No More Room in Hell Changelog

What's new in No More Room in Hell 1.10

Oct 12, 2018
  • IMPORTANT LANGUAGE CHANGE:
  • Non-English users will need to set their game language in the steam library options, see:
  • https://support.steampowered.com/kb_article.php?ref=8487-WSCN-4121
  • The workshop is here! It supports custom maps and addons packaged as VPKs.
  • 15 new achievements are now unhidden and available!
  • Challenge/speedrun mode
  • Improved demo recording/playback support, with additional features such as auto-record (see ds_ commands)
  • Over 100 changes and bug fixes to the game
  • Updates to the game's networking internals including lag compensation
  • Various UI changes including a new background and new loading dialogs
  • Starting with 1.10.0, Mac and Linux client builds are being moved to a limited support policy. These builds are untested and may contain bugs. We will no longer provide troubleshooting support for these OSes. To report any issue, please be sure that the problem is caused by NMRiH and not your runtime environment or the source engine. Issues outside the scope of this policy will not be serviced.
  • Staring with 1.10.0, running the game under dxlevels lower than 90 is unsupported. An override will be required and a warning will be printed at the top of the screen.
  • General:
  • Added "ShowDeathNotice", "ForcePracticeMode", and "KillScorePenalty" to difficulty scripts
  • Added "player_spawn" event
  • Added "showvphysicsclips" command for showing VPhysics clips (also has _toggle variant)
  • Added "sv_deathnotice" which is a killfeed option intended for PvP servers
  • Added "sv_killpenalty" which will make players lose score if they kill their healthy team mates. Set to 0 for PVP scoring.
  • Added "trigger_nofalldamage" entity, negates fall damage when a player is inside the trigger
  • Added "weaponid" and "npctype" values to the "npc_killed" event
  • Added CVAR "cl_fpspanel_font"
  • Added Discord button to main menu
  • Added SourceTV support
  • Added a pickup sound for items
  • Added an example PVP difficulty script
  • Added cheat flag to CVAR "hud_draw_fixed_reticle"
  • Added cvar "fov_desired", allows players to change their FOV between 75 and 90
  • Added drowning sounds
  • Added entity "nmrih_game_state". Helper entity for various game state functions (such as extraction, end round)
  • Added executing of cfg/[mapname].cfg on map init (can be enabled/disabled with sv_execmapcfg)
  • Added flesh stabbing sound when shoving with SKS w/ bayonet
  • Added functionality for debris to hit triggers (special flag required)
  • Added game event for Gene Therapy ("vaccine_taken")
  • Added glow properties for entities
  • Added keyboard input to keypads
  • Added keypad sounds
  • Added logo to the main menu
  • Added map name tags to steam screenshots
  • Added mouse inputs to the scoreboard and with buttons to mute or view a player's steam profile
  • Added player death and drowning sounds to voice script
  • Added sounds for fire extinguisher
  • Added sounds for selecting and taking items from supply crate
  • Added splash effect when player hits water
  • Added support for custom voice sets
  • Added the "nmrih_support_helper" command for help and support debug output.
