Greetings friends, fans & family! We here at NMRiH are proud to bring you version 1.04 of No More Room in Hell. We have put a lot of work into this patch and hope you all enjoy it. We expected this to be a quick patch but we just kept finding so many small things to improve upon this time around we wanted to make sure we got it right. It has really turned into a big project if you just take a look at our changelog after the jump.
Disabled collision of safe zone supplies with players / npcs
Adjusted zombie damage, now (one hand / two hand) shambler: 15/30, runner: 20/40, kid: 8/16
Fixed negative zombie counts on hud
Disabled listen server autostart to try to cut down on number of invalid token errors
Fixed memory corruption bugs in Survival Mode
Fixed supply wave crash bug on Linux servers
Changed zones to no longer lose health if there are no survivors present in them
Fixed a rare issue where there was a chance for entities/lighting in any nms_ map to disappear if the previously played map was an objective level
Changed drain rates to the following:
Drain per zombie per sec: 0.5 -> 0.15
Max drain per sec: 5 -> 2
Drain per sec while empty: 0.25 -> 0.2
Player drain counter per sec: 1.5 -> 1.75
Optimized npc networking for better performance in open areas & with large amount of npcs
Added 'Winning Condition' option into Survival Mode: players now win after reaching the ending wave; mappers can run a custom win scenario using entity i/o
Fixed orientation/model of "nmrih_safezone_supply" for Hammer
Added slight push to barricades you out if you stand too close a barricading point while putting a board up; mappers should ensure the barricade point normals point away from walls as this is the direction players are pushed
Fixed various client and server crashes
Fixed Join game dialog; loading screens now properly update with the corresponding map in play
Changed the National Guard so they will now only bring in supplies via flare gun if the preexisting supply crate has been completely used up.
Added various static furniture props
Added and optimized various particle effects
Added new supply cache GUI
Added missing camera movement to fireaxe
Added recoil camera movement to MP5A3
Updated SV10 reload animation
Changed flashlight texture
Added new "Movie" texture to nmo_broadway theater.
Fixed script error that prevented wave complete sound to play
Changed many of the weapon / footstep / item pickup / pain sounds so they are spacial, and reduced the attenuation of some
Fixed supply drop being out of reach because of clipping
Fixed clip preventing items to be picked up at some locations
Clipped various "godspots"
Added static ammo that goes with the gun at a few locations
Added a bit more ammo around the buildings
Added traps (gas tank/flamethrower that can set fire to zombies and humans)
Added more light at point A to make players feel more safe inside the safezone
Added one barricade position to every door frame
Closed off some windows to help provide better performance inside the safe zone buildings and alter gameplay
Removed zombie spawns around the house, zombies will only come from outside the map boundaries
Added winning condition (Survive till wave 10 and a chopper appears)
Removed some unnecessary zombie spawns
Removed some unnecessary barricade boards and entities to save on ent data
Added slight increase to overall lighting
Clipped off several "godspots" (counters, dumpsters, etc.)
Improved optimization in several areas
Added func_clip_vphysics to prevent key objective items to be dropped in certain unreachable areas
Added some shotgun ammo boxes in gun shop area
Replaced all tables and file cabinets with new static prop versions
Changed texture on movie theater screen
Added nms_isolated (community map from lou_saffire)
Since 2002 we have explored, played and enjoyed mods of all shapes and sizes just like No More Room in Hell. We love games like Half-Life 2 that have opened themselves up to modding. Because of communities like Steam Workshop, Nexus, Curse, RTSL, GameBanana and Mod DB, more games support modding today than ever before.
Bigger and better
Whether it is for fun, for laughs or for the challenge, modding is what sets PC gaming apart from our closed off friends in the console and mobile gaming worlds. And based on the recent outpouring of support for mods after the concept of paid modding was explored, we are not alone in our love for mods and open platforms that embrace them.
Let's celebrate modding
As mods play a bigger role in the future of gaming, we believe it is important to recognize the effort the teams behind the work put in, giving us countless hours of enjoyment while asking nothing in return. We have the power to change our games and that needs to be celebrated to ensure it remains a big part of PC gaming's future.
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