Report article RSS Feed Beta v1.06 Release

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!

Posted by Xendrid on Nov 19th, 2012


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!

Post comment Comments
GooberTrooper
GooberTrooper Nov 19 2012, 10:44pm says:

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?

+5 votes     reply to comment
Smiley_Riley
Smiley_Riley Nov 19 2012, 11:07pm replied:

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

+4 votes     reply to comment
Guest
Guest Dec 7 2012, 8:39am replied:

This comment is currently awaiting admin approval, join now to view.

ceranoe
ceranoe Nov 20 2012, 12:17am says:

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

+3 votes     reply to comment
Shirk
Shirk Nov 20 2012, 12:27am replied:

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

+7 votes     reply to comment
Guest
Guest Nov 20 2012, 12:19am says:

SO SICK MAN

+6 votes     reply to comment
|KILroy|
|KILroy| Nov 20 2012, 12:20am says:

**** YEAH!
/voice-over

+6 votes     reply to comment
Dieger
Dieger Nov 20 2012, 12:27am says:

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

+4 votes     reply to comment
rocknroll237
rocknroll237 Nov 20 2012, 3:52am says:

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

+3 votes     reply to comment
andy1942liu
andy1942liu Nov 20 2012, 11:41am says:

This update looks like really doing something nice.

+3 votes     reply to comment
Rus[T]
Rus[T] Nov 20 2012, 11:59am says:

Nice stuff!

+3 votes     reply to comment
NateDrezzaye
NateDrezzaye Nov 20 2012, 3:28pm says:

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

-Nate Drezzaye

+3 votes     reply to comment
Bluehawk
Bluehawk Nov 20 2012, 4:28pm says:

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

+4 votes     reply to comment
Overlord1965
Overlord1965 Nov 20 2012, 4:45pm says:

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

-4 votes     reply to comment
[nmrihdev]-Maxx
[nmrihdev]-Maxx Nov 20 2012, 5:11pm replied:

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

+7 votes     reply to comment
Zombiestubble
Zombiestubble Nov 20 2012, 6:05pm says:

Youtube.com

My reaction to the new update ^^^^

+2 votes     reply to comment
Slayer-Lord
Slayer-Lord Nov 20 2012, 7:48pm says:

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

+1 vote     reply to comment
Xendrid Author
Xendrid Nov 20 2012, 9:59pm replied:

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 :)

+1 vote   reply to comment
Slayer-Lord
Slayer-Lord Nov 21 2012, 2:26am replied:

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.

+1 vote     reply to comment
Ninten97
Ninten97 Dec 20 2012, 7:20pm replied:

What if you give players lives.

+1 vote     reply to comment
biodude
biodude Nov 20 2012, 8:26pm says:

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

+3 votes     reply to comment
KooBlu
KooBlu Nov 20 2012, 9:15pm says:

Fantastic. Keep 'em comin'.

+2 votes     reply to comment
unit0079
unit0079 Nov 22 2012, 11:25am says:

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

+1 vote     reply to comment
[nmrihdev]-Maxx
[nmrihdev]-Maxx Nov 22 2012, 3:53pm replied:

What error(s) are you getting?

+1 vote     reply to comment
pesingun
pesingun Dec 5 2012, 3:37am replied:

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

+1 vote     reply to comment
SinKing
SinKing Nov 25 2012, 11:35pm says:

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...

+3 votes     reply to comment
[nmrihdev]-Maxx
[nmrihdev]-Maxx Nov 27 2012, 9:29pm replied:

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!

+1 vote     reply to comment
WaffleVictor
WaffleVictor Dec 1 2012, 2:05pm says:

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...

+2 votes     reply to comment
[nmrihdev]-Maxx
[nmrihdev]-Maxx Dec 5 2012, 9:33am replied:

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.

+1 vote     reply to comment
TheXpertnoob
TheXpertnoob Dec 8 2012, 12:05pm says:

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.

+2 votes     reply to comment
TheXpertnoob
TheXpertnoob Dec 8 2012, 12:26pm says:

im sorry i meant isolated not cabin

+1 vote     reply to comment
[nmrihdev]-Maxx
[nmrihdev]-Maxx Dec 8 2012, 10:52pm replied:

The game in general has undergone massive network optimization

+1 vote     reply to comment
Supercohboy
Supercohboy Dec 15 2012, 6:45am says:

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!

+1 vote     reply to comment
云爷
云爷 Feb 24 2013, 6:31am says:

wow!

+1 vote     reply to comment
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