No More Room in Hell cover
No More Room in Hell screenshot
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Genre: Shooter, Indie

No More Room in Hell

Dev Blog #4 - Intro to Zombie Animation!



Oh look, it's another Dev Blog! This time it's our animator Cole giving you his perspective regarding the zombies and their behavior. We can't wait to show off more of them in motion, very soon!

(The zombies are naked because by default they have no clothes - clothes are randomized as they are spawned based on set parameters)

Check it out here and let us know what you think in the comments below!

NMRiH2 - More NotLD screenshots!

This time you're getting a peak inside the house!
We've got a little less depth of field blur going on revealing a bit more detail for you.

We hope that you enjoy the shots, let us know in the comments below what you think!



NMRiH2 - Screenshots of the NotLD remake!

We have some UE4 in-engine shots of our Night of The Living Dead remake!
These are all live shots from the Editor with Ultra quality settings with a bit of fancy "depth of field" blur to keep up the mystery ;)
Let us know what you think!



Dev Blog #3 - Audio - MUSIC



Hey everyone, Dev Blog #3 is now up and it's written by our composer, the man you all know and love, ThoughT! He goes through his, ahem, "thought" process about how he is approaching tackling the soundtrack and style for NMRiH2.

CHECK IT OUT HERE: [URL="https://blog.nmrih2.com/?p=150"]https://blog.nmrih2.com/?p=150[/URL]

Head on over to our blog, check out the new post, and let us know what you think down below!

JUST REMEMBER that all content on our Dev Blog is WORK IN PROGRESS and unfinished, subject to change at any time

Dev Blog #2 - Character Art - ZOMBIES

Hey everyone, Dev Blog #2 is now up and it's written by our character artist, Cenelder, and he shows a taste of each of the three main basic zombie archetypes.

CHECK IT OUT HERE: https://blog.nmrih2.com/?p=115

He talks a bit about what makes them unique, how they behave, and how they play into the greater mythos of our zombie lore and the "science" that drives our world not to mention how these three archetypes of zombie will hunt you down and tear you limb from limb!

So head over to our blog, check it out his post, and let us know what you think below in the comments section!

JUST REMEMBER that all content on our Dev Blog is WORK IN PROGRESS and unfinished, subject to change at any time



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No More Room in Hell 2 - Official Teaser

We're proud to release our very first teaser for No More Room in Hell 2!

https://www.youtube.com/watch?v=VvLJQZ2vOUU

We're still very early in development and have a long way to go but we wanted to give you a treat for this Halloween weekend! We'll be posting development updates more regularly in the coming months as well as answering any questions you might have about NMRiH2.

We have an FAQ setup on our website as well for anyone curious: nmrih2.com



Feel free to ask us any questions in the comments below!

Patch 1.09.6 Live

Hello,

We've submitted a 42mb patch to the Public Branch. The changelog is listed below:









Server owners must update whenever they can.

Patch 1.09.5 is now Live, Servers Please Update (Changelog included)

Hello,

Patch 1.09.5 is now live. The changelog for the patch is listed below. Server admins should update their server boxes as soon as possible.

If you find a bug, please report it to support@nmrih.com or our GitHub page, click here to visit it

[LIST]
<*>Added ton of security fixes courtesy from volvo
<*>Fixed medical item bug
<*>Fixed zombie skin randomization
<*>Updated cabin: clipped various areas and fixed reported bugs
<*>Updated Ransack: Tweaked zombie counts
<*>Updated Isolated: Tweaked zombie counts
<*>Updated Flooded: Reduced frequency of supply drops
<*>Tweaked weapon damages, full description below
<*>Sniper rifles reduced from 999 to 900 headshot damage
<*>FN FAL can now penetrate through zombie flesh
<*>Add cleaver
<*>Add pickaxe
<*>Add SKS without Bayonet
<*>Add Sako 85 without Scope
<*>Added barricade attack animations for zombies after 30 years of waiting
<*>Players no longer walk and run as if they have a stick up their ass
<*>Did fancy refactoring of weapon code
<*>Added a lot of new art assets and textures, mappers have fun
<*>Resized and fixed various props that were incorrectly sized
<*>Fixed a bug where firearms might play incorrect shooting sounds
<*>Fixed a bug where medical items were spawning incorrectly in the majority of our maps
<*>Fixed issue #769 death cam bug
<*>Fixed issue #724 flare gun ammo bug
<*>Fixed issue #742 medical item bug
<*>Fixed issue #700 medical item vanishing bug
<*>nmo_toxtethdark added
[/LIST]

