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Dman757

Update - October 31st 2010

30 posts in this topic

Introduction

Welcome again to another No More Room in Hell update, brought to you this month by
rigging fails.
So it's been roughly 3 months since our last update and contrary 70% of the comments we receive, no we aren't dead. (again) This special Halloween he have some delicious treats, yet not so many tricks. Most notably we have a great new gameplay video created by Xendrid on of the newest members of our team.

Team News

So a few new members to note this time around. First of all CrazyMatt has returned to help "flesh" out some of our zombie/character models and extend the length of our view models arms. As mentioned above Xendrid has joined the team, he has joined to out with PR work. Which as you may have noticed our update this time around is quite large. Next up is TheCounter who has joined Sn1pe in our animation department. Malfuncti0n as rejoined the team and has begun working a map titled nmo_auger.

Gameplay Video

Video created during a playtesting session. Editing by Xendrid.

Sako Animation Demo

A few things to note, scope seen is temporary which is why there is no recoil when in iornsights.

Concept Art & New Wallpaper

SickJoe has been hard at work creating these pieces of art. The fist is a concept for a female character. The second was a project to spiff up our moddb page, I took some time to turn it into a wallpaper as well. It also happens to be a self portrait of Joe himself.

Untitled

ladydone2_smaller.jpg

Moddb Broadway Concept

moddb_profile.jpg

Broadway Wallpapers:

1920x1200 | 1920x1080 | 1680x1050 | 1600x1200 | 1600x900 | 1440x900 | 1280x960 | 1280x720 | 1280x1024 | 1024x768

Announcing nmo_cabin

This is somewhat of a remake of an old NMRiH map from its development past. Nay0r having nearly completed nmo_broadway has started on this new project nmo_cabin.

nmo_cabin012_watermarked.jpg

th_nmo_cabin013_watermarked.jpgth_nmo_cabin011_watermarked.jpgth_nmo_cabin014_watermarked.jpgth_nmo_cabin015_watermarked.jpgth_nmo_cabin016_watermarked.jpg

In Game Screenshots

The following images are a compilation of various in game screenshots from our testing sessions.

tester_04.jpg

thtester_09_v2.jpg thtester_08_v2.jpg thtester_07_v2.jpg th_tester_06.jpg

th_tester_05.jpg th_tester_03.jpg th_tester_02.jpg th_tester_01.jpg th_tester_13.jpg th_tester_12.jpg th_tester_11.jpg

Renders

18 Wheels of propping glory!

vehiclemodel0058_watermarked.jpg

Police, enough said.

vehiclemodel0060_watermarked.jpg

New zombie in the works created by CrazyMatt.

zombie_nmrih_media-1.gif

Links!

vent_icon.png twitter_icon.png steam_icon.png moddb_icon.png irc_icon.png facebook_icon.png youtube_icon.png

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Looking good.

Could you make the gunfire louder? Just doesn't seem to pack enough "punch".

example:

Example #2:

Also, I wish the video hadn't jumped around so much. It seems like a lot of it was edited out (like random walking and looking around), and it kind of tarnished the vibe the play through could have given, IMO.

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love the clip at 12, that very bright map. K, its not scary, but as i've said, the most successful maps are the bright ones (Like De_dust)

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Liked the part "All survivors have been extracted!"))

btw nice vid Xendrid!

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Also, I wish the video hadn't jumped around so much. It seems like a lot of it was edited out (like random walking and looking around), and it kind of tarnished the vibe the play through could have given, IMO.

Yeah all the audio is pretty much being re-recorded for a lot of the weapons.

As for the video, it jumps around because it's the same game thing but filmed from each of the players points of view.

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I really love how this was the 'featured video' under the suggestions tab for me when I checked out the objectives video in YouTube lol

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Hey guys, I just watched the video and it looks great but... as I am sure you are well aware the zombies have a very basic walking animation. Shambling with a stiff leg or 2 stiff legs combined with an outstretched hand and a moving mouth would be a bit more effective to convey atmosphere. Having stiff legs would also add to difficulty slightly of having to aim at a target which is jerking around instead of smoothly coming towards you.

Edit: the door that gets opened with the gas can should explode not just open on its hinges, make the door a func_physbox?

Edited by Malkavia

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Trust me we know all about the animation. It was more just to get the movement speed of the zombies correct, not so much the actual look.

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Trust me we know all about the animation. It was more just to get the movement speed of the zombies correct, not so much the actual look.

yeah i figured as much, either way great job.

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Wonderful update (not because some of my pics are in there)

also, IN YOUR FACE ZPS_CABIN!

<3

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I'm having a womb delivered to you, pre-inseminated for your enjoyment!

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Edit: the door that gets opened with the gas can should explode not just open on its hinges, make the door a func_physbox?

this is already getting addressed :) ty

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Wow im rly impressed you´ve finally come so far was worrying that it will still take some more time to see sth. playable actually.

The only thing i see what rly needs a fix is the zombies sometimes walking "too directly" towards the humans, maybe try to let them make a wall or sth. so players get encircled by zombies.

Now take ur time, go polish that bitch and kick it off to the public !

Good work keep it up ! :)

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The only thing i see what rly needs a fix is the zombies sometimes walking "too directly" towards the humans, maybe try to let them make a wall or sth. so players get encircled by zombies.

We've been addressing this. It is a result of all zombies picking the same path. We plan to randomize pathfinding so the "conga line" doesn't happen.

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aye imo the sako has the best animation

You guys ain't seen nothin' yet ;)

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