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About Raserisk

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  • Birthday 04/12/13

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  1. A similar issue troubled me in the past. My error was amended when I changed the max amount of players from one to any interval between two and eight. Perhaps a re-installation would suffice if this is not the answer.
  2. In the early years of No More Room In Hell, there was a game mode talked about called "Extermination" where players would be inserted into a area or zone, tasked with 'exterminating' every undead individual in the vicinity, players would have used vehicles, and hauled the bodies in the back of trucks and such, then deposited them into a area where they would of been incinerated. Wishful thinking at the time, naturally. It is quite something, to see this re-surface after so much time has passed.
  3. http://www.nomoreroominhell.com/forums/index.php?showtopic=6073 http://www.nomoreroominhell.com/forums/index.php?showtopic=7197 http://www.nomoreroominhell.com/forums/index.php?showtopic=7330 http://www.nomoreroominhell.com/forums/index.php?showtopic=7173 http://www.nomoreroominhell.com/forums/index.php?showtopic=6800 http://www.nomoreroominhell.com/forums/index.php?showtopic=5931 http://www.nomoreroominhell.com/forums/index.php?showtopic=5476
  4. Your team has improved its skills quite well since the beginning.
  5. Mementos from the distant past...
  6. This forum possesses a certain allure that attracts Joes around the world.
  7. I have enjoyed breaking your game over the past few months. I decided to share these glitches, bugs, and exploits before 1.03 is released. I checked a few pages back for the similar bug reports but found none matching these so hopefully they are of some use to the developers. It is likely some of these may of already been fixed. General Issues 1. AI can be killed by dropping sizeable props on their heads regardless of height (Chairs, canisters, barrels, etc) 2. Gun can “jam” while sprinting then aiming down iron sights and trying to shoot if you don’t take your finger off the sprint key. (Intentional?) 3. SKS at times can cause the bayonet stab animation to play over eternally until player switches to a different weapon, dies, or otherwise. Created when quickly stabbing in repeated motions. 4. Standing on the edge of a height (Top of ambulance or perhaps the barricade walkway after lowering the ladder in Chinatown) can be hazardous if zombies get too close and go into a “bite animation” which causes both the zombie and player to be stuck until either one dies. 5. Welding Objectives can be "forced" open quickly without having to go fill the entire bar. I haven't been able to reproduce this effect 100% however and it has only happened to me coincidentally. MISC 1. On Broadway, shooting while being extracted at the same time has caused crashes both personally and I’ve seen it happen to other players. I’ll try to get a crash dump later. NMO_Broadway 1. At the Canister Retrieval objective, attempting to grab the canister too quickly by running to the back before the doors fully open can cause a player to be stuck in either door. 2. AI can’t enter this alleyway 3. Chainlink fence at the “Break the lock off the motel door” can become bugged and 'appear' to be closed when in reality it’s open. Possibly as a result of opening it too quickly or pushing against it while being opened. Spent some time trying to get a picture but wasn’t able to reproduce it, not sure if it’s a client side visual issue or perhaps created from lag server side. 4. Players can become stuck in canisters if they are unfortunate to be standing on the spot where they are placed and detonated. NMO_Chinatown 1. Invisible wall glitch at plugging in radio Step 1 Step 2 Step 3 2. Truck Invisible Ledge 3. Plug can extend indefinitely (Is there anyway to fix this?) 4. Side-Step Gas Can Trick Step 1 Step 2 Step 3 I would like to see this bug be resolved in a productive fashion because it was an alternate route that prevented many deaths from taking the long way around. Perhaps a static crate prop at the base of the sandbags.
  8. A new challenge awaits. This will be quite a experience.
  9. One of the biggest issues with No More Room In Hell in its current state is the spawn system for the zombie AI. All players eventually experience the ordeal of corridors filled with zombies that are cleared out, only to be filled again with the undead if a player goes back for some reason or if teammates that weren't quick enough now have to go through the same area. There is also the case of zombies spawning near you when they shouldn't or even a pack of runners/children de-spawning behind a player in clear sight. For this thread, I wanted to bring up the question of what the NMRIH Team plan to do in the future to create a more fluid, dynamic, spawn system that encourages more cooperative play. In such a intense game where death happens in seconds, the majority of players are friendly enough to help out one another to survive but friendships quickly dissolve when the situation deteriorates as the undead swarm in. Soon enough, it becomes "everyone for him/herself" and it is this panic which causes the majority of deaths in NMRIH. I believe the source of the problem can be found from these reasons below, and I want to outline solutions that could be beneficial in the future afterwards. 1. Convoy Tactics: Refer to a group of players working together as a convoy. Each human player has their own play style, tactics, and skill level. In heavily congested areas such as the Sewer in Chinatown, or the tight corridors of Cabin we see these convoys struggle to get through, resulting in the deaths of players. Due to the spawn system, the point man can clear a path but it is a temporary relief as zombies will respawn either in front or behind the convoy. That isn't even including other factors such as a player stopping, causing the rest of the convoy to stop, putting everyone at risk. Or if the point man doesn't succeed in clearing a path and halts the convoys progress the situation deteriorates as noted above. 2. Security Cannot Be Guaranteed: Players moving through a map will be equipped with different kinds of weapons, knowledge, and otherwise. Cabin represents a good example in this case, it becomes a waste of resources to clear a hallway out because as soon as you move through it, zombies will respawn. What might be a breeze for a player that picked up two handguns and a sledgehammer, becomes a nightmare for the unfortunate that didn't get those choices. 3. Players Follow Different Paths: This means what works for one player, might not work for all. I can traverse a street, as the undead attempt to reach me this creates an entirely new layout for another player to overcome. I can clear the same street, hallway, corridor, room, but the issue will remain the same. Eventually, the exercise becomes repetitive, tedious, and unnecessary. Overtime one will adapt to the mindset that it is better to evade and escape while putting teammates lower on their priority list. Down the ladder, this leads to a end of teamwork and a heavier focus on independent gameplay. Players that attempt to keep working together, will remain the slowest due to the never ending challenges they must face. Solutions I believe that the NMRIH team will eventually revamp the system, making it better in the future, but with greater feedback from players, will make that system stronger. 1. Preset Zombies: One point of interest I always wondered about when going through these objective maps was, why shouldn't these hallways, rooms, and otherwise be kept clear? I believe that objective maps would be best played with X amount of present zombies that once killed, wouldn't ever respawn except for scripted events or obvious reasons such as a door breaking down releasing a flood of zombies or a laboratory system malfunction that releases all the undead. If the map takes place in a open urban/rural environment it would make sense that the undead are coming from other streets, buildings, etc, that we as the players don't have access to, which would keep a natural flow of undead. If I recall, one of the main reasons that this wasn't put in was because it would slow down the rounds. From personal experience, I would like to argue the opposite is true. The constant respawn of undead causes players to be overly cautious, anxious, or fearful of the choices they make which result in more deaths, casualties, and overall, a slow down of gameplay. Chinatown can be beat in several minutes by a lone player, a group of players takes 10-20 minutes. Lastly, I only would recommend this for Objective Mode. The soon to be released Survival mode should be as intense as possible, with no mercy on players and a endless supply of zombies as expected. 2. Longer Respawns Undead NPCs could have their respawns set to a longer rate which would allow an area to stay cleared for a sufficient amount of time, enough for players to get by. Any stragglers would be doomed to the consequences of being naive or slow. 3. Specific Respawns Zombies could be spawned in a preset amount within a level. Respawns would come from obvious choices such as the end of a street that players cannot go through (map boundary) and player activation of objectives that will continue to spawn zombies such as a barricaded door that breaks open, a fence that was keeping the horde back but finally is broken down, etc. 4. Creation of More Spawn Entities It's been a while since I have used the SDK, but it could be beneficial for custom map makers that different ways to spawn zombies were implemented. Like a "dead" corpse that is actually just a trap in waiting. Or several different entities/triggers that change/limit zombie spawning were also available (If not already) Finally, the goal is to make the spawn system efficient and realistic. I would like to thank you for your time and patience in reading this thread. I look forward to the future of NMRIH.
  10. This worries me because the majority of players can't even figure out the code in Broadway let alone do objectives by themselves. Personally, putting my life into the hands of others has always been taboo for me. I suggest adding a optional objective to either A ) go around the section on fire. B ) get more gas masks. C ) different idea altogether.
  11. Looks like it will take some time to complete this map, are you considering adding checkpoints?
  12. It's almost showtime.
  13. Game crashes the majority of the time when being closed. http://www.mediafire.com/?tldbe1yrh5k5ozn Game crashes 100% of the time when using ANY keypads, biggest issue currently. http://www.megaupload.com/?d=3Q77PWSD (Media Fire wasn't working at the time) For a more detailed report on the keypad issue please refer to my thread I made here if you guys haven't fixed this issue yet. http://www.nomoreroominhell.com/forums/index.php?showtopic=7048
  14. http://www.nomoreroominhell.com/forums/index.php?showtopic=7117 Also reminds me of Resident Evil: Dead Aim a little bit.