Time to give No More Room in Hell another spin? This classic free first person survival horror just levelled up with a major upgrade. Read the full article here:
Time to give No More Room in Hell another spin? This classic free first person survival horror just levelled up with a major upgrade.
Read the full article here: https://www.gamingonlinux.com/2026/09/the-classic-free-no-more-room-in-hell-gets-a-massive-update-with-64-bit-vulkan-steam-networking-and-more/
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: Source Engine upgrade Added 64-bit support, 64-bit binaries will automatically be launched on systems with a 64-bit OS A
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:
Source Engine upgrade
Added 64-bit support, 64-bit binaries will automatically be launched on systems with a 64-bit OS
Added a borderless window option to video settings
Added radial fog (from Half-Life 2: 20th Anniversary Update)
Added Steam Networking, port forwarding is no longer required
Added UI scaling for high-resolution screens
Added Vulkan renderer, which is now enabled by default on Linux
Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions
Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations
Fixed certain breakable props not gibbing correctly
Fixed player hull being mis-predicted in certain instances causing rollbacks every frame when e.g. crouching or against a wall
Fixed the player's base velocity (e.g. conveyors, moving items etc.) getting subtly out of sync from client/server
Improved networking precision for local player positions, resulting in less prediction errors and better game-feel
Improved prediction for walking on props and other entities
Made the game launch in native resolution by default instead of 640x480
Additions
Added a menu in the Create Server dialog that selects a server type for Steam Networking, allowing public / friends-only / unlisted servers without port forwarding
Added ability to pause the game when playing in Single Player mode
Changes
Active Workshop map is now distributed to connecting players on local servers
Certain HUD elements such as player names are now hidden during suicide blackout
Changed default server name to "'s server"
ConVar "viewmodel_fov" is now saved to user config
Difficulty is now displayed in the server browser game description
Flashlight shadows are now independent from "High" shadow quality, and can be enabled in the advanced options (off by default to reduce engine crashes)
Improved native Linux support for significantly better performance
Optimized network bandwidth on player and zombie movement
Optimized zombie performance even further on crowded maps
Overhauled rich presence to support connections for Steam Networking, both Discord and Steam will now recognize such servers for joins and invites
Removed warning dialogs for NAT connection and Steam Deck compatibility as those are no longer relevant
Revised voice status icons over player heads to be more readable in darker maps
Updated FMOD Engine to version 2.03.12
Voice commands from muted players are now blocked by default, this can be controlled with cvar "cl_voicecmd_ignore_muted_player"
Updated the localization files:
With thanks to community translators: Atheist, grobinho, Klowby, MakinDay, marcielcps, Plazehorta, RicecakeHuman
Fixed extracted players occasionally appearing as "deceased" on the scoreboard
Fixed false spawn notifications (i.e. sound plays and window flashes while "waiting for spawn point")
Fixed ironsights not being turned off when contemplating suicide
Fixed particle rain collision, contributed by BigHatMarley (#1579)
Fixed several issues when restoring saves on maps that utilize level transition
Fixed supply crate and keypad panels not properly resizing on resolution change
Fixed zombie idle vocalization cutting short on longer moans
Changes for mappers and modders
Added custom zombie model pools, which can be controlled by cvars prefixed with "sv_zombie_models"
Added cvar "tonemap_debug", helps visualize active tonemap controller and its params
Added "ent_minsmaxs" command, prints entity bounding box in a MapHack friendly format
Added entity "npc_nmrih_basezombie", base class for a generic zombie, useful for custom zombies
Added entity "skybox_swapper", swaps 2D skybox material
Added entity "trigger_tonemap", changes tonemap controllers for players touching the trigger
Added game event "inventory_box_item_taken", fired when the player picks up an item from a supply crate
Added game event "player_voice_command", fired when the player uses a voice command, incl. automatic calls (pain, bleed, etc.)
Added "HeadSplit" input for zombies (#1569)
Added hull override keyfield to zombies
Added input "RevertAllMapCvars" to entity "logic_ruleset", it reverts all cvars that were changed by an active map to a base value (when available), or default, it doesn't revert difficulty / script / mutator changes
Added inputs "ForceRespawnPlayer" and "ForceRespawnAllPlayers" to entity "nmrih_game_state", forcefully respawns players by skipping the valid spawn point check
Added keyfield "Despawn Ignore Population" to entity "func_zombie_spawn", by default, zombies only despawn when zone population is over the maximum, even when they're unseen; when set to 'No', it uses classic behavior where visited zones keep max. zombies, when set to 'Yes', it always despawns unseen zombies
Added keyfield "Hide TAKE Button" to entity "item_inventorybox"
Added keyfield "HUD Style" to entity "logic_progress", changes visual style of the progress bar, with new addition of a circle that is drawn in clockwise direction at the center of the screen
Added keyfield "Ignore Grease" to zombies, when true, the zombie will not swap between NPC assigned collision groups to phase through each other
Added keyfield "Ignore Wind?" to dust particle brush entities
Added keyfield "Ignore Zombie Rules" to zombies, when true, game rules will treat them as a generic NPC
Added line break support to entity "point_message_multiplayer"
Added missing spawnflags to entity "point_viewcontrol_multiplayer"
Added outputs "OnBarricade" and "OnBreak" to entity "nmrih_barricade"
Added support for barricade prop model override
Added support for filtering model rendering on specific clients
FGD: Customized "base.fgd" is now shipped with "nmrih.fgd", to replace class overrides and dependency for base SDK
FGD: Restored missing "Mark" and eyedropper buttons on Hammer when editing "Filter Name" keyfields
Fixed dynamic "logic_progress" always completing on "StopProgress"
Fixed entity "logic_script_proxy" calls not working on global scope when using instances
Fixed entity "logic_script_proxy" not accepting null for input "SetTargetEntity"
Fixed map localization files within the BSP not being loaded
Fixed parented model attachments on NPCs being misaligned
Fixed "player_spawn" event being incorrectly fired when spawn points aren't available
Fixed runners spawned via BecomeRunner not randomizing their collision groups
Fixed sparks sound on buttons not playing
MapHack: Fixed collision bounds on spawned brush entities
NMRObjective: Added ability to drag-select nodes
NMRObjective: Added scrollbars when nodes go outside the workspace
NMRObjective: Misc. optimization and improvements
VScript: Added CAI_BaseNPC functions CanLagCompensate(), and SetCanLagCompensate()
VScript: Added CBaseAnimating functions SetPlayerDrawFilter(), and DrawFilterAllPlayers(), when set to true, this model won't be visible for the given player
VScript: Added CBaseEntity function IsZombie(), returns true if the entity is considered a valid zombie by game logic
VScript: Added CBaseEntity hook OnTakeDamage, this hook is designed as a mutable replacement for filter_script's PassesFinalDamageFilter, incoming damage info can be modified before it's applied, returning 'false' will discard received damage
VScript: Added CBaseEntity hook TraceAttack, called when the entity is about to receive an attack trace, incoming damage info can be modified before it's applied, this hook is called *before* damage filters are checked, returning false will discard the trace
VScript: Added CBasePlayer function IsHLTV(), returns true if the player is SourceTV
VScript: Added CItem_InventoryBox functions IsTakeButtonHidden(), and SetTakeButtonHidden()
VScript: Added CLogicProgress function SetCircle()
VScript: Added CNMRiH_BarricadePoint function SetModelOverride()
VScript: Added CNMRiH_BaseZombie functions IsRecognizedByGameRules(), SetIgnoreZombieRules(), and SetIgnoreGrease()
VScript: Added CNMRiH_Player function DidGunshotSuicide()
VScript: Added CNMRiH_Player function ForceTransmit(), sends network update to all clients even when the player is dormant for them (filtered by PVS)
VScript: Added CNMRiH_Player function SetForcedRespawn(), flags next respawn as forced and skips valid spawn point check, then reverts on spawn
VScript: Added CNMRiH_Player function SetVaccinated(), directly sets vaccinated state, and skips the chance of partial blindness
VScript: Added CNMRiH_Player functions HasJumpAbility(), HasDuckAbility(), SetJumpAbility(), and SetDuckAbility(), overrides whether player can jump/duck or not, predicted on client
VScript: Added CNMRiH_Player hooks OnWeaponDrop, OnWeaponEquip, and OnWeaponSwitch
VScript: Added consistent rand() and RAND_MAX across platforms
VScript: Added constants for NMRiH button masks, collision groups, and damage types
VScript: Added CScriptNavArea functions GetAdjacentAreas(), and GetAdjacentCount()
VScript: Added enum "VoiceCommand", lists available player voice commands, incl. automatic calls (pain, bleed, etc.)
VScript: Added functions TraceEntity(), and TraceHull()
VScript: Added recursion support for CScriptKeyValues functions TableToSubKeys() and SubKeysToTable()
VScript: Added support for reading KeyValues from BSP pak lump via function KeyValuesRead()
VScript: Added support for trace filter hit entity callbacks on TraceLineEx(), TraceHull(), and TraceEntity(), via "callback" value that expects a function with single argument for params, e.g. "function ShouldHitEntity(params)" where 'params' have keys: entity, contentsmask; returned value filters the hit entity
VScript: Class CScriptNavArea now has string representation (i.e. "[] Area")
VScript: Entity input "RunScriptCode" now converts backticks to quotes (i.e. ` -> ")
VScript: Fixed CNMRiH_Player function IsTalkingWalkie() always returning 'false'
VScript: Fixed crash when passing null values to TraceLineEx() function
VScript: Fixed dangling entity script instances in some cases, which caused crashes (e.g. "prop_physics" with a script scope being deleted early due to a bad model)
VScript: Fixed function SetActivity() allowing ACT_INVALID, which caused a crash
VScript: Fixed hooks NPC_TranslateActivity and NPC_TranslateSchedule not checking invalid return types
VScript: Fixed script scope leakage on entity deletion
VScript: Updated with latest changes from Mapbase
Changes for server admins
Added ability to modify zombie model pools, controlled by cvars "sv_zombie_models", "sv_zombie_models_kid", "sv_zombie_models_ng", and "sv_zombie_models_runner", models are set with ',' delimiter relative to models/nmr_zombie/*.mdl (or direct filename)
Added cvar "ov_despawn_ignore_population", by default zombies only despawn when zone population is over the maximum, set to 0 for vanilla behavior where visited zones keep max. zombies, or 1 that always despawns unseen zombies (#1562)
Added cvar "sv_ammobox_entity_legacy", for map compatibility when changes to ammobox_ entities cause problems
Added cvar "sv_friendly_fire_ignore_infected", when set, don't apply forced friendly fire against infected players
Added cvar "sv_gamedesc_override", to let server owners change game description without plugins
Added cvar "sv_runner_randomize_collision_group", runners always switch collision groups (grease) on spawn, when 0 and paired with BecomeRunner, this emulates bugged behavior pre-v1.15.0
Added cvar "sv_sprint_with_held_item", allows players to sprint while holding an item
Added cvar "sv_tree_sway_update_time", when 0, it disables tree sway server-side (useful for map compatibility)
Added cvar "sv_zombie_brainstem_dmg_scale", zombies take this factor of brainstem hitbox damage (if sv_brainstem is set to 1)
Added cvars to tweak zombie vocalization, "sv_zombie_moan_freq_angry_only", "sv_zombie_moan_freq_limit", and "sv_zombie_moan_freq_random" (vanilla behavior unchanged)
Added new method of randomizing zombie models by shuffling a model pool and pulling entries from it, this can be controlled with cvar "sv_zombie_shuffle_models"
Fixed Steam Workshop downloads on a dedicated server (#1581)
Game state commands (such as "respawnplayer") now support SteamIDs and partial name matches as arguments
Game state commands can now forcefully respawn players via [-force] switch, e.g. "respawnplayer -force PlayerName"
Maps
nmo_asylum
Attempted to fix body parts going through the ritual floor
Fixed leg part softlock (#1565)
Fixed weird glitch artifact on a ceiling brush
nmo_boardwalk
Fixed godspots (#1605)
nmo_broadway2
Added clips for smooth movement in the last ladder extraction area
Little visual fixes
Tweaked escape rope "ladder" brush to be less confusing (#1533)
nmo_cabin
Reduced damage time from the canister explosion
nmo_chinatown
Fixed fade distance value being too close on a Gun Shop extinguisher prop
nmo_cleopas
Added glow for lever base
Added power box prop in one of the houses to hide a seeping tree through a wall
Fixed music manager not playing the correct playlist for tension state (#1604)
Fixed softlock when lever is dropped into the electric puddle (#1537)
Fixed softlock when objective items are thrown out of reach (#1548)
nmo_fema
Fixed reflections on the plaster wall next to the initial spawn point
Tweaked zombie navigation
nmo_quarantine
Fixed barricade spots at the end of the map not working (#1561)
Fixed godspots (#1605)
nmo_shelter
Fixed godspots (#1605)
nmo_shoreline
Disabled zombie respawning around bedrooms in the upper floor of the cabin (only on Casual and Classic difficulty)
Fixed being able to go under the extraction zone by standing on the rear ramp of the boat
Increased first aid kit spawn rates
Small tweaks to make navigating the map easier
nmo_toxteth / nmo_toxtethdark
Fixed missing X mark on the brick cemetery wall
nms_arpley
Fixed fade distance value on some props in the house being too close
nms_midwest
Fixed ability to block zone entrances with military crates
Fixed visual bug on barricade prop at zone A
nms_northway
Fixed fade distance value on extinguisher prop being too close
Hello Survivors! ICYMI, No More Room in Hell 2 has exited Early Access and is now at its 1.0 release! If you've happened to see this in the first 24hrs, the game is also still on sale for 35% off! View game page Our 1.0 update includes several new features and tons of improvement
Hello Survivors!
ICYMI, No More Room in Hell 2 has exited Early Access and is now at its 1.0 release! If you've happened to see this in the first 24hrs, the game is also still on sale for 35% off!
View game pageOur 1.0 update includes several new features and tons of improvements informed by our Early Access launch and community. It's been a long journey to get to this point and we're grateful to everyone who gives the game a look!
If you're curious about the future of No More Room in Hell 2, we also released a blog outlining our immediate plans.
Hello again to the NMRiH1 community! No More Room in Hell 2's REANIMATION update just released on April 15 - a release that compares in size with NMRiH2 Early Access launch back in October 2024. Since October, we've added Infection, weapon attachments, many new weapons and tools,
No More Room in Hell 2's REANIMATION update just released on April 15 - a release that compares in size with NMRiH2 Early Access launch back in October 2024.
Since October, we've added Infection, weapon attachments, many new weapons and tools, many bug fixes and much more. The April Reanimation Update brings the sequel much closer in spirit to the original, with two new tighter, more claustrophobic city maps, a radial inventory, deeper combat, and much more.
A Free Weekend runs from NOW until April 21 at 1pm ET, giving players the opportunity to try out the entire new update and also pick up the game for 20% off for a limited time.
We see the Reanimation Update as practically a relaunch of the Early Access game - a big moment for NMRiH2 to show itself off as a far more content and feature-packed version of No More Room in Hell 2 in Early Access - with many bugs, performance hiccups and general "early access kinks" fixed at this point as well.
Early Access will continue beyond April with more updates to come as we work towards its 1.0 version.
Take a look back at the release roadmap up to now:
What's new since launch:
TWO NEW URBAN MAPS
https://youtu.be/ERrJHnvTG2c
Lewiston
Lewiston is an urban map that longtime followers of NMRIH2 would remember as a map named Waldoboro being worked on by the Lever team before they joined Torn Banner.
Responders work to secure the safety of survivors across a ravaged city at golden sunset. Gather supplies if you must, but above all else - get out, alive.
Pottsville
Pottsville, a brooding suburban small town full of claustrophobic encounters with the undead at dawn, is a new urban-set map for No More Room in Hell 2.
Inspired by classic zombie movie settings and scenes, Pottsville is another city streets map with more claustrophobic encounters against the undead, as players creep down foggy alleyways and roam through neighbourhood houses and downtown buildings.
Combat 2.0 - A Melee Redesign
With this update you can drag and aim your swings to cut off zombie limbs. Use left click for a right to left swing and right click for a left to right swing. Repeat the same input for a stronger attack, or hold down an attack to deliver a forceful blow with potential for knockdown.
We’ve also added in a Kick, performed by holding Shove that costs a lot of stamina but can knock down zombies, putting space between you and the undead. On top of that we’ve further improved hit reactions, melee timings and the stamina system.
Character Roster & Character Re-roll
With the new Character Roster, players will now have three character slots rather than just one - so they can save and maintain multiple permadeath characters at once.
And, with Re-roll, when selecting a new character out of the 3 choices, you have the option to spend match-earned Credits to re-roll for a new set to pick from.
Weight-based Radial Inventory
The radial inventory from NMRiH1 returns to the sequel now, with a weight-based system that determines how much you can carry.
Move your mouse into quadrants of your screen to quickly select between inventory items. Weights of items are reflected in the size of each "slice" of the quadrant of the radial inventory.
Weapon attachments
Added in February update 0.3.0, weapons now have 3 different types of attachments - Sights, Rail, and Muzzles. Responders are only limited to attach weapons as the firearm has slots for it - a weapon with a weapon slot for a Sight, a Rail, and a Muzzle attachment could take a scope, a flashlight, and suppressor, for example.
Classic NMRiH1 weapons
Many fan favorite weapons from NMRIH1 so far have made their return in glorious Unreal Engine 5 with Nanite to render incredible pixel scale detail.
Recent additions include:
M1911A1 Handgun
MP5 Submachine Gun
Rochester 1873 Rifle
The trusty Shovel!
... And many more, that came at launch and are coming in the future too.
More realistic Calibre-based ammo was also added in January's 0.2.4 update, replacing what was previously just weapon type specific ammo.
Infection & "K button"
Infection and self-sacrifice (taking your own life) were added in December's Infection update. Zombies can grab you and, if you fail to shove them away in time, can instantly infect you with a bite. Plus, if you're under 50% HP, any regular zombie attack may infect you, and that increases the lower your health is. Find pills for temporary relief, or the gene therapy cure to rid yourself of the virus!
Minimal HUD UI Options
https://youtu.be/WITwMcnNM-k
In update 0.2.0 we gave players the ability to customize their HUD, and also reduced the default HUD setup to be more minimalist compared to our launch version. Experience the zombie apocalypse with as much, or as little, on the HUD as you want!
This is just a sampling of what we've added since October, with much, much more coming before 1.0 arrives!
We hope to see you over the April 17-21 Free Weekend and beyond.
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: Additions Added enhanced support for offline solo play, enabled by selecting "1" for max. players in the "Create Server"
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:
Additions
Added enhanced support for offline solo play, enabled by selecting "1" for max. players in the "Create Server" dialog
Fixes
Fixed an issue with runner behavior, where they would unintentionally steer faster and catch players (this patch has been applied in an earlier hotfix for 1.14.1)
Fixed decal overflow on round restarts, causing bullet holes and blood splatter etc. to disappear on certain maps
Fixed NPCs being invulnerable while frozen
Fixed sniper scope overlay not always hiding when the game suffers from network packet loss
Changes for mappers and modders
Added entity "point_worldtext", displays a text message oriented in the world, at its origin
Fixed cvar "sv_freeze_zombies_on_spawn" being forcefully set during extraction, which could invalidate rulesets
Fixed improper filtering behavior on entity "filter_activator_name"
Fixed rare crash when equipped "item_custom" collides with a moving prop door
Fixed static decals erroneously respawning on round restart and eventually overflowing the decal limit, dynamic decals with a targetname remain unchanged
Fixed zombies targeting players instead of "npc_bullseye" entities that obstruct their attacks
FMOD: Fixed sound files packed by maps not being precached and becoming inaudible when client joins a server
Ruleset: Added "Include" keyword for scripts
VScript: Added CBaseAnimating functions GetModelScale(), and SetModelScale()
VScript: Added CNavMesh functions FindNavAreaAlongRay(), GetAreasWithAttributes(), GetNavAreasOverlappingEntityExtent(), GetObstructingEntities(), and NavAreaTravelDistance()
VScript: Added CNMRiH_Player functions IsInBarricadingMode(), and IsPlacingBoard()
VScript: Added CPointWorldText bindings
VScript: CNavMesh function GetNavAreasFromBuildPath(startArea, goalArea, goalPos ...) now accepts null parameter for "goalArea", to compute a path as close as possible to "goalPos"
VScript: Optimized CConvars functions, getting values is now more efficient for cvars registered by scripts and rulesets
Changes for server admins
Added ability to ban items via cvars:
Added cvar "sv_ban_items", a list of banned item entity names with ',' delimiter, e.g. "sv_ban_items me_fubar,exp_tnt,item_pills"
Added cvar "sv_ban_items_on_entities", apply item ban list to loose entities (such as items placed by mappers)
Added cvar "sv_ban_items_on_random_spawners", apply item ban list to random spawners
Added cvar "sv_ban_items_on_supplies", apply item ban list to supply crates
Added cvar "sv_ban_items_override", additional ruleset validated ban list for use with maps, scripts etc.
Added first batch of "legacy cvars", in effort to allow servers to rollback changes that may affect their community playstyle (zombie behavior cvars were shipped earlier in 1.14.1)
Added cvar "sv_barricade_sounds", play impact sounds when boards get damaged
Added cvar "sv_bow_fix_wallbang", fix being able to shoot through walls with a bow
Added cvar "sv_bullet_impulse", turns on bullet impulse, which results in more visible ragdoll knockbacks based on ammo type
Added cvar "sv_cancel_throw_drop", fixes a glitch where player could hold drop key to store throw charge after holster
Added cvar "sv_chainsaw_fix_charge_glitch", fixes a bug where chainsaw can be charged to deal extra damage
Added cvar "sv_chainsaw_fix_use_entity_glitch", fixes a bug where chainsaw has infinite fuel while using something e.g. supply crate
Added cvar "sv_dropallammo", allow dropping all ammo by right clicking in the radial wheel
Added cvar "sv_etool_allow_shove_during_switch", allow players to shove while switching e-tool mode
Added cvar "sv_extinguisher_use_distance", how close to a progress trigger player must be with a fire extinguisher in order to use it
Added cvar "sv_flame_legacy", legacy tracking for flame kills (pre-v1.12.3)
Added cvar "sv_flare_gun_apply_radius_damage", projectile generates a small explosion that affects props, windows, players/NPCs and so on
Added cvar "sv_flare_gun_fix_oob_supply_drop", crates drop on player position to avoid out of bounds
Added cvar "sv_flare_gun_passthrough_glass", projectile passes through glass and won't explode on contact
Added cvar "sv_flare_gun_passthrough_player", projectile passes through players when friendly fire is off
Added cvar "sv_grenade_angular_impulse_max", apply forces to make grenades spin after throwing
Added cvar "sv_grenade_angular_impulse_min", same as above
Added cvar "sv_grenade_infect_bypass", infected players dying by explosion won't turn
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: March 19th Hotfix: We've released a dedicated server update that fixes an issue with runner behavior. This update is opt
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:
March 19th Hotfix: We've released a dedicated server update that fixes an issue with runner behavior. This update is optional, but all community admins are encouraged to apply it.
Additions
Added ability to erase keypad input by pressing backspace
Added bullet impulse to ragdolls, this results in more visible knockbacks based on ammo type
Added corner blocking detection for zombies, they can now properly attack blocking players instead of finding a new path
Changes
Enabled "whole program optimization" on client, this may slightly improve overall performance
Improved server performance on crowded maps
Optimized Add-on Manager and Workshop support, improving performance
Optimized CPU usage across the board, improving performance on lower spec machines
Optimized RAM usage on maps that utilize FMOD ambient sounds
Zombies no longer spend 20 seconds standing still when all of their enemies die, instead, they play an idle animation and move on
Zombies now try to find cover again when an enemy is unreachable, they no longer skip to wander
Updated the localization files:
With thanks to community translators: Atheist, Blueberryy, DouglasVarollo, Holy Crap, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta, RicecakeHuman, SkyAfterRain
Fixed being able to charge chainsaw's melee swing to deal extra damage while sawing (#1543)
Fixed dropped custom items colliding with player (#1463)
Fixed dropped weapons blocking zombies and causing them to find a new path (#1544)
Fixed idle stutter during zombie's "face best sound" schedule
Fixed inconsistent zombie "greasing" due to incorrect wandering routine, they should switch collision groups more frequently now
Fixed local player ragdoll t-posing on death
Fixed mutator state not being reset after loading a config in the selection dialog
Fixed NPC movement stutter when no alive players are present
Fixed player ragdolls not properly reacting to bullet forces
Fixed players occasionally having their voice commands stuck in one spot when they aren't visible (#1503)
Fixed regression where dynamic music wouldn't transition to next song in the playlist
Fixed transparent board models persisting when not in barricading mode (#1532)
Fixed voting messages being cut-off in Spanish (and possibly other languages) (#1530)
Fixed zombie attack hurting players behind it (#1288)
Fixed zombie kids t-posing while climbing (#800)
Fixed zombies attempting to grab dead players
Fixed zombies getting stuck in pathfinding loop and stuttering in place when all enemies are unreachable
Fixed zombies not entering their "angry" wandering schedule when an enemy became unreachable, they erroneously began "normal" wander which had different tasks and conditions for neutral roaming
Fixed zombies not playing impact sounds while bashing barricades
Changes for mappers and modders
Added entity "func_precipitation_blocker" (#1541)
Added entity "logic_script_preserved", a variant that's preserved across round restarts
Added game event "player_jump"
Added game event "player_use"
Added game events "item_medical_start" and "item_medical_apply"
Added keyfield "Can Grab?" to zombies
Added keyfield "Ignore Room Size" to entity "func_zombie_spawn", when set to 'Yes', the brush will always regenerate spawns, and is treated as a large room regardless of its size (Overlord won't spawn more zombies for small rooms once visited by player)
Added keyfield "Show Compass Blip?" to entity "nmrih_objective_boundary"
Added keyfields for weapon viewmodel and worldmodel overrides (#1547)
Fixed crash on entity "filter_name" when a disconnecting player dies (#1539)
Fixed crash when colliding with a moving brush which has a point entity parented to it (#1527)
Fixed entity "item_custom" crashing due to missing VPhysics object when motion is disabled
Fixed entity "item_inventory_box" input "RemovedAllItems" not working for uncategorized items (#1538)
Fixed oversight where "ambient_generic" entity would be removed when its sound file was missing
Fixed particle precipitation overextending its bounds and overriding other precipitation brushes (#1545)
FMOD: Added "ambient_generic" and "ambient_fmod" cross compatibility, "health" keyfield is now recognized as volume
FMOD: Added spawnflag "Is NOT Occluded (Obstructions won't muffle sound)" to entity "ambient_fmod"
FMOD: Fixed sound characters not being applied for direct filenames
FMOD: snd_show now displays more information, similar to engine sounds
NMRObjective: Fixed crash after loading a NMOS file on map with less boundaries than previously saved
NMRObjective: Now shows a warning dialog when potential issues are raised during NMOS load
Objective HUD is now always available regardless of gamemode if we have an objective string, e.g. during scripted objectives
VScript: Added CBaseEntity functions GetClassname(), and SetClassname()
VScript: Added CNMRiH_Player functions IsHoldingEntity(), and GetHeldEntity()
VScript: Added CObjective function SetDescription()
VScript: Added CObjectiveManager function SendObjectiveNotify()
VScript: Added ConCommand "script_dump_scope"
VScript: Added functions TracerEffect(), and ParticleTracerEffect()
VScript: Added functions VPhysicsInitNormal(), and VPhysicsDestroyObject()
VScript: Added legacy support for deprecated function CNMRiH_ObjectiveManager::GetCurrentObjectiveBoundary(), fixes compatibility with some existing mutators
VScript: Added Squirrel debugger (sqdbg), contributed by samisalreadytaken
VScript: Entity script scope is now automatically cleared on deletion
Added cvar "ai_legacy", runs AI behavior from pre-v1.14.0 for legacy gameplay purposes
Added cvar "sv_first_draw_activity", shows initial draw animation, e.g. pulling back the hammer on pistols
Added cvar "sv_ng_zombie_drop_grenade", NG zombies can drop grenades as loot on death
Added cvar "sv_zombie_chase_enemy_on_barricade_fail", should zombies attempt to chase enemies if barricade bash schedule fails?
