Nightmare Logic II V1.3 (11/02/24)

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Dr_Cosmobyte
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Nightmare Logic II V1.3 (11/02/24)

Post by Dr_Cosmobyte »

Image



39 years prior to the circumstances that led to the first Nightmare Logic, another task force was sent to accomplish a mission that involved securing the integrity of online databases due to a possibly irreversible accident.

In my 14th mod, you'll be entering the world of survival horror again, to play with a tactical arsenal against whatever monsters you desire. This time i challenged myself to make an even smaller mod while keeping the soul of the orginal. The results are something you'll have to check by yourself.



(Also compatible with Hexen and Heretic!)


Learn a few things before you hop in:
Spoiler: Valuable tips
Spoiler: Your arsenal



DOWNLOAD IT NOW! (666kb)
Spoiler: Recomended Add-ons

Demo Gameplay:



Have fun!
Last edited by Dr_Cosmobyte on Sun Mar 03, 2024 1:02 am, edited 13 times in total.
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LossForWords
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Re: Nightmare Logic II

Post by LossForWords »

Congrats on the release, chief! It's been amazing to watch this shape up, and i'm amazed you managed to fit even more weapons in an even smaller package!
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Linz
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Re: Nightmare Logic II

Post by Linz »

Extremely Common Comsobyte W

I absolutely love how death screens are becoming more frequent in gameplay mods, at least I feel it is
Artman2004
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Re: Nightmare Logic II

Post by Artman2004 »

The OICW primary fire doesn't seem to do any damage, or consume any ammo.
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Dr_Cosmobyte
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Re: Nightmare Logic II

Post by Dr_Cosmobyte »

Works on my end using LZDoom. I have received a feedback similar to that and the solution involved turning on a CVAR back again. Try turning the Zoom on.
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Dr_Cosmobyte
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Re: Nightmare Logic II V1.1 (18/08/2023)

Post by Dr_Cosmobyte »

I was about to take a little break from modding this week, but this first release had a few errors that needed to be corrected.

Changelog is annexed in the file, but it won't hurt to post it here as well. The firing bugs are fixed, code is looking better and some weapons have a better polishment. Have fun!
Spoiler: Changelog v1.1
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Dr_Cosmobyte
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Re: Nightmare Logic II V1.1 (18/08/2023)

Post by Dr_Cosmobyte »

Hope you're all enjoying the mod.

I've noted down a few things for a v1.2 update, but will still take me some days to update it, since I'm on vacations. In the meantime, Tyrant120 has recorded a little match using NL2 against another mod of my own,
Carnivore Disaster.

Give the man a shout in his channel, there is some great stuff in there!


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That0neBr075
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Re: Nightmare Logic II V1.1 (18/08/2023)

Post by That0neBr075 »

Very good mod as always! Only real suggestion is to maybe increase the player's movement speed when they're switched to Melee, (mostly so you can get to certain secrets or make jumps that require more speed) but besides that, guns are very crisp, and the death screens are pretty funny. Good Stuff! :thumb:
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Dr_Cosmobyte
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Re: Nightmare Logic II V1.1 (18/08/2023)

Post by Dr_Cosmobyte »

Thanks a lot man! Expect updates in some weeks!
meppycola
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Re: Nightmare Logic II V1.1 (18/08/2023)

Post by meppycola »

what monster mod were you using in that demo video?
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dawnbreez
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Re: Nightmare Logic II V1.1 (18/08/2023)

Post by dawnbreez »

When Always Run is on, pressing the run button slows you down...but *also* consumes stamina. Which is kind of annoying, because the walk speed when Always Run is *off* is painfully slow.

That having been said: That's my only problem with this so far.
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-Ghost-
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Re: Nightmare Logic II V1.1 (18/08/2023)

Post by -Ghost- »

Fun little mod! I think my only issues with it are the sprint time feels a little short and could be longer for slime pools and such, and too many of the weapons share the same ammo. I know it's probably the goal of the mod to keep ammo types etc. down, but it feels like all they double or triple dip too much on the same ammo pools so once you get the rifle, smg etc. you don't use the others.
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Dr_Cosmobyte
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Re: Nightmare Logic II V1.1 (18/08/2023)

Post by Dr_Cosmobyte »

meppycola wrote: Fri Aug 25, 2023 6:20 pm what monster mod were you using in that demo video?
An unreleased mod from a friend; sorry for teasing you in the wrong way. But as soon as it is released, i might link it here in the thread!
dawnbreez wrote: Sat Aug 26, 2023 10:48 am When Always Run is on, pressing the run button slows you down...but *also* consumes stamina. Which is kind of annoying, because the walk speed when Always Run is *off* is painfully slow.

That having been said: That's my only problem with this so far.
That's one of the biggest complaints so far, hehe. I am aware but i don't know if i can fix it due to the sprint code being literally copypasted from another mod (with proper authorizations, of course). If i can come up with a way, i'll address this issue.
-Ghost- wrote: Sun Aug 27, 2023 1:56 pm Fun little mod! I think my only issues with it are the sprint time feels a little short and could be longer for slime pools and such, and too many of the weapons share the same ammo. I know it's probably the goal of the mod to keep ammo types etc. down, but it feels like all they double or triple dip too much on the same ammo pools so once you get the rifle, smg etc. you don't use the others.
I see where you go to; i tried balancing weapons using accuracy, damage and firing rate. Weapons like the XM29 are stronger than the M4A1, however it only fires in bursts (a reason why this mod has no switch mode altfires in general), or sometimes it has painfully less accuracy. Next update (which will come out pretty soon), will nerf the grenade time of the XM29 a bit, switch refire function between shotguns (the SPAS was obsolete aside the different ammo), mong other small points.

Thanks for all the feedback so far!
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Dr_Cosmobyte
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Re: Nightmare Logic II V1.2 (04/09/23)

Post by Dr_Cosmobyte »

After some days of vacations (and having to come back to work tomorrow), i decided to upload this v1.2 build of the mod for you guys. I've rebalanced the XM29 grenade, Switched the automatic fire functions between shotguns so the SPAS doesn't become obsolete, added an overhealth bar and increased the sprint time. I've also done some slight changes to scripts and some code, but nothing major. Have fun!
Spoiler: Changelog
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schkorpio
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Re: Nightmare Logic II V1.2 (04/09/23)

Post by schkorpio »

Very cool. Are there any mods that allow us to peak from cover or around corners line on CoD Warzone? I think that would add to the tactical game play.

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