Nightmare Logic V2.2 [28.03.22] New weapons!
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Please read the full rules for more details.
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.
- Dr_Cosmobyte
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Re: Nightmare Logic V1.7 [04.04.21]
Thanks for the reminder, Johhny. Gonna address this issue as well as some other code related things in an next update.
Re: Nightmare Logic V1.7 [04.04.21]
Hey thank you so much for this fun mod!
I think I've noticed something about this:
Disabling NL-Slippery.zc helps with this.
Not sure if you already know about this, I'm sorry if this is a known thing.
I think I've noticed something about this:
I remember shooting and reloading weapons affect movement as well, but now it doesn't.Dr_Cosmobyte wrote: player has a less slippery movement
Disabling NL-Slippery.zc helps with this.
Not sure if you already know about this, I'm sorry if this is a known thing.
- Dr_Cosmobyte
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Re: Nightmare Logic V1.8 [05.05.21]
Hey there, sorry i haven't answered you lately. I am aware of this issue and for now... it's going to stay that way.
I've flickered a lot with the mod, got rid of many things and, as always, i took a lot of size out while actually adding some things. This might be a really stable update for Nightmare Logic, since i think i fulfilled the purpose of balancing it out and keeping the lowest size possible. Have this new update!
Here's the changelog:

Have fun!
I've flickered a lot with the mod, got rid of many things and, as always, i took a lot of size out while actually adding some things. This might be a really stable update for Nightmare Logic, since i think i fulfilled the purpose of balancing it out and keeping the lowest size possible. Have this new update!
Here's the changelog:
Spoiler: Changelog 05/05Credits and changelog txts now come packed with the mod, so take some time to read it before deleting
Have fun!
- Dr_Cosmobyte
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Re: Nightmare Logic V1.8 [05.05.21]
I don't actually like to post without any news, but i forgot to upload this gameplay made by Gaming Room, using Nightmare Logic in the Honte megawad (basically an enhanced Doom 2). Facinora plays it for the first time and uses some addons, such as a new HUD.
Pretty cool to check out.
Pretty cool to check out.
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JohnnyTheWolf
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Re: Nightmare Logic V1.8 [05.05.21]
Sad to see the scope zoom gone, but you know best. Love the new HUD font! 
What happened to the Difficulty Settings, though? It seems like there is only one of them now.
What happened to the Difficulty Settings, though? It seems like there is only one of them now.
- Dr_Cosmobyte
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Re: Nightmare Logic V1.8 [05.05.21]
I am not 100% sure, but i believe i never made difficulty levels for Nightmare Logic =pppp
And BTW, i thought the Rifle Zoom was a tad unnecessary. It already has great accuracy, it's great for CQC and has high damage, one can kill barons with ease. A zooming mode would be kinda OP. =v
And BTW, i thought the Rifle Zoom was a tad unnecessary. It already has great accuracy, it's great for CQC and has high damage, one can kill barons with ease. A zooming mode would be kinda OP. =v
Re: Nightmare Logic V1.8 [05.05.21]
hello can you give me a link nightmare logic V 1.4 cuz it's compatible with older gzdoom please.
- Dr_Cosmobyte
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Re: Nightmare Logic V1.9 [26.06.21]
Oh hey dude, sorry i haven't noticed your post. I unfortunately can't get you the older versions, but you could help me if you detail what kind of error happens when trying to load this with your GZDoom version, and what version it is.
In the meantime, this mod was updated again! I have a lot of goodies for this version, and first of all i want to thank everybody who tested these versions i've been throwing all around. Lots of good feedback, as well as a new addon that adds two guns to the game! They didn't make it until the final cut, but i wouldn't feel okay to just leave them aside, so load this badboy after Nightmare Logic and grab them now!

Cape Kobra Magnum [Slot 8]: Replaces Super Shotgun

CabalCo. M10A2 [Slot 9]: Replaces Chaingun
Here's the changelog for the vanilla version:
In the meantime, this mod was updated again! I have a lot of goodies for this version, and first of all i want to thank everybody who tested these versions i've been throwing all around. Lots of good feedback, as well as a new addon that adds two guns to the game! They didn't make it until the final cut, but i wouldn't feel okay to just leave them aside, so load this badboy after Nightmare Logic and grab them now!