Added cvar "sv_zombie_cornerblock_method", deals with 'corner blocking' players: 0 = zombies freeze (~v1.09), 1 = zombies find new path (~v1.13), 2 = zombies attack with direct hit trace (default)
Added cvar "sv_zombie_crawler_attack_barricade", can crawlers attack barricades?
Added cvar "sv_zombie_crawler_open_doors", can crawlers open doors?
Added cvar "sv_zombie_crawler_swat_items", can crawlers swat items?
Added cvar "sv_zombie_explosion_shove", shove zombies on explosions?
Added cvar "sv_zombie_fix_barricade_distance", don't attack barricades that are too far away
Added cvar "sv_zombie_fix_bestsound_alert", don't stutter idle sequence while facing a 'best sound'
Added cvar "sv_zombie_fix_bite_damage", if zombie is biting an enemy, only deal damage to them
Added cvar "sv_zombie_fix_dawdle", default behavior after losing an enemy waits for 20 seconds, perform idle cycle instead?
Added cvar "sv_zombie_fix_falling_loot", prevent zombie loot from falling through the ground
Added cvar "sv_zombie_fix_hitbox_offset", fix zombie hitboxes being off by one? (bug introduced in v1.11.0)
Added cvar "sv_zombie_fix_physobj_distance", zombies tend to return to objects even if those are too far away, this fixes it
Added cvar "sv_zombie_fix_rise_collision", fix turned zombies clipping into players after rising?
Added cvar "sv_zombie_standoff_on_chase_enemy_fail", perform standoff routine instead of wander on chase fail, requires "sv_zombie_take_cover_from_enemy 0"
Added cvar "sv_zombie_swat_supplies", can zombies swat health stations/supply pieces?
Added cvar "sv_zombie_take_cover_from_enemy", should zombies attempt to take cover from unreachable enemies? When off, this may introduce a path failure loop on non-legacy AI (v1.14.0)
Removed cheat flag from cvar "sv_shove_multi"
Maps
nmo_rockpit
Changed fire extinguisher objective to save progress after cancelling interaction
Increased helicopter extraction length by 30 seconds
Increased instructor hint timeouts slightly
Moved gas can in spawn room closer to the exit gate
nmo_shoreline
Added a drop down in the upper floor of the guest house
Added a warning message for activating the extraction flare when not all players have yet made it to the extraction deck
Added additional direction arrows and glow outlines for some objectives
Adjusted numerous item spawners throughout the map to reduce RNG
Adjusted some zombie spawn brushes
Changed secret stash key color from red to green to distinguish it from objective glows
Changed spawn positions of some objective items
Fixed godspot during extraction
Fixed issues with clipping in the garage
Fixed some doors being blocked by zombies
Fixed visible gaps in doorways
Improved legibility of certain unclimbable props
Increased the interaction length for activating the flare
Rebalanced extraction
Rebalanced Overlord zombie spawns with "Ignore Room Size" option
Removed clip brushes from some props and handrails
Tweaked some objective outlines to be visible at further distances
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: New Maps Shoreline (by Sirdoggy) The US military declared this portion of the shoreline as a redeker safe zone. We, and
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:
New Maps
Shoreline [Objective] (by Sirdoggy)
The US military declared this portion of the shoreline as a redeker safe zone. We, and many others, have fled here from the city, but the dead bastards have also followed us here. This caused the military to withhold rescue operations. It's been days now, and things are only getting worse.
Last night a horde breached one of the cabin entrances. Many got bit and infected. A couple of us got together and hid in the basement of a nearby house. We're staying quiet until things calm down. The plan is to return to the cabin and re-establish contact with the national guard. Hopefully they'll organize one last transport for us.
Code
Additions
Added medical item viewmodels, contributed by S0kk0 (#1516)
Changes
Improved zombie LOD models, contributed by BigHatMarley (#1500)
Inactive safezones are now displayed as "INACTIVE" on the HUD
Fixed Badass character model not casting dynamic shadows (#587)
Fixed broken center-bottom HUD messages (#1484)
Fixed custom sounds not playing sometimes on Workshop maps
Fixed demo compatibility with files recorded before 1.13.5
Fixed disconnect with infection status crashing the game (#1489)
Fixed dying during extraction with respawn tokens making game enter 'win state' in survival (#1168)
Fixed missing sounds for shoving and holstering with frag grenade (#1293)
Fixed shaky viewmodel when running into walls (#1354)
Fixed walking on a texture with gravel surface causing player to slide (#1507)
Fixed zombie AI aggro issues (#1448/#1475)
Changes for mappers and modders
Added input "SetActivatorCaption" to entity "env_instructor_hint"
Added inputs "PauseDrain" and "ResumeDrain" to entity "func_safe_zone" (#1467)
Added keyfield "Spawn Solid?" to entity "item_inventory_box"
Added map-defined override for "func_zombie_spawn" spawn regen target, to fix a bug with it being reset on round restart
Added support for highlighting multiple objective entities sharing the same name (#1524)
Fixed crash caused by "prop_physics_override" with collisionless model (#1504)
Fixed crash when "generic_actor" spawns with empty "model" keyfield (#1494)
Fixed "Disable Motion" spawnflag being ignored for "item_custom" (#1510)
Fixed entities "point_viewcontrol_multiplayer" and "nmrih_extract_preview" locking camera rotation for spectators (#1522)
Fixed entity "ambient_fmod" not playing a sound when spawned by a script (#1496)
Fixed entity "item_custom" not releasing inventory space on "Kill" input
Fixed input "Disable" for entity "instant_trigger" not functioning (#1498)
Fixed keypad codes not persisting when changing those with "InputSetCode"
Fixed late transmit for "item_custom" inputs "SetLabel" and "SetIcon"
Fixed late transmit for weapon label and icon overrides
Fixed "physics mayhem" bug when setting "solid" keyvalue directly
Fixed preferred carry angles not working (#1509)
Fixed zombie attack sound override not working (#1491)
FMOD: Added console command "fmod_memstats" for tracking memory usage
FMOD: Added occlusion to ambient sounds
FMOD: Added partial sound character support ('*' [stream from disk], '#' [dry mix, play everywhere, affected by music volume])
FMOD: Fixed inaccurate attenuation with ambient sounds
MapHack: Fixed misbehaving $respawn function, it now correctly respawns an entity on its original position with pristine entdata (#1089)
NMRObjective: On initial load, default description is set to objective name instead of empty field
VScript: Added CAI_BaseNPC function IsFrozen()
VScript: Added CNMRiH_Objective functions GetObjectiveBoundary(), and GetObjectiveBoundaryName() (#1495)
VScript: Added CNMRiH_ObjectiveManager function GetCurrentObjective()
VScript: Added function DispatchParticleEffectByAttachment()
VScript: Added function FMOD_PrecacheSound()
VScript: Added particle attachment constants
VScript: Deprecated Enable/DisableEntityListening() functions, entity hooks are now always listening
VScript: Fixed CBaseEntity::GetKeyValue() returning garbled values for strings
VScript: Fixed CNMRiH_Player::GetCarriedItems() not returning custom items with duplicate targetnames
VScript: Fixed hooks "NPC_TranslateActivity" and "NPC_TranslateSchedule" not working properly
VScript: Ruleset validated cvars are now allowed to be set by Convars functions
VScript: Throw an error instead of crashing when a function expects table parameter and won't get one
Changes for server admins
Added cvar "sv_grenade_rise", ported from Ryan's QoL plugin (warps grenades slightly off ground on detonation to improve effectiveness around clutter)
Added improved idle player detection, idle item drop, and new cvars "sv_idle_tracking_method", "sv_idle_item_drop", and "sv_idle_item_drop_time" (#1372)
Added QoL inspired multi-shove, can be enabled by cvar "sv_shove_multi" (off by default)
Maps
nmo_cleopas
Door near market, which leads to a house with a welder, now opens outside only
Fixed nodraw surface on destroyed wall's brick
nmo_quarantine
Fixed softlock (#1451)
nmo_rockpit
Added watermelon
Fixed instructor hint indicators following other players
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: Additions The game now includes a full sound cache, this resolves noticeable framerate hitches when playing sounds for t
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:
Additions
The game now includes a full sound cache, this resolves noticeable framerate hitches when playing sounds for the first time, especially for users with slower disk drives
Changes
Improved tension calculation in the dynamic music system (#1482)
Tweaked runner pursuit dynamic music playlist, songs with lengthy intros have been cut
Updated the localization files:
With thanks to community translators: Blueberryy, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta, RicecakeHuman, Uncut
VScript: Added CConvars function RegisterAdminCommand(), creates a console command that can be only executed by server admins, otherwise it's identical to RegisterCommand()
VScript: Fixed CItem_InventoryBox function AllowEmpty() not working properly
Changes for server admins
Added cvar "sv_infection_bypass", ported from Ryan's QoL plugin
Added cvar "sv_barricade_show_damage", ported from Ryan's QoL plugin
Cvar "sv_bullet_bypass_player" no longer has a cheat flag
Maps
nmo_cleopas
Fixed incorrect dynamic music playlist
nmo_lakeside
Added dialogue captions
Fixed radio dialogue looping forever
nmo_rockpit
Fixed outdoor shadows and incorrectly lit props
Removed a single fence in front of the entrance to the control room
Removed clips from the staircase leading to the upper floor of the control room
Small adjustments to some item pools to reduce RNG
Zombies will now be pushed away from the spawn fence gate when it's being opened
Prepare yourself for the terrifying 8 player co-op action horror experience of No More Room in Hell 2 - coming Halloween 2024 from Torn Banner Studios. View the announcement trailer, first revealed during Summer Game Fest 2024: No More Room in Hell 2 is an intense permadeath co-o
Prepare yourself for the terrifying 8 player co-op action horror experience of No More Room in Hell 2 - coming Halloween 2024 from Torn Banner Studios.
View the announcement trailer, first revealed during Summer Game Fest 2024:
No More Room in Hell 2 is an intense permadeath co-op journey into the eerie darkness of zombie-infested zones. As an emergency responder you must survive, scavenge, stockpile and fulfill your mission - then repeat, each time in an ever-changing experience.
No More Room in Hell 2’s original developer, Lever Games, was acquired by Torn Banner, the studio behind Chivalry 1 & 2, and the original “Age of Chivalry” mod. Led by a core team of veterans from Torn Banner and Lever Games, the majority of the previous No More Room in Hell 2 team continues to work at the studio on the sequel.
A commercial release in the same world as the 2011 award-winning Source mod, players start isolated in the dark, find their friends, and try to survive in a dynamic, endlessly replayable zombie apocalypse. With enemies and map locations inspired by classic horror cinema, No More Room in Hell 2 will instill terror into players while offering fresh, tactical gameplay, high-stakes permadeath, and intricate combat design that rewards teamwork and grit.
Find your way to your teammates with proximity voice chat and grow together in power. Each match, you’ll go from spawning in the darkness with a flashlight, to forming a fully stocked 8-player co-op squad with assault rifles and explosives. An ever-present threat remains: if a responder dies, all of their progress is lost.
“No More Room in Hell 2 continues the dark, grounded aesthetic and intense action horror approach of the original game while expanding its vision dramatically,” said Steve Piggott, CEO and creative director at Torn Banner Studios. “We’re excited to be the new shepherds of a franchise we adored as fans and we’re thrilled to take up the mission of capturing the iconic horror of classic zombie cinema. We want to blow people away with our first co-op game, pushing Torn Banner’s skill in multiplayer action to a whole new level.”
Powered by Unreal Engine 5, No More Room in Hell 2 is a co-op game with consequences coming to early access on PC via Steam and Epic Games Store this Halloween.
We look forward to sharing more with our community over the next month with more details coming during the PC Gaming Show on June 9th, a Torn Banner Studios Twitch livestream on June 11th, plus multiple blogs exploring details of No More Room in Hell 2.
Join our Discord to stay connected with the NMR2 community and to interact with our community team!
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: Additions Added mutator configuration, users can now save/load their selections (#1459) Added new game type "Minigame",
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:
Additions
Added mutator configuration, users can now save/load their selections (#1459)
Added new game type "Minigame", supported by mg_ map prefix
Current map name and game type are now displayed on the scoreboard
Experimental: Added item pickup prediction, toggled with cvar "cl_predictpickup" (when enabled, picked up items will move smoothly with lag)
Changes
Bayonet can now hit the character hull for more accurate shove detection
Deprecated SSAO and depth of field effects due to instability, these settings are no longer saved / visible in options, while cvars "nmrih_ssao" and "nmrih_dof" can still be used
Fallen arrow projectiles now expire over time
In maps utilizing level transition, player inventories and status effects are no longer restored on round restart by default
Reduced installation size by compressing navigation meshes, streamed audio, and voice lines (by ~685mb)
Weapons with no audible ammo check will always display information on the HUD (barricade hammer, bow, chainsaw)
Updated the localization files:
With thanks to community translators: Blueberryy, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta
Fixed attached arrows causing the "physical mayhem" bug (#1455)
Fixed bullet penetration not working properly in realism mode (#1439)
Fixed compass visual bug after resolution change (#1396)
Fixed controls locking up in ironsight mode after holstering flashlight (#684)
Fixed crash when joining a server with cvar "sv_allow_custom_balance" set to 1
Fixed current objective not showing after resolution change (#1396)
Fixed dead players respawning with 1HP after level transition
Fixed dropping a currently equipped item also dropping a currently held physics prop (#1433)
Fixed exhausted supply bag station prop continually fading in and out if you keep pressing the use key (#1423)
Fixed existing glow on items disappearing when a player gets close and then moves away (#1456)
Fixed flashlight remaining visibly equipped even though it's not present in player's inventory (#1424)
Fixed ghost flashlights appearing occasionally when other players go out of view
Fixed grenades falsely appearing during an ammo check (#1460)
Fixed inaccurate chainsaw sound (#1231)
Fixed incorrect closed caption when attacking with fists (#938)
Fixed instantly spawned zombies not expiring in previous zones, causing the overlord to hit a zombie limit and not being able to spawn more
Fixed instructor hints displaying as "No Caption Specified" for players other than activator (#1410)
Fixed insufficient amount of zombies being spawned by overlord in high density zones (e.g. Boardwalk's survive section)
Fixed issues with closed caption fade-out order
Fixed level transition not working with server plugins that deal with level changes
Fixed missing sprint animation when holding down fire button with an empty gun (#59)
Fixed players and their weapons being networked for no reason when out of sight
Fixed prediction error on firing while using a progress trigger
Fixed rich presence crash when Steam is unavailable
Fixed search path overflow preventing caption files from loading (i.e. fixes an issue with captions disappearing after having a lot of Workshop add-ons)
Fixed server name field on the scoreboard being blank after resolution change (#1396)
Fixed shadow buffer overflow when rendering flashlight depth textures for other players (#1336)
Fixed starting chainsaw canceling its idle sound when shoving (#1252)
Changes for mappers and modders
Added ammobox_ entities for each ammo type
Added compatibility layer for bugged maps killing the !activator instead of !self (applies to "trigger_progress_use", "trigger_progress_weapon", and "trigger_keypad")
Added distant zombie horde models, contributed by Demo
Added entity "env_screenoverlay_multiplayer"
Added entity "point_viewcontrol_multiplayer"
Added entity "trigger_speed", applies overall speed modifier to players who enter the trigger
Added input "BecomeShambler" to zombies
Added input "SetSound" to "ambient_fmod"
Added inventory property overrides for weapons (icon, label, weight)
Added keyfield for changing background texture on "item_inventory_box" (#1296)
Added navigation mesh compression to reduce file size, existing meshes can be resaved with "nav_compress", or switch "-compress" can be used on existing nav_ commands (e.g. "nav_generate -compress")
Added output "OnItemSpawn" for "random_spawner"
Added output "OnPlayerDrop" for weapons
Added particle precipitation, incl. rain, rainstorm, snowfall, and ash (ported from Mapbase)
Added support for custom inventory items with "item_custom" entity (#1297)
Added support for loading custom soundscripts
Added support for precaching custom particles (#1465)
Added support for safe zones outside Survival mode
Added support for uncategorized "item_inventory_box" (#1296)
Added WAV -> MP3 fallback compatibility for "ambient_generic" (with looping support) and soundscapes
Added zombie sound overrides
Command "report_entities" now tags server-only entities
Disallowed "Kill" input from deleting players and the world
Don't clear gag flag on zombies (#1437)
Entity "ambient_generic" now supports multiple sound systems, FMOD is used as a fallback for looping MP3 sounds when it's required
Fixed "filter_script" missing "Entity scripts" keyfield in Hammer
Fixed boards with "Disable item motion" flag unchecked still not having motion (#1422)
Fixed crash when using "dumpgamestringtable" command
Fixed custom glow colors not working on weapons, tools, and medical items (#1457)
Fixed outputs on entities "trigger_keypad", "trigger_progress_use", and "trigger_progress_weapon" not setting player as !activator (#1454)
Fixed uncontrollable "func_tracktrain" stealing player use input (#1445)
Fixed Workshop locking up when attempting to download maps when an upload is in progress
FMOD: Overhauled ambient sound support
Free "spotlight_end" entity on efficient spotlights
Included entity "npc_maker" in Hammer game config
Input "SetCauser" now accepts all entities, it no longer has to be a player
NMRObjective: Display warning when boundary isn't a member of a visgroup, or no boundaries exist (#1302)
NMRObjective: Fixed memory leak while dragging lines
NMRObjective: Made "Objectives" and "anti" visgroup names case insensitive
NMRObjective: Now using local help document instead of a wiki link
NMRObjective: Now using modern folder selector
Overhauled entity "logic_script_proxy", sanitized input by doing raw calls
VScript: Added CAI_BaseNPC functions Freeze(), and Unfreeze()
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: October 6th Hotfix: We've released a dedicated server update that fixes random spawners creating the same loot and occas
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:
October 6th Hotfix: We've released a dedicated server update that fixes random spawners creating the same loot and occasional crashes with zombie attacks. This update is optional, but all community admins are encouraged to apply it.
Additions
Added backward compatibility to demo files, fixes previously recorded demos not playing
Added support for proportional fonts in closed captions (i.e. caption text isn't small anymore on resolutions higher than 1080p)
Changes
Optimized zombie ability checks when near players, this improves performance on maps with a lot of attacking zombies
Tweaked server networking settings to reduce latency on crowded maps
Updated the localization files:
With thanks to community translators: Blueberryy, Klowby, MakinDay, marcielcps, Plazehorta
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: Additions Added ability to lift ammo when it doesn't fit in player's inventory Added cvar "cl_melee_impact_effects" to e
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:
Additions
Added ability to lift ammo when it doesn't fit in player's inventory
Added cvar "cl_melee_impact_effects" to enable / disable melee impact particles
Changes
Reduced chainsaw impact effects on characters (#1414)
Reduced game installation size by compressing misc. textures
Removed friends requirement from the achievement "HAZMAT Team", new goal is "Kill 500 zombies with 6 or more players"
Show compatibility warning when playing with Linux runtime on Steam Deck
Show loading spinner while downloading user avatar
Updated the localization files:
With thanks to community translators: Blueberryy, BloodyMoonlight, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta
What’s this? An entirely new genre, you say? Well, arguably that’s exactly what Valve presented to the public in 2008 with the original Left 4 Dead, and its superlative sequel the following year. But was it really a new genre? Read the full article here:
What’s this? An entirely new genre, you say? Well, arguably that’s exactly what Valve presented to the public in 2008 with the original Left 4 Dead, and its superlative sequel the following year. But was it really a new genre?
Read the full article here: https://www.gamingonlinux.com/2023/05/if-you-like-left-4-dead
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: Additions Added proportional HUD scaling support for high resolutions, this is more noticeable on 4K, ultrawide displays
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:
Additions
Added proportional HUD scaling support for high resolutions, this is more noticeable on 4K, ultrawide displays, etc.
Added search box and "Find more..." button (that links to Workshop) in the mutator selection dialog
Changes
Improved server performance on Linux
In mutator selection dialog, clicking the list item now toggles the checkbox
Increased max. FOV to 110
Melee impact particles are now displayed across the arc
Optimized zombie AI obstruction checks, improves performance on crowded maps
Restored player freeze on extraction
Server command "workshop_validate" now has a "-restore" option, recovers map entries from cache in case of accidental removals or data loss
Supply crate no longer freezes players, checks for distance instead
Updated the localization files:
With thanks to community translators: Blueberryy, Klowby, marcielcps, Plazehorta
Fixed an issue with melee backing traces taking prominence over the initial swing arc (#1369)
Fixed an issue with stamina being drained only on the first melee hit (#1386)
Fixed background transparency issues on UI panel list items
Fixed birds blocking player spawns (#1389)
Fixed chainsaws rate limiting impact effects on characters
Fixed entity "point_message_multiplayer" not updating for players who reconnect to the server (#1390)
Fixed game state extraction commands working on dead players
Fixed loading screen not scaling properly after resolution change
Fixed mutator scripts being loaded twice on server init
Fixed national guard announcement cooldown not resetting after map change
Fixed national guard dialogue overlapping in survival mode
Fixed players blocking usable objects with their bodies (#1327)
Fixed players getting stuck after using a supply crate
Fixed several HUD scaling issues across resolutions, incl. "Next Objective" separator clipping through text, tiny labels in ammo display, etc.
Fixed supply crate HUD not always closing
Changes for mappers and modders
Added beta version of level transition for developers, it's disabled by default, and server admins may toggle it with cvar "sv_level_transition" (#1278)
Added command "RespawnDeadPlayers" to the game state functions (I/O, console, VScript)
Added cvar "sv_killpenalty_score", sets score for kill penalty
Added cvar "sv_resetscore", resets all player scores on round restart
Added new category "Mutators" in the Workshop Publisher
Added support for melee impact effect particles
Added support for overriding viewmodel hands
Added surface prop "no_friction"
All MapHack debug spew is now behind cvar "sv_maphack_debug"
Console commands "extractplayer" and "respawnplayer" now accept player name as input
Entity "trigger_changelevel" is now functional on servers with level transition enabled
MapHack: Fixed issues during pre-entity stage, which caused scripts to fail
VScript: Added CenterPrint functions
VScript: Added CNMRiH_GameRules bindings
VScript: Added CNMRiH_Player functions SetHandModelOverride() and ClearHandModelOverride()
VScript: Added CNMRiH_WeaponBase bindings and WeaponID enum
VScript: Fixed event listeners writing bogus data on Linux
Maps
All maps
Added "debris" flag to all explosive gascans
nmo_asylum
Corrected areaportal issue on a door located in the basement (#1376)
Fixed office softlock (#1375)
Fixed ritual meat not scaling health on player count
nmo_broadway
Misc. fixes
nmo_broadway2
Added ability to get welder if players don't have one during "navigate through sewers" objective route
Added clipping to some railing
Fixed multiple places where items could be lost
nmo_brooklyn
Added glow for the extraction van
nmo_cabin
Added rope for extraction helicopter to make it more clear where to go
nmo_rockpit
Fixed softlock (#1394)
nmo_suzhou
Clipped multiple areas where objective items could be lost
Misc. tweaks
nmo_toxteth / nmo_toxtethdark
Misc. fixes
nmo_underground
Added few details to motel
Fixed stuck spot near welder grate
nms_camilla
Tweaked clips
nms_drugstore
Adjusted shambler and runner spawning during the different stages of the map
Fixed a doorway in zone A where zombies could get stuck
Fixed a spawner where zombies could get stuck
Fixed misc. issues/adjustments (#1250)
Fixed prop_door having a wrong hinge axis (#1408)
Fixed several z-fighting glitches in the mall
nms_favela
Fixed wrong zone letter order
nms_ransack
Extended extraction zone and extraction time
Sparks on pawn shop door now start and stop properly when welding
nms_silence
Removed ground fog particles that were accidentally included
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: Changes Improved overall melee hit detection, entities close up can now be hit more reliably Melee impacts no longer dra
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:
Changes
Improved overall melee hit detection, entities close up can now be hit more reliably
Melee impacts no longer draw decals or spawn debris
Melee swings can now hit multiple entities at once
Mutator list is now sorted by title
Reduced SKS w/ bayonet extra shove delay (1.5s -> 0.5s)
Reverted scoreboard "DEAD" label back to "DECEASED"
Server-side Workshop error messages are now more descriptive
Updated the localization files:
With thanks to community translators: Blueberryy, Holy Crap, Klowby, marcielcps, Plazehorta
Fixed entity "ambient_fmod" playing all active sounds on client sign-in
Fixed entity "point_message_multiplayer" not always updating position when following entities
Fixed event "zombie_shoved" being fired when shoving players
Fixed FMOD sound system crash when changing level (#1363)
Fixed inconsistent volume factor on music and FMOD ambient sounds
Fixed instructor hints displaying globally on dormant entity targets
Fixed map localization not falling back to English when strings were missing for current language
Fixed mutators not being applied on listen server restart (#1361)
Fixed mutators not being reloaded on level change
Fixed overlapping elements in options dialog
Fixed rare crash when player who's using a supply crate leaves the game
Fixed scoreboard text being truncated on lower resolutions
Fixed server name being truncated on the scoreboard
Fixed several issues with "ambient_fmod" entity
Fixed SKS bayonet stab sound playing when hitting something else than a zombie or player
Fixed supply crate getting stuck open when using player dies or leaves the game
Fixed supply crate UI not closing during demo playback
Changes for mappers and modders
Added entity "env_timer", a simple HUD timer with input controls similar to a stopwatch
Added filter entity "filter_activator_player_infection", passes when player is infected, or optionally when activator is not a player
Added filter support for entity "env_explosion"
Added input "ToggleSound" to entity "ambient_fmod"
Added "SetCauser" input to entities, sets who gets credit for an inflicting kill (e.g. from hurt trigger)
Entity "trigger_keypad" now sets "OnTrigger" activator as player who input the code
Fixed "ambient_fmod" inputs "IncreaseVolume" and "DecreaseVolume" not working
Maps
nmo_asylum
Added additional audio
Added alternate key spawn to better balance objective paths
Added alternate paths to bypass most of the chokepoints that would result in "Zombie Clogs"
Added clipping to smooth out certain staircases, remove god-spots in the finale and prevent objective items from getting stuck places
Added more signs
Added more spooky stuff!
Cheeky Foot Door now unlocks if you get special Foot Spawn. No more staring longingly at feet you can't reach
Exorcised Ghost Bomb
First half of the map has been streamlined based on objective path to be easier to navigate, and to have less dead ends
Fixed collision on many, many objects
Fixed hard to hear audio in finale
Improved Performance in Courtyard
Improvements to zombie spawning in finale section and reduced number of runners in courtyard by roughly 20%, but I'm afraid ya'll are still going to be at the mercy of the random spawning logic here, so you might not notice a difference if you're unlucky
Readjusted meat health and finale duration to be more challenging
Replaced a significant number of "Fake Real Doors" with real, fake doors to improve navigation
Revamped Dormitory lighting to be less boring, general lighting improvements across the board
Revamped spawning logic in finale to have significantly fewer runners
Stuck spots on Keys, gravestones and front desk reception area have been fixed; ant-sized props removed, sorry ants
Updated Navigation mesh to make zombies less dumb
Various detailing improvements and misc. bug fixes
You can now save the melon, a sincere apology to melon rescue teams for this oversight
nmo_fema
Replaced ambient music from soundscape to "room" ambient
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: New Maps Asylum (by DrHammer) Monsters, Music and More. What better way to spend the holiday than traipsing about an old
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:
New Maps
Asylum [Objective] (by DrHammer)
Monsters, Music and More. What better way to spend the holiday than traipsing about an old asylum? Grab your friends and party hard on the latest objective map Asylum. What horrors lay in store for you in the wreckage of Grimwood’s Hell-o-ween Hellapalooza festival? Only one way to find out. So don your costumes, stuff your face full of candy, and study up on your occult rituals, because it’s going to be one hell of a good time!
Laundry [Survival] (by Atheist, original map by Payne, Sotapoika)
What's that? All that candy melted and stained your new costume, and it's dry clean only!? Well, then you better swing by Laundry and get those threads cleaned spick-and-span! Now Open 24/7!
Additions
Added cvar "sv_kill_player_on_disconnect", kills a disconnecting player before they exit the server
Added gameplay modifiers for local and online play, called "mutators":
Added cvar "sv_mutators", list of persistent mutators with ',' delimiter
Added mutator selector in create game dialog
To add new mutators, go to "nmrih/rulesets/mutators" directory and create new scripts, examples are included
Added lag compensation to melee swings
Added map completion achievements for nmo_asylum and nms_laundry
Added new death notice icons for various self-inflicted kills (fall, drown, infection etc.)
Added option for cheap impact effects
Added support for 3D ambient sounds using FMOD sound system
Added support for map-specific localization
Changes
All spectator (incl. dead players) vote restrictions are now controlled by cvar "sv_vote_allow_spectators", "sv_vote_allow_dead_call_vote" has been removed as it is redundant
Barricade boarding is now audible to other players
Default loading screens no longer have keyboard textures
Force hold time on extraction cameras to prevent them exiting too early
Infected players no longer take friendly damage when grabbed (#1324)
Infected players who'll disconnect now leave behind a turned zombie (#1063)
Long subtitles in dialogue captions have been broken into segments (currently in limited set of languages)
Melee traces no longer cause friendly damage if hit player was grabbed during a swing
Melee swings and shoving are now audible to other players (#1333)
On death, camera now looks over ragdoll and not through it
Players are no longer frozen on extraction
Players can no longer pick up grenades mid-air until the projectile lands or bounces
Prevent ammo radial wheel hover selection after right clicking, to avoid unintentionally dropping another type of ammo
Scoreboard tweaks:
Changed font
Now displays player count
Right click will now toggle cursor instead of left
Server now skips NPC animation frames in order to increase performance
Server-side Workshop changes:
Added command "workshop_remove_all", removes all maps from the list
Error messages are now less vague
Now prints download progress
Thrown grenades now pass through players, when friendly fire is off
Updated the localization files:
With thanks to community translators: Blueberryy, Holy Crap, IBRS-4Ever, Klowby, marcielcps, Plazehorta
Fixed zombie AI erroneously looking for cover when failing to chase an enemy
Fixed "Zombies remain frozen for too long after an extraction cam" (#1325)
Changes for mappers and modders
Added command "ruleset_include", merges new ruleset with active one, replaces values when available
Added entity "ambient_fmod": This entity works like "ambient_generic", but uses FMOD sound system for playback, e.g. for playing several other file formats (such as .ogg)
Added functionality for "including" rulesets, designed for gameplay mutators
Added map-defined spawn density override for "func_zombie_spawn", to fix a bug with it being reset on round restart
Added opt-in support for overriding extraction preview time with camera's Hold Time (#1323)
Added usermessage "ObjectiveUpdate" for updating objective text without forcing a notification
Added usermessage "MovePointMessage", moves existing point message without updating other properties, takes index and vector coords
Changed "defaultcubemap.vtf" texture
Entity "point_message_multiplayer" text now follows movement parent (#1316)
Fixed "BecomeCrawler" input not working properly on runner zombies
Fixed "BecomeCrawler" input turning kid zombies into crawlers
Fixed "mouseclickimage" not working with legacy main menu buttons
Restored and repaired missing "hand_truck" model that broke compatibility in custom maps
Server-only entities can now have movement parents
VScript:
Added CNMRiH_BaseZombie::IsKid()
Fixed activator, caller, etc. values not working within RunScriptCode and related inputs
Fixed CBaseEntity hooks FireBullets() and ModifyEmitSoundParams() not working
Fixed CBasePlayer not deriving from CInfectableCharacter
Fixed crash on ObjectiveManager.StartNextObjective() when called during warm-up
Maps
All maps:
Added more watermelons
Compressed pakfiles to reduce installation size
Replaced game text with instructor hints
nmo_broadway
Sparks on the door now turn off when welder usage stops
nmo_brooklyn
Added sound for extinguishable fire on the street
Changed collision behavior for watermelon
Extinguishable fire on the street now deals damage to zombies
Fixed van's enabled hurt trigger in garage
nmo_cleopas
Tweaked clips
nmo_junction
Added delay for propane explosion
Sparks on the door now turn off when welder usage stops
nmo_lakeside
Added delay for propane explosion
Helicopter no longer kills players instantly
nmo_quarantine
Fixed broken street soundscape
Fixed extract chopper not having sound (#1330)
nmo_rockpit
Fixed a few objective item stuck spots near spawn
Fixed a fire truck not casting shadows
Fixed multiple places where objective items could get stuck
Fixed some floating props and brushes
Removed collisions from some small props
Removed unusable supply drop
Reworked the van escape
Tweaked clip brushes
Updated MapHack scripts to work with new .bsp
Various small tweaks
nmo_shelter
Added few instructor hints
Added new objective between lever and final one
Tweaked clips
nmo_suzhou
Fixed god spots behind counter and evac doors in the final area
nmo_underground
Added more light in the motel
Added more spawn points for welder
Changed loop sound in underground area
Fire now doesn't instantly kill players (only if they try to proceed behind it)
Tweaked clips and navigation
nmo_zephyr
Fixed unrealistic reflection for dirt in sewers
nms_arpley
Added hurt trigger for train
nms_campblood
Added back player spawn during evacuation
nms_drugstore
Misc. optimization
nms_favela
Changed extraction, now helicopter arrives before extraction starts in slightly different place
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: Additions Added ability to drop all selected ammo by right clicking in the radial wheel (#1280) Added barricade board so
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:
Additions
Added ability to drop all selected ammo by right clicking in the radial wheel (#1280)
Added barricade board sounds for damaging and breaking
Added client option "FOV can be altered by gameplay"
Added hints to loading screen
Added initial draw animation to 1911, Glock 17, and M92FS
Added new viewmodel animations to frag grenade and Deer Hunter bow
Contributed by Silent
Added new viewmodel hands that match the current player model
Models and animations contributed by Mage6614 and Silent
Added option for random character voice set (#1263)
Added server command "extendmap" for admins, temporarily extends map time limit, in minutes
Added validation to challenge mode results:
Actions such as toggling cheats, changing gameplay cvars, running custom maphacks / scripts etc. will now invalidate runs
Can be enabled with cvar "sv_challenge_validate"
Invalid results will be rejected and not saved, this is indicated by a warning message and yellow HUD timer
Changes
Allow players to shove during fire mode change
Allow players to shove during ironsight raise / lower animation
Allow players to shove while carrying a prop
Allow players to shove while switching e-tool mode
Character Select now lists all voice sets when random model is selected
Crawlers no longer have immunity to body damage in realism mode
Death notices are no longer sent for NPCs other than zombies
Flame kills are now correctly attributed to inflicting players (e.g. from fuel canisters, chain reactions)
Flare gun projectiles now pass through players, when friendly fire is off
Gunshot suicides now play an impact sound, and interrupt voice lines
Improved barricade hammer responsiveness
Improved fire extinguisher responsiveness
Improved font rendering on in-game HUD text
Improved melee hit detection
Increased item share drop distance
Main menu buttons are now localizable
Main menu manual now links to community guide "A Complete Guide to NMRiH"
Medical item sounds are now more audible
More responsive targeting for item sharing, now traces nearby player hull
New player avoidance method:
Players can now phase through others, and only be pushed back slightly if you stay within their collision point
Players standing still won't be pushed away
Optimized item glows by removing gaussian blur when shader quality is set to low (#1038)
Optimized lag compensation by not adjusting players when they aren't infected (without friendly fire)
Players can now shove after firing a weapon (after maximum delay of 0.5 seconds)
Realism mode now only affects zombies (i.e. custom NPCs, birds etc. take damage as usual)
Reduced zombie physics object hit distance (#765)
Shared item no longer drops when player goes out of reach
Shoving no longer drains stamina when hitting the world
Sound fade on gunshot suicide now matches the screen fade
Sound pitch is now scaled by host_timescale
Updated the localization files
VGUI now uses FMOD for audio playback
Fixes
Fixed all results being displayed as "Random Objectives" by timer HUD if server switches to challenge mode late
Fixed "Animation doesn't play for second barricade if you try to place multiple" (#1114)
Fixed "Animations sometimes freeze when using" (#912)
Fixed "Autojoin causes wrong view height" (#1208)
Fixed "Barricade point is blocked!" message not being localized
Fixed being able to shoot through walls with a bow (#1156)
Fixed being able to skip e-tool switch animation
Fixed "Chainsaw always shows as full in radial" (#1222)
Fixed "Chainsaw infinite fuel when used inside a supply drop" (#992)
Fixed challenge mode blitz timer not beeping while in the menu
Fixed challenge timers not being updated for players spawning late
Fixed "Cleaver has the flashlight in the wrong hand" (#986)
Fixed client-side death notice not appearing in console when player get killed by zombie
Fixed common Linux crash relating to achievements
Fixed crash when attempting to start next objective during warmup
Fixed cvar "fov_desired" not being clamped
Fixed demo playback icons lingering on timer HUD
Fixed demo record and stop sounds playing improperly
Fixed demo support's bookmark event not being logged
Fixed demo timer overlapping with chat dialog
Fixed "droptest" command exploit
Fixed e-tool animation jitter on switch
Fixed entity "logic_progress" sending messages without recipients
Fixed event "wave_complete" being fired twice by both client / server (fixes saturated wave complete sound)
Fixed fire mode HUD jitter
Fixed "FireOutput server crash on objective completed" (#1129)
Fixed flare gun explosion kills not being attributed correctly
Fixed flickering cursor while rotating a model in character select
Fixed flickering sprite when staring at the sun
Fixed "Game plays greetings NG sound if supply drop comes after 1st wave" (#1181)
Fixed gameplay altered FOV not being scaled properly on non-default settings
Fixed "Greenlit background has incorrect aspect ratio" (#1289)
Fixed item giving not cancelling on shove
Fixed listen servers not being announced to master server on initial load
Fixed "M9 world model is paired up with maglite regardless if player has maglite equipped" (#25)
Fixed main menu music not stopping when entering a map using console
Fixed map completion achievements being awarded if player extracts by console or script
Fixed MapHack's connections block not working during pre-entity
Fixed misc. issues with extraction preview camera (#1284)
Fixed "Multiple props on moving brushes significantly degrade performance" (#1198)
Added CBaseCombatCharacter hook: int RelationshipPriority(entity, def) - Called when a character's relationship priority for another entity is requested. Returning a number will make the game use that priority instead of the default priority.
Added CBaseCombatCharacter hook: int RelationshipType(entity, def) - Called when a character's relationship to another entity is requested. Returning a disposition will make the game use that disposition instead of the default relationship.
Added function CBaseAnimating::ResetSequenceInfo()
Added function CBaseAnimating::StudioFrameAdvance()
Added function Entities.DisableEntityListening() - Disables the 'OnEntity' hooks.
Added function Entities.EnableEntityListening() - Enables the 'OnEntity' hooks. This function must be called before using them.
Added global hook: void OnEntityCreated(entity) - Called when an entity is created.
Added global hook: void OnEntityDeleted(entity) - Called when an entity is deleted.
Added global hook: void OnEntitySpawned(entity) - Called when an entity spawns.
Maps
nmo_rockpit
Added over 15 occluders
Added more hint brushes and areaportals
Added fade out distances to some props
Replaced fog trigger with fog_volume
Tweaked the upper floor of the surface building
nmo_underground
Added filter for VPhysics clip
Added garage
Added instructor hint for elevator's generator
Added more spawn points for smoke grenades
Added new key spawn point
Fixed not being able to pick up 308 ammo in truck in elevator area
Hey everyone! Thanks for popping by, sorry I haven't posted in a bit we've been so busy! I'm gonna make this quick: The game is on schedule, going well, and new content keeps coming in! still a lot to do, there are plenty of bugs to fix, but we're excited to show off a new traile
Hey everyone! Thanks for popping by, sorry I haven't posted in a bit we've been so busy!
I'm gonna make this quick: The game is on schedule, going well, and new content keeps coming in! still a lot to do, there are plenty of bugs to fix, but we're excited to show off a new trailer, likely post it next month! Here are some screenshots from today's team playtest on Night of the Living Dead and Broadway 3 where we assess bugs and try and wreck shit lol
Thanks for your continued support it means the world to us. Join us on our Discord and if you have any questions you can pop in our nmrih2 discussion chat, or feel free to hit me up!
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: Code Additions Added cvar "inv_ammoweight", sets ammo weight per box and is supported by rulesets (#1258) Additions for
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:
Code
Additions
Added cvar "inv_ammoweight", sets ammo weight per box and is supported by rulesets (#1258)
Additions for mappers and modders
Added entity "logic_script_proxy", a bridge between VScript and server plugins
Added auto-complete to command "ent_create"
Added command "ent_info_datatable", dumps entity datatable to console
Added input HideProgress to entity "logic_progress"
Added server-side "achievement_earned" event
Entity "logic_progress" now allows StartProgress input while active
VScript
Added CItem_AmmoBox bindings
Added CNMRiH_BaseZombie bindings
Added RulesetManager singleton, with ApplyCvars() function
Added functions ReadMapKeyValues() & WriteMapKeyValues(), substitutes for unsafe KV file I/O with interface that supports only one file per map
Added CBaseEntity hook: string OnEntText() - Called every frame when ent_text is enabled on the entity. Return a string to be added to the ent_text printout
Added CBaseEntity hook: void ModifyEmitSoundParams(params) - Called every time a sound is emitted on this entity, allowing for its parameters to be modified
Added CBaseEntity hook: void ModifySentenceParams(params) - Called every time a sentence is emitted on this entity, allowing for its parameters to be modified
Added CBaseEntity hook: void OnKilledOther(victim, info) - Called when the entity kills another entity
Added command "ent_script_dump", dumps the names and values of entity's script scope to the console
Added developer cvar check on script documentation registration
Added EmitSound_t class
Added function CAI_BaseNPC::GetActivityName()
Added function CBaseEntity::Activate()
Added function CreateRope() - Creates a single rope between two entities. Can optionally follow specific attachments
Added function EmitSoundParamsOn() - Play EmitSound_t params on an entity
Added functions CBaseEntity::GetSolid() and CBaseEntity::SetSolid()
Added math functions MatrixScaleBy(), MatrixScaleByZero(), MatrixGetTranslation(), MatrixSetTranslation()
Added rope constants
Added sound constants, incl. channels, soundlevels, pitch, etc.
Updated Squirrel, includes security vulnerability fixes, and a new optional parameter for split() function to skip empty values
Changes
Death notices now display suicide inflictor in console
Flattened armored zombie damage scaling for now due to hitbox fix
Server console now displays NPC killer name
Shamblers who became runners will now be displayed as such by death notices
Suiciding while infected now rewards a point if the player won't turn into a zombie
Updated the localization files
Weapon is now set as inflictor on gunshot suicides
Zombies no longer grab noclippers
Rulesets now allow more additional cvars:
- air_density
- phys_impactforcescale
- phys_pushscale
- phys_speeds
- phys_stressbodyweights
Fixes
Fixed BecomeRunner input not making shamblers identical to runners (#1281)
Fixed boards not appearing in supply boxes (#1256)
Fixed bow kills displaying incorrect death notice
Fixed chat prefix localization token being printed in dedicated server console
Fixed crash when inventory is accessed and inv_maxcarry is 0 (#1086)
Fixed create game dialog not applying server settings (#1275)
Fixed create game dialog not switching to main page on reload
Fixed create game dialog stealing input on main menu
Fixed death tune not playing (#1273)
Fixed entity "logic_progress" not stopping on input with static progress
Fixed game event "player_spawn" not firing (#1266)
Fixed game event "wave_complete" not firing
Fixed HUD not being reset for previous user of logic_progress entity when reactivated
Fixed infected Hunter model catapulting on spawn (#1253)
Fixed music being always muted on focus loss regardless of user options (#1272)
Fixed npc_zombie_template_maker trying to create invalid entity (#1269)
Fixed progress bar being stuck after using ShowProgressBarEx user message (#1267)
Fixed server vulnerability related to VScript
Fixed several filter entities being ignored (resolves #1255)
Fixed shifted hitbox indexes by using a code patch (#1257)
VScript: Fixed "Squirrel VM stack not consistent" error with EntitiesInBox (#1276)
Maps
nmo_anxiety
Added collisions to RV
Added glow to dufflebags
Fixed broken soundscapes
Fixed key getting stuck under RV (#1254)
Fixed missing LDR reflections (#1259)
Fixed players not being able to carry a watermelon to the end
Fixed RV door sound and animation spam
Removed unlit sprites from players carrying tools (resolves #1277)
nmo_brooklyn
Fixed incorrect livery on police car
Misc. fixes
nmo_cleopas
Removed forced vignette effect
nmo_rockpit
Added various details
Adjusted some item spawns
Adjusted some runner spawn positions
Elevator doors will now push players away instead of crushing them
Fixed items in the elevators being hard to pick up
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: Additions Added cvar "sv_ng_zombie_loot", controls whether or not NG zombies can drop loot Added support for randomized
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:
Additions
Added cvar "sv_ng_zombie_loot", controls whether or not NG zombies can drop loot
Added support for randomized objective chains in challenge mode
Ruleset: Added "rs_cvar" command, applies a cvar in ruleset context
Workshop: Added command "workshop_list", prints a list of installed Workshop maps to console (dedicated server only)
Changes
Don't play pills tune in challenge mode
Updated the localization files
Fixes
Fixed "Changes to DispatchSpawn() breaks server plugins" (#1246)
Fixed "Downloading map from workshop screen goes away" (#1220)
Fixed Gene Therapy not ending the pills tune while infected
Fixed "lisa" and "tammy" zombie models having zeroed out bounding box (#1226)
Fixed "Max. players setting on Create Game dialog is unrestricted" (#1248)
Fixed missing physics meshes on zombie models (#973)
Fixed "Player stuck when trigger_progress_use is killed" (#1245)
VScript: Fixed "Constants are incorrectly defined" (#1243)
Maps
nmo_boardwalk
Added few cubemaps
Added missing soundscape entities
Fixed a bug when placing ammobox near machinegun would prevent it from further using (#1249)
Fixed broken occluders
Fixed more misaligned textures
Tweaked navigation
Tweaked spawn timers to make manning the first MG more viable solo
nmo_broadway2
Removed forced vignette effect
nmo_cabin
Added dialogue captions
Removed forced vignette effect
nmo_quarantine
Fixed misc. errors
Rebuilt cubemaps
nmo_rockpit
Added missing LDR reflections
Added more flashlights
Replaced propper textures (resolves #1244)
nmo_suzhou
Fixed "Players respawning in the water on nmo_suzhou in casual mode" (#1177)
Fixed "Stuck in the gun store" (#1227)
Fixed "Suzhou's tire fort explosion too large / damage goes thru wall" (#1188)
Fixed word "find" not being capitalized in objective description