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Riley

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Everything posted by Riley

  1. This thread's for bugs & issues specific to the Mac Client. If you have any issues with the Mac version of NMRiH, please talk about it here. We're following Valve's example with the Mac requirements, you'll need at least OS X version Leopard 10.5.8 (or) Snow Leopard 10.6.3, 1GB RAM NVIDIA GeForce 8 or higher ATI X1600 or higher If you crash, don't reboot or shut down your Mac. Follow these steps, if you want us to better help you. Go to your Steam Window Click Help Click System Information Scroll down through the info, and check to see if there's a crash error report.* If there is one, open Finder and go to the path that the Crash Error Report listed. You should find some crash_randomnumber.dmp files. They're generally located in the /tmp/dumps folder. If you find any crash_randomnumber.dmp files, send an email to support@nmrih.com with them attached. Specify that they're Mac crashes, and describe what you were doing in game before the game crashed. * The error will generally look something like this ------- Also, if you can please post a ticket @ https://github.com/ZPSNMRiHIssues/nmrihissues/issues?state=open
  2. Hey guys, We're wrapping stuff up for 1.05 and as a result we've finalized our English scripts for our new stuff (lines, menu, etc.) and I'm hoping I can call on the help of our wonderful community. This time however, I've posted the currently made language scripts (I know someone made a Polish translation the last time I asked for help but unfortunately we lost some .txt files when updating our SVN stuff) up on our wiki at http://www.nomoreroominhell.com/nmrihwiki/index.php?title=Category:Translations You should be able to create an account and edit these at your own free will, let us know if you're having issues. Currently we have: English, Swedish, Spanish, French, Italian, German, and Russian. However you can freely create a new closecaption_/NMRiH_ page for the language you want to translate, and link it to the Translations page!
  3. Hi, If you want to test out our patches before they're released to the general public, you can opt into our game's Steam Beta Branch. Join our Steam Group! http://steamcommunity.com/groups/nmrihbs
  4. Any thoughts on billionlioe's Midwest map in the steam beta build should be posted here, it's a community map with a focus in surviving within a small midwestern town
  5. Any thoughts on nay0r's cleopas map in the steam beta build should be posted here, it's an objective map with a focus on scavenging and exploration
  6. Steam News Post @ http://steamcommunity.com/games/224260/announcements/detail/132057769215362527 So it's been almost 1 month since 1.09 initially came out. It doesn't mean we've been sitting around twiddling our thumbs however, we've been working on the following things for a potential 1.10 release (ETA sometime at the end of the year if Ebola/Riots don't kill us all). The PR guys will make a proper news post with fancy video and all but I was thinking it'd be nice to give you a sneak peek to our upcoming sneak peek to 1.10's content Here's a small list of stuff that's currently being worked on: Specular Phong support for World Geometry: In english, it means your map can finally have pretty shiny textures that have been in every game since 2011, Battlefield 3 being the most extreme example Selective Fire: This has been requested for quite some time and we now have unique animations for weapons like the MP5 and M16 Abrasive Saw: The Chainsaw's smaller cousin, it has a lower range but uses fuel more efficiently A tutorial map: This was something we wanted to get in for our initial Steam Release but weren't able to, this'll be a single player only map that teaches the basic gameplay elements to any new player in a safe environment RPD: I can't really say much on that but you can view its recent progress on their ModDB page, needless to say it'll be a challenging objective map to complete Suzhou: Another new objective map by billionlioe, this is set in mainland China. Various map updates/fixes: We're looking into some of our older maps and are revamping certain aspects and areas. There are only so many doors you need to blow up with a random gas tank before that objective gets old! Some new zombie animations: There'll be some new walks for 1.10, and if everything goes well, other things like Hit Reactions will be included Crawling Zombies: These were barely finished in time for 1.09 but had some animation issues, they'll be hopefully ironed out for 1.10 Human NPCs: The big news post will elaborate more on them but in short, the code for them is mostly implemented and we're waiting on our artists to touch up their models Don't kill me Dman
  7. We were planning on packaging on some .vmfs on a certain date but we can always release a select few with Hammer in the next Steam update. We just need to make sure that the source files for certain maps are fully up to sync with what we have.