Baseball Bat updated:
 
[LIST]
<*>HS Dam: from 200 to 225
<*>Dam: from 65 to 80
<*>Weight: from 200 to 180
<*>Throw force: from 500 to 600
[/LIST]
 
Updated Welder:
 
[LIST]
<*>HSDam: from 200 to 180
<*>Dam: from 50 to 70
<*>Stamina: from 10 to 12
<*>Weight: from 70 to 120
<*>Throwforce: 10 and will be for all tools to avoid being lost
[/LIST]
 
Flare gun updated:
[LIST]
<*>Throwforce: 350 to 10, Specified as tool and projectile weaponry should not be throwable.
[/LIST]
 
Extinguisher updated:
[LIST]
<*>Slowed down attack and charge attack speeds
<*>HSDam: from 200 to 240
<*>Dam: from 50 to 90
<*>Stamina: from 10 to 15
<*>Throwforce: 10, Specified as a tool
[/LIST]
 
Barricade Hammer updated:
[LIST]
<*>HSDam: from 210 to 220
<*>Dam: from 60 to 70
<*>Stamina: from 10 to 12
[/LIST]
 
Wrench updated:
[LIST]
<*>HSDam: from 200 to 190
<*>Dam: from 75 to 70
[/LIST]
 
Maglite updated:
 
[LIST]
<*>Updated attack animation
<*>Updated Charge_end animation
<*>HSDam: from 150 to 165
<*>Dam: from 70 to 80
<*>Added DamageType "blunt"
<*>Added crowbar tracer particle
[/LIST]
 
Updated Sledge:
[LIST]
<*>Dam: from 95 to 100
<*>Throwforce: from 700 to 400
[/LIST]
 
Updated FUBAR:
[LIST]
<*>HSDam: from 600 to 680
<*>Dam: from 95 to 110
<*>Stamina from 35 to 40.
<*>Throwforce: from 700 to 350
[/LIST]
 
Shovel updated:
[LIST]
<*>Shovel animation updated, slowed down quick attack speed.
<*>HSDam: from 250 to 270
<*>Dam: from 75 to 80
<*>Weight: from 300 to 350
<*>Stamina: from 20 to 18
[/LIST]
 
Machete updated:
[LIST]
<*>Dam: from 65 to 80
<*>Stamina: from 13 to 14
<*>Weight: from 100 to 120
<*>Throwforce: from 1300 to 1000
<*>Quick attacking animations are minorly faster
[/LIST]
 
Lead Pipe updated:
[LIST]
<*>New LeadPipe animations
<*>HSDam: from 300 to 320
<*>Lead pipe updated again, stamina from 13 to 18
<*>Dam: from 65 to 90
<*>Weight: from 200 to 230
<*>Throwforce: from 900 to 700
<*>Slowed down Quick attack and Charge speeds
[/LIST]
 
Updated Crowbar:
[LIST]
<*>Updated Crowbar Charge animation to match Barricade Hammer.
<*>Dam from 65 to 80
<*>Weight: from 200 to 220
<*>Stamina: from 14.29 to 17.5
<*>Throwforce: from 900 to 700
[/LIST]
 
Updated E-tool:
[LIST]
<*>Dam: from 65 to 80
<*>Stamina: from 14.29 to 16
[/LIST]
 
Updated Fireaxe:
[LIST]
<*>HSDam: from 490 to 400
<*>Dam: from 85 to 95
<*>Stamina: from 20 to 22
<*>Throwforce: from 750 to 650
[/LIST]
 
Minor fixes to the medkit, zippo, bandages and E-tool animations.
 
