November 28th, 2011 by Dman757
Hello again! We've been hard at work on this latest patch the past few weeks. We have optimized and fixed quite a lot of issues that have been reported to us. In next few weeks we have planned some special things for community members and map makers so stay tuned for that!
Please note: We have edited/renamed/moved and modified quite a lot of files such that we won't be having a patch but only the standalone download. Sorry for the inconvenience please be sure to delete the previous installation if you are manually installing the mod.
Download Locations:
1.02 Change Log:
Code:
Objective glow outlines now display properly
Zombie pathfinding now uses nav meshes
cl_stickyironsight 1 bug fixed (this means you can fire while holding down your is key if ironsight mode is toggled)
Introduced new method of zombie spawning (more intellgent and gives more control to mappers)
The Sako 85 scope isn't as finicky now
Player collision reintroduced in response to accidental FF
Developers will now show up with (DEV) next to their name on the scoreboard in order to prevent players from imitating team members.
Tweaked stamina drain and regeneration rates
Max stamina is tied to player health
Shoving now costs more than what would regenerate in the cooldown time
Players cannot throw props with the Use key (they'll just drop in place)
Fixed some crash issues
New graphical effect for Sako 85 Scope
Some network optimizations (still ongoing)
Fixed player list functionality in main menu
Sound:
Updated firearm sounds
Added new child zombie sounds
Added new runner zombie sounds
Added phalanx usage sound
Added maglite sound
Fixed bash sounds for pistols
Art:
Optimized textures and material
Added LODs to some zombie models
Added new child zombie model
Added flare gun ammo model
Maps:
[list=1]
nmo_broadway:
Updated spawn area
Tweaked ammo and weapon amounts
Removed the stair building objective and added a door key objective in its place
Optimization
Reduced number of gas tanks in fastex truck and made them non solid to players
Gun shop padlock workaround fixed
Fixed some areas where objective items can be thrown into out of reach places
Added color correction
nmo_cabin:
Updated spawn area
Tweaked ammo and weapon amounts
Added objective glows to the welder and the accompanying door that it's supposed to be used on
Readded planks to the cabin's front door
Fixed the boat not appearing in the boathouse
Fixed areas where objective items can be thrown into out of reach areas
Fixed area_portal error at the cabin's front door
Tweaked zombie amount in certain hallways
Added color correction
nmo_chinatown:
Tweaked ammo and weapon amounts
Slightly changed the path to the ladder button objective
[/list]
*As a temporary fix for if you start lagging in open areas, try changing the following console settings:
rate 60000
cl_cmdrate 30
cl_updaterate 30
Also we are aware of some issues with melee weapons and various other things. Thus we are still in beta and we ask for your patience
November 2nd, 2011 by Maxx
Yeah, there were a few bugs in Beta 1.0 I guess, but that is what a 1.01 patch is for! We here at the NMRiH team are happy to bring you Patch 1.01 for No More Room in Hell. We went in to overtime to try and resolve as many major issues (and some minor ones too) that we had been hearing about from all of you guys.
After playing dozens of games of NMRiH with so many of you awesome people and getting your feedback directly while playing with you, we have been able to gather a lot of information to help us tighten up the graphics. From my firsthand experience over the last few days I personally have learned a lot about what you guys like and dislike and what you think needs fixing or changing. Everyone on the team, developers and testers alike, have been playing with all of you and also taking notes. So we rocked out hard and tried to get as much done as quickly as possible so we could deliver it to you!
Keep in mind that this does not fix everything, and there will still be crashes from time to time. We want to keep improving the game to be the best experience it can be. In order to achieve that goal, we want your input on how best to do that! Come join our forums and contribute your thoughts!
REMEMBER - For Patch 1.01 to be effective in fighting crashes, we ask that you delete your Config.cfg file in your Sourcemods/nmrih/cfg folder!
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Now, here is the Changelist for Patch 1.01:
v1.01
Cleared out config_default.cfg except binds (should fix most crashes when changing maps)
Fixed godmode when mp_friendlyfire is 0
Rewrote shaders to be more efficient and prevent crashing
Fixed viewmodel particles (and flashlight) appearing wrong to an observer
Tweaked default values of map length, overlord despawn timeout
Player names should now always appear above the player's head
Friendly fire damage has been reduced (which is now a convar, sv_friendly_fire_factor)
Players will not incorrectly turn now if killed by another player (only if killed by headshot by another player)
Fixed phalanx bottle orientation on hip
Fixed phalanx bottle not being removed after being used (causing the floating pills)
Screen shader effects can be disabled by turning off "nmrih_screenspace" ConVar
Fixed sv_realism damage
Decreased cl_npc_interp to 0.1
Made mp_timelimit 0 mean infinite time on the map
Auto kick players that are idle for x amount of time (set by convar, typing / navigating ui does not count towards activity)
Implemented Vote Kick / Vote Ban systems
Added brush entity (func_ff_blocker) that prevents friendly fire for players inside of it, currently used in spawn rooms
Fixed two female zombie sounds that were looping
All zombie hitboxes have been rebuilt
Lump allocation errors should now be fixed
Players can now spawn into games for the first 2 minutes or first 2 objectives, whichever takes longer
Tweaked damage based on new hitboxes
Fixed turned zombie models leaning
Added weapon switch keybinds to keybind menu
Added picture of default keybinds to randomized loading screens
Fixed issue where decals would be continually applied each map reset
Added head gibbing to all zombie models (except player zombies)
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As I mentioned in the header above, much like the greatest President of all time George W. Bush taught us all, Western style democracy is the greatest thing in the history of the world. With that being an obvious scientific fact, we would like to introduce you to votekick and voteban options in NMRiH!
Both votekick and voteban are functioning by default in any server. Information on how both features work can be found HERE.
October 31st, 2011 by Maxx
My name is Matt Kazan, most of you know me as Maxx. I joined the No More Room in Hell team in 2004 shortly after the release of Half-Life 2. I saw the mod evolve over time and and I watched as it went through many different iterations and hardships (4554). In January 2009 InzaneFlea and I were given control of the project from its founder Coleman Sweeney, and from scratch our dedicated team undertook the task of seeing it through to finally making a public release.
We have all worked hard and we’re proud of what we’ve done. The amount of work everyone on the team has put in has not gone unnoticed and the efforts in all departments have truly paid off, but it isn’t finished yet. We hope that you will enjoy the game and give us your feedback to help us make it the best that we can. We’ve even created this handy email for submitting bug reports: support@nmrih.com
Ladies and gentlemen, as project manager it is my pleasure to present No More Room in Hell.
Primary Mirror:
Alternatively, you can use Desura for quick and easy install:
Getting Started For new players it is recommended that you check out our NMRiH Wiki to read the Beginner’s Guide plus info on weapons and items and more. It will explain the basic gameplay mechanics and controls for NMRiH. It also includes tutorials for our custom entities in our FGD for those looking to create custom maps.
Just remember that this is NOT a final or finished product! NMRiH is still very much a work in progress. There are many planned features, maps and the Survival game mode which will be added in time. We are always looking for bugs and feedback on the game, visit our forums and let us know of your experiences while playing!
Special Thanks! I’d like to give a big thanks and a shoutout to all of the people past and present who have committed their valuable time to No More Room in Hell over the years. We wouldn’t have gotten this far without all of your many contributions big and small! There have been dozens of people from all over the world who have contributed to NMRiH in many different ways and much of their work and influence can still be found in the game!
I’d also like to thank RawCG for providing our dedicated servers for testing during our long development, and for providing us with the first six Official NMRiH Dedicated servers for public use!
October 26th, 2011 by Dman757
Well folks it feels like a great burden off my shoulders to finally announce our planned release date. Rather than write a long speech I'll just let this video do the talking:
"No More Room in Hell" is/will-be a free to play HalfLife 2 mod. It's a multiplayer, 8 player co-op survival horror game with a focus on semi-realism. It was inspired by the "Of The Dead" zombie franchise which is were it gets its namesake.
Now as for the story contest winner, which if the video above is enough of an indication of why we've been busy lately. We will make a larger post on this in the coming days where we will feature some of the runner ups so hold tight.
Oh and in case you are wondering the winner is: Bluehawk (CONGRATULATIONS!)
September 1st, 2011 by XendridWinter is Coming Soon the suffocating heat of summer will diminish, but progress on the mod continues. We have a few things to update you guys on plus some swag to take home to show your girlfriend how much of a nerd you are.
Mod News We are joined by two new members in the level design department. Deadhand aka bacon333 who has worked with the Black Mesa mod is working on a map he has deemed nmo_silorun.
Deadhand wrote:
"This map, currently named 'Silorun', is a map in which players are dropped into the environment of a nuclear ICBM missile complex. The player(s) are required to complete a number of objectives (possibly in the range of 20) prior to launching the missile(s) and then escaping the complex altogether."
Mackenzie Shirk joined us as well in the task of mapping the apocalypse. SotaPoika and nay0r are adjusting their maps to a new zombie spawning system put in by ssba that gives the mappers more control over zombie placements and overall horde volume. Vincent is creating content for his maps and continues to work diligently on Nightfall and his survival map Flooded.
No More Room in Hell Themed Steam Skin is Here! Now you can prepare your Steam client for the apocalypse with this flashy No More Room in Hell themed skin! *Note that if you want the main buttons to be our Disintegration font, you have to install it to your computer's font folder. The font is included in the skin files.
