Venturous 1.6 Release

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Rex705
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Re: Venturous 1.6 Release

Post by Rex705 »

I can't even get to the next map it crashes. This is v1.6.1 of Venturous.

PixelFox
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Re: Venturous 1.6 Release

Post by PixelFox »

Rex705 wrote: Sun Dec 15, 2024 10:18 pm Every time I die and try to reload the game crashes on me. I'm using GZDoom 4.13.2
This appears to be a GZDoom 4.13.2 thing. I'll investigate what's causing it, since this may be a problem if the mod is broken on future releases of GZDoom.
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TheDeeGee
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Re: Venturous 1.6 Release

Post by TheDeeGee »

Yep, 1.6 and 1.6.1 simply refuse to run in the latest GZDoom Dev Build of December 17.

Getting 3 errors and 27 warnings:
Spoiler:
PixelFox
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Re: Venturous 1.6 Release

Post by PixelFox »

TheDeeGee wrote: Wed Dec 18, 2024 4:12 am Yep, 1.6 and 1.6.1 simply refuse to run in the latest GZDoom Dev Build of December 17.

Getting 3 errors and 27 warnings:
The errors appear to be from the weapon wheel's scripts. Ah well. I may have to strip it out again :( Or at least supply a version without it for people running the latest GZDoom.
Casualfan
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Re: Venturous 1.6 Release

Post by Casualfan »

Have you ever thought about throwing this up on steam? Cuz this is some serious quality stuff!
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TheDeeGee
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Re: Venturous 1.6 Release

Post by TheDeeGee »

PixelFox wrote: Wed Dec 18, 2024 7:58 am
TheDeeGee wrote: Wed Dec 18, 2024 4:12 am Yep, 1.6 and 1.6.1 simply refuse to run in the latest GZDoom Dev Build of December 17.

Getting 3 errors and 27 warnings:
The errors appear to be from the weapon wheel's scripts. Ah well. I may have to strip it out again :( Or at least supply a version without it for people running the latest GZDoom.
Possible to make the weapon wheel an addon perhaps as a seperate PK3?
PixelFox
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Re: Venturous 1.6 Release

Post by PixelFox »

TheDeeGee wrote: Sun Dec 22, 2024 5:46 am Possible to make the weapon wheel an addon perhaps as a seperate PK3?
Yes, the weapon wheel used to be a separate pk3 before I integrated it, so I was going to remove it again.
But then someone on the Discord found the problem and posted a fix, which I'll implement as soon as I'm back from holiday.
PixelFox
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Re: Venturous 1.6 Release

Post by PixelFox »

TheDeeGee wrote: Wed Dec 18, 2024 4:12 am Yep, 1.6 and 1.6.1 simply refuse to run in the latest GZDoom Dev Build of December 17.
Rex705 wrote: Sun Dec 15, 2024 10:18 pm Every time I die and try to reload the game crashes on me. I'm using GZDoom 4.13.2
Thanks to beyondWX, here is an update that will work on GZDoom 4.14.

Everybody on GZDoom 4.11 and earlier should continue to use 1.6.1 for now, as 1.6.2 is not backwards compatible. But there's no difference at the moment other than the compatibility fix.
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Enjay
 
 
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Re: Venturous 1.6 Release

Post by Enjay »

A little late to the party on this, but the core weapon gearbox mod has been updated by m8f to work with the latest GZDoom.

The current Weapon Gearbox version is 0.7.3 and is has been reworked to not trigger an error with GZDoom's newer, more strict, type checking which had to be implemented due to a potential security vulnerability.

It can be obtained via the usual thread: viewtopic.php?t=71086

I can't check right now if that's what was used to create Venturous 1.6.2, but it's worth highlighting that the weapons gearbox has been fixed anyway.
TP601
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Re: Venturous 1.6 Release

Post by TP601 »

Hello Everyone,

it might be a little early for a mod but here we go:

I changed the mp40 fire sound to an actual one.
I modified the luger sound slightly to be a little more brighter, yet beefy.

Since i changed the mp40 fire sound, i figured, that the SMG soldiers only shoot 3 bullets followed by 1 in a row with some seconds delay in between.
I changed that as well and also modified other human enemies to be a little bit more challenging by increasing their firerates a little.