  • Added various fuse sounds for explosives and projectiles
  • Added voice set preview to player's voice selection menu
  • Adjusted cl_interp_npcs to 0.25 (fixes jittery NPC animations with high ping)
  • Adjusted the damage of Mac10 headshots
  • Adjusted weight and stamina costs for the leadpipe
  • Allow client to modify player name HUD colors
  • Allow crouching while being grabbed by a crawler
  • Callvote console commands will no longer bypass voting cvar restrictions
  • Changed HUD center print font to use same typeface as other HUD elements
  • Changed the SW686 to the handguns category instead of revolver
  • Chippants voice set will now use the correct bleeding lines
  • Crawlers can no longer attack items, bash barricades, open doors, or climb up
  • Fixed Maglite turning off when dropping inventory items
  • Fixed NG zombies RNG item drops spawning under the world
  • Fixed NG zombies not dropping grenades from their RNG item drops
  • Fixed VGUI RichText selection not being drawn properly
  • Fixed VPhysics clips not reloading their filters on round restart
  • Fixed a chat-related issue which allowed servers to execute arbitrary commands on the client
  • Fixed a crash related to round restarts
  • Fixed a server crash caused by VGUI screens on viewmodel transmit
  • Fixed a server crash related prop_physics and players
  • Fixed achievements not being announced in chat
  • Fixed alltalk not working for dead chat
  • Fixed an issue where "12 rounds left" kept looping over and over in Chippant's voice set
  • Fixed an issue where "grab_end" event was being fired all the time
  • Fixed an issue where "npc_zombie_template_maker" would not free its edicts
  • Fixed an issue where ambient_generic would not update on key value changes
  • Fixed an issue where hitboxes desynced between the client and server
  • Fixed an issue where phantom medical items might linger in the inventory after usage
  • Fixed an issue where players could get stuck in spawning player-turned zombies
  • Fixed an issue where sprinting in the water broke a client's sprinting state
  • Fixed an issue where the Cleric voice set did not say anything for an empty gun
  • Fixed an issue where the game would crash after changing your video resolution
  • Fixed an issue where the health of a zone would randomly disappear
  • Fixed an issue where the toxteth achievement would not be granted for toxtethdark
  • Fixed an issue where thrown melees did not properly identify the inflictor
  • Fixed an issue where you can get supply drop items without having enough weight for it
  • Fixed an issue where you could holster dropped weapons
  • Fixed an issue where you could infintely weld with the welder
  • Fixed an issue where you could quickly change weapons to check different ammo counts
  • Fixed an issue with entity glows occasionally not appearing
  • Fixed call vote function in the main menu not resuming game
  • Fixed certain instances where female models would have a male voice.
  • Fixed certain occurrences where phantom name tags would randomly float.
  • Fixed certain occurrences where zombies can grab players through solid dynamic props
  • Fixed explosives not making an explosion sound
  • Fixed fire kills not being credited to the attacker
  • Fixed friendly fire damage not being taken if damage is scaled below 1.0
  • Fixed gene therapy not stopping the infection cure music
  • Fixed green outlines appearing on ammo even when your inventory is full
  • Fixed infection not killing players when sv_friendly_fire_factor is below 0.01
  • Fixed kid zombies T-posing when shoved from side/back and when bashing barricades
  • Fixed main menu appearing during loading
  • Fixed missing Cancel button on VGUI elements
  • Fixed molotovs being able to burn in the water
  • Fixed numerous gameplay exploits with supply drops, health stations and safe zone repair boxes
  • Fixed numerous issues with walkie-talkie such as being used for prop surfing
  • Fixed objective notice sound cutting off occasionally
  • Fixed server admins being able to run arbitrary commands on the client by using an unsafe CVAR
  • Fixed several networking issues including lag compensation not working
  • Fixed soundscapes not loading on Linux dedicated servers
  • Fixed various minor memory leaks
  • Fixed viewmodel from spawning while in join game screen
  • Fixed water occasionally flickering when players are in the view
  • Fixed welder and extinguisher dropping carried items
  • Game client will play a sound and flash its window when the player spawns
  • Gene Therapy can no longer be used if you are already vaccinated
  • Infected players will no longer turn to zombies when killed by grenades
  • Keypad can now be closed with ENTER
  • Lowered volume for supply box sounds
  • MOTD will no longer load remote HTML content ( except from steamcommunity.com )
  • Maglite can now be equipped with Cleaver
  • Molotov explosive item has been revamped
  • NG zombies can now become crawlers
  • Other various tweaks to VGUI
  • Players can no longer avoid votekick by leaving the server
  • Players will no longer bleedout from environmental damage
  • Players will no longer spawn in player clips
  • Pugman voice set has now has unique pain and bleeding lines
  • Removed obsolete voice set code from grenades
  • Removed particle effects on fire extinguisher after dropping it
  • Removed phantom damage from disconnected players explosives which was typically used for griefing
  • Removed shove delay on SKS without Bayonet
  • Removed the ablitiy to move while using a tool
  • Removed the ablitiy to throw items if you have unequipped them
  • Removed various obsolete and unused code
  • Replaced kick voting reason "Scamming" with "Griefing"
  • Show a notice if a player can't take an item from the supply crate
