Report article RSS Feed Patch 1.01 Notes (Download coming later today)

The Patch 1.01 is coming later today so tell your friends! It will fix many crashes and bugs people have been reporting.

Posted by Dman757 on Nov 2nd, 2011

Only those of you who are "Watching" No More Room in Hell can see this post, since we wanted to put this up right away. Be sure to tell all of your friends that fixes are on the way!


Here is a list of patch notes in the soon to come Patch later today:

  • Cleared out config_default.cfg except binds (fixes crash when changing maps)
  • Fixed godmode when mp_friendlyfire is 0
  • Rewrote shaders to be more efficient and prevent crashing
  • Fixed viewmodel particles (and flashlight) appearing wrong to an observer
  • Tweaked default values of map length, overlord despawn timeout
  • Player names should now always appear above the player's head
  • Friendly fire damage has been reduced (which is now a convar, sv_friendly_fire_factor)
  • Players will not incorrectly turn now if killed by another player (only if killed by headshot by another player)
  • Load screen should now show the background for the correct map
  • Fixed phalanx bottle orientation on hip
  • Fixed phalanx bottle not being removed after being used (causing the floating pills)
  • Screen shader effects can be disabled by turning off "nmrih_screenspace" ConVar
  • Fixed sv_realism damage
  • Decreased cl_npc_interp to 0.1
  • Made mp_timelimit 0 mean infinite time on the map
  • V and MOUSE3 swapped in config_defaults (VoiceChat = V & Mouse3 = Bash)
  • Auto kick players that are idle for x amount of time (set by convar, typing / navigating ui does not count towards activity)
  • Implemented Vote Kick / Vote Ban systems
  • Added brush entity (func_ff_blocker) that prevents friendly fire for players inside of it
  • Fixed two female zombie sounds that were looping
  • All zombie hitboxes have been rebuilt
  • Lump allocation errors should now be fixed

Please delete your *config.cfg file after installing the patch, sorry for the inconvenience

To find go "\Steam\steamapps\sourcemods\nmrih\cfg\config.cfg"



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Post comment Comments
Rokay
Rokay Nov 2 2011, 10:53am says:

Nice update

+4 votes     reply to comment
Beez-one
Beez-one Nov 2 2011, 11:04am says:

You should highlight the welder in "Cabin" map.
If the one who carry it dies it's not easy to find it especially for new players.

+2 votes     reply to comment
[nmrihdev]-Maxx
[nmrihdev]-Maxx Nov 2 2011, 11:33am replied:

Yeah this is a known issue we are going to work on making this clearer.

+3 votes     reply to comment
JonnyBoy0719
JonnyBoy0719 Nov 3 2011, 1:50am replied:

awesome :)

+2 votes     reply to comment
SvApErIs
SvApErIs Nov 3 2011, 4:04pm replied:

Can anyone can help when i start the game is goes to loading acreen and then the error apers.The instruction at"0x00010317" refrenced memory at "0x09da1568". The momory could not be "written"

Click on OK to terminate the program.

PLZ help

+2 votes     reply to comment
ClaneLord
ClaneLord Nov 2 2011, 11:19am says:

Hey,where did my comment go.
Anyway,will you be fixing the zombie ability to spawn anywhere near player so long that he cant see them?Like,for example, I go around the corner to grab a pistol,go back to the same place and now there's two more zombies there.

+3 votes     reply to comment
Dman757
Dman757 Nov 2 2011, 11:29am replied:

I remade the original post to add/fix some things

+2 votes     reply to comment
[nmrihdev]-Maxx
[nmrihdev]-Maxx Nov 2 2011, 11:33am replied:

Unfortunately our zombie spawning system isn't perfect. This is something that we are always working on improving and optimizing.

+3 votes     reply to comment
EvilAngel
EvilAngel Nov 2 2011, 11:38am says:

Brilliant guys, my one thing about the spawning is the fact that they just randomly spawn from mid air, its annoying, unrealistic and such.. would nice if they slowly shuffled out of dark places or from the edge of the map... in stead of just materializing in front of your eyes!

