I doubt we're getting any new gamemodes released in the next patch. We are designing two gamemodes at the moment, but neither of them are being made into reality yet, because there are tons of other more important things to work on currently (new melee system, Steam integration, bug-fixing, etc.).
You should definitely just start from scratch with proper direction on the whole rooftop-theme. These images of "bbs_rooftops" aren't giving me any vibe of the location being on rooftops. There are way too many randomly chosen props, like the concrete-pipe and powerline-pole. I mean, seriously.. a powerline-pole on rooftop in that form? Also, the stairs look really out of place like that.
When I first saw the screenshots, I thought this was from somekind of skatepark-themed map, because of the amount of random gaps, heights, stairs, slopes and stuff.
I suggest starting off with making simple dev-textured sketch/layout of whole building and its shape/size (see GoogleMaps for reference). Then move on to rooftop adding bigger pieces of structure, like maintenance exits, elevator-shafts, etc. From then, move on to smaller details and so on. The "Dead Air" in L4D has nice rooftop maps in it, use that as a reference.
We already have votekick system, it actually has been there for quite some long time already. Here's info and instructions on how to use the vote-kick/ban system:
Is there any chance at some point to play Brutal Doom by using Doomsday Engine? Currently, Doomsday Engine just crashes when trying to load the pk3 file.
I was just wondering this because me and my friend are playing Doom now in co-op and it would've been tons of fun if we got the Brutal Doom working with the DE. I haven't found any instructions for "easily" setting up server/game for co-op in GZDoom, so that's why I'm asking here.
That's a good start. Then basically all you have left, is to download Source SDK base 2007 from 'Tools' category in Steam. After that, follow the instructions given in the readme file in NMRiH's download file.
NMRiH requires Steam anyway, no matter what (really). This means, when NMRiH hits the Steam, all you gotta do is download it from there and Steam does the updating for ya, just like with the other mods, like Zombie Panic! Source. :)
I just ran both dev-build and public-build with LOW Texture Quality, LOW Shader Quality and Bilinear Filtering on 1280x720 resolution. In both cases, the number-notes on the walls and the keypad were all sharp and very readable. No blurring or anything like that, as that is how I set those decals to be.
What do you mean by that? If you mean that if it's possible to make maps for NMRiH with Source SDK, then yes it works. Check our forums' Mapping -section for pinned topics, that contain helpful articles and tutorials.
Mainly we are doing bugfixes and tweaks to current features we have ingame. Northway will be getting some major additions (soundscapes, whole new area, gameplay tweaks).
Because we aren't having such big patch with tons of new content, the patch is coming out this month, if things go as planned. :)
Those two definitely are in the mod. They're just not as common as other weapons. Even one chainsaw can make things really easy, so that's why it's a rare gem.
They spawn randomly, just like other guns. As they're 2 guns from rest of the 27 weapons, you obviously see more often "old" weapons than the new ones (2/27 = 0.0740740 = ~0.07 = 7% chance, if 27 weapons).
I might actually tune some weapons spawners in Chinatown and Northway to add higher chances to spawn Mac10 and Winchester.
I'm just going to comment on the Northway's electricity-trap: I was first planning to have it so, that you can refill the generators to use 'em again. I just decided to not give any refill possibility, because those traps are already pretty darn powerful if used at right time (somewhere above wave 8-9). This way the the gascans can have their own purpose of being basically mobile-traps (and if we at somepoint manage to do gas-spilling similar to L4D, the better).
Will there be a level editor for this? Would be so cool to design few missions for this game, it seems so fun! :)
Yes, 1.07 will be released sometime next month (exact time not set in stone yet). :)
Well, we will be "almost standalone" with Steam release. :)
Are you saying, that you can't post a new topic here: Nomoreroominhell.com ?
Keep up the great work guys! I can't wait to play this thing some day. :)
All the required files (.bsp/.nav) are dropped in the "maps" -folder in ".../steam/steamapps/SourceMods/nmrih/".
Sorry, we don't take money.
I doubt we're getting any new gamemodes released in the next patch. We are designing two gamemodes at the moment, but neither of them are being made into reality yet, because there are tons of other more important things to work on currently (new melee system, Steam integration, bug-fixing, etc.).
The amount of weapons we have now ingame isn't enough?
I'm sure the Hazard Course team wins the case. I mean, it's obviously copied by Freeman's Chronicles!!!
You should definitely just start from scratch with proper direction on the whole rooftop-theme. These images of "bbs_rooftops" aren't giving me any vibe of the location being on rooftops. There are way too many randomly chosen props, like the concrete-pipe and powerline-pole. I mean, seriously.. a powerline-pole on rooftop in that form? Also, the stairs look really out of place like that.
When I first saw the screenshots, I thought this was from somekind of skatepark-themed map, because of the amount of random gaps, heights, stairs, slopes and stuff.
I suggest starting off with making simple dev-textured sketch/layout of whole building and its shape/size (see GoogleMaps for reference). Then move on to rooftop adding bigger pieces of structure, like maintenance exits, elevator-shafts, etc. From then, move on to smaller details and so on. The "Dead Air" in L4D has nice rooftop maps in it, use that as a reference.
I thought 9.3 is pretty darn good average rating?
We already have votekick system, it actually has been there for quite some long time already. Here's info and instructions on how to use the vote-kick/ban system:
Nomoreroominhell.com
Darn, how did I miss that Doomsday part yesterday when I went through that FAQ.
Thanks, I guess I'm going to bother Doomsday devs about this then. :)
Is there any chance at some point to play Brutal Doom by using Doomsday Engine? Currently, Doomsday Engine just crashes when trying to load the pk3 file.
I was just wondering this because me and my friend are playing Doom now in co-op and it would've been tons of fun if we got the Brutal Doom working with the DE. I haven't found any instructions for "easily" setting up server/game for co-op in GZDoom, so that's why I'm asking here.
Cheers
That's a good start. Then basically all you have left, is to download Source SDK base 2007 from 'Tools' category in Steam. After that, follow the instructions given in the readme file in NMRiH's download file.
NMRiH requires Steam anyway, no matter what (really). This means, when NMRiH hits the Steam, all you gotta do is download it from there and Steam does the updating for ya, just like with the other mods, like Zombie Panic! Source. :)
Both, depends on the situation and if you're lucky or not. :)
That was cool! Keep up the great work guys! :)
There's no denying of Sick_Joe's amazing art-skills. :)
@Guest
I just ran both dev-build and public-build with LOW Texture Quality, LOW Shader Quality and Bilinear Filtering on 1280x720 resolution. In both cases, the number-notes on the walls and the keypad were all sharp and very readable. No blurring or anything like that, as that is how I set those decals to be.
What do you mean by that? If you mean that if it's possible to make maps for NMRiH with Source SDK, then yes it works. Check our forums' Mapping -section for pinned topics, that contain helpful articles and tutorials.
Here's the link: Nomoreroominhell.com
Highly unlikely we're getting those done for 1.06, because they still need a whole bunch of AI and animation work.
Mainly we are doing bugfixes and tweaks to current features we have ingame. Northway will be getting some major additions (soundscapes, whole new area, gameplay tweaks).
Because we aren't having such big patch with tons of new content, the patch is coming out this month, if things go as planned. :)
You can play this alone, from "Crate Server" in mina menu and choosing a map (Don't forget to set the max players to 8, otherwise things bug out).
Those two definitely are in the mod. They're just not as common as other weapons. Even one chainsaw can make things really easy, so that's why it's a rare gem.
They spawn randomly, just like other guns. As they're 2 guns from rest of the 27 weapons, you obviously see more often "old" weapons than the new ones (2/27 = 0.0740740 = ~0.07 = 7% chance, if 27 weapons).
I might actually tune some weapons spawners in Chinatown and Northway to add higher chances to spawn Mac10 and Winchester.
I hope Black Mesa team has prepared for the huge traffic it will certainly have when the timer hits zero and/or when the download gets available.
I seriously can't wait to play this thing! :)
It's a roll of bandages actually.
Valid feedback there mister. :)
I'm just going to comment on the Northway's electricity-trap: I was first planning to have it so, that you can refill the generators to use 'em again. I just decided to not give any refill possibility, because those traps are already pretty darn powerful if used at right time (somewhere above wave 8-9). This way the the gascans can have their own purpose of being basically mobile-traps (and if we at somepoint manage to do gas-spilling similar to L4D, the better).