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  1. Yesterday
  2. nice good to see someone making a objective map i have a server if need some players to test it when is almost rdy
  3. Last week
  4. It's been 2 years. With a fresh perspective, I'm feeling like proceeding with this map. Although my previous laptops were either broken or stolen, I was surprised that I am able to retain many previous BSPs from either earlier uploads or published copies, and got surprised again by how easy it is to decompile a protected map. I am glad that most of them are the latest versions. So I decompiled them and decided to finish up what I have left off. After presuming them as lost projects along my broken/stolen laptops, I cherish them even more when I got them back :). This map has carried a lot of my memories as well as accompanying me through some of my darkest time, and I think its theme is more interesting than the rest, plus that I want an objective title completely under my name haha. Hopefully I can complete it before nmrih1 community disappears lol. Update 1.10 just came out, so maybe it will hold on a bit longer.
  5. I am still playing it in 2018. It's real fun and I enjoy spending few hours on it.
  6. I like this forum! It is horrifyingly fun! Check geography assignment help for geography and more assignment help services.
  7. It can easily done with those zoombie voice (Y)
  8. Earlier
  9. This is a very interesting thing that we enjoy in this movie. I'll add this movie to the media library in my iTunes which I want to share someone. My storage capacity of I phone is less for movie and music so I contact Apple Support for a boost of my storing capacity of my my cock
  10. I stil use HTML in MotD <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"> <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8"/> <title>Grey83's NMRiH dedicated server</title> </head> <body> <table align="left" cellspacing="0" cols="2"> <tr><td colspan="2">This server contains 136 maps: objective - 62pcs, survival - 74pcs</td></tr> <tr><td colspan="2"><img src=""></td></tr> <tr><td colspan="2"><font color="#808080">You can use the commands: <font color="#008000">!rtv</font>, <font color="#008000">!votemap</font>, <font color="#008000">!group</font> and others.</font></td></tr></table> </body> </html>
  11. What's your point?I could use my HTML contents in version 1.09. But I can't use it in latest version. Can i use my HTML contents by another way?
  12. From changelog 1.1.0:
  13. Versinon 1.10.0 update MOTD will no longer load remote HTML content ( except from steamcommunity.com ) ↑ I want to load my HTML content. ex. http://yomox9.blogspot.com/2016/06/yomox9server02japanmotd.html
  14. Hello someone know the command to add the workshop Addons to a Server?
  15. 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: IMPORTANT LANGUAGE CHANGE Non-English users will need to set their game language in the steam library options, see: https://support.steampowered.com/kb_article.php?ref=8487-WSCN-4121 The workshop is here! It supports custom maps and addons packaged as VPKs. 15 new achievements are now unhidden and available! Challenge/speedrun mode Improved demo recording/playback support, with additional features such as auto-record (see ds_ commands) Over 100 changes and bug fixes to the game Updates to the game's networking internals including lag compensation Various UI changes including a new background and new loading dialogs Starting with 1.10.0, Mac and Linux client builds are being moved to a limited support policy. These builds are untested and may contain bugs. We will no longer provide troubleshooting support for these OSes. To report any issue, please be sure that the problem is caused by NMRiH and not your runtime environment or the source engine. Issues outside the scope of this policy will not be serviced. Staring with 1.10.0, running the game under dxlevels lower than 90 is unsupported. An override will be required and a warning will be printed at the top of the screen. General Added "ShowDeathNotice", "ForcePracticeMode", and "KillScorePenalty" to difficulty scripts Added "player_spawn" event Added "showvphysicsclips" command for showing VPhysics clips (also has _toggle variant) Added "sv_deathnotice" which is a killfeed option intended for PvP servers Added "sv_killpenalty" which will make players lose score if they kill their healthy team mates. Set to 0 for PVP scoring. Added "trigger_nofalldamage" entity, negates fall damage when a player is inside the trigger Added "weaponid" and "npctype" values to the "npc_killed" event Added CVAR "cl_fpspanel_font" Added Discord button to main menu Added SourceTV support Added a pickup sound for items Added an example PVP difficulty script Added cheat flag to CVAR "hud_draw_fixed_reticle" Added cvar "fov_desired", allows players to change their FOV between 75 and 90 Added drowning sounds Added entity "nmrih_game_state". Helper entity for various game state functions (such as extraction, end round) Added executing of cfg/[mapname].cfg on map init (can be enabled/disabled with sv_execmapcfg) Added flesh stabbing sound when shoving with SKS w/ bayonet Added functionality for debris to hit triggers (special flag required) Added game event for Gene Therapy ("vaccine_taken") Added glow properties for entities Added keyboard input to keypads Added keypad sounds Added logo to the main menu Added map name tags to steam screenshots Added mouse inputs to the scoreboard and with buttons to mute or view a player's steam profile Added player death and drowning sounds to voice script Added sounds for fire extinguisher Added sounds for selecting and taking items from supply crate Added splash effect when player hits water Added support for custom voice sets Added the "nmrih_support_helper" command for help and support debug output. Added various fuse