No More Room in Hell the long awaited Source zombie modification.

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Here is Beta 1.06 featuring two new weapons, a new blood tech, and saying goodbye to a lot of old Half-Life 2 content!

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Where is Greenlight?!

Many of you have been wondering when our game will be available on Steam. We are working closely with Valve on making this a reality. We should be ready to launch on Steam with our next patch! We plan on making 1.07 our biggest patch yet. As development happens, we will throw up some videos on our YouTube channel.

Tired of Survival? Don't worry! nay0r, Lou Saffire, and thegregster are working on fresh objective maps. That doesn't mean we won't be giving you more Survival content though. Shirk is finalizing his map deemed Suburb Survival. In the next few weeks we will be showing you some screenshots and videos of those so keep a vigilant eye out.

As for the present, here is Beta 1.06 featuring two new weapons, a new blood tech, and saying goodbye to a lot of old Half-Life 2 content!

If you experience problems with the patch, try installing the full 1.06 client and see if that resolves any issues. If using the 'G' key for throwing weapons does not work, rebind the command in the console:

bind g +dropweapon

Beta 1.05 to 1.06 Patch

NMRiH Beta 1.05 to 1.06 Patch

Beta 1.06 Client Full

NMRiH Beta 1.06 Client Full
Desura Digital Distribution

Beta 1.06 Client Full - EU Mirror

Beta 1.06 Patch Notes

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
  • 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 catch each other on fire
  • Zombies will take different paths from each other, making navigation more realistic
  • 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
  • Zombies will spawn with 1 out of 3 possible collision groups, to stop the "super zombie" stacking
  • Weapon penetration is enabled for the Winchester 1892
  • 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.
  • mp_friendlyfire set to 0 by default (Server owners can re-enable friendly fire if they so choose)
  • If mp_friendlyfire is set to 0, players can now deal damage towards infected players
  • Improved map loading

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 III
  • Optimized various textures

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
  • 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 III 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
  • nmo_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
  • Custom Map Notice: In objective mode, func_zombie_spawn brushes no longer ignore the "start disabled flag". Be sure to use I/O to enable these zones manually if they are disabled.

Ammo Checking & Voice Sets

We added the ability to customize your character with different voice sets as well as tailoring the way you want your ammo checking to be.


You may have noticed from the changelog that we updated a lot of our sound effects, replacing some that were vanilla Half-Life audio. Last month we introduced Tom 'rezOnance' Wright to the team. He has been helping revamp a lot of the foley and sound effects within the game, and made a blog post about creating some of these sick sounds! Check it out here. Tom also put together a little video of the new sounds added to 1.06. Listen to some heads pop!

Stay alive!

Comments
GooberTrooper
GooberTrooper

Very nice! Definitely eager to try this out again, although used to be able to play this with my brother, over LAN. (Via Hamachi I think. Not sure though.) But of course, I'm not able to now. I know I didn't have to port forward. Anyone able to lend a little aid?

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Smiley_Riley Creator
Smiley_Riley

Support.steampowered.com

Support.steampowered.com

Those two threads will help, it helped me when our test servers were down due to Hurricane Sandy :P

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Guest
Guest

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ceranoe
ceranoe

will you ever incorporate single player because its a good mod but no mod or game can stay live forever

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Shirk
Shirk

You can play this by yourself if you create a server.

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Guest
Guest

SO SICK MAN

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|KILroy|
|KILroy|

**** YEAH!
/voice-over

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Dieger
Dieger

WOOT glad you updated northway btw did you make it possible for zombies to climb ladders in favela?

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rocknroll237
rocknroll237

I'm glad there's a patch this time. Love this mod. :-)

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andy1942liu
andy1942liu

This update looks like really doing something nice.

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Rus[T]
Rus[T]

Nice stuff!

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NateDrezzaye
NateDrezzaye

Awsome Work! I played last night and enjoyed it alot! Cheers to the NMRIH Dev Team! :)

-Nate Drezzaye

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Bluehawk
Bluehawk

What the hell is this ****? I mean, congratulations.

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Overlord1965
Overlord1965

I think it would be a great improvement adding a few diferent gamemodes, zombie types and maybe in one of the possible future gamemodes the versus mode, were some players actualy control one of the infected that can use some special skills like left 4 dead 2 etc

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[nmrihdev]-Maxx Creator
[nmrihdev]-Maxx

... Just play L4D, because we're not adding in special zombies with any sort of.. powers.

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Zombiestubble
Zombiestubble

Youtube.com

My reaction to the new update ^^^^

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Slayer-Lord
Slayer-Lord

why when all the areas get to zero we can still play and no statement about "survivors were overrun"

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Xendrid Author
Xendrid

We're toying around with better ways to do Survival mode. We have some ideas in the works and felt that survivors shouldn't lose just because a bunch of zombies were in a zone. We have yet to fully flesh out our ideas though, but I assure you there is a purpose :)

Reply Good karma+1 vote
Slayer-Lord
Slayer-Lord

ohhh in purpose :), alot of players i played with thought it was a bug, but btw this way is better cause realy sometimes it is only one zombie in same area attacking and the area is gone.
Hope others like the new update like me. had hard time finding wich ammo to wich gun but now with "ammo check" it is very ok :). great.

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Ninten97
Ninten97

What if you give players lives.

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biodude
biodude

Another great update by you guys, I really appreciate good mods like this :)

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KooBlu
KooBlu

Fantastic. Keep 'em comin'.

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unit0079
unit0079

i love nmrih but i have a issue since 1,6.i cant play in 80%+/- of the server,i tried 1,5 to 1,6 update,uninstall all and reinstal 1,6 full 3times and still cant join many servers,what ami a doing wrong(i had no problem with 1,5) HELP

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[nmrihdev]-Maxx Creator
[nmrihdev]-Maxx

What error(s) are you getting?

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pesingun
pesingun

I have the same problem. I create the game and when the loading gets to last square the game crash.

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SinKing
SinKing

1 out of the many updates: melee weapon throwing! Damn, you give me reason to come back to the game, again and again and again...

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[nmrihdev]-Maxx Creator
[nmrihdev]-Maxx

pretty rad feature eh? our programmer Brent just kind of did it in a day just for fun, and we liked it so much we kept it!

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WaffleVictor
WaffleVictor

nice update, BUUUUUT what happened to survival? Survivors don't lose once all points are gone, and besides, you can still place fema crates at destroyed points. Is this update supposed to be like this?

I think it has sort of ruined survival mode, It's too easy to survive now, and if you happen to be unlucky enough to die, you have to wait at LEAST 10 mins more than usual before a new wave starts. I once had to wait 45 MINUTES because the last survivor in our team decided to search for loot (even though there was still 50 zombies left) since the points didn't matter anymore.

Survival mode worked perfectly in 1.05, rounds were harder, more challenging, and simply more fun. If you died, you could expect the wave to last for a maximum of 5 mins after your death.

Please bring back the old survival mode, it was simply better.
If you're going to change something about survival, change the point placements, they could need a fix sometimes...

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[nmrihdev]-Maxx Creator
[nmrihdev]-Maxx

It was a last minute hiccup with Survival mode as we were trying to adjust things. We apologize for the inconvenience, our next update will address and resolve this.

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TheXpertnoob
TheXpertnoob

Has there been compatibility updates since 1.04? I noticed on some maps were unusually laggy. Well specifically Cabin. Has there been anything incorporated that make that map less laggy? (multicore rendering,fixes to the maps poly count, etc?) Normally It wouldn't be a problem but at least when I played 1.04, Cabin was the most popular map.

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TheXpertnoob
TheXpertnoob

im sorry i meant isolated not cabin

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[nmrihdev]-Maxx Creator
[nmrihdev]-Maxx

The game in general has undergone massive network optimization

Reply Good karma+1 vote
Supercohboy
Supercohboy

Are you guys working on the crash issues I've seen a couple of people having problems with? I'm also having issues where the game crashes (usually right after I shoot a weapon of some kind at a zombie: sound glitch maybe?)...
I hope to see that the new patch fixes stability, because I can't play more than maybe 45 minutes without it crashing. Im using 2 Radeons Crossfired (6970) if that helps with the issue.
Also, the the helicopter glitches on Favela D: it won't drop crates!

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云爷
云爷

wow!

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