Here is the list broken down to details:
Spoiler:
Installation:
Extract the "vent_1.6.2_beef.zip" and add the "beef.pk3" after the "Venturous1.6.2.pk3" and play.

Download:
http://share.cf12.net/vent_1.6.2_beef.zip
Last edited by TP601 on Sat Jan 11, 2025 8:09 am, edited 2 times in total.
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Enjay
 
 
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Re: Venturous 1.6 Release

Post by Enjay »

TP601 wrote: Fri Jan 10, 2025 9:14 am Download:
https://file.io/Wb5oBsbUD4hu
Image
TP601
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Re: Venturous 1.6 Release

Post by TP601 »

I uploaded it here now and edited the post above.
Sorry for the inconvenience, why using a public fileshare if you own domains anyway ...

http://share.cf12.net/vent_1.6.2_beef.zip
Chastokol
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Re: Venturous 1.6 Release

Post by Chastokol »

Just finished the mod. Venturous is my first doom mod and I can say that I am delighted. I accidentally saw a post on reddit where someone made a joke and compared Venturous and the just released IJ & The great circle. After seeing the screenshot I knew I had to play this mod. And in a week the mod was completed. Completed the first 4 episodes on version 1.5.2 and Tibet on version 1.6 due to minor problems launching through Gzdoom.
1. I chose the UV difficulty level and I can say that the mod is pretty easy. The ability to kill people in the head, a lot of ammunition and just a very strong arsenal make this mod not hard at all. Also kar98k is one of the reasons for this. But please, do not nerf that weapon directly. It's similar to SS from Doom2, which makes game a lot easier, but is extremely comfortable and funny to use.
2. The only thing that could kill me is pinky reskin such as Ocelotl (Hoplite for some uknown reason changes his weapon when jumps, from gladius to spear). Those guys are tanky, fast, and are usually placed in large quantities. They're annoying, but in a good way. but their alert sound could be better. Because all 4 variations scream the exact same way for 13 lvl straight and its gets repetitive pretty fast.
3. Talking about sounds. Sound design is very very good. Weapons sound amazing, enemies even better, especially nazi guys. Music is perfectly chosen and 2nd lvl "hutsul Havoc" is now in my playlist. However i hardly dislike reuse of the same tracks in different levels. Tibet does that a lot. And forgot, short tracks like "Sahara" can become repetitive when playing 20 minutes long level. but that's a small thing
4. Tibet feels much weaker than the previous 4 episodes. Reuse of music, fewer types of enemies (particularly monsters), short 5-minute levels and no mysterious dungeons (perhaps this is how it should be). Magic weapon is cool tho, although there was no particular need to use it. A shotgun worked just as good.
5. I already mentioned how good weapons sound, but now i want to talk how it plays with them.
5.1. Revolver is very innacurate and gets replaced by smg like, 10 seconds after start of the mod... Mediocre damage compared with slow speed and bad accuracy makes this weapon only good against humans in close quarters when you wanna save ammo for other weapons. But for some reason revolver ammo is very rare themselves. Accuracy buff is needed. At least to somehow deal with enemies on long distances in 1st episode (later we will find amazing kar98k, but before it's pain in the ass trying to snipe someone miles away). Luger feels like a cheap smg. Get replaced quickly the same way.
5.2.Torch is cool, but i wanted something like a full dark cave setpiece where you need to throw torches around just to see something. Darkness is rarely seen overall.
5.3. Melee is a cool feature, especially jumping with it. But it looks like the author forgot about the leans very quickly and didn’t remember anymore. It was cool cutting through it with machete. And if i'm not mistaken you can backstab enemies with melee, which is very cool.
5.4. Mp40 is ok, nightvision is useless. thompson is amazing. Sadly its avaible only in greece episode.
5.5. My god the 1st machinegun is amazing, especially alt fire. Melting enemies was never so fun and cool. But given that the machine gun shares ammo with the kar98k and machine gunner enemies are everywhere, this combination has too much ammo and is therefore too OP. Both weapons are awesome.
5.6. Grenades are fine. Rocket launchers have very satisfying sound of loading.
5.7. Unique magic weapons for each episode is a very interesting idea, and having a whole level with only magic weapon from all episodes is even cooler. But sadly khopesh sucks and Macuahuitl can stunlock every enemy (even bosses, i tried) while dealing 160 per hit. Needs to be adressed. Railgun is cool, but hitboxes sometimes do not work like they should be.
5.8. Being able to use lever stogun like shwarz is goated. Very comfortable weapon. Double barreled shotgun feels a little bit weak. Maybe a lil damage buff or decrease of the spread will make that weapon feel better.
5.9. Never used flamethower. Can't say much, just find other weapons more useful.
Overall very solid arsenal and almost every weapons feels good to use.
6. The enemies are very diverse and that's cool. However, again, you sometimes seem to forget about many of them. In particular, a Nazi with a bazooka could be seen more often. The accuracy of throwing grenades could be improved. Grenade very rarely hit me, and even if it did hit me, it was like for 6 damage which is absurd. There is a very cool enemy who covers himself with a shield and reflects projectiles from episode 4. I wish there was more of this. Maybe hoplits could throw spears when they jump on you the 1st time. Axe thower monster from 1st episode is very cool and is hard to deal with, but it's other episodes counterparts are less dangerous.
7. Wanted to see some king of a giant lava temple like in the Temple of Doom movie. Maybe in 1st episode as 3rd level or 4th idk.
8. Art style is top tier. All locations are very atmospheric and made in an excellently maintained setting. I especially liked the 2nd level of Mesoamerica and the falling ray of light on the Statue with a sphere in the middle of the staircase in 'that' level of Greece. Really liked the human models you used in cutscenes and for sprites. They are cute and funny.

