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Beta 1.05 release, Interview, Preview Video's and a brand new website.

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To install just extract zipped folder "nmrih" into your sourcemods folder. Ex.
"\Steam\steamapps\sourcemods\" Here is a fan made tutorial for help.

NMRiH Beta 1.05 Client Full
Desura Digital Distribution

Mirrors:




No More Room in Hell is on the lookout for talented Third-Person Animators. We have a dedicated team of developers who work on the mod in their free-time. This position is UNPAID. By working with us you will grow a healthy portfolio for future opportunities in the business as well as the unparallelled experience that comes with modding. Do you have the initiative to work on PC Gamer's 2011 Mod of the Year? We look forward to working with you and developing one hell of a mod! Click here for a full description and to apply.


While in Texas for QuakeCon, we sat down with Game Front's Phil Hornshaw and Ross Lincoln for an interview about the history of the mod and its bright future! Check it out here. They also recently did a play though for their youtube channel which you can find here.


Brentonator recently went live with our new website: www.NoMoreRoominHell.com or www.nmrih.com It is now the ultimate source for our latest news, downloads, and information including our FAQ!


1.05 ChangeLog

Code

  • New HUD elements: weight based radial selection menu with ammo counts
  • Ammo carrying capacity is now based on weight
  • Removed ammo count from indicator
  • Implemented audible ammo checks
  • Removed voice command text from chat
  • Implemented an optional subtitle system in place of the voice command text chat
  • Backward movement speed reduced
  • Added a 5% to 10% chance that damage to a zombie can stagger it back with sustained fire
  • Melee weapons now have a chance to stagger zombies; bladed weapons have a 10% chance of knocking a zombie back with a quick attack (35% for a charged attack) while in comparison, blunt weapons have a 40% chance for quick attacks (and 80% for charged attacks)
  • Melee weapon quick attacks now use up stamina; how much stamina used is based on the weapon itself (ex: sledgehammers use more strength, while a baseball bat doesn't)
  • Shoving and melee attacks won't use stamina if they don't hit anything (zombies, the ground, etc.)
  • Non-kid zombies now have a chance of falling over and reanimating instead of dying if not killed by a headshot
  • Bullet penetration through zombies for high caliber rifles and pistols
  • Various tweaks to preexisting stamina values
  • Added skill shot with pistols - standing still in iron sights for a time will trigger the mode with visual overlay allowing for increased shot damage
  • Player now has a chance to bleed out when taking damage, causing damage over time and increasing stamina jump cost
  • Initial FMOD Implementation
  • Set sv_master_legacy_mode to 0
  • Delayed navmesh loading: Servers won't take as long to switch maps
  • Optimized Maglite's dynamic lighting
  • Fixed various minor bugs, both client and server related
  • Added an "Advanced" button in the Multiplayer Options tab, allowing for easy toggling of preexisting commands (Toggable ironsights, etc.)
  • Initial implementation of the following localization files: French, German, Portuguese, Russian
  • Dead/late joining players can now respawn in the next wave in Survival Mode, regardless if the last 5 zombies in the previous wave were killed in time
  • Respawning players in Survival Mode will come back in with 50% health
  • Added holster command (in Keyboard Options)

Art

  • New main menu background and buttons
  • Updated HUD radial selection menu design
  • Added first aid kit (gives 20 HP) and bandages (stops bleeding)
  • Added bleed out screen vignette
  • Added M-10 submachine gun
  • Added Winchester 1892 rifle
  • Added various mall and biohazard props
  • Fixed bounding boxes for certain zombie models
  • Disabled splash screen video
  • Fixed min/max errors with certain models
  • Blood pools now form on ground
  • Updated blood, impact, and explosion effects

Sound

  • New main menu music
  • New infection audio
  • New loading music
  • Added audio files for ammo checking
  • Added audio for bleeding and bandage use

Maps

  • nms_northway

    • Added nms_northway by Sotapoika
  • nms_favela
    • Added nms_favela by Juniez
  • nmo_chinatown
    • Tweaked some props' fade-distances in the dockside to make it run smoother
    • Cleaned up navmesh
    • Added extra playerclips
    • Replaced some func_details with props
    • Added medkits and bandages in the map
    • Applied Nodraw to odd faces
    • Other minor tweaks
  • nms_isolated
    • Modified layout to optimize some parts of the map
    • Added bandages and first aid kits
    • Added Winning Scenario into the map (Survive at least 10 waves and a chopper will arrive)

Greenlight

We are on Steam Greenlight! If we receive enough upvotes the mod could appear officially on Steam. This extends our reach to a much larger audience, allows us to add more content per update, and get those updates out much more often. It also makes installation a breeze just like any other game you own on Steam. No More Room in Hell will still be 100% free. Everybody wins. Remember, Greenlight is not a competition so upvote other great titles while you are at it!




