Weekly Update - April 27, 2009

April 27th, 2009 by Cs42886 Hello NMRiH Community,

It's been awhile! As you may have noticed, Flea and Maxx have been heading up things while I've been gone (I never left actually). Unfortunately, I haven't had much extra time for this project for awhile but I'm glad that they have stepped up and helped to keep this project going. I will still be around and will be taking care of the weekly updates from now on so I hope everyone will enjoy them!

Now for the updates... In list form:

Animations – Progressing smoothly. There should be something to show in the coming weeks.

Audio – Also moving forward at a regular pace. Beckett and Dave have been working really hard to make sure that our ambient soundscapes really bring you into the game. Very cool sounding stuff.

Programming – As usual, our trio of programmers are working diligently to make NMRiH a reality. New zombie spawning systems are currently being implemented and more weapons are being added in-game each week!

Theres been other updates in the other various departments, but nothing major to speak of yet. I know you all want to know what exactly is going on behind the scenes, but some things need to remain a secret... at least for a little bit longer.

And finally, the part you all hope and wait for each week, the media! Today we're showcasing the brand new arm models created by CrazyMatt. You can check it out below:



As always, if you're interested in this project and want to be a part of our community there are severals ways you can join! In addition to our website forums, we also have an IRC channel and our very own Ventrilo Server. Links on how to install and use these programs, as well as how to join our community can be found below:

IRC

Ventrilo

And for those of you who post on the forums, especially in the Off-Topic section, be sure to check out the new and revised posting rules that are pinned in This thread!

We always enjoy your comments and are always looking for support. If we didn't have you, the fans, we wouldn't be working on this project. So let us know what you think!

Until next week,

Coleman and the NMRiH Team

Weekly Update - April 19, 2009

April 19th, 2009 by InZaneFlea Welcome to Sunday the 19th of April! As always, it's time for your Weekly Update. This time around we have a few new things to show off you haven't heard anything about, so it's bound to be exciting.

First off, we'd like to welcome Chad509 to the team as a weapon animator! Chad has previously worked on Allied Intent xtended and Experience World War 2 for Battlefield 2, as well as some work on the Viral Outbreak mod for Source. We're super excited to bring him on, and can't wait to start showing off some weapon animations! Currently Chad509 is working on rigging up our hand model, and will be starting to get melee and firearm animations completed in the coming weeks.

Elsewhere, CrazyMatt has changed his focus for a short amount of time to finishing up our hand model now that we have an animator that can actually use them.

Myself and Maxx have been both plugging away at our levels some more, along with everyone else on the Level Design side of things, attempting to get fully blocked out levels to start testing with. We figure it's going to go smoother if we test before we spend hundreds of hours on custom textures and props only to realize half of them have to be changed to make the levels work better!

Dark and R26 have been collaborating on our new Website Re-Design (I'm sure you'll hear more about this later), and have come up with some pretty sweet looking themes so far.

Our coding trio of ssba, Takhiarel, and Big_Nah have been working hard as usual. We currently have a functioning round system in place (That will eventually control the pre,beginning,middle,end, and restarts of the maps), as well as a few more attempts at modifying the AI Netcode so we can have tons of zombies on the screen at once.

Beckett and DaveOfDefeat have been battling each other in the sound department, both pumping out amazingly high quality sound effects that range from bullet being fired to zombies dragging their feet across different types of ground. Beckett worked on what will one day be the NMRiH Main Menu Theme. You can check out a small snippet of that down past the screenshots.

For media this week we have two more melee weapons ready to show (There's one more left after these, any guesses?), as well as that theme clip from Beckett! Enjoy!




And here is that small clip of what we're working towards being our theme song! : CLICK HERE


Check back next week for more exciting news and art!

Weekly Update - April 13, 2009

April 13th, 2009 by Maxx Roll up your sleeve and present your vein, it is time for your weekly dosage of update.

Hey everyone, lots has happened in the past week + 1 day since our last update. Our original lead programmer Ssba, and our original music composer Beckett have both rejoined the team! Beckett has already provided about a whopping 200 sounds for everything from gunshots, to footsteps, to impact sounds for the mod.

Ssba, on the code side of things, has already got the mod running with a proper damage system, our custom Tab menu screen and scoreboard, has gotten the AI down to producing very little lag, and has our custom flashlight and our walkie-talkie in game.

Sotapoika has flushed out the design of his tight urban map with a wonderful underground parking lot. Expect some wicked screenshots from this.


CrazyMatt has almost finished work on a second player character model, this one also based on the legendary SickJoe's original NMRIH concept art much like Molotov was. Unfortunately I won't say which one it is based on until we are ready to show off the model ;)

Our faithful member R26 has rejoined our efforts to produce some high quality artwork for the mod bringing us his talents of custom texture work and awesome map design. He is the artist formerly known as "s u n r i s e", one of our mappers from long ago.

Flea and I have been busy working on the melée weapons for our first milestone, so we can focus on getting them all ready to go.

With that said, I'd like to present you with a gift, a collection of high resolution renders of some of the melée weapon arsenal including the weapons our former member Neo God had created for us in the past. Expect more of the arsenal next week!






We'll be getting even more done this week, as we are continuing to make great progress.
Although we're getting lots done, we are still hiring! We are currently looking for another animator to do both weapon animations, and character animations! Send a PM to myself or InZaneFlea if you're interested!


Oh, and get in our IRC channel everyone! It is #nmrih on Gamesurge!

Weekly Update, April 5, 2009

April 5th, 2009 by Maxx INCOMING WEEKLY UPDATE TAKE COVER

Shit that was close... Everyone okay? Good.


Lots to fill you in on this week, on all fronts! We now have three programmers, we've hired Takhiarel to work with Brian4 and Big Nah. Big Nah will be handling the logistics of the zombie behavior and the more complex code. Brian4 and Takhiarel will be authoring new entities for use in making maps, setting up gameplay rules in code, and adding new weapons. The three of them should get a lot of ground covered with dividing up the work between them.

We've also hired on the likes of DaveofDefeat, who single handedly defeated the Germans in 1945 and is also quite handy at manufacturing sound effects! His portfolio of both soundscapes, ambient tracks, and sound effects are all really impressive, I especially loved his firearms sounds! Expect some quality work coming out of this guy, he's going to be doing some awesome sound work for us.

While still on the topic of new hires, we've brought on long time community member Sotapoika to join us as a mapper. He is very thrilled to be joining us and we must say that the feeling is mutual. He had done up a design for his proposed map, and after playing through the rough layout I was very impressed and he has joined our team to work on this map.

We have also struck an exclusive deal with L4DMODS.com, they will be posting all of our weekly updates, media releases, and new information about NMRIH right on their front page as we post them on ours. They have an average of 300,000 unique visitors a day so expect some new faces around the forums in the near future if people come and visit, so play nice!

For those of you old school enough to remember him, our original lead mapper, Nick "Dark" King is back on board! He will be helping with design, organization, and of course, art! He is working on his original map "Last Transit", bringing it up to par with his refined skills! We're glad to have him back on our team doing some awesome work. I would also like to welcome Chris "2d-chris" Kay back on board, he will be contributing to art production and level design as well!

Flea is back from his Jamaican Island Adventure and is back at work on his map. It is coming along really well and expect some media from him and I soon. My map is shaping up very well, lots of dense buildings and alleys all coming together very nicely. The few people lucky enough to have seen it like it very much, and I can't wait to share it with you!

I would love to share shots from the map with all of you, but I don't want to be posting Work In Progress shots of any of our stuff yet and possibly give the wrong impression about our work. If you would really like to see WIP shots of our maps and such as we author them with gray and orange Dev textures and no details and buildings missing and dead end streets as we fashion it all together, make your voices heard! Otherwise, we'll hold off from posting shots until we deem them ready to post.

Things are coming together quite well, and we are all very excited with the way things have picked up. We know it has been a long time, but we promise the mod will be made ready for you all to play and enjoy someday soon :)

Now as a teaser, here is a render of CrazyMatt's Molotov character!


ENJOY!!

NMRIH Alpha Build 1.0 Will be up on FilePlanet later tonight

April 1st, 2009 by Maxx We're putting up an Alpha build of NMRIH tonight on www.fileplanet.com

Grab it, test it, and tell us what you think! We're going to try and keep up with regular updates to the content so as to get new stuff to you on a regular basis.






























HAAAA I'M JUST JOSHIN' I GOT YOU GOOD YOU FUCKERS
Happy April Fools :P

Weekly Update - March 29, 2009

March 29th, 2009 by Maxx First off let me apologize for not putting up the news yesterday. I was in the midst of writing the post and my girlfriend showed up, then I was whisked away from the computer like it carried The Plague or something.

Anyway, in the past ten days or so we've had a few good things happen! Both Flea and my maps are coming along great, shaping up to be quite entertaining and intense. A lot of work needs to be done, still, but we're not going to sit around on the mod waiting for perfection in every corner before we let you guys play it ;)

CrazyMatt is hard at work on some characters and zombies. He just settled in to his new place but he's already getting back to the nitty gritty of it. Expect more quality characters from him soon!

We're working on getting the first batch of melée weapons in the game, so in due time we'll have lots to show.

On the programmer front, we've brought on the help of a wonderful programmer named Takhiarel. He's dedicated and a hard worker and he's going to be getting right to work. On top of that, my personal friend whom I went to school with who goes by the handle Big Nah will be joining us as a programmer after mid April exams. He is graduating from Queen's University with a Bachelors of Science in Biomedicine Technology. Basically, he's a very good and very smart programmer who by all means should be a doctor but would rather program vidyagames.

I know things are slow but we're picking up steam and by keeping the team small we hope to be able to centralize work to a few reliable and dependable people, getting things done!

Not-so-Weekly Update - March 18, 2009

March 18th, 2009 by Maxx Hey everyone, Maxx here.


Flea is in his week of finals at school, and I've been very busy at work, but apparently he is more busy than I so as team co-lead I have taken it upon myself to give you guys an update.

Just as a note, there is no media for you guys... Yet.

To start things off, Flea and I have been making the melée weapons and trying to get them ready in the game. We're working on getting them hooked up to the basic crowbar animation set for now, and going from there. Shots will come soon enough, but we don't want to show things that are too pre-mature.

On the map-side, Flea and I are also doing a map each right now. We don't want to give too much away, but the maps are being built in a very non-linear fashion, so the players can travel in an out of many multiple intersecting paths as they please. Flea's map is being built as the upper floors of a connecting, bridged series of office buildings with tight cooridors and unpredictable corners. My map is being built based on the topographical information I obtained from Google Earth of a strip of the shoreline of Greenpoint, Brooklyn, New York. I spent hours upon hours in Google Earth going up and down the North Atlantic Seaboard of the United States trying to find a nice location. I eventually chose a strip of land in Yonkers, New York, but recently I grew unsatisfied with the coastline and street structure and have begun making changes to bring it closer to that of Greenpoint. The map will be the streets, the docks, buildings and shops, and the player will be able to navigate all the way to the fourth floor on almost every building, as well as some rooftops.

I can't speak for Flea, but I am creating essentially 100% new content for my map. Textures, props, etc will be all custom, and until things are made, It will all be "Orange walls".


We are actively looking for any competent programmer. Know someone? Someone who isn't afraid to just jump to work and get basic gameplay going, probably from scratch.

Leave comments, and I assure you things are not dead, but without a programmer we are somewhat comatose!

Weekly Update - March 1, 2009

March 1st, 2009 by InZaneFlea This week, I wanted to go ahead and use this time to update everyone on exactly what we're going to be striving for in our first 'beta' release. A big part of NMRiH's downfall has been ideas. And in the good way, unfortunately. Everytime that it looked like the mod was on a good roll, everyone piped up, and came up with some fantastic ideas. So the coders went straight at implementing new features, and before you knew it, we had barricading before we had zombies. And that's just one example.

Do note, all of this is subject to change, but hopefully will not.

No More Room In Hell will be shipping with a single gamemode, based upon the 'Barricade' gamemode of the past. Players will spawn around maps of a medium size, usually by themselves, or at the most in groups of two. They will be seperated, and not geared up to defend themselves. Players will have to act quickly and find weapons and barricading supplies to try and survive through the coming onslaught of zombies. Rounds will generally last 5-15 minutes (May change, completely, absolutely, when we get into the testing phase, along with other small finite details). Players that die will be constricted to their newly risen corpse, forced to watch as their bodies seek out of the flesh of their former teammates without any control. The gameplay will be fast, frantic, and at it's core, the essential core of NMRiH's combat system.

From here, we will after release, expand into the gamemodes that we have come up with and thought of throughout the years. Namely our Objective gamemode. Once we have the core of Barricade down, we will be able to expand by adding new ways the maps handle things, and be able to get a few more gamemodes out without too much hassle. Down the line, we plan on adding in things such as supplies, and perhaps even a hunger system for humans that keeps the players having to explore the map and find food. And generates PvP conflict for when one group of survivors has food, and another doesn't. After all, the core of the problem between humans in a world without infrastructure is surviving at all costs, and everyone needs to eat!

I look forward to showing you all awesome things and telling you other awesome things next week, sorry this came 10 minutes late!

State of the Mod - February 15, 2009

February 15th, 2009 by InZaneFlea Welcome to the second weekly news post! That's right, two weeks in a row. Pretty sure that's a first around here. Anyhow, this past week has been, well, interesting. We had a breakthrough of sorts, although not on the coding side, but on the content side. Apparently sometime in the past, someone leaked our FTP's information to Tatsur0 over at Zombie Panic : Source. While that could've gone horribly, it ended up helping out immensely. The build that we received from Pongles was that, a build. We were missing a lot of the models and props that had been created over the years and it was kind of starting to worry me. After a chat with Tatsur0, he broke the word that he had those files, and sent all of them our way, as a sign of good will. I would like to deeply thank Tatsur0 and the entire Zombie Panic team, not only for helping us get our models back, but for being as supportive as they are with us. It's not something you see everyday, but I get a genuine feel that they really want to see us reach a release, and I'm sure that will help a lot down the road.

About us ourselves, not a lot has happened in the past week. Mostly it's been me attempting to get the team back together, and get everyone on the same page. Things are bound to start off slow, but once we get the ball rolling we'll be fine. Here's a list of current team-members that have responded, and that hopefully should be around the forums a lot more!

Brian4 - Programmer
luke (+Sonic Valley)- Sound Design
Maxx - Modeling Consultant
Vok - Animator
Captain Munky - Voice Actor
nay0r - Level Designer
CrazyMatt - Character Artist
malfuncti0n - Level Designer

We've also said goodbye to Machine, Phreak, and Kan3, all of whom have let us use all content they made for the mod, so thanks to them as well. While I was hoping to have a beta build for you all this week (Haha), unfortunately there's no such amazing release. Sorry to ruin your dreams, but I'll keep posting these every week until one includes a download slot!

State of the Mod -- February 2009

February 9th, 2009 by Maxx Hey everyone, Maxx here!
I know it has been a long time since an update regarding the mod has been posted. I assure you that the mod is not dead. It's not nearly as far along as it should be by now (il est, done), but we are working diligently on getting the project back on track. InZaneFlea has had a programmer lined up for some time but due to technical difficulties it has been delayed quite a while. Now, though, he is on board and already hard at work.

Here is an update from Flea about what's going on:

// February 8, 2009 //
Barricading is 90% in. A few tweaks and code changes, and it should be ready to go.
Weapons are being compiled and put into the build, with many changes to come to them for sure.
Currently, there are numerous weapons in game with ironsights enabled. As it is, sprinting lowers iron sights, which works quite well.
Zombie AI is on the way. There's a lot left to do, but the base is there. Including a neat feature, where the zombies will gather towards bright or loud parts of the map, if they have nothing else to do and are so inclined.
I've made a Road to Release document, that is still a WIP. It will list all things needed to be finished for release, as well as which stage each asset is in. As it is, it's fairly bare-bones, but I'll be populating it more over the next week.
Weapon sounds still need to be applied to the weapons, but all current ingame weapons have sounds ready for them.
There are currently 7 or 8 zombies ready to be put in-game.


As it is, a lot of the things that need to be done are on the coding side. However, I can attest that Brian4 has been itching to get started, and seems to be pretty motivated about this whole endeavor. I'll be updating you all more as the days go by, so keep your eyes peeled to this forum! Any major updates will make the front page, as well as news sites across the web.

I'd like to welcome Brian4 to the team. He is working hard and he's only been around for a few days so far, and good things are to come!
 
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No More Room in Hell Team