Wanna see more! Felt like a fun adventure and it's a solid 8/10 for me, not as mod, but as a standalone game. Keep going PixelFox. Great job.
Last edited by Chastokol on Wed Feb 12, 2025 11:22 am, edited 1 time in total.
PixelFox
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Re: Venturous 1.6 Release

Post by PixelFox »

Chastokol wrote: Wed Feb 12, 2025 11:17 am Just finished the mod.
Glad you enjoyed it, thank you for the detailed feedback.
Yeah, I've been getting a lot of comments about the difficulty, it will be rebalanced a bit for the next version. Players who go for headshots and hunt for secrets seem to have a much easier time than those who don't. I'll also be doing something about the over-abundance of ammo. The idea was that every map should have enough ammo that pistol-starting with an empty inventory should be possible. But that means that most players will accumulate way too much ammo over an episode, which makes it easy to ignore certain weapons.

Good points on the weapons. I'll just mention that the revolver is pinpoint accurate if you tap fire instead of holding down fire, that's the way the vanilla Doom pistol also works. But I may change that. It used to do much more damage, but got nerfed along the way because players found it too powerful. The Mp40 later gained the torch, which further reduced the revolver's usefulness. The night-vision Mp40 got cut a few versions ago, it was indeed useless.

I began reusing music tracks as a way to try and keep the filesize down, but I've since made peace with the fact that it's a net negative to try and limit the filesize.
Tibet turned out to be harder to make than expected, not a big variety of mythical beings to work with, and big dungeons didn't really make sense for it. I'm happy with how it turned out, but yeah, hopefully the future episodes I'm working on will be more interesting.
OldGamesReshade
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Re: Venturous 1.6 Release

Post by OldGamesReshade »

I finished the mod and for me this is one of the best mods ever. The level design is fantastic, the weapons are creative and interesting. The music is superb. Simply put, this should be the mod of the year in my opinion.
As for the negative sides, Tibet is conceptually weaker, the last level in the train is not connected to the level before. At least some text screen to explain how we got from the city to the train. The whole episode feels rushed. It should be better to connect the paths into one whole. Also, some intro should be introduced at the beginning of the game to explain how we crashed with the plane.
Basically, I had a lot of fun and made a trailer:
https://www.youtube.com/watch?v=u-wDSl2KBNc

P.S. Is there a list of all finished DOOM TC mods somewhere?
I don't like to play unfinished projects.

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