Venturous 1.6 Release

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
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.
PixelFox
Posts: 44
Joined: Sun Mar 20, 2022 9:39 am

Re: Venturous 1.5 Release

Post by PixelFox »

BLSZDOOM wrote: Mon Aug 26, 2024 2:37 pm amazing mod,i would sugest to make a weapons only or monster only version so it can be played with other mods.
Thanks! Yep, I've had a few requests for standalone versions, so I will be doing that at some point. Probably after finishing the next episode (there's already a few new weapons and enemy types that's not in the current pk3 yet). I haven't played with any weapon- or monster-replacers myself, so no idea how it works, but someone will figure it out. Zikshadow has a link on page 4 that, I think, does that using the full pk3 in the meantime.
User avatar
BLSZDOOM
Posts: 65
Joined: Fri Jun 21, 2024 5:04 pm

Re: Venturous 1.5 Release

Post by BLSZDOOM »

cool
User avatar
morse2179
Posts: 5
Joined: Sun Dec 24, 2023 12:33 pm

Re: Venturous 1.5 Release

Post by morse2179 »

Didn't know I needed an Indiana Jones Doom TC in my life, but very grateful for your work. The K98 feels so fucking good, as does the rest of this TC. A really exceptional job.
Furyspark
Posts: 5
Joined: Mon Jan 23, 2023 9:02 am
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Venturous 1.5 Release

Post by Furyspark »

This mod is amazing. I played it almost a year ago by now, I think, and again over the last few days. The new chapter is awesome, as are the added levels to existing chapters.

That current ending though... Given what I saw on the last level, and where I ended up in that ending, is there going to be a chapter 5 at some point?
Spoiler:
PixelFox
Posts: 44
Joined: Sun Mar 20, 2022 9:39 am

Re: Venturous 1.5 Release

Post by PixelFox »

morse2179 wrote: Fri Sep 20, 2024 1:10 pm Didn't know I needed an Indiana Jones Doom TC in my life, but very grateful for your work. The K98 feels so fucking good, as does the rest of this TC. A really exceptional job.
Always good to hear people enjoyed it, thanks : )
Furyspark wrote: Mon Sep 23, 2024 7:53 pm This mod is amazing. I played it almost a year ago by now, I think, and again over the last few days. The new chapter is awesome, as are the added levels to existing chapters.

That current ending though... Given what I saw on the last level, and where I ended up in that ending, is there going to be a chapter 5 at some point?
Thanks for giving it another go.
I've been working on a chapter 5, three maps so far, all ~90% complete. (If you're interested, I've shared a few things on the Discord, but your guess is correct)
I'm still undecided whether I'll release chapter 5 and then carry on with 6 and 7, or whether I want to release 5-7 together.
PixelFox
Posts: 44
Joined: Sun Mar 20, 2022 9:39 am

Re: Venturous 1.5 Release

Post by PixelFox »

Venturous 1.6 is now available for download..
Featuring a new episode with 5 maps with all new enemies and weapons, and the Gearbox Weapon Wheel by m8f is now integrated.
I've also made various tweaks and improvements to the existing maps and enemies.

User avatar
BLSZDOOM
Posts: 65
Joined: Fri Jun 21, 2024 5:04 pm

Re: Venturous 1.6 Release

Post by BLSZDOOM »

hey there,just tried 1.6 and its insanely fun,i do have a question and i sugestion:say what does the shotgun alt fire do?just more damage?i sugest at next update to add shell casings being eject from guns.
PixelFox
Posts: 44
Joined: Sun Mar 20, 2022 9:39 am

Re: Venturous 1.6 Release

Post by PixelFox »

Hi, thanks for giving it a go!
BLSZDOOM wrote: Sun Nov 24, 2024 12:16 am what does the shotgun alt fire do?just more damage?
The shotgun's alt fire is identical to the regular fire. Looking at the code now, I see at some point I made the vertical spread just sliiightly wider (1 instead of 0). Mainly it just plays the flipping reload instead of the regular reload. Just because it's cool. The alt used to be very slightly faster than the regular because I miscounted the animation frames, but that's been fixed since. I am toying with an idea to have the alt get progressively faster with continuous use, but that's just an idea atm.
BLSZDOOM wrote: Sun Nov 24, 2024 12:16 am i sugest at next update to add shell casings being eject from guns.
Personally, I'm not too bothered about the shell casings, but I've had a few requests for it now, so it's been added to the to-do list.
User avatar
BLSZDOOM
Posts: 65
Joined: Fri Jun 21, 2024 5:04 pm

Re: Venturous 1.6 Release

Post by BLSZDOOM »

PixelFox wrote: Sun Nov 24, 2024 2:03 am Hi, thanks for giving it a go!
BLSZDOOM wrote: Sun Nov 24, 2024 12:16 am what does the shotgun alt fire do?just more damage?
The shotgun's alt fire is identical to the regular fire. Looking at the code now, I see at some point I made the vertical spread just sliiightly wider (1 instead of 0). Mainly it just plays the flipping reload instead of the regular reload. Just because it's cool. The alt used to be very slightly faster than the regular because I miscounted the animation frames, but that's been fixed since. I am toying with an idea to have the alt get progressively faster with continuous use, but that's just an idea atm.
BLSZDOOM wrote: Sun Nov 24, 2024 12:16 am i sugest at next update to add shell casings being eject from guns.
Personally, I'm not too bothered about the shell casings, but I've had a few requests for it now, so it's been added to the to-do list.
i like the idea of the alt fire getting faster,thanks for the reply man.
User avatar
BLSZDOOM
Posts: 65
Joined: Fri Jun 21, 2024 5:04 pm

Re: Venturous 1.6 Release

Post by BLSZDOOM »

also i realized that the gun sounds in this mod while good are rather quiet,so i would like to request that you would increase the volume if it isnt much of a bother.
linetrace
Posts: 1
Joined: Thu Dec 12, 2024 3:52 pm
Preferred Pronouns: He/Him
Location: Vermont, US

Re: Venturous 1.6 Release

Post by linetrace »

I first heard of your Venturous MOD about a year ago during the 1.3 release. I played through it and it felt like it was developed specifically for me and my tastes! I played it again through much of the 1.5 release (I think I entirely missed 1.4) and have now played through most of 1.6. I jumped around a bit this time because I didn't think the earlier levels would have changed much, but I'm replaying them again now and am finding pleasant improvements.

Early reviews said the gun feels were excellent and I have to agree completely. They're so weighty! I don't know when you added ADS (aim down sights) with some guns, but I love it and it has made me really explore the second firing options for various weapons while replaying. With 1.5 I did start using the weapons pie menu, but with 1.6 I've been really relying on it and using it heavily for strategizing during encounters, so I'm glad it's now fully included in the PK3.

The way the levels have been progressing in regions, atmosphere, complexity, gameplay, and story has been an absolute joy. So, no notes, just many thanks for your hard work and what you have brought to gaming as a whole with this MOD!
User avatar
Clayman_Colony
Posts: 12
Joined: Fri Aug 16, 2024 11:59 pm

Re: Venturous 1.6 Release

Post by Clayman_Colony »

Excellent mod Pixelfox! Just played through the whole thing and it was absolutely excellent!

If I might recommend some potential for more awesome adventure features:
1: You can use Zmovement code while giving the author credit and make use of ledge grab (for climbing, enabled on future maps as it might break previous map design by allowing you to get to places you should not) and grappling hook code for more adventure fun - I guess you can use grappling hook code into a item pickup that allows you to only make it available on maps that need it: https://www.doomworld.com/forum/topic/1 ... ious-bugs/

^^^ If grappling hook code was changed to allow climbing the rope or swinging and then making that available as a standalone mod which anyone can use that would be awesome. It should unlock some very creative map design possibilities.
User avatar
YukesVonFaust
Posts: 1350
Joined: Mon Feb 09, 2015 9:00 am
Location: in an undisclosed location that is the philippines

Re: Venturous 1.6 Release

Post by YukesVonFaust »

Loved the new tibet update and some refinements from the last episodes.

Will 1.7 be taking place in Italy?
PixelFox
Posts: 44
Joined: Sun Mar 20, 2022 9:39 am

Re: Venturous 1.6 Release

Post by PixelFox »

linetrace wrote: Thu Dec 12, 2024 4:24 pm I played through it and it felt like it was developed specifically for me and my tastes!
That's always awesome to hear. I always knew I couldn't be the only one who craved 30's adventure-flavoured Doom. Glad you enjoyed it :)
Also good to hear people are using the weapon wheel. For I while I got the impression that nobody was bothering to load it, so I integrated it in the hopes more people would use it.
Clayman_Colony wrote: Fri Dec 13, 2024 11:36 pm If I might recommend some potential for more awesome adventure features:
Oh man, I wish I knew about this when I started. Adding it in now would indeed probably break too much, but maybe I can make use if I ever do a Venturous 2. The grappling hook especially looks interesting, that is worth investigating for the remaining episodes. Thanks for the suggestion.
YukesVonFaust wrote: Sat Dec 14, 2024 2:43 pm Loved the new tibet update and some refinements from the last episodes.

Will 1.7 be taking place in Italy?
Thanks! I'm already working on the next 2 episodes, but they won't be set in Europe, unfortunately. However, Italian enemies and weapons are likely to show up eventually.
User avatar
Rex705
Posts: 226
Joined: Sun Nov 22, 2015 5:49 pm

Re: Venturous 1.6 Release

Post by Rex705 »

Every time I die and try to reload the game crashes on me. I'm using GZDoom 4.13.2

Return to “TCs, Full Games, and Other Projects”