Server List not showing up? Check out this thread for solutions!
Invalid Steam ID Ticket? Check out this thread for a fix!

Download No More Room in Hell!
Note the windows server files are included in the download.
NMRiH Beta 1.05 Client Full

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Comments  (0 - 50 of 52)
Swerliie
Swerliie

Desura popped up saying an Update was ready, I didn't believe it, but it's true....Time to kill zombies with a Winchester....

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awesomepossum
awesomepossum

Games looking super sweet, congrats!

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MisterMister
MisterMister

I love the update and the new paricle effects but i miss the ammo number, not that i dont like the voice acting i love it i just miss it. Also it seems near impossibal to do anything when my character is always panting and not being able to hit anything. I love this update just dont like the less stamina and miss the ammo number. P.S. i love your voice acting and particle effects now to mention the new maps! Keep it up!

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Smiley_Riley
Smiley_Riley

We'll be paying attention to how the community reacts to the new changes, some of the stuff in 1.05 were community ideas in the previous patches

It's good to hear that you enjoy the update though :)

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Dieger
Dieger

btw do you think you could change favela? its just too easy to camp maybe add another zone in the middle and make it so zombies can go up ladders or something just some suggestions :)

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Zombiestubble
Zombiestubble

Don't forget it pretty much impossible to move while crouching. And the backpedaling is really, really slow.

The Winchester 1892 also seems to be a little underpowered as well.

Also, as much as I like the voice acting for the weapons instead of numbers ( The new system does add a lot of realism), the voice actor is the same for every character. It would be nice to have more people contribute.

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[nmrihdev]-Maxx
[nmrihdev]-Maxx

Winchester 1892 uses the same ammo as the revoler, .357, and does the same damage

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plague115
plague115

The Winchester 1892 is a rifle, rather than a revolver. Even though they shoot the same caliber round, the fact that the rifle has a significantly longer barrel than the revolver would make a huge difference in performance between these 2 weapons. The barrel length of the rifle changes the velocity in which the round is traveling, not only making it more accurate, but producing more stopping power/damage rather than a short barreled revolver. Just saying, if realism is what this mod is going for, the Winchester should do slightly more damage than the revolver...

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Lacedaemonius
Lacedaemonius

Remember Zombie Panic! ?

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Mr.John
Mr.John

I do. And its AWESOME aswell.

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Bleeder
Bleeder

Yeah, that new voice acting for the weapons also makes the game near-impossible for hearing-impaired players. The voices don't get echoed to the console screen so how can deaf players check ammo now?

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SotaPoika
SotaPoika

Enable subtitles from Menu -> Options -> Audio. It then shows the subtitle of said line (also for voice-comm).

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Bleeder
Bleeder

Thank you. Unfortunately it appears that the voice acting states only the number of rounds left in the current clip, not the total number of rounds left in all clips.

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lptomtom
lptomtom

It's not a clip, it's a magazine: a clip is the thing you use to load magazines.

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haawok
haawok

Dat b tru man, is a problem for me.

Seriously, it would have been better to not have voice acting as some people play without sound too, so it's equal to everybody but I probably sound like a ****.

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KiiNG
KiiNG

can we just download a patch with changes :o?

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Yamatino
Yamatino

More mirrors would be nice

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VAZBAZ
VAZBAZ

please release NMRiH Beta 1.04 to 1.05 Patch,my internet connection is slow

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fartingstranger
fartingstranger

Thats a fat update.
No torrent this time?

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dave_5430
dave_5430

Not to be a ****, although I am one, but reading the text made me more interested in the patch than the trailer.

Your video making skills; as in editting; are perfectly acceptable, but the content usually is a hit and a miss. If you want to attract new players, you ll have to make it look a lot more epic, and for the love of god dont add microphone speech into it because it will ruin the entire atmosphere.

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Griffster26
Griffster26

Still needs Lee Everett or Rick Grimes

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Gameboy555
Gameboy555

Are you guys going to released the 1.05 patch besides the full cilent?

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SotaPoika
SotaPoika

I doubt that, because we fixed and tweaked alot of existing stuff too (materials/textures/models/props/maps). We didn't just add new features on top of the last build.

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[nmrihdev]-Maxx
[nmrihdev]-Maxx

Sota is correct, 1.04 would not be compatible with a patch as files needed to be REMOVED as well as added and changed. Once we have Steam support if we get the votes on Greenlight, this won't be an issue!

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Gameboy555
Gameboy555

Understandable I will port my map files and textures and such thanks

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JonSplitz
JonSplitz

This is like free DLC, just like CoF's 1.3 patch

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Juniez
Juniez

it would be pretty weird to have paid DLC for a free mod

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john142
john142

do i need download it from the web stite>

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john142
john142

HEY I CAN,T PLAY OLD MAPS LIKE ISO IT SALD THE MAP DIFIS CLASS TABLES what does that mean? :(

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[nmrihdev]-Maxx
[nmrihdev]-Maxx

It means you're trying to connect to a server that isn't running the same version as you.