sounds for explosives and projectiles Added voice set preview to player's voice selection menu Adjusted cl_interp_npcs to 0.25 (fixes jittery NPC animations with high ping) Adjusted the damage of Mac10 headshots Adjusted weight and stamina costs for the leadpipe Allow client to modify player name HUD colors Allow crouching while being grabbed by a crawler Callvote console commands will no longer bypass voting cvar restrictions Changed HUD center print font to use same typeface as other HUD elements Changed the SW686 to the handguns category instead of revolver Chippants voice set will now use the correct bleeding lines Crawlers can no longer attack items, bash barricades, open doors, or climb up Fixed Maglite turning off when dropping inventory items Fixed NG zombies RNG item drops spawning under the world Fixed NG zombies not dropping grenades from their RNG item drops Fixed VGUI RichText selection not being drawn properly Fixed VPhysics clips not reloading their filters on round restart Fixed a chat-related issue which allowed servers to execute arbitrary commands on the client Fixed a crash related to round restarts Fixed a server crash caused by VGUI screens on viewmodel transmit Fixed a server crash related prop_physics and players Fixed achievements not being announced in chat Fixed alltalk not working for dead chat Fixed an issue where "12 rounds left" kept looping over and over in Chippant's voice set Fixed an issue where "grab_end" event was being fired all the time Fixed an issue where "npc_zombie_template_maker" would not free its edicts Fixed an issue where ambient_generic would not update on key value changes Fixed an issue where hitboxes desynced between the client and server Fixed an issue where phantom medical items might linger in the inventory after usage Fixed an issue where players could get stuck in spawning player-turned zombies Fixed an issue where sprinting in the water broke a client's sprinting state Fixed an issue where the Cleric voice set did not say anything for an empty gun Fixed an issue where the game would crash after changing your video resolution Fixed an issue where the health of a zone would randomly disappear Fixed an issue where the toxteth achievement would not be granted for toxtethdark Fixed an issue where thrown melees did not properly identify the inflictor Fixed an issue where you can get supply drop items without having enough weight for it Fixed an issue where you could holster dropped weapons Fixed an issue where you could infintely weld with the welder Fixed an issue where you could quickly change weapons to check different ammo counts Fixed an issue with entity glows occasionally not appearing Fixed call vote function in the main menu not resuming game Fixed certain instances where female models would have a male voice. Fixed certain occurrences where phantom name tags would randomly float. Fixed certain occurrences where zombies can grab players through solid dynamic props Fixed explosives not making an explosion sound Fixed fire kills not being credited to the attacker Fixed friendly fire damage not being taken if damage is scaled below 1.0 Fixed gene therapy not stopping the infection cure music Fixed green outlines appearing on ammo even when your inventory is full Fixed infection not killing players when sv_friendly_fire_factor is below 0.01 Fixed kid zombies T-posing when shoved from side/back and when bashing barricades Fixed main menu appearing during loading Fixed missing Cancel button on VGUI elements Fixed molotovs being able to burn in the water Fixed numerous gameplay exploits with supply drops, health stations and safe zone repair boxes Fixed numerous issues with walkie-talkie such as being used for prop surfing Fixed objective notice sound cutting off occasionally Fixed server admins being able to run arbitrary commands on the client by using an unsafe CVAR Fixed several networking issues including lag compensation not working Fixed soundscapes not loading on Linux dedicated servers Fixed various minor memory leaks Fixed viewmodel from spawning while in join game screen Fixed water occasionally flickering when players are in the view Fixed welder and extinguisher dropping carried items Game client will play a sound and flash its window when the player spawns Gene Therapy can no longer be used if you are already vaccinated Infected players will no longer turn to zombies when killed by grenades Keypad can now be closed with ENTER Lowered volume for supply box sounds MOTD will no longer load remote HTML content ( except from steamcommunity.com ) Maglite can now be equipped with Cleaver Molotov explosive item has been revamped NG zombies can now become crawlers Other various tweaks to VGUI Players can no longer avoid votekick by leaving the server Players will no longer bleedout from environmental damage Players will no longer spawn in player clips Pugman voice set has now has unique pain and bleeding lines Removed obsolete voice set code from grenades Removed particle effects on fire extinguisher after dropping it Removed phantom damage from disconnected players explosives which was typically used for griefing Removed shove delay on SKS without Bayonet Removed the ablitiy to move while using a tool Removed the ablitiy to throw items if you have unequipped them Removed various obsolete and unused code Replaced kick voting reason "Scamming" with "Griefing" Show a notice if a player can't take an item from the supply crate Show a notice if player tries to get an item they already own from supply box Suicide now emits a gunshot sound for other players Updated voice status HUD with new compact layout Usage of a medcal item will now switch back to the last used item instead of fists VGUI will now use customizable font for HUD center print instead of default Trebuchet Voice sets are now sorted alphabetically in the character