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Riley

1.09.4 Beta Branch Live

39 posts in this topic

Hello,

Sometime at the beginning of this week we'll be putting up the 1.09.4 build onto a separate beta branch on Steam

If you wish to help ensure that the Beta Branch is stable before release, please join this public group

http://steamcommunity.com/groups/nmrihbs

Changelog below:

----

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
  • Players now cannot equip medical items from inventory wheel unless they actually need it, like in Version 1.08. If a player is hurt/bleeding/infected, and they try to equip their medical items from the inventory wheel, they'll now auto use the item. Players can still shove and cancel out the animation, and they can reattempt to heal by either tapping their left mouse button, or by re-equipping the item
  • 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
  • Updated german, greek, hungarian, italian, japanese, russian, traditional chinese, ukrainian, & French cc files
  • Added simplified chinese translation files
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_ransack
  • Various areas clipped off
nmo_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_silence
  • Fixed user submitted god spots and overall exploits
nms_notld
  • Fixed a really stupid bug that would prevent players from actually finishing the map
nms_arpley
  • Players shouldn't be able to spawn within the bridge support beams

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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)

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sounds great, very excited to redo my videos with nightmare mode

Edited by mugi

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sounds great, very excited to redo my videos with nightmare mode

Dam straight, you'll have to wait till the full 1.09.4 is out though, the hitboxes currently are a bit wonky for melee (although a lot better on firearms now), I am still experimenting them, so you might experience times where zombies won't die according to how many hits you do to the head with said melee weapons.

I'm pretty close enough to have really great hitboxes for our zombies, I just keep on trying theories and suggestions here and there.

EDIT: Actually nevermind, looks like it works pretty damn good at the moment and there aren't any problems, I haven't realised our programmer did something about it.

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So how to try the "beta" branch

I'll post the details whenever our resident programmer's back from his soul crushing day job

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Cool! i want to play the nightmare mode.

Game is too easy actually :D

Try crouching every nmo map solo.

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Try crouching every nmo map solo.

still easy

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I can't really find the beta branch :s in properties

Edited by Fersigal

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How can you tell wich firemode you're in?

We'll be showing a little fire mode icon that appears whenever you switch fire modes or ammo check

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Really nice beta update !! =)
Bouncing zombies head ... amazing :D


bug:
Something wrong with the "ammobox_flare".

not spawn on nmo_junction > spawn shop > image
not spawn on nmo_toxteth > basement place > image

givecurrentammo working > image
not showed the flares icon > image

I think not maps bug.
Just me or global beta problem ??
Hope, i helped a little bit =)

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been having a blast with nightmare mode!

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  • Players now cannot equip medical items from inventory wheel unless they actually need it, like in Version 1.08. If a player is hurt/bleeding/infected, and they try to equip their medical items from the inventory wheel, they'll now auto use the item. Players can still shove and cancel out the animation, and they can reattempt to heal by either tapping their left mouse button, or by re-equipping the item

I have problem with this change. If I dropped equipment when my health was not full, it may select a first-aid and auto used it at the moment I don't want to use it.

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  • Players now cannot equip medical items from inventory wheel unless they actually need it, like in Version 1.08. If a player is hurt/bleeding/infected, and they try to equip their medical items from the inventory wheel, they'll now auto use the item. Players can still shove and cancel out the animation, and they can reattempt to heal by either tapping their left mouse button, or by re-equipping the item
I have problem with this change. If I dropped equipment when my health was not full, it may select a first-aid and auto used it at the moment I don't want to use it.

We'll be reverting the change on the public release, got similar reports

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We've pushed out a 152mb update to the beta branch, the following is fixed:


General:


  • Crawler hitboxes fixed

  • Added additional ambient music tracks

  • Added custom door sounds

  • door_barricade props now play door sounds when open closed

  • Updated german, greek, hungarian, italian, japanese, russian, traditional chinese, ukrainian, & French cc files

  • Added simplified chinese translation files




  • 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_fema


      • Fixed 'jump up' spots

      • Added jump navs for zombies

      • Rebalanced zombie spawning areas

      • Fixed an exploit which avoided tnt objective



      • nmo_zephyr


        • 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



        • 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_chinatown


            • Fixed a shit ton of god spots and overall exploits



            • nmo_toxteth


              • Fixed most of the issues listed within the community forums and on github, you cannot blow up the wall with a watermelon or any other physics props

              • Most, if not all problematic god spots should be fixed




              • nms_silence


                • Fixed a shit ton of god spots and overall exploits



                • nms_midwest


                  • 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



                  • nms_arpley


                    • Players shouldn't be able to spawn within the bridge support beams


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                      yay! I'll go check it out!

                      edit: not yay, just read it closer and tested it out.. why add a shitty clip to the junction sandbags instead of making the zombies just climb over them

                      if they look too awkward climbing over it, how about adding some sloped trash for them to walk over and then drop down on the other side of the sand bags. please don't just add a giant immersion breaking invisible wall.

                      it doesn't feel good to play, it isn't fun, and it's unrealistic

                      also does the added respawn point for brooklyn mean you added a third one? the map isn't that long, it's not even much harder than the other maps, why add so many points? The map I see the most people leave is Cleopas because it has no respawn points and also takes like 15 minutes.

                      edit edit: went back and read again, half the junction clips are ridiculous. "Clipped fences in the first water drainage room" why? why not add things people have actually requested like putting the key back up there. I was happy the clips for getting out of the maps were added, but it means nothing when clips like this that do nothing but detract from gameplay and limit what otherwise allowed more player choice and interation with the environment are added.

                      might as well go back and clip the fucking fence in the brooklyn garage near spawn.

                      Edited by mugi

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                      Whoa.... hold up now. I like almost all of the changes.... except....

                      Mugi's right. Take her suggestion (about Junction) and just add something they can walk up (like in Chinatown, right by the garage where the gas can is). Don't add invisible walls that we can't jump over.

                      If you're worried about how it looks with the zombies on the wall, then worst case scenario: just remove the wall completely. But DON'T have a wall that is completely scalable only to have an invisible wall that makes it where you can't. These things tend to piss me off in games (don't get the wrong idea, I LOVE your game). If I see a wall that I can jump on/over then I should should be able to scale it dammit lol. I understand doing so if it broke the map or something, but there's nothing in Junction that did that in the places you're talking about, afaik. Junction is one of my, if not THE, favorite maps of mine. I'm one of the ones that wants the key back to it's original place (before you enter the sewer tunnels), but I won't make that argument here lol. Just PLEASE for the love of everything that is holy (and everything that is not), DON'T add these invisible walls.

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                      Reason some of these areas are player clipped is due to the fact you can exploit these maps and we do not want that to happen, you can jump in many areas in our maps that you're not meant to be there, and that breaks the immersion and the game as a whole.

                      I don't know a lot about how Junction is borked now but that's all I know of why the level designers have done that.

                      If anyone has a better idea around it, I think it's wise to grab the level designers' steams and have a chat about it or post here and see if it grabs the attention of our QA Lead to pass it along the level designers. (I think the first is more efficient but I do hope Riley keeps watch).

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