Nightmare Logic V2.2 [28.03.22] New weapons!

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Nems
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by Nems »

-Ghost- wrote: Fri Mar 10, 2023 3:40 pm Hey, quick question for the shotgun, what does it spawn off of? On some maps I get plenty of ammo for it but never actually see it drop, wasn't sure what summon/give command could give me one if I can't find it. Also I second adding a super shotgun in the extra weapons pack.
If I recall right the shotgun spawns where rocket launchers usually spawn.

Also I third adding a super shotgun to the extra weapons back but admittedly I'd like to see the remaining extra weapons slots (1, 2, 3, 7) get weapons in general. :P

This is by far my favorite weapons mod made by you, Cosmobyte. <3
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by -Ghost- »

Ah, right, just found it on what I think was normally an RL spawn. What are the upgrade stations spawning off? So far been having a lot of fun playing this with Project Malice! The weapons fit perfectly, and I use MK crits for the headshots to help beef up the damage a little for the tougher enemies.

I do wish the ammo caps were a little higher; maybe through some sort of incremental upgrade item that gives you a little more capacity each time like an extra pouch or something?
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Nems
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by Nems »

-Ghost- wrote: Fri Mar 10, 2023 9:20 pm What are the upgrade stations spawning off?
If I'm remembering right, I think it has a chance to replace the Berserk pack. That may have been from an older build though.
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Matt Eldrydge
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by Matt Eldrydge »

This is a fantastic mod, you know that? I've been playing it on and off for a while now, but since not every mapset encourages this kind of slower, more tactical play, I'm yet to put up a proper Nightmare Logic playtrhrough on my channel. So in that regard, if anyone has recommendations, I'd be glad to hear them!

I've paired it with Project Malice monsters a few weeks ago, and I of course used its music pack to further enhance the mood!

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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by Unregret »

Hello, I check most of download links and all said invalid request.
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by StraightWhiteMan »

Could someone please provide new links for the files if it's not too much trouble? I would greatly appreciate it.
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by Dr_Cosmobyte »

That's really weird.

I changed the link, try downloading again, if possible, peeps.
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by Nems »

The main file's back up but the three extra weapons addon is still down. :P
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by Dr_Cosmobyte »

Thanks for the heads-up, I'll check that when i'm home!
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by Dr_Cosmobyte »

There, fixed both the OST and the Extra weapons. Please call me if other links are broken.
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Nems
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by Nems »

New gun sounds by A Heretic's Doom is also down. :0
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StraightWhiteMan
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by StraightWhiteMan »

Thanks for the new links. Much appreciated.
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by SadCack »

Another banger of a mod!
What values in the weapon zscript files would I have to change to modify accuracy? The guns, while immensely satisfying, are a bit too inaccurate for me.
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by Dr_Cosmobyte »

Thank you!

Every gun should have a line that looks like this on the "Fire" state:

Code: Select all

A_FireBullets(0.3, 0.3, -1, 20*Random(4,8),"WPXBulletPuff",FBF_NORANDOM|FBF_USEAMMO);
The first 0.3 represents the spread of projectiles from left to right. Lower values = Higher accuracy.

the second value represents the spread up and down. Lower values = Higher accuracy.

If you want a north from where to go, i always try to change it in multiples of 0.7, since the Doom standard accuracy is 5.6, which divided by 2 is 2.8, then 1.4 and then 0.7.

The third value (20*Random(4,8), in this case) is damage. Needless to say, higher numbers = higher damage.

Lower
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Re: Nightmare Logic V2.2 [28.03.22] New weapons!

Post by OverDriver05 »

Is the Weapon Zoom key even working in every Nightmare Logic mod?

I've tried it, but it wasn't working. Is this a bug of some sort?
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