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No More Room in Hell
No More Room in Hell Team Developer
Lever Games Publisher
2013-10-31 Release
Game News Posts: 87
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (73776 reviews)
The Game includes VR Support
Public Linux Depots:
  • No More Room in Hell Linux Binaries [56.93 M]
  • No More Room in Hell SDK2013 Linux Content [2.79 G]
Update 1.14.1 Released

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: March 19th Hotfix: We've released a dedicated server update that fixes an issue with runner behavior. This update is optional, but all community admins are encouraged to apply it.

Additions


  • Added ability to erase keypad input by pressing backspace
  • Added bullet impulse to ragdolls, this results in more visible knockbacks based on ammo type
  • Added corner blocking detection for zombies, they can now properly attack blocking players instead of finding a new path

Changes


  • Enabled "whole program optimization" on client, this may slightly improve overall performance
  • Improved server performance on crowded maps
  • Optimized Add-on Manager and Workshop support, improving performance
  • Optimized CPU usage across the board, improving performance on lower spec machines
  • Optimized RAM usage on maps that utilize FMOD ambient sounds
  • Zombies no longer spend 20 seconds standing still when all of their enemies die, instead, they play an idle animation and move on
  • Zombies now try to find cover again when an enemy is unreachable, they no longer skip to wander
  • Updated the localization files:
    • With thanks to community translators: Atheist, Blueberryy, DouglasVarollo, Holy Crap, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta, RicecakeHuman, SkyAfterRain
    • Want to localize NMRiH to your own language? Visit our localization repository on GitHub.

Fixes


  • Fixed being able to charge chainsaw's melee swing to deal extra damage while sawing (#1543)
  • Fixed dropped custom items colliding with player (#1463)
  • Fixed dropped weapons blocking zombies and causing them to find a new path (#1544)
  • Fixed idle stutter during zombie's "face best sound" schedule
  • Fixed inconsistent zombie "greasing" due to incorrect wandering routine, they should switch collision groups more frequently now
  • Fixed local player ragdoll t-posing on death
  • Fixed mutator state not being reset after loading a config in the selection dialog
  • Fixed NPC movement stutter when no alive players are present
  • Fixed player ragdolls not properly reacting to bullet forces
  • Fixed players occasionally having their voice commands stuck in one spot when they aren't visible (#1503)
  • Fixed regression where dynamic music wouldn't transition to next song in the playlist
  • Fixed transparent board models persisting when not in barricading mode (#1532)
  • Fixed voting messages being cut-off in Spanish (and possibly other languages) (#1530)
  • Fixed zombie attack hurting players behind it (#1288)
  • Fixed zombie kids t-posing while climbing (#800)
  • Fixed zombies attempting to grab dead players
  • Fixed zombies getting stuck in pathfinding loop and stuttering in place when all enemies are unreachable
  • Fixed zombies not entering their "angry" wandering schedule when an enemy became unreachable, they erroneously began "normal" wander which had different tasks and conditions for neutral roaming
  • Fixed zombies not playing impact sounds while bashing barricades

Changes for mappers and modders


  • Added entity "func_precipitation_blocker" (#1541)
  • Added entity "logic_script_preserved", a variant that's preserved across round restarts
  • Added game event "player_jump"
  • Added game event "player_use"
  • Added game events "item_medical_start" and "item_medical_apply"
  • Added keyfield "Can Grab?" to zombies
  • Added keyfield "Ignore Room Size" to entity "func_zombie_spawn", when set to 'Yes', the brush will always regenerate spawns, and is treated as a large room regardless of its size (Overlord won't spawn more zombies for small rooms once visited by player)
  • Added keyfield "Show Compass Blip?" to entity "nmrih_objective_boundary"
  • Added keyfields for weapon viewmodel and worldmodel overrides (#1547)
  • Fixed crash on entity "filter_name" when a disconnecting player dies (#1539)
  • Fixed crash when colliding with a moving brush which has a point entity parented to it (#1527)
  • Fixed entity "item_custom" crashing due to missing VPhysics object when motion is disabled
  • Fixed entity "item_inventory_box" input "RemovedAllItems" not working for uncategorized items (#1538)
  • Fixed oversight where "ambient_generic" entity would be removed when its sound file was missing
  • Fixed particle precipitation overextending its bounds and overriding other precipitation brushes (#1545)
  • FMOD: Added "ambient_generic" and "ambient_fmod" cross compatibility, "health" keyfield is now recognized as volume
  • FMOD: Added spawnflag "Is NOT Occluded (Obstructions won't muffle sound)" to entity "ambient_fmod"
  • FMOD: Fixed sound characters not being applied for direct filenames
  • FMOD: snd_show now displays more information, similar to engine sounds
  • NMRObjective: Fixed crash after loading a NMOS file on map with less boundaries than previously saved
  • NMRObjective: Now shows a warning dialog when potential issues are raised during NMOS load
  • Objective HUD is now always available regardless of gamemode if we have an objective string, e.g. during scripted objectives
  • VScript: Added CBaseEntity functions GetClassname(), and SetClassname()
  • VScript: Added CItem_InventoryBox functions AddItemAtIndex(), RemoveItem(), ItemAtPosition()
  • VScript: Added CNMRiH_Player functions IsHoldingEntity(), and GetHeldEntity()
  • VScript: Added CObjective function SetDescription()
  • VScript: Added CObjectiveManager function SendObjectiveNotify()
  • VScript: Added ConCommand "script_dump_scope"
  • VScript: Added functions TracerEffect(), and ParticleTracerEffect()
  • VScript: Added functions VPhysicsInitNormal(), and VPhysicsDestroyObject()
  • VScript: Added legacy support for deprecated function CNMRiH_ObjectiveManager::GetCurrentObjectiveBoundary(), fixes compatibility with some existing mutators
  • VScript: Added Squirrel debugger (sqdbg), contributed by samisalreadytaken
  • VScript: Entity script scope is now automatically cleared on deletion
  • VScript: Fixed CNavMesh::GetNavAreasInRadius() returning inaccurate results (#1546)
  • VScript: Fixed various memory leaks
  • VScript: Updated Squirrel to the latest version

Changes for server admins


  • Added cvar "ai_legacy", runs AI behavior from pre-v1.14.0 for legacy gameplay purposes
  • Added cvar "sv_first_draw_activity", shows initial draw animation, e.g. pulling back the hammer on pistols
  • Added cvar "sv_ng_zombie_drop_grenade", NG zombies can drop grenades as loot on death
  • Added cvar "sv_zombie_chase_enemy_on_barricade_fail", should zombies attempt to chase enemies if barricade bash schedule fails?
  • Added cvar "sv_zombie_cornerblock_method", deals with 'corner blocking' players: 0 = zombies freeze (~v1.09), 1 = zombies find new path (~v1.13), 2 = zombies attack with direct hit trace (default)
  • Added cvar "sv_zombie_crawler_attack_barricade", can crawlers attack barricades?
  • Added cvar "sv_zombie_crawler_open_doors", can crawlers open doors?
  • Added cvar "sv_zombie_crawler_swat_items", can crawlers swat items?
  • Added cvar "sv_zombie_explosion_shove", shove zombies on explosions?
  • Added cvar "sv_zombie_fix_barricade_distance", don't attack barricades that are too far away
  • Added cvar "sv_zombie_fix_bestsound_alert", don't stutter idle sequence while facing a 'best sound'
  • Added cvar "sv_zombie_fix_bite_damage", if zombie is biting an enemy, only deal damage to them
  • Added cvar "sv_zombie_fix_dawdle", default behavior after losing an enemy waits for 20 seconds, perform idle cycle instead?
  • Added cvar "sv_zombie_fix_falling_loot", prevent zombie loot from falling through the ground
  • Added cvar "sv_zombie_fix_hitbox_offset", fix zombie hitboxes being off by one? (bug introduced in v1.11.0)
  • Added cvar "sv_zombie_fix_physobj_distance", zombies tend to return to objects even if those are too far away, this fixes it
  • Added cvar "sv_zombie_fix_rise_collision", fix turned zombies clipping into players after rising?
  • Added cvar "sv_zombie_standoff_on_chase_enemy_fail", perform standoff routine instead of wander on chase fail, requires "sv_zombie_take_cover_from_enemy 0"
  • Added cvar "sv_zombie_swat_supplies", can zombies swat health stations/supply pieces?
  • Added cvar "sv_zombie_take_cover_from_enemy", should zombies attempt to take cover from unreachable enemies? When off, this may introduce a path failure loop on non-legacy AI (v1.14.0)
  • Removed cheat flag from cvar "sv_shove_multi"

Maps


nmo_rockpit


  • Changed fire extinguisher objective to save progress after cancelling interaction
  • Increased helicopter extraction length by 30 seconds
  • Increased instructor hint timeouts slightly
  • Moved gas can in spawn room closer to the exit gate

nmo_shoreline


  • Added a drop down in the upper floor of the guest house
  • Added a warning message for activating the extraction flare when not all players have yet made it to the extraction deck
  • Added additional direction arrows and glow outlines for some objectives
  • Adjusted numerous item spawners throughout the map to reduce RNG
  • Adjusted some zombie spawn brushes
  • Changed secret stash key color from red to green to distinguish it from objective glows
  • Changed spawn positions of some objective items
  • Fixed godspot during extraction
  • Fixed issues with clipping in the garage
  • Fixed some doors being blocked by zombies
  • Fixed visible gaps in doorways
  • Improved legibility of certain unclimbable props
  • Increased the interaction length for activating the flare
  • Rebalanced extraction
  • Rebalanced Overlord zombie spawns with "Ignore Room Size" option
  • Removed clip brushes from some props and handrails
  • Tweaked some objective outlines to be visible at further distances
  • Various small visual changes


[ 2025-03-18 22:48:13 CET ] [ Original post ]

"When there's no more room in hell, the dead will walk the earth."

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
No More Room in Hell is a Half-Life 2 Zombification. The mod was founded in 2003. It switched hands and a new team took over in 2009. Beta version 1.0 was released on Halloween of 2011. A full list of the No More Room in Hell Team and contributors can be found on the about page of our website: www.nmrih.com.

MINIMAL SETUP
  • 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

GAMEBILLET

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MacGamestore

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