An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
General
Use custom font for all console spew to make it consistent across platforms
Fix incorrect font entries for vote HUD
Fixed an regression caused by player double using +use on inventory boxes
Fixed an issue where zombies were unfrozen during extraction cut-scene
Fixed maps running out of edicts after multiple round reloads
Overhauled keypads to address players getting stuck while using them
This patch note is for yesterday's update. It was not released on time. We apologize for any inconvenience caused.
Update 1.11 is now LIVE
Hey everyone! After some rigorous testing and invaluable feedback from members of our community we're happy to officially release update 1.11 for No More Room in Hell. This is a huge update focused largely on bug fixes and quality-of-life improvements. Take a look at the changelog below and we hope you enjoy!
I'd like to thank Felis, bubka, ssba, and our entire testing community for helping out with this update!
New Features
Fire Extinguisher Overhaul
Press Attack2 to equip hose, hold Attack1 to fire (only works near progress triggers)
Added cvar to enable/disable promo buttons on the main menu (cl_mainmenu_promo_buttons)
Added debug cvar sv_zombie_hate_everyone, makes zombies attack everyone... even their undead kin
Added keybinding for "Record demo" in options
Added new Gene Therapy partial blindness effect
Added new entity "prop_ragdoll_multiplayer", spawns a client-side ragdoll
Added some knock-back variation to suicides
Added splashes when sprinting on water
Added support for custom main menu backgrounds
Added sv_max_separation_force to configure collision force (0 disables it)
Added sv_objective_glow & sv_item_glow
MapHack now supports pre-entity manipulation, added various new functions for advanced entdata modification
Changes
Adjusted snow surface friction
Allow shoving, and disallow unloading while barricading
Center print text now fades out smoothly
Disabled VR by default since it doesn't work and it crashes clients
Disabled kick callvote by default
Disallow point_servercommand by default
Don't allow interacting while contemplating suicide
Existing player ragdolls are now removed on death instead of spawn
Ignore multiple keypad uses from the same player
Keypads and inventory boxes now check for player distance and life state
Radial wheel appears on demo playback again
Removed decals from monitors that display codes to prevent players from covering them in decals
Replace stock HL2 image on server browser
Set cl_interp_npcs to 0.15 (Workaround for desync'd hitboxes)
Silence FMOD audio while minimized
Silenced annoying FMOD spew
Suicide blood particle now spills a puddle on the ground
Tweaked item glow blending
You can equip medical items at any time so they can be thrown
Zombies no longer attempt swat physics props (this never worked properly)
Zombies no longer attempt to attack you through doors/cages/etc.
Zombies no longer close doors
Zombies no longer get blocked by player held things
Fixes
Fixed achievements being awarded to fake clients
Fixed add-on manager dialog not requesting focus properly
Fixed ammo hud not updating properly on shotguns
Fixed an issue where keypad HUD isn't closed when player goes out of distance
Fixed being able to be bit by multiple zombies simultaneously
Fixed callvote-related crash exploit
Fixed client freeze-up on first fired shot
Fixed death tune not using the music slider
Fixed downloaded maps not being listed in create game dialog
Fixed fire is not extinguished on player death
Fixed game not saving most advanced settings
Fixed garbled list of add-ons in offline mode
Fixed gene therapy zoom-in blindness bug
Fixed grenades not damaging func_breakables
Fixed inconsistent shove registration
Fixed incorrect default voice sets
Fixed items not interpolating after leaving inventory
Fixed loading screen hang on Linux
Fixed missing localization strings for Workshop map download
Fixed missing texture overlay that appeared occasionally underwater
Fixed missing weapon icons on Linux
Fixed name tags appearing on players' waists
Fixed observers being able to touch instant_triggers
Fixed players being able to use voice commands while dead
Fixed players being pushed out of bounds by revivers (the reviver is shoved away instead of relocating)
Fixed players not being tagged in Steam screenshots
Fixed possible misc. physics crashes with ragdoll
Fixed protruding neck hitbox and walk sequences
Fixed rare fps panel crash
Fixed server crash on workshop_download_collection
Fixed server crash regarding spec_goto exploit
Fixed several Linux crashes
Fixed spectators being able to start callvotes when not allowed to just after dying
Fixed start-up hang on Linux
Fixed strange character movement when client receives full update (ice-skating bug)
Fixed suicide gunshots using music volume
Fixed surface friction at time of death affects specator movement
Fixed the infamous round restart server crash
Fixed thrown weapons still doing damage after pickup i.e. "jitterholding"
Fixed turned survivors being national guards
Fixed vgui panel transparency
Fixed walkie talkie sometimes not being recognized
Fixed walkie talkie taking up more inventory space than it shows
Fixed weapon trigger bounding boxes being oversized
Fixed workshop downloads for dedicated servers
Fixed workshop maps not mounting on subscription
Fixed workshop maps not sorted in map list
Beta 1.11.0 is now available for testing!