+3 votes     reply to comment
[nmrihdev]-Maxx
[nmrihdev]-Maxx Nov 2 2011, 11:50am replied:

Yeah we are always working on making the spawning system as aesthetically hidden and subliminal as much as possible!

+2 votes     reply to comment
Dman757
Dman757 Nov 2 2011, 11:54am replied:

Well for now at least its better than what we had in our alpha.... Youtu.be

+3 votes     reply to comment
EvilAngel
EvilAngel Nov 2 2011, 11:56am replied:

Holy ****, true dat : D, I aint disrespecting it, I literally came when I started playing your mod lol just feed back ;)

+3 votes     reply to comment
ssba
ssba Nov 2 2011, 12:56pm replied:

Little known fact about how zombies are created: they are launched from a secret zombie-making cannon.

+6 votes     reply to comment
sloshedtrain
sloshedtrain Nov 2 2011, 1:39pm replied:

Hows about zombies spawning outside the map and work there way in kinda like Nazi zombies

0 votes     reply to comment
Dr.Goupyl
Dr.Goupyl Nov 2 2011, 12:23pm says:

The kick system will be really useful for all the people who where hiding or not playing cooperative.

+2 votes     reply to comment
bad@chaos
bad@chaos Nov 2 2011, 1:22pm replied:

or afk

+2 votes     reply to comment
Admiral_Skeybar
Admiral_Skeybar Nov 2 2011, 12:37pm says:

Game is looking promising so far. Though some more player and zombie models could add some extra variation to the game.
For now, I hope some the many bugs have been fixed that keep crashing the game. Especially the one where it crashes after a round-restart.

Keep up the good work!

+4 votes     reply to comment
Cyclone69
Cyclone69 Nov 2 2011, 1:02pm says:

i play it like two days non-stop and it crashed only once but thanks for patch enyway, and thank you once again for rebuilding hitboxes)

+2 votes     reply to comment
Killed_By
Killed_By Nov 2 2011, 1:27pm says:

Thank Christ for the team killing fix, I swear I killed more people than the zombies did.

+3 votes     reply to comment
sloshedtrain
sloshedtrain Nov 2 2011, 1:40pm replied:

I was one of those victim lol

+2 votes     reply to comment
dave_5430
dave_5430 Nov 2 2011, 2:28pm says:

Well ****, I only noticed random CTD's but nothing like that up there O.o;

Thank god for my Rig I guess.

0 votes     reply to comment
dave_5430
dave_5430 Nov 2 2011, 2:30pm says:

Any chance on getting a fix on opening/closing doors getting stuck or not opening/closing after being opened/closed?

Really annoying to get swarmed by a group of zombies because some retard kept the door open.

Also, perhaps a spawn limiter on zombies? (Sudddenly, 500 zombies in the room you just cleared a minute ago.)

If possible a fix for the inefficiency for the super xxx shotgun, which takes about 4 headshots up close to kill a zombie, whilst the double barrel over-and-under shotgun takes just one.

Perhaps a way to move furniture to block off doors or hallways, would be nice. Seems silly you can't just push that cabinet infront of the door in the hopes of zombies not knocking it down as a horde...

0 votes     reply to comment
[nmrihdev]-Maxx
[nmrihdev]-Maxx Nov 2 2011, 3:45pm replied:

The doors not always closing after being opened is something set by one of our mappers specifically. I will mention to him to change that we might be able to get that in the build too.

Zombies do have a very intricate spawn limiting system that carefully spawns and despawns zombies to maintain a certain population. What you're describing is one of the imperfections of our system. It's really hard to gauge where players will be, which is the key to determining where to spawn the zombies. Our code is not perfect, but we're always working on improving it.

The issue with the Super X3 shotgun is a result of the hitboxes, which have been fixed.

See, in NMRiH it is NOT the guns that do damage, it's the ammunition that does. Damage values are assigned to the ammunition type. So for example the SV10, SX3 and 870 all use 12 Gauge ammunition. They all output the exact same damage values. What you're describing is an issue between hitboxes and lag which, like I said, should be corrected now.

