Nightmare Logic V2.2 [28.03.22] New weapons!

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
Dr_Cosmobyte
Posts: 2848
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

Re: Nightmare Logic V1.2 (24/12/20)

Post by Dr_Cosmobyte »

KingFrog564 wrote:This is a really dope mod but tbh even though it doesn't really fit the theme of the mod adding a bigger arsenal would still make it MUCH better
I understand that it might be weird to play it without a BFG or a Chainsaw, but the objective was to make it have only the basics of Doom. If i can get to think on a way of adding more weapons that are not redundant or make other weapons obsolete, probably i will apply it somehow.

Forgot to edit the version and release date.

Merry XMas! No matter your beliefs, just take this day so you can be excellent with others, play with pets and drink lots of water :)
User avatar
Dr_Cosmobyte
Posts: 2848
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

Re: Nightmare Logic V1.3 (26/12/20)

Post by Dr_Cosmobyte »

Hello there!

After some playing, i've done a few QoL changes to this mod, so strap in and have fun! Now arrows stick to their targets (which means i had to get rid of the feature that made it pass through them), removed the camera interpolation in ready states to avoid visual bugs and adjusted some pickups so the game won't be as hard as it was.

Your feedback is really important, so take your time to play this and drop a few words ;)
Spoiler: changelog
Download it and have fun!
Frozsoul
Posts: 25
Joined: Sun Oct 01, 2017 8:24 am

Re: Nightmare Logic V1.3 (26/12/20)

Post by Frozsoul »

These are some great changes, thanks! The crossbow is much more fun to use (definitely like the new beep sound and how it sticks to monsters), and I think the assault rifle has a better rate of fire. I also like the more focused shots from the plasma rifle and the improved organization of your code.

A few more suggestions:
Spoiler:
Edit: One more suggestion I meant to mention - have the HUD show your health/ammo in yellow font and then red font as it gets further depleted.
User avatar
cubebert
Posts: 103
Joined: Sun Jun 14, 2020 3:37 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Nightmare Logic V1.3 (26/12/20)

Post by cubebert »

Here's a file that will enable Heretic to be played with Nightmare Logic; most of the item pickups have been replaced with NL's and a few text strings have been changed to resemble NL better. I haven't fully played with the mod yet, but I had fun testing this out both with Doom and Heretic.
Attachments
NightmareLogic_HereticCompatibility.pk3
(3.15 KiB) Downloaded 49 times
User avatar
Dr_Cosmobyte
Posts: 2848
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

Re: Nightmare Logic V1.3 (26/12/20)

Post by Dr_Cosmobyte »

Hey cubebert, thanks a lot!

I will definitely cook a Raven patch for next update, since it's a usual thing in my mods =)
Frozsoul
Posts: 25
Joined: Sun Oct 01, 2017 8:24 am

Re: Nightmare Logic V1.3 (26/12/20)

Post by Frozsoul »

Minor bug report - Rifle's inventory pick up message mistakenly references slot 6 instead of slot 4.

Also, one more request I'd like to add after further playthrough is the ability to switch weapons during reload. I like how the player realistically slows down during reloading, but it can be difficult in the heat of battle to be stuck until reloading finishes, instead of being able to stop and switch to another weapon.
User avatar
Dr_Cosmobyte
Posts: 2848
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

Re: Nightmare Logic V1.3 (26/12/20)

Post by Dr_Cosmobyte »

Thanks for the suggestion, it was added to the game and will be avaiable on ther next update.

In the meantime, let me show you guys check how the new shotgun look is!

Image
Frozsoul
Posts: 25
Joined: Sun Oct 01, 2017 8:24 am

Re: Nightmare Logic V1.3 (26/12/20) Shotgun preview page 2

Post by Frozsoul »

That new shotgun looks amazing! Can't wait to try it out!

One more minor bug to report - Plasma Cannon continues playing humming sound after it is dropped.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Nightmare Logic V1.3 (26/12/20) Shotgun preview page 2

Post by Captain J »

Nice and highly detailed gun there! I love those yellow hints and all and i guess does some electric damage or something?
User avatar
MentzWolf
Posts: 48
Joined: Wed May 25, 2016 6:47 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Contact:

Re: Nightmare Logic V1.3 (26/12/20) Shotgun preview page 2

Post by MentzWolf »

Shouldn't the shotgunners drop shotguns instead of rifles?

(Using the Project Malice monsters btw)
User avatar
Dr_Cosmobyte
Posts: 2848
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

Re: Nightmare Logic V1.3 (26/12/20) Shotgun preview page 2

Post by Dr_Cosmobyte »

Indeed, but since the shotgun is a high-tier weapon, er... think that the guys are using it on semi-auto =ppppp
User avatar
Dr_Cosmobyte
Posts: 2848
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

Re: Nightmare Logic V1.4 (30/12/20) Raven and Hacx!

Post by Dr_Cosmobyte »

I was about to wait 'til 00:00 so i could leave this update to you guys. But i am very tired and need to do stuff.

So here you are! This new update for Nightmare Logic has more content! This mod is now compatible with Hexen, Heretic and Hacx, the shotgun has a new meneacing look, small tweaks in sounds and sprites to make the game look prettier, an auto-fire CVAR, and more QoL changes for your gameplays.
Spoiler: Full Changelog
DOWNLOAD NOW!
Frozsoul
Posts: 25
Joined: Sun Oct 01, 2017 8:24 am

Re: Nightmare Logic V1.4 (30/12/20) Raven and Hacx!

Post by Frozsoul »

These are terrific updates.
Frozsoul
Posts: 25
Joined: Sun Oct 01, 2017 8:24 am

Re: Nightmare Logic V1.4 (30/12/20) Raven and Hacx!

Post by Frozsoul »

Bug report - Auto loading does not seem to work for the crossbow.

Also a suggestion to use $rolloff on the explosive sounds to they can be heard from a further distance.
User avatar
Dr_Cosmobyte
Posts: 2848
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

Re: Nightmare Logic V1.4 (30/12/20) Raven and Hacx!

Post by Dr_Cosmobyte »

Thanks for the suggestions Froz!

I'll be working on a v1.5 soon!
Post Reply

Return to “Gameplay Mods”