KitKnife updated:
[LIST]
<*>new kitknife animations
<*>HSDam: from 160 to 140
<*>Dam: from 65 to 60
<*>Stamina: from 12 to 10
<*>Throwforce: from 750 to 1100
[/LIST]
 
Hatchet updated:
[LIST]
<*>HSDam: from 325 to 280
<*>Dam: from 65 to 70
<*>Stamina: from 10 to 11
<*>Weight: from 100 to 90
<*>Throwforce: from 750 to 800
[/LIST]

 
[LIST]
<*>Throwing removed from both Chainsaw and Abrasive Saw.
<*>Removed throwing for DeerHunter Bow, adjusted a bit of the throwing on extinguisher and welder so there is 'some' force when dropping them.
<*>Finished adding new bullets to all firearms.
<*>Removed fake animated shell ejection from Winchester 1892 and Super X3, added actual ejection.
<*>Sped up hipfiring for Winchester 1892.
<*>Sped up ghost reloading for Super X3, made origin a bit farther.
<*>Removed bottom coverplate and repositioned foregrip on M16A4 ACOG world model, to match with the view model.
<*>Updated some selection screens with better quality and normal mapping.
<*>New Wally selection screen.
<*>10/22 25 mag weight increased to 260)
<*>Glock 17 weight decreased to 90)
<*>M92FS weight increased to 110)
<*>M1911 weight increased to 120)
<*>686 weight decreased to 130)
<*>Sako 85 weight decreased to 400)
<*>Sako 85 ironsights weight decreased to 380)
[/LIST]

Zephyr:
 
[LIST]
<*>Added stair clips for seamless stair climbing action!
<*>Fixed issue with ammoboxes not spawning
<*>Extended clip on the truck in the secret stash
<*>Added support for new weapons
<*>Starting area item spawns tweaked
<*>Added new spawn locations for new weapons
[/LIST]
 
Midwest:
 
[LIST]
<*>Added stair clips for seamless stair climbing action!
<*>Reduced the intensity of the final runner wave
<*>Made the sako 85s in the gun store the ironsight variant
[/LIST]

Guides: update your categories!

Hello survivors!



This is not the update post you are looking for! But, I've added some information later on about it since I know you all are very curious!

We've made some changes to guides...



Now, we have pushed an update to the guides section on Steam! The default categories didn't really make sense for us, so we've replaced them entirely with our own. Let us know if we missed anything, but for now it should encompass everything we need. This means if you posted a guide for NMRiH, you need to update your guide with the new categories.

Here's how to implement these changes:



1. Locate your guide.
2. Press "Edit Basic Guide Information" under Owner Controls.
3. Scroll down and check off any categories that your guide should belong in.
4. Save it and that it's.

We will be going around in a few days and updating any guides that haven't updated, but keep in mind your guide will only show up in the Most Recent and Most Popular categories until you update it!

A long awaited note about the update:



As far as update news, we plan to release 1.0.9.5 soon which is a small patch to fix a few issues with the inventory. After that, we plan to release 1.10.0 later this year. I know everyone has been waiting a long time for it, but due to the amount of changes (especially code fixes) it has taken a lot longer than we originally anticipated. We also been purposely secretive about it, but you can view some of the changes during our developer streams. Simply Follow our game on steam and you will be notified with an event prompt for any streams!

Patch 1.09.4 is now live (servers need to update)

Before we start



Our servers are all ran by the community, you need to wait for the server admins to update their respective boxes!

If your sound is glitchy, please head to your common/nmrih/nmrih folder and delete the following files:
[LIST]
<*>modelsounds.cache
<*>nmrih.vpk.sound.cache
<*>sound.cache (this one's located at common/nmrih/nmrih/sound)
[/LIST]
 
SourceMod will get patched up on release by the SM team when the patch is public

If you have any problems, email support@nmrih.com

Patch 1.09.4 is out!



Hey guys,

It took considerably longer than expected, but patch 1.09.4 is now available to the public build of NMRiH. Thanks to the help from the community volunteers at the NMRiH Beta Survivors steam group, we've spent the past few weeks ensuring that the Beta Branch was stable as it can be.

The changelog is listed below in the following link. You'll have to wait for our community servers to get updated by their respective owners.

Link to Changelog

Patch 1.09.4 introduces a multitude of much needed fixes and various gameplay tweaks; some of which were requested by the community. In particular it introduces: