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No More Room in Hell News

Update 1.13.4 Released

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.

[h2]Additions[/h2]
  • 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)

[h2]Changes[/h2]
  • 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:

[h2]Fixes[/h2]
  • Fixed melee swings counting characters as obstructions, causing inconsistent hits and not registering all traces from the arc
  • Fixed melee swings not dealing damage to entities you're directly facing (such as breakable boards)
  • Fixed missing blood on view models (#1444)
  • Fixed points not being awarded when killing turned zombies in survival
  • Fixed potential server crashes caused by stale entity references in memory
  • Fixed rare lag compensation crash
  • Fixed server performance issues with zombies and overlord spawners
  • Fixed shadow option reverting to "Medium"
  • Fixed supply boxes closing immediately even when user is within reach
  • Fixed supply boxes not checking use distance when attached to movement parents
  • Fixed workshop add-ons not being properly removed from the add-on manager list after unsubscribing

[h2]Changes for mappers and modders[/h2]
  • Added auto-complete to console command "script_execute"
  • Added "Unlisted" visibility option to Workshop Publisher (#1351)
  • Fixed "ambient_fmod" sounds not following movement parents or source entities
  • Fixed crash on nav generation when bone followers are present
  • Fixed death notices not accounting for modded zombies who change classnames
  • Fixed "nav_generate" not returning to same map after generation
  • Following entities no longer require edicts: env_soundscape, func_zombie_spawn
  • MapHack: Fixed $remove_all not working with server-only entities (#1447)
  • MapHack: Fixed hang on pre-entity $edit_all
  • VScript: Added CBaseEntity functions GetGroundEntity() and SetGroundEntity()
  • VScript: Added CFuncZombieSpawn bindings
  • VScript: Added CFunc_SafeZone bindings
  • VScript: Added CNMRiH_BarricadePoint bindings
  • VScript: Added CNMRiH_HealthStationLocation bindings
  • VScript: Added COverlord_Zombie_Helper bindings
  • VScript: Added nav mesh attribute constants
  • VScript: Added NavMesh functions NavAreaBuildPath() and GetNavAreasFromBuildPath()
  • VScript: Added team constants (TEAM_ANY, TEAM_UNASSIGNED, etc.)
  • VScript: Fixed a crash when using NavMesh methods
  • VScript: Fixed an issue with "logic_script" calling functions it doesn't own
  • VScript: Fixed "filter_script" hijacking one another's PassesDamageFilter hook (#1434)
  • VScript: Fixed potential crash when using debug overlay on dedicated server
  • VScript: Fixed server-only entities incorrectly using the root scope for scripts

[h2]Changes for server admins[/h2]
  • Added cvar "sv_item_give", toggles medical item sharing
  • Fixed "-tickrate" command line parameter not working on Linux dedicated servers
Maps


[h3]nmo_broadway2 / nmo_brooklyn / nmo_cleopas[/h3]
  • Tweaked clips

[h3]nmo_fema[/h3]
  • Fixed wrong tree prop angle
  • Tweaked clips and cubemaps

[h3]nmo_shelter[/h3]
  • Raised the ground in the sewer section to remove "crouch jump" requirement over infected water

[h3]nmo_suzhou[/h3]
  • Fixed floating barbered wire near tire fort
  • Tweaked clips

[h3]nmo_zephyr[/h3]
  • Minor tweaks

[h3]nms_arpley[/h3]
  • Fixed cubemaps

[h3]nms_camilla[/h3]
  • Fixed a bug where instructor hint was following a player who activated the button

[h3]nms_laundry[/h3]
  • Alleys around zone B are now playable areas
  • Reworked zombie spawn area near gas station to prevent zombies getting stuck in a door frame

Update 1.13.3 Released

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:

[h2]Additions[/h2]
  • 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

[h2]Changes[/h2]
  • 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:

[h2]Fixes[/h2]
  • Fixed alignment when using line breaks on center print text
  • Fixed ambient_fmod's "Play everywhere" flag using entity's sound origin (#1426)
  • Fixed armored zombie spawn rule having no effect on "npc_nmrih_runnerzombie" (#1432)
  • Fixed car model crashing clients (#1436)
  • Fixed chat font drop shadow not being fully opaque
  • Fixed crash on player join when the main fog controller gets removed
  • Fixed excessive impact effects on some props (#1421)
  • Fixed false "Invalid BSP" error in Workshop Publisher (#1416)
  • Fixed god mode if player spawns mid-cinematic (#1411)
  • Fixed melee traces ignoring objects and walls (#1415)
  • Fixed minor performance issues during rendering
  • Fixed mutator dialog displaying an empty list when leaving it open and closing the "create game" panel
  • Fixed observer target FOV not using user settings
  • Fixed point message text not aligning to center
  • Fixed point messages displaying garbage output when updated often
  • Fixed potential crash with "game_ui" entity
  • Fixed several shaders requesting values for undefined base textures
  • Fixed skillshot material not being precached

[h2]Changes for mappers and modders[/h2]
  • Added cvar "sv_ignore_win_loss_state", prevents round from ending on win / loss, useful for custom game modes
  • Added several entities to Hammer game data, including "generic_actor" with model / skin selector, and scripted sequences
  • Added surface prop "bouncyball"
  • Cleaned up unused entities in Hammer game data
  • Entity "point_message_multiplayer" now allows properties to be changed by keyvalues
  • Following entities no longer require edicts: env_instructor_hint, env_timer, game_text, logic_progress, logic_script, player_speedmod, point_message_multiplayer, scripted_sequence
  • Extended entity "prop_sphere" with customizable radius
  • Improved entity "point_message_multiplayer", text now follows movement parent smoothly without jitter, and height offset can be changed
  • MapHack: Fixed $remove server crash (#1425)
  • MapHack: Restricted unsafe entities in potentially dangerous functions
  • Updated "trigger_hurt" damage types to match NMRiH overrides in Hammer
  • Updated VPhysics clip editor texture
  • VScript: Added CNavMesh interface and CScriptNavArea class
  • VScript: Added CNMRiH_BaseZombie::GetShoved()
  • VScript: Added CNMRiH_WeaponBase functions SetViewModelOverride() and ClearViewModelOverride()

[h2]Changes for server admins[/h2]
  • Added cvar "sv_vote_initial_delay", sets time in seconds before first vote can be called after map start (#1431)
  • Added network cvar overrides, new additions are "sv_net_maxcleartime_override" and "sv_net_splitrate_override"
Maps


[h3]All maps[/h3]
  • Fixed hint instructors following players who interracted with objectives

[h3]nmo_boardwalk[/h3]
  • Tweaked clips
  • Fixed zombie shamblers getting stuck in windows during "Survive" objective

[h3]nmo_broadway2[/h3]
  • Tweaked VPhysics clips

[h3]nmo_cabin[/h3]
  • Fixed watermelon not being "debris"

[h3]nmo_cleopas[/h3]
  • Added few VPhysics clips
  • Rotated player spawn on the second floor for speedrunners

[h3]nmo_lakeside[/h3]
  • Little tweak for the ivy texture

[h3]nmo_quarantine[/h3]
  • Added a roof to the diner inside the inner quarantine since it was visible, as well as some additional detail
  • Added boxes near the graveyard FastEx truck that players can use to boost on top of zombies potentially blocking the chokepoint
  • Added VPhysics clipping to areas in the sewers where objective items could be lost
  • Added watermelons
  • Braced a door, please do not open it
  • Fixed a bug where upon grabbing the walkie talkie, players could infinitely trigger the soldier's dialogue and destroy everyone's eardrums
  • Fixed a minor rendering hiccup at the beginning of the sewers
  • Fixed multiple instances where backside of displacements were visible
  • Fixed the red X not properly rendering atop the breakable plywood at spawn
  • Fixed visible nodraw in the Park
  • Large optimization pass throughout the entire map
  • Lowered a building in the skybox that was ruining my immersion, visibly floating in the air at certain angles
  • Players can now get on top of the dumpster in the laundromat alley
  • Removed a clip brush impeding intentional design
  • The dumpster in the laundromat alley is on fire
  • The fire in the inner quarantine is now within the audible spectrum
  • Tweaked the nav mesh to reduce the chances of zombies getting stuck in certain locations

[h3]nmo_rockpit[/h3]
  • Added fade out distances to a lot of props
  • Fixed the surface fire particles sometimes appearing invisible
  • Fixed invalid brushes
  • Improved zombie navigation in the surface building
  • Other minor optimizations and fixes

[h3]nmo_toxteth / nmo_toxtethdark[/h3]
  • Tweaked clips

[h3]nmo_underground[/h3]
  • Added few props
  • Tweaked VPhysics clips

[h3]nms_arpley[/h3]
  • Reduced train damage to players to prevent an instant kill

[h3]nms_favela[/h3]
  • Added glowsticks to make it more clear where players need to extract
  • Replaced unusable ladder prop with a step ladder to prevent any confusion

[h3]nms_isolated[/h3]
  • Misc. tweaks

[h3]nms_laundry[/h3]
  • Added electric trap for zone A
  • Added few details
  • Added kerosine lamp to zone B
  • Changed ammo_min "0" parameter value to "10" on random spawners to prevent the spawning of "empty" ammoboxes
  • Misc. tweaks
  • Moved flamethrower from zone A to zone B

[h3]nms_midwest[/h3]
  • Added hurt trigger to train to prevent it being blocked and not letting other players to extract

If You Like... Left 4 Dead

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

Update 1.13.2 Released

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:

[h2]Additions[/h2]
  • 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

[h2]Changes[/h2]
  • 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:

[h2]Fixes[/h2]
  • Fixed an issue with inaccurate melee headshots
  • 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

[h2]Changes for mappers and modders[/h2]
  • 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


[h3]All maps[/h3]
  • Added "debris" flag to all explosive gascans

[h3]nmo_asylum[/h3]
  • Corrected areaportal issue on a door located in the basement (#1376)
  • Fixed office softlock (#1375)
  • Fixed ritual meat not scaling health on player count

[h3]nmo_broadway[/h3]
  • Misc. fixes

[h3]nmo_broadway2[/h3]
  • 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

[h3]nmo_brooklyn[/h3]
  • Added glow for the extraction van

[h3]nmo_cabin[/h3]
  • Added rope for extraction helicopter to make it more clear where to go

[h3]nmo_rockpit[/h3]
  • Fixed softlock (#1394)

[h3]nmo_suzhou[/h3]
  • Clipped multiple areas where objective items could be lost
  • Misc. tweaks

[h3]nmo_toxteth / nmo_toxtethdark[/h3]
  • Misc. fixes

[h3]nmo_underground[/h3]
  • Added few details to motel
  • Fixed stuck spot near welder grate

[h3]nms_camilla[/h3]
  • Tweaked clips

[h3]nms_drugstore[/h3]
  • 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

[h3]nms_favela[/h3]
  • Fixed wrong zone letter order

[h3]nms_ransack[/h3]
  • Extended extraction zone and extraction time
  • Sparks on pawn shop door now start and stop properly when welding

[h3]nms_silence[/h3]
  • Removed ground fog particles that were accidentally included

Update 1.13.1 Released

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:

[h2]Changes[/h2]
  • 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:

[h2]Fixes[/h2]
  • Fixed common Linux crash when earning an achievement
  • Fixed death sound playing on disconnect kill
  • Fixed disconnect kills affecting "We Got This!" achievement progress
  • 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

[h2]Changes for mappers and modders[/h2]
  • 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


[h3]nmo_asylum[/h3]
  • 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

[h3]nmo_fema[/h3]
  • Replaced ambient music from soundscape to "room" ambient
  • Slightly changed "Pump it" challenge objective route

[h3]nms_arpley[/h3]
  • Fixed wrong ending wave

[h3]nms_laundry[/h3]
  • Extended extraction time
  • Fixed zombies being stuck in a narrow alley spawn (extended playable area, even if they're stuck, players can kill them with melee)
  • Landmine kills are now credited to a player who picked up the mine
  • Landmines no longer damage players (except when infected)
  • Reduced siren duration from 4 mins to 1 min
  • Replaced "alert" hint icons for "cut the rope" objective with "use key" icon
  • Van now honks its horn before it starts moving
  • Van now won't instantly kill players