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      Hello everyone and welcome to the No More Room In Hell Forums! We greatly appreciate your interest and support. Please feel free to begin post and become a part of this community. But please make sure that you read and understand the following rules so things can stay as clean and as orderly as possible around here. These rules are expected to be follow by any and all members at all times. Disobeying these rules will result in disciplinary action by a moderator. #1. Off color remarks are acceptable but can be deemed inappropriate at the discretion of the moderators. #2. Flaming and disrespecting other members of this community or this mod is strictly prohibited. #3. Please do not post links relating to warez or illegal downloading. #4. No offensive content is to be posted (gore, dead babies, porn). #5. Please do not spam topics to increase your post count. #6. No excessively large signatures. Signatures that violate this will be modified. #7. Signatures are not to be used as a spamming tool. If your signature's sole purpose is to annoy or distract other members, it will be removed. #8. Please do your part to be as friendly, respectful, and helpful to anyone and everyone on this forum. #9. Your posts may be removed at any time at our sole discretion. #10. Remember the terms of your registration...a copy is posted below but may not represent the latest version of our terms of use. #11. No advertising other communities or products. Have fun.


Popular Content

Showing most liked content since 07/12/2016 in all areas

  1. 2 likes
    Announcement As the darkness comes nearer and halloween approaches slower than ever i finally present you my map nmo_shelter. This map will be part of a campaign and i hope to release more maps in the near future with the same concept of having a shelter to it. I do really intend them to be connected in one way or another. The link is at the bottom if you don't want to read through all of this Previous post with some screenshots of progress: Concept and making of I tried making some stuff for the past 2 - 3 years now, but i didn't really have the time nor motivation to do so and i was just fucking around in hammer without having the intention to actually finish a map. I never thought i would be able to make a map as i didn't took mapping very seriously, but that kinda changed in the last half year - year. That's when i really got hooked onto mapping and started getting help to become a better map, so i asked mainly Nay0r and some other cool guys for help and i got this amazing guy called Atheist to help me with my map and i'm really grateful for the help so to say. That's when i mainly started changing my mindset on how to become better and smarter in life overall. If anyone is curious, this is kinda the progress of the last 3 years, it contains screenshots of all my projects and really comes to showcase how i have grown over the course. (see spoiler at the bottom) Story This map's story is basically you and 7 other survivors hide in a world war 2 shelter in Europe, to be specific in Belgium Wallonia at the border with France and you try to get from an old bomb shelter to a nuclear plant, but you encounter some problems on your way to the nuclear plant in order to destroy certain parts of the world which don't hold any survivors at all. Your only cure in order to survive is to get asap to the nuclear plant and nuke large parts of the world in order to save the world as the world slowly decays into madness. It is stated that you are in the year of 2042 and the apocalypse started 5 years ago when all the governments collapsed and suddenly someone thought he had made a medicine to cure everyone from every disease, but instead of curing it infected most of the people, they had tested the medicine on animals. Everything seemed to be in order at first glance, but as they tried it on a human, at first glance it worked perfectly, but after several months the medicine started to mutate with the brain cells and caused an effect which turned him into a zombie. Several months had passed and suddenly every city would collapse in no time and 4 years later from that point in 2042 the normal population was merely < 1000. Main areas and screenshots In this map you basically have 5 main areas: the shelter (old underground hideout that was made in the 2nd world war), the courtyard with a lot of children, the factory + the maintenance tunnels, the submain sewers and the arena + connector hall. The Shelter + courtyard: https://imgur.com/a/JPqFh The warehouse +the maintenance tunnels https://imgur.com/a/2TWMf The submain sewers https://imgur.com/a/c2OmC The arena + connector hall https://imgur.com/a/PnxDz Download link (gamebanana) https://gamebanana.com/maps/197278 (for a zipped file) Credits Special thanks to: Atheist for helping me make the map reality Nay0r for being awesome in general and helping me with level design clutter Durkhaz for giving out free vmfs for me to learn from Kevin for being the greatest playtester there is, you truly rock Jake for being jake i guess Mabalina for taking care of the baby (prop in game, in case people are getting confused) Der Vampir for playtesting yet another map Chris teh Clue for giving me clues Porkchops servers, ??? servers and dr's server for letting me playtest my map and basically anyone who helped me making this map become reality: Bab, Soulbrother99, Bobschke, Fiona, Zombie, Sammy, Blazzestrike, Green riding hood, Evie, Freud's cat, Sophia, Ping, Lilayy, Merzarime, SPLINTERMAX and everyone else enjoying or playing the map through one of these earlier mentioned servers.
  2. 2 likes
    hei there i made some custom zombie, called doggy zombie because nmrih took so long to update i update the game self xD (JK) still in beta
  3. 2 likes
    my server's map list http://nmrih.yomox9.club/steamcmd/nmrihsrv/nmrih/mapcycle_all.txt FIle pack https://drive.google.com/open?id=0B9Zk_0HKMKNsdlAteHJxa3JiVW8
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    Hello. I want to ask the Team about a problem that irritating me the most - player colliision. When I was playing on server of my friend, I've seen a lot of situations that when some player got killed, because the guy who walked near him, pushed him towards a group of zombies. At this moment I was like: "meh, any noblock plugin can fix that!". Yeah, obviously, none of them worked. Then I tried to fix this by manually changing collisiongroups, solidflags and solidtypes, but nothing worked, except for solidflags. Even it did worked as I wanted tho, there is another problem appeared - NOTHING can hit player, other dynamic props are just going through the model. As creators, what did you actually changed in code of HL2 collision system to make it push players once they are hit? How i can fix this? I like this game as it looks now, this is the only thing i want to change. I do appreciate any help.
  6. 2 likes
    Hail to the king, baby If enough people bug me about it, I'll upload it for public use.
  7. 2 likes
    Ran through Chinatown, only for one thing. Get my melon to safety. It flew away on the helicopter with me. GG melon.
  8. 2 likes
    So basically why not make the zip lighters more useful than just providing small amount of light. For example actually lighting up stuff. There are traps for zombies in maps such as fire. But at first it only spreads gas and so. Why not make the lighter actually light it up. Optional idea tho.
  9. 1 like
    Vertigo - Escape Mission We all think that big skyscrapers are secure and have everything necessary to survive a zombie apocalypse. The problem is that this huge building is now surrounded by dead hordes aproaching to your location, so you will have to carefully rise to the top of it in order to be rescued if you want to live. Be careful, watch your steps as you can fall to death in this old skyscraper, sounds simple but it is not. Can you escape from this vertigo nightmare? Download & Screenshots: https://steamcommunity.com/sharedfiles/filedetails/?id=1592215635 (More screenshots at gamebanana) Features: - Hard difficulty - Large and tall building - Only 1 respawn after round start - Logical objectives - Broken areas that need parkour basic skills - Lighting effects - Different types of rooms, hallways, ladders, sewers and more. - Dark areas and secret rooms to explore - Useful items and weapons available - Ending scene including a rescue chopper --------------------------------------------- Version 12 - 15/12/2018 + Workshop publish + Added some soundscapes + Added earthquake effect + Added barricades + Changed some decorative props + Horror corpses + Tweaked trap details + Improved parkour lighting + Fixed zombie spawn crash + Fixed minor nav issues * Map created by Ulreth * --------------------------------------------- Special thanks to testers: Holy Crap Dani Fantasma FeRcHaLa Gizmo Juan Mr.Cat Ruso Wabein Xnauta - Feel free to comment any bugs, suggestions or anything related to the map in order to fix and improve for future versions --------------------------------------------- Some of you might know that my map titled "Vertigo" was selected to be part of the official update for this game, but without any warning i found out that this wasn't truth and DEV team decided to remove this map without considering the time that i spent on it, the effort i put to it, the changes i made to it (and was willing to keep doing if necessary), so probably everyone would feel betrayed like me at this point. In a certain way i felt that their decision was correct because of the lack of organization and empathy with their custom mappers, so i concluded that i do not deserve a treatment like this. Clearly, if i could go back in time, i would never create a map for this game again, but that is not possible and players that loved my maps were very grateful with me from the beginning so it would be unfair if i remove them completely from any website. Now that this topic is cleared and explained i will return my maps in workshop update to be grateful with those that supported me, my friends, my beta testers and especially Holy Crap. I won't be the last case of injustice in this kind of work, it is easy to criticize mappers like me and their mistakes, but even knowing this i encourage you to create something different, something that makes you feel proud of, a map to cheer other users and collect their feedback to improve the game from your position. I will always be open to any feedback, feel free to insult me, erase my message or joke with this but try to be comprehensive with mappers cause their work is for free and for everyone.
  10. 1 like
    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.
  11. 1 like
    Some screenshots here: DOWNLOAD: https://www.dropbox.com/s/i2cw6u6wj0exf76/NMRiH_TheWalkingDead.zip?dl=0 README.txt in the zip file Credits: Ported to NMRiH by dewobedil Rigged by shaklin Original models from The Walking Dead Mobile Game (No Man's Land)
  12. 1 like
    Ah yes, we are still here updating the game and all. You'll need to check in once in a while. And remember to enable VAC!
  13. 1 like
    first of all, huge sorry for the necro. but most of the images are gone and I have no idea what to change in a couple of CS:S models to be ported onto nmrih.
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    Pretty much just completed it solo (couldn't get to the chopper rope at the end) after a few attempts and I really like it but came across a few small problems. The First issue was an unclear objective towards the end of the boardwalk. The objective was telling me to start a strong fire. I was unsure for a good while where to go and launched my flares and c4 at the blockade. Perhaps you should make it clearer that they need to go in search of fuel supplies to start a fire or something. The final issue I encountered was at the finale. I had comfortably cleared away the zombies on the boardwalk but was unable to jump over the fence to get to the chopper rope. If the players need to go to the underside of the pier to climb the rope perhaps make it a little clearer to the players. (I had the feeling that perhaps I blew up a ramp with the c4 I used earlier in an attempt to light the blockade, thus making it impossible to get to the rope) Anyway as I said great map which I enjoyed as much, if not more than some of the official maps. Great setting and feel. I loved the idea. Nice job!
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    I've been waiting a very long time for walking dead player models in nmrih, thanks.
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    I have 127 maps (nmo - 53 pcs., nms - 74 pcs.) at my servers It's 276 bz2-files (1.76GB total)
  20. 1 like
    Never mind! Fixed both of these issues!
  21. 1 like
    When player out of stamina, and can't make a swing he have to wait to regenerate it, and it is perfectly balanced, but there is a problem. If player crouch (+duck) stamina regenetares x2 or x3 times faster, this cause such over power, for example if you get heavy weapon like fubar or pickaxe or sledgehammer, and hit alot of zombies, you can crouch and regenerate stamina so fast, so you become unstoppable zombie-killing machine! Firearms, tactics, get space behind back for retreatment, who need that when you can just crouch for few seconds and kill another 5 zombies with 1 swing... I wanna know, is there any way to disable it, maybe some sourcemod plugin, any how? There is sm_stamina plugin for nmrih that can make stamina infinite, and if admin set stamina of player less then 5, player can't do a swing or run. Maybe someone can make a plugin for my server that if player use +duck {sm_stamina !self 10} if player use -duck {sm_stamina !self -1} (disable stamina plugin on player) Or maybe there is a console cvar that does not need sv_cheats 1 Any advice? EDIT: Looks like there is no solution for that, but that's ok, since 90% of players on my server is friends, who wont abuse it
  22. 1 like
    Ladies and gentlemen, the time has come. The official, finalized horizontal double barrel is here, fixed, and ready for public release. I used the double barrel model from Call of Duty: World at War, and the gunfire sound from S.T.A.L.K.E.R. (thanks Vampir) I fixed the reload animations. Now both reloads are handled by the same animation of ejecting and inserting two shells at a time, and it functions online. Third person muzzleflash is fixed, and the breach lever doesn't bork either. Everything is set and good to go. NOTE: if you use both shells and then reload, there will be 40 frames of idle-ness before you can shoot with it again. This is because I had to make the animation take the same amount of frames (180 frames as opposed to the half-reload's 140 frames) in order for it to work online. DOWNLOAD THAT SHIT HERE (it's a dropbox link) Sorry about the wait, but after 13 months this thing is ready to go. I'd give you a bunch of excuses for not having it ready, but you guys don't care about that. Grab that shit, and go make those primitive screwheads hail to the king! INSTALLATION - download "doublebarrel.vpk" - navigate to "C:\Program Files (x86)\Steam\steamapps\common\nmrih\sdk\hl2mp\custom\my_custom_stuff" - plop it in "my_custom_stuff" "custom" - if you don't have the folder chain for hl2mp, custom, or my_custom_stuff, then make them.
  23. 1 like
    Change map name from nms_unhealthyv3.1 to nms_unhealthyv31. Anyway, you should remove "." ( dot ) from map name. Otherwise Player can't download your map from server. Because error occure with "Map is missing".
  24. 1 like
    In the year 2375
  25. 1 like
    Why would you already tell it's garbage making people not want to see it or click it. You should definitely change the title to something more appealing :l
  26. 1 like
    I'm going to update a map (hope it will be last update) then I'll post screenshots
  27. 1 like
    My computer decided to want to re-install windows now i have to start over. Alpha of map will be released soon hopefully
  28. 1 like
    i decided to make a scenario for NMRIH , its made on a hospital hit by the zombie outbreak and it has some story put into it , so ill leave the link to the video in case you want to watch it
  29. 1 like
    Shout out to the classics! Since this map is a bit of a goof, I'm combining elements of maps I enjoy. You may notice some similarities from maps such as zpo_harvest (zps) and hard rain (l4d)
  30. 1 like
    Well I say the game is pretty active, there are 864 people playing it right now and if you want to see it yourself just check the no more room in hell community hub on steam.
  31. 1 like
    it would be too long and where runner will stay so he could turn into shambler? because they spawn when u come near to func_zombie_spawns.
  32. 1 like
    When I reach the part where I started, it is much to difficult. Maybe it is because I played solo, but I cannot imagine how you can defeat this hallway with the limited weapons, inadequate lighting, and narrow maneuvering. I tried leading them out to the lighted area but they kept on spawning in. May I suggest either spawning a fixed number of zombies (if that is possible) or significantly lowering the amount of zombies that respawn? It may be easier if you have partial lighting in other areas. Or if you like it this dark my opinion is to spawn less zombies in it.
  33. 1 like
    Nice little map, my biggest issues are the micro stairs and the prop collision on the floor lights/props. As much as I love playing around with prop physics, they make a real mess, maybe consider compiling them as dynamic. I was able to trigger the extraction but couldn't progress any further.
  34. 1 like
    is it actually crashing or just freezing? if you upload your vmf ill take a look for you
  35. 1 like
    i didnt spot that radius culling was on, the troubles with viewing images on my phone haha least your sorted now
  36. 1 like
    I see on screenshots, that Radius Culling is on (R in red circle). Disable it, because it cause leaks
  37. 1 like
    When I editing map, Often same leak is occured. Why LEAK occure? I don't know. But I know way of fix. 1. Exit Hammer editor 2. Run Hammer editor, and then load your map 3. Compile only BSP (BSP=Normal, VIS=No, RAD=No) 4. Copy LEAK coordinate to clipboard from compile log ex.) Entity prop_static (-1952.00 10776.00 -216.00) leaked! 5. Fix leak (1) Menu → Map → Load point file (You can see leak (Red line) ) (2) Menu → View → Go to coordinate →paste from clipboard →ok (3) Check LEAK (Red line). If LEAK through skybox... Delete it(click skybox and delete). and then Undo. and then Save. Exit Hammer editor. ※Maybe you think, "this is stupid". But it is need for fix LEAK 6. Run Hammer editor, and then load your map. 7. Compile only BSP (BSP=Normal, VIS=No, RAD=No) Probably, Your LEAK is fixed. If LEAK is still occured, Try again FYI. My blog : http://yomox9.blogspot.jp/2016/08/you-cant-fix-leak-how-to-fix-leak.html You can download fix map ( before and after )
  38. 1 like
    Simply report the post and describe the problem. We'll take care of it.
  39. 1 like
    You know what actually frustrates me when people reopen a topic that revolved about 1 year ago and reply to it like the previous comment was only yesterday.
  40. 1 like
    Whoops, this escaped me. Either way, fun's over boys. Also, I'm gonna leave this here:
  41. 1 like
    Alright, peeps are showing interest. I have to fix the lack of muzzleflash though, and if possible, see if I can make it always do the reload where he ejects both shells, then in one motion loads two more in, so there's no third, invisible shell being loaded into a not-barrel. However, that might make it so servers kick you out from multiplayer for the discrepancy of the alternately-animated model, and the model the game thinks you should have. I have not tested this. I have absolutely no idea when I'll get those things fixed, but I don't want to replace a half-broken mod. Also I retextured the shells to be green, because consistency. Stay tuned, and soon enough you'll be rightfully quoting Ash Williams in No More Room in Hell with a reason. UPDATE I made the shotgun use the SV10 animation for loading it at halfway (aka ejecting and inserting both shells for boomstick) be the reload animation for empty and half-loaded. So whether you've only got 1 shell loaded, or 2, you still eject both and load both in, because it's how I have to appease the animation. This works online and will not kick you out of the server. Your fingers do not clip through the shells anymore while reloading, just gotta fix the lack of muzzleflash.
  42. 1 like
    For the love of it, and you're welcome.
  43. 1 like
    Ooo, I have a couple. Running through the sewer tunnels of Junction with only a baseball bat. Managing to charge through a horde of undead to get to the extraction point. Holding off a zone in Northway at 2% while a teammate runs to get a FEMA resupply bag. That's a couple I can think of, might have more.
  44. 1 like
    it's interesting when u dont know that gun is loaded or not
  45. 1 like
  46. 1 like
  47. 1 like
    Перевел статью на Русский язык. Article translated into Russian. http://www.mczone.ru/reviews/dobavlenie-skins-models-personazhey-na-server-no-more-room-in-hell-1513
  48. 1 like
    Its easy: Always read the FAQ before posting! Always check if someone else has the same problem and already opened a thread! If so click on 'Watch this topic'. Open your own thread for each question! No thread high jacking! Means: open. your. own. thread! You don't know the answer? Don't post into a thread! Keep it clean!
  49. 1 like
    Doesn't really seem like spam. More like a newbie member trying to fit in with the group here.
  50. 1 like
    i use a BlackBerry 8300 Curve