Furniture blocking is a feature that we're still discussing/brainstorming. We do have the barricade hammer and boards in the game and although Chinatown is the only map that has them, they are there for anyone to use in a custom map.

+3 votes     reply to comment
KaiMan32
KaiMan32 Nov 2 2011, 2:37pm says:

What about this crashing problem when it restarts the maps or changes to a different map? It happened to me twice and I'm not sure how to fix it. It's some sort of Vertex error I think, I don't remember right now.

0 votes     reply to comment
[nmrihdev]-Maxx
[nmrihdev]-Maxx Nov 2 2011, 3:40pm replied:

There will be fixes for some of the crash on mapload/mapchange errors.

+2 votes     reply to comment
Parker:
Parker: Nov 2 2011, 3:43pm replied:

First line : "Cleared out config_default.cfg except binds (fixes crash when changing maps)"

+2 votes     reply to comment
AngryPenguin802
AngryPenguin802 Nov 2 2011, 3:14pm says:

Fantastic work, guys. That was a very quick response, and a very quick fix!

+2 votes     reply to comment
jangsy5
jangsy5 Nov 2 2011, 3:48pm says:

Preventing game crashes are always a win for me. Good work guys!

+3 votes     reply to comment
Mkilbride
Mkilbride Nov 2 2011, 3:59pm says:

Glad to see the Hitboxes being fixed. My friend was really ****** when he watched me play yesterday and saw my iron-sights dead center with the Colt, pulled the trigger once, missed, and kept shooting, missing 4 times.

Then, I decided, eff it, I'll not use the sights...and my accuracy improved. So this is very welcome.

+2 votes     reply to comment
MXTRO
MXTRO Nov 2 2011, 4:27pm says:

Not to be rude but im just excited so i want to ask what is the status on the patch ? ETA? Size? Anything just to help me waiting for it :D Guys don't worry we understand that thing about the AI code or the doors - i thought that you made it on purpose that when you have double doors only one of them can be closed at the same time after you once opened them to make it harder, btw Stamina is pretty much low, i know that fear factor should result in panic but thats the panic and andrenaline wich is boosting the stamina imo so if it would be okay for you could you up it a bit? Not to make it too easy but just to let people leave the spawn at "broadway".

+2 votes     reply to comment
AwTGoliath
AwTGoliath Nov 2 2011, 7:10pm says:

when is this comeing out today because if this helps my crashing issues then this is going to be great and this mod is awesome keep it up!

+3 votes     reply to comment
AAAStudios
AAAStudios Nov 2 2011, 7:41pm says: Online

i think you guys should fix the zombie lag, it causes the game to lag if there's too much zombie spawning, i hope you guys can fix it

+2 votes     reply to comment
Mkilbride
Mkilbride Nov 2 2011, 8:56pm says:

"Later today"

Only 4 hours left in the day on the East Coast here, so hurry it up. :P

+2 votes     reply to comment
[nmrihdev]-Maxx
[nmrihdev]-Maxx Nov 2 2011, 9:12pm says:

Sorry guys we're just getting one last fix in there for you all! It'll be up soon!!

+2 votes     reply to comment
Mkilbride
Mkilbride Nov 2 2011, 9:55pm replied:

As long as it's more fixes, I could wait longer. The faster this is polished, the better. I mean the downloads have been insane.

FP alone has had over 13,000 already, which is awesome for a mod that, not to insult you, had been left for dead and forgotten by the mod community at large. Seems the closet fanboys rose up!

+2 votes     reply to comment
[nmrihdev]-Maxx
[nmrihdev]-Maxx Nov 2 2011, 9:58pm replied:

adding together FP, Fileserve, Desura, and ModDB we're at about 17,000 downloads... Over 17x more than I expected lol

+2 votes     reply to comment
dr.manfree
dr.manfree Nov 2 2011, 9:39pm says:

horray!

+2 votes     reply to comment
Craka_J
Craka_J Nov 3 2011, 9:38pm says:

Nerf the little girl!

+2 votes     reply to comment
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