select menu Voice sets can now specifiy additional custom sounds (such as pain or bleeding) Vote kicked players will now be temp banned, ban duration is set by "sv_vote_kick_ban_duration" Zombies will no longer attempt to swat health stations or supply pieces Zombies will no longer grab players who are already being grabbed Zombies will no longer try to attack barricades that are too far away Zombies will now flich from explosions Zombies will now forget their targeted physics objects and no longer return to attack them Zombies will now only deal damage to the player they are grabbing during that state Maps nmo_brooklyn has been updated: Added key model for the first objective Fixed garage door overlapping with the window Fixed lighting issue on toliet props Fixed missing glow from final cart items Fixed player respawns on the cart route Fixed various bigs with the elevator Fixed wrong reflection in police station room Various adjustments to navigation for zombies Various adjustments to clips and textures nmo_boardwalk has been updated: Added boards with arrows when there is no fence at the end of the pier Added glow for objectives Adjusted level soundscapes Fixed an issue with player spawns Various adjustments to clips and textures Various adjustments to navigation for zombie nmo_broadway has been updated: Added ammo boxes Added more player spawns Fixed a bug allowing players to remove keys from doors Fixed an issue where players could be lifted up while welding the motel door Fixed an issue with first player spawns Fixed an issue with the train doors Fixed water sound emitted by the hydrant Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_chinatown has been updated: Added a new glow system for the final objective Added ammo boxes Adjusted chance of chainsaw spawns Fixed helicopter crushing players after cutscene Reduced amount of chainsaw fuel Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_cabin has been updated: Added animation for the helicopter Added glow for the escape key Adjusted some objective descriptions to be more clear Fixed an issue where players could use the radio through the window Fixed an issue where the book became stuck in the safe Fixed an issue where the telegraph line cable was not sticking into the socket Fixed the kitchen lock floating in the air Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_cleopas has been updated: Added ammo boses Added glow for pliers Fixed an issue where the player could become stuch while placing the ladder Fixed an issue with player spawns Pliers will now spawn when extraction begins Various adjustments to clips and textures Various adjustments to navigation for zombie nmo_fema has been updated: Added no fall damage to the vent Fixed an issue where 2 napalm canisters could be placed in the same place Fixed an issue where a napalm canister could roll through the exit door Fixed an issue where players could become stuck upon placing the crank Fixed an issue where players could break the rocks and fall into the lake without blowing up the rocks Fixed an issue where players could use the radio or fusebox before the objectives require it Player spawns have been adjusted Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_junction has been updated: Fixed multiple locations objective items could be put out of reach of players Fixed players being able to interact with the func_tracktrain controlling the escape truck and thus being able to make it leave sooner than intended Fixed players being able to interact with the pawnshop keypad directly after using the correct code and getting stuck Fixed the code room and escape tunnel doors being slightly misaligned to the door frame Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_lakeside has been updated: Added additional sounds to the underground part Added ammo boxes Added guide for the generator's canister Added sound to the generator button Fixed an issue where players could break boards and open the door before a code was enterd Fixed an issue where the game would become stuck upon extraction The chopper will now deal damage Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_quarantine has been updated: Added a rope to the inner quarantine gate Added guides on where to place the propane Adjusted player spawn postions Changed a ladder into a ramp which allows players to climb into the construction area Fixed an issue where players could dying during the white fade after entering the quarantine Fixed an issue where players in the graveyard could spawn multiple shovels Fixed jittery camera movement while at the bottom of a grave Fixed misplaced items that were stuck inside various props Fixed the radio sound effect being too loud in the inner quarantine Fixed various visual glitches in the sewers Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_shelter has been updated: Added loading screens Added new spots for objectives Added various new details and level design improvements Rebalanced the amount of zombies spawning, especially during the finale Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_suzhou has been updated: Finale dock doors will now open after the boat appears Fixed a few model fading and "pop-in" issues Added a system to destroy prop boards outside of evac station Increased the density of spawns in a number of areas Players can now respawn when approaching evac station Added a system to stop props, objective items, and weapons getting stuck behind the evac station healthbox Fixed glowing ghost barrel Reduced the height of the counter in the evac center Fixed ancestor shrine secret Collapsed env_soundscapes using soundscape triggers whenever possible to reduce entdata problems that may arise from playing in nightmare mode Modified evac station dock layout to fix issues with zombies from detecting survivors Reduced wait time of final "SURVIVE!" objective Various adjustments to navigation for zombies Various adjustments to clips and textures Various adjustments to lighting nmo_toxteth and nmo_toxtehdark have been updated: Added loading screen Fixed an issue where players could activate the pipes trigger Fixed an issue where the extraction would only work from certain sides Fixed an issue where the helicopter's path would end prematurely Fixed an issue where zombies failed to open a door Fixed an issue with player spawns Fixed players getting stuck in doors Various adjustments to clips and textures Various adjustments to navigation for zombies nmo_underground has been updated nmo_vertigo has been removed, check the workshop for this map nmo_zephyr has been updated: Added a delay between the time when the Engineer ends his speech and when the door code is set Added blocking damage to turntable, in addition of visual cues to warn players after another player inevitably gets crushed Added new "default" code for the station keypad Added new spawn locations for new weapons Added slope to the caboose interior to reduce "bumping" Added support for newer weapons Added trigger_hurt to locomotive Adjusted item spawns in starting area Adjusted warehouse secret cache button to only fires its output once Fixed an issue causing ammo boxes to not spawn Fixed bug that caused the brake release objective to be completed by waiting for the brake wheels to "reset" Fixed minor door clipping in the respawn room Made station warehouse welding less glitchy Moved some boxes around to not block a corner Moved some of the barbed wire in the warehouse loading entrance around Relocated objective boundary entities for clarity Removed deadend output on the last objective Removed deadend output on the station keypad Various adjustments to clips and textures Various adjustments to navigation for zombies nms_arpley has been updated: Added ammo boxes Adjusted damage of the electric trap Disabled collision for some glowsticks Fixed ammo boxes blocking the gate under the bridge Fixed an issue where players could extract before the train stops Fixed fade distance of various props Fixed flags of some weapon spawns in armory Various adjustments to clips and textures Various adjustments to navigation for zombies nms_campblood has been updated: Fixed some issues allowing infintie respawns after the extraction cutscene Fixed some issues with soundscapes at zone B Various adjustments to clips and textures Various adjustments to navigation for zombies nms_favela has been updated nms_flooded has been updated Adjusted level soundscapes Fixed an issue where players respawned during extraction Fixed displacement hills surrounding the playable area not actually connecting to the ground fully Fixed the safe zone extending to outside the building Fixed various locations players could boost up to and be out of reach of zombies Fixed zombies being unable to hit players through the railing Various adjustments to clips and textures Various adjustments to navigation for zombies nms_isolated has been updated: Added various props Fixed an issue where players became stuck in the roof Fixed an issue with pliers Removed legacy sounds Various adjustments to clips and textures Various adjustments to navigation for zombies nms_midwest has been updated: Fixed an issue where "survivors withstood the horde" even when they were left behind Flare guns will now spawn with zero ammo Improved some cubemap visuals near the warehouse Opened up the tables and chairs on the ground floor of safezone B Players can no longer spawn in the last round Removed collisions from lights in Safezone B Truck outside of the warehouse is now inaccessible Various adjustments to clips and textures Various adjustments to navigation for zombies nms_northway has been updated: Added ammo boxes Added glow to the finale buttons Added indicator of how many doors are left during the finale Added weapons Adjusted number of zombies during the later waves Fixed an issue where zombies became stuck behind zone B Various adjustments to clips and textures Various adjustments to navigation for zombies nms_notld has been updated: Added ammo boxes Adjust various props to become static Fixed an issue where empty canisters can be used to refuel traps Various adjustments to clips and textures Various adjustments to navigation for zombies nms_ransack has been updated nms_silence has been updated Engine Improved Steam Voice support Removed sv_use_steam_voice convar. Steam voice is now selected via sv_voicecodec steam Fixed demos not properly recording Steam Voice status, resulting in potential corrupt voice in demos with differing default settings Will now use the native Steam Voice sampling rate, instead of clamping to 11kHz Improved compatibility with Steam client beta Added CELT audio codec currently in use in TF2 and CS:GO Server operators may enable use of this codec via sv_voicecodec vaudio_celt Steam voice remains the default voice codec Updated spec_player command to match recent improvements in TF2 Now accepts partial player names, Steam IDs, etc. Fixed security issue reported by Amat Cama via GeekPwn Fixed security issues reported by Justin Taft from One Up Security, LLC Updated engine with recent stability and bug fixes from TF2 Other various security and stability improvements Fixed physics not operating at the correct tickrate when specifying non-standard -tickrate options on the command line Fixed viewing demos recorded at a non-standard tickrate causing the next listen server hosted to be at that tickrate Updated the localization files Special thanks to Dysphie for the death notices icons and Winning117 for various improvements and fixes to the collisions and origins of props and weapons. Special thanks to our 1.10.0 testing team (in no particular order): Dysphie, Holy Crap, Ryan, Winning117 and to all of our GitHub contributors.