A beta update is available for No More Room in Hell. The major update notes are below. A more detailed changelog will be available during the general release.
The beta branch can be accessed in Steam via the Properties -> Betas tab.
You may report issues or provide feedback regarding the beta here: https://steamcommunity.com/app/224260/discussions/11/
If no issues arise, we hope to release this update to all users in the coming weeks.
Major Changes
End of MacOS support: Due to lack of engine support we will be unable to ship Mac builds going forward. You can read more about that here. All Mac downloads will be pulled at general release.
Linux build has been patched with critical fixes. Please let us know how the native build runs now compared to running it via Steam Play (Proton).
Support for Discord Rich Presence: your game information (server name, map, player count) will now appear in Discord. Friends can press the Join button to join your server directly!
Overhauled fire-extinguisher: Press Attack2 (RMB) to equip hose, hold Attack1 (LMB) to fire
Numerous new options in difficulty scripts that were previously behind locked cvars
Workshop downloads on SRCDS will now complete
Overhauled character selection and Voting UIs
Many critical stability fixes, including the infamous server crash on map/round restart bug
Disabled SteamVR to resolve app crashing problem
Resolved many other issues reported to us via our GitHub tracker.
NMRiH2 - Halloween 2019 Teaser
[Disclaimer: ALL CONTENT in video is Work in Progress and not only subject to change but has probably changed already]
HEY EVERYONE HAPPY HALLOWEEN! So here's the deal we were so busy working and making major changes that we broke a bunch of stuff in the process, and then realized that Halloween was days away and we panicked and we put together this quick video for you. PLEASE join us on discord (https://discord.gg/nmrih), give us your feedback, ask any questions you have, and we will do our best to listen and answer!
---- We know about the broken Ammocheck UI, we know about the broken crawler, we know about the broken camera at a few spots... We know all of these things, but we want to show you things regardless, because things are cool, and you're cool, and you appreciate cool things.
https://www.youtube.com/watch?v=I02fvkZ03Xs
NMRiH2 - Screenshots from a Playtest!
Yeah, we know we're slow, but we are alive! Well, that's debatable, seeing as how we all just got SLAUGHTERED in our latest playtest after a team meeting. Enjoy some screenshots! There are some *BUGS* in these shots, such as floating guns, debug texts, clipping things, but you know that is expected, and it will all be fixed.
We haven't really spent much time on the art for the UI/HUD stuff, so it's all placeholder and temporary. That includes the tooltips on interactables, and the ammocheck UI.
Night of the Living Dead is almost wrapped up, it's getting to the point where the map is mostly done we just need to finish up zombie and item spawns, as well as all the interactables like doors, computers, safes, generators, all that kind of stuff. They're getting in slowly, but we're almost ready to switch over to Brooklyn Heights!
NMRiH2 Dev Blog - April 2019
Our Dev Blog for April 2019 is up now, check it out here!
We apologize for the delay but we hope you like what you see, let us know your thoughts in the comments or leave a comment on the dev blog itself. We'll have more to show in the near future so stay tuned and thank you for your support!
NMRiH2: Dev Blog — The Gas Station
As an addition to the Night of the Living Dead trailer preview shared in October, we're excited to share more of the map with you, the gas station. Our resident environmental maestro, nay0r, has kindly shared a few shots of the progress he's made.
Take a look.
Soon enough, we're excited to share even more with you in the coming months. Be sure to stay connected with us on Facebook, Twitter, Reddit, Discord, and our Website to get the latest news.
Let us know what you think in the comments below.
NMRiH2: Night of the Living Dead - Map Teaser
Click below to play the teaser now:
https://youtu.be/t29099m1oYc
They’re coming to get you, Barbara!
Night of the Living Dead is the classic film that started everything we know and love about zombies today. It was so important to us that we featured the iconic farmhouse in the first game, and we strived to pay homage to such a classic setting. It paid off as it quickly became a fan favorite. With No More Room in Hell 2, we leapt at the opportunity to leverage the additional power of Unreal 4 to deliver even more of the memorable locations and atmosphere of the film in a more expansive environment that is over ten times the size of the maps in the original game.
The Night of the Living Dead map is a vast open trough valley in Western Pennsylvania, spanning a farm, a cemetery, a lumberyard, an airfield, a gas station, a self-storage warehouse, bungalow homes, and even a small lake complete with a dam. It’s our biggest map yet by far — offering a variety of places to explore. This video shows just a small selection of these areas as a teaser to tide you over, while we get ready to show off some gameplay and more of the map this coming holiday season!
I hope you like what you see, we’ve all been working hard on Night of the Living Dead and are super proud of what is shaping up to be a fascinating and haunting map. Let us know what you think in the comments and feel free to follow us on the blog or our Official Discord channel!
Thanks for all your continued support and Happy Halloween!
Maxx, Team Lead
Update 1.10.0 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:
IMPORTANT LANGUAGE CHANGE
Non-English users will need to set their game language in the steam library options, see:
https://support.steampowered.com/kb_article.php?ref=8487-WSCN-4121
The workshop is here! It supports custom maps and addons packaged as VPKs.
15 new achievements are now unhidden and available!
Challenge/speedrun mode
Improved demo recording/playback support, with additional features such as auto-record (see ds_ commands)
Over 100 changes and bug fixes to the game
Updates to the game's networking internals including lag compensation
Various UI changes including a new background and new loading dialogs
Starting with 1.10.0, Mac and Linux client builds are being moved to a limited support policy. These builds are untested and may contain bugs. We will no longer provide troubleshooting support for these OSes. To report any issue, please be sure that the problem is caused by NMRiH and not your runtime environment or the source engine. Issues outside the scope of this policy will not be serviced.
Staring with 1.10.0, running the game under dxlevels lower than 90 is unsupported. An override will be required and a warning will be printed at the top of the screen.
General
Added "ShowDeathNotice", "ForcePracticeMode", and "KillScorePenalty" to difficulty scripts
Added "player_spawn" event
Added "showvphysicsclips" command for showing VPhysics clips (also has _toggle variant)
Added "sv_deathnotice" which is a killfeed option intended for PvP servers
Added "sv_killpenalty" which will make players lose score if they kill their healthy team mates. Set to 0 for PVP scoring.
Added "trigger_nofalldamage" entity, negates fall damage when a player is inside the trigger
Added "weaponid" and "npctype" values to the "npc_killed" event
Added CVAR "cl_fpspanel_font"
Added Discord button to main menu
Added SourceTV support
Added a pickup sound for items
Added an example PVP difficulty script
Added cheat flag to CVAR "hud_draw_fixed_reticle"
Added cvar "fov_desired", allows players to change their FOV between 75 and 90
Added drowning sounds
Added entity "nmrih_game_state". Helper entity for various game state functions (such as extraction, end round)
Added executing of cfg/[mapname].cfg on map init (can be enabled/disabled with sv_execmapcfg)
Added flesh stabbing sound when shoving with SKS w/ bayonet
Added functionality for debris to hit triggers (special flag required)
Added game event for Gene Therapy ("vaccine_taken")
Added glow properties for entities
Added keyboard input to keypads
Added keypad sounds
Added logo to the main menu
Added map name tags to steam screenshots
Added mouse inputs to the scoreboard and with buttons to mute or view a player's steam profile
Added player death and drowning sounds to voice script
Added sounds for fire extinguisher
Added sounds for selecting and taking items from supply crate
Added splash effect when player hits water
Added support for custom voice sets
Added the "nmrih_support_helper" command for help and support debug output.