  • Show a notice if player tries to get an item they already own from supply box
  • Suicide now emits a gunshot sound for other players
  • Updated voice status HUD with new compact layout
  • Usage of a medcal item will now switch back to the last used item instead of fists
  • VGUI will now use customizable font for HUD center print instead of default Trebuchet
  • Voice sets are now sorted alphabetically in the character select menu
  • Voice sets can now specifiy additional custom sounds (such as pain or bleeding)
  • Vote kicked players will now be temp banned, ban duration is set by "sv_vote_kick_ban_duration"
  • Zombies will no longer attempt to swat health stations or supply pieces
  • Zombies will no longer grab players who are already being grabbed
  • Zombies will no longer try to attack barricades that are too far away
  • Zombies will now flich from explosions
  • Zombies will now forget their targeted physics objects and no longer return to attack them
  • Zombies will now only deal damage to the player they are grabbing during that state
  • Maps:
  • nmo_brooklyn has been updated:
  • Added key model for the first objective
  • Fixed garage door overlapping with the window
  • Fixed lighting issue on toliet props
  • Fixed missing glow from final cart items
  • Fixed player respawns on the cart route
  • Fixed various bigs with the elevator
  • Fixed wrong reflection in police station room
  • Various adjustments to navigation for zombies
  • Various adjustments to clips and textures
  • nmo_boardwalk has been updated:
  • Added boards with arrows when there is no fence at the end of the pier
  • Added glow for objectives
  • Adjusted level soundscapes
  • Fixed an issue with player spawns
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombie
  • nmo_broadway has been updated:
  • Added ammo boxes
  • Added more player spawns
  • Fixed a bug allowing players to remove keys from doors
  • Fixed an issue where players could be lifted up while welding the motel door
  • Fixed an issue with first player spawns
  • Fixed an issue with the train doors
  • Fixed water sound emitted by the hydrant
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nmo_chinatown has been updated:
  • Added a new glow system for the final objective
  • Added ammo boxes
  • Adjusted chance of chainsaw spawns
  • Fixed helicopter crushing players after cutscene
  • Reduced amount of chainsaw fuel
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nmo_cabin has been updated:
  • Added animation for the helicopter
  • Added glow for the escape key
  • Adjusted some objective descriptions to be more clear
  • Fixed an issue where players could use the radio through the window
  • Fixed an issue where the book became stuck in the safe
  • Fixed an issue where the telegraph line cable was not sticking into the socket
  • Fixed the kitchen lock floating in the air
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nmo_cleopas has been updated:
  • Added ammo boses
  • Added glow for pliers
  • Fixed an issue where the player could become stuch while placing the ladder
  • Fixed an issue with player spawns
  • Pliers will now spawn when extraction begins
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombie
  • nmo_fema has been updated:
  • Added no fall damage to the vent
  • Fixed an issue where 2 napalm canisters could be placed in the same place
  • Fixed an issue where a napalm canister could roll through the exit door
  • Fixed an issue where players could become stuck upon placing the crank
  • Fixed an issue where players could break the rocks and fall into the lake without blowing up the rocks
  • Fixed an issue where players could use the radio or fusebox before the objectives require it
  • Player spawns have been adjusted
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nmo_junction has been updated:
  • Fixed multiple locations objective items could be put out of reach of players
  • Fixed players being able to interact with the func_tracktrain controlling the escape truck and thus being able to make it leave sooner than intended
  • Fixed players being able to interact with the pawnshop keypad directly after using the correct code and getting stuck
  • Fixed the code room and escape tunnel doors being slightly misaligned to the door frame
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nmo_lakeside has been updated:
  • Added additional sounds to the underground part
  • Added ammo boxes
  • Added guide for the generator's canister
  • Added sound to the generator button
  • Fixed an issue where players could break boards and open the door before a code was enterd
  • Fixed an issue where the game would become stuck upon extraction
  • The chopper will now deal damage
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nmo_quarantine has been updated:
  • Added a rope to the inner quarantine gate
  • Added guides on where to place the propane
  • Adjusted player spawn postions
  • Changed a ladder into a ramp which allows players to climb into the construction area
  • Fixed an issue where players could dying during the white fade after entering the quarantine
  • Fixed an issue where players in the graveyard could spawn multiple shovels
  • Fixed jittery camera movement while at the bottom of a grave
  • Fixed misplaced items that were stuck inside various props
  • Fixed the radio sound effect being too loud in the inner quarantine
  • Fixed various visual glitches in the sewers
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nmo_shelter has been updated:
  • Added loading screens
  • Added new spots for objectives
  • Added various new details and level design improvements
  • Rebalanced the amount of zombies spawning, especially during the finale
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nmo_suzhou has been updated:
  • Finale dock doors will now open after the boat appears
  • Fixed a few model fading and "pop-in" issues
  • Added a system to destroy prop boards outside of evac station
  • Increased the density of spawns in a number of areas
  • Players can now respawn when approaching evac station
  • Added a system to stop props, objective items, and weapons getting stuck behind the evac station healthbox
  • Fixed glowing ghost barrel
  • Reduced the height of the counter in the evac center
  • Fixed ancestor shrine secret
  • Collapsed env_soundscapes using soundscape triggers whenever possible to reduce entdata problems that may arise from playing in nightmare mode
  • Modified evac station dock layout to fix issues with zombies from detecting survivors
  • Reduced wait time of final "SURVIVE!" objective
  • Various adjustments to navigation for zombies
  • Various adjustments to clips and textures
  • Various adjustments to lighting
  • nmo_toxteth and nmo_toxtehdark have been updated:
  • Added loading screen
  • Fixed an issue where players could activate the pipes trigger
  • Fixed an issue where the extraction would only work from certain sides
  • Fixed an issue where the helicopter's path would end prematurely
  • Fixed an issue where zombies failed to open a door
  • Fixed an issue with player spawns
  • Fixed players getting stuck in doors
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nmo_underground has been updated:
  • nmo_vertigo has been removed, check the workshop for this map:
  • nmo_zephyr has been updated:
  • Added a delay between the time when the Engineer ends his speech and when the door code is set
  • Added blocking damage to turntable, in addition of visual cues to warn players after another player inevitably gets crushed
  • Added new "default" code for the station keypad
  • Added new spawn locations for new weapons
  • Added slope to the caboose interior to reduce "bumping"
  • Added support for newer weapons
  • Added trigger_hurt to locomotive
  • Adjusted item spawns in starting area
  • Adjusted warehouse secret cache button to only fires its output once
  • Fixed an issue causing ammo boxes to not spawn
  • Fixed bug that caused the brake release objective to be completed by waiting for the brake wheels to "reset"
  • Fixed minor door clipping in the respawn room
  • Made station warehouse welding less glitchy
  • Moved some boxes around to not block a corner
  • Moved some of the barbed wire in the warehouse loading entrance around
  • Relocated objective boundary entities for clarity
  • Removed deadend output on the last objective
  • Removed deadend output on the station keypad
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nms_arpley has been updated:
  • Added ammo boxes
  • Adjusted damage of the electric trap
  • Disabled collision for some glowsticks
  • Fixed ammo boxes blocking the gate under the bridge
  • Fixed an issue where players could extract before the train stops
  • Fixed fade distance of various props
  • Fixed flags of some weapon spawns in armory
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nms_campblood has been updated:
  • Fixed some issues allowing infintie respawns after the extraction cutscene
  • Fixed some issues with soundscapes at zone B
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nms_favela has been updated
  • nms_flooded has been updated
  • Adjusted level soundscapes
  • Fixed an issue where players respawned during extraction
  • Fixed displacement hills surrounding the playable area not actually connecting to the ground fully
  • Fixed the safe zone extending to outside the building
  • Fixed various locations players could boost up to and be out of reach of zombies
  • Fixed zombies being unable to hit players through the railing
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nms_isolated has been updated:
  • Added various props
  • Fixed an issue where players became stuck in the roof
  • Fixed an issue with pliers
  • Removed legacy sounds
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nms_midwest has been updated:
  • Fixed an issue where "survivors withstood the horde" even when they were left behind
  • Flare guns will now spawn with zero ammo
  • Improved some cubemap visuals near the warehouse
  • Opened up the tables and chairs on the ground floor of safezone B
  • Players can no longer spawn in the last round
  • Removed collisions from lights in Safezone B
  • Truck outside of the warehouse is now inaccessible
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nms_northway has been updated:
  • Added ammo boxes
  • Added glow to the finale buttons
  • Added indicator of how many doors are left during the finale
  • Added weapons
  • Adjusted number of zombies during the later waves
  • Fixed an issue where zombies became stuck behind zone B
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nms_notld has been updated:
  • Added ammo boxes
  • Adjust various props to become static
  • Fixed an issue where empty canisters can be used to refuel traps
  • Various adjustments to clips and textures
  • Various adjustments to navigation for zombies
  • nms_ransack has been updated
  • nms_silence has been updated
  • Engine:
  • Improved Steam Voice support:
  • Removed sv_use_steam_voice convar. Steam voice is now selected via sv_voicecodec steam
  • Fixed demos not properly recording Steam Voice status, resulting in potential corrupt voice in demos with differing default settings
  • Will now use the native Steam Voice sampling rate, instead of clamping to 11kHz
  • Improved compatibility with Steam client beta
  • Added CELT audio codec currently in use in TF2 and CS:GO
  • Server operators may enable use of this codec via sv_voicecodec vaudio_celt
  • Steam voice remains the default voice codec
  • Updated spec_player command to match recent improvements in TF2
  • Now accepts partial player names, Steam IDs, etc.
  • Fixed security issue reported by Amat Cama via GeekPwn
  • Fixed security issues reported by Justin Taft from One Up Security, LLC
  • Updated engine with recent stability and bug fixes from TF2
  • Other various security and stability improvements
  • Fixed physics not operating at the correct tickrate when specifying non-standard -tickrate options on the command line
  • Fixed viewing demos recorded at a non-standard tickrate causing the next listen server hosted to be at that tickrate
  • Updated the localization files
  • Special thanks to Dysphie for the death notices icons and Winning117 for various improvements and fixes to the collisions and origins of props and weapons.

New in No More Room in Hell 1.09.4 (Jun 22, 2015)

  • 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)

New in No More Room in Hell 1.08 (Sep 25, 2014)

  • New Official Maps:
  • We've had a number of requests for new objective maps so for this update we've included 3 brand new objective maps: nmo_Brooklyn, nmo_Cleopas & nmo_Zephyr. Also for those survival mode fans out there we've included the survival map nms_Midwest.
  • New Characters:
  • We're happy to show the three new additions to the NMRiH character family: Butcher, Badass & Roje! It's been a long time in the making and we still have a few potential characters in the works but those of you who've been following us a while know we run on valvetime.
  • New Weapon - FN FAL:
  • Even with the large number of other content features we've managed to include a brand new weapon to the game the FN FAL.
  • New Difficulty Modes:
  • Difficulty modes has been on our todo list for a while. Finally we've got a new "Casual" mode for players who want an easier play experience with Unlimited respawning and faster/improved respawn token system. We only made one small change to the "Classic Mode" survival game type, which is that respawn tokens persist between waves.
  • New Voice Sets:
  • A very special thanks goes out to Pugman & Chippants of PugmanPlays. They created a two player lets play a little while ago (which you can watch here) and we liked it so much we decided to get in contact with them. Long story short they recorded our two newest voicesets!

New in No More Room in Hell 1.06 (Nov 23, 2012)

  • Code
  • Added option on character select dialog for ammo checks to be audio only, HUD only, or both
  • Added multiple voice sets for ammo checks, reloads, and voice commands; can be changed on character select dialog
  • Added weapon barrel smoke that appears after firing for an extended amount of time
  • Ammo checks, reloads, and voice commands now use temporary entities which should reduce network traffic
  • Backpedal speed no longer affected by stamina, and while ironsighted is about 3x previous speed
  • Blood tech on all weapons, when impacting or shoving flesh there is a 40% chance your weapon can become bloodied (stacks up to 4x)
  • Fixed infinite grenade bug
  • Fixed keypad getting stuck if up during a death or map change
  • Fixed possible crashes caused by zombie ragdolls
  • Fixed welder particles not appearing correctly
  • Increased player view height
  • Modified the way melee traces are done so that they should be a lot more accurate when aiming at the head
  • Re-added ammo counts to the ammo HUD
  • Supply helicopter is much more precise with its drop locations
  • Survivors no longer lose instantly when all safe zones "die"
  • Total stamina increased by 30%
  • Throwable weapons (hold down G with a melee weapon to throw)
  • Weapons and objective items can no longer be lost inside the clip for objects like body bags
  • Dropped weapons and ammo fall in a random direction so you can pick them up individually
  • Zombie spawning completely rebuilt for improved performance
  • Zombies no longer walk inside each other
  • Zombies catch each other on fire
  • Zombies will take different paths from each other, making navigation more realistic
  • Zombie runners can run through regular zombies to maintain gameplay style
  • Increased sound attenuation to facilitate more realistic player-player communications
  • Reduced overall zombie count for server performance and ping while increasing the density of zombies near players
  • Zombies spawn no less than twice the distance from players as in 1.05
  • Players will no longer spawn near zombies
  • Zombies will no longer respawn in small rooms once entered
  • Added spawn_density variable to mapper's overlord_zombie_helper entity to allow mappers to control the amount of zombies on their maps
  • Reduced stamina cost of shove to 50% if you hit your target
  • Increased blunt push back chance
  • Updated localization for Russian
  • Added Spanish localization
  • Added Italian localization
  • Added Japanese localization
  • Added initial Polish closed captions/subtitles
  • Changed default values of cl_cmdrate, cl_updaterate, rate to 60, 100, 60000
  • Objective mode: func_zombie_spawn brushes no longer ignore the "start disabled flag". Be sure to use I/O to enable these zones when you want zombies in them.
  • Art
  • New particle textures
  • Brighter zombie flames
  • New welder sparks
  • New electrical trap particles
  • New grenade/gascan explosions
  • Reworked blood particles and textures
  • Finalized blood puddles
  • Updated muzzle flashes
  • Various environmental effects
  • Added 10 new blood decals and replaced various bullet impact art
  • Added kitchen knife melee weapon
  • Added Ruger MK II
  • Sound
  • Added new dynamic footstep playback system
  • Updated footstep sounds for various materials
  • Added clothes movement sounds for walking and running
  • Increased sample playback speed for running
  • Added new ambient fire sounds
  • Added new sounds for when a zombie’s head explodes
  • Added new sounds for blood squirting out of the neck of decapitated zombies
  • Replaced all current melee swing sounds; sharp light, sharp heavy, blunt light, blunt heavy, fists.
  • Replaced flesh impact sounds; bullet impacts, blunt weapon impacts and sharp weapon impacts..
  • Replaced air vent sound on Northway
  • Decreased vending machine buzz volume on Northway
  • Decreased standing spot light buzz volume on Northway
  • Added voice audio for helicopter supply drop on Northway
  • Replaced weapon draw and holster sounds
  • Replaced shove sounds
  • Replaced ‘look-down-sights’ sounds
  • Improved M16A4 hand tap sound
  • Improved Mac10 pull draw sound
  • Remastered the following gunshot sounds; Ruger, Mossberg, Remington and Winchester1892.
  • Added MK II fire and dry fire sounds
  • Replaced Revolver, MP5 and SV10 fire sounds
  • Replaced Heart beating sound
  • Updated breathing sounds
  • Maps
  • nms_northway
  • Added a new parking area
  • Welder can be found in underground level of the map
  • Added barricade boards to safezones
  • Added 5 random codes (found around the level on notes on walls) for the backroom-keypad of the warehouse area
  • Added few more weapons and ammo around the map.
  • Increased the amount of zombies spawning in the map
  • Lowered runner-wave from 3 to 2, but in exchange, raised the child-wave from 4 to 5
  • Finale should now happen at wave 9 instead of 13
  • Reworked player spawns
  • Added soundscapes for more atmospheric experience
  • Optimizations
  • Added playerclips to eliminate godspots
  • Added 3D-skybox
  • Added a third safezone, which is the "Security Room" behind the Market
  • Added a third health crate
  • nms_cabin
  • Enhanced zombie spawning
  • Increased weapon count and ammo count
  • Added bandages/medkits
  • Added barricade boards
  • Polished some ares of the map
  • nms_favela
  • Increased brightness
  • Added soundscape
  • Added winning scenario
  • Changed final wave from 15 to 18
  • nmo_chinatown
  • Replaced police lights with new particle effect
  • Polished some ares of the map
  • Added two new storage rooms in the map that contains extra supplies
  • Further optimization
  • nmo_broadway
  • Clipped all vehicles and godspots
  • Tweaked weapon count
  • Added bandages/medkits
  • Added barricade boards
  • Polished some areas of the map
  • New spawn area with roof
  • Added new particles