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Genre: Shooter, Indie

No More Room in Hell

Update 1.13.1 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:

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:


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

NMRiH Hell-o-ween Hellapalooza (Update 1.13 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:

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 Grimwood’s 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 it’s 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 https://github.com/nmrih/nmrih-localization-files


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 user message "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

Update 1.12.3 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:

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

NMRiH2 - May Screenshots

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




Update 1.12.2 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:

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

Update 1.12.1 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:

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 Release Date (no really)

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!

NMRiH Anniversary Update (1.12) 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:

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


nmo_brooklyn

  • 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


nmo_quarantine

  • Fixed "TEST" appearing on the screen during finale (#1173)
  • Reduced spawn rate during finale for improved performance


nmo_underground

  • Improved optimization
  • Added cubemaps
  • Added more spawn locations for battery
  • Tweaked clips
  • Tweaked soundscapes


nms_flooded

  • 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!

10 YEAR ANNIVERSARY! 1.12 Halloween Update + News!

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"]

Update 1.11.5 Released

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