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  1. Today
  2. it's only for client, not for server use An better put this files to the folder ...\SteamApps\common\nmrih\nmrih\custom
  3. So, i decided to make a blog, because i can ? i'll just decide to drop some images from time to time in here https://imgur.com/a/dVQ2B
  4. Yesterday
  5. How to install skins Stable Version of No More Room In Hell: 1- Go to nmrih folder,steam,right click on nmrih,properties,and local game files, 2-Now go,nmrih,and Custom,inside of custom now you have to do a folder called customize,put the skin files (Materials,Models) Done. For nmrih Beta The same thing of 1 step 2- Now is different,just drop the skin in the nmrih folder.
  6. Damm,that i call a NICE TEX
  7. I Think this is not possible,just Port forwading or Dedicated server.
  8. Sup i'm Daniel Rodrigues da Cunha,Brazzilian i'm 13 year old i'm just a intermediray difficulty skinner,and Betaimporter. My skins,well they are at Gamebanana https://gamebanana.com/skins/games/124 Contact info: Gamebanana:https://gamebanana.com/members/1589308 Steam:http://steamcommunity.com/profiles/76561198399800731/ or http://steamcommunity.com/id/danielrodriguesdacunha6614/ And just a final note here,im really want to get him in the NMRIH DEV team,No More Room In Hell is my favorite game,played that game,god 234 hours in that account i'm learned Skinning and Betaimporter by viewing tutorials in the internet,some skins im do at Gamebanana is just for train my skill,have a Good Day :). Extra things about me: Damm im extremely fan of zombie games and films like Night of Living Dead,and Contagion ,Other zombies games im played: Left 4 Dead 1 and 2 and,Zombie Panic! Source,eeh and a bit of Brainbread2,don't liked much because eh,is a quite horrible.
  9. Last week
  10. Wow, thank you so much for such a detailed and thought-out answer, it really means a lot! I haven't had any prior experience in hammer or pretty much any 3d mapmaking, the only experience I had was the few basic test maps I made prior to this to learn the ropes. I think that inexperience is a big part of a number of some of those issues you mentioned, but I definitely learned a ton by doing this and have a number of things I think I can improve upon in the future. I did use areaportals wherever I thought was appropriate, namely in each of the entrances to the building and in various doorways and windows and such. I didn't use any areaportalwindows, however, even though you're definitely right in that there's probably a couple places where they'd be applicable. Your comment about the flickering lights is something that never even occurred to me, and even though they don't bother me as much it would probably be worthwhile to slow them down and to make them less bright as well. I like the idea about the fences being pulled down, and I definitely agree that right now it's a little unrealistic to have the zombies just spawn around them. It's just always a little bit of a design tradeoff I think, since that also introduces invisible walls... I can probably get away with making some of the fences be pushed down towards the interior of the map, so that a player couldn't jump out but one could imagine a zombie climbing up it like a ramp. You're also definitely right about the key objectives; once I learned how to randomly spawn keys and a welding torch I admittedly copied and pasted that for the other secret areas lol. I like the exploding gascan idea and it might be worthwhile to make one secret be accessible only by welding torch rather than key/welding torch. I clipped as much as I could, and really the only thing I can think of that can be significantly exploited is the table in A. My issue with clipping certain things though is that from a player's perspective it's extremely frustrating to be trapped against a wall or a corner by zombies because you can't jump over an object that in real life you very easily could vault over. I'll look into it a little more though and see if I can find some reasonable stuff to clip. As part of my own thoughts, I think one of the biggest issues with the gameplay of it right now are that most of the objective entrances are pretty close together---especially B---which makes it easy to defend the point just by corralling the zombies outside the objective and just meleeing them. I think it'd be a ton of work to redesign and restructure those parts of the map though, so I think it'll probably just be something I keep in mind for the future... Thank you again for your input and I'm glad you found it interesting!
  11. Looks interesting, i'll definitely take a look at this one when i have some time Edit: Map looks very cool, very ambitious and very very unorthodox for a first map. Any chance you have experience with the hammer editor or any other editor, because you have so much things that a first timer won't have like a displacements map. There were certain things that bothered me, not from playing but from a design viewpoint. Did u use Areaportals by any means ? Could boost performance by a huge bit if you use areaportalwindows in certain areas. There were some nasty obnoxious flickering of lights for the eyes, either slow them down or polish them a bit so they don't flicker, rather make it look slower going on and off then making it flicker 4 times a second. Those fences behind the bushes made the map feel unrealistically as zombies looked like they were appearing out of the ground (just pull down some fences or make it look like one of these fences were pulled down) As cool as key objectives might look, would be cooler if you could add some variety to the secrets (instead of having a key, force the player to look for a gas can and explode a certain wooden barricade to gain access to a certain area, e.g: nms_midwest "in that map you have to look for a gascan, weld it and extinguish it" or nms_arpley "in this map you have to look for a key and a gas can and a wall will explode" Also another small thing, would be amazing if you could clip the top of certain parts as players can exploit certain stuff to get on top of stuff I hadn't really have the time yet to narrow the playtesting, but i'll defo look for more stuff as time goes on. You have that cool ld flow i like. Keep up the good work and i hope to see more of your maps in the future
  12. nms_substation After weeks of frantically fleeing the zombie hordes which terrorized the world and turned the dense cities into deathtraps, in your flight you and your group eventually stumble upon a small rural power station and hope to find respite for at least a short while. You quickly recognize the signs of a failed last stand here though; blood stains and chewed corpses, frantically gathered ammo piles, partially demolished barricades, stained and sticky firearms with half-empty magazines. Your group attempts to retreat, but is quickly stopped by the reanimated corpses of those who previously tried to defend this place and the hordes of ghouls which took their lives, and you are forced to pick up whatever scattered weapons you can find and fight to defend yourself until escape is possible. Will you conquer over these hundreds of shambling monsters who moan for your flesh and blood, or will this dark station become your final resting place before you too join the monster's nightmarish ranks? Nms_substation is my first nmrih map and is set in an old substation modified into a makeshift stronghold. It has 2 zones and 10 waves of zombies before rescue arrives, with supply drops every 3 rounds, and runners and child zombies arriving after the first and second resupplies, respectively. Download: https://drive.google.com/open?id=1aOVEHPAUe8P_cxLs7JWiR-mUiJdFOKdd Screenshots: This being my first map there were a number of things design-wise which I would have done differently, but I would love to hear any and all thoughts about things you like/do not like about this map! Enjoy! Download: https://drive.google.com/open?id=1aOVEHPAUe8P_cxLs7JWiR-mUiJdFOKdd
  13. You always can sort servers by tags
  14. hello there. some servers had commands from the game like this command:!guns this is a cheat i started hating the game how i can join server without this comamnds or how i can know if this server not have this command?
  15. Earlier
  16. Actually nevermind, the problem was the directurl, it was in the map folder instead of the game folder. I don't need any more help. By the way, thanks Grey83 for giving me some suggestions.
  17. Alright I seem to have it working for the 1st test map now atleast. I also decided to included the compressed downloadlist and graph files for the map (.ain) & (.ist) I also change the directurl in the cfg to just "http://scr90b12.x10host.com/cgi-bin/nmrih/" I excluded the map part. Which part do you think fixed it? this time it took about 20 seconds to download the map, and it worked perfect on my game without the map installed. Got another working by simply adding the 3 core files, I guess the directory was the problem. Hopefully I can install the rest of the maps without problem.
  18. I did it Exactly like that. The files are .bz2, and the directurl is a direct link to a html page to download them. links to photos below Pictures below: https://gyazo.com/7049180e001b9aea3aeeac4fcf2e4b66 Directurl ^^^ https://gyazo.com/41009de4c87447b21b623ee73cc04f5b Map files, The above ^^^ photo, they were compressed with 7zip into .bz2 folders. It says so on my host. https://gyazo.com/eb01a22c0c9f9b936385e771926db211 7-Zip settings, when I compress them ^^^
  19. Only *.bsp is map file, other files is service files (*.nav - navigation for bots, *.nmo - objectives for map) in *.bz2? like this? ...\%folder_with_maps%\nmo_some_map.bsp.bz2 and http://%your_host%/%folder_with_maps%
  20. Yes. I'm not that experienced with this type of stuff. What I meant was the .bsp file along with the .nav and .nmo files. I wasn't sure if I had to include those for download also. I assume I did.
  21. I've got my own dedicated server up and running, it's smooth and works 100% good so far. I have sourcemod installed and everything else I need. But I want to host and play custom NMRIH maps on my server. I've got a 3rd party redirect link, I uploaded the files straight to the host from their website (x10 hosting) I don't know if that may be a problem. I've followed about 10+ tutorials and can't seem to get it right. I compress the map files, put them in my host, and then put the direct url into the server.cfg. And to to test it as if someone new was joining, I join and it downloads all 3 parts of the map really quickly then it disconnects me and gives me the Map Missing error. I would really appreciate any help with getting my custom maps working. I've tried all types of different things and fixes for hours and am just tired of it. I just really need some expert advice. Any help at all is extremely appreciated. Thanks.
  22. https://www.dropbox.com/s/ztuuh5r3u5z945f/nmo_boardwalk0000.jpg?dl=0 Here is some problem with soundscape I guess
  23. rip

    im live
  24. Any classic rock fans in here? Or Springsteen fans, to be more specific.
  25. Played with the mat_specular 0. Overall a fun map but I believe it can be much better. The end for me was a bit disappointing. I was expecting some runners and hordes, but by the end of the two minutes, they were barely walking into the protection area. Wasn't sure why the screen turns white like a nuclear blast has just happened. The insides of the graves were the purple and black missing textures, and there were some ERRORS along the map (I think they were missing cars). This is all for v2. Like what Fersigal said in his imgur comments, it felt like it was too easy.
  26. haven't find any new tunes to toss your way yet :/
  27. rip

    give it time
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