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No More Room in Hell 2 - Huge Update, Free Weekend & Sale

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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, 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.

https://store.steampowered.com/app/292000/No_More_Room_in_Hell_2/



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:


[h2]TWO NEW URBAN MAPS[/h2]

https://youtu.be/ERrJHnvTG2c

[h3]Lewiston[/h3]


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.





[h3]Pottsville[/h3]


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.





[h2]Combat 2.0 - A Melee Redesign[/h2]


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.

[h2]Character Roster & Character Re-roll[/h2]


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.

[h2]Weight-based Radial Inventory[/h2]


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.

[h2]Weapon attachments[/h2]


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.



[h2]Classic NMRiH1 weapons [/h2]


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.

[h2]Infection & "K button"[/h2]


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!

[h2]Minimal HUD UI Options[/h2]
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.

If you want to join in on the discussion, please join our Discord.

Update 1.14.2 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 enhanced support for offline solo play, enabled by selecting "1" for max. players in the "Create Server" dialog

[h2]Fixes[/h2]
  • 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

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

[h2]Changes for server admins[/h2]


  • 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
    • Added cvar "sv_gunshot_suicide", allow gunshot suicides
    • Added cvar "sv_hide_ammo_hud_on_fire", hide ammo HUD after firing a shot
    • Added cvar "sv_initial_sprint_stamina_penalty", how much stamina does sprint initially spend
    • Added cvar "sv_item_pickup_sound", play sound on item pickup
    • Added cvar "sv_medical_allow_use_underwater", allow medical item usage underwater
    • Added cvar "sv_medical_audible_sounds", other players can hear medical item usage
    • Added cvar "sv_medical_instant_apply", medical items apply instantly (emulates v1.07)
    • Added cvar "sv_melee_impact_style", 0 = nothing, 1 = classic, 2 = particles across arc
    • Added cvar "sv_molotov_always_burn", should molotov always cause an inferno, regardless where it hits
    • Added cvar "sv_npc_frozen_death_immunity", frozen NPCs won't die, emulates glitched v1.14.1 behavior
    • Added cvar "sv_npc_goal_repath_tolerance", default value of 120.0 prevents runner zombies from catching moving players
    • Added cvar "sv_player_bullet_force_accumulator", apply bullet forces to player ragdolls
    • Added cvar "sv_player_death_music", play a tune on death
    • Added cvar "sv_player_duck_on_crawler_grab", allow players to duck when a crawler grabs them
    • Added cvar "sv_player_fix_hitbox_desync", fixes hitbox desync when looking up and down
    • Added cvar "sv_player_follow_ragdoll", camera follows player ragdoll on death
    • Added cvar "sv_player_grab_ff_immunity", grabbed players won't take friendly fire
    • Added cvar "sv_player_spawn_sound", play local sound on player spawn
    • Added cvar "sv_player_water_splash", players generate splashes on water
    • Added cvar "sv_realism_fix_bullet_penetration", fixes bullets not penetrating on realism mode
    • Added cvar "sv_realism_fix_crawler_damage", by default, body damage isn't zeroed on crawlers, as their hitboxes are difficult to hit
    • Added cvar "sv_shove_allow_during_firemode_change", allow players to shove during fire mode change
    • Added cvar "sv_shove_allow_during_ironsight", allow players to shove during ironsight raise/lower animation
    • Added cvar "sv_shove_allow_during_pickup", allow players to shove while carrying a prop
    • Added cvar "sv_shove_drain_stamina_on_world_hit", if shove hits world, drain stamina
    • Added cvar "sv_shove_stab_sound", play stab sound on applicable shove (SKS bayonet)
    • Added cvar "sv_suicide_disallow_while_using", disallow contemplating while using a progress trigger
    • Added cvar "sv_suicide_infect_score", score for gunshot suiciding while infected
    • Added cvar "sv_suicide_play_impact_sound", play impact sound on gunshot suicide
    • Added cvar "sv_voicecmd_common_sounds", common sounds such as bleeding use hidden voice commands
    • Added cvar "sv_voicesubtitles", enable voice subtitles in chat
    • Added cvar "sv_weapon_unload", allow unloading of firearms
    • Added cvar "sv_zippo_extinguish_underwater", zippo extinguishes underwater and can't be ignited
    • Added cvar "sv_zombie_always_attack_bullseye", zombies don't consider npc_bullseyes as obstructions, when 0, it emulates glitched v1.14.1 behavior
    • Added cvar "sv_zombie_pound_sound", zombies play impact sounds when pounding barricades, props, walls, etc.


Maps


[h3]nmo_shoreline[/h3]
  • Added barricade point on cabin main entrance door
  • Fixed pixelwalk above cabin entrance stairs
  • Small visual changes
  • Tweaked zombie spawning and navigation

Update 1.14.1 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:

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.

[h2]Additions[/h2]
  • 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

[h2]Changes[/h2]
  • 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
    • Want to localize NMRiH to your own language? Visit our localization repository on GitHub.

[h2]Fixes[/h2]
  • 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

[h2]Changes for mappers and modders[/h2]
  • 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 CItem_InventoryBox functions AddItemAtIndex(), RemoveItem(), ItemAtPosition()
  • 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
  • VScript: Fixed CNavMesh::GetNavAreasInRadius() returning inaccurate results (#1546)
  • VScript: Fixed various memory leaks
  • VScript: Updated Squirrel to the latest version

[h2]Changes for server admins[/h2]
  • 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


[h3]nmo_rockpit[/h3]
  • 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

[h3]nmo_shoreline[/h3]
  • 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
  • Various small visual changes

NMRiH Shoreline Update (1.14) 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:

New Maps

[h3]Shoreline [Objective] (by Sirdoggy)[/h3]



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


[h2]Additions[/h2]
  • Added medical item viewmodels, contributed by S0kk0 (#1516)

[h2]Changes[/h2]
  • Improved zombie LOD models, contributed by BigHatMarley (#1500)
  • Inactive safezones are now displayed as "INACTIVE" on the HUD
  • Increased max. depth texture shadows to 8, added launch option "-numshadowtextures"
  • Misc. CPU performance improvements
  • Names and descriptions for challenges and mutators now support localization strings

  • Updated the localization files:

[h2]Fixes[/h2]
  • 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)


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


[h2]Changes for server admins[/h2]
  • 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


[h3]nmo_cleopas[/h3]
  • Door near market, which leads to a house with a welder, now opens outside only
  • Fixed nodraw surface on destroyed wall's brick

[h3]nmo_quarantine[/h3]
  • Fixed softlock (#1451)

[h3]nmo_rockpit[/h3]
  • Added watermelon
  • Fixed instructor hint indicators following other players
  • Fixed respawn door being openable by zombies
  • Removed various clips

[h3]nmo_underground[/h3]
  • Tweaked clips

[h3]nms_camilla[/h3]
  • Little tweaks

[h3]nms_laundry[/h3]
  • Changed escape van color
  • Little tweaks

[h3]nms_notld[/h3]
  • Little tweaks

[h3]nms_ransack[/h3]
  • Fixed wrong prop placement in cutscene area

Update 1.13.6 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]
  • 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

[h2]Changes[/h2]
  • 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:

[h2]Fixes[/h2]
  • Fixed bow arrows disappearing when fired at a certain distance (#1479)
  • Fixed certain ambient sounds such as room tones cutting short (#1482)
  • Fixed command "snd_restart" not restarting all ambient sounds in-game
  • Fixed converted ambient sounds having incorrect audible distance or looping forever
  • Fixed occasional crash when selecting an item from a supply crate
  • Fixed score rolling over with 2048 or more kills
  • Fixed speaker options crashing on the main menu

[h2]Changes for mappers and modders[/h2]
  • Added "Ammo Fill Min/Max" keyfields to ammobox entities
  • Added opt-in keyfield to support MP3 looping, fixes an issue on existing maps where one-shot MP3 sounds loop forever due to incorrect spawnflags
  • Added weapon progress trigger support for "item_zippo"
  • Entity "point_viewcontrol_multiplayer" now turns on the camera when input "AddPlayer" is fired
  • Fixed !activator not working for "OnEndUse" on "trigger_progress_use" and "trigger_progress_weapon" (#1473)
  • Fixed hold time for "point_viewcontrol_multiplayer" not working when following a target
  • Fixed "point_viewcontrol_multiplayer" not turning on the camera for chosen players when input "Enable" is fired for the first time
  • Fixed movement speed modifiers not resetting the absolute max speed
  • Fixed zombie input "BecomeShambler" not working properly
  • FMOD: Improved ambient sound audible distance, now more closely matches "ambient_generic"
  • MapHack: Added function "$filter", removes entities by matching keyvalues
  • MapHack: Fixed "$modify" ignoring multiple keyvalue filters (#1474)
  • 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

[h2]Changes for server admins[/h2]
  • 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


[h3]nmo_cleopas[/h3]
  • Fixed incorrect dynamic music playlist

[h3]nmo_lakeside[/h3]
  • Added dialogue captions
  • Fixed radio dialogue looping forever

[h3]nmo_rockpit[/h3]
  • 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

[h3]nmo_suzhou[/h3]
  • Added dialogue captions
  • Fixed finale radio dialogue playing for too long

[h3]nms_drugstore[/h3]
  • Added dialogue captions
  • Fixed extraction helicopter dialogue looping forever

[h3]nms_ransack[/h3]
  • Fixed weird reflection on mud texture
  • Tank now properly goes backwards when all players are extracted or when extraction expires