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
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
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 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)
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 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
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 "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