  8. Note: If you find a bug, please post it on our GitHub page, click here to visit it or email support@nmrih.com Hello, We've submitted a 42mb patch to the Public Branch. The changelog is listed below: Fixed a minor script error with the Sako 85 Ironsight Uploaded a giraffe model and other textures and models Fixed the vote menu glitch as reported on github, not displaying options Fixed a glitch that allowed votes to pass with just one vote Fixed cubemaps for non-hdr mode in Brooklyn, Cleopas, Flooded, Isolated, and Ransack Server owners must update whenever they can.
  9. I was asleep, posted the small changelog just now
  10. Note: We're aware of the purple texture bug on certain maps, the problem was that cubemaps weren't compiled in LDR mode. In laymans terms, the maps will look fine in HDR mode. Expect a hotfix for the problem maps tonight. Hello, Patch 1.09.5 is now live. The changelog for the patch is listed below. Server admins should update their server boxes as soon as possible. If you find a bug, please report it to support@nmrih.com or our GitHub page, click here to visit it Added ton of security fixes courtesy from volvo Fixed medical item bug Fixed zombie skin randomization Updated cabin: clipped various areas and fixed reported bugs Updated Ransack: Tweaked zombie counts Updated Isolated: Tweaked zombie counts Updated Flooded: Reduced frequency of supply drops Tweaked weapon damages, full description below Sniper rifles reduced from 999 to 900 headshot damage FN FAL can now penetrate through zombie flesh Add cleaver Add pickaxe Add SKS without Bayonet Add Sako 85 without Scope Added barricade attack animations for zombies after 30 years of waiting Players no longer walk and run as if they have a stick up their ass Did fancy refactoring of weapon code Added a lot of new art assets and textures, mappers have fun Resized and fixed various props that were incorrectly sized Fixed a bug where firearms might play incorrect shooting sounds Fixed a bug where medical items were spawning incorrectly in the majority of our maps Fixed issue #769 death cam bug Fixed issue #724 flare gun ammo bug Fixed issue #742 medical item bug Fixed issue #700 medical item vanishing bug nmo_toxtethdark added Baseball Bat updated: HS Dam: from 200 to 225 Dam: from 65 to 80 Weight: from 200 to 180 Throw force: from 500 to 600 Updated Welder: HSDam: from 200 to 180 Dam: from 50 to 70 Stamina: from 10 to 12 Weight: from 70 to 120 Throwforce: 10 and will be for all tools to avoid being lost Flare gun updated: Throwforce: 350 to 10, Specified as tool and projectile weaponry should not be throwable. Extinguisher updated: Slowed down attack and charge attack speeds HSDam: from 200 to 240 Dam: from 50 to 90 Stamina: from 10 to 15 Throwforce: 10, Specified as a tool Barricade Hammer updated: HSDam: from 210 to 220 Dam: from 60 to 70 Stamina: from 10 to 12 Wrench updated: HSDam: from 200 to 190 Dam: from 75 to 70 Maglite updated: Updated attack animation Updated Charge_end animation HSDam: from 150 to 165 Dam: from 70 to 80 Added DamageType "blunt" Added crowbar tracer particle Updated Sledge: Dam: from 95 to 100 Throwforce: from 700 to 400 Updated FUBAR: HSDam: from 600 to 680 Dam: from 95 to 110 Stamina from 35 to 40. Throwforce: from 700 to 350 Shovel updated: Shovel animation updated, slowed down quick attack speed. HSDam: from 250 to 270 Dam: from 75 to 80 Weight: from 300 to 350 Stamina: from 20 to 18 Machete updated: Dam: from 65 to 80 Stamina: from 13 to 14 Weight: from 100 to 120 Throwforce: from 1300 to 1000 Quick attacking animations are minorly faster Lead Pipe updated: New LeadPipe animations HSDam: from 300 to 320 Lead pipe updated again, stamina from 13 to 18 Dam: from 65 to 90 Weight: from 200 to 230 Throwforce: from 900 to 700 Slowed down Quick attack and Charge speeds Updated Crowbar: Updated Crowbar Charge animation to match Barricade Hammer. Dam from 65 to 80 Weight: from 200 to 220 Stamina: from 14.29 to 17.5 Throwforce: from 900 to 700 Updated E-tool: Dam: from 65 to 80 Stamina: from 14.29 to 16 Updated Fireaxe: HSDam: from 490 to 400 Dam: from 85 to 95 Stamina: from 20 to 22 Throwforce: from 750 to 650 Minor fixes to the medkit, zippo, bandages and E-tool animations. KitKnife updated: new kitknife animations HSDam: from 160 to 140 Dam: from 65 to 60 Stamina: from 12 to 10 Throwforce: from 750 to 1100 Hatchet updated: HSDam: from 325 to 280 Dam: from 65 to 70 Stamina: from 10 to 11 Weight: from 100 to 90 Throwforce: from 750 to 800 Throwing removed from both Chainsaw and Abrasive Saw. Removed throwing for DeerHunter Bow, adjusted a bit of the throwing on extinguisher and welder so there is 'some' force when dropping them. Finished adding new bullets to all firearms. Removed fake animated shell ejection from Winchester 1892 and Super X3, added actual ejection. Sped up hipfiring for Winchester 1892. Sped up ghost reloading for Super X3, made origin a bit farther. Removed bottom coverplate and repositioned foregrip on M16A4 ACOG world model, to match with the view model. Updated some selection screens with better quality and normal mapping. New Wally selection screen. 10/22 25 mag weight increased to 260) Glock 17 weight decreased to 90) M92FS weight increased to 110) M1911 weight increased to 120) 686 weight decreased to 130) Sako 85 weight decreased to 400) Sako 85 ironsights weight decreased to 380) Zephyr: Added stair clips for seamless stair climbing action! Fixed issue with ammoboxes not spawning Extended clip on the truck in the secret stash Added support for new weapons Starting area item spawns tweaked Added new spawn locations for new weapons Midwest: Added stair clips for seamless stair climbing action! Reduced the intensity of the final runner wave Made the sako 85s in the gun store the ironsight variant
  11. Being fixed right now
  12. http://i.imgur.com/od4Ht4T.gifv One step ahead of you
  13. So... ...to answer the original question, at the moment there are no immediate plans for deceased players to control AI zombies; at least, not in a traditional sense. We'd have to develop new animation assets (both third and first person) since the zombie animations currently are optimized for NPC behavior and not player controlled behavior. Everyone can talk semantics about whether or not it's realistic, but when it comes down to it we'd like to focus primarily on Player vs Environment (NPC) combat, whilst allowing for human Player vs Player combat since that's what we're best at. That isn't to say we're fully ruling out the possiblity of PvZ gameplay. It's just, we rather have it done in a separate gamemode instead of jamming it in pre-existing gamemodes and maps that weren't originally designed for it. Third-person zombie control *might* be viable however (sharing the same animations and limitations as the NPCs), but it's something that needs further brainstorming (and even then it's kind of unlikely at a game in such a late development cycle) Keeping the thread open for people to continue this discussion, please play nice!
  14. FULL TRAILER HERE (until YT has it): http://kotaku.com/metal-gear-solid-v-is-official-fox-vs-xof-update-t-461177345 http://www.youtube.com/watch?v=G8qugKFaVLE http://www.youtube.com/watch?v=52ngbRyoAPw This is MGS5 You play as Big Boss First bit of the game, you're in that linear comaish stage, rest of the game is open world Big Boss has been in a coma for 9 years Awesome stuff happens No David Hayter????? ----- Old Stuff This game ain't "Metal Gear Solid 5" but it's a prequel and here are the list of known details (spoilers if you haven't played any of MG games within the last decade) The game is a prequel to MGS5 (timewise it's set after Peacewalker) You play as Big Boss It's an open world game It runs on the FOX Engine and is a multiplatform title (PS3/Xbox 360/PC) It'll supposedly contain a lot of content (50 hours of gameplay, which doesn't count 4 hour long cutscenes)
  15. I love this one
  16. If your sound is glitchy, please head to your common/nmrih/nmrih folder and delete the following files: modelsounds.cache nmrih.vpk.sound.cache sound.cache (this one's located at common/nmrih/nmrih/sound) SourceMod will get patched up on release by the SM team when the patch is public -------------- 1.09.4 Code: Crawling Zombies are officially added Selective fire (Semi/Auto/Burst) for MP5 and M16 Fixed crouch speed from being extremely slow if player has full inventory Added sv_vote_allow_dead_call_vote to restrict what votes dead players can call Added sv_ng_zombie_chance cvar Added Message of the Day window Added M16A4 w/ Carry Handle (fa_m16a4_carryhandle) Added Ruger 10/22 w/ BX25 Magazine (fa_1022_25mag) Added Abrasive Saw (me_abrasivesaw) Added hit reactions to zombies when shot at/hit at with melee weapon Added Nightmare difficulty Increased sv_wave_spawn_delay from 11 seconds to 21 seconds Fixed a series of problematic issues that would prevent Mac users from booting up their game (sorry about that) Fixed various user submitted bugs and crashes Fixed and updated .FGD file for mappers Heavily tweaked hit detection and hitboxes for zombie NPCs Added custom door sounds door_barricade props now play door sounds when open closed Fixed a bug where you could reuse medical items over and over Updated german, greek, hungarian, italian, japanese, russian, traditional chinese, ukrainian, & French cc files Added simplified chinese translation files Added nmrih\custom folder Fists should always be equipped after using medical item Fixed potential memory leak issue Fixed finger posing on ragdoll models Players can no longer start servers with maxplayers set to 1 Art/Models/Sounds: Fixed and made minor animation adjustments to FN FAL, Ruger 10/22, Mossberg 500a, MP5A4, M16A4, E-Tool, MAC-10, SKS Added various new models and textures for upcoming maps Fixed blurry code texture on computer model when playing on low settings Fixed a few missing textures in the Game UI Updated firing sounds for Ruger 10/22 and Ruger Mk. 3 nmo_zephyr Added gene therapy support Fixed exterior soundscape not playing on spawn in the beginning Added 25-round mag 1022 and abrasive saw support Moved some random_spawners to avoid spawned items from getting stuck on geometry Lowered running car engine sound in beginning office a little Added more rewarding loot in a less frequented area of the warehouse Rotated and raised some random_spawners to account for new "fixed" item models Made welder required for refuel generator objective glow in the dark (highlighted) Nitpicked textures Added place to spawn fa_1022_25mag Fixed zombies blocking elevator warehouse door Modified colours of various lights to a more "realistic" hue Made platform door codes part of the objective for more seamless implementation Placed glowsticks under "The water infects people" grafitti to make it clearer Added env_sprites to some fire sources for "wow" factor Changed some objective instructions Removed JAE700 from military supplies Clipped the living crap out of the office area, the garage, the courtyard, the second respawn and the trainyard...basically everywhere Fixed clipping issues with cars in garage Made some allowstatic enabled models prop_static Fixed some navigation issues in the warehouse first and second floors Fixed godspots in trainyard Fixed players blocking the chainlink doors in the warehouse, this is the 3rd attempt I believe, hopefully the last Changed dead NG models with the new zombie versions Modified fog hue to a slightly lighter shade of blue (RGB 5 15 20) Reworked color correction to a more subtle effect Removed DSP values from soundscape nms_midwest Moved redeker supplies in warehouse into a container Moved welderspawn inside the warehouse to a new, harder to reach location Added crate containing some gene therapy shots Moved location of one of the healtcrate in the warehouse to another place in the warehouse Added possibility for 25-mag 1022 variant and abrasive saw to spawn Fixed collision problems in gunstore (at stopoff) causing ammo to get stuck in metal basket model Clipped shelf at the back of the gunstoreand the locked supply closet Rotated and raised some random_spawners to account for new "fixed" item models Moved barricade wood from top floor of stopoff to main floor and added more instances of it Replaced basket of lead pipes with basket of barricade hammers (makes more sense in hindsight and is more practical) Removed redundant brush doorframe on stopoff roof and replaced with model Restaurant now has MOAR WOOD, if you know what I mean (means more plank items ya pervert) Fixed stopoff lantern not having sprite Fixed some soundscape issues Added explosion and burning sound to gascan puzzle objective Made environmental light a tad brighter Changes from feedback added; less ammo, fa_m16a4 no longer available in gun store Added a 1022 with 25 mag on a perch somewhere on the map Reduced free ammo (not the secret locker) proportions Removed orange dev textures from skybox structures removed JAE700 from military supply areas removed MAC10 from military supply areas Increased instances of melee weapon spawn Clipped trashbins beside stopoff Clipped freezer under TV in xianglamei restaurant Clipped fences and hesco barricades near warehouse Removed DSP values from soundscape Made indoor directional rain sound louder on soundscapes nmo_brooklyn Fixed the door code problem. Added a re-spawn point at the Stop Off store. Jump up spots corrected Hook troll point fixed Zombies blocking the parked car objective fixed Burning areas now all cause damage nmo_junction Clipped trims on the street opposite to the pawnshop Clipped trims near the starting area Made sign on pawnshop non-solid Set propane tank as "debris" Clipped the top of the pawnshop chainlink door Clipped fences in the first water drainage room Clipped chainlink fences in the escape tunnel clipped sandbags in escape tunnel Clipped boxes in the office near the welderspawn Made the tiny func_tracktrain that moves the sparks in the warehouse non-solid Set door diretions in the apartment bathroom to swing exclusively outwards Increased the brightness of light in the starting area increased brightness of flourescent lighting vphysics clipped rafters in the area between the welder warehouse and apartment Fixed sprites in apartment not showing Changed some allowstatic models to prop_static Made warehouse door open away from the players Changed open sound of the same door as above Also Added a zombie-block failsafe to that door nmo_fema Fixed collisions on medical box in spawn Fixed collisions on ramp leading down from crane exterior Fixed an instance where a certain ambient music file would continue to loop Fixed collisions on Crank model Added player clips to exterior foliage and certain areas Fixed an overly reflective texture in the caves Added a few more spawn points to fix Casual Mode respawning issues Made minor adjustments to spawn density in the caves Added jump navs for zombies Rebalanced zombie spawning areas Fixed an exploit which avoided tnt objective nms_ransackVarious areas clipped offnmo_chinatown Added a few additional player clips and fixed some small exploits Changed subway wall texture nmo_toxteth You can no longer blow up the wall with a watermelon Clipped off various user submitted 'god spots' nms_silenceFixed user submitted god spots and overall exploitsnms_notldFixed a really stupid bug that would prevent players from actually finishing the mapnms_arpleyPlayers shouldn't be able to spawn within the bridge support beams---- Nightmare Mode details: Overall zombie count increased by 50% in objective mode Base zombie health increased from 500hp to 1000hp Bite infection chance increased to roughly 75% at full health Disabled token respawning in survival mode Brain Stem functionality enabled Friendly Fire increased by 50% Disabled Player Names Brain Stem functionality details:Players can insta kill zombies with a single gunshot if they carefully aim for a certain region of the zombie's head (generally the middle part)
  17. NMRiH doesn't have NextBot code (that isn't available in SDK2013 and below) Most of the perceived complaints about our Zombie Behavior has less to do with how they're coded (code end they work as intended), and more to do with their animations. For example they can only move in one direction (forward walk), and that cripples how they're able to navigate through a level. Historically we always had an issue on the 3rd Person Animator end, but we should be able to finally remedy most of the animation quirks that prevent our Zombies from executing their full potential Zombie hitboxes were fixed and updated in Patch 1.09 (the problem was mainly due to the fact that we had so many zombie models, the original hitboxes that we had back in prior versions weren't fully covering the newer models). Player hitboxes will be cleaned up prior to Patch 1.10. Any remaining complaints about our zombie hitboxes are usually related to the zombie walk animations (their heads constantly sway so you need to aim carefully), or if you're playing on a server with high ping/latency. You need to elaborate further with the weapons, but for Patch 1.10 we're already revamping the weapon code to increase responsiveness and decrease perceived clumsiness on the Client End Ultimately we are planning and already in the process of revisiting our old content and fixing it up but to remove any preconceptions, we're using the free SDK (which doesn't have full engine access)
  18. Shit is crack yo, if you can spend the time and money on sourcebooks and the like. I personally play D&D 4E, friend of mine spent quite a bit of cash on it and I play with him and my friends once or twice a week. After a while though I think it's a bit too simplified to play through, in contrast to 3.5 which I thought was more 'sandboxy' but more intimidating for new users to get into. Recently I've been dabbling with the Old World of Darkness material (more specifically, Vampire the Masquerade) and I managed to get some people into it; we're doing an initial playthrough of the Ashes to Ashes chronicle in Chicago and it's my first time GMing. In contrast to D&D I find it deeply more engaging due to the amount of role playing/story (it can get really overwhelming at first), but there's not much emphasis in dice rolls. Our first session lasted for 11 hours and we had a blast lol ---- I'm wondering if there are other DnD/oWoD players in the community, I know Sick_Joe used to play WoD and Dman used to go around in DnD 3.5
  19. To clarify: we spent time tweaking the distances and weapon arcs, which ultimately matched roughly with the proper length of the melee weapon (in some cases we even extended it quite further than intended). For the most part it works, if you're cautious and careful with your melee attacks. http://youtu.be/FYrkn6EFwOg That's our general melee weapon system there. It's implemented for most melee, save for the Fire Extinguisher and Fists, which use the default HL2 melee code (which is akin to a short range pistol shot) Depth perception's the real underlying issue here (unless you have an Oculus Rift, which pretty much nixes that problem). TL:DR it can get really really hard to accurately gauge how far your attack goes and where it hits since we don't use a True 3rd Person Rig (see Chivalry Medieval Warfare or Dying Light). Initially we added some swing trails behind the weapons to help with that, and we have some ideas to help further improve user experience with the melee.
  20. Skippy52 has been handling most of the development lately, with heavy assistance from several staff members on our team; by now most of the work that needs to be done for the map is mainly art related (props in particular)
  21. We more or less use the same cvars from https://wiki.teamfortress.com/wiki/Voting#Server_commands Use "sv_vote_issue_restart_game_allowed 0"
  22. Can you add -nobreakpad to your server's command line? That should stop steam from removing your crash dump files
  23. All I need is 24/7 Hoth, and from what I saw it looks sooooo awesome
  24. PvP is still planned for 1.10 and other than your typical DM/TDM modes, we had a prototype Supply Run mode which pitted two teams against each other in a battle over supply crates; Each team had to scavenge them and bring them back to their own base and fend off attacks from the opposing team. It was all done through Hammer, and we were going to code them up as proper gamemodes with all the bells and whistles (art for opposing team, new sounds, etc) and some necessary fixes (player hit detection is wonky so we weren't going to release it until we redid our hitboxes for our 8+ player models) but we got sidetracked with some more pressing events It's all still in WIP and naturally we're still aiming to get it out within a reasonable amount of time
  25. The system can spawn up to concurrent 85 npcs* within a map at once in objective mode; it usually concentrates the spawning within the second nearest func_zombie_spawn brush so if you have your players spawn right inside that tunnel with a direct line of sight across that area, the system won't spawn as many zombies as usual. If you have the players spawn in say, an adjacent room that opens up into the tunnel, the system will be able to spawn in more NPCs *We originally allowed up to 128 concurrent NPCs in a map but we toned it down mainly because of server/network performance, Nightmare Difficulty sort of brings back that level of intensity to an extent, but it's a bit taxing on network performance