for RAMP 2021, but that's the extent of it. I only started playing Doom again in 2021, having not played it since ~1996.

I'd happily join your Discord, though you'll find I'm mostly a lurker.


No way...you created these mods on 2.to 3 years??
That's INSANE.
I thought TYSKIS ISLAND was older..

Absolutely amazing
SpicyIcy444
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Re: Venturous 1.5 Release

Post by SpicyIcy444 »

can someone post another link to the discord?
it expired
PixelFox
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Re: Venturous 1.5 Release

Post by PixelFox »

SpicyIcy444 wrote: Mon Jul 08, 2024 5:25 pm can someone post another link to the discord?
it expired
Thanks for flagging this, I would never have known otherwise. Updated the link, but pasting it here as well:
https://discord.gg/MVBVPRQbcH
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TheDeeGee
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Re: Venturous 1.5 Release

Post by TheDeeGee »

Does the difficulty ramp up significantly throughout the game?

Because the hardest feels really just fine in the first level.
PixelFox
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Re: Venturous 1.5 Release

Post by PixelFox »

TheDeeGee wrote: Tue Jul 23, 2024 3:09 am Does the difficulty ramp up significantly throughout the game?
I tried to ramp it up gradually, but it's really hard for me to judge the difficulty objectively when I know where everything is and how every encounter is scripted. I've been watching as many blind playthroughs as I could find, and tweaking and balancing the maps areas accordingly.

I've generally seen more comments calling it a little too hard (both at HMP and UV) than I've seen calling it too easy, so for the 1.5 release I increased the amount of medkits slightly throughout. And I think if you go out of your way hunting every secret, health shouldn't ever be a problem. I'll probably tweak the secret loot at some point to be less generous.
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Dynamo
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Re: Venturous 1.5 Release

Post by Dynamo »

Hey! Just wanted to say that we finally got around to creating a page for Venturous on the wiki. Feel free to check it out and add any missing information if you want :)
PixelFox
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Re: Venturous 1.5 Release

Post by PixelFox »

Dynamo wrote: Thu Jul 25, 2024 4:29 pm Hey! Just wanted to say that we finally got around to creating a page for Venturous on the wiki. Feel free to check it out and add any missing information if you want :)
Oh wow, that must have taken a lot of effort. I appreciate it!
Everything looks correct to me, although I might make one or two small tweaks at some point. But wow.
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BLSZDOOM
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Re: Venturous 1.5 Release

Post by BLSZDOOM »

amazing mod,i would sugest to make a weapons only or monster only version so it can be played with other mods.

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