Cape Kobra Magnum [Slot 8]: Replaces Super Shotgun

CabalCo. M10A2 [Slot 9]: Replaces Chaingun
Here's the changelog for the vanilla version:
Spoiler:DOWNLOAD ME IF YOU HAVEN'T YET!
Last edited by Dr_Cosmobyte on Sat Jun 26, 2021 1:17 pm, edited 1 time in total.
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JohnnyTheWolf
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Re: Nightmare Logic V1.9 [26.06.21]
Sweet!
However, is there a way to increase the drop chance for the extra weapon ammo types? After repeatedly summoning them through the console, I only got one SMG ammo box and no Magnum ammo.
Also, there seems to be an issue with the amount I get from those two ammo types. For example, the Magnum ammo box messages tells me that I should be getting 7 bullets, yet the item gives me only 3. I checked the .zsc file and indeed, the "inventory.amount" is set to 3. Is that a typo? Or is the Magnum ammo box really supposed to drop only 3 bullets and it is the message that is wrong?
As for the SMG, the weapon's clip capacity is 35, yet the ammo drop gives only 30 and the weapon's inventory.maxamount capacity is 60.
However, is there a way to increase the drop chance for the extra weapon ammo types? After repeatedly summoning them through the console, I only got one SMG ammo box and no Magnum ammo.
Also, there seems to be an issue with the amount I get from those two ammo types. For example, the Magnum ammo box messages tells me that I should be getting 7 bullets, yet the item gives me only 3. I checked the .zsc file and indeed, the "inventory.amount" is set to 3. Is that a typo? Or is the Magnum ammo box really supposed to drop only 3 bullets and it is the message that is wrong?
As for the SMG, the weapon's clip capacity is 35, yet the ammo drop gives only 30 and the weapon's inventory.maxamount capacity is 60.
Re: Nightmare Logic V1.9 [26.06.21]
my problem is a newest nightmare logic cannot run on older gzdoom
can you make this newest mod compatible with older version ( gzdoom 3.8.2 )
i cannot play with 4.xx cuz its very lag on my potato phone
sorry for limited and my bad english
can you make this newest mod compatible with older version ( gzdoom 3.8.2 )
i cannot play with 4.xx cuz its very lag on my potato phone
sorry for limited and my bad english
- Dr_Cosmobyte
- Posts: 2859
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Re: Nightmare Logic V1.9 [26.06.21]
Dude, i don't know how the magnum ammo flew under my radar. Well, imma fix that now. The extra guns are supposed to have little ammo capacity and drop chance for them, but i think it won't do any harm, so the Magnum has the same drop chance as the SMG ammo. Thanks for noticing!JohnnyTheWolf wrote: However, is there a way to increase the drop chance for the extra weapon ammo types? After repeatedly summoning them through the console, I only got one SMG ammo box and no Magnum ammo.
Also, there seems to be an issue with the amount I get from those two ammo types. For example, the Magnum ammo box messages tells me that I should be getting 7 bullets, yet the item gives me only 3. I checked the .zsc file and indeed, the "inventory.amount" is set to 3. Is that a typo? Or is the Magnum ammo box really supposed to drop only 3 bullets and it is the message that is wrong?
As for the SMG, the weapon's clip capacity is 35, yet the ammo drop gives only 30 and the weapon's inventory.maxamount capacity is 60.
New link is here, just click and get it.
No problem! If i may recommend a better alternative for GZDoom, LZDoom has great performance and it won't lag as much as GZDoom. Unfortunately, i can't turn the code back for DECORATE, since some features are kinda dependant on ZScript. I hope LZDoom works for you.64palm wrote:my problem is a newest nightmare logic cannot run on older gzdoom
can you make this newest mod compatible with older version ( gzdoom 3.8.2 )
i cannot play with 4.xx cuz its very lag on my potato phone
sorry for limited and my bad english
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JohnnyTheWolf
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Re: Nightmare Logic V1.9 [26.06.21] New Guns!
On my hand, I have moved the two extra weapons to Slots 2 and 3, respectively, out of convenience, as I do not find Slots 8 and 9 to very intuitive when it comes to lower-tied weapons.
Now, the SMG is on Slot 2 and the Magnum on Slot 3!
Now, the SMG is on Slot 2 and the Magnum on Slot 3!
Re: Nightmare Logic V1.9 [26.06.21] New Guns!
sorry but i can't play on lzdoom cuz very lag on my potato phone
Re: Nightmare Logic V1.9 [26.06.21] New Guns!
anyone don't have a link nightmare logic V1.4 ??
- Dr_Cosmobyte
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Re: Nightmare Logic V1.9 [26.06.21] New Guns!
You are a hell of a lucky man.
Here's a version from 30/12/20, the same date as the v1.4 update.
I usually discard old files, but my account had some laying out. Tell me if it works.
Here's a version from 30/12/20, the same date as the v1.4 update.
I usually discard old files, but my account had some laying out. Tell me if it works.