Also, did you DELETE nmrih 1.04 before copying over 1.05?

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Bleeder
Bleeder

Please fix the final release of 1.05 to show ammo count for hearing-impaired players. Either go back to the way 1.04 showed ammo count, or use some sort of closed-captioning to echo the characters speech (Example: "Only 2 rounds left!") to the player console when checking ammo.

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[nmrihdev]-Maxx
[nmrihdev]-Maxx

NMRiH supports closed captioning in a number of different languages

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Bleeder
Bleeder

Thank you.

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DuffCreeper
DuffCreeper

The Closest thing I'll get to DayZ
Also the people are very freindly! I got infected (newbie) Someone gave me pillz and told me how to push zombies back once my gaming laptop gets fixed I'll do some vids!

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Tizzer
Tizzer

I cannot connect to a game , It says I have a "Diconnect: Invalid Steam User ID" error , I can host (although never had anyone join but this seems to be very hard singleplayer for a new guy XD ), Any help would be very appreciated =].

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SotaPoika
SotaPoika

Exit Steam -> Go to "...C:\Program Files (x86)\Steam" folder and delete folder named "Config" -> Restart Steam.

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freredarme
freredarme

Why NMRIH use HL² sound from glass effect, weapons pickup and others sounds ?

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[nmrihdev]-Maxx
[nmrihdev]-Maxx

There are a couple of sounds we just don't have custom tunes for! We're working on it :)

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jangsy5
jangsy5

Bug fixes + New content = WIN

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Interista
Interista

Nice update , I'm really like the new features .
But I think the game becomes more buggy than before :(

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Peppigno
Peppigno

NMRiH is on STEAM!!!

Yuppy!!!!!!

Store.steampowered.com

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MisterMedkit
MisterMedkit

I don't understand reduced backward move speed... if you're being chased by zombies it's not too ******' difficult to be quick.

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arieas
arieas

In that picture, is he holding a burrito?
Or a jelly roll cake?

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SotaPoika
SotaPoika

It's a roll of bandages actually.

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SinKing
SinKing

I like the new map Northway Mall a lot. Have only been able to see it finished, once. Would be nice, if you could chose to refill those generators, or blow up the jerry cans.

I think the new weight system is good. Before you had people just rushing off, grabbing the three best weapons on the map and all the ammo they could carry. Since that slows them down insanely now, they don't benefit from the item farming, anymore.

The backward walk feels weird, though. I always have to step to the side and turn around to actually turn around while walking backwards. Stamina should be supplemented with an "anger/adrenaline" or "riot" system, which gives you a sudden rush of power when zombies grab you and you have 0 stamina. Adrenaline would recharge slowly. Since there is no collision there is virtually no way to escape zombies that grab you when they come on top of each other. Perhaps Chuck Norris' roundhouse kick is needed :) - no, just no!

Great game, keeps getting better. In my oppinion this is what L4D should have been. Did you ever think about making a subsequent line of maps that tie into one event? You would have an outdoor map (getting to the transport/bus), then a defense scenario (refuel the truck), an attack scenario (into a military base full of zombies) and finally an escape scenario (weld open doors, protect your ***** and get to tha choppa-or da boat).

I like NMRIH insanely much, but a bigger tie in with a few story elements couldn't harm the mod. It would get me more immersed and add some purpose to the mere survival strategy. Interesting thing would also be a series of maps connected by trainlines, which takes you to random new maps at each intersection. God, I love what else you could do with the game. I'd gladly paint and work out some detail, if you need help!

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SotaPoika
SotaPoika

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).

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TheUnbeholden Online
TheUnbeholden

thats exactly what I was thinking, just a few story elements wouldn't hurt! A few map tie-ins sounds good to, even one that has several random map tie-ins could add to re-playability. I'm thinking sort of "special days of the year" releases like Halloween and Christmas.

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Staxxilol
Staxxilol

Heya guys, so umm we are a danish crew that just started a channel on youtube and we would like to share our gameplays with you!

We are gonna make a lot of gameplays in the future and other funny things. So go check our channel out if you want.
And if you like it then dont forget to subscribe, comment and like!

Youtube.com

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TheUnbeholden Online
TheUnbeholden

really bad timing... BM:S coming out... and what with that guy in the header looks like Gordon Freeman, beard, glasses, slightly brown colour... only just noticed that.

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TheUnbeholden Online
TheUnbeholden

NMRiH is what L4D should have been and BM:S is what half-life source should have been... Its funny how Source has expanded so much with user friendly and expansive modding tools (and popularity of it on ModDB and Steam) has allowed people to create better games than Valve can.

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TheUnbeholden Online
TheUnbeholden

Also congrats on being Greenlit :)

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