  16. Have you tried the beta?
  17. hi

    ITS BEEN A WHILE
  18. Today i want to release two more addons. Brush Axe that replace Fire axe, and Revolver from Resident Evil which replaces default 357 Revolver. Here's screenshots, credits, and link to download (this addons is not include in full pack yet.) http://www.mediafire.com/file/bn1lpdjx5y90ckr/Barrygun_and_brush_axe.rar/file 357_Barry_Magnum Credits: OoFiLoO (Port from Resident Evil) Templar (Port to NMRiH) Flammable (vgui icon, textures, sounds) Sound is partially from nmrih and Half-Life 2 (since resident evil sound is worse in terms of quality) Model from "Resident Evil / biohazard HD REMASTER" Axe_to_Brush_Axe Credits: Yogensia (Model, Textures, Renders, Compile (L4D2 model)) Templar (Port to NMRiH) Flammable (vgui icon) Happy hunting
  19. I recently downloaded NMRiH via steam and started playing it. Everything is working fine but the in-game sound/music. I cant hear anything in the game. No gun shots, walking sounds, zombie sounds etc etc. I tried reinstalling the game but nothing happened. Please help, I really loved this game and wanna have the full experience.
  20. Hi all, finally decided release this map. Been sitting on my computer for about a 1.5 years now. This is a nmo_Parkour with checkpoints added. This will make it more playable and probably making it more fun for all. Unfortunately I'm not sure who the original author is so I am unable to give them credit. I'll updated this part once I figure who the original author was. ***** New Features**** -Added 4 checkpoints, unlockable once someone reaches the checkpoint and presses the unlock button -Added a short zombie head-jump parkour section. -Added a zombie crushing machine. -Extended two blocks in the map to make the jumps easier and less punishing -Minor changes the parkour pathing. -More traps. -4 Mystery buttons that will not definitely don't open checkpoint doors, my advice is dont press them. -Made the end section of the map possible to play. (end section is the part you go down the wall on the outside.) You can get the map here https://mega.nz/#!SXhCGARC!p1P8f--7wbaDM7hGOLy9I4wiDrb9BcKYHG29asHYsK0
  21. Decided to release it as it is now.
  22. Hello, i want a player model of mileena from mk9 the outfit is her third outfit flesh pits outfit ported to no more room in hell as one of the female characters in the game you can play as to be recompiled, here is the flesh pits model https://www.deviantart.com/romero1718/art/Mileena-Flesh-Pits-Mortal-Kombat-9-483489166 also, im new here
  23. can someone reupload this and other mods because it keeps saying 404 error on dropbox!?
  24. I have changed my mind... though I have loved this game growing up I would like to see where nmrih 2 goes thanks for at least considering my old application though.....
  25. Yes, I'm playing beta. And I have this problem.
  26. Counter-strike: Go is a very popular game and many of my friends are playing this game. However, I tried to install this game on my Windows 10 PC but didn't able to install that. So may I get the source and way you have installed this game? I have also tried to check g-suite tech support to know the ways. So, please anyone suggest me as I am very eager to play this game.
  27. Here is my application for beta testing NMRIH thank you for reading this! nmrih application.txt
  28. are you playing beta? if no, then it is fixed there
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