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

Report article RSS Feed Patch 1.07.6 Now Live!

Beta version 1.07.6 is now available on Steam! Adding two new weapons, map updates, and fixes. Changelog inside!

Posted by Xendrid on Jan 28th, 2014

Note: If you find any bugs, please report them here

And if your in game sound is scratchy, please delete the following files, located in:

  • SteamApps/common/nmrih/nmrih/sound/sound.cache
  • SteamApps/common/nmrih/nmrih/modelsounds.cache
  • SteamApps/common/nmrih/nmrih/nmrihdir.vpk.sounds.cache

Hi friends,

It's been a while since we last met. Over the holidays we were hard at work on creating content for our various future patches, and in January, our core team attended the first ever Steam Dev Days event, hosted by Valve. We'll be talking more about it in a later news post, but here's a video of the game running on the Steam Machine, with Maxx ,Brentonator, essbuh, and Dman757.


1.07.6 Changelog

General:

  • Removed ModDB MotY button from main menu
  • Added me_etool to melee weapon list (You can use it as a shovel, or pick axe)
  • Added me_fubar to melee weapon list
  • Further work into reducing view model animation jitter
  • Disabled Zippo from being selected by mousewheeling through inventory
  • Corrected slight ammo capacity errors in fa_mac10 weapon script, as pointed out by people who are even bigger gun freaks than us
  • Added triggers for mappers to enable/disable the Dynamic Music System when needed
  • Fixed some small things
  • Possibly broke some other small things, for JonnyBoy0719
  • Added text files for Ukrainian localization (sorry for the wait)
  • Fixed Holster key not being binded automatically
  • Increased me_axe_fire melee range
  • Increased me_axe_fire stamina cost from 16 to 20
  • Slightly decreased me_crowbar melee range
  • Added "NMRiH Batch Compiler" tool in common\nmrih\nmrih\util folder
  • Changed version number from 1.07.5 to 1.07.6

Sound:

  • Updated the main_menu.ogg file to fix a noticeable skipping issue that was giving our Music Guy a brain aneurysm everytime he played the game
  • Updated various footstep noises
  • Updated/tweaked zombie sounds
  • Tweaked weapon sounds for fa_cz858
  • Fixed most of the weapons' missing/incorrect sounds
  • Added various new enviromental sounds for mappers to use and abuse

Art:

  • Added world and view models for FUBAR, E-Tool
  • Added various new art props for mappers to use and abuse
  • Updated player hand normals to receive hair pore information/blended with porky's edits.
  • updated shader properties for player hands to use lightwarp functions for details to better received
  • Fixed blood textures not appearing on the Kitchen Knife

Animations:

  • Increased me_kit_knife (kitchen knife) animation speed for attacks/draw/holster
  • Changed walk empty for fa_1911
  • Did some minor tweaks to fa_cz858 animations
  • Increased me_axe_fire's world model size

nms_isolated:

  • Revised lighting making it more gloomy.
  • Sloped porch roof
  • Revised props and layout of entire building
  • Moved weldable shed to the rear of the house
  • Added 3 traps, burning drum, metal fan, gas leak.
  • Added new custom props
  • Revised unlock-able location

nms_ransack:

  • Revised store lighting.
  • Fixed a bug that caused the safe door to become stuck.
  • Revised environment lighting.
  • Added barrel trap and broken sign trap.

nms_northway:

  • Tweaked and modified the map's soundscape

nms_notld:

  • The 2013 US Polar Vortex phenomenon passed over the map and gave it lots of snow
  • Tweaked color correction

We'll be releasing more content in the very near future (Maps included) as well as fixing any preexisting or new issues.


Join the Official Steam Group for the latest changelog and announcements! Follow, Like, Subscribe! Whatever your preference will bring you the most up to date info on NMRiH:

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Post comment Comments
kijebe
kijebe Jan 28 2014, 8:02pm says:

snow was a nice touch, i like it

+6 votes     reply to comment
Mr_Cookies
Mr_Cookies Jan 28 2014, 9:40pm says:

what are those broken small things you mentioned ? :I

+3 votes     reply to comment
orang3dragon612
orang3dragon612 Jan 28 2014, 9:49pm says:

Must be really gratifying to sit back, show it off, and say "Yeah, we made this"

+9 votes     reply to comment
Dieger
Dieger Jan 28 2014, 10:01pm says:

"Increased me_axe_fire melee range" YESH! I WILL BE AN EVEN GREATER GOD WITH IT!!!

+4 votes     reply to comment
TKAzA
TKAzA Jan 28 2014, 10:31pm says:

how did you find the steam controller devs?

+2 votes     reply to comment
Dman757
Dman757 Jan 28 2014, 11:23pm replied:

I've been playing around a lot with the one they gave us. It has some flaws but what they gave us is a very early prototype which has already been phased out.

It can play most games pretty well and all the controls/binds are editable via the steamUI. I don't think any controller will be better than a mouse/keyboard for FPS games but the steam controller can get close.

I sat down last night and played through VVVVVV in one sitting on my steambox and it was pretty enjoyable.

In the long run if it's as easily modifiable as they say I can see it being really good universal controller for most games.

(I might also mention I'll be doing a little unboxing/playdemo on the nmrih youtube sometime in the future.)

+5 votes     reply to comment
medve
medve Jan 29 2014, 2:41am replied:

its a platformer game, abviously its good to play it with a controller. the problem is with fps and rts games. i cant amke precise and fast movements with a controller.

Gamersschmamers.com

+1 vote     reply to comment
Dman757
Dman757 Jan 29 2014, 3:06am replied:

Well that's the thing you can make fast enough just not really accurate at the moment. The controller essentially has 2 big trackpads on it. You can flick it and spin around and change the sensitivity to be as fast as you want. I just haven't really mastered the accuracy of it but that's where it's lacking.

But I agree mouse 4 lyfe etc...

+4 votes     reply to comment
[nmrihdev]-Maxx
[nmrihdev]-Maxx Jan 30 2014, 8:35am replied:

I spent actually quite a bit of time playing TF2 with it (one of the only games I bothered to install on my Steam Machine lol) and after the initial jarring offset of getting used to the new input method, it was actually pretty rad. It wasn't perfect, but it worked quite well. It performs better than a standard controller but still not as precise as a mouse and keyboard... but it will get there..

One point I kept bringing up at Dev Days was that I believe that Valve doesn't even know how to use this controller properly, and that is part of the reason we were there was to give them our feedback as developers and to help them figure that mystery out.

I think that this controller will end up being soemthing unique that functions distinctly from a KBM or from a controller. It's just a matter of time to see how that ends up playing out :)

0 votes     reply to comment
Dune_Jumper
Dune_Jumper Jan 28 2014, 11:53pm says:

Sounds like a good update. Ima try it out.

+4 votes     reply to comment
GDawgTUK
GDawgTUK Jan 29 2014, 10:24pm says:

"Updated the main_menu.ogg file to fix a noticeable skipping issue that was giving our Music Guy a brain aneurysm everytime he played the game"

Finally, my brain is at peace. I also remastered the main menu theme so it sounds a lot better! :D

+3 votes     reply to comment
Guest1982
Guest1982 Feb 20 2014, 3:52pm says:

Excellent :)

+2 votes     reply to comment
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Released Oct 30, 2011
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