Nightmare Logic III v1.3 (April 2nd, 2024)

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devlman127
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Joined: Sun Nov 03, 2019 9:56 am

Re: Nightmare Logic III v1.1 (March 3rd, 2024)

Post by devlman127 »

Nothing better than killin' nazis.
Thanks for the monster suggrstions, but any wads they won't feel out of place in?
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Dr_Cosmobyte
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Re: Nightmare Logic III v1.1 (March 3rd, 2024)

Post by Dr_Cosmobyte »

Sure!

There's Wolfendoom for GZDoom, which is a remake of Las Rojas legendary maps.

You can also play some other famous maps such as Hellbound, Medal of Honor for Doom, The Castle Pack...
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devlman127
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Re: Nightmare Logic III v1.1 (March 3rd, 2024)

Post by devlman127 »

Dr_Cosmobyte wrote: Mon Mar 04, 2024 3:39 pm Sure!

There's Wolfendoom for GZDoom, which is a remake of Las Rojas legendary maps.

You can also play some other famous maps such as Hellbound, Medal of Honor for Doom, The Castle Pack...
Huh, I was under the impression that the wolfendoom maps wouldn't play nice with mods, due to the reduced variety of enemies and weapons created with DeHacked, I'd imagine a lot of things would be broken. Already testing on a testmap for the original missions shows plenty of missing actors that don't show up ingame.
Still, I'll look at your other suggestions, and I'm sure the author's textures they uploaded earlier would help.
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Matt Eldrydge
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Re: Nightmare Logic III v1.1 (March 3rd, 2024)

Post by Matt Eldrydge »

Just a heads-up for anyone who does want to use the WolfenDoom remastered map things: there's plenty of sprite and actor conflicts, regardless of the load order since it seems like it comes with its own Decorate patches (which means monsters, weapons and pickups). Yellow keys are replaced by dead officers, tanks replace red skulls and flicker between that sprite and a box decoration, as an example.

You'll definitely want to look into stripping stuff from it if you want to avoid those issues, which means cracking it open in Slade and removing the stuff you don't want or need and making sure the whole WAD won't implode.
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Dr_Cosmobyte
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Location: Killing spiders.

Re: Nightmare Logic III v1.2 (March 8th, 2024)

Post by Dr_Cosmobyte »

I'm quite liking to update this mod, Nightmare Logic is always easy to fix things and what not.

So, before spending my night watching The Office, i'll drop this cool update for everyone!
I managed to drop the mod size by more than 100kbs! Less size with the same quality as ever. I've also cleaned some powerup pickups, adjusted 9x19mm ammo limits, and more.

Here's the full changelog:
Spoiler: changelog
Have fun!
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Dr_Cosmobyte
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Re: Nightmare Logic III v1.3 (April 2nd, 2024)

Post by Dr_Cosmobyte »

After taking a few days working on my next mod, i've updated Nightmare Logic III! This update is a bit more beauty rather than fixes, but you'll enjoy it. Grenades are more lethal, some new sounds, new explosion effects and some more bells and whistles. But the real meat and potatoes here is the new addon:

Two extra weapons!

The famous (or infamous, maybe) StG-44 and the MP40. They may be slower than the actual guns used in game, but they are controllable and effective. More guns isn't too much of a bad thing. Here's a small video of them in action:


Spoiler: Changelog
Have fun!

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