CCCP #2 - Short Story Edition Reminder and Update Our short story contest has been going well. We've gotten several gripping, terrifying, and clever entries - but we want more! To up the ante a bit, we have raised the Steam game prize to a $60 USD cap! Don't forget though, our deadline is September 5th 11:59 PST so don't procrastinate too much! Submissions go to contact@nmrih.com
Rules 1. Must be less than 7,500 words. 2. Must be grammatically correct throughout. 3. It must be written by YOU. 4. Must be descriptive with some emphasis on setting for the sake of our level designers. 5. Must be as realistic as a zombie apocalypse can be. That means no mutants or weird science fiction stuff.
The NMRiH community has created some great fan fiction in the past and continues to write some amazing stories to this day. It was these stories that inspired us to create the universe surrounding our mod. Now it’s up to you to help us expand our universe. For NMRiH canon see our story section. And for some inspiration see what our community has written in the fan fiction forum!
A few things to note when writing for our canon:
Zombie outbreak started in 2010 somewhere between the months of July-September.
The majority of our maps currently take place in New York. Although you may use any location in the world you wish.
We encourage you to make up characters rather than use ours.
Animals can not become undead. If infected they will die. Human Zombies only.
There may be fast runner zombies and slow shamblers only. (of any age) No alternative zombie types.
June 13th, 2011 by XendridStraight From The Desk of NMRiH
After much trial and tribulation we finally have an update! Don't be alarmed. Development is going swimmingly. We (I) just had a minor mishap with the update process and ended up losing an entire draft of the update due to internet issues. So enough bullshitting around lets get to it! The past few months have been full of milestones and "hell yes" moments but more on that later. Awhile ago Dman posted about our DevBlog. We'd like to thank those who submitted their questions. Don't worry if your question hasn't been answered yet, we queue them up as they get answered. It's also the best place to get information apart from our regular updates!
Additional Pylons
The past few months have seen several new faces joining the team. [member=Sammy-ROCK!] joined in the programming department and has already had great success in stomping out some game breaking bugs such as the recurring server crash that has plagued our play tests for so long. We also welcome [member=Slayback] to the team as our mocap specialist. Approved by SickJoe himself, the masterful [member=Kynde] is on board to help us with character concepts to fill our remaining character slots. A familiar face recently rejoined us in the animation department. You may know him as [member=sn1pe]. So give them a warm welcome. No physical contact though, unless they request it.
What's Behind Door Number 1?
Development is coming together faster than Congressman Weiner's career is falling apart. Adding to our never ending list of assets is LSR with a fresh new vehicle prop: the Humvee. He also turned his attention to map specific props like an oriental gate for Chinatown. Lastly we present his re-vamped version of the S&W. Maxx focused on feature oriented props and came up with several doors that zombies will be able to break down.
On the topic of level design, nay0r has been making changes to the atmosphere of Chinatown. The map is now in the midst of dawn which allows us to actually see the grand architecture of the city around you. Each play test is a different experience since he is constantly reinventing the designs. SotaPoika completely overhauled his old map Quarantine. It is now a completely fresh layout with some very unique elements. Vincent is getting Nightfall to a near finished state while he continues work on the survival map Flooded.
For the vast majority of NMRiH's development, zombies didn't behave like zombies. They casually walked after you in a predictable and rather friendly way. Thanks to the power of Kinect and some great animators, zombies now shamble after the flesh of our play testers. Kinect is a cheap and efficient way of capturing realistic animations through the use of iPi Soft's Markerless Motion Capture software. The animations turn out very smooth in Source as seen in this old test demo Slayback did.
The team has been conversing over character concepts Kynde and SickJoe have been coming up with.
One of the favorites so far by Kynde: The Asshole
NMRiH will release with two game modes. Objective and Survival. In Survival, players will fend off wave after wave of zombie hordes. After a certain number of waves a helicopter will fly in and perform a supply drop where players can stock up on weapons, ammunition and other supplies. Here is an early look at what the supply drop will look like.
Post-Rapture Thoughts
That's it for this update. What is to come in the near future? We have a new contest planned that has to do with writing so stay tuned for that. Also we'll be rolling out a map spotlight for Chinatown and a few goodies are in the works, we'll just call them "swag media" for now. Thanks for reading, thanks for watching and thanks for sticking with us!
- NMRiH NEEDS YOU! -
NMRiH is always looking for fresh talent. We are currently in need of a Programmer who is fluent in programming for Source. Character Artist who can model and skin characters. Character Animator who can rig and animate. Not any of these? Post an application anyway! We are always looking for help. If you'd like to apply just post an application here on the forums or email your application to nmrihmod@gmail.com
Well I'm kind assuming most of you know everything in this post already if you follow the forums but anyway since I posted it on Moddb I might as well share the love... It's about time we formally announced our new Devblog for those of you that don't follow our twitter or facebook where it's simulcast. Think of it as a place to get your fix when there aren't any major media updates. The blog is open for fans to ask questions, post relevant articles and you know post comment... That sort of thing. Hope you enjoy it!
Here's a sample of what our playtest lead posted about a month ago: