An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
New Maps
Shoreline [Objective] (by Sirdoggy)
The US military declared this portion of the shoreline as a redeker safe zone. We, and many others, have fled here from the city, but the dead bastards have also followed us here. This caused the military to withhold rescue operations. It's been days now, and things are only getting worse. Last night a horde breached one of the cabin entrances. Many got bit and infected. A couple of us got together and hid in the basement of a nearby house. We're staying quiet until things calm down. The plan is to return to the cabin and re-establish contact with the national guard. Hopefully they'll organize one last transport for us.
Code
Additions
- Added medical item viewmodels, contributed by S0kk0 (#1516)
Changes
- Improved zombie LOD models, contributed by BigHatMarley (#1500)
- Inactive safezones are now displayed as "INACTIVE" on the HUD
- Increased max. depth texture shadows to 8, added launch option "-numshadowtextures"
- Misc. CPU performance improvements
- Names and descriptions for challenges and mutators now support localization strings
- Updated the localization files:
- With thanks to community translators: Blueberryy, Klowby, MakinDay, marcielcps, Plazehorta, RicecakeHuman
- Want to localize NMRiH to your own language? Visit our localization repository on GitHub.
Fixes
- Fixed Badass character model not casting dynamic shadows (#587)
- Fixed broken center-bottom HUD messages (#1484)
- Fixed custom sounds not playing sometimes on Workshop maps
- Fixed demo compatibility with files recorded before 1.13.5
- Fixed disconnect with infection status crashing the game (#1489)
- Fixed dying during extraction with respawn tokens making game enter 'win state' in survival (#1168)
- Fixed missing sounds for shoving and holstering with frag grenade (#1293)
- Fixed shaky viewmodel when running into walls (#1354)
- Fixed walking on a texture with gravel surface causing player to slide (#1507)
- Fixed zombie AI aggro issues (#1448/#1475)
Changes for mappers and modders
- Added input "SetActivatorCaption" to entity "env_instructor_hint"
- Added inputs "PauseDrain" and "ResumeDrain" to entity "func_safe_zone" (#1467)
- Added keyfield "Spawn Solid?" to entity "item_inventory_box"
- Added map-defined override for "func_zombie_spawn" spawn regen target, to fix a bug with it being reset on round restart
- Added support for highlighting multiple objective entities sharing the same name (#1524)
- Fixed crash caused by "prop_physics_override" with collisionless model (#1504)
- Fixed crash when "generic_actor" spawns with empty "model" keyfield (#1494)
- Fixed "Disable Motion" spawnflag being ignored for "item_custom" (#1510)
- Fixed entities "point_viewcontrol_multiplayer" and "nmrih_extract_preview" locking camera rotation for spectators (#1522)
- Fixed entity "ambient_fmod" not playing a sound when spawned by a script (#1496)
- Fixed entity "item_custom" not releasing inventory space on "Kill" input
- Fixed input "Disable" for entity "instant_trigger" not functioning (#1498)
- Fixed keypad codes not persisting when changing those with "InputSetCode"
- Fixed late transmit for "item_custom" inputs "SetLabel" and "SetIcon"
- Fixed late transmit for weapon label and icon overrides
- Fixed "physics mayhem" bug when setting "solid" keyvalue directly
- Fixed preferred carry angles not working (#1509)
- Fixed zombie attack sound override not working (#1491)
- FMOD: Added console command "fmod_memstats" for tracking memory usage
- FMOD: Added occlusion to ambient sounds
- FMOD: Added partial sound character support ('*' [stream from disk], '#' [dry mix, play everywhere, affected by music volume])
- FMOD: Fixed inaccurate attenuation with ambient sounds
- MapHack: Fixed misbehaving $respawn function, it now correctly respawns an entity on its original position with pristine entdata (#1089)
- NMRObjective: On initial load, default description is set to objective name instead of empty field
- VScript: Added CAI_BaseNPC function IsFrozen()
- VScript: Added CNMRiH_Objective functions GetObjectiveBoundary(), and GetObjectiveBoundaryName() (#1495)
- VScript: Added CNMRiH_ObjectiveManager function GetCurrentObjective()
- VScript: Added function DispatchParticleEffectByAttachment()
- VScript: Added function FMOD_PrecacheSound()
- VScript: Added particle attachment constants
- VScript: Deprecated Enable/DisableEntityListening() functions, entity hooks are now always listening
- VScript: Fixed CBaseEntity::GetKeyValue() returning garbled values for strings
- VScript: Fixed CNMRiH_Player::GetCarriedItems() not returning custom items with duplicate targetnames
- VScript: Fixed hooks "NPC_TranslateActivity" and "NPC_TranslateSchedule" not working properly
- VScript: Ruleset validated cvars are now allowed to be set by Convars functions
- VScript: Throw an error instead of crashing when a function expects table parameter and won't get one
Changes for server admins
- Added cvar "sv_grenade_rise", ported from Ryan's QoL plugin (warps grenades slightly off ground on detonation to improve effectiveness around clutter)
- Added improved idle player detection, idle item drop, and new cvars "sv_idle_tracking_method", "sv_idle_item_drop", and "sv_idle_item_drop_time" (#1372)
- Added QoL inspired multi-shove, can be enabled by cvar "sv_shove_multi" (off by default)
Maps
nmo_cleopas
- Door near market, which leads to a house with a welder, now opens outside only
- Fixed nodraw surface on destroyed wall's brick
nmo_quarantine
- Fixed softlock (#1451)
nmo_rockpit
- Added watermelon
- Fixed instructor hint indicators following other players
- Fixed respawn door being openable by zombies
- Removed various clips
nmo_underground
- Tweaked clips
nms_camilla
- Little tweaks
nms_laundry
- Changed escape van color
- Little tweaks
nms_notld
- Little tweaks
nms_ransack
- Fixed wrong prop placement in cutscene area
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
- The game now includes a full sound cache, this resolves noticeable framerate hitches when playing sounds for the first time, especially for users with slower disk drives
Changes
- Improved tension calculation in the dynamic music system (#1482)
- Tweaked runner pursuit dynamic music playlist, songs with lengthy intros have been cut
- Updated the localization files:
- With thanks to community translators: Blueberryy, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta, RicecakeHuman, Uncut
- Want to localize NMRiH to your own language? Visit our localization repository on GitHub.
Fixes
- Fixed bow arrows disappearing when fired at a certain distance (#1479)
- Fixed certain ambient sounds such as room tones cutting short (#1482)
- Fixed command "snd_restart" not restarting all ambient sounds in-game
- Fixed converted ambient sounds having incorrect audible distance or looping forever
- Fixed occasional crash when selecting an item from a supply crate
- Fixed score rolling over with 2048 or more kills
- Fixed speaker options crashing on the main menu
Changes for mappers and modders
- Added "Ammo Fill Min/Max" keyfields to ammobox entities
- Added opt-in keyfield to support MP3 looping, fixes an issue on existing maps where one-shot MP3 sounds loop forever due to incorrect spawnflags
- Added weapon progress trigger support for "item_zippo"
- Entity "point_viewcontrol_multiplayer" now turns on the camera when input "AddPlayer" is fired
- Fixed !activator not working for "OnEndUse" on "trigger_progress_use" and "trigger_progress_weapon" (#1473)
- Fixed hold time for "point_viewcontrol_multiplayer" not working when following a target
- Fixed "point_viewcontrol_multiplayer" not turning on the camera for chosen players when input "Enable" is fired for the first time
- Fixed movement speed modifiers not resetting the absolute max speed
- Fixed zombie input "BecomeShambler" not working properly
- FMOD: Improved ambient sound audible distance, now more closely matches "ambient_generic"
- MapHack: Added function "$filter", removes entities by matching keyvalues
- MapHack: Fixed "$modify" ignoring multiple keyvalue filters (#1474)
- VScript: Added CConvars function RegisterAdminCommand(), creates a console command that can be only executed by server admins, otherwise it's identical to RegisterCommand()
- VScript: Fixed CItem_InventoryBox function AllowEmpty() not working properly
Changes for server admins
- Added cvar "sv_infection_bypass", ported from Ryan's QoL plugin
- Added cvar "sv_barricade_show_damage", ported from Ryan's QoL plugin
- Cvar "sv_bullet_bypass_player" no longer has a cheat flag
Maps
nmo_cleopas
- Fixed incorrect dynamic music playlist
nmo_lakeside
- Added dialogue captions
- Fixed radio dialogue looping forever
nmo_rockpit
- Fixed outdoor shadows and incorrectly lit props
- Removed a single fence in front of the entrance to the control room
- Removed clips from the staircase leading to the upper floor of the control room
- Small adjustments to some item pools to reduce RNG
- Zombies will now be pushed away from the spawn fence gate when it's being opened
nmo_suzhou
- Added dialogue captions
- Fixed finale radio dialogue playing for too long
nms_drugstore
- Added dialogue captions
- Fixed extraction helicopter dialogue looping forever
nms_ransack
- Fixed weird reflection on mud texture
- Tank now properly goes backwards when all players are extracted or when extraction expires
Prepare yourself for the terrifying 8 player co-op action horror experience of No More Room in Hell 2 - coming Halloween 2024 from Torn Banner Studios.
View the announcement trailer, first revealed during Summer Game Fest 2024:
[previewyoutube=jkuwzUd9lGs;full][/previewyoutube]
No More Room in Hell 2 is an intense permadeath co-op journey into the eerie darkness of zombie-infested zones. As an emergency responder you must survive, scavenge, stockpile and fulfill your mission - then repeat, each time in an ever-changing experience.
No More Room in Hell 2s original developer, Lever Games, was acquired by Torn Banner, the studio behind Chivalry 1 & 2, and the original Age of Chivalry mod. Led by a core team of veterans from Torn Banner and Lever Games, the majority of the previous No More Room in Hell 2 team continues to work at the studio on the sequel.
A commercial release in the same world as the 2011 award-winning Source mod, players start isolated in the dark, find their friends, and try to survive in a dynamic, endlessly replayable zombie apocalypse. With enemies and map locations inspired by classic horror cinema, No More Room in Hell 2 will instill terror into players while offering fresh, tactical gameplay, high-stakes permadeath, and intricate combat design that rewards teamwork and grit.
Find your way to your teammates with proximity voice chat and grow together in power. Each match, youll go from spawning in the darkness with a flashlight, to forming a fully stocked 8-player co-op squad with assault rifles and explosives. An ever-present threat remains: if a responder dies, all of their progress is lost.
No More Room in Hell 2 continues the dark, grounded aesthetic and intense action horror approach of the original game while expanding its vision dramatically, said Steve Piggott, CEO and creative director at Torn Banner Studios. Were excited to be the new shepherds of a franchise we adored as fans and were thrilled to take up the mission of capturing the iconic horror of classic zombie cinema. We want to blow people away with our first co-op game, pushing Torn Banners skill in multiplayer action to a whole new level.
Powered by Unreal Engine 5, No More Room in Hell 2 is a co-op game with consequences coming to early access on PC via Steam and Epic Games Store this Halloween.
We look forward to sharing more with our community over the next month with more details coming during the PC Gaming Show on June 9th, a Torn Banner Studios Twitch livestream on June 11th, plus multiple blogs exploring details of No More Room in Hell 2.
Join our Discord to stay connected with the NMR2 community and to interact with our community team!
Watch yourselves out there, Responders
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
- Added mutator configuration, users can now save/load their selections (#1459)
- Added new game type "Minigame", supported by mg_ map prefix
- Current map name and game type are now displayed on the scoreboard
- Experimental: Added item pickup prediction, toggled with cvar "cl_predictpickup" (when enabled, picked up items will move smoothly with lag)
Changes
- Bayonet can now hit the character hull for more accurate shove detection
- Deprecated SSAO and depth of field effects due to instability, these settings are no longer saved / visible in options, while cvars "nmrih_ssao" and "nmrih_dof" can still be used
- Fallen arrow projectiles now expire over time
- In maps utilizing level transition, player inventories and status effects are no longer restored on round restart by default
- Reduced installation size by compressing navigation meshes, streamed audio, and voice lines (by ~685mb)
- Weapons with no audible ammo check will always display information on the HUD (barricade hammer, bow, chainsaw)
- Updated the localization files:
- With thanks to community translators: Blueberryy, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta
- Want to localize NMRiH to your own language? Visit our localization repository on GitHub.
Fixes
- Fixed attached arrows causing the "physical mayhem" bug (#1455)
- Fixed bullet penetration not working properly in realism mode (#1439)
- Fixed compass visual bug after resolution change (#1396)
- Fixed controls locking up in ironsight mode after holstering flashlight (#684)
- Fixed crash when joining a server with cvar "sv_allow_custom_balance" set to 1
- Fixed current objective not showing after resolution change (#1396)
- Fixed dead players respawning with 1HP after level transition
- Fixed dropping a currently equipped item also dropping a currently held physics prop (#1433)
- Fixed exhausted supply bag station prop continually fading in and out if you keep pressing the use key (#1423)
- Fixed existing glow on items disappearing when a player gets close and then moves away (#1456)
- Fixed flashlight remaining visibly equipped even though it's not present in player's inventory (#1424)
- Fixed ghost flashlights appearing occasionally when other players go out of view
- Fixed grenades falsely appearing during an ammo check (#1460)
- Fixed inaccurate chainsaw sound (#1231)
- Fixed incorrect closed caption when attacking with fists (#938)
- Fixed instantly spawned zombies not expiring in previous zones, causing the overlord to hit a zombie limit and not being able to spawn more
- Fixed instructor hints displaying as "No Caption Specified" for players other than activator (#1410)
- Fixed insufficient amount of zombies being spawned by overlord in high density zones (e.g. Boardwalk's survive section)
- Fixed issues with closed caption fade-out order
- Fixed level transition not working with server plugins that deal with level changes
- Fixed missing sprint animation when holding down fire button with an empty gun (#59)
- Fixed players and their weapons being networked for no reason when out of sight
- Fixed prediction error on firing while using a progress trigger
- Fixed rich presence crash when Steam is unavailable
- Fixed search path overflow preventing caption files from loading (i.e. fixes an issue with captions disappearing after having a lot of Workshop add-ons)
- Fixed server name field on the scoreboard being blank after resolution change (#1396)
- Fixed shadow buffer overflow when rendering flashlight depth textures for other players (#1336)
- Fixed starting chainsaw canceling its idle sound when shoving (#1252)
Changes for mappers and modders
- Added ammobox_ entities for each ammo type
- Added compatibility layer for bugged maps killing the !activator instead of !self (applies to "trigger_progress_use", "trigger_progress_weapon", and "trigger_keypad")
- Added distant zombie horde models, contributed by Demo
- Added entity "env_screenoverlay_multiplayer"
- Added entity "point_viewcontrol_multiplayer"
- Added entity "trigger_speed", applies overall speed modifier to players who enter the trigger
- Added input "BecomeShambler" to zombies
- Added input "SetSound" to "ambient_fmod"
- Added inventory property overrides for weapons (icon, label, weight)
- Added keyfield for changing background texture on "item_inventory_box" (#1296)
- Added navigation mesh compression to reduce file size, existing meshes can be resaved with "nav_compress", or switch "-compress" can be used on existing nav_ commands (e.g. "nav_generate -compress")
- Added output "OnItemSpawn" for "random_spawner"
- Added output "OnPlayerDrop" for weapons
- Added particle precipitation, incl. rain, rainstorm, snowfall, and ash (ported from Mapbase)
- Added support for custom inventory items with "item_custom" entity (#1297)
- Added support for loading custom soundscripts
- Added support for precaching custom particles (#1465)
- Added support for safe zones outside Survival mode
- Added support for uncategorized "item_inventory_box" (#1296)
- Added WAV -> MP3 fallback compatibility for "ambient_generic" (with looping support) and soundscapes
- Added zombie sound overrides
- Command "report_entities" now tags server-only entities
- Disallowed "Kill" input from deleting players and the world
- Don't clear gag flag on zombies (#1437)
- Entity "ambient_generic" now supports multiple sound systems, FMOD is used as a fallback for looping MP3 sounds when it's required
- Fixed "filter_script" missing "Entity scripts" keyfield in Hammer
- Fixed boards with "Disable item motion" flag unchecked still not having motion (#1422)
- Fixed crash when using "dumpgamestringtable" command
- Fixed custom glow colors not working on weapons, tools, and medical items (#1457)
- Fixed outputs on entities "trigger_keypad", "trigger_progress_use", and "trigger_progress_weapon" not setting player as !activator (#1454)
- Fixed uncontrollable "func_tracktrain" stealing player use input (#1445)
- Fixed Workshop locking up when attempting to download maps when an upload is in progress
- FMOD: Overhauled ambient sound support
- Free "spotlight_end" entity on efficient spotlights
- Included entity "npc_maker" in Hammer game config
- Input "SetCauser" now accepts all entities, it no longer has to be a player
- NMRObjective: Display warning when boundary isn't a member of a visgroup, or no boundaries exist (#1302)
- NMRObjective: Fixed memory leak while dragging lines
- NMRObjective: Made "Objectives" and "anti" visgroup names case insensitive
- NMRObjective: Now using local help document instead of a wiki link
- NMRObjective: Now using modern folder selector
- Overhauled entity "logic_script_proxy", sanitized input by doing raw calls
- VScript: Added CAI_BaseNPC functions Freeze(), and Unfreeze()
- VScript: Added CAmbientFMOD bindings
- VScript: Added CEnvScreenOverlayMultiplayer bindings
- VScript: Added CEnvTimer bindings
- VScript: Added CFuncZombieSpawn functions GetSpawnMax(), GetSpawnedCount(), GetSpawnedDead(), GetInterimMax(), GetSpawnDensity(), GetRegenTarget(), and GetZombiesNeeded()
- VScript: Added CItem_AmmoBox function GetAmmoType()
- VScript: Added CItem_InventoryBox functions IsDroppedByChopper(), IsUncategorized(), and SetBackgroundTexture()
- VScript: Added CLogicProgress bindings
- VScript: Added CNavMesh functions GetAllAreas() and GetNavAreasInRadius()
- VScript: Added CNMRiH_ItemCustom bindings
- VScript: Added CNMRiH_Player functions GetCarriedItems(), Get/SetStamina(), Get/SetSpeedModifier(), Get/SetSpeedOverride(), IsDucking(), IsJumping(), and IsSprinting()
- VScript: Added CNMRiH_WeaponBase functions GetWorldModelOverride(), SetWorldModelOverride(), ClearWorldModelOverride(), SetShootSoundOverride(), and ClearShootSoundOverride()
- VScript: Added CObjective bindings, used in conjunction with CObjectiveManager
- VScript: Added CObjectiveManager functions GetObjectiveById(), GetObjectiveByName(), GetObjectiveByIndex(), and GetObjectiveChain()
- VScript: Added CPointMessageMultiplayer bindings
- VScript: Added CPointViewControlMultiplayer bindings
- VScript: Added CRandomSpawnController bindings
- VScript: Added CRandom_Spawner bindings
- VScript: Added CScriptNavArea functions GetHidingSpots(), IsCompletelyVisible(), and IsPotentiallyVisible()
- VScript: Added datamap support for CNetPropManager, contributed by samisalreadytaken
- VScript: Added Glowable functions to CBaseAnimating
- VScript: Added KeyValue methods without underscores (e.g. prefer KeyValueFromString instead __KeyValueFromString, compatibility is kept)
- VScript: Fixed CNetPropManager being nonfunctional, contributed by samisalreadytaken (#1427)
- VScript: Fixed crash with CScriptNavArea methods IsCompletelyVisibleToTeam() and IsPotentiallyVisibleToTeam()
- VScript: Fixed entity hooks not being called on Linux (#1428)
- VScript: Fixed infinite loop with CNMRiH_Player function ThrowAllAmmo()
- VScript: Fixed memory leaks on function calls
- VScript: Fixed OnDeath() NPC hook causing errors (#1313)
- VScript: Ported various enhancements from Mapbase
- VScript: Removed CLocalize instance since it doesn't work on dedicated servers
- VScript: Script named "mapspawn_
.nut" now runs on map init when available - VScript: When the server crashes due to inconsistent VM stack, the call stack is now displayed in the error message
Changes for server admins
- Added cvar "hide_server", doesn't announce to Steam, i.e. hides from the server list
- Added cvar "sv_bullet_bypass_player", makes bullets bypass players, it has no effect when friendly fire is on, or if target is infected (#1466)
- Added cvar "sv_remove_unreasonable_physics", removes entities that fell out of the world in physics
- Changed ruleset load order, mutators are now loaded before server config
- Support for level transition is now enabled by default, admins no longer have to toggle it
- Workshop: Optimized updates by reducing file system calls
- Workshop: Previous map entry is now removed from the listing if it gets renamed during an update
Maps
All maps
- Added few unused tracks to music list (also track "Sorrow" has two different parts, so it has been split and added to ambient and tension section)
- Fixed weird reflection on mud texture
nmo_anxiety
- Added clips to stairs
- Added few missing overlays
- Attempted to fix players getting stuck and turning when escape van turns left
- Cleaned up nav meshes in unplayable areas
- Fixed one of the player spawns in the tunnels not working
nmo_asylum
- Added loading screen (#1429)
nmo_broadway
- Fixed missing closed caption during evac laptop dialogue
- Misc. tweaks
nmo_cabin
- Fixed a bug when with a certain objective chain it was almost impossible to carry watermelon to the extraction point
nmo_rockpit
- Fixed missing closed caption during radio chatter
nmo_shelter
- Added filters to VPhysics clips (no more bouncing explosives in arena objective)
nmo_suzhou
- Added few VPhysics clips
nmo_toxteth / nmo_toxtethdark
- Removed nodraw texture in breakable brick wall near church
nmo_underground
- Fixed objective softlock (#1452)
- Tweaked clips
nms_arpley
- Attempted to fix train getting stuck randomly due to ammo/weapons
nms_camilla
- Added few details
nms_notld
- Added more zombies in the end of the map
- Added unused music track at the map spawn
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
- Added backward compatibility to demo files, fixes previously recorded demos not playing
- Added support for proportional fonts in closed captions (i.e. caption text isn't small anymore on resolutions higher than 1080p)
Changes
- Optimized zombie ability checks when near players, this improves performance on maps with a lot of attacking zombies
- Tweaked server networking settings to reduce latency on crowded maps
- Updated the localization files:
- With thanks to community translators: Blueberryy, Klowby, MakinDay, marcielcps, Plazehorta
- Want to localize NMRiH to your own language? Visit our localization repository on GitHub.
Fixes
- Fixed melee swings counting characters as obstructions, causing inconsistent hits and not registering all traces from the arc
- Fixed melee swings not dealing damage to entities you're directly facing (such as breakable boards)
- Fixed missing blood on view models (#1444)
- Fixed points not being awarded when killing turned zombies in survival
- Fixed potential server crashes caused by stale entity references in memory
- Fixed rare lag compensation crash
- Fixed server performance issues with zombies and overlord spawners
- Fixed shadow option reverting to "Medium"
- Fixed supply boxes closing immediately even when user is within reach
- Fixed supply boxes not checking use distance when attached to movement parents
- Fixed workshop add-ons not being properly removed from the add-on manager list after unsubscribing
Changes for mappers and modders
- Added auto-complete to console command "script_execute"
- Added "Unlisted" visibility option to Workshop Publisher (#1351)
- Fixed "ambient_fmod" sounds not following movement parents or source entities
- Fixed crash on nav generation when bone followers are present
- Fixed death notices not accounting for modded zombies who change classnames
- Fixed "nav_generate" not returning to same map after generation
- Following entities no longer require edicts: env_soundscape, func_zombie_spawn
- MapHack: Fixed $remove_all not working with server-only entities (#1447)
- MapHack: Fixed hang on pre-entity $edit_all
- VScript: Added CBaseEntity functions GetGroundEntity() and SetGroundEntity()
- VScript: Added CFuncZombieSpawn bindings
- VScript: Added CFunc_SafeZone bindings
- VScript: Added CNMRiH_BarricadePoint bindings
- VScript: Added CNMRiH_HealthStationLocation bindings
- VScript: Added COverlord_Zombie_Helper bindings
- VScript: Added nav mesh attribute constants
- VScript: Added NavMesh functions NavAreaBuildPath() and GetNavAreasFromBuildPath()
- VScript: Added team constants (TEAM_ANY, TEAM_UNASSIGNED, etc.)
- VScript: Fixed a crash when using NavMesh methods
- VScript: Fixed an issue with "logic_script" calling functions it doesn't own
- VScript: Fixed "filter_script" hijacking one another's PassesDamageFilter hook (#1434)
- VScript: Fixed potential crash when using debug overlay on dedicated server
- VScript: Fixed server-only entities incorrectly using the root scope for scripts
Changes for server admins
- Added cvar "sv_item_give", toggles medical item sharing
- Fixed "-tickrate" command line parameter not working on Linux dedicated servers
Maps
nmo_broadway2 / nmo_brooklyn / nmo_cleopas
- Tweaked clips
nmo_fema
- Fixed wrong tree prop angle
- Tweaked clips and cubemaps
nmo_shelter
- Raised the ground in the sewer section to remove "crouch jump" requirement over infected water
nmo_suzhou
- Fixed floating barbered wire near tire fort
- Tweaked clips
nmo_zephyr
- Minor tweaks
nms_arpley
- Fixed cubemaps
nms_camilla
- Fixed a bug where instructor hint was following a player who activated the button
nms_laundry
- Alleys around zone B are now playable areas
- Reworked zombie spawn area near gas station to prevent zombies getting stuck in a door frame
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
- Added ability to lift ammo when it doesn't fit in player's inventory
- Added cvar "cl_melee_impact_effects" to enable / disable melee impact particles
Changes
- Reduced chainsaw impact effects on characters (#1414)
- Reduced game installation size by compressing misc. textures
- Removed friends requirement from the achievement "HAZMAT Team", new goal is "Kill 500 zombies with 6 or more players"
- Show compatibility warning when playing with Linux runtime on Steam Deck
- Show loading spinner while downloading user avatar
- Updated the localization files:
- With thanks to community translators: Blueberryy, BloodyMoonlight, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta
- Want to localize NMRiH to your own language? Visit our localization repository on GitHub.
Fixes
- Fixed alignment when using line breaks on center print text
- Fixed ambient_fmod's "Play everywhere" flag using entity's sound origin (#1426)
- Fixed armored zombie spawn rule having no effect on "npc_nmrih_runnerzombie" (#1432)
- Fixed car model crashing clients (#1436)
- Fixed chat font drop shadow not being fully opaque
- Fixed crash on player join when the main fog controller gets removed
- Fixed excessive impact effects on some props (#1421)
- Fixed false "Invalid BSP" error in Workshop Publisher (#1416)
- Fixed god mode if player spawns mid-cinematic (#1411)
- Fixed melee traces ignoring objects and walls (#1415)
- Fixed minor performance issues during rendering
- Fixed mutator dialog displaying an empty list when leaving it open and closing the "create game" panel
- Fixed observer target FOV not using user settings
- Fixed point message text not aligning to center
- Fixed point messages displaying garbage output when updated often
- Fixed potential crash with "game_ui" entity
- Fixed several shaders requesting values for undefined base textures
- Fixed skillshot material not being precached
Changes for mappers and modders
- Added cvar "sv_ignore_win_loss_state", prevents round from ending on win / loss, useful for custom game modes
- Added several entities to Hammer game data, including "generic_actor" with model / skin selector, and scripted sequences
- Added surface prop "bouncyball"
- Cleaned up unused entities in Hammer game data
- Entity "point_message_multiplayer" now allows properties to be changed by keyvalues
- Following entities no longer require edicts: env_instructor_hint, env_timer, game_text, logic_progress, logic_script, player_speedmod, point_message_multiplayer, scripted_sequence
- Extended entity "prop_sphere" with customizable radius
- Improved entity "point_message_multiplayer", text now follows movement parent smoothly without jitter, and height offset can be changed
- MapHack: Fixed $remove server crash (#1425)
- MapHack: Restricted unsafe entities in potentially dangerous functions
- Updated "trigger_hurt" damage types to match NMRiH overrides in Hammer
- Updated VPhysics clip editor texture
- VScript: Added CNavMesh interface and CScriptNavArea class
- VScript: Added CNMRiH_BaseZombie::GetShoved()
- VScript: Added CNMRiH_WeaponBase functions SetViewModelOverride() and ClearViewModelOverride()
Changes for server admins
- Added cvar "sv_vote_initial_delay", sets time in seconds before first vote can be called after map start (#1431)
- Added network cvar overrides, new additions are "sv_net_maxcleartime_override" and "sv_net_splitrate_override"
Maps
All maps
- Fixed hint instructors following players who interracted with objectives
nmo_boardwalk
- Tweaked clips
- Fixed zombie shamblers getting stuck in windows during "Survive" objective
nmo_broadway2
- Tweaked VPhysics clips
nmo_cabin
- Fixed watermelon not being "debris"
nmo_cleopas
- Added few VPhysics clips
- Rotated player spawn on the second floor for speedrunners
nmo_lakeside
- Little tweak for the ivy texture
nmo_quarantine
- Added a roof to the diner inside the inner quarantine since it was visible, as well as some additional detail
- Added boxes near the graveyard FastEx truck that players can use to boost on top of zombies potentially blocking the chokepoint
- Added VPhysics clipping to areas in the sewers where objective items could be lost
- Added watermelons
- Braced a door, please do not open it
- Fixed a bug where upon grabbing the walkie talkie, players could infinitely trigger the soldier's dialogue and destroy everyone's eardrums
- Fixed a minor rendering hiccup at the beginning of the sewers
- Fixed multiple instances where backside of displacements were visible
- Fixed the red X not properly rendering atop the breakable plywood at spawn
- Fixed visible nodraw in the Park
- Large optimization pass throughout the entire map
- Lowered a building in the skybox that was ruining my immersion, visibly floating in the air at certain angles
- Players can now get on top of the dumpster in the laundromat alley
- Removed a clip brush impeding intentional design
- The dumpster in the laundromat alley is on fire
- The fire in the inner quarantine is now within the audible spectrum
- Tweaked the nav mesh to reduce the chances of zombies getting stuck in certain locations
nmo_rockpit
- Added fade out distances to a lot of props
- Fixed the surface fire particles sometimes appearing invisible
- Fixed invalid brushes
- Improved zombie navigation in the surface building
- Other minor optimizations and fixes
nmo_toxteth / nmo_toxtethdark
- Tweaked clips
nmo_underground
- Added few props
- Tweaked VPhysics clips
nms_arpley
- Reduced train damage to players to prevent an instant kill
nms_favela
- Added glowsticks to make it more clear where players need to extract
- Replaced unusable ladder prop with a step ladder to prevent any confusion
nms_isolated
- Misc. tweaks
nms_laundry
- Added electric trap for zone A
- Added few details
- Added kerosine lamp to zone B
- Changed ammo_min "0" parameter value to "10" on random spawners to prevent the spawning of "empty" ammoboxes
- Misc. tweaks
- Moved flamethrower from zone A to zone B
nms_midwest
- Added hurt trigger to train to prevent it being blocked and not letting other players to extract
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
- Added proportional HUD scaling support for high resolutions, this is more noticeable on 4K, ultrawide displays, etc.
- Added search box and "Find more..." button (that links to Workshop) in the mutator selection dialog
Changes
- Improved server performance on Linux
- In mutator selection dialog, clicking the list item now toggles the checkbox
- Increased max. FOV to 110
- Melee impact particles are now displayed across the arc
- Optimized zombie AI obstruction checks, improves performance on crowded maps
- Restored player freeze on extraction
- Server command "workshop_validate" now has a "-restore" option, recovers map entries from cache in case of accidental removals or data loss
- Supply crate no longer freezes players, checks for distance instead
- Updated the localization files:
- With thanks to community translators: Blueberryy, Klowby, marcielcps, Plazehorta
- Want to localize NMRiH to your own language? Visit our localization repository on GitHub.
Fixes
- Fixed an issue with inaccurate melee headshots
- Fixed an issue with melee backing traces taking prominence over the initial swing arc (#1369)
- Fixed an issue with stamina being drained only on the first melee hit (#1386)
- Fixed background transparency issues on UI panel list items
- Fixed birds blocking player spawns (#1389)
- Fixed chainsaws rate limiting impact effects on characters
- Fixed entity "point_message_multiplayer" not updating for players who reconnect to the server (#1390)
- Fixed game state extraction commands working on dead players
- Fixed loading screen not scaling properly after resolution change
- Fixed mutator scripts being loaded twice on server init
- Fixed national guard announcement cooldown not resetting after map change
- Fixed national guard dialogue overlapping in survival mode
- Fixed players blocking usable objects with their bodies (#1327)
- Fixed players getting stuck after using a supply crate
- Fixed several HUD scaling issues across resolutions, incl. "Next Objective" separator clipping through text, tiny labels in ammo display, etc.
- Fixed supply crate HUD not always closing
Changes for mappers and modders
- Added beta version of level transition for developers, it's disabled by default, and server admins may toggle it with cvar "sv_level_transition" (#1278)
- Added command "RespawnDeadPlayers" to the game state functions (I/O, console, VScript)
- Added cvar "sv_killpenalty_score", sets score for kill penalty
- Added cvar "sv_resetscore", resets all player scores on round restart
- Added new category "Mutators" in the Workshop Publisher
- Added support for melee impact effect particles
- Added support for overriding viewmodel hands
- Added surface prop "no_friction"
- All MapHack debug spew is now behind cvar "sv_maphack_debug"
- Console commands "extractplayer" and "respawnplayer" now accept player name as input
- Entity "trigger_changelevel" is now functional on servers with level transition enabled
- MapHack: Fixed issues during pre-entity stage, which caused scripts to fail
- VScript: Added CenterPrint functions
- VScript: Added CNMRiH_GameRules bindings
- VScript: Added CNMRiH_Player functions SetHandModelOverride() and ClearHandModelOverride()
- VScript: Added CNMRiH_WeaponBase bindings and WeaponID enum
- VScript: Fixed event listeners writing bogus data on Linux
Maps
All maps
- Added "debris" flag to all explosive gascans
nmo_asylum
- Corrected areaportal issue on a door located in the basement (#1376)
- Fixed office softlock (#1375)
- Fixed ritual meat not scaling health on player count
nmo_broadway
- Misc. fixes
nmo_broadway2
- Added ability to get welder if players don't have one during "navigate through sewers" objective route
- Added clipping to some railing
- Fixed multiple places where items could be lost
nmo_brooklyn
- Added glow for the extraction van
nmo_cabin
- Added rope for extraction helicopter to make it more clear where to go
nmo_rockpit
- Fixed softlock (#1394)
nmo_suzhou
- Clipped multiple areas where objective items could be lost
- Misc. tweaks
nmo_toxteth / nmo_toxtethdark
- Misc. fixes
nmo_underground
- Added few details to motel
- Fixed stuck spot near welder grate
nms_camilla
- Tweaked clips
nms_drugstore
- Adjusted shambler and runner spawning during the different stages of the map
- Fixed a doorway in zone A where zombies could get stuck
- Fixed a spawner where zombies could get stuck
- Fixed misc. issues/adjustments (#1250)
- Fixed prop_door having a wrong hinge axis (#1408)
- Fixed several z-fighting glitches in the mall
nms_favela
- Fixed wrong zone letter order
nms_ransack
- Extended extraction zone and extraction time
- Sparks on pawn shop door now start and stop properly when welding
nms_silence
- Removed ground fog particles that were accidentally included
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Changes
- Improved overall melee hit detection, entities close up can now be hit more reliably
- Melee impacts no longer draw decals or spawn debris
- Melee swings can now hit multiple entities at once
- Mutator list is now sorted by title
- Reduced SKS w/ bayonet extra shove delay (1.5s -> 0.5s)
- Reverted scoreboard "DEAD" label back to "DECEASED"
- Server-side Workshop error messages are now more descriptive
- Updated the localization files:
- With thanks to community translators: Blueberryy, Holy Crap, Klowby, marcielcps, Plazehorta
- Want to localize NMRiH to your own language? Visit our localization repository on GitHub.
Fixes
- Fixed common Linux crash when earning an achievement
- Fixed death sound playing on disconnect kill
- Fixed disconnect kills affecting "We Got This!" achievement progress
- Fixed entity "ambient_fmod" playing all active sounds on client sign-in
- Fixed entity "point_message_multiplayer" not always updating position when following entities
- Fixed event "zombie_shoved" being fired when shoving players
- Fixed FMOD sound system crash when changing level (#1363)
- Fixed inconsistent volume factor on music and FMOD ambient sounds
- Fixed instructor hints displaying globally on dormant entity targets
- Fixed map localization not falling back to English when strings were missing for current language
- Fixed mutators not being applied on listen server restart (#1361)
- Fixed mutators not being reloaded on level change
- Fixed overlapping elements in options dialog
- Fixed rare crash when player who's using a supply crate leaves the game
- Fixed scoreboard text being truncated on lower resolutions
- Fixed server name being truncated on the scoreboard
- Fixed several issues with "ambient_fmod" entity
- Fixed SKS bayonet stab sound playing when hitting something else than a zombie or player
- Fixed supply crate getting stuck open when using player dies or leaves the game
- Fixed supply crate UI not closing during demo playback
Changes for mappers and modders
- Added entity "env_timer", a simple HUD timer with input controls similar to a stopwatch
- Added filter entity "filter_activator_player_infection", passes when player is infected, or optionally when activator is not a player
- Added filter support for entity "env_explosion"
- Added input "ToggleSound" to entity "ambient_fmod"
- Added "SetCauser" input to entities, sets who gets credit for an inflicting kill (e.g. from hurt trigger)
- Entity "trigger_keypad" now sets "OnTrigger" activator as player who input the code
- Fixed "ambient_fmod" inputs "IncreaseVolume" and "DecreaseVolume" not working
Maps
nmo_asylum
- Added additional audio
- Added alternate key spawn to better balance objective paths
- Added alternate paths to bypass most of the chokepoints that would result in "Zombie Clogs"
- Added clipping to smooth out certain staircases, remove god-spots in the finale and prevent objective items from getting stuck places
- Added more signs
- Added more spooky stuff!
- Cheeky Foot Door now unlocks if you get special Foot Spawn. No more staring longingly at feet you can't reach
- Exorcised Ghost Bomb
- First half of the map has been streamlined based on objective path to be easier to navigate, and to have less dead ends
- Fixed collision on many, many objects
- Fixed hard to hear audio in finale
- Improved Performance in Courtyard
- Improvements to zombie spawning in finale section and reduced number of runners in courtyard by roughly 20%, but I'm afraid ya'll are still going to be at the mercy of the random spawning logic here, so you might not notice a difference if you're unlucky
- Readjusted meat health and finale duration to be more challenging
- Replaced a significant number of "Fake Real Doors" with real, fake doors to improve navigation
- Revamped Dormitory lighting to be less boring, general lighting improvements across the board
- Revamped spawning logic in finale to have significantly fewer runners
- Stuck spots on Keys, gravestones and front desk reception area have been fixed; ant-sized props removed, sorry ants
- Updated Navigation mesh to make zombies less dumb
- Various detailing improvements and misc. bug fixes
- You can now save the melon, a sincere apology to melon rescue teams for this oversight
nmo_fema
- Replaced ambient music from soundscape to "room" ambient
- Slightly changed "Pump it" challenge objective route
nms_arpley
- Fixed wrong ending wave
nms_laundry
- Extended extraction time
- Fixed zombies being stuck in a narrow alley spawn (extended playable area, even if they're stuck, players can kill them with melee)
- Landmine kills are now credited to a player who picked up the mine
- Landmines no longer damage players (except when infected)
- Reduced siren duration from 4 mins to 1 min
- Replaced "alert" hint icons for "cut the rope" objective with "use key" icon
- Van now honks its horn before it starts moving
- Van now won't instantly kill players
[previewyoutube=AxVKaCgfyWs;full][/previewyoutube]
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
New Maps
Asylum [Objective] (by DrHammer)
Monsters, Music and More. What better way to spend the holiday than traipsing about an old asylum? Grab your friends and party hard on the latest objective map Asylum. What horrors lay in store for you in the wreckage of Grimwoods Hell-o-ween Hellapalooza festival? Only one way to find out. So don your costumes, stuff your face full of candy, and study up on your occult rituals, because its going to be one hell of a good time!
Laundry [Survival] (by Atheist, original map by Payne, Sotapoika)
What's that? All that candy melted and stained your new costume, and it's dry clean only!? Well, then you better swing by Laundry and get those threads cleaned spick-and-span! Now Open 24/7!
Additions
- Added cvar "sv_kill_player_on_disconnect", kills a disconnecting player before they exit the server
- Added gameplay modifiers for local and online play, called "mutators":
- Added cvar "sv_mutators", list of persistent mutators with ',' delimiter
- Added mutator selector in create game dialog
- To add new mutators, go to "nmrih/rulesets/mutators" directory and create new scripts, examples are included
- Added lag compensation to melee swings
- Added map completion achievements for nmo_asylum and nms_laundry
- Added new death notice icons for various self-inflicted kills (fall, drown, infection etc.)
- Added option for cheap impact effects
- Added support for 3D ambient sounds using FMOD sound system
- Added support for map-specific localization
Changes
- All spectator (incl. dead players) vote restrictions are now controlled by cvar "sv_vote_allow_spectators", "sv_vote_allow_dead_call_vote" has been removed as it is redundant
- Barricade boarding is now audible to other players
- Default loading screens no longer have keyboard textures
- Force hold time on extraction cameras to prevent them exiting too early
- Infected players no longer take friendly damage when grabbed (#1324)
- Infected players who'll disconnect now leave behind a turned zombie (#1063)
- Long subtitles in dialogue captions have been broken into segments (currently in limited set of languages)
- Melee traces no longer cause friendly damage if hit player was grabbed during a swing
- Melee swings and shoving are now audible to other players (#1333)
- On death, camera now looks over ragdoll and not through it
- Players are no longer frozen on extraction
- Players can no longer pick up grenades mid-air until the projectile lands or bounces
- Prevent ammo radial wheel hover selection after right clicking, to avoid unintentionally dropping another type of ammo
- Scoreboard tweaks:
- Changed font
- Now displays player count
- Right click will now toggle cursor instead of left
- Server now skips NPC animation frames in order to increase performance
- Server-side Workshop changes:
- Added command "workshop_remove_all", removes all maps from the list
- Error messages are now less vague
- Now prints download progress
- Thrown grenades now pass through players, when friendly fire is off
- Updated the localization files:
- With thanks to community translators: Blueberryy, Holy Crap, IBRS-4Ever, Klowby, marcielcps, Plazehorta
- Want to localize NMRiH to your own language? Visit our localization repository on GitHub.
Fixes
- Fixed bleeding not stopping after extraction
- Fixed challenge invalidation reasons not being localized
- Fixed challenge results displaying a name from previous maps when random objectives are enabled
- Fixed character select "Next / Previous / Preview" strings not being localizable
- Fixed crawlers not taking fatal headshot damage in realism mode (#1317)
- Fixed current velocity not being applied to player ragdoll on death
- Fixed duplicate viewmodel sounds when observing in first person
- Fixed extreme angular impulse on grenade throw
- Fixed "Hard to pick up items on top of weapon progress triggers" (#1328)
- Fixed "KeyValues error if addon description contains reserved characters" (#1318)
- Fixed "Objective outline takes precedence over inventory outline" (#1338)
- Fixed "Performance issues caused by gunshot/chainsaw debris" (#1291)
- Fixed "Players can hijack ongoing progress triggers" (#1326)
- Fixed "Players who join late won't receive current objective" (#1329)
- Fixed rare bug with supply crate UI not closing
- Fixed respawn and round starting timers displaying "0 seconds" left
- Fixed ruleset validation false positives
- Fixed "SKS bayonet hits zombies' bounding box" (#913)
- Fixed spectators being able to cast votes
- Fixed turned zombies occasionally losing collisions
- Fixed zombie AI erroneously looking for cover when failing to chase an enemy
- Fixed "Zombies remain frozen for too long after an extraction cam" (#1325)
Changes for mappers and modders
- Added command "ruleset_include", merges new ruleset with active one, replaces values when available
- Added entity "ambient_fmod": This entity works like "ambient_generic", but uses FMOD sound system for playback, e.g. for playing several other file formats (such as .ogg)
- Added functionality for "including" rulesets, designed for gameplay mutators
- Added map-defined spawn density override for "func_zombie_spawn", to fix a bug with it being reset on round restart
- Added opt-in support for overriding extraction preview time with camera's Hold Time (#1323)
- Added usermessage "ObjectiveUpdate" for updating objective text without forcing a notification
- Added usermessage "MovePointMessage", moves existing point message without updating other properties, takes index and vector coords
- Changed "defaultcubemap.vtf" texture
- Entity "point_message_multiplayer" text now follows movement parent (#1316)
- Fixed "BecomeCrawler" input not working properly on runner zombies
- Fixed "BecomeCrawler" input turning kid zombies into crawlers
- Fixed "mouseclickimage" not working with legacy main menu buttons
- Restored and repaired missing "hand_truck" model that broke compatibility in custom maps
- Server-only entities can now have movement parents
- VScript:
- Added CNMRiH_BaseZombie::IsKid()
- Fixed activator, caller, etc. values not working within RunScriptCode and related inputs
- Fixed CBaseEntity hooks FireBullets() and ModifyEmitSoundParams() not working
- Fixed CBasePlayer not deriving from CInfectableCharacter
- Fixed crash on ObjectiveManager.StartNextObjective() when called during warm-up
Maps
All maps:
- Added more watermelons
- Compressed pakfiles to reduce installation size
- Replaced game text with instructor hints
nmo_broadway
- Sparks on the door now turn off when welder usage stops
nmo_brooklyn
- Added sound for extinguishable fire on the street
- Changed collision behavior for watermelon
- Extinguishable fire on the street now deals damage to zombies
- Fixed van's enabled hurt trigger in garage
nmo_cleopas
- Tweaked clips
nmo_junction
- Added delay for propane explosion
- Sparks on the door now turn off when welder usage stops
nmo_lakeside
- Added delay for propane explosion
- Helicopter no longer kills players instantly
nmo_quarantine
- Fixed broken street soundscape
- Fixed extract chopper not having sound (#1330)
nmo_rockpit
- Fixed a few objective item stuck spots near spawn
- Fixed a fire truck not casting shadows
- Fixed multiple places where objective items could get stuck
- Fixed some floating props and brushes
- Removed collisions from some small props
- Removed unusable supply drop
- Reworked the van escape
- Tweaked clip brushes
- Updated MapHack scripts to work with new .bsp
- Various small tweaks
nmo_shelter
- Added few instructor hints
- Added new objective between lever and final one
- Tweaked clips
nmo_suzhou
- Fixed god spots behind counter and evac doors in the final area
nmo_underground
- Added more light in the motel
- Added more spawn points for welder
- Changed loop sound in underground area
- Fire now doesn't instantly kill players (only if they try to proceed behind it)
- Tweaked clips and navigation
nmo_zephyr
- Fixed unrealistic reflection for dirt in sewers
nms_arpley
- Added hurt trigger for train
nms_campblood
- Added back player spawn during evacuation
nms_drugstore
- Misc. optimization
nms_favela
- Changed extraction, now helicopter arrives before extraction starts in slightly different place
nms_flooded
- Added 10 seconds to extraction time
nms_midwest
- Tweaked clips
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
- Added ability to drop all selected ammo by right clicking in the radial wheel (#1280)
- Added barricade board sounds for damaging and breaking
- Added client option "FOV can be altered by gameplay"
- Added hints to loading screen
- Added initial draw animation to 1911, Glock 17, and M92FS
- Added new viewmodel animations to frag grenade and Deer Hunter bow
- Contributed by Silent
- Added new viewmodel hands that match the current player model
- Models and animations contributed by Mage6614 and Silent
- Added option for random character voice set (#1263)
- Added server command "extendmap" for admins, temporarily extends map time limit, in minutes
- Added validation to challenge mode results:
- Actions such as toggling cheats, changing gameplay cvars, running custom maphacks / scripts etc. will now invalidate runs
- Can be enabled with cvar "sv_challenge_validate"
- Invalid results will be rejected and not saved, this is indicated by a warning message and yellow HUD timer
Changes
- Allow players to shove during fire mode change
- Allow players to shove during ironsight raise / lower animation
- Allow players to shove while carrying a prop
- Allow players to shove while switching e-tool mode
- Character Select now lists all voice sets when random model is selected
- Crawlers no longer have immunity to body damage in realism mode
- Death notices are no longer sent for NPCs other than zombies
- Flame kills are now correctly attributed to inflicting players (e.g. from fuel canisters, chain reactions)
- Flare gun projectiles now pass through players, when friendly fire is off
- Gunshot suicides now play an impact sound, and interrupt voice lines
- Improved barricade hammer responsiveness
- Improved fire extinguisher responsiveness
- Improved font rendering on in-game HUD text
- Improved melee hit detection
- Increased item share drop distance
- Main menu buttons are now localizable
- Main menu manual now links to community guide "A Complete Guide to NMRiH"
- Medical item sounds are now more audible
- More responsive targeting for item sharing, now traces nearby player hull
- New player avoidance method:
- Players can now phase through others, and only be pushed back slightly if you stay within their collision point
- Players standing still won't be pushed away
- Optimized item glows by removing gaussian blur when shader quality is set to low (#1038)
- Optimized lag compensation by not adjusting players when they aren't infected (without friendly fire)
- Players can now shove after firing a weapon (after maximum delay of 0.5 seconds)
- Realism mode now only affects zombies (i.e. custom NPCs, birds etc. take damage as usual)
- Reduced zombie physics object hit distance (#765)
- Shared item no longer drops when player goes out of reach
- Shoving no longer drains stamina when hitting the world
- Sound fade on gunshot suicide now matches the screen fade
- Sound pitch is now scaled by host_timescale
- Updated the localization files
- VGUI now uses FMOD for audio playback
Fixes
- Fixed all results being displayed as "Random Objectives" by timer HUD if server switches to challenge mode late
- Fixed "Animation doesn't play for second barricade if you try to place multiple" (#1114)
- Fixed "Animations sometimes freeze when using" (#912)
- Fixed "Autojoin causes wrong view height" (#1208)
- Fixed "Barricade point is blocked!" message not being localized
- Fixed being able to shoot through walls with a bow (#1156)
- Fixed being able to skip e-tool switch animation
- Fixed "Chainsaw always shows as full in radial" (#1222)
- Fixed "Chainsaw infinite fuel when used inside a supply drop" (#992)
- Fixed challenge mode blitz timer not beeping while in the menu
- Fixed challenge timers not being updated for players spawning late
- Fixed "Cleaver has the flashlight in the wrong hand" (#986)
- Fixed client-side death notice not appearing in console when player get killed by zombie
- Fixed common Linux crash relating to achievements
- Fixed crash when attempting to start next objective during warmup
- Fixed cvar "fov_desired" not being clamped
- Fixed demo playback icons lingering on timer HUD
- Fixed demo record and stop sounds playing improperly
- Fixed demo support's bookmark event not being logged
- Fixed demo timer overlapping with chat dialog
- Fixed "droptest" command exploit
- Fixed e-tool animation jitter on switch
- Fixed entity "logic_progress" sending messages without recipients
- Fixed event "wave_complete" being fired twice by both client / server (fixes saturated wave complete sound)
- Fixed fire mode HUD jitter
- Fixed "FireOutput server crash on objective completed" (#1129)
- Fixed flare gun explosion kills not being attributed correctly
- Fixed flickering cursor while rotating a model in character select
- Fixed flickering sprite when staring at the sun
- Fixed "Game plays greetings NG sound if supply drop comes after 1st wave" (#1181)
- Fixed gameplay altered FOV not being scaled properly on non-default settings
- Fixed "Greenlit background has incorrect aspect ratio" (#1289)
- Fixed item giving not cancelling on shove
- Fixed listen servers not being announced to master server on initial load
- Fixed "M9 world model is paired up with maglite regardless if player has maglite equipped" (#25)
- Fixed main menu music not stopping when entering a map using console
- Fixed map completion achievements being awarded if player extracts by console or script
- Fixed MapHack's connections block not working during pre-entity
- Fixed misc. issues with extraction preview camera (#1284)
- Fixed "Multiple props on moving brushes significantly degrade performance" (#1198)
- Fixed "nmrih_game_state's restartround freezing server" (#1179)
- Fixed objective text being out of position after resolution change
- Fixed players being unable to switch ironsights underwater
- Fixed "Players in join screen block spawn points" (#1299)
- Fixed "Players unable to cast vote after missing previous vote result" (#1295)
- Fixed previous map loading screen persisting on level change
- Fixed radial wheel border transparency
- Fixed rare crash involving ammo radial wheel on level change
- Fixed rare crash when holstering a grenade
- Fixed rich presence not working when initializing late
- Fixed rulesets not being listed by "change difficulty" callvote
- Fixed "Scan Out" effect on game_text (#880)
- Fixed "Server crash during lag compensation" (#1287)
- Fixed server crash with voice commands
- Fixed server-side death notices not appearing in dedicated server console when "sv_deathnotice" is enabled
- Fixed server-side Workshop maps not being removed properly when multiple servers are running in same directory
- Fixed servers with SourceTV bot showing incorrect max. players on Discord rich presence
- Fixed "Shotgun reload sound spam" (#843)
- Fixed SourceTV bot being able to join the game via "joingame" command
- Fixed sv_cheats cvar bypass by executing commands on same frame
- Fixed "sv_realism 1 does not apply to fa_winchester_1892" (#1154)
- Fixed text being truncated early in several game UI elements
- Fixed "Third person character models do not point the flashlight straight" (#1095)
- Fixed VGUI image buttons being clickable with other than left mouse button
- Fixed "Viewmodel walking animation is delayed" (#1195)
- Fixed VScript stack overflow on entity think function (#1292)
- Fixed VScript's TraceHullComplex() crashing the game (#1298)
- Fixed warning "Can't record a demo while playing a demo" being displayed on demo playback
- Fixed "Zombie died." death notice when zombies die in flames
Changes for mappers and modders
- Added cvar "sv_wave_enable_cycle" to enable/disable wave cycles for zombie spawning
- Added entity "env_instructor_hint"
- Added entity "fog_volume" (#1301)
- Added entity "point_message_multiplayer" (#1305)
- Added game event "challenge_invalid", fired when a run is rejected during challenge mode
- Added opt-in support for previously obsolete "OnPlayerExtracted" output on "func_nmrih_extractionzone" (#1283)
- Added output "OnEndUse" to trigger_progress entities
- Added outputs "OnOpen" and "OnClose" to entity "item_inventory_box"
- Added support for bird NPCs from HL2 (npc_crow / npc_pigeon / npc_seagull)
- Added support for cycling and crossfading main menu backgrounds
- Added support for hand models on viewmodels
- Added user message "ItemBoxUpdate" to inventory boxes (#1209)
- Added zone letter override to entity "func_safe_zone"
- Barricade boards now have a classname "nmrih_barricade_prop"
- Ruleset: Added better support for map defined cvars (i.e. logic_ruleset)
- Ruleset: Added "RevertCvar" to logic_ruleset and VScript, reverts given cvar to ruleset value (when available), or default
- Ruleset: Added "Script" field for running VScript file on load
- Ruleset: Added server command "ruleset_validate", checks if current ruleset / difficulty is modified, and prints all altered cvars
- Ruleset: Checksum (file SHA1) is now included in "challenge_start" & "challenge_end" game events as "rs_hash" string
- Used for run validation e.g. by moderators of speedrun sites, since 1.12.3 rulesets are shipped as raw .txt, and they're trivial to edit
- Ruleset: logic_ruleset & VScript bindings no longer flag rulesets as modified
- Ruleset: Now handling missing rulesets more gracefully
- Ruleset: Removed encryption, .ctx files have been converted back to readable .txt
- Vote HUD now displays multi-option votes (#1282)
VScript
- Added CItem_InventoryBox bindings
- Added CObjectiveManager singleton
- Added function CBasePlayer::CanPickupObject()
- Added Version singleton (for version labels, build numbers, etc.)
- Included better descriptions for NMRiH player bindings
VScript updates from Mapbase
- Added CBaseCombatCharacter hook: int RelationshipPriority(entity, def) - Called when a character's relationship priority for another entity is requested. Returning a number will make the game use that priority instead of the default priority.
- Added CBaseCombatCharacter hook: int RelationshipType(entity, def) - Called when a character's relationship to another entity is requested. Returning a disposition will make the game use that disposition instead of the default relationship.
- Added function CBaseAnimating::ResetSequenceInfo()
- Added function CBaseAnimating::StudioFrameAdvance()
- Added function Entities.DisableEntityListening() - Disables the 'OnEntity' hooks.
- Added function Entities.EnableEntityListening() - Enables the 'OnEntity' hooks. This function must be called before using them.
- Added global hook: void OnEntityCreated(entity) - Called when an entity is created.
- Added global hook: void OnEntityDeleted(entity) - Called when an entity is deleted.
- Added global hook: void OnEntitySpawned(entity) - Called when an entity spawns.
Maps
nmo_rockpit
- Added over 15 occluders
- Added more hint brushes and areaportals
- Added fade out distances to some props
- Replaced fog trigger with fog_volume
- Tweaked the upper floor of the surface building
nmo_underground
- Added filter for VPhysics clip
- Added garage
- Added instructor hint for elevator's generator
- Added more spawn points for smoke grenades
- Added new key spawn point
- Fixed not being able to pick up 308 ammo in truck in elevator area
- Reworked first key location area
- Tweaked few clips
nms_camilla
- Replaced all game_text with instructors
Hey everyone!
Thanks for popping by, sorry I haven't posted in a bit we've been so busy!
I'm gonna make this quick:
The game is on schedule, going well, and new content keeps coming in! still a lot to do, there are plenty of bugs to fix, but we're excited to show off a new trailer, likely post it next month! Here are some screenshots from today's team playtest on Night of the Living Dead and Broadway 3 where we assess bugs and try and wreck shit lol
Thanks for your continued support it means the world to us. Join us on our Discord and if you have any questions you can pop in our nmrih2 discussion chat, or feel free to hit me up!
Much love,
Maxx <3
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Code
Additions
- Added cvar "inv_ammoweight", sets ammo weight per box and is supported by rulesets (#1258)
Additions for mappers and modders
- Added entity "logic_script_proxy", a bridge between VScript and server plugins
- Added auto-complete to command "ent_create"
- Added command "ent_info_datatable", dumps entity datatable to console
- Added input HideProgress to entity "logic_progress"
- Added server-side "achievement_earned" event
- Entity "logic_progress" now allows StartProgress input while active
VScript
- Added CItem_AmmoBox bindings
- Added CNMRiH_BaseZombie bindings
- Added RulesetManager singleton, with ApplyCvars() function
- Added functions ReadMapKeyValues() & WriteMapKeyValues(), substitutes for unsafe KV file I/O with interface that supports only one file per map
- Added MAX_PLAYERS constant
VScript updates from Mapbase
- Added AI relationship constants
- Added AI_EnemyInfo_t class
- Added animation event constants
- Added animevent_t class
- Added CBaseEntity hook: string OnEntText() - Called every frame when ent_text is enabled on the entity. Return a string to be added to the ent_text printout
- Added CBaseEntity hook: void ModifyEmitSoundParams(params) - Called every time a sound is emitted on this entity, allowing for its parameters to be modified
- Added CBaseEntity hook: void ModifySentenceParams(params) - Called every time a sentence is emitted on this entity, allowing for its parameters to be modified
- Added CBaseEntity hook: void OnKilledOther(victim, info) - Called when the entity kills another entity
- Added command "ent_script_dump", dumps the names and values of entity's script scope to the console
- Added developer cvar check on script documentation registration
- Added EmitSound_t class
- Added function CAI_BaseNPC::GetActivityName()
- Added function CBaseEntity::Activate()
- Added function CreateRope() - Creates a single rope between two entities. Can optionally follow specific attachments
- Added function EmitSoundParamsOn() - Play EmitSound_t params on an entity
- Added functions CBaseEntity::GetSolid() and CBaseEntity::SetSolid()
- Added math functions MatrixScaleBy(), MatrixScaleByZero(), MatrixGetTranslation(), MatrixSetTranslation()
- Added rope constants
- Added sound constants, incl. channels, soundlevels, pitch, etc.
- Updated Squirrel, includes security vulnerability fixes, and a new optional parameter for split() function to skip empty values
Changes
- Death notices now display suicide inflictor in console
- Flattened armored zombie damage scaling for now due to hitbox fix
- Server console now displays NPC killer name
- Shamblers who became runners will now be displayed as such by death notices
- Suiciding while infected now rewards a point if the player won't turn into a zombie
- Updated the localization files
- Weapon is now set as inflictor on gunshot suicides
- Zombies no longer grab noclippers
- Rulesets now allow more additional cvars: - air_density - phys_impactforcescale - phys_pushscale - phys_speeds - phys_stressbodyweights
Fixes
- Fixed BecomeRunner input not making shamblers identical to runners (#1281)
- Fixed boards not appearing in supply boxes (#1256)
- Fixed bow kills displaying incorrect death notice
- Fixed chat prefix localization token being printed in dedicated server console
- Fixed crash when inventory is accessed and inv_maxcarry is 0 (#1086)
- Fixed create game dialog not applying server settings (#1275)
- Fixed create game dialog not switching to main page on reload
- Fixed create game dialog stealing input on main menu
- Fixed death tune not playing (#1273)
- Fixed entity "logic_progress" not stopping on input with static progress
- Fixed game event "player_spawn" not firing (#1266)
- Fixed game event "wave_complete" not firing
- Fixed HUD not being reset for previous user of logic_progress entity when reactivated
- Fixed infected Hunter model catapulting on spawn (#1253)
- Fixed music being always muted on focus loss regardless of user options (#1272)
- Fixed npc_zombie_template_maker trying to create invalid entity (#1269)
- Fixed progress bar being stuck after using ShowProgressBarEx user message (#1267)
- Fixed server vulnerability related to VScript
- Fixed several filter entities being ignored (resolves #1255)
- Fixed shifted hitbox indexes by using a code patch (#1257)
- VScript: Fixed "Squirrel VM stack not consistent" error with EntitiesInBox (#1276)
Maps
nmo_anxiety
- Added collisions to RV
- Added glow to dufflebags
- Fixed broken soundscapes
- Fixed key getting stuck under RV (#1254)
- Fixed missing LDR reflections (#1259)
- Fixed players not being able to carry a watermelon to the end
- Fixed RV door sound and animation spam
- Removed unlit sprites from players carrying tools (resolves #1277)
nmo_brooklyn
- Fixed incorrect livery on police car
- Misc. fixes
nmo_cleopas
- Removed forced vignette effect
nmo_rockpit
- Added various details
- Adjusted some item spawns
- Adjusted some runner spawn positions
- Elevator doors will now push players away instead of crushing them
- Fixed items in the elevators being hard to pick up
- Fixed light bleeding through lifting doors
- Improved some clip brushes
- Remade the shed near gate B
nmo_quarantine / nms_ransack / nms_silence
- Misc. fixes
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
- Added cvar "sv_ng_zombie_loot", controls whether or not NG zombies can drop loot
- Added support for randomized objective chains in challenge mode
- Ruleset: Added "rs_cvar" command, applies a cvar in ruleset context
- Workshop: Added command "workshop_list", prints a list of installed Workshop maps to console (dedicated server only)
Changes
- Don't play pills tune in challenge mode
- Updated the localization files
Fixes
- Fixed "Changes to DispatchSpawn() breaks server plugins" (#1246)
- Fixed "Downloading map from workshop screen goes away" (#1220)
- Fixed Gene Therapy not ending the pills tune while infected
- Fixed "lisa" and "tammy" zombie models having zeroed out bounding box (#1226)
- Fixed "Max. players setting on Create Game dialog is unrestricted" (#1248)
- Fixed missing physics meshes on zombie models (#973)
- Fixed "Player stuck when trigger_progress_use is killed" (#1245)
- VScript: Fixed "Constants are incorrectly defined" (#1243)
Maps
nmo_boardwalk
- Added few cubemaps
- Added missing soundscape entities
- Fixed a bug when placing ammobox near machinegun would prevent it from further using (#1249)
- Fixed broken occluders
- Fixed more misaligned textures
- Tweaked navigation
- Tweaked spawn timers to make manning the first MG more viable solo
nmo_broadway2
- Removed forced vignette effect
nmo_cabin
- Added dialogue captions
- Removed forced vignette effect
nmo_quarantine
- Fixed misc. errors
- Rebuilt cubemaps
nmo_rockpit
- Added missing LDR reflections
- Added more flashlights
- Replaced propper textures (resolves #1244)
nmo_suzhou
- Fixed "Players respawning in the water on nmo_suzhou in casual mode" (#1177)
- Fixed "Stuck in the gun store" (#1227)
- Fixed "Suzhou's tire fort explosion too large / damage goes thru wall" (#1188)
- Fixed word "find" not being capitalized in objective description
- Tweaked navigation
nmo_toxteth / nmo_toxtethdark
- Don't fade in on world spawn
- Removed forced vignette effect
nmo_underground
- Added 1 clip
nmo_zephyr
- Fixed invisible brushes blocking zombies (resolves #1204)
- Tweaked clips and navigation
nms_arpley
- Removed forced vignette effect
nms_drugstore
- Added more obstructions near zone B
- Adjusted navigation mesh
- Fixed drugstore roof edge
- Fixed some zone C cover props missing
- Fixed trailer clip
- Fixed weird floor specular inside drugstore
- Fixed wrong ambulance skin near C
- Fixed zombie stuck-spot in alley near zone B
- Fixed zombies stuck spot near C
- Fixed zone C fire showing through the wall
- Made ladder easier to use inside Furniture Outlet
- Removed forced brainstem
- Removed unused parallax cubemap brush
nms_midwest
- Fixed "nms_midwest infinite player respawn during extraction" (#1124)
- Fixed "nms_midwest won't change after completing a map" (#1123)
- Fixed midwest_tension music not playing
- Fixed supply drop not smashing body
- Tweaked clips and navigation
No More Room in Hell 2 will be available on Steam Early Access and EGS, October 31 2022! Our plan is to launch the game next Halloween in Early Access as a Beta. That means it will launch with some limited content but what we do launch with we plan to have decently polished and a good quality experience. We plan on being in Beta/Early Access for one year and with your support from buying the game we will be able to afford to hire more staff to work on the game full-time (we only have 2 full-time staff at the moment!) and it will enable us to continue to develop the game, flesh out the mechanics more, add new features and extra content like tons of new weapons, maps, and new game modes! We are a small team and we have a lot to do still but we know that you are a dedicated, supporting and understanding community and we hope that you will be with us on this journey to delivering the best possible co-op zombie game. As always you can join us on our Discord Channel and hit me up if you have any questions or whatever. Thank you so much for sticking with us all this time and we hope you'll play with us next Halloween!
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
New Maps:
Anxiety [Objective] (by Porkchops4lunch)
The rails can take us no further. There seems to be a train crash up ahead, but at least we managed to escape the dead labs. With that being said, the news isn't all bad. The map shows another train tunnel that leads straight to St. Sebastian hospital - army mentioned this location over the radio several times - something about evacuation plans. There must be some maintenance tunnels connecting the different subway routes. Just hope there's someone left up there to help us... Rockpit [Objective] (by Sirdoggy)
All hell broke loose in the facility. Many of us thought that seeking shelter in the tunnels was a good idea... After some time, we're already low on supplies and boxed in by the undead. We have to get to the surface. Yesterday we could hear constant gunfire and explosions from the surface, but it suddenly went quiet. Maybe the situation up there is under control... Drugstore [Survival] (by Acrilyk)
While looting the Everett Pharmacy Drugstore in Macon, some survivors found a working military radio. It would seem that the army tried to establish a safezone inside the drugstore, but got overrun. Abandoned by the National Guard, the survivors decide to hole up in the drugstore and make a final stand with the supplies the military left behind. Upon using the radio, they are told help is on the way, but they have countless undead to slaughter in the meantime...
Maps:
nmo_boardwalk
- Overhauled by the map author DrHammer, Boardwalk now includes a new randomized path, new locations, usable heavy machine guns, and various improvements
- The ritual is now complete
- Added filter for func_clip_vphysics on the street
- Fixed final Mickey sound playing twice if all players get extracted right before extraction expires
- Added watermelon
- Fixed "TEST" appearing on the screen during finale (#1173)
- Reduced spawn rate during finale for improved performance
- Improved optimization
- Added cubemaps
- Added more spawn locations for battery
- Tweaked clips
- Tweaked soundscapes
- Improved optimization
Code:
Additions:
- Added medical item sharing Secondary fire (MOUSE2) now gives your active medical item to a player you're facing You're able to give an item when receiver doesn't own one, and has room in their inventory
- Added option to select a main menu background Available backgrounds: Greenlit (v.1.07) Rebirth (v.1.10) Anniversary (v.1.12) [Default] ...or random rotation
- Added Steam text filter for chat Follows preferences made in Steam account settings, can be disabled entirely in options
- Added new achievements:
- Exposure Therapy: Successfully complete Anxiety
- Beyond the Sea: Complete Boardwalk in 14 minutes or less
- A New Day: Successfully survive Drugstore
- Rockstar!: Successfully complete Rockpit
- Melon Felon: Rescue the melon and celebrate!
- Added "change difficulty" call vote issue
- Added a new numeric font to keypad display, "DSEG7 Classic"
- Added difficulty selection to create game dialog
- Added new UI font "Source Serif Pro", a cross-platform libre font that replaces "Georgia"
- Command "nmrih_support_helper" now displays Linux kernel version, game version, and works server-side
- Medical item sounds are now played for everyone
- Music manager now supports custom music states
- Workshop: Added command "workshop_remove", removes a Workshop map from the list
Additions for mappers and modders:
- Added server rulesets, a new system for difficulty modes Rulesets are simple keyvalue scripts that include a selection of gameplay cvars for easy tweaking, all values are set and reverted similar to the previous difficulty system. All existing difficulty scripts have been converted to ruleset syntax, you can find them in the new rulesets directory. Custom balance scripts as raw .txt are now allowed by setting a respective cvar (sv_allow_custom_balance), the server will be tagged as modded.
