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Riley

Patch 1.09.4 Changelog

28 posts in this topic

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_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
----

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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nmo_toxteth

  • You can no longer blow up the wall with a watermelon

No more explosive watermelons. It is a sad day indeed.

But im happy for nightmare mode!

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Good Update (i like "Nightmare Mode")

i want to ask how to set it on in dedicated server (-console)

sv_difficulty nightmare

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Achievements will be added next week if anyone's wondering :ph34r:

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Is there a console command that can turn off player names without turning on nightmare mode? If not, could you add one in the next patch?

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Achievements will be added next week if anyone's wondering :ph34r:

Does anyone care about those ? Jeez what a world

#tryhardsforever (i guess)

Also Add pointless new achievements so people can whine omg it's impossible to get :D something like die 100000000 times

Edited by Fersigal

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Does anyone care about those ? Jeez what a world

#tryhardsforever (i guess)

Also Add pointless new achievements so people can whine omg it's impossible to get :D something like die 100000000 times

I personally would like that, just to take a stab at these annoying people shouting at us on the Manhattan achievement, for their weird achievement fetish.

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Also is PvP coming next? Can we get some idea of how gamemodes will be implemented for it?

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

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Are bandits in the PvP mode or will they be added in the normal objective/survival mode and does the national guard make an apparance in PvP gamemode as well. There was a model created before by curtis but it needed to be re-created again because it did not fit the rig properly I think.

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Thank you very much for your hard work dev team, and thank you to all the people who helped submit bug reports on GH! We are getting closer to seeing pvp and bandits as each day passes. So exciting! :)

Then after that... NG's in v1.11? :o

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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

I assume this is a given but will zombies be present in the pvp? I do like the idea of a CTF where getting the flag rewards you with supplies. Will there be other pvp modes at any point? (DM, TDM, Last man standing, free roam, etc) free roam being any kind of sandbox since the game naturally restocks enemies you'd just need a way to restock supplies and you could have a perpetual open engagement (ally and fight whoever) gamemode.

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I assume this is a given but will zombies be present in the pvp? I do like the idea of a CTF where getting the flag rewards you with supplies. Will there be other pvp modes at any point? (DM, TDM, Last man standing, free roam, etc) free roam being any kind of sandbox since the game naturally restocks enemies you'd just need a way to restock supplies and you could have a perpetual open engagement (ally and fight whoever) gamemode.

With the information I've gathered from the past, this was the team's original wish for the supply pvp mode:

Players in teams of 4 are pitted against each other to capture supplies and return it to their zone. Adversaries include enemy survivors, zombies, bandits, and national guardsmen.

They have a lot of content to focus on so the other gamemodes aren't going to be made at least as of now.

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I do like the idea of a CTF where getting the flag rewards you with supplies.

This game is not TF2

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I assume this is a given but will zombies be present in the pvp? I do like the idea of a CTF where getting the flag rewards you with supplies. Will there be other pvp modes at any point? (DM, TDM, Last man standing, free roam, etc) free roam being any kind of sandbox since the game naturally restocks enemies you'd just need a way to restock supplies and you could have a perpetual open engagement (ally and fight whoever) gamemode.

Yes they will be! as for other gamemodes, we will think of that possibly once we get Supply Run to work properly.

We have long while rejected the idea of freeroam/sandbox gamemodes, they do not fit within NMRiH's taste and won't be achievable with the Source engine, sorry!

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Thank you very much for your hard work dev team, and thank you to all the people who helped submit bug reports on GH! We are getting closer to seeing pvp and bandits as each day passes. So exciting! :)

Then after that... NG's in v1.11? :o

Certainly expect that, if we get Bandits to work as properly as we want them, we will easily get the NG done as long as the art is there.

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*Added new Music From ThoughT

!! :)

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First of all: YAY! FINALLY! :D

Second: Will there be variations of the crawling zombies? I really like the additional danger they pose if the player doesn't pay enough attention, but I wish they wouldn't just look like they were too lazy to walk, but instead had one or both legs missing, probably bloody stumps where their human legs once were, before they lost them.

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The crawlers need a last breathe sound like they would crumble or tear apart by every move they make

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These crawlers feel more like roadblocks than zombies. It's weird because their hitboxes feel like they're as high as a skyscraper. That or the kitchen knife suddenly became the He-Man Power Sword. I HAVE THE POWER!!

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