Added various fuse sounds for explosives and projectiles
Added voice set preview to player's voice selection menu
Adjusted cl_interp_npcs to 0.25 (fixes jittery NPC animations with high ping)
Adjusted the damage of Mac10 headshots
Adjusted weight and stamina costs for the leadpipe
Allow client to modify player name HUD colors
Allow crouching while being grabbed by a crawler
Callvote console commands will no longer bypass voting cvar restrictions
Changed HUD center print font to use same typeface as other HUD elements
Changed the SW686 to the handguns category instead of revolver
Chippants voice set will now use the correct bleeding lines
Crawlers can no longer attack items, bash barricades, open doors, or climb up
Fixed Maglite turning off when dropping inventory items
Fixed NG zombies RNG item drops spawning under the world
Fixed NG zombies not dropping grenades from their RNG item drops
Fixed VGUI RichText selection not being drawn properly
Fixed VPhysics clips not reloading their filters on round restart
Fixed a chat-related issue which allowed servers to execute arbitrary commands on the client
Fixed a crash related to round restarts
Fixed a server crash caused by VGUI screens on viewmodel transmit
Fixed a server crash related prop_physics and players
Fixed achievements not being announced in chat
Fixed alltalk not working for dead chat
Fixed an issue where "12 rounds left" kept looping over and over in Chippant's voice set
Fixed an issue where "grab_end" event was being fired all the time
Fixed an issue where "npc_zombie_template_maker" would not free its edicts
Fixed an issue where ambient_generic would not update on key value changes
Fixed an issue where hitboxes desynced between the client and server
Fixed an issue where phantom medical items might linger in the inventory after usage
Fixed an issue where players could get stuck in spawning player-turned zombies
Fixed an issue where sprinting in the water broke a client's sprinting state
Fixed an issue where the Cleric voice set did not say anything for an empty gun
Fixed an issue where the game would crash after changing your video resolution
Fixed an issue where the health of a zone would randomly disappear
Fixed an issue where the toxteth achievement would not be granted for toxtethdark
Fixed an issue where thrown melees did not properly identify the inflictor
Fixed an issue where you can get supply drop items without having enough weight for it
Fixed an issue where you could holster dropped weapons
Fixed an issue where you could infintely weld with the welder
Fixed an issue where you could quickly change weapons to check different ammo counts
Fixed an issue with entity glows occasionally not appearing
Fixed call vote function in the main menu not resuming game
Fixed certain instances where female models would have a male voice.
Fixed certain occurrences where phantom name tags would randomly float.