- Added "AllowEmpty" input to "item_inventory_box"
- Added "logic_eventlistener" and "point_event" entities
- Added "logic_ruleset", an entity that allows cvars to be set for the duration of the map
- Added "logic_script" entity, container for VScript
- Added entity "logic_progress", it displays a HUD progress bar on clients, stores progress, and fires an output on completion
- Added server-side VScript, based on Mapbase's implementation
- Added spawnflag "Remove empty box" to entity "item_inventory_box"
- Added VScript keyfields to all entities
- MapHack: "keyvalues" field for new entities is now optional
- MapHack: Added $script function key
- MapHack: Now allows escape characters
- Zombie: Added input BecomeCrawler
- Zombie: Added input BecomeRunner
- Zombie: Added optional spawn rules for crawler / armored zombies
Changes:
- Boards no longer appear in random spawner's "ammo" category
- Changed console font (12px Terminus)
- Demo support no longer validates files when filling ds_playdemo autocomplete
- Display continuous progress bar in loading dialog
- End the round if all players are extracted by game state commands (resolves #1218)
- Flagged hud_fastswitch as cheat (fixes broken weapon HUD when fast switch is disabled)
- Game state commands now have compatibility for # prefix (e.g. respawnplayer #2)
- Moved "round starting" timer to the top
- Replaced "Don't show again" button with a checkbox on NAT warning dialog
- Replaced objective and survival HUD textures with localizable strings
- Restored -tickrate command line parameter
- Restricted the server to only being able to execute commands marked with FCVAR_SERVER_CAN_EXECUTE
- Rich presence (Discord / Steam) can now be turned off in the options
- Support helper now recognizes Windows 11
- Workshop: Overhauled config to resolve issues with multiple server instances
- Zippo now extinguishes underwater, and can't be ignited
Fixes:
- Fixed "Arrows get stuck in props" (#770)
- Fixed "Can't use medical items underwater" (#1228)
- Fixed "Choppers sometimes drop supply crates out of bounds" (#1211)
- Fixed "ItemBoxItemTaken sent to wrong players" (#1223)
- Fixed "Missing inventory icon for boards" (#1232)
- Fixed "Player's blood trail disappears after a while" (#1214)
- Fixed "player_join_game only gets called when a player spawns" (#1219)
- Fixed "Pugman's breathing sound doesn't loop properly" (#1221)
- Fixed "Supply crates not despawning when empty" (#1210)
- Fixed "Teleported safezones cannot be overrun" (#1230)
- Fixed create game dialog listing challenges incorrectly for random map
- Fixed deaths not resetting in scoreboard after practice mode ends
- Fixed grouped console spew not printing on terminal
- Fixed inventory box total count going out of bounds when adding new items via inputs
- Fixed physics when server has a custom tickrate
- Fixed pickup sound playing for fists or zippo
- Fixed player t-posing when there's no active weapon
- Fixed player t-posing while using a game_ui
- Fixed Workshop Publisher being available when Add-on Manager is disabled by command line
- Fixed workshop_validate attempting to read previously deleted entries, resulting in a crash
Special Thanks:
- This update includes features from Mapbase, a Source SDK 2013 fork with several new features for modders, check it out here
- Thanks to everyone whose work is now included in NMRiH: Blixibon, ReDucTor, samisalreadytaken, z33ky, and all other contributors who are not listed here!
HAPPY HALLOWEEN!! We hope that you're all having a blast this sp00ktacular day! In celebration of all things horrifying on this special TEN YEAR ANNIVERSARY of No More Room in Hell, we present to you a video celebrating this milestone and our NEW 1.12 update featuring THREE new maps: Rockpit, Anxiety, and Drugstore plus a super major overhaul to Boardwalk. We also end the video with a tab bit of other fun news! [previewyoutube=oMrpp8n3goo;full][/previewyoutube]
Update 8/31: A small patch has been released addressing a few server-side issues. Server operators are recommended to update their servers. Original Post: An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
- Added breathing sounds to Pugman's voice set
- Added cvar "cl_skip_joingame_dialog", automatically joins the game after entering the welcome screen
- Added localization support for survival HUD
- Added map thumbnails and game type information to server browser's simplified view
- Added option to disable screenspace shadow (vignette effect)
- Added "players only" mode to death notices (sv_deathnotice 2)
- Added tooltips to options in create game dialog
- Extracted players are now displayed on the scoreboard (as "EXTRACTED")
- Radial wheel colors can now be customized (w/ cvars starting with "cl_radial")
Additions for mappers and modders
- Added ability to set custom supply crate contents
- Added custom model support for zombies (key name "modeloverride")
- Added game event "player_join_game", fired when player exits the "join game" screen
- Added game event "player_welcome", fired when player enters the "join game" screen
- Added "Glowable" properties to zombies
- Added inputs "AddItem", "AddRandomWeapon", "AddRandomGear", and "AddRandomAmmo" to entity "item_inventorybox"
- Added inputs "RandomizeContents" and "RemoveAllItems" to entity "item_inventorybox"
- Added new editor icons in Hammer
- Added "OnHealthChanged" output to zombies, passes health ratio as variable
- Added read-only "nmrih_version" convar, stores the current version label
- Added "Spawn Empty" property to entity "item_inventorybox"
Workshop server-side system overhaul
- Added auto-updates
- Added cvars "sv_workshop" and "sv_workshop_autoupdate" to enable/disable respective features
- Enhanced map validation
- Enhanced file recovery process
- Map entries with mismatching filenames will now be invalidated
- ConCommand "workshop_validate" now attempts to recover files immediately
- SteamUGC now properly initializes after SteamAPI context is set
Workshop Publisher changes
- Added "Workshop Publisher+" for advanced options, hold SHIFT and open the publisher to enable it
- Added "Include maphack" to adv. options
- Clear all temp files before upload
- Fixed an issue where leftover files were being shipped (obsolete .nmo/.nav)
Changes
Zombie AI changes
- Zombies now do additional obstruction tests, to prevent player "corner blocking"
- If zombie can't reach a player due to a obstruction, mark them as "unreachable" and begin patrolling, don't target them again for some time
Flare gun changes
- The projectile now generates a small explosion that affects props, windows, players/NPCs and so on, replacing the previous damage model that simply dealt direct damage
- The projectile now breaks through glass and won't explode on contact
Design refresh for in-game VGUI elements
- Scoreboard background is now drawn using a texture
- Changed font in spectator UI
- Death notices now have a background texture, and a changed font
- Chat dialog scrollbar is now thinner, UI font is less bulkier (chat text remains the same)
Other
- Callvotes: Change default quorum ratio 0.75 -> 0.60
- Chainsaw and Abrasive Saw now appear in supply crates as rare items (resolves #1189)
- Challenge mode: Allow unlimited challenges per map (previously max. 32)
- Changed molotov burn damage time to match the particle duration
- Cleaned up a lot of unnecessary console spew, most noticeable in developer modes
- Cvar "cl_interp_npcs" is now saved to user config
- Demo Support: NPC kills are now logged
- Disabled -tickrate command line parameter, custom tick intervals introduced server timing issues
- Disallow all movement while using a progress trigger
- Disallow keypad input if given command is not a digit
- Disallow suicide while using a progress trigger
- Don't autokick users who have rcon (or have autokick disabled by other means)
- HUD compass now has smoother movement
- Increased fire extinguisher use distance
- Localized advanced options
- Misc. adjustments to Add-on Manager user interface
- NAT warning dialog now links users to a more concise hosting guide
- Only alive people are allowed to vote (resolves #907)
- Reduced throw force for medical items
- Removed "#Chat_Admin" prefix on console messages
- Removed "Freeze Player" and "Interruptable by Player" spawnflags from entity "nmrih_extract_preview"
- Removed a bunch of unused sounds from both players and zombies
- Reset scores and respawn tokens after leaving practice mode (resolves #1187)
- Set demo record timer resolution to hh:mm by default
- SourceTV bot now has a special label in the scoreboard
- Targetname is no longer cleared from weapon on pickup (resolves #959)
- Updated the challenge mode scripts
- Updated the localization files
Fixes
- Fixed abrasive saw not flagged as rare (#1184)
- Fixed Add-on Manager failing to list newly subscribed add-ons on runtime (#1148)
- Fixed an issue where players are unable to join Workshop servers if they have subscribed to the active map, but have it disabled
- Fixed breathing sounds not using voice sets
- Fixed cancel button being greyed out on "disconnected" dialog
- Fixed dead players being extracted (#1180)
- Fixed demo playback controls not toggling
- Fixed extract preview output OnEndFollow being fired twice (#1194)
- Fixed extraction camera showing at wrong origin (#1175)
- Fixed game event "player_spawn" being fired twice
- Fixed HUD timers not being updated for late joiners in Challenge mode
- Fixed invalid Workshop maps being sent to clients (#1182)
- Fixed invisible models if round restarts during active extraction preview (#1176)
- Fixed janky weapon deploy animation when repeatedly switching
- Fixed main menu music not stopping after resolution change
- Fixed maphacks not clearing their event queue on reset
- Fixed melee traces being obstructed by teammates (#1186)
- Fixed missing newline on death notice console message
- Fixed objective and item glows overlapping (#967)
- Fixed players losing their ability to pick up items and attack using melee weapons after extraction preview
- Fixed players not being able to switch to flashlight while having explosives equipped (#928)
- Fixed players not displayed as "extracted" after round ends (#27)
- Fixed players remaining grabbed if grabber is deleted (#1201)
- Fixed players t-posing during / after swimming (#888)
- Fixed replicated cvar callbacks attempting to load empty challenges/maphacks on client's inactive server instance
- Fixed rising zombies being shoved away by dead players and observers
- Fixed scoreboard being movable / sizeable
- Fixed server forcing a map download via Workshop even if all map files are already present (#1183)
- Fixed several syntax errors in RPD map assets
- Fixed skillshot overlay appearing during extract preview (#451)
- Fixed VGUI viewport drawing a full screen background, as a result the view is now brighter
- Fixed Workshop download progress not being displayed on loading panel
Maps
- Added dialogue captions to all official maps
- nmo_broadway2: Fixed players accidentally dying near the train
- nmo_fema: Fixed helicopter pilot repeating his dialogue during the evac
- nmo_lakeside: Tweaked vphysics clips
- nms_arpley: Added collision to rails and table on zone A
- nms_camilla: Added loading screen, contributed by Acrilyk
- nms_notld: Tweaked barrel placement near barn at the edge of the map
Engine:
- Updated Source SDK to latest version
We are happy to share with you the progress on the game so far in our new Alpha Gameplay trailer! [previewyoutube=tTUdjDN0KbI;full][/previewyoutube] Everything in this video is a WORK IN PROGRESS - this means that it isn't finished! Animations, art, sound, mechanics, combat, movement, characters - everything you see here is still being worked on, and we are not going to release the game until it's ready. All of these little things will get addressed before you eventually play the game, don't you worry :) We've got some huge updates coming in soon too, with new weapons, more zombie variety, a bunch of new gameplay features we're working on plus we've started designing our 4th map! Can't wait to show you all more in the near future. We hope you like what you see, it's come a long way but we still have much to do before Early Access. Thank you all so much for your continued support! As always feel free to hit me up on Discord or anywhere else if you have questions. - Maxx Join our Discord, we're always hanging out and chatting with the community: www.discord.gg/nmrih
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
- Added chat voice subtitles when players use certain voice commands, ex. "(Voice) Player: Need ammo!"
- Added server-side console commands for all nmrih_game_state functions
- List of commands:
- endround
- restartround
- extractplayer [userid]
- extractallplayers
- respawnplayer [userid]
- respawnallplayers
- nukeplayers
- freezeallplayers
- unfreezeallplayers
- freezeallnpcs
- unfreezeallnpcs
Changes
- "Restart round" callvote now restarts immediately
- Characters now call flare gun rounds as "loads", not "magazines"
- On Challenge mode, add support for localized challenge names on results
- On Challenge mode, go to restart state instead of loss when loading a challenge
- Players can no longer interrupt ammo checks/audible reloads with voice commands
Fixes
- Fixed being able to spam nukes
- Fixed create game UI incorrectly choosing a random challenge
- Fixed nmrih_extract_preview not firing output "OnEndFollow"
- Fixed flare gun kills not being tracked properly
- Fixed included maphack scripts not being loaded in Challenge mode
- Fixed incorrect result being sent if game ends during pre-round in Challenge mode
- Fixed nuke not killing all players
- Fixed several regressions from 1.11.3's extract preview changes (resolves #1169)
- Fixed steam API calls being made every frame to check for friend status
- Fixed the weapon idle jitter during movement (resulted in shells being ejected rapidly while moving with lag)
Community Contributions
- Added turkish localization contributed by Dragostai
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
General
- Break out from extraction preview when entering loss state
- Challenge mode: Display personal best time on create game UI
- Debug bots now require both sv_cheats and sv_lan to be '1' at all times
- Demo Support: Ensure client has received an update before auto-record
- Ducking no longer adjusts the name tag, speculative fix for misplaced tags
- Enter key now closes the "join game" screen
- Fixed "achievement_event" having invalid data key types
- Fixed add-on manager UI closing instead of requesting focus on open, if it's already active
- Fixed missing quotes to Load22 and Mag22 strings (resolves #1047)
- Fixed nukes causing a loss state when the round is already over
- Fixed particle manifest looking for missing "cig_smoke.pcf"
- Fixed several "cvar not allowed on client/server" errors
- Fixed several issues related to "nmrih_extract_preview" entity (resolves #485, #530, #1150, #1165)
- Hitting enter key during loading no longer cancels it
- Killing self by console is no longer flagged as a "custom suicide" (its purpose is to flag gunshot suicides)
- More aggressive MOTD blocking, to combat intrusive content being sent to clients
- On create game UI, default to available challenges instead of "random objectives"
- Player voice commands are now interrupted on death, pain, and drowning
- Preserved entity "nmrih_extract_preview" from reload
- Updated Steamworks API bins for dedicated servers (fixes dedicated server workshop)
- Updated the localization files
- Workshop: Don't print "download completed" on server console if an error occurred
- Workshop: Fixed temporary NMO/NAV files being removed incorrectly after publishing
- Brazilian localization, contributed by Marcielcps
- Czech localization, contributed by "I don't remember"
- Simplified Chinese localization, contributed by Klowby
- Added wrench model fix, contributed by "Goosesalesman of Hamburg"
We are happy to share the great news that our Steam Store page for No More Room in Hell 2 is now LIVE!
CLICK HERE TO CHECK IT OUT!
Please give it some love by adding to your Wishlist and sharing it with your friends! The more people who add it to their Wishlists will help us gauge the excitement of the community and the reach of the game to new players.
So go and check it out! Well be adding more screenshots, content, and details to the page as we get closer to our anticipated Early Access release, which we are currently aiming for about the middle of 2021. Our Minimum and Recommended specs are still a work in progress and are subject to change (hopefully for the better) as we do more optimization.
Thank you all so much for your continued support!
It's that time of year, for festive celebration and feats of strength!
Whatever and however you celebrate you hope you are doing it safely, this has been a wild year for everyone everywhere and it's definitely had it's impact on us. All this craziness has thrown us way off schedule from what we had planned, but what we can say for sure is that the game has come so far this year, and it is amazing to see. Even since the Halloween trailer 2 months ago the game has shaped up with better performance, more gameplay features and improvements, better animations, and more.
While we can't say *when* nmrih2 is coming out, what we can tell you for sure is that 2021 will be the year of nmrih2, without a doubt. The game is in great shape and it's only getting better. We're bringing on more testers to help us find bugs and give us feedback, we're wrapping up work on numerous features and mechanics, and soon our Steam store page will be up to really make this legit!
Thank you all so much for supporting us and sticking with us all this time, especially over this crazy year. Fuck 2020, and everyone stay healthy and safe so we can smash some zombie heads together in 2021.
Happy Holidays and have a great new year!
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
- Added SurvivalInfectionChanceModifier to difficulty script (resolves #1134)
- Added cvar "hud_showchallengetimer", toggles timer display in Challenge mode
- Added cvar "sv_maphack_allow_servercommand", disabled by default to prevent maphacks from executing commands
- Added cvar "sv_realism_allow_respawn", enables respawning in realism mode, replacing previous hardcoded check
- Added working func_monitor entity (with necessary multiplayer fix)
- Rich presence now displays game version on main menu
- Rich presence now displays map name on Steam (eg. Survival - nms_northway)
Fixes
- Changed font on closed captions
- Disabled additional nearby NPC check on spawn (resolves #1131)
- Fixed "Material corruption when character selection screen appears" (#1158)
- Fixed "Nades take ammo space" (#1142)
- Fixed "Playing demos recorded with closed captions on can crash the game" (#1149)
- Fixed "Using weapons, ammo, and other items to make the zombie incapacitated" (#1143)
- Fixed "Wrong objective text on map change" (#1040)
- Fixed being able to callvote a map outside rotation
- Fixed clients downloading unnecessary nodegraph files (#1140)
- Fixed crash on add-on manager info panel
- Fixed death notices fading improperly
- Fixed existing challenges not being purged on reload
- Fixed idle stamina regeneration being used while shoving
- Fixed issues with multi-selecting items in add-on manager UI
- Fixed nmrih_version command displaying incorrect build number
- Fixed shove animation being played multiple times in spectator mode (#872)
- Fixed zombies grabbing players right after the extraction cam (#1138)
- Force point_servercommand to never execute (resolves #1146)
- Survival infection modifier no longer applies to Nightmare difficulty (fixes 100% infection chance)
- Unused interactive screens wiped out for good
- Weapon variants now count towards achievements (resolves #909)
Maps
Broadway
- Misc. fixes
Broadway 2
- Tweaked clips and navigation
- Added "detonation" to final text
- Added player respawn
- Tank now deals damage to players
- Fixed lever going wrong way when activated
Camilla
- Extended door frame near zone B
Quarantine
- Fixed players being able to activate the evac too early, breaking the extraction camera
- Fixed several vphys collision gaps where objective items could be lost through
Suzhou
- Added a new entrypoint for zombies across the road from the APC at the evac center. This should help slow the overall flow of the horde during the finale.
Misc
- Updated the localization files
*ALL GAMEPLAY AND CONTENT SHOWN IS WORK IN PROGRESS AND NOT FINISHED* Join us on Discord: http://www.discord.gg/nmrih Hey everyone, it's that super sp00ky time of year, our favorite day, Halloween! To celebrate we've made a video captured during a few of our playtests to show off some of the progress we've made. We hope you like what you see and even though we are definitely not done, we are excited to show where we are at so far! [previewyoutube=ebSh33wnq_4;full][/previewyoutube]
Hey everyone, thanks for popping by!
I'm just here to share some screenshots from our most recent playtests of nmrih2 and what we have been up to. Please keep in mind that everything is a WORK IN PROGRESS, and nothing is finished yet.
I'd also like to let you wonderful people know that we have a video on the way soon and we're excited to share more of the game with you! We've all been working hard in our spare time to really make some solid progress on the game. Our main focus at this time stability/performance, and player leading and clarity of your objectives and the game mode in general. We've slowly been bringing on more testers and we will continue to be reaching out to people in the community to help us, and eventually we are going to make a public post for people to submit a survey about their PC, if you're interested in helping us out with some playtests.
Thank you all for your continued support, we know that we are slow but we're doing what we can with the time that we have available to us. We will have more info soon about the game and Early Access.
As always you can join us on Discord or reach out to me directly if you need anything.
Lots of love,
Maxx
DISCLAIMER: This video contains **WORK IN PROGRESS** gameplay, art, animations, sounds, and mechanics. Everything is being worked on still and is not finished! We know that the zombie slides, it is missing animations, and we know the muzzle flashes aren't right and that the blood particles are red X's ;) [previewyoutube=rMo6XSOLJqY;full][/previewyoutube]
We've released an optional server update for NMRiH servers that fixes a crash on map resets. This update is optional, but all community admins are encouraged to apply it.
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
General
- Use custom font for all console spew to make it consistent across platforms
- Fix incorrect font entries for vote HUD
- Fixed an regression caused by player double using +use on inventory boxes
- Fixed an issue where zombies were unfrozen during extraction cut-scene
- Fixed maps running out of edicts after multiple round reloads
- Overhauled keypads to address players getting stuck while using them
Hey everyone! After some rigorous testing and invaluable feedback from members of our community we're happy to officially release update 1.11 for No More Room in Hell. This is a huge update focused largely on bug fixes and quality-of-life improvements. Take a look at the changelog below and we hope you enjoy! I'd like to thank Felis, bubka, ssba, and our entire testing community for helping out with this update!
New Features
Fire Extinguisher Overhaul
- Press Attack2 to equip hose, hold Attack1 to fire (only works near progress triggers)
Vote HUD Overhaul
- New compact design
- New call vote UI
- Added sounds
New Difficulty CVars from Difficulty Scripts
- RespawnWithWeapon -> sv_respawn_with_weapon
- RespawnAllowed -> sv_respawn_allowed
- TokensEnabledObjective -> sv_respawn_token_objective
- TokensEnabledSurvival -> sv_respawn_token_survival
- KillsPerTokenObjective -> sv_respawn_kills_per_token_objective
- KillsPerTokenSurvival -> sv_respawn_kills_per_token_survival
- SpawnGrace -> sv_spawn_grace
- SpawnGraceWavePercent -> sv_spawn_grace_wave_percent
- ResetTokensOnNewWave -> sv_wave_reset_tokens
- RemoveInflictionsOnNewWave -> sv_wave_remove_inflictions
- HealAmountOnNewWave -> sv_wave_heal_amount
- InitialTokenCountObjective -> sv_respawn_initial_token_count_objective
- InitialTokenCountSurvival -> sv_respawn_initial_token_count_survival
Additions to nmrih_game_state entity
New Inputs
- RespawnPlayer : Respawns a player (activator of the I/O chain)
- RespawnAllPlayers : Respawns all players
- NukePlayers : Kills all players, then ends the round (loss state)
- FreezeAllPlayers : Freezes all players
- UnfreezeAllPlayers : Unfreezes all players
- FreezeAllNPCs : Freezes all NPCs
- UnfreezeAllNPCs : Unfreezes all NPCs
- RestartRound : Restarts round immediately
New Outputs
- OnRoundRestart : Fired on round restart
- PreRoundRestart : Fired on pre round restart
- OnRoundEnd : Fired on round end
New console colors for NMRiH specific spew
- Yellow: Steamworks
- Cyan: Add-ons/Workshop
- Green: Gamerules, objectives, difficulty etc.
- Magenta: MapHack
Additions
- Added 3D model preview to player selector dialog
- Added Blitz variant to Challenge mode
- Added Discord and Steam Rich Presence
- Added Korean translations
- Added a bunch of new challenges
- Added a cvar to limit supply drops that spawn via flares to 1 (default value)
- Added a loading screen with logos, copyright, etc.
- Added a new warning for players trying to host a listen server if their port is not forwarded
- Added ability to cancel barricading animation
- Added challenge mode selection to create game dialog
- Added custom "create game" dialog (overrides GAMEUI)
- Added cvar "cl_steam_notification_position", sets Steam overlay notification position
- Added cvar "sv_neutral_player_name", display player name tags in neutral color
- Added cvar "sv_nextlevel_on_round_win", on round win condition, change level to next map instead of resetting
- Added cvar "sv_observer_health_display", whether or not to allow health counters to be displayed for observers / spectators
- Added cvar "sv_vote_allow_restart_game_skip" (resolves #1098)
- Added cvar to enable/disable promo buttons on the main menu (cl_mainmenu_promo_buttons)
- Added debug cvar sv_zombie_hate_everyone, makes zombies attack everyone... even their undead kin
- Added keybinding for "Record demo" in options
- Added new Gene Therapy partial blindness effect
- Added new entity "prop_ragdoll_multiplayer", spawns a client-side ragdoll
- Added some knock-back variation to suicides
- Added splashes when sprinting on water
- Added support for custom main menu backgrounds
- Added sv_max_separation_force to configure collision force (0 disables it)
- Added sv_objective_glow & sv_item_glow
- MapHack now supports pre-entity manipulation, added various new functions for advanced entdata modification
Changes
- Adjusted snow surface friction
- Allow shoving, and disallow unloading while barricading
- Center print text now fades out smoothly
- Disabled VR by default since it doesn't work and it crashes clients
- Disabled kick callvote by default
- Disallow point_servercommand by default
- Don't allow interacting while contemplating suicide
- Existing player ragdolls are now removed on death instead of spawn
- Ignore multiple keypad uses from the same player
- Keypads and inventory boxes now check for player distance and life state
- Radial wheel appears on demo playback again
- Removed decals from monitors that display codes to prevent players from covering them in decals
- Replace stock HL2 image on server browser
- Set cl_interp_npcs to 0.15 (Workaround for desync'd hitboxes)
- Silence FMOD audio while minimized
- Silenced annoying FMOD spew
- Suicide blood particle now spills a puddle on the ground
- Tweaked item glow blending
- You can equip medical items at any time so they can be thrown
- Zombies no longer attempt swat physics props (this never worked properly)
- Zombies no longer attempt to attack you through doors/cages/etc.
- Zombies no longer close doors
- Zombies no longer get blocked by player held things
Fixes
- Fixed achievements being awarded to fake clients
- Fixed add-on manager dialog not requesting focus properly
- Fixed ammo hud not updating properly on shotguns
- Fixed an issue where keypad HUD isn't closed when player goes out of distance
- Fixed being able to be bit by multiple zombies simultaneously
- Fixed callvote-related crash exploit
- Fixed client freeze-up on first fired shot
- Fixed death tune not using the music slider
- Fixed downloaded maps not being listed in create game dialog
- Fixed fire is not extinguished on player death
- Fixed game not saving most advanced settings
- Fixed garbled list of add-ons in offline mode
- Fixed gene therapy zoom-in blindness bug
- Fixed grenades not damaging func_breakables
- Fixed inconsistent shove registration
- Fixed incorrect default voice sets
- Fixed items not interpolating after leaving inventory
- Fixed loading screen hang on Linux
- Fixed missing localization strings for Workshop map download
- Fixed missing texture overlay that appeared occasionally underwater
- Fixed missing weapon icons on Linux
- Fixed name tags appearing on players' waists
- Fixed observers being able to touch instant_triggers
- Fixed players being able to use voice commands while dead
- Fixed players being pushed out of bounds by revivers (the reviver is shoved away instead of relocating)
- Fixed players not being tagged in Steam screenshots
- Fixed possible misc. physics crashes with ragdoll
- Fixed protruding neck hitbox and walk sequences
- Fixed rare fps panel crash
- Fixed server crash on workshop_download_collection
- Fixed server crash regarding spec_goto exploit
- Fixed several Linux crashes
- Fixed spectators being able to start callvotes when not allowed to just after dying
- Fixed start-up hang on Linux
- Fixed strange character movement when client receives full update (ice-skating bug)
- Fixed suicide gunshots using music volume
- Fixed surface friction at time of death affects specator movement
- Fixed the infamous round restart server crash
- Fixed thrown weapons still doing damage after pickup i.e. "jitterholding"
- Fixed turned survivors being national guards
- Fixed vgui panel transparency
- Fixed walkie talkie sometimes not being recognized
- Fixed walkie talkie taking up more inventory space than it shows
- Fixed weapon trigger bounding boxes being oversized
- Fixed workshop downloads for dedicated servers
- Fixed workshop maps not mounting on subscription
- Fixed workshop maps not sorted in map list
A beta update is available for No More Room in Hell. The major update notes are below. A more detailed changelog will be available during the general release. The beta branch can be accessed in Steam via the Properties -> Betas tab. You may report issues or provide feedback regarding the beta here: https://steamcommunity.com/app/224260/discussions/11/ If no issues arise, we hope to release this update to all users in the coming weeks.
Major Changes
- End of MacOS support: Due to lack of engine support we will be unable to ship Mac builds going forward. You can read more about that here. All Mac downloads will be pulled at general release.
- Linux build has been patched with critical fixes. Please let us know how the native build runs now compared to running it via Steam Play (Proton).
- Support for Discord Rich Presence: your game information (server name, map, player count) will now appear in Discord. Friends can press the Join button to join your server directly!
- Overhauled fire-extinguisher: Press Attack2 (RMB) to equip hose, hold Attack1 (LMB) to fire
- Numerous new options in difficulty scripts that were previously behind locked cvars
- Workshop downloads on SRCDS will now complete
- Overhauled character selection and Voting UIs
- Many critical stability fixes, including the infamous server crash on map/round restart bug
- Disabled SteamVR to resolve app crashing problem
- Resolved many other issues reported to us via our GitHub tracker.
[Disclaimer: ALL CONTENT in video is Work in Progress and not only subject to change but has probably changed already]
HEY EVERYONE HAPPY HALLOWEEN!
So here's the deal we were so busy working and making major changes that we broke a bunch of stuff in the process, and then realized that Halloween was days away and we panicked and we put together this quick video for you.
PLEASE join us on discord (https://discord.gg/nmrih), give us your feedback, ask any questions you have, and we will do our best to listen and answer!
----
We know about the broken Ammocheck UI, we know about the broken crawler, we know about the broken camera at a few spots... We know all of these things, but we want to show you things regardless, because things are cool, and you're cool, and you appreciate cool things.
https://www.youtube.com/watch?v=I02fvkZ03Xs
Yeah, we know we're slow, but we are alive! Well, that's debatable, seeing as how we all just got SLAUGHTERED in our latest playtest after a team meeting. Enjoy some screenshots! There are some *BUGS* in these shots, such as floating guns, debug texts, clipping things, but you know that is expected, and it will all be fixed.
We haven't really spent much time on the art for the UI/HUD stuff, so it's all placeholder and temporary. That includes the tooltips on interactables, and the ammocheck UI.
Night of the Living Dead is almost wrapped up, it's getting to the point where the map is mostly done we just need to finish up zombie and item spawns, as well as all the interactables like doors, computers, safes, generators, all that kind of stuff. They're getting in slowly, but we're almost ready to switch over to Brooklyn Heights!
Our Dev Blog for April 2019 is up now, check it out here!
We apologize for the delay but we hope you like what you see, let us know your thoughts in the comments or leave a comment on the dev blog itself. We'll have more to show in the near future so stay tuned and thank you for your support!
As an addition to the Night of the Living Dead trailer preview shared in October, we're excited to share more of the map with you, the gas station. Our resident environmental maestro, nay0r, has kindly shared a few shots of the progress he's made.
Take a look.
Soon enough, we're excited to share even more with you in the coming months. Be sure to stay connected with us on Facebook, Twitter, Reddit, Discord, and our Website to get the latest news.
Let us know what you think in the comments below.
Click below to play the teaser now:
https://youtu.be/t29099m1oYc
Theyre coming to get you, Barbara!
Night of the Living Dead is the classic film that started everything we know and love about zombies today. It was so important to us that we featured the iconic farmhouse in the first game, and we strived to pay homage to such a classic setting. It paid off as it quickly became a fan favorite. With No More Room in Hell 2, we leapt at the opportunity to leverage the additional power of Unreal 4 to deliver even more of the memorable locations and atmosphere of the film in a more expansive environment that is over ten times the size of the maps in the original game.
The Night of the Living Dead map is a vast open trough valley in Western Pennsylvania, spanning a farm, a cemetery, a lumberyard, an airfield, a gas station, a self-storage warehouse, bungalow homes, and even a small lake complete with a dam. Its our biggest map yet by far offering a variety of places to explore. This video shows just a small selection of these areas as a teaser to tide you over, while we get ready to show off some gameplay and more of the map this coming holiday season!
I hope you like what you see, weve all been working hard on Night of the Living Dead and are super proud of what is shaping up to be a fascinating and haunting map. Let us know what you think in the comments and feel free to follow us on the blog or our Official Discord channel!
Thanks for all your continued support and Happy Halloween!
Maxx, Team Lead
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
IMPORTANT LANGUAGE CHANGE
Non-English users will need to set their game language in the steam library options, see: https://support.steampowered.com/kb_article.php?ref=8487-WSCN-4121
- The workshop is here! It supports custom maps and addons packaged as VPKs.
- 15 new achievements are now unhidden and available!
- Challenge/speedrun mode
- Improved demo recording/playback support, with additional features such as auto-record (see ds_ commands)
- Over 100 changes and bug fixes to the game
- Updates to the game's networking internals including lag compensation
- Various UI changes including a new background and new loading dialogs
- Starting with 1.10.0, Mac and Linux client builds are being moved to a limited support policy. These builds are untested and may contain bugs. We will no longer provide troubleshooting support for these OSes. To report any issue, please be sure that the problem is caused by NMRiH and not your runtime environment or the source engine. Issues outside the scope of this policy will not be serviced.
- Staring with 1.10.0, running the game under dxlevels lower than 90 is unsupported. An override will be required and a warning will be printed at the top of the screen.
General
- Added "ShowDeathNotice", "ForcePracticeMode", and "KillScorePenalty" to difficulty scripts
- Added "player_spawn" event
- Added "showvphysicsclips" command for showing VPhysics clips (also has _toggle variant)
- Added "sv_deathnotice" which is a killfeed option intended for PvP servers
- Added "sv_killpenalty" which will make players lose score if they kill their healthy team mates. Set to 0 for PVP scoring.
- Added "trigger_nofalldamage" entity, negates fall damage when a player is inside the trigger
- Added "weaponid" and "npctype" values to the "npc_killed" event
- Added CVAR "cl_fpspanel_font"
- Added Discord button to main menu
- Added SourceTV support
- Added a pickup sound for items
- Added an example PVP difficulty script
- Added cheat flag to CVAR "hud_draw_fixed_reticle"
- Added cvar "fov_desired", allows players to change their FOV between 75 and 90
- Added drowning sounds
- Added entity "nmrih_game_state". Helper entity for various game state functions (such as extraction, end round)
- Added executing of cfg/[mapname].cfg on map init (can be enabled/disabled with sv_execmapcfg)
- Added flesh stabbing sound when shoving with SKS w/ bayonet
- Added functionality for debris to hit triggers (special flag required)
- Added game event for Gene Therapy ("vaccine_taken")
- Added glow properties for entities
- Added keyboard input to keypads
- Added keypad sounds
- Added logo to the main menu
- Added map name tags to steam screenshots
- Added mouse inputs to the scoreboard and with buttons to mute or view a player's steam profile
- Added player death and drowning sounds to voice script
- Added sounds for fire extinguisher
- Added sounds for selecting and taking items from supply crate
- Added splash effect when player hits water
- Added support for custom voice sets
- Added the "nmrih_support_helper" command for help and support debug output.
- Added various fuse sounds for explosives and projectiles
- Added voice set preview to player's voice selection menu
- Adjusted cl_interp_npcs to 0.25 (fixes jittery NPC animations with high ping)
- Adjusted the damage of Mac10 headshots
- Adjusted weight and stamina costs for the leadpipe
- Allow client to modify player name HUD colors
- Allow crouching while being grabbed by a crawler
- Callvote console commands will no longer bypass voting cvar restrictions
- Changed HUD center print font to use same typeface as other HUD elements
- Changed the SW686 to the handguns category instead of revolver
- Chippants voice set will now use the correct bleeding lines
- Crawlers can no longer attack items, bash barricades, open doors, or climb up
- Fixed Maglite turning off when dropping inventory items
- Fixed NG zombies RNG item drops spawning under the world
- Fixed NG zombies not dropping grenades from their RNG item drops
- Fixed VGUI RichText selection not being drawn properly
- Fixed VPhysics clips not reloading their filters on round restart
- Fixed a chat-related issue which allowed servers to execute arbitrary commands on the client
- Fixed a crash related to round restarts
- Fixed a server crash caused by VGUI screens on viewmodel transmit
- Fixed a server crash related prop_physics and players
- Fixed achievements not being announced in chat
- Fixed alltalk not working for dead chat
- Fixed an issue where "12 rounds left" kept looping over and over in Chippant's voice set
- Fixed an issue where "grab_end" event was being fired all the time
- Fixed an issue where "npc_zombie_template_maker" would not free its edicts
- Fixed an issue where ambient_generic would not update on key value changes
- Fixed an issue where hitboxes desynced between the client and server
- Fixed an issue where phantom medical items might linger in the inventory after usage
- Fixed an issue where players could get stuck in spawning player-turned zombies
- Fixed an issue where sprinting in the water broke a client's sprinting state
- Fixed an issue where the Cleric voice set did not say anything for an empty gun
- Fixed an issue where the game would crash after changing your video resolution
- Fixed an issue where the health of a zone would randomly disappear
- Fixed an issue where the toxteth achievement would not be granted for toxtethdark
- Fixed an issue where thrown melees did not properly identify the inflictor
- Fixed an issue where you can get supply drop items without having enough weight for it
- Fixed an issue where you could holster dropped weapons
- Fixed an issue where you could infintely weld with the welder
- Fixed an issue where you could quickly change weapons to check different ammo counts
- Fixed an issue with entity glows occasionally not appearing
- Fixed call vote function in the main menu not resuming game
- Fixed certain instances where female models would have a male voice.
- Fixed certain occurrences where phantom name tags would randomly float.
- Fixed certain occurrences where zombies can grab players through solid dynamic props
- Fixed explosives not making an explosion sound
- Fixed fire kills not being credited to the attacker
- Fixed friendly fire damage not being taken if damage is scaled below 1.0
- Fixed gene therapy not stopping the infection cure music
- Fixed green outlines appearing on ammo even when your inventory is full
- Fixed infection not killing players when sv_friendly_fire_factor is below 0.01
- Fixed kid zombies T-posing when shoved from side/back and when bashing barricades
- Fixed main menu appearing during loading
- Fixed missing Cancel button on VGUI elements
- Fixed molotovs being able to burn in the water
- Fixed numerous gameplay exploits with supply drops, health stations and safe zone repair boxes
- Fixed numerous issues with walkie-talkie such as being used for prop surfing
- Fixed objective notice sound cutting off occasionally
- Fixed server admins being able to run arbitrary commands on the client by using an unsafe CVAR
- Fixed several networking issues including lag compensation not working
- Fixed soundscapes not loading on Linux dedicated servers
- Fixed various minor memory leaks
- Fixed viewmodel from spawning while in join game screen
- Fixed water occasionally flickering when players are in the view
- Fixed welder and extinguisher dropping carried items
- Game client will play a sound and flash its window when the player spawns
- Gene Therapy can no longer be used if you are already vaccinated
- Infected players will no longer turn to zombies when killed by grenades
- Keypad can now be closed with ENTER
- Lowered volume for supply box sounds
- MOTD will no longer load remote HTML content ( except from steamcommunity.com )
- Maglite can now be equipped with Cleaver
- Molotov explosive item has been revamped
- NG zombies can now become crawlers
- Other various tweaks to VGUI
- Players can no longer avoid votekick by leaving the server
- Players will no longer bleedout from environmental damage
- Players will no longer spawn in player clips
- Pugman voice set has now has unique pain and bleeding lines
- Removed obsolete voice set code from grenades
- Removed particle effects on fire extinguisher after dropping it
- Removed phantom damage from disconnected players explosives which was typically used for griefing
- Removed shove delay on SKS without Bayonet
- Removed the ablitiy to move while using a tool
- Removed the ablitiy to throw items if you have unequipped them
- Removed various obsolete and unused code
- Replaced kick voting reason "Scamming" with "Griefing"
- Show a notice if a player can't take an item from the supply crate
- Show a notice if player tries to get an item they already own from supply box
- Suicide now emits a gunshot sound for other players
- Updated voice status HUD with new compact layout
- Usage of a medcal item will now switch back to the last used item instead of fists
- VGUI will now use customizable font for HUD center print instead of default Trebuchet
- Voice sets are now sorted alphabetically in the character select menu
- Voice sets can now specifiy additional custom sounds (such as pain or bleeding)
- Vote kicked players will now be temp banned, ban duration is set by "sv_vote_kick_ban_duration"
- Zombies will no longer attempt to swat health stations or supply pieces
- Zombies will no longer grab players who are already being grabbed
- Zombies will no longer try to attack barricades that are too far away
- Zombies will now flich from explosions
- Zombies will now forget their targeted physics objects and no longer return to attack them
- Zombies will now only deal damage to the player they are grabbing during that state
Maps
- nmo_brooklyn has been updated:
- Added key model for the first objective
- Fixed garage door overlapping with the window
- Fixed lighting issue on toliet props
- Fixed missing glow from final cart items
- Fixed player respawns on the cart route
- Fixed various bigs with the elevator
- Fixed wrong reflection in police station room
- Various adjustments to navigation for zombies
- Various adjustments to clips and textures
- nmo_boardwalk has been updated:
- Added boards with arrows when there is no fence at the end of the pier
- Added glow for objectives
- Adjusted level soundscapes
- Fixed an issue with player spawns
- Various adjustments to clips and textures
- Various adjustments to navigation for zombie
- nmo_broadway has been updated:
- Added ammo boxes
- Added more player spawns
- Fixed a bug allowing players to remove keys from doors
- Fixed an issue where players could be lifted up while welding the motel door
- Fixed an issue with first player spawns
- Fixed an issue with the train doors
- Fixed water sound emitted by the hydrant
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nmo_chinatown has been updated:
- Added a new glow system for the final objective
- Added ammo boxes
- Adjusted chance of chainsaw spawns
- Fixed helicopter crushing players after cutscene
- Reduced amount of chainsaw fuel
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nmo_cabin has been updated:
- Added animation for the helicopter
- Added glow for the escape key
- Adjusted some objective descriptions to be more clear
- Fixed an issue where players could use the radio through the window
- Fixed an issue where the book became stuck in the safe
- Fixed an issue where the telegraph line cable was not sticking into the socket
- Fixed the kitchen lock floating in the air
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nmo_cleopas has been updated:
- Added ammo boses
- Added glow for pliers
- Fixed an issue where the player could become stuch while placing the ladder
- Fixed an issue with player spawns
- Pliers will now spawn when extraction begins
- Various adjustments to clips and textures
- Various adjustments to navigation for zombie
- nmo_fema has been updated:
- Added no fall damage to the vent
- Fixed an issue where 2 napalm canisters could be placed in the same place
- Fixed an issue where a napalm canister could roll through the exit door
- Fixed an issue where players could become stuck upon placing the crank
- Fixed an issue where players could break the rocks and fall into the lake without blowing up the rocks
- Fixed an issue where players could use the radio or fusebox before the objectives require it
- Player spawns have been adjusted
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nmo_junction has been updated:
- Fixed multiple locations objective items could be put out of reach of players
- Fixed players being able to interact with the func_tracktrain controlling the escape truck and thus being able to make it leave sooner than intended
- Fixed players being able to interact with the pawnshop keypad directly after using the correct code and getting stuck
- Fixed the code room and escape tunnel doors being slightly misaligned to the door frame
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nmo_lakeside has been updated:
- Added additional sounds to the underground part
- Added ammo boxes
- Added guide for the generator's canister
- Added sound to the generator button
- Fixed an issue where players could break boards and open the door before a code was enterd
- Fixed an issue where the game would become stuck upon extraction
- The chopper will now deal damage
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nmo_quarantine has been updated:
- Added a rope to the inner quarantine gate
- Added guides on where to place the propane
- Adjusted player spawn postions
- Changed a ladder into a ramp which allows players to climb into the construction area
- Fixed an issue where players could dying during the white fade after entering the quarantine
- Fixed an issue where players in the graveyard could spawn multiple shovels
- Fixed jittery camera movement while at the bottom of a grave
- Fixed misplaced items that were stuck inside various props
- Fixed the radio sound effect being too loud in the inner quarantine
- Fixed various visual glitches in the sewers
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nmo_shelter has been updated:
- Added loading screens
- Added new spots for objectives
- Added various new details and level design improvements
- Rebalanced the amount of zombies spawning, especially during the finale
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nmo_suzhou has been updated:
- Finale dock doors will now open after the boat appears
- Fixed a few model fading and "pop-in" issues
- Added a system to destroy prop boards outside of evac station
- Increased the density of spawns in a number of areas
- Players can now respawn when approaching evac station
- Added a system to stop props, objective items, and weapons getting stuck behind the evac station healthbox
- Fixed glowing ghost barrel
- Reduced the height of the counter in the evac center
- Fixed ancestor shrine secret
- Collapsed env_soundscapes using soundscape triggers whenever possible to reduce entdata problems that may arise from playing in nightmare mode
- Modified evac station dock layout to fix issues with zombies from detecting survivors
- Reduced wait time of final "SURVIVE!" objective
- Various adjustments to navigation for zombies
- Various adjustments to clips and textures
- Various adjustments to lighting
- nmo_toxteth and nmo_toxtehdark have been updated:
- Added loading screen
- Fixed an issue where players could activate the pipes trigger
- Fixed an issue where the extraction would only work from certain sides
- Fixed an issue where the helicopter's path would end prematurely
- Fixed an issue where zombies failed to open a door
- Fixed an issue with player spawns
- Fixed players getting stuck in doors
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nmo_underground has been updated
- nmo_vertigo has been removed, check the workshop for this map
- nmo_zephyr has been updated:
- Added a delay between the time when the Engineer ends his speech and when the door code is set
- Added blocking damage to turntable, in addition of visual cues to warn players after another player inevitably gets crushed
- Added new "default" code for the station keypad
- Added new spawn locations for new weapons
- Added slope to the caboose interior to reduce "bumping"
- Added support for newer weapons
- Added trigger_hurt to locomotive
- Adjusted item spawns in starting area
- Adjusted warehouse secret cache button to only fires its output once
- Fixed an issue causing ammo boxes to not spawn
- Fixed bug that caused the brake release objective to be completed by waiting for the brake wheels to "reset"
- Fixed minor door clipping in the respawn room
- Made station warehouse welding less glitchy
- Moved some boxes around to not block a corner
- Moved some of the barbed wire in the warehouse loading entrance around
- Relocated objective boundary entities for clarity
- Removed deadend output on the last objective
- Removed deadend output on the station keypad
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nms_arpley has been updated:
- Added ammo boxes
- Adjusted damage of the electric trap
- Disabled collision for some glowsticks
- Fixed ammo boxes blocking the gate under the bridge
- Fixed an issue where players could extract before the train stops
- Fixed fade distance of various props
- Fixed flags of some weapon spawns in armory
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nms_campblood has been updated:
- Fixed some issues allowing infintie respawns after the extraction cutscene
- Fixed some issues with soundscapes at zone B
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nms_favela has been updated
- nms_flooded has been updated
- Adjusted level soundscapes
- Fixed an issue where players respawned during extraction
- Fixed displacement hills surrounding the playable area not actually connecting to the ground fully
- Fixed the safe zone extending to outside the building
- Fixed various locations players could boost up to and be out of reach of zombies
- Fixed zombies being unable to hit players through the railing
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nms_isolated has been updated:
- Added various props
- Fixed an issue where players became stuck in the roof
- Fixed an issue with pliers
- Removed legacy sounds
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nms_midwest has been updated:
- Fixed an issue where "survivors withstood the horde" even when they were left behind
- Flare guns will now spawn with zero ammo
- Improved some cubemap visuals near the warehouse
- Opened up the tables and chairs on the ground floor of safezone B
- Players can no longer spawn in the last round
- Removed collisions from lights in Safezone B
- Truck outside of the warehouse is now inaccessible
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nms_northway has been updated:
- Added ammo boxes
- Added glow to the finale buttons
- Added indicator of how many doors are left during the finale
- Added weapons
- Adjusted number of zombies during the later waves
- Fixed an issue where zombies became stuck behind zone B
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nms_notld has been updated:
- Added ammo boxes
- Adjust various props to become static
- Fixed an issue where empty canisters can be used to refuel traps
- Various adjustments to clips and textures
- Various adjustments to navigation for zombies
- nms_ransack has been updated
- nms_silence has been updated
Engine
- Improved Steam Voice support
- Removed sv_use_steam_voice convar. Steam voice is now selected via sv_voicecodec steam
- Fixed demos not properly recording Steam Voice status, resulting in potential corrupt voice in demos with differing default settings
- Will now use the native Steam Voice sampling rate, instead of clamping to 11kHz
- Improved compatibility with Steam client beta
- Added CELT audio codec currently in use in TF2 and CS:GO
- Server operators may enable use of this codec via sv_voicecodec vaudio_celt
- Steam voice remains the default voice codec
- Updated spec_player command to match recent improvements in TF2
- Now accepts partial player names, Steam IDs, etc.
- Fixed security issue reported by Amat Cama via GeekPwn
- Fixed security issues reported by Justin Taft from One Up Security, LLC
- Updated engine with recent stability and bug fixes from TF2
- Other various security and stability improvements
- Fixed physics not operating at the correct tickrate when specifying non-standard -tickrate options on the command line
- Fixed viewing demos recorded at a non-standard tickrate causing the next listen server hosted to be at that tickrate
- Updated the localization files
Hey, Everyone! SufF3R here, with a brief update. The team has been busy working out way through the game, and we wanted to share a few updates with you all. In the recent months, our focus has been getting the game closer and closer to a first playable. We've made some tremendous progress with Cal, Muit, and Hawk joining us recently, but there's much more that needs to be done before we're ready to share our progress with you.
While we're getting there, here are a few works-in-progress shots of the Night of the Living Dead map nay0r has been working on.
In the screenshots below, you'll see a few shots of two rooms within the chapel. In the basement, what once was a place to dress the deceased has now become a make-shift hospital for survivors.
The upper room of the chapel has also been re-appropriated to be used as a place to store bodies.
Our boy, MzK, has also been working on finishing the animations for the MP5, MK18 (reworked), and the DT11. Please note that these renders were captured in a test environment and the crosshair and setting is for animation purposes and will NOT be in the final game.
MP5
MK18 (Reworked)[url=https://i.imgur.com/R9dYobh.gif]
DT11
We're working away to make a game we'll be proud of, and a game that you'll enjoy. So we honestly appreciate your patience with us as we keep ramping production up! That's it for now, we've got a lot to go, and we'll commit to continuing to share our progress with you all.
Stay tuned for a little something special happening on Hallows Eve...
Share your thoughts with us and join the conversation on discord at discord.gg/nmrih
A beta update is available for No More Room in Hell. The major update notes are below.
A more detailed changelog will be available during the general release.
The beta branch can be accessed in Steam via the Properties -> Betas
tab using the access code: testtest7890
You may report issues or provide feedback regarding the beta here:
https://steamcommunity.com/app/224260/discussions/9/
If no issues arise, we hope to release this update to all users in the coming weeks.
Major Changes
- The workshop is here! It supports custom maps and addons packaged as VPKs.
- During the beta, users will need to opt in by joining the workshop group: https://steamcommunity.com/groups/nmrihworkshop
- 15 new achievements are now unhidden and available!
- Fixes of the game's networking internals including lag compensation
- Improved demo recording/playback support, with additional features such as auto-record (see ds_ commands)
- Over 100 changes and bug fixes to the game
- Various UI changes including a new background and new loading dialogs
- Starting with 1.10.0, Mac and Linux client builds are being moved to a limited support policy. These builds are untested and may contain bugs. We will no longer provide troubleshooting support for these OSes. To report any issue, please be sure that the problem is caused by NMRiH and not your runtime environment or the source engine. Issues outside the scope of this policy will not be serviced.
- Staring with 1.10.0, running the game under dxlevels lower than 90 is unsupported. An override will be required and a warning will be printed at the top of the screen.
We're excited to introduce you all to our three new members: Cal, Muit, and Hawk. Each of them has distinct roles to help us get NMRiH2 to where we'd like it to be. To get to know them better, we've asked them a few questions about their role and who they are.
Cal, the man of many words, starts us off.
[quote=Cal] What do you do for the team? Programming. My area is mainly working on gameplay, but we're too early into this so nothing specific on that. What excites you most about NMRiH2 and it’s future? Having a proper co-op FPS game to play especially where teamwork actually matters. Does pineapple belong on pizza? Does it belong anywhere? (Pineapple lumps, are the exception, not the rule) What’s one thing you aim to accomplish in the next three months? I don't have an answer for this one, I just can't think of anything. [/quote]
Muit, our fancy boy with extra hands.
[quote=Muit]What do you do for the team? I focus on gameplay systems and narrative development, that's what I'm most comfortable with, but sometimes extra hands are needed for other tasks, and I have no problem doing those too! What excites you most about NMRiH2 and it’s future? I have worked with a lot of genres, but never got in touch with zombies. It's very exciting to work on a game that does this very well and knows how to entertain millions. I think that's a big enough reason, isn't it? What's a cringe-worthy thing to happen recently that you can share with us? Well, not recently, but a few years ago I gave a talk about Unreal Engine, and said "fancy" a couple hundred times in half an hour For me, that is pure cringe. (Note: Actually, that's more or less what cringe means right? Haha) What’s one thing you aim to accomplish in the next three months? Implementing the narrative system for story progression. That's the main task I'm working on and subdivides on a lot of smaller systems so I will enjoy it a lot. [/quote]
And finally, Hawk. Our resident birdman.
[quote=Hawk] What do you do for the team? I’m an Environment Artist, I create art assets and do the world building. The tricky part though is making everything feel believable, giving it that good ‘lived-in’ feeling. That’s what I strive to do, bring a bit of storytelling to the environments, so when players get a breather from battling the undead hordes they can have a look around and piece together what happened in the location they’re standing. What excites you most about NMRiH2 and it’s future? A replayable horror experience is something I’ve long dreamt of. I think we’re finding that sweet spot between the often aimless open world survival where you wander around without a real goal and eventually get bored of surviving and that of a crafted linear experience where everything is great, but you would probably never replay it since you know all the beats. And for the future, I am excited about the community getting to play it, sharing their feedback, and helping us finely tune the game to find that perfect balance. Would you rather have to wear socks that are eternally wet, or would you rather eat only cold hot dogs for the rest of your life? Bring on the wet socks! I love pizza too much (as my Adonis-like figure demonstrates) to possibly go on eating only cold hot dogs. What’s one thing you aim to accomplish in the next three months? Within three months, I would like the Night of the Living Dead map to be in a fully playable state. Not necessarily final art, but something we can test and get a proper feel for the game and the art. [/quote]
Hawk, being the good-looking man of the environmental arts that he is has treated us with a few shots of his latest work to keep you all on your toes.
Gas Station:
Saw Mill:
Stay tuned for more blog posts coming up soon. We're excited to share even more with you in the next month.
[url=https://i.imgur.com/7S80rR2.png]
SufF3R here, with a Spring update from the NMRiH2 teram.
As we're continuing to ramp up for the year, we'd excited to share with you an update from our dev team and the progress we've made in the past few months. Below we have a few updates, screenshots, animations, and a few tracks to share. Please keep in mind, that what we're sharing is again, a work-in-progress, so there's much more refining and smoothing-out that will happen.
Starting us off, we have MZK sharing his progress of the animated Sako 58.
[quote=MZK]Hey! I'm Parker, one of the animators for No More Room in Hell 2, and I have some animations I wanted to show off. I mainly wanted to show the "unload" and "single cartridge insert" animations, with the Sako 85 being a great example of taking from. Hopefully, these unload animations will immerse the player more than the original system in the Source game, which had no animations whatsoever. That certainly confused me the first time I found the key and found the slide of my handgun instantly locked back, but hopefully, this animation system should make things clearer in the sequel! I'll see you all soon, with more to show off by then![/quote]
Maxx, sharing some interior shots and development with the Brooklyn Heights map.
[quote=Maxx]Maxx here with an update on various art things, in particular, my work on Brooklyn Heights. Last time I did a progress update on here I was working a set of apartment interiors. This time around I'll be showing a couple of shots of a new office building interior Work in Progress. The lighting here is only for testing purposes and is on low settings. I have been continuing the work of building the pieces necessary to complete these new interiors. The goal as always is to build a space in an efficient manner where I can get the most out of each part I make. In the case of a building like this, I can model things like wall panels, ceiling overhead light boxes, decorative doorways, etc. and reuse them with each subsequent addition to the interior. This cuts down on the manual work I need to do which frees up time used for creating new assets and dressing an area. When an area is "dressed" with props and decals, it's often done in passes. A pass usually starts with the large pieces like props used for cover, or large pieces of furniture, and it works it's way down toward small decorative things like a calculator on a desk, a cutting board on a kitchen counter, a calendar on the wall, etc. I can, however, take the props we have and put together ready-made pieces like a desk with a computer, some papers, a telephone, and I can simply drag and drop it wherever Id like. Often I take an area, and I'll start to define a couple of rooms with more props to "sell" what the intention is. At a later date, I loop back around to some of these areas and continue that motif with all the new props, textures and decals that I have made to support it. This all starts with me finding some interesting examples of interiors and design styles on Google or in books, and then I see where my creative instincts take me. Its one of the best parts of being an environment artist![/quote]
Dman with a logo design for the Homeland Emergency Response Agency (HERA) inspired by the US Department of Homeland Security and Federal Emergency Management Agency (FEMA).
[quote=dman]David Dman here, I wanted to share a little bit of insight into our HERA logo you saw on our first story document released a while back. HERA is largely inspired by the real-world homeland security/FEMA logos but also a hint of the old lesser known US Civil Defense insignias from WW2 era. As an agency in our universe, their designs will have a strong color palette with minimalist logos that are sharp and clear, keep an eye out for future story docs and later on in the game![/quote]
Thought, sharing an audio soundtrack sample and some ambient noise for the Night of the Living Dead map. Make sure give this track a listen with headphones on.
CLICK TO LISTEN NOW: NOTLD Ambiance Track
CLICK TO LISTEN NOW: NOTLD Guitar Sample
[quote=Thought]I think what fuels my direction when composing music for NOTLD is the sheer sense of beauty all around the player when in the environment. The trees sway in the night breeze while the moon illuminates the corn fields. Leaves are falling off the trees, and you get a sense that it's a beautiful fall night. It's deceptive how peaceful it can be at times when you stop to appreciate it, which is what I try to capture in the ambiance. Even while experiencing something as horrific and terrifying as zombies chasing you, any moment of rest or seclusion is to be capitalized upon, and that's where I come in.[/quote]
Along with Thoughts track for the Night of the Living Dead map, Erickanni, our newest member of the team has already made progress with some props.
[quote=Erickanni]Hey! May as well give you a quick update/content as I just joined and all my names Eric, and I've just joined the NMRIH2 dev team for prop/environment art! So far, I'm just going to be helping create and push environmental assets out, and later build some more focal props down the line. Started tackling Night of the Living Dead assets, mainly the gas station area - Modeling/UV'ing some vital environmental props such as gas pumps, light posts, various signage, and typical environmental clutter.[/quote]
Tom with a summary of developing our dynamic music system (DMS).
[quote=tom.wright]Recently I have been developing fundamental systems to house the Dynamic Music System (DMS)in No More Room in Hell 2. In modern titles, adaptive music is fairly common, but the original No More Room in Hell was one of the earliest games/mods to take advantage of combining game states and music, dynamically. NMRIH2's adaptive music system improves on the original game's music system in many ways; using a very advanced audio engine (Wwise) we can mix music on-the-fly, applying seamless transitions between Low, Medium and High-intensity pieces of music without disrupting the flow of the soundtrack. The music in the original game was a big contributor to the feel of the game, so it has been very important to expand on this while maintaining the mood that it provides. One of the issues with the original DMS was that when the gameplay changed intensities, the music engine would select a new piece of music with the appropriate intensity at random, then play it from the start. This meant that when the gameplay intensity was changing frequently, the player would hear the start of the same piece of music over and over again, never reaching the end. Wwise has a feature called Random Entry Cues, which means we can place many cue points throughout a track. Wwise will randomly select a cue point when it returns to that track, meaning that over the course of an entire game you should hear an even distribution of each section within a piece of music.[/quote]
nay0r and an update on the Stockades mall map.
[quote=nay0r]Hey, guys nay0r here, just a quick update on whats been happening recently. Ive continued to work on our 3rd map the Stockade mall, which is going tremendously well. Since our last update, I have made tremendous progress on the layout, which includes an exterior/corridors/shops and an underground car park. Working on this map on my own I feel like progress has gone super well, over the coming weeks I plan to keep on adding size to the map's layout, then shortly after it will set dressing and working on lighting.[/quote]
Cenelder showing off complex animations of zombies in "pursuit" mode.
[quote=Cenelder]Lately, I've been trying to get a lot of the more complex animations for our zombies ready. Once a zombie spots you in NMRIH2, their arms will be raised in "pursuit" mode. The animations will be a more natural way to identify if the zombie horde has spotted you! We've also made some attack animations to be blended into zombie movement, meaning that zombies can now walk AND attack which should make it a bit harder to abuse their AI. I've also been focusing on adding level-of-detail meshes for the zombies for performance so we can stress test the max number of zombies we can get on screen before a negative performance hit.[/quote]
And finally, Xenon with an update on our zombie AI.
[quote=Xenon]Xenon here again with a small update from the AI side of things. So the AI timeline has looked something like this in the last month and a bit. Work on first pass player zombification when infected and death by infection or other causes. Next was some minor code changes/reworks for internal use. Then finally we come to what I've been working on recently which is the second pass on the zombies. This has mostly been adding new functionality to characters such as a buff/debuff system and an attribute system to manage stats of the characters/items. Things that I've yet to get to, but is on the chopping block are improved zombie pathing and a second pass of the stimuli system for more consistency. Plus a second pass on our soldier AI, as well as a second pass on our gore system![/quote]
A quick reminder again that the content shared is only a glimpse of what the game may look like in the future. There's much more for us to build and learn as we go.
Thanks for taking for joining us for this team update and we're excited to continue to share more progress in the near future.
SufF3R here, with a Spring update from the NMRiH2 teram.
As we're continuing to ramp up for the year, we'd excited to share with you an update from our dev team and the progress we've made in the past few months. Below we have a few updates, screenshots, animations, and a few tracks to share. Please keep in mind, that what we're sharing is again, a work-in-progress, so there's much more refining and smoothing-out that will happen.
Starting us off, we have MZK sharing his progress of the animated Sako 58.
[quote=MZK]Hey! I'm Parker, one of the animators for No More Room in Hell 2, and I have some animations I wanted to show off. I mainly wanted to show the "unload" and "single cartridge insert" animations, with the Sako 85 being a great example of taking from. Hopefully, these unload animations will immerse the player more than the original system in the Source game, which had no animations whatsoever. That certainly confused me the first time I found the key and found the slide of my handgun instantly locked back, but hopefully, this animation system should make things clearer in the sequel! I'll see you all soon, with more to show off by then![/quote]
Maxx, sharing some interior shots and development with the Brooklyn Heights map.
[quote=Maxx]Maxx here with an update on various art things, in particular, my work on Brooklyn Heights. Last time I did a progress update on here I was working a set of apartment interiors. This time around I'll be showing a couple of shots of a new office building interior Work in Progress. The lighting here is only for testing purposes and is on low settings. I have been continuing the work of building the pieces necessary to complete these new interiors. The goal as always is to build a space in an efficient manner where I can get the most out of each part I make. In the case of a building like this, I can model things like wall panels, ceiling overhead light boxes, decorative doorways, etc. and reuse them with each subsequent addition to the interior. This cuts down on the manual work I need to do which frees up time used for creating new assets and dressing an area. When an area is "dressed" with props and decals, it's often done in passes. A pass usually starts with the large pieces like props used for cover, or large pieces of furniture, and it works it's way down toward small decorative things like a calculator on a desk, a cutting board on a kitchen counter, a calendar on the wall, etc. I can, however, take the props we have and put together ready-made pieces like a desk with a computer, some papers, a telephone, and I can simply drag and drop it wherever I’d like. Often I take an area, and I'll start to define a couple of rooms with more props to "sell" what the intention is. At a later date, I loop back around to some of these areas and continue that motif with all the new props, textures and decals that I have made to support it. This all starts with me finding some interesting examples of interiors and design styles on Google or in books, and then I see where my creative instincts take me. It’s one of the best parts of being an environment artist![/quote]
Dman with a logo design for the Homeland Emergency Response Agency (HERA) inspired by the US Department of Homeland Security and Federal Emergency Management Agency (FEMA).
[quote=dman]David ‘Dman’ here, I wanted to share a little bit of insight into our ‘HERA’ logo you saw on our first story document released a while back. HERA is largely inspired by the real-world homeland security/FEMA logos but also a hint of the old lesser known US Civil Defense insignias from WW2 era. As an agency in our universe, their designs will have a strong color palette with minimalist logos that are sharp and clear, keep an eye out for future story docs and later on in the game![/quote]
Thought, sharing an audio soundtrack sample and some ambient noise for the Night of the Living Dead map. Make sure give this track a listen with headphones on.
CLICK TO LISTEN NOW: NOTLD Ambiance Track
CLICK TO LISTEN NOW: NOTLD Guitar Sample
[quote=Thought]I think what fuels my direction when composing music for NOTLD is the sheer sense of beauty all around the player when in the environment. The trees sway in the night breeze while the moon illuminates the corn fields. Leaves are falling off the trees, and you get a sense that it's a beautiful fall night. It's deceptive how peaceful it can be at times when you stop to appreciate it, which is what I try to capture in the ambiance. Even while experiencing something as horrific and terrifying as zombies chasing you, any moment of rest or seclusion is to be capitalized upon, and that's where I come in.[/quote]
Along with Thoughts track for the Night of the Living Dead map, Erickanni, our newest member of the team has already made progress with some props.
[quote=Erickanni]Hey! May as well give you a quick update/content as I just joined and all — my names Eric, and I've just joined the NMRIH2 dev team for prop/environment art! So far, I'm just going to be helping create and push environmental assets out, and later build some more focal props down the line. Started tackling Night of the Living Dead assets, mainly the gas station area - Modeling/UV'ing some vital environmental props such as gas pumps, light posts, various signage, and typical environmental clutter.[/quote]
Tom with a summary of developing our dynamic music system (DMS).
[quote=tom.wright]Recently I have been developing fundamental systems to house the Dynamic Music System (DMS)in No More Room in Hell 2. In modern titles, adaptive music is fairly common, but the original No More Room in Hell was one of the earliest games/mods to take advantage of combining game states and music, dynamically. NMRIH2's adaptive music system improves on the original game's music system in many ways; using a very advanced audio engine (Wwise) we can mix music on-the-fly, applying seamless transitions between Low, Medium and High-intensity pieces of music without disrupting the flow of the soundtrack. The music in the original game was a big contributor to the feel of the game, so it has been very important to expand on this while maintaining the mood that it provides. One of the issues with the original DMS was that when the gameplay changed intensities, the music engine would select a new piece of music with the appropriate intensity at random, then play it from the start. This meant that when the gameplay intensity was changing frequently, the player would hear the start of the same piece of music over and over again, never reaching the end. Wwise has a feature called Random Entry Cues, which means we can place many cue points throughout a track. Wwise will randomly select a cue point when it returns to that track, meaning that over the course of an entire game you should hear an even distribution of each section within a piece of music.[/quote]
nay0r and an update on the Stockades mall map.
[quote=nay0r]Hey, guys nay0r here, just a quick update on what’s been happening recently. I’ve continued to work on our 3rd map the Stockade mall, which is going tremendously well. Since our last update, I have made tremendous progress on the layout, which includes an exterior/corridors/shops and an underground car park. Working on this map on my own I feel like progress has gone super well, over the coming weeks I plan to keep on adding size to the map's layout, then shortly after it will set dressing and working on lighting.[/quote]
Cenelder showing off complex animations of zombies in "pursuit" mode.
[quote=Cenelder]Lately, I've been trying to get a lot of the more complex animations for our zombies ready. Once a zombie spots you in NMRIH2, their arms will be raised in "pursuit" mode. The animations will be a more natural way to identify if the zombie horde has spotted you! We've also made some attack animations to be blended into zombie movement, meaning that zombies can now walk AND attack which should make it a bit harder to abuse their AI. I've also been focusing on adding level-of-detail meshes for the zombies for performance so we can stress test the max number of zombies we can get on screen before a negative performance hit.[/quote]
And finally, Xenon with an update on our zombie AI.
[quote=Xenon]Xenon here again with a small update from the AI side of things. So the AI timeline has looked something like this in the last month and a bit. Work on first pass player zombification when infected and death by infection or other causes. Next was some minor code changes/reworks for internal use. Then finally we come to what I've been working on recently which is the second pass on the zombies. This has mostly been adding new functionality to characters such as a buff/debuff system and an attribute system to manage stats of the characters/items. Things that I've yet to get to, but is on the chopping block are improved zombie pathing and a second pass of the stimuli system for more consistency. Plus a second pass on our soldier AI, as well as a second pass on our gore system![/quote]
A quick reminder again that the content shared is only a glimpse of what the game may look like in the future. There's much more for us to build and learn as we go.
Thanks for taking for joining us for this team update and we're excited to continue to share more progress in the near future.
[url=https://i.imgur.com/qPrUlqW.png]
[url=https://i.imgur.com/qPrUlqW.png]
Survivors, We have just pushed an update to No More Room in Hell that enables VAC support. The change will be applied automatically when you restart No More Room in Hell. Some users may need to restart their Steam client as well. If you are running a server, please remove the -insecure option from your command line to enable VAC support.
What is VAC?
VAC stands for Valve Anti-Cheat, an automated system designed to detect cheats installed on users' computers. If a user connects to a VAC-Secured server from a computer with identifiable cheats installed, the VAC system will ban the user from playing that game on VAC-Secured servers in the future. The VAC system reliably detects cheats using their cheat signatures. Any third-party modifications to a game designed to give one player an advantage over another is classified as a cheat or hack and will trigger a VAC ban. This includes modifications to a game's core executable files and dynamic link libraries. While server admins may choose to ban specific players, server admins cannot VAC ban players. The following will not trigger a VAC ban:
- Using chat programs like X-Fire or Overwolf
- System hardware configurations
- Updated system drivers, such as video card driver
How can I ensure I don't get VAC banned?
To ensure your account does not get VAC banned, use only trusted machines to play on VAC-Secured servers. If you are not sure whether or not the machine you are using to connect to Steam may have cheats installed, do not play on VAC-Secured servers. Use caution when installing any game modifications like scripts or custom skins, and only download custom content from trusted sources. Hackers may maliciously disguise their cheats to cause others to get banned. For more information on the Valve Anti Cheat system, please visit the support page.
Hello, everyone! justaw0rm here, with a team update in the new year! We have got some big plans for you in 2018, and we would like to take you along a quick sneak peek of what we have been working on. A couple of the folks from the development team have kindly given us a quick summary of some recent progress they’ve made along with some tasty screenshots and a quick description of what they’re working on.
Please note, what we’re sharing is work-in-progress, so it does not represent what the game will look like in its final form. We’re excited for 2018, and we’re so glad you have decided to be a part of this with us! Let us know what you think in the comments down below!
First off, we have a few screenshots created by Tim Bergholz, and he’s meticulously designed the model of a P250 and an M1014. Trust us; you’ll get comfortable using these two when the time comes.
Continuing on the theme of weapons, MzK has done a phenomenal job of animating an MK18 and a sledgehammer.
[quote=MzK]When making these animations, I want to make them entertaining to watch for casual players, but also a treat for gun nuts to appreciate. Barrels wobble, optics jiggle, and bolts rotate. I'm getting to work on a lot of different guns in first person games such as the CX-4, DT-11 and other civilian firearms. I want to get these weapons to feel as stable as possible concerning animation, and I know it'll pay off by the time NMRIH2 ships![/quote]
nay0r, with some progress on the Palisades Center “mall" map.
[quote=nay0r]So this past couple of months I began work on our third map, a mall map based of the Palisades Center based just outside of NYC. The map is already taking great shape even after only a short period developing it. I’m super happy with how it’s turning out, and it will be a great addition to have in the game which we sadly lacked in the first game having any kind of mall map In the upcoming months I can’t wait to show even more progress on the map.[/quote]
Maxx, updating us with progress on the Brooklyn map.
[quote=Maxx]I've been hard at work on our Brooklyn Map! Since the new year, Louie and I have switched places to liven things up, so I'll be slamming on this map for a while. I've been working on the interiors of some apartment buildings, bringing new life to some of our previously existing buildings. The goal here is to build seamless meshes for the interior which reduce lighting errors and improve performance and then beginning the first pass of placing lights and props to start to build up a feel or "texture" to the world. I've been building props to decorate the exteriors of the buildings to begin grounding them more and bringing a bit more life to some otherwise bare walls! Environment art can be tedious a lot of the time, but when you get to the stage of placing props and decorating a space, it brings back memories of a kid, playing with action figures, living out a story. A map like Brooklyn is a big task, but it can also be some of the most fun you get to have as an environment artist. For that reason, I think this map is going to be an exceptional experience.[/quote]
Xenon with a quick write-up on the gore mechanics.
[quote=Xenon]Just a small update in terms of zombies and AI this month from me. So over the holidays and into January, we've started a rough first pass of zombie gore, and things are shaping up nicely! We hope that in the next few months we'll be able to show you the full system functioning in a dev blog with all the fixings of gore, chunks, blood and limbs being blown off those lovable zombies.[/quote]
Louie, coming in with a quick preview of in-game lighting.
[quote=Louie]I went through and made blueprints for all the lights editable from the blueprints using construction script to make it so the important variables can be edited by level designers. These critical variables are the lights intensity and temperature (the scale used in real life for the orange to the blue scale of lights) and Attenuation Radius which is how far the light effects the environment. Using this, I could make sure that every lamp could be set as stationary so that it could affect both dynamic and static objects. Casting dynamic and stationary light. These kinds of lights need not overlap 4 or more times, so the radius is essential for this.[/quote]
And finally, a treat from thought, a glimpse of the soundtrack to accompany the Brooklyn Heights map.
I highly recommend you put on some headphones, turn down the lights, close your eyes, and give this track a listen.
Click this link to listen now.
[quote=thought]This soundtrack is still a work in progress that is likely to be further changed and played with, but I thought I would share. Imagine entering Brooklyn heights, and as you get deeper into the city, you get a real sense of the sheer loss.[/quote]
Thanks for joining us for this months team update and we’re looking forward to the next update!
Remember, these are work-in-progress updates so though rough around the edges, you can expect our work to be polished and ready to go when the NMRiH2 is available.
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
- Featuring nmo_broadway2, the sequel to the first map
- We thought that we had gotten away from downtown broadway, only for our getaway train to breakdown on the tracks. Those of us that remain went to some apartment building to barricade ourselves in while we figure out what to do to escape this never ending hell. We think we might have seen signs of unlooted supplies to the south so that’s a better place than any to start.
- nmo_suzhou has been added
- The old city of suzhou has seen much in its centuries of existence, but the shambling army of the undead is a first. The city police force made an effort to screen and evacuate the people present in the city. Their efforts were not sufficient and the dead overran the living, packed evacuation centers became slaughterhouses, what few survived resigned themselves to death on their own terms. The evacuation centers by the Grand Canal are now silent... save for the whistling wind and the moans of the dead. Perhaps someone is still out there on the waters. One can only hope they are listening.
- nmo_boardwalk by Dr Hammer, Demo, and BillionLioe
- nmo_quarantine by Coolz
- nmo_shelter by Fersigal and Atheist
- nmo_underground by Atheist, Extragamer, and Drunk_Steep
- nmo_vertigo by Ulreth
- nms_camilla by Atheist and Extragamer
- Playerclips have been fixed
- Skybox has been adjusted
[url=https://i.imgur.com/I5XNlc6.png]
Survivors,
Beta 1.09.7 is now live on our beta branch. This is a map content release. We need help ensuring that the new maps work properly. There are 7 new objective maps and a single new survival map. Additionally, 4 existing maps will need retesting because of minor bug fixes.
If you are interested in testing this release, please check the new hub sub-section:
http://steamcommunity.com/app/224260/discussions/8/2906376154331781988/
We hope to have this update out to the general public in the next week or so. We apologize for the delays and thank you for your patience.
If you need a refresher on the maps coming, please check the previous announcement: http://steamcommunity.com/games/224260/announcements/detail/1458464748904217094
Thank you, everyone, for joining us for another Dev Blog! This time, we'll be talking about Brooklyn Heights - our largest map so far. It's a massive work in progress and everything here is still in development and subject to change, but we think you will appreciate seeing it regardless.
Brooklyn Heights is the northern tip of the Borough at the south end of the Brooklyn Bridge which connects to Manhattan. It's a beautiful, modern, upscale neighborhood in real life that we thought would create a striking juxtaposition when collided with the chaos and terror of a zombie apocalypse. The neighborhood has a breathtaking vista of Manhattan and the Brooklyn Bridge from the Promenade which will allow us to allude to distant turmoil while using the historical brownstones and apartment complexes to tell stories of the final moments of the residents of this once elegant neighborhood.
On a September morning at dawn, Brooklyn Heights was condemned by the zombie pandemic. The aftermath of the recent outbreak can be observed throughout the streets; the formerly bustling neighbourhood has been reduced to chaos as citizens tried to flee and the military tried to maintain order. However, building interiors and underground areas were relatively unscathed as people abandoned their homes.
We want to have a mixture of areas that feel safe, chaotic, damaged, elegant, depressing, and we have so much room to play with on this map. The dichotomy of light and shadow intensify feelings of unease, making it difficult to know what could be lying ahead in the darkness. We want the environment to be dripping with tension. Just from wandering around the world you will see the telltale signs of last moments of the residents, police, and soldiers who once fought to keep this place - their homes - safe and secure.
This map is much larger and more nonlinear than any previous map. There are tons of places to explore and most buildings have at least some interior space. The map includes points of interest such as a courthouse, auto shop, record shop, basketball court, hotel, office building, doctor's office, and a series of large apartment buildings.
We also have underground areas to explore such as a sewer system, and subway.
One major thing we wanted to try and achieve with the Brooklyn map, as our second production map, was expanding our randomization system to go a step further. In NOTLD, our randomization is focused mostly on item and objective spawning, and in Brooklyn, we're adding in another layer of randomization which is randomly spawning interiors. As you can see in the proof of concept example below, we can have a row of brownstone houses and when the map runs, it'll randomize which of those houses gets an interior, and which interior it gets.
The scale of this map will really force players to explore, work together and struggle to stay one step ahead of their living and undead adversaries. Its complex structure, immense verticality, randomized elements and a mix of tight and open spaces create a truly diverse and unique environment in NMRiH2.
Thank you all for reading this Dev Blog and we can’t wait to show you more of Brooklyn Heights as it comes together over the next few months. It’s our most ambitious map to date and is shaping up to be something special. We hope that you’ll come back again for our next Dev Blog and join us on our Facebook and Steam Community pages!
We're now an official Verified channel on Discord! Join our community and chat with fellow fans and developers. A special benefit of being verified is better Voice chat servers! Check it out: discord.gg/nmrih
Hey everyone Wazanator here and I’m to give you the rundown on our newest patch and what's going on with it.
To start off I want to apologize to everyone who was really excited for the patch to be coming out today, unfortunately we underestimated how long it would take to get it ready once we had everything together. When we got the patch together earlier tonight and tested it we found that we were missing some assets. Because of this we will not be pushing the patch out tonight as we want to make sure we don't make any mappers involved look bad because of a mistake on our end.
Our new release window for the patch is for later next week so that we have time to properly test and make sure nothing else is broken that might have been over looked. Again I apologize for this as I know a lot of you have been asking us through out the day about the patch and wanting to play these new maps.
In the meantime please enjoy this sneak peek at what maps you can expect to see!
Nmo_Boardwalk
By Dr Hammer, Demo, and BillionLioe
You’ve been on the run for what feels like an eternity, the undead always on your heels. There’s rumor of a safehouse not far from here that might be your only chance at salvation. With a poisoned ocean on one side and the merciless horde on the other, it’s either fight to survive, or give up and accept your inevitable undeath.
Nmo_Broadway2
By nay0r
We thought that we had gotten away from downtown broadway, only for our getaway train to breakdown on the tracks. Those of us that remain went to some apartment building to barricade ourselves in while we figure out what to do to escape this never ending hell. We think we might have seen signs of unlooted supplies to the south so that’s a better place than any to start.
Nmo_Quarantine
By Coolz
Weeks after a military occupation in New York was overrun by the undead, the survivors are clinging to life within a small laundromat. With supplies waning and tensions growing, the survivors are forced to take a risk that will either save them or kill them; leaving their safe haven and trying to get into the quarantine, within which the last surviving soldiers supposedly still reside. With means of escape.
Nmo_Shelter
By Fersigal and Atheist
You and some other survivors hide in a World War 2 shelter in Europe. You try to get from the old bomb shelter to a nuclear plant in order to destroy certain parts of the world which don't hold any survivors at all but you encounter some problems on your way.
Nmo_Suzho
By BillionLioe
The old city of suzhou has seen much in its centuries of existence, but the shambling army of the undead is a first. The city police force made an effort to screen and evacuate the people present in the city. Their efforts were not sufficient and the dead overran the living, packed evacuation centers became slaughterhouses, what few survived resigned themselves to death on their own terms. The evacuation centers by the Grand Canal are now silent... save for the whistling wind and the moans of the dead. Perhaps someone is still out there on the waters. One can only hope they are listening.
Nmo_Underground
By Atheist, Extragamer, and Drunk_Steep
Loading Screen By n a t t y. s p b and OLEG
Trapped in a tunnel during a military evacuation gone bad you and the other survivors will need to fight your way out of the underground and into the city above if you want any hope at survival.
Nmo_Vertigo
By Ulreth
We all think that big skyscrapers are secure and have everything necessary to survive a zombie apocalypse. The problem is that this huge building is now surrounded by dead hordes approaching on your location. You will have to carefully rise to the top of it in order to be rescued if you want to live. But be careful, watch your step as you can fall to death in this old skyscraper. Can you escape from this vertigo nightmare?
Nms_Camilla
By Atheist and Extragamer
When the outbreak happened a group of us had holed up in Camilla’s and while that worked out well for awhile supplies has almost dried up completely. The good news is the military is on the way and we just have to survive this night.
---
Secret Image
Happy Halloween to one and all, this time of year is very special for all of us here at Lever Games. We’re bringing you this special BONUS blog this month! It’s but once a year we get a holiday to celebrate all things horror! We’re deep into development on No More Room in Hell 2 but we wanted to take a quick moment and show off some new screenshots and never before seen zombies.
Check it out!
P.S. we will have another announcement coming soon about the release of a content update for No More Room in Hell 1 which will include a number of community maps and the offical map Broadway 2
- David
Hey everyone Wazanator here and I would like to let everyone know that we are hoping to get a map pack out this Halloween! We had lofty goals for 1.10, but our plans scaled back as our focus shifted to the future with NMRiH2, new technologies and the promise of delivering an amazing successor for all of you. The one thing we can do, though, is bring you some excellent new maps! While we will be adding in some new maps of our own we thought it might also be a good time to start looking at getting some of our more active community members that have been making custom maps involved. If you are interested in having us look at your map to see if we can add it to the main game please see this thread. Never made a map before but would like to? Check out this tutorial! http://steamcommunity.com/sharedfiles/filedetails/?id=600125731 So what does this mean for future No More Room in Hell 1 patches? As most of the team has shifted it’s focus to the sequel we are looking at freezing features. What this means is instead of new gameplay mechanics you can instead look forward to things such as new maps, new art assets, and bug fixes. We are not abandoning NMRiH, we love this game and the community it has attracted to it too much to let that happen. Going forward we would like to have the occasional update where we put out a call for community made content so that others who don't check out our forums where people post really cool maps can get a chance to play them in addition to anything we've been working on. We will of course be giving these contributors credit where credit is due. If you have any questions about this or want to express any concerns please leave a comment and we will try to address them.
Hey everyone!
Another month, another dev blog! This is a second one from our writer Infr4mer who has been hard at work on our backstory and timeline, as well as establishing our world narrative.
In this blog he covers some more narrative tone for the game, as well as external sources of inspiration that help us remain focused on our goal.
You can check out his latest blog post here!
Nayor talks about level design, what maps in the works, and his experience using Unreal Engine.
We also have a Q&A section at the bottom based on questions some questions we have been getting about level design. Let us know if you have any more in the comments!
Also fans of the mod there's a special bonus announcement in there about nmo_broadway2
Hey all!
Welcome to our 7th Dev Blog!
First off I'd like to issue a *BANDWIDTH WARNING* if you're on mobile or a limited connection, there are lots of images in this post.
Today we show off a few of our weapons with side-by-side comparisons to nmrih1, as well as some of our new ones! This will give you an idea of the level of quality we're aiming for and we hope to show more off soon in action in the future!
Check it out here and let us know in the comments what you think!
Hey all! Time for a new Dev Blog! This one is just to talk a bit about our Dev Grant from Epic and an overall look back since this is our 6 month anniversary of starting the Dev Blog as well as a tiny taste of our next teaser :)
Next month, we'll have a Blog showcasing some weapon art (and maybe even some side-by-side comparisons to the first game!)
You can check out the blog HERE!
New Dev Blog! This time, we're discussing a little bit about narrative, world building, and the universe that is No More Room in Hell!
We want to add a bit more character to our world and make it more cohesive and coherent. We want the environment, the world around you to do two things narratively: tell you a story about the state of the world, and tell you small, personal stories of the individuals who perished in violence and chaos.
We're building a world that doesn't glorify death and violence, but instead we want to remind you of the tragedy of every lost life. It's a hard thing to accomplish, but we feel it's one of the narrative tones that sets our game world apart from others in the genre.
Check it out Here!
Oh look, it's another Dev Blog! This time it's our animator Cole giving you his perspective regarding the zombies and their behavior. We can't wait to show off more of them in motion, very soon!
(The zombies are naked because by default they have no clothes - clothes are randomized as they are spawned based on set parameters)
Check it out here and let us know what you think in the comments below!
This time you're getting a peak inside the house!
We've got a little less depth of field blur going on revealing a bit more detail for you.
We hope that you enjoy the shots, let us know in the comments below what you think!
We have some UE4 in-engine shots of our Night of The Living Dead remake!
These are all live shots from the Editor with Ultra quality settings with a bit of fancy "depth of field" blur to keep up the mystery ;)
Let us know what you think!
Hey everyone, Dev Blog #3 is now up and it's written by our composer, the man you all know and love, ThoughT! He goes through his, ahem, "thought" process about how he is approaching tackling the soundtrack and style for NMRiH2.
CHECK IT OUT HERE: https://blog.nmrih2.com/?p=150
Head on over to our blog, check out the new post, and let us know what you think down below!
JUST REMEMBER that all content on our Dev Blog is WORK IN PROGRESS and unfinished, subject to change at any time
Hey everyone, Dev Blog #2 is now up and it's written by our character artist, Cenelder, and he shows a taste of each of the three main basic zombie archetypes.
CHECK IT OUT HERE: https://blog.nmrih2.com/?p=115
He talks a bit about what makes them unique, how they behave, and how they play into the greater mythos of our zombie lore and the "science" that drives our world not to mention how these three archetypes of zombie will hunt you down and tear you limb from limb!
So head over to our blog, check it out his post, and let us know what you think below in the comments section!
JUST REMEMBER that all content on our Dev Blog is WORK IN PROGRESS and unfinished, subject to change at any time
We're proud to release our very first teaser for No More Room in Hell 2!
https://www.youtube.com/watch?v=VvLJQZ2vOUU
We're still very early in development and have a long way to go but we wanted to give you a treat for this Halloween weekend! We'll be posting development updates more regularly in the coming months as well as answering any questions you might have about NMRiH2.
We have an FAQ setup on our website as well for anyone curious: nmrih2.com
Feel free to ask us any questions in the comments below!
Note: If you find a bug, please post it on our GitHub page, click here to visit it or email support@nmrih.com Hello, We've submitted a 42mb patch to the Public Branch. The changelog is listed below:
- Fixed a minor script error with the Sako 85 Ironsight
- Uploaded a giraffe model and other textures and models
- Fixed the vote menu glitch as reported on github, not displaying options
- Fixed a glitch that allowed votes to pass with just one vote
- Fixed cubemaps for non-hdr mode in Brooklyn, Cleopas, Flooded, Isolated, and Ransack
Hello, Patch 1.09.5 is now live. The changelog for the patch is listed below. Server admins should update their server boxes as soon as possible. If you find a bug, please report it to support@nmrih.com or our GitHub page, click here to visit it
- Added ton of security fixes courtesy from volvo
- Fixed medical item bug
- Fixed zombie skin randomization
- Updated cabin: clipped various areas and fixed reported bugs
- Updated Ransack: Tweaked zombie counts
- Updated Isolated: Tweaked zombie counts
- Updated Flooded: Reduced frequency of supply drops
- Tweaked weapon damages, full description below
- Sniper rifles reduced from 999 to 900 headshot damage
- FN FAL can now penetrate through zombie flesh
- Add cleaver
- Add pickaxe
- Add SKS without Bayonet
- Add Sako 85 without Scope
- Added barricade attack animations for zombies after 30 years of waiting
- Players no longer walk and run as if they have a stick up their ass
- Did fancy refactoring of weapon code
- Added a lot of new art assets and textures, mappers have fun
- Resized and fixed various props that were incorrectly sized
- Fixed a bug where firearms might play incorrect shooting sounds
- Fixed a bug where medical items were spawning incorrectly in the majority of our maps
- Fixed issue #769 death cam bug
- Fixed issue #724 flare gun ammo bug
- Fixed issue #742 medical item bug
- Fixed issue #700 medical item vanishing bug
- nmo_toxtethdark added
- HS Dam: from 200 to 225
- Dam: from 65 to 80
- Weight: from 200 to 180
- Throw force: from 500 to 600
- HSDam: from 200 to 180
- Dam: from 50 to 70
- Stamina: from 10 to 12
- Weight: from 70 to 120
- Throwforce: 10 and will be for all tools to avoid being lost
- Throwforce: 350 to 10, Specified as tool and projectile weaponry should not be throwable.
- Slowed down attack and charge attack speeds
- HSDam: from 200 to 240
- Dam: from 50 to 90
- Stamina: from 10 to 15
- Throwforce: 10, Specified as a tool
- HSDam: from 210 to 220
- Dam: from 60 to 70
- Stamina: from 10 to 12
- HSDam: from 200 to 190
- Dam: from 75 to 70
- Updated attack animation
- Updated Charge_end animation
- HSDam: from 150 to 165
- Dam: from 70 to 80
- Added DamageType "blunt"
- Added crowbar tracer particle
- Dam: from 95 to 100
- Throwforce: from 700 to 400
- HSDam: from 600 to 680
- Dam: from 95 to 110
- Stamina from 35 to 40.
- Throwforce: from 700 to 350
- Shovel animation updated, slowed down quick attack speed.
- HSDam: from 250 to 270
- Dam: from 75 to 80
- Weight: from 300 to 350
- Stamina: from 20 to 18
- Dam: from 65 to 80
- Stamina: from 13 to 14
- Weight: from 100 to 120
- Throwforce: from 1300 to 1000
- Quick attacking animations are minorly faster
- New LeadPipe animations
- HSDam: from 300 to 320
- Lead pipe updated again, stamina from 13 to 18
- Dam: from 65 to 90
- Weight: from 200 to 230
- Throwforce: from 900 to 700
- Slowed down Quick attack and Charge speeds
- Updated Crowbar Charge animation to match Barricade Hammer.
- Dam from 65 to 80
- Weight: from 200 to 220
- Stamina: from 14.29 to 17.5
- Throwforce: from 900 to 700
- Dam: from 65 to 80
- Stamina: from 14.29 to 16
- HSDam: from 490 to 400
- Dam: from 85 to 95
- Stamina: from 20 to 22
- Throwforce: from 750 to 650
- new kitknife animations
- HSDam: from 160 to 140
- Dam: from 65 to 60
- Stamina: from 12 to 10
- Throwforce: from 750 to 1100
- HSDam: from 325 to 280
- Dam: from 65 to 70
- Stamina: from 10 to 11
- Weight: from 100 to 90
- Throwforce: from 750 to 800
- Throwing removed from both Chainsaw and Abrasive Saw.
- Removed throwing for DeerHunter Bow, adjusted a bit of the throwing on extinguisher and welder so there is 'some' force when dropping them.
- Finished adding new bullets to all firearms.
- Removed fake animated shell ejection from Winchester 1892 and Super X3, added actual ejection.
- Sped up hipfiring for Winchester 1892.
- Sped up ghost reloading for Super X3, made origin a bit farther.
- Removed bottom coverplate and repositioned foregrip on M16A4 ACOG world model, to match with the view model.
- Updated some selection screens with better quality and normal mapping.
- New Wally selection screen.
- 10/22 25 mag weight increased to 260)
- Glock 17 weight decreased to 90)
- M92FS weight increased to 110)
- M1911 weight increased to 120)
- 686 weight decreased to 130)
- Sako 85 weight decreased to 400)
- Sako 85 ironsights weight decreased to 380)
- Added stair clips for seamless stair climbing action!
- Fixed issue with ammoboxes not spawning
- Extended clip on the truck in the secret stash
- Added support for new weapons
- Starting area item spawns tweaked
- Added new spawn locations for new weapons
- Added stair clips for seamless stair climbing action!
- Reduced the intensity of the final runner wave
- Made the sako 85s in the gun store the ironsight variant
Hello survivors!
This is not the update post you are looking for! But, I've added some information later on about it since I know you all are very curious!
We've made some changes to guides...
Now, we have pushed an update to the guides section on Steam! The default categories didn't really make sense for us, so we've replaced them entirely with our own. Let us know if we missed anything, but for now it should encompass everything we need. This means if you posted a guide for NMRiH, you need to update your guide with the new categories.
Here's how to implement these changes:
1. Locate your guide. 2. Press "Edit Basic Guide Information" under Owner Controls. 3. Scroll down and check off any categories that your guide should belong in. 4. Save it and that it's. We will be going around in a few days and updating any guides that haven't updated, but keep in mind your guide will only show up in the Most Recent and Most Popular categories until you update it!
A long awaited note about the update:
As far as update news, we plan to release 1.0.9.5 soon which is a small patch to fix a few issues with the inventory. After that, we plan to release 1.10.0 later this year. I know everyone has been waiting a long time for it, but due to the amount of changes (especially code fixes) it has taken a lot longer than we originally anticipated. We also been purposely secretive about it, but you can view some of the changes during our developer streams. Simply Follow our game on steam and you will be notified with an event prompt for any streams!
Before we start
Our servers are all ran by the community, you need to wait for the server admins to update their respective boxes! If your sound is glitchy, please head to your common/nmrih/nmrih folder and delete the following files:
- modelsounds.cache
- nmrih.vpk.sound.cache
- sound.cache (this one's located at common/nmrih/nmrih/sound)
Patch 1.09.4 is out!
Hey guys, It took considerably longer than expected, but patch 1.09.4 is now available to the public build of NMRiH. Thanks to the help from the community volunteers at the NMRiH Beta Survivors steam group, we've spent the past few weeks ensuring that the Beta Branch was stable as it can be. The changelog is listed below in the following link. You'll have to wait for our community servers to get updated by their respective owners. Link to Changelog Patch 1.09.4 introduces a multitude of much needed fixes and various gameplay tweaks; some of which were requested by the community. In particular it introduces:
- Improved zombie hit detection: We spent a lot of time tweaking our zombie hitboxes, and feel that we've fixed a good deal of complaints related to them.
- Hit reactions: Zombies will now give body flinches if you shoot or hit them
- Crawling zombies: It's a new zombie type, and they can catch you off guard if you aren't careful.
- Selective Fire: You can now change your weapon's fire rate (semi/auto/burst)
- Weapon variants: Patch 1.09.4 introduces a Ruger 10/22 with extended magazines, and an M16A4 with Carry Handle. We're planning on introducing weapons with different modifications in future updates
- Nightmare Mode: If you want the full details, check the changelog out, but it's a new difficulty mode designed for our more hardcore players.
Why we took so long...
Back when I announced Patch 1.10 and the sort of content it would introduce in November 2014, things were looking good. Development progress was on track, and morale within the team was high. By late December we all took a much needed break and when the new year started, we were ready to jump back into development. We ended on a high note, and figured 2015 would be just as good for us. Unfortunately the exact opposite occured, and most of us were hit with various hardships that stacked up over time. It's difficult working on a free modification when you're fired from your day job, or if you're busy grieving over a death of a loved one. With that in mind, we're still committed to releasing updates to our game; it'll just take some additional time to get them done. I apologize for the lack of updates in 2015, and I'm sorry that it took this long to get Patch 1.09.4 out. - Riley
Hello, We've just made patch 1.09.4 live under a separate branch of the game. You can test it out and report bugs and feedback by joining our new Beta Branch steam group. The details on how to download it are listed in the Group forums. http://steamcommunity.com/groups/nmrihbs Note: You MUST join the beta group in order to view and join the beta build! An ongoing changelog is listed here but in particular Patch 1.09.4 should have drastically improved hit detection, and a stable Mac build. We'll have some servers up under this Beta Branch, and users who want to ensure that our Patch is stable can test it out. Keep in mind that by opting into the Beta Branch, you'll be unable to join servers running under 1.09.3
Before we start
Are you looking for a decent vanilla experience? Check out our Community Official Servers! Click here to read more. We've added a few more North American servers, along with a Community Official Asian Server. Our european servers are currently undergoing maintenance, and will come online sometime next week with new IP addresses. Found a glitch/bug within our game? We have a GitHub page! Click here to report it. Are you having technical problems with our game, or if you found an extremely serious bug? Email us at support@nmrih.com! Please include your problem/issue in the email topic. We've done some work internally to ensure a quicker and faster response to your problems. support@nmrih.com
Hey there!
It's been slightly over a month since we've last posted an announcement on our Community Hub, and although we've been active in posting media and such on our YouTube and Facebook pages, we know that most of you keep track of our progress through our Steam Announcements.
What's been going on
When we initially announced our future plans for 1.10, we were planning to make it one of our massive Content updates for the game. That hasn't changed. We're still aiming to bring out a large number of new Objective Maps along with an official PvP mode, and our first implementation of human NPCs. However as time progressed, we've realized that we've bitten off more than we can chew. 1.10 is simply too big of a patch to release all together (like 1.08, zing) so in light of that, we'll be splitting the stuff that's ready into a smaller 1.09.4 patch.
What's in Patch 1.09.4
Patch 1.09.4 will contain the majority of the Code fixes and additions, along with numerous map fixes and other features that were ready for some time. It will not contain the PvP mode, and NPC functionality. But it will have the following (not a full list):
- Nightmare Mode: This mode will cater to our players who wish for a more challenging experience in NMRiH. Every step you take and every bullet you fire will matter. The undead will show up in greater numbers and are more durable. Friendly Fire damage and Infection chances have been drastically increased.
- Brain Stem functionality: This feature is only present in Nightmare Mode. If you aim and shoot towards a specific region of a zombie's head, it'll be a guaranteed 1 hit kill, regardless of whatever ammo caliber you're using. You'll have to make the choice however, if you want to wait for a clean shot with an advancing horde moving towards your location, or if you simply want to fire a few shots and quickly move on.
- Crawling Zombies: 1.09.4 will properly introduce crawling zombies; they can sneak up on you if you're not careful, and bite off your ankles!
- Map updates: We've updated most of our maps with needed fixes, and they'll show up in 1.09.4. Yes, we know about the NotLD issue, and it will be fixed in 1.09.4
- Code fixes and tweaks: We've taken the time to fix a good deal of the user submitted bug reports sent to us through GitHub and our support email. 1.09.4 will introduce these fixes (and ideally, fix a good deal of the Mac issues), along with some slight tweaks to gameplay elements introduced in Patch 1.09.0
- Weapon Variants: They're in for 1.09.4, we have a video
- Select Fire modes: We have a video for that, will show up in 1.09.4
- New weapons: A lot of them will appear in 1.10, but we're releasing a few that are ready for release, such as the Abrasive Saw
Hello there!
Hey guys and hope you had a wonderful holiday season! The team has been busy enjoying their time spent with their loved ones in between our time spent working on 1.10, and since the holidays are slowing down we've been slowly ramping production back up. During that time though, we managed get something out to you guys but weren't able to set it up all in time. As a belated Christmas present we've managed to set up roughly 12 to 14 official vanilla dedicated servers, spread between the United States and the European Union. Special thanks to NFOservers and ZombieKillah for making the whole thing possible! We haven't forgotten our community servers though, and we want to start something called the Community Official Server program. I'll be posting links to those details at the end of the post but in short it's like this:
Community Official Details
If you have a Community Server that has good performance, is well managed by an Admin team and for the most part, provides a gameplay experience exactly or similar to our intended view (meaning, there can't be any wacky fun modifications that turn NMRiH into something else), you can submit your server details to community@nmrih.com with the words "Community Official" in the title. We already have a small list of Community Official servers from North America and Western Europe, so if you have any other servers from the Oceanic Region or South America please let us know via email! Link to Official Servers/Community Official Servers Link to Original Steam News Post
Hey guys!
While work continues on the next chunk of future content (and naturally, new fixes and bugs) for NMRiH, we'd like to direct your attention to the ModDB Mod of the Year 2014 awards. http://youtu.be/26FlUF47Vdk Even though we've been on Steam for over a year, we've haven't forgotten where we've originally came from. ModDB is a website that's been around since Counter-Strike 1.5's original release, and it's a place where anyone can upload and download the latest mods from, whether it's something like Natural Selection or a Garry's Mod port to Half-Life 1. Some small trivia: this very game was there from the beginning, back when everyone still used Geocities!
It's now 2014, and ModDB has begun the second phase of their 13th annual Mod of the Year awards. If you've viewed Dman757's video, it'll tell you how to vote. If you feel that we've earned your vote, after 9 major content updates and countless hotfixes, click here and vote for us in the Half-Life 2 Released section! If not, go vote for another mod or game. I heard that Double Action Boogaloo and Underhell are fun to play! /endmarketingspiel
Hello There!
It's been slightly over a month since we've released Patch 1.09 and nearly a month since we've released hotfix 1.09.3. Ever since then, the world as a whole is one step closer to a future shown in a certain small unknown game. In particular, countless amounts of poultry and swine have been recently sacrificed for some ritual involving copious amounts of gluttony, followed by watching a bunch of uniformed men run about with some egg-shaped ball. Even with these strange events, the team's been hard at work on the next Content Update for No More Room in Hell! Our resident PR guy, Dman757, planned to make a really fancy video detailing our progress but he died from something called a Turkey Coma so this news post will have to do. This is a small sneak peek at what's to come in the near future NOTE: THIS IS ALL WORK IN PROGRESS ----------
Actual Sneak Peek Time
Weapon Updates The next few updates will obviously of course, introduce new tools for you to kill zombies with. The Abrasive Saw for instance is much lighter and uses less fuel than the Chainsaw. However, you'll have to get in much closer to cut up the undead.
https://www.youtube.com/watch?v=mKqv2VHYZ1s We're also working on refining our preexisting weapon inventory. In particular, we've been working on adding items to help add more variance to the guns you can find, along with animated selective fire. Will these things lead to an actual proper attachment system? Time will tell if it will. https://www.youtube.com/watch?v=-Ob9OjsSk8s https://www.youtube.com/watch?v=zBxHNjcYZiQ
PvP Mode We've been prototyping a new gamemode that deals with Player vs Player conflict for quite some time. More will be revealed later, but if you've enjoyed the Supply Raid mode in The Last of Us, our PvP mode will be similar to that sort of experience. Human NPCs We've promised these for quite some time but finally we're getting work done on these guys. We'll most likely release the Bandit NPC in the next big patch if everything goes as planned. In terms of behavior, Bandits will be able to maneuver through the maps independently and fluidly (like a human player) in search for loot, and will shoot you on sight. They can ambush you as well, if you aren't careful!
Maps I'm hitting the character limit so I'll just post images of what's to come, the textures and models are all sourced from us
---- That's all the content I can jam in without a fancy video, Dman757 will most likely make a proper news post whenever he's back from the dead Winter's setting in by now so I hope all of you will enjoy the upcoming holidays http://youtu.be/8faq5amdK30 Oh and buy the soundtrack if you wish to support the mod; the money helps us maintain our development tools (licenses, SVN servers, etc.). You can buy it at these following links: BandCamp Steam
You can now listen to the No More Room in Hell OST on Youtube for free!
http://youtu.be/LKM6FA2x6_k
We've also had a few requests to release the album in more outlets. So we've also be working on releasing via: iTunes Amazon and Spotify. Stay tunned for those which are currently pending approval and should be going live later this week or next week.
If you'd like to support the artist the album is currently avalaibe on Bandcamp and here on Steam!
Buy the OST on Bandcamp
http://store.steampowered.com/app/310660/
ːnmrihː
Hey everyone! Some of you have been making posts stating you're having issues with medical items. This is because we made changes to how you USE the items in 1.09.0. Allow me to explain! We made these changes to make the game more immersive. We had always wanted the player to have to use items, and we didn't like the videogamey "just click on it and magically consume it" setup we had since launch. We finally got the animations made (courtesy of Rock) for ALL medical items. So now, in order to use a medical item, you do the following: - Left-Click on the item in your inventory much like a weapon to equip it like a weapon - Left-Click like you're attacking, and you'll apply the medical item to yourself - Watch the pretty animation, and don't die in the process - ??? - Profit!!! If your still confused, Riley has made a step by step video tutorial and you can find it here: https://www.youtube.com/watch?v=VY5ANbddoSo You may also like to know that we've added a new item, called "Gene Therapy" - This item is an experimental antiretroviral vaccine developed by the CDC, NIH and WHO. It can both CURE and IMMUNIZE against Infection.... BUT it has a slight chance of a side effect! You may go temporarily, partially blind for 10 seconds after use! So be careful! But you'll never be infected again ;) We hope this helps, and leave us any feedback or questions in the comments below! Post shamelessly stolen from Maxx :P
Before we start
Before we go any further, Server Owners please join this group for server specific announcements and help, click on this sentence to go there. The new app ID for NMRiH dedicated server is: 317670 Starting with 1.09.0 and onward you will need to use 317670 instead of 224260 to get the latest and greatest server files. If your game crashes click on this link and follow the directions. Patch 1.09 changelog is listed here. ------ Hi, Patch 1.09.3 is out (or will be out at the time of this post), it fixes the following, servers should update (and sorry for announcement spam): [quote] General:
- Update version number to 1.09.3
- Fixed some submitted user crashes
- Fixed the fix that was suppose to fix a server crash that occasionally occurs during map reset
- You can no longer punch open the breakable wall that leads to the armory
- Fixed some brushwork errors
- Fixed some items not being able to be picked up by players
Before we start
Before we go any further, Server Owners please join this group for server specific announcements and help, click on this sentence to go there. The new app ID for NMRiH dedicated server is: 317670 Starting with 1.09.0 and onward you will need to use 317670 instead of 224260 to get the latest and greatest server files. If your game crashes click on this link and follow the directions. Patch 1.09 changelog is listed here. ------ Hello survivors, We have released another small hotfix, it fixes and adds the following: - Update version number from 1.09.1 to 1.09.2 - Fixed HTML motd - Players should no longer be able to kick the Listen Server host - Add the following vote cvars
- sv_vote_issue_changelevel_allowed (defaults to 1)
- sv_vote_issue_nextlevel_allowed (defaults to 1)
- sv_vote_issue_restart_game_allowed (defaults to 1)
Before we start
Before we go any further, Server Owners please join this group for server specific announcements and help, click on this sentence to go there. The new app ID for NMRiH dedicated server is: 317670 Starting with 1.09.0 and onward you will need to use 317670 instead of 224260 to get the latest and greatest server files. If your game crashes click on this link and follow the directions. Patch 1.09 changelog is listed here. -----------
Summary
Hi, Patch 1.09.1 is now live on Steam, it should be a small download. Server owners should update their servers as well. It fixes and adds the following:
- SSAO Shader disabled by default (should fix some FPS issues, sorry for that cockup)
- ae_ssao is now nmrih_ssao
- Fixed activity console spam
- Add sv_allow_dead_votekick_alive (allows dead players from voting to kick off living players, disabled by default)
- Tweaked voting system
- Fixed D3DToGL: GLSL translation error for Linux
- Fixed a specific server crash bug
- Version number changed from 1.09 to 1.09.1
Hey everyone! So you may have seen those screenshots with our new EXPERIMENTAL PostFX shaders. In 1.09, we added in four new PostFX shaders to improve the visual fidelity of the game, bring it closer to previous 7th generation titles (NMRiH is a 6th gen title, new games are 8th gen). These four new shaders are:
- Screen-Space Ambient Occlusion - creates camera-based soft shadows around objects and in nooks and corners of the world to add more depth and tactility to the lighting. Activate in Console with: ae_ssao 1
- Depth of Field - Simulates camera distance focus (also common in the human eye). Computer screens are flat, so in a videogame if something is far away, your eyes think it is the same distance as something that is close. This effect simulates your eyes focusing on objects close up or far away, creating a subtle blurring around unfocused objects. Activate in Console with: nmrih_dof 1
- Lens Flare - Uses a screenspace texture and additive/multiplied color values of the lighting to create subtle light scattering artifacts based on the zenith and glancing angles of the light source vs. the camera. Don't worry, these aren't JJ Abrams flares! Activate in Console with: nmrih_lensflare 1
- Film Grain - Simulating your favorite old horror films and our latest nod to our hero George A. Romero. Activate in Console with: nmrih_grain 1
Before we start
Before we go any further, Server Owners please join this group for server specific announcements and help, click on this sentence to go there. The new app ID for NMRiH dedicated server is: 317670 Starting with the next update (1.09.0) you will need to use 317670 instead of 224260 to get the latest and greatest server files. If your game crashes click on this link and follow the directions. Oh and let's not forget about our super duper remastered soundtrack! It will be on sale on Bandcamp and Steam Music within this week. The game itself will always remain free with no charge. http://youtu.be/qI8GWbENZ-I ------
Summary
Originally I wanted to write a nice news post for this update but our Website decided it was time to spit out Error Code 503, so here's the update with no muss and fuss; happy halloween! Below is the finalized Changelog and a description of some important
Important things that got added/fixed
Radio menus for third-party plugins Radio/vote menus for things like SourceMod should function correctly, it only took us 3 years to fix! Native Vote Menu By default a TF2 style vote menu is enabled, users can choose to restart the round(the best thing about this update), change map, set the next map, and kick griefers. CVARs are similar to the TF2 ones, so you can turn off voting/kicking if you want. Updated SDK2013 code We merged in the latest code from Valve that should fix any engine related bugs, the game as we know it checked out to be stable but if there are any side effects on the server end let us know National Guard zombies After years of having inconsistent Character Artists we managed to crank out our first new zombie type, these guys have body armor and helmets which are more resistant to most ammo types (with the exception of the high caliber rifle rounds), and have the chance of dropping some ammo or weapons. Medical Items are fully animated You can now equip our medical items! By mousing over them, you'll have them in your hands and if you tap your Primary Fire key (left click), you'll be able to use them; gotta be careful when you want to heal up [quote] General:
- Changed version number to 1.09
- Merged in latest SDK2013 code.
- Fixed VR mode, and is now a video option.
- Added in custom shell ejections for firearms.
- Added Dedicated Server AppID & Files
- Medkit, pills, and bandages are now equippable items with all new unique animations. To use, select the medical item and tap your Primary Fire key.
- Added Gene Therapy item, this rare medical item has the chance of either stopping infection, or inflicting unwanted side effects (premature death, loss of vision, etc.)
- Added nms_arpley.
- Added nmo_fema.
- Team still hasn't bothered to regularly use comments in their svn commits so I have to manually force everyone to detail their shit.
- Added Depth of Field Shader. (Disabled by default, you can turn it on in Multiplayer Advanced Options)
- Added Film Grain Shader. (Disabled by default, you can turn it on in Multiplayer Advanced Options)
- Added Lens Flare Shader. (Disabled by default, you can turn it on in Multiplayer Advanced Options)
- Added HBAO shader. (Disabled by default, you can turn it on in Multiplayer Advanced Options)
- Added 3 new zombie walk animations.
- Added National Guard zombies. These things are generally more resistant to low caliber rounds, and have a chance of dropping some supplies on death.
- Add functionality for TF2 style voting menus. These are on by default, and you can vote to change the map, set the next map, restart the round, or kick griefers (Server Owners can disable this, cvars are similar to TF2)
- Enabled "radio-style" menus for 3rd party plugins
- Fixed various bugs submitted via email or GitHub.
- Touched up and fixed some weapon animations
- Physclips for blow up warehouse door objective and pry manhole objective
- Physclips for turntable
- Increased train trigger_hurt damage to 1,000,000,000 ;p
- Fixed door clipping out
- Made brush ladders model
- Removed checkpoint 2 (train platform)
- Fixed idiotproof trigger from activating beforehand and after the fact.
- Loudened chopper rotor sound
- fixed two of the "any" spawners in the beginning from spawning items IN the table.
- Changed crowbar model from hl2 to fubar worldmodel, the objective item turns into a free fubar after the objective ends
- Changed wall textures in bathroom adjacent to the parking lot since old textures seem to be missing
- Changed some trim textures inside widmore warehouse loading area, also seem to be missing
- Added more clips to the warehouse area just before the platforms as well as the loading area
- Removed motion disabled flag for some random_spawners
- Nodrawed more hidden faces (the number of hidden faces in this map is nothing short of appaling)
- Clipped generator next to engineshed
- Changed all ladders in the map to func_brush with tools/ladder
- Reduced ammo spawn proportion in gunstore
- Added clip to van near gunstore
- Made barricade break only by trigger
- Made key spawn behind barricades 50% of the time
- Made propane tank fuel "debris"
- Added a small playerclip "step" to stopoff windows for smoother transition
- Clipped cars on the map and removed buggy navjumps
- Fixed zombies piling up behind the green boxcar
- Added one more health station location in each zone
- Now have 3 healthcrates; one on the *redacted*, one in the *redacted*, and one on the *redacted*
- Reduced zombie numbers, modified runner and children spawning times, runners at wave 2 and children at wave 3 now.
- Made stopoff darker, and added lantern for light source.
- Changed how gunstore stash doors behave, they are now non-colliding and cannot be toggled more than once.
- Added clips to gunstore shelves
- Removed motion disable flag from some item random_spawners
- changed nodraw stairs on train and courtyard truck to func_brush with tools/ladder
- Added a lot of detail to sewers, and also refined gameplay in there.
- Improved sewer objective.
- Improved lighting in the sewer once again.
- Improved various lights around the level.
- Made objective item propane tank non solid.
- Reverted snow setting back to grass setting.
- Removed items blocking the cart
- Fixed some respawning issues.
- Removed a clip brush killing people
- Adjusted zombie balance in finale area
- Removed invisible wall left over from objective teardown
- Objective items tied to the scavenging objective now spawn in at start of round
- Added glows to where the pliers will spawn.
- Fixed the wooden boards objective props shooting up
- Fixed collision on one of the gates being solid when welded
- Clipped off a few areas that aren't supposed to be accessible
- Map is now daytime
- FPS should be substantially improved
- Supply waves should appear once every 3 waves
- Added support for LDR lighting
As if new maps and fixes weren't good enough, now you have MORE reason to be excited about 1.09!!!
We've added in EXPERIMENTAL graphics features including:
- Depth of Field
- Screen-Space Ambient Occlusion
- Lens Flares and other lighting effects
- Filmgrain
Check out some examples below! We are planning that by default these options will be OFF, but players can enable them if they choose (at your own risk, they are experimental and may still have bugs)
Let us know what you think in the comments below!
We're pleased to announce that our OST will be coming to Steam this Halloween!
We've released a couple tracks already on our Bandcamp page which also has the album currently avaliable for preorder. Click here to check it out.
"No More Room in Hell - Original Soundtrack Volume 1" by Garrett "ThoughT" Lindquist presents over 45 minutes of music from the Source mod "No More Room in Hell." Each track has remastered for this release by Andrew Glassford. Bandcamp purchases have a wide array of formats to choose from. The steam release comes with both MP3 320 and FLAC for the audiophiles out there.
Our music is one of the most beloved parts of the game, and this OST is no exception. It makes a perfect score for your commute to work or school, for studying, or smashing the undead hordes!
We hope that you will continue to support us and pick up this amazing album, if you like the music in the game you will love this!
We'll be releasing a few tracks on our youtube page as well. You can check out the announcement trailer by clicking the image above.
ːnmrihː
Hi everybody, In preparation for the new NMRiH version (1.09.0) we’ve made some important additions and changes to the way we handle things.
Important notice for server operators:
From now on, all server related announcements and discussions will be handled on a special (separate) steam group we setup. It can be found here: http://steamcommunity.com/groups/nmrihservers We’ve posted information about upcoming server update changes in the next version of NMRiH. We will no longer announce server related information on this news feed. Please join the server group to subscribe to server-related announcements. Thanks.
http://www.twitch.tv/nmrihgame Check out the terrorist mastermind at work animating our medical items for 1.09
No More Room in Hell
No More Room in Hell Team
Lever Games
2013-10-31
Action Indie F2P Coop
Game News Posts 85
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(72105 reviews)
https://www.nomoreroominhell.com/
https://store.steampowered.com/app/224260 
The Game includes VR Support
No More Room in Hell Linux Binaries [56.93 M]No More Room in Hell SDK2013 Linux Content [2.79 G]
A tribute to the highly acclaimed film series in which the above quote originated from, No More Room in Hell (PC Gamer's Mod of the Year 2011, ModDB's Editor Choice Multiplayer Mod of the Year 2011), is a co-operative realistic first person survival horror modification for the Source Engine. Taking inspiration from George Romero's "Of the Dead" series, the mod is set during a time in which the world is on the verge of collapsing into chaos from a disease whose origin is unknown. Many experts and organizations have their theories and ideas on how such a disease emerged and started to systematically destroy our very way of life, but one fact is clear to all. Whoever perishes from the disease gets up and kills, and the people they killed get up and kill.
The chances of you surviving this all out war of society and the undead are slim to none. Already, there are millions of the walking dead shambling about, searching for food to eat. There's no known cure. One bite can possibly end it all for you. However, you aren't alone in this nightmare. There are still a handful of uninfected survivors left in this god forsaken hellhole, and with co-operation and teamwork, you may live long enough to fight your way to salvation.
Features:
- Teamwork: Co-operative play with up to eight players.
- Voice and Text Communications Limited by Distance: The further you're away the harder it is for other players to hear you. Keep those walkie talkies close!
- Dynamic Objective Maps: The next playthrough may not be the same as the last!
- Survival Mode: Defend and maintain your shelter against the undead in the hopes of getting extracted to a safe area.
- A Realistic Approach: In short, no crosshairs with limited "only when you want it" HUD. In addition, ammo and weapons are extremely scarce. With that in mind, aim down your sights and shoot for the head!
- Multitude of Different Opponents: Ranging from the iconic "walking zombie" to the more contemporary "runners", NMRiH will keep you on your toes with a mix of dangerous foes to face down. However, the most dangerous enemy may not always be the walking dead...
- Infection: One bite may be what it takes to bring you down. If infected, you must decide if you want to alert your team to rid you of your burden, or to keep quiet in the hopes of finding a cure...
- 30+ weapons and counting, ranging from the diminutive .22 Target Pistol, to the almighty Chainsaw.
- No pay to win items
- No ads
- 100% Free
Planned Features:
- National Guard NPCs - Will they help you or see you as just another walker?
- Full dismemberment - gibs for arms and legs instead of just the head
- More gamemodes including a mode that mixes Survival with Objectives
- New and varied zombie types - SWAT/Military zombies with body armor
- More playable characters (including females)
- Stat tracking along with Steam Achievements - With the possibility of unlockable items
- More frequent updates with Steam support
- More maps and overall content with Steam support
- OS: Ubuntu 14.04LTS or better (highly recommend non-LTS latest)
- Processor: Dual core 2.8 GHz processor or betterMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Radeon HD 5000 Series or nVidia GeForce 200 series or betterHard Drive: 10 GB HD spaceOther Requirements: Mouse. Keyboard. Broadband Internet connection with at least 5Mbps up/down
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