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Genre: Shooter, Indie

No More Room in Hell

Update 1.11.1 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:

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)


Vote HUD Overhaul


  • New compact design
  • New call vote UI
  • Added sounds


New Difficulty CVars from Difficulty Scripts


  • RespawnWithWeapon -> sv_respawn_with_weapon
  • RespawnAllowed -> sv_respawn_allowed
  • TokensEnabledObjective -> sv_respawn_token_objective
  • TokensEnabledSurvival -> sv_respawn_token_survival
  • KillsPerTokenObjective -> sv_respawn_kills_per_token_objective
  • KillsPerTokenSurvival -> sv_respawn_kills_per_token_survival
  • SpawnGrace -> sv_spawn_grace
  • SpawnGraceWavePercent -> sv_spawn_grace_wave_percent
  • ResetTokensOnNewWave -> sv_wave_reset_tokens
  • RemoveInflictionsOnNewWave -> sv_wave_remove_inflictions
  • HealAmountOnNewWave -> sv_wave_heal_amount
  • InitialTokenCountObjective -> sv_respawn_initial_token_count_objective
  • InitialTokenCountSurvival -> sv_respawn_initial_token_count_survival


Additions to nmrih_game_state entity


New Inputs


  • RespawnPlayer : Respawns a player (activator of the I/O chain)
  • RespawnAllPlayers : Respawns all players
  • NukePlayers : Kills all players, then ends the round (loss state)
  • FreezeAllPlayers : Freezes all players
  • UnfreezeAllPlayers : Unfreezes all players
  • FreezeAllNPCs : Freezes all NPCs
  • UnfreezeAllNPCs : Unfreezes all NPCs
  • RestartRound : Restarts round immediately


New Outputs


  • OnRoundRestart : Fired on round restart
  • PreRoundRestart : Fired on pre round restart
  • OnRoundEnd : Fired on round end


New console colors for NMRiH specific spew


  • Yellow: Steamworks
  • Cyan: Add-ons/Workshop
  • Green: Gamerules, objectives, difficulty etc.
  • Magenta: MapHack


Additions



  • Added 3D model preview to player selector dialog
  • Added Blitz variant to Challenge mode
  • Added Discord and Steam Rich Presence
  • Added Korean translations
  • Added a bunch of new challenges
  • Added a cvar to limit supply drops that spawn via flares to 1 (default value)
  • Added a loading screen with logos, copyright, etc.
  • Added a new warning for players trying to host a listen server if their port is not forwarded
  • Added ability to cancel barricading animation
  • Added challenge mode selection to create game dialog
  • Added custom "create game" dialog (overrides GAMEUI)
  • Added cvar "cl_steam_notification_position", sets Steam overlay notification position
  • Added cvar "sv_neutral_player_name", display player name tags in neutral color
  • Added cvar "sv_nextlevel_on_round_win", on round win condition, change level to next map instead of resetting
  • Added cvar "sv_observer_health_display", whether or not to allow health counters to be displayed for observers / spectators
  • Added cvar "sv_vote_allow_restart_game_skip" (resolves #1098)
  • Added cvar to enable/disable promo buttons on the main menu (cl_mainmenu_promo_buttons)
  • Added debug cvar sv_zombie_hate_everyone, makes zombies attack everyone... even their undead kin
  • Added keybinding for "Record demo" in options
  • Added new Gene Therapy partial blindness effect
  • Added new entity "prop_ragdoll_multiplayer", spawns a client-side ragdoll
  • Added some knock-back variation to suicides
  • Added splashes when sprinting on water
  • Added support for custom main menu backgrounds
  • Added sv_max_separation_force to configure collision force (0 disables it)
  • Added sv_objective_glow & sv_item_glow
  • MapHack now supports pre-entity manipulation, added various new functions for advanced entdata modification


Changes



  • Adjusted snow surface friction
  • Allow shoving, and disallow unloading while barricading
  • Center print text now fades out smoothly
  • Disabled VR by default since it doesn't work and it crashes clients
  • Disabled kick callvote by default
  • Disallow point_servercommand by default
  • Don't allow interacting while contemplating suicide
  • Existing player ragdolls are now removed on death instead of spawn
  • Ignore multiple keypad uses from the same player
  • Keypads and inventory boxes now check for player distance and life state
  • Radial wheel appears on demo playback again
  • Removed decals from monitors that display codes to prevent players from covering them in decals
  • Replace stock HL2 image on server browser
  • Set cl_interp_npcs to 0.15 (Workaround for desync'd hitboxes)
  • Silence FMOD audio while minimized
  • Silenced annoying FMOD spew
  • Suicide blood particle now spills a puddle on the ground
  • Tweaked item glow blending
  • You can equip medical items at any time so they can be thrown
  • Zombies no longer attempt swat physics props (this never worked properly)
  • Zombies no longer attempt to attack you through doors/cages/etc.
  • Zombies no longer close doors
  • Zombies no longer get blocked by player held things


Fixes



  • Fixed achievements being awarded to fake clients
  • Fixed add-on manager dialog not requesting focus properly
  • Fixed ammo hud not updating properly on shotguns
  • Fixed an issue where keypad HUD isn't closed when player goes out of distance
  • Fixed being able to be bit by multiple zombies simultaneously
  • Fixed callvote-related crash exploit
  • Fixed client freeze-up on first fired shot
  • Fixed death tune not using the music slider
  • Fixed downloaded maps not being listed in create game dialog
  • Fixed fire is not extinguished on player death
  • Fixed game not saving most advanced settings
  • Fixed garbled list of add-ons in offline mode
  • Fixed gene therapy zoom-in blindness bug
  • Fixed grenades not damaging func_breakables
  • Fixed inconsistent shove registration
  • Fixed incorrect default voice sets
  • Fixed items not interpolating after leaving inventory
  • Fixed loading screen hang on Linux
  • Fixed missing localization strings for Workshop map download
  • Fixed missing texture overlay that appeared occasionally underwater
  • Fixed missing weapon icons on Linux
  • Fixed name tags appearing on players' waists
  • Fixed observers being able to touch instant_triggers
  • Fixed players being able to use voice commands while dead
  • Fixed players being pushed out of bounds by revivers (the reviver is shoved away instead of relocating)
  • Fixed players not being tagged in Steam screenshots
  • Fixed possible misc. physics crashes with ragdoll
  • Fixed protruding neck hitbox and walk sequences
  • Fixed rare fps panel crash
  • Fixed server crash on workshop_download_collection
  • Fixed server crash regarding spec_goto exploit
  • Fixed several Linux crashes
  • Fixed spectators being able to start callvotes when not allowed to just after dying
  • Fixed start-up hang on Linux
  • Fixed strange character movement when client receives full update (ice-skating bug)
  • Fixed suicide gunshots using music volume
  • Fixed surface friction at time of death affects specator movement
  • Fixed the infamous round restart server crash
  • Fixed thrown weapons still doing damage after pickup i.e. "jitterholding"
  • Fixed turned survivors being national guards
  • Fixed vgui panel transparency
  • Fixed walkie talkie sometimes not being recognized
  • Fixed walkie talkie taking up more inventory space than it shows
  • Fixed weapon trigger bounding boxes being oversized
  • Fixed workshop downloads for dedicated servers
  • Fixed workshop maps not mounting on subscription
  • Fixed workshop maps not sorted in map list

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