Nightmare Logic V2.2 [28.03.22] New weapons!

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Carrotear
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Re: Nightmare Logic V2.0 [15.08.21] Overhaul!

Post by Carrotear »

Anytime! I also made a video of this mod in action with Russian Mercenaries.

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Dr_Cosmobyte
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Re: Nightmare Logic V2.0 [15.08.21] Overhaul!

Post by Dr_Cosmobyte »

Turin Turambar wrote:I tried the mod for the first time, and honestly I found it a bit puzzling:
Okay, so, before we start, always good to remind that Nightmare Logic is but a survival horror experience, which means you have to deal with resource management, monsters that can overpower you, weapons with very situational usage and limited abilities =)
You are a skipping the skill choice screen when selecting new game. Why?
Mainly to make the player to jump straight into action. But also because difficulty levels can give a far too wide vision of the game, and i want them to experience the same thing, at least in this mod.
-The slower movement should be optional: understand that some wads are done thinking the player will have at least the default move speed, so he won't able to reach a platform or whatever, blocking progress.
I do understand, and it was already requested by other players. However my trials at making CVARs to enable/disable it (or even a slider for that) failed, and i haven't gone after it, since i had that changelog to fulfill =s
-I liked the crossbow with the explosive bolt, but not as rocket launcher replacement. Same point as the previous one: many wads will throw you 20 Barons and 15 Cacos thinking you can deal with them with the rocket launcher, but here the sustained DPS is way lower than the normal RL,the rate of fire is slow, the reload is slow. It seems the mod is designed around 1993-1194 original maps?
The crossbow is slow and very hard to master, but remember you also have quick-throw grenades, and from v2.0, you also can find an upgrade to your Battle Rifle that adds an underbarrel 37mm HE-FRAG grenade launcher. Of all these, the only one that is weaker than a rocket is the rifle grenade, but it pays off for the amount of frag shards it fires once it explodes.

The mod wasn't designed with anything in mind but luck and scarcity. But don't worry! Once i manage to find some time i'll come up with a new weapon for the XtraGuns add-on that'll play the part of a recoilless rifle. The sprites and sounds are done, i just need to come up with the code.
-Not having a double shotgun (or new weapon replacing it) is... brave for a weapon mod.
It was requested, but as it stands, it feels unnecessary to me. There are three weapons that do the same as the SSG (staggering one shot kill damage followed by drawback time): The Shotgun, the C.A.P.R.I.C.O.R.N., and the Magnum (in the extra weapon addons). To give the player something to carry on, you start with the Battle Rifle just because of that (the Battle Rifle is the jack of all trades, after all), so you have suppressive fire, accuracy, firepower and large drop amounts to maintain your needs until you can get your hands on one of these.

I'm happy you are enjoying the mod. Don't hesitate to post more questions. ;)
Carrotear wrote:Anytime! I also made a video of this mod in action with Russian Mercenaries.
Awesome! Thanks once again Carrotear!
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Re: Nightmare Logic V2.0 [15.08.21] Overhaul!

Post by RastaManGames »

I just love some old-school first person shooters, so i decided to do a two small sounds overhauls for Nightmare Logic and for it's extra weapons mod in a style of "Project I.G.I."
Few sounds was taken from "Project I.G.I. 2: Covert Strike" and "SWAT 4".
If you are don't mind, then try to load these two files after main mod and extra weaponry:
NL_IGIed.pk3 and NLX_IGIed.pk3.
I am very sorry if some sounds are bit off or has poor quality, but main idea was in creation of "Project I.G.I." atmosphere and i am really hoping that i don't messed something up.
P.S.: Delta Force 2 was my favorite ol'good FPS too, so here is something about it too:
NL_DFed.pk3 and NLX_DFed.pk3
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Re: Nightmare Logic V2.0 [15.08.21] Overhaul!

Post by Dr_Cosmobyte »

Hey friend, thanks for posting!

Will test them this weekend, as i said ;)
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Re: Nightmare Logic V2.0 [15.08.21] Overhaul!

Post by Dr_Cosmobyte »

Hey there! As promised, i'm gonna link these in the main thread, apologies for the delay!

Just in case:

Project I.G.I. Original gun sounds

Project I.G.I Extra gun sounds

Delta Force 2 Original gun sounds

Delta Force 2 Extra gun sounds
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Re: Nightmare Logic V2.0 [15.08.21] Overhaul!

Post by RastaManGames »

No worries! Sorry if these sounds has poor quality. I just wanted to create little atmosphere of these two FPS from my childhood! :oops:
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Re: Nightmare Logic V2.0 [15.08.21] Overhaul!

Post by Dr_Cosmobyte »

Don't worry! To be fair i think this gives some retro vibes to it and it really adds! The beeps and boops are way more consistent to the tactical feel, and the guns are beefy too :)
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Re: Nightmare Logic V2.0 [15.08.21] Overhaul!

Post by Nems »

Unless I'm doing something wrong, I tried interacting with the 3D Printer I found while playing Unfamiliar and nothing happens. I'm using the extra weapons add-on, Project Malice, and Nashgore as well but I wouldn't think any of those would make said printer not act right.

I plan on doing a more thorough review once I finish Unfamiliar but I really enjoy this mod. <3
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Re: Nightmare Logic V2.0 [15.08.21] Overhaul!

Post by Dr_Cosmobyte »

Funny. I used some basic flags, you should be able to trigger it by pressing the "use" button, as you would open a door.

Maybe you could try without other mods loaded, including the extra guns?
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Re: Nightmare Logic V2.0 [15.08.21] Overhaul!

Post by Nems »

Ah, I see what happened. I didn't know they could be destroyed and I must have accidentally destroyed it before I could use it lol

Sorry about that. :P
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Re: Nightmare Logic V2.0 [15.08.21] Overhaul!

Post by Dr_Cosmobyte »

LOL, no worries :lol:

Since we're here: Facínora from Gaming Room has done yet another great gameplay video with NL V2.0, so watch it here and leave him a like and a comment! It helps the channel a lot!

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Re: Nightmare Logic V2.1 [11.02.22] Welcome back.

Post by Dr_Cosmobyte »

After half a year, we're finally back.

Hope you all like this update of Nightmare Logic, because it is really worth it! Now, not only most weapons have upgrades, but the SMG originally from the Xtra Guns Pack is now officially in the arsenal. Also, after compressing the most out of the games files, i managed to drop the size down by 100kbs and add even more content!

Full changelog in the spoiler below, take your time and enjoy.
Spoiler: v2.1 Changelog
P.S.: The extra guns are removed for now, but don't worry! They'll be back as soon as possible ;)
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RastaManGames
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Re: Nightmare Logic V2.1 [11.02.22] Welcome back.

Post by RastaManGames »

Is extra guns gonna be updated or it gonna be part of main mod?
I mean, I really like AK-47...
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Re: Nightmare Logic V2.1 [11.02.22] Welcome back.

Post by Dr_Cosmobyte »

They need to be updated because many parts of the internal code have changed =)

But don't worry! Maybe i'll bring even more weapons >:)
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Re: Nightmare Logic V2.1 [11.02.22] Welcome back.

Post by LossForWords »

Congrats on the new release, and hyped for the return of XtraGuns already!
Itching to get my hands on the Cape again.
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