September 15th, 2013 by XendridIn this first episode of our Developer Let's Survive series, the gents muck around in nay0r's latest Objective map: Toxteth! So grab some fish and chips and enjoy the ride. Filmed in an outdated v1.07 pre-release Steam build. Everything you see is a WORK IN PROGRESS. Footage is not representative of the final game.
Players:
Xendrid - Public Relations Lou Saffire - Level Designer Rock - Animator ThoughT - Composer Porky-da-Corgi - Texture Artist Big King - Closed Beta Tester
What is 'Let's Survive'?
We here at NMRiH felt that our loyal followers are left in the dark on development too often. So we decided to periodically record our play sessions on the latest development builds. That means these videos will contain content that has never been seen before by the public! Whenever there is a new map or say a new major feature that needs to be tested, we will record it!
Where is the Steam release?
On our end, we are ready to release. However, we are waiting on a legal issue to get resolved by Valve. Once it is resolved, a release date will be set that works for both us and Valve. Then we let you guys know with a spiffy new trailer! We're coming down to the wire and want to thank everyone for being so loyal and patient! NMRiH will always be 100% FREE.
August 27th, 2013 by Xendrid
The apocalypse is inevitable, as is our release. Now feast your eyes on this short teaser for our first Steam release build version 1.07! The launch trailer will follow soon.
You can still participate in our closed beta testing! Simply post an application on our forum HERE
June 24th, 2013 by Xendrid
Hello Survivors! The burning question right now: Where is the Steam release? The short answer is close. The long answer being: There are two major issues we need to get resolved before we feel like we can pull the lever. The first being Steamworks integration. We are waiting on some emails from Valve right now to get us up and running at full capacity on the Steam pipe. The second issue is an elusive, major crash bug.
Let us talk about what is included in 1.07 shall we? We have two new survival maps, nms_ransack by Lou_Saffire and nms_notld by Payne. Ransack is set in a dense urban environment centered around a convenience store. NotLD (Night of the Living Dead) is the most accurate adaptation of the set from the classic 1968 Romero film ever created. The objective maps we have in development are not ready for the release, unfortunately. They will be patched in post-release.
Xendrid has been learning how to animate and has replaced the zombie run animation with a motion captured run. We plan to add several more run animation variants post-release as well as overhauling the climbing, shambling, and attack animations. The first versions of our own custom player animations are finished. They need to be coded in the game however and may not make it into the initial release since the crash bug is top priority. One of our new texture artists Porky-da-Corgi has been creating new texture variations for our zombies. He isn't finished with all the zombies yet, but post-release patches will see each zombie having three or more alternate variants. Though the Steam release won't be featuring any new playable characters or NPCs, longtime member, CYN, our new lead character artist and our newest modeler Plasmid are working on some fresh content. We'll post some media on those in the coming weeks. The Deerhunter bow and CZ858 are fully functional in-game. In order to give the player better feedback we implemented a highlight system for all items. The highlight will appear green if you are able to pick up the item/weapon. The highlight will appear red if your inventory is full. This is just the first step in removing the clunkyness from the flow of the game.
The team has been brainstorming achievement ideas. Maxx has already created a plethora of achievement icons. We are also putting together Steam trading cards!
ATTENTION COMMUNITY MAPPERS...
The Steam release will not be compatible with current custom maps. We have been methodically cleaning out our material and models folders removing and remaking certain content. This means all current existing custom maps will be filled with missing textures and models. This is an unfortunate setback, but it is a necessary evil and will be better in the long run.
We'll be posting up a new dev-blog video later this week to showcase some of the content mentioned above. In the meantime, we handed out some keys to an early build of 1.07 to SeaNanners and Diction:
March 11th, 2013 by Dman757
It's been a while since we've released a proper update but that changes today! David 'Dman757' Meade brings you a quick look at some of the upcoming annoucments and going ons here at No More Room in Hell.
This video is the first in a new series of videos in which we hope to highlight what we're working on behind the scenes.
Happy Holidays from the No More Room in Hell development team! We would like to give you a little gift this Holiday season. 'What's this?' you might ask, shaking the box. The blood spattered wrapping paper falls to bits as you hungrily claw and tear your way through. Within you find six haunting and chilling, previously unreleased tracks from our OST that has been in the works for some time now.
NMRiH OST PREVIEW 01City of Sorrows 02Survival Trailer Theme 03Counting ZOMBIES 04Defector 05Time to Run and Gun 06Infection v1.05
We are up for two different competitions this year. Both on gamefront and moddb. We would love to have your support and vote this year. All it takes is a click.
Many of you have been wondering when our game will be available on Steam. We are working closely with Valve on making this a reality. We should be ready to launch on Steam with our next patch! We plan on making 1.07 our biggest patch yet. As development happens, we will throw up some videos on our YouTube channel.
Tired of Survival? Don't worry! nay0r, Lou Saffire, and thegregster are working on fresh objective maps. That doesn't mean we won't be giving you more Survival content though. Shirk is finalizing his map deemed Suburb Survival. In the next few weeks we will be showing you some screenshots and videos of those so keep a vigilant eye out.
As for the present, here is Beta 1.06 featuring two new weapons, a new blood tech, and saying goodbye to a lot of old Half-Life 2 content!
If you experience problems with the patch, try installing the full 1.06 client and see if that resolves any issues. If using the 'G' key for throwing weapons does not work, rebind the command in the console:
Added option on character select dialog for ammo checks to be audio only, HUD only, or both
Added multiple voice sets for ammo checks, reloads, and voice commands; can be changed on character select dialog
Added weapon barrel smoke that appears after firing for an extended amount of time
Ammo checks, reloads, and voice commands now use temporary entities which should reduce network traffic
Backpedal speed no longer affected by stamina, and while ironsighted is about 3x previous speed
Blood tech on all weapons, when impacting or shoving flesh there is a 40% chance your weapon can become bloodied (stacks up to 4x)
Fixed infinite grenade bug
Fixed keypad getting stuck if up during a death or map change
Fixed possible crashes caused by zombie ragdolls
Fixed welder particles not appearing correctly
Increased player view height
Modified the way melee traces are done so that they should be a lot more accurate when aiming at the head
Re-added ammo counts to the ammo HUD
Supply helicopter is much more precise with its drop locations
Total stamina increased by 30%
Throwable weapons (hold down G with a melee weapon to throw)
Weapons and objective items can no longer be lost inside the clip for objects like body bags
Dropped weapons and ammo fall in a random direction so you can pick them up individually
Zombie spawning completely rebuilt for improved performance
Zombies catch each other on fire
Zombies will take different paths from each other, making navigation more realistic
Increased sound attenuation to facilitate more realistic player-player communications
Reduced overall zombie count for server performance and ping while increasing the density of zombies near players
Zombies spawn no less than twice the distance from players as in 1.05
Players will no longer spawn near zombies
Zombies will no longer respawn in small rooms once entered
Added spawn_density variable to mapper's overlord_zombie_helper entity to allow mappers to control the amount of zombies on their maps
Reduced stamina cost of shove to 50% if you hit your target
Increased blunt push back chance
Updated localization for Russian
Added Spanish localization
Added Italian localization
Added Japanese localization
Added initial Polish closed captions/subtitles
Changed default values of cl_cmdrate, cl_updaterate, rate to 60, 100, 60000
Zombies will spawn with 1 out of 3 possible collision groups, to stop the "super zombie" stacking
Weapon penetration is enabled for the Winchester 1892
Objective mode: func_zombie_spawn brushes no longer ignore the "start disabled flag". Be sure to use I/O to enable these zones when you want zombies in them.
mp_friendlyfire set to 0 by default (Server owners can re-enable friendly fire if they so choose)
If mp_friendlyfire is set to 0, players can now deal damage towards infected players
Improved map loading
Art
New particle textures
Brighter zombie flames
New welder sparks
New electrical trap particles
New grenade/gascan explosions
Reworked blood particles and textures
Finalized blood puddles
Updated muzzle flashes
Various environmental effects
Added 10 new blood decals and replaced various bullet impact art
Added kitchen knife melee weapon
Added Ruger MK III
Optimized various textures
Sound
Added new dynamic footstep playback system
Updated footstep sounds for various materials
Added clothes movement sounds for walking and running
Increased sample playback speed for running
Added new ambient fire sounds
Added new sounds for when a zombie's head explodes
Added new sounds for blood squirting out of the neck of decapitated zombies
Replaced all current melee swing sounds; sharp light, sharp heavy, blunt light, blunt heavy, fists.