Fixed certain occurrences where zombies can grab players through solid dynamic props
Fixed explosives not making an explosion sound
Fixed fire kills not being credited to the attacker
Fixed friendly fire damage not being taken if damage is scaled below 1.0
Fixed gene therapy not stopping the infection cure music
Fixed green outlines appearing on ammo even when your inventory is full
Fixed infection not killing players when sv_friendly_fire_factor is below 0.01
Fixed kid zombies T-posing when shoved from side/back and when bashing barricades
Fixed main menu appearing during loading
Fixed missing Cancel button on VGUI elements
Fixed molotovs being able to burn in the water
Fixed numerous gameplay exploits with supply drops, health stations and safe zone repair boxes
Fixed numerous issues with walkie-talkie such as being used for prop surfing
Fixed objective notice sound cutting off occasionally
Fixed server admins being able to run arbitrary commands on the client by using an unsafe CVAR
Fixed several networking issues including lag compensation not working
Fixed soundscapes not loading on Linux dedicated servers
Fixed various minor memory leaks
Fixed viewmodel from spawning while in join game screen
Fixed water occasionally flickering when players are in the view
Fixed welder and extinguisher dropping carried items
Game client will play a sound and flash its window when the player spawns
Gene Therapy can no longer be used if you are already vaccinated
Infected players will no longer turn to zombies when killed by grenades
Keypad can now be closed with ENTER
Lowered volume for supply box sounds
MOTD will no longer load remote HTML content ( except from steamcommunity.com )
Maglite can now be equipped with Cleaver
Molotov explosive item has been revamped
NG zombies can now become crawlers
Other various tweaks to VGUI
Players can no longer avoid votekick by leaving the server
Players will no longer bleedout from environmental damage
Players will no longer spawn in player clips
Pugman voice set has now has unique pain and bleeding lines
Removed obsolete voice set code from grenades
Removed particle effects on fire extinguisher after dropping it
Removed phantom damage from disconnected players explosives which was typically used for griefing
Removed shove delay on SKS without Bayonet
Removed the ablitiy to move while using a tool
Removed the ablitiy to throw items if you have unequipped them
Removed various obsolete and unused code
Replaced kick voting reason "Scamming" with "Griefing"
Show a notice if a player can't take an item from the supply crate
Show a notice if player tries to get an item they already own from supply box
Suicide now emits a gunshot sound for other players
Updated voice status HUD with new compact layout
Usage of a medcal item will now switch back to the last used item instead of fists
VGUI will now use customizable font for HUD center print instead of default Trebuchet
Voice sets are now sorted alphabetically in the character select menu
Voice sets can now specifiy additional custom sounds (such as pain or bleeding)
Vote kicked players will now be temp banned, ban duration is set by "sv_vote_kick_ban_duration"
Zombies will no longer attempt to swat health stations or supply pieces
Zombies will no longer grab players who are already being grabbed
Zombies will no longer try to attack barricades that are too far away
Zombies will now flich from explosions
Zombies will now forget their targeted physics objects and no longer return to attack them
Zombies will now only deal damage to the player they are grabbing during that state
Maps
nmo_brooklyn has been updated:
Added key model for the first objective
Fixed garage door overlapping with the window
Fixed lighting issue on toliet props
Fixed missing glow from final cart items
Fixed player respawns on the cart route
Fixed various bigs with the elevator
Fixed wrong reflection in police station room
Various adjustments to navigation for zombies
Various adjustments to clips and textures
nmo_boardwalk has been updated:
Added boards with arrows when there is no fence at the end of the pier
Added glow for objectives
Adjusted level soundscapes
Fixed an issue with player spawns
Various adjustments to clips and textures
Various adjustments to navigation for zombie
nmo_broadway has been updated:
Added ammo boxes
Added more player spawns
Fixed a bug allowing players to remove keys from doors
Fixed an issue where players could be lifted up while welding the motel door
Fixed an issue with first player spawns
Fixed an issue with the train doors
Fixed water sound emitted by the hydrant
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nmo_chinatown has been updated:
Added a new glow system for the final objective
Added ammo boxes
Adjusted chance of chainsaw spawns
Fixed helicopter crushing players after cutscene
Reduced amount of chainsaw fuel
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nmo_cabin has been updated:
Added animation for the helicopter
Added glow for the escape key
Adjusted some objective descriptions to be more clear
Fixed an issue where players could use the radio through the window
Fixed an issue where the book became stuck in the safe
Fixed an issue where the telegraph line cable was not sticking into the socket
Fixed the kitchen lock floating in the air
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nmo_cleopas has been updated:
Added ammo boses
Added glow for pliers
Fixed an issue where the player could become stuch while placing the ladder
Fixed an issue with player spawns
Pliers will now spawn when extraction begins
Various adjustments to clips and textures
Various adjustments to navigation for zombie
nmo_fema has been updated:
Added no fall damage to the vent
Fixed an issue where 2 napalm canisters could be placed in the same place
Fixed an issue where a napalm canister could roll through the exit door
Fixed an issue where players could become stuck upon placing the crank
Fixed an issue where players could break the rocks and fall into the lake without blowing up the rocks
Fixed an issue where players could use the radio or fusebox before the objectives require it
Player spawns have been adjusted
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nmo_junction has been updated:
Fixed multiple locations objective items could be put out of reach of players
Fixed players being able to interact with the func_tracktrain controlling the escape truck and thus being able to make it leave sooner than intended
Fixed players being able to interact with the pawnshop keypad directly after using the correct code and getting stuck
Fixed the code room and escape tunnel doors being slightly misaligned to the door frame
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nmo_lakeside has been updated:
Added additional sounds to the underground part
Added ammo boxes
Added guide for the generator's canister
Added sound to the generator button
Fixed an issue where players could break boards and open the door before a code was enterd
Fixed an issue where the game would become stuck upon extraction
The chopper will now deal damage
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nmo_quarantine has been updated:
Added a rope to the inner quarantine gate
Added guides on where to place the propane
Adjusted player spawn postions
Changed a ladder into a ramp which allows players to climb into the construction area
Fixed an issue where players could dying during the white fade after entering the quarantine
Fixed an issue where players in the graveyard could spawn multiple shovels
Fixed jittery camera movement while at the bottom of a grave
Fixed misplaced items that were stuck inside various props
Fixed the radio sound effect being too loud in the inner quarantine
Fixed various visual glitches in the sewers
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nmo_shelter has been updated:
Added loading screens
Added new spots for objectives
Added various new details and level design improvements
Rebalanced the amount of zombies spawning, especially during the finale
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nmo_suzhou has been updated:
Finale dock doors will now open after the boat appears
Fixed a few model fading and "pop-in" issues
Added a system to destroy prop boards outside of evac station
Increased the density of spawns in a number of areas
Players can now respawn when approaching evac station
Added a system to stop props, objective items, and weapons getting stuck behind the evac station healthbox
Fixed glowing ghost barrel
Reduced the height of the counter in the evac center
Fixed ancestor shrine secret
Collapsed env_soundscapes using soundscape triggers whenever possible to reduce entdata problems that may arise from playing in nightmare mode
Modified evac station dock layout to fix issues with zombies from detecting survivors
Reduced wait time of final "SURVIVE!" objective
Various adjustments to navigation for zombies
Various adjustments to clips and textures
Various adjustments to lighting
nmo_toxteth and nmo_toxtehdark have been updated:
Added loading screen
Fixed an issue where players could activate the pipes trigger
Fixed an issue where the extraction would only work from certain sides
Fixed an issue where the helicopter's path would end prematurely
Fixed an issue where zombies failed to open a door
Fixed an issue with player spawns
Fixed players getting stuck in doors
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nmo_underground has been updated
nmo_vertigo has been removed, check the workshop for this map
nmo_zephyr has been updated:
Added a delay between the time when the Engineer ends his speech and when the door code is set
Added blocking damage to turntable, in addition of visual cues to warn players after another player inevitably gets crushed
Added new "default" code for the station keypad
Added new spawn locations for new weapons
Added slope to the caboose interior to reduce "bumping"
Added support for newer weapons
Added trigger_hurt to locomotive
Adjusted item spawns in starting area
Adjusted warehouse secret cache button to only fires its output once
Fixed an issue causing ammo boxes to not spawn
Fixed bug that caused the brake release objective to be completed by waiting for the brake wheels to "reset"
Fixed minor door clipping in the respawn room
Made station warehouse welding less glitchy
Moved some boxes around to not block a corner
Moved some of the barbed wire in the warehouse loading entrance around
Relocated objective boundary entities for clarity
Removed deadend output on the last objective
Removed deadend output on the station keypad
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nms_arpley has been updated:
Added ammo boxes
Adjusted damage of the electric trap
Disabled collision for some glowsticks
Fixed ammo boxes blocking the gate under the bridge
Fixed an issue where players could extract before the train stops
Fixed fade distance of various props
Fixed flags of some weapon spawns in armory
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nms_campblood has been updated:
Fixed some issues allowing infintie respawns after the extraction cutscene
Fixed some issues with soundscapes at zone B
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nms_favela has been updated
nms_flooded has been updated
Adjusted level soundscapes
Fixed an issue where players respawned during extraction
Fixed displacement hills surrounding the playable area not actually connecting to the ground fully
Fixed the safe zone extending to outside the building
Fixed various locations players could boost up to and be out of reach of zombies
Fixed zombies being unable to hit players through the railing
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nms_isolated has been updated:
Added various props
Fixed an issue where players became stuck in the roof
Fixed an issue with pliers
Removed legacy sounds
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nms_midwest has been updated:
Fixed an issue where "survivors withstood the horde" even when they were left behind
Flare guns will now spawn with zero ammo
Improved some cubemap visuals near the warehouse
Opened up the tables and chairs on the ground floor of safezone B
Players can no longer spawn in the last round
Removed collisions from lights in Safezone B
Truck outside of the warehouse is now inaccessible
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nms_northway has been updated:
Added ammo boxes
Added glow to the finale buttons
Added indicator of how many doors are left during the finale
Added weapons
Adjusted number of zombies during the later waves
Fixed an issue where zombies became stuck behind zone B
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nms_notld has been updated:
Added ammo boxes
Adjust various props to become static
Fixed an issue where empty canisters can be used to refuel traps
Various adjustments to clips and textures
Various adjustments to navigation for zombies
nms_ransack has been updated
nms_silence has been updated
Engine
Improved Steam Voice support
Removed sv_use_steam_voice convar. Steam voice is now selected via sv_voicecodec steam
Fixed demos not properly recording Steam Voice status, resulting in potential corrupt voice in demos with differing default settings
Will now use the native Steam Voice sampling rate, instead of clamping to 11kHz
Improved compatibility with Steam client beta
Added CELT audio codec currently in use in TF2 and CS:GO
Server operators may enable use of this codec via sv_voicecodec vaudio_celt
Steam voice remains the default voice codec
Updated spec_player command to match recent improvements in TF2
Now accepts partial player names, Steam IDs, etc.
Fixed security issue reported by Amat Cama via GeekPwn
Fixed security issues reported by Justin Taft from One Up Security, LLC
Updated engine with recent stability and bug fixes from TF2
Other various security and stability improvements
Fixed physics not operating at the correct tickrate when specifying non-standard -tickrate options on the command line
Fixed viewing demos recorded at a non-standard tickrate causing the next listen server hosted to be at that tickrate
Updated the localization files
Special thanks to Dysphie for the death notices icons and Winning117 for various improvements and fixes to the collisions and origins of props and weapons.
Special thanks to our 1.10.0 testing team (in no particular order): Dysphie, Holy Crap, Ryan, Winning117 and to all of our GitHub contributors.
NMRiH2: Dev Blog — Fall Update: Chapel Shots & Reload Animations
Hey, Everyone! SufF3R here, with a brief update. The team has been busy working out way through the game, and we wanted to share a few updates with you all. In the recent months, our focus has been getting the game closer and closer to a first playable. We've made some tremendous progress with Cal, Muit, and Hawk joining us recently, but there's much more that needs to be done before we're ready to share our progress with you.
While we're getting there, here are a few works-in-progress shots of the Night of the Living Dead map nay0r has been working on.
In the screenshots below, you'll see a few shots of two rooms within the chapel. In the basement, what once was a place to dress the deceased has now become a make-shift hospital for survivors.
The upper room of the chapel has also been re-appropriated to be used as a place to store bodies.
Our boy, MzK, has also been working on finishing the animations for the MP5, MK18 (reworked), and the DT11. Please note that these renders were captured in a test environment and the crosshair and setting is for animation purposes and will NOT be in the final game.
MP5
MK18 (Reworked)
DT11
We're working away to make a game we'll be proud of, and a game that you'll enjoy. So we honestly appreciate your patience with us as we keep ramping production up! That's it for now, we've got a lot to go, and we'll commit to continuing to share our progress with you all.
Stay tuned for a little something special happening on Hallows Eve...
Share your thoughts with us and join the conversation on discord at discord.gg/nmrih