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No More Room in Hell News

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

NMRiH Hell-o-ween Hellapalooza (Update 1.13 Released)



[previewyoutube][/previewyoutube]
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

[h3]Asylum [Objective] (by DrHammer)[/h3]



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!

[h3]Laundry [Survival] (by Atheist, original map by Payne, Sotapoika)[/h3]



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!

[h2]Additions[/h2]
  • 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

[h2]Changes[/h2]
  • 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:

[h2]Fixes[/h2]
  • Fixed bleeding not stopping after extraction
  • Fixed challenge invalidation reasons not being localized
  • Fixed challenge results displaying a name from previous maps when random objectives are enabled
  • Fixed character select "Next / Previous / Preview" strings not being localizable
  • Fixed crawlers not taking fatal headshot damage in realism mode (#1317)
  • Fixed current velocity not being applied to player ragdoll on death
  • Fixed duplicate viewmodel sounds when observing in first person
  • Fixed extreme angular impulse on grenade throw
  • Fixed "Hard to pick up items on top of weapon progress triggers" (#1328)
  • Fixed "KeyValues error if addon description contains reserved characters" (#1318)
  • Fixed "Objective outline takes precedence over inventory outline" (#1338)
  • Fixed "Performance issues caused by gunshot/chainsaw debris" (#1291)
  • Fixed "Players can hijack ongoing progress triggers" (#1326)
  • Fixed "Players who join late won't receive current objective" (#1329)
  • Fixed rare bug with supply crate UI not closing
  • Fixed respawn and round starting timers displaying "0 seconds" left
  • Fixed ruleset validation false positives
  • Fixed "SKS bayonet hits zombies' bounding box" (#913)
  • Fixed spectators being able to cast votes
  • Fixed turned zombies occasionally losing collisions
  • 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)

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


[h3]All maps:[/h3]
  • Added more watermelons
  • Compressed pakfiles to reduce installation size
  • Replaced game text with instructor hints

[h3]nmo_broadway[/h3]
  • Sparks on the door now turn off when welder usage stops

[h3]nmo_brooklyn[/h3]
  • 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

[h3]nmo_cleopas[/h3]
  • Tweaked clips

[h3]nmo_junction[/h3]
  • Added delay for propane explosion
  • Sparks on the door now turn off when welder usage stops

[h3]nmo_lakeside[/h3]
  • Added delay for propane explosion
  • Helicopter no longer kills players instantly

[h3]nmo_quarantine[/h3]
  • Fixed broken street soundscape
  • Fixed extract chopper not having sound (#1330)

[h3]nmo_rockpit[/h3]
  • 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

[h3]nmo_shelter[/h3]
  • Added few instructor hints
  • Added new objective between lever and final one
  • Tweaked clips

[h3]nmo_suzhou[/h3]
  • Fixed god spots behind counter and evac doors in the final area

[h3]nmo_underground[/h3]
  • 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

[h3]nmo_zephyr[/h3]
  • Fixed unrealistic reflection for dirt in sewers

[h3]nms_arpley[/h3]
  • Added hurt trigger for train

[h3]nms_campblood[/h3]
  • Added back player spawn during evacuation

[h3]nms_drugstore[/h3]
  • Misc. optimization

[h3]nms_favela[/h3]
  • Changed extraction, now helicopter arrives before extraction starts in slightly different place

[h3]nms_flooded[/h3]
  • Added 10 seconds to extraction time

[h3]nms_midwest[/h3]
  • Tweaked clips

Update 1.12.3 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 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

[h2]Changes[/h2]
  • 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

[h2]Fixes[/h2]
  • 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)
  • Fixed "nmrih_game_state's restartround freezing server" (#1179)
  • Fixed objective text being out of position after resolution change
  • Fixed players being unable to switch ironsights underwater
  • Fixed "Players in join screen block spawn points" (#1299)
  • Fixed "Players unable to cast vote after missing previous vote result" (#1295)
  • Fixed previous map loading screen persisting on level change
  • Fixed radial wheel border transparency
  • Fixed rare crash involving ammo radial wheel on level change
  • Fixed rare crash when holstering a grenade
  • Fixed rich presence not working when initializing late
  • Fixed rulesets not being listed by "change difficulty" callvote
  • Fixed "Scan Out" effect on game_text (#880)
  • Fixed "Server crash during lag compensation" (#1287)
  • Fixed server crash with voice commands
  • Fixed server-side death notices not appearing in dedicated server console when "sv_deathnotice" is enabled
  • Fixed server-side Workshop maps not being removed properly when multiple servers are running in same directory
  • Fixed servers with SourceTV bot showing incorrect max. players on Discord rich presence
  • Fixed "Shotgun reload sound spam" (#843)
  • Fixed SourceTV bot being able to join the game via "joingame" command
  • Fixed sv_cheats cvar bypass by executing commands on same frame
  • Fixed "sv_realism 1 does not apply to fa_winchester_1892" (#1154)
  • Fixed text being truncated early in several game UI elements
  • Fixed "Third person character models do not point the flashlight straight" (#1095)
  • Fixed VGUI image buttons being clickable with other than left mouse button
  • Fixed "Viewmodel walking animation is delayed" (#1195)
  • Fixed VScript stack overflow on entity think function (#1292)
  • Fixed VScript's TraceHullComplex() crashing the game (#1298)
  • Fixed warning "Can't record a demo while playing a demo" being displayed on demo playback
  • Fixed "Zombie died." death notice when zombies die in flames

[h2]Changes for mappers and modders[/h2]
  • Added cvar "sv_wave_enable_cycle" to enable/disable wave cycles for zombie spawning
  • Added entity "env_instructor_hint"
  • Added entity "fog_volume" (#1301)
  • Added entity "point_message_multiplayer" (#1305)
  • Added game event "challenge_invalid", fired when a run is rejected during challenge mode
  • Added opt-in support for previously obsolete "OnPlayerExtracted" output on "func_nmrih_extractionzone" (#1283)
  • Added output "OnEndUse" to trigger_progress entities
  • Added outputs "OnOpen" and "OnClose" to entity "item_inventory_box"
  • Added support for bird NPCs from HL2 (npc_crow / npc_pigeon / npc_seagull)
  • Added support for cycling and crossfading main menu backgrounds
  • Added support for hand models on viewmodels
  • Added user message "ItemBoxUpdate" to inventory boxes (#1209)
  • Added zone letter override to entity "func_safe_zone"
  • Barricade boards now have a classname "nmrih_barricade_prop"
  • Ruleset: Added better support for map defined cvars (i.e. logic_ruleset)
  • Ruleset: Added "RevertCvar" to logic_ruleset and VScript, reverts given cvar to ruleset value (when available), or default
  • Ruleset: Added "Script" field for running VScript file on load
  • Ruleset: Added server command "ruleset_validate", checks if current ruleset / difficulty is modified, and prints all altered cvars
  • Ruleset: Checksum (file SHA1) is now included in "challenge_start" & "challenge_end" game events as "rs_hash" string
    • Used for run validation e.g. by moderators of speedrun sites, since 1.12.3 rulesets are shipped as raw .txt, and they're trivial to edit
  • Ruleset: logic_ruleset & VScript bindings no longer flag rulesets as modified
  • Ruleset: Now handling missing rulesets more gracefully
  • Ruleset: Removed encryption, .ctx files have been converted back to readable .txt
  • Vote HUD now displays multi-option votes (#1282)

[h3]VScript[/h3]
  • Added CItem_InventoryBox bindings
  • Added CObjectiveManager singleton
  • Added function CBasePlayer::CanPickupObject()
  • Added Version singleton (for version labels, build numbers, etc.)
  • Included better descriptions for NMRiH player bindings

[h3]VScript updates from Mapbase[/h3]
  • 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


[h2]nmo_rockpit[/h2]
  • 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

[h2]nmo_underground[/h2]
  • 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
  • Reworked first key location area
  • Tweaked few clips

[h2]nms_camilla[/h2]
  • Replaced all game_text with instructors

NMRiH2 - May Screenshots

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!


Much love,
Maxx