Decreased standing spot light buzz volume on Northway
Replaced weapon draw and holster sounds
Replaced shove sounds
Replaced ‘look-down-sights' sounds
Improved M16A4 hand tap sound
Improved Mac10 pull draw sound
Remastered the following gunshot sounds; Ruger, Mossberg, Remington and Winchester1892.
Added MK III fire and dry fire sounds
Replaced Revolver, MP5 and SV10 fire sounds
Replaced Heart beating sound
Updated breathing sounds
Maps
nms_northway
Added a new parking area
Welder can be found in underground level of the map
Added barricade boards to safezones
Added 5 random codes (found around the level on notes on walls) for the backroom-keypad of the warehouse area
Added few more weapons and ammo around the map.
Increased the amount of zombies spawning in the map
Lowered runner-wave from 3 to 2, but in exchange, raised the child-wave from 4 to 5
Finale should now happen at wave 9 instead of 13
Reworked player spawns
Added soundscapes for more atmospheric experience
Optimizations
Added playerclips to eliminate godspots
Added 3D-skybox
Added a third safezone, which is the "Security Room" behind the Market
Added a third health crate
nmo_cabin
Enhanced zombie spawning
Increased weapon count and ammo count
Added bandages/medkits
Added barricade boards
Polished some ares of the map
nms_favela
Increased brightness
Added soundscape
Added winning scenario
Changed final wave from 15 to 18
nmo_chinatown
Replaced police lights with new particle effect
Polished some ares of the map
Added two new storage rooms in the map that contains extra supplies
Further optimization
nmo_broadway
Clipped all vehicles and godspots
Tweaked weapon count
Added bandages/medkits
Added barricade boards
Polished some areas of the map
New spawn area with roof
Added new particles
Custom Map Notice: In objective mode, func_zombie_spawn brushes no longer ignore the "start disabled flag". Be sure to use I/O to enable these zones manually if they are disabled.
Ammo Checking & Voice Sets
We added the ability to customize your character with different voice sets as well as tailoring the way you want your ammo checking to be.
You may have noticed from the changelog that we updated a lot of our sound effects, replacing some that were vanilla Half-Life audio. Last month we introduced Tom 'rezOnance' Wright to the team. He has been helping revamp a lot of the foley and sound effects within the game, and made a blog post about creating some of these sick sounds! Check it out here. Tom also put together a little video of the new sounds added to 1.06. Listen to some heads pop!
October 3rd, 2012 by Xendrid
It's October. The prime month for horror! We've been hammering on the 1.06 update applying changes from the great feedback you guys have given us. The team has added some new faces this September! Level designers Lou Saffire and thegregster101 (creators of two awesome community maps: Isolated and Hershel's Farm) have joined us. Tal and MrCJ are working with us as new prop modellers. In the sound department rezOnance is taking on the foley work. We finally filled some animator positions as well! FreddyFredFred and John are on board to help with character animations and more.
Community Map Pack 1 Our community is pretty awesome. Greenlight was a great indication of this. With overwhelming support we were one of the first 10 games to be Greenlit on the service. When will it be on Steam? It is going to take awhile. We are currently waiting on Valve to move things forward. We'd just like to thank you all for the support you gave us. Our future is brighter than ever!
We like to think that mods have a closer connection to the community than AAA developers and in most instances that is true. While we are hard at work updating the game, the community is hard at work making the maps they would like to play in NMRiH. With that said we are releasing a .zip full of maps made by the community.
nms_townhouse by Lanix nms_intersection_b1_3 by Reynard Hartmann nms_hershels_farm_v2 by thegregster101 nms_genocide_b5 by Fathomless nms_Gasstation_v2 by Krackman nmo_flowingdisaster_b3 by MrNyet nmo_frostbite_b4 by MrNyet
You can find more custom maps and the latest versions on our forumhere. Made a map? Feel free to post it!
Biohazard Project Resident Evil fans rejoice! An incredible rendition of RE2 is being made in the form of the Biohazard Project produced by Morgoth and his team. The map project promises a complete "Racoon City Police Department experience" from Resident Evil 2. It will feature the puzzles of RE2 in true No More Room in Hell co-op fashion. Check out their progress at their ModDB page. They also released a trailer: