In this update9
Full notes
Full No More Room in Hell update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Server
- Balance
- Workshop
- Performance
No More Room in Hell changes
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
Added ability to drop all selected ammo by right clicking in the radial wheel (#1280)
Added barricade board sounds for damaging and breaking
Added client option "FOV can be altered by gameplay"
Added hints to loading screen
Added initial draw animation to 1911, Glock 17, and M92FS
Added new viewmodel animations to frag grenade and Deer Hunter bow
Contributed by Silent
Added new viewmodel hands that match the current player model
Models and animations contributed by Mage6614 and Silent
Added option for random character voice set (#1263)
Added server command "extendmap" for admins, temporarily extends map time limit, in minutes
Added validation to challenge mode results:
Actions such as toggling cheats, changing gameplay cvars, running custom maphacks / scripts etc. will now invalidate runs
Can be enabled with cvar "sv_challenge_validate"
Invalid results will be rejected and not saved, this is indicated by a warning message and yellow HUD timer
Changes
Allow players to shove during fire mode change
Allow players to shove during ironsight raise / lower animation
Allow players to shove while carrying a prop
Allow players to shove while switching e-tool mode
Character Select now lists all voice sets when random model is selected
Crawlers no longer have immunity to body damage in realism mode
Death notices are no longer sent for NPCs other than zombies
Flame kills are now correctly attributed to inflicting players (e.g. from fuel canisters, chain reactions)
Flare gun projectiles now pass through players, when friendly fire is off
Gunshot suicides now play an impact sound, and interrupt voice lines
Improved barricade hammer responsiveness
Improved fire extinguisher responsiveness
Improved font rendering on in-game HUD text
Improved melee hit detection
Increased item share drop distance
Main menu buttons are now localizable
Main menu manual now links to community guide "A Complete Guide to NMRiH"
Medical item sounds are now more audible
More responsive targeting for item sharing, now traces nearby player hull
New player avoidance method:
Players can now phase through others, and only be pushed back slightly if you stay within their collision point
Players standing still won't be pushed away
Optimized item glows by removing gaussian blur when shader quality is set to low (#1038)
Optimized lag compensation by not adjusting players when they aren't infected (without friendly fire)
Players can now shove after firing a weapon (after maximum delay of 0.5 seconds)
Realism mode now only affects zombies (i.e. custom NPCs, birds etc. take damage as usual)
Reduced zombie physics object hit distance (#765)
Shared item no longer drops when player goes out of reach
Shoving no longer drains stamina when hitting the world
Sound fade on gunshot suicide now matches the screen fade
Sound pitch is now scaled by host_timescale
Updated the localization files
VGUI now uses FMOD for audio playback
Fixes
Fixed all results being displayed as "Random Objectives" by timer HUD if server switches to challenge mode late
Fixed "Animation doesn't play for second barricade if you try to place multiple" (#1114)
Fixed "Animations sometimes freeze when using" (#912)
Fixed "Autojoin causes wrong view height" (#1208)
Fixed "Barricade point is blocked!" message not being localized
Fixed being able to shoot through walls with a bow (#1156)
Fixed being able to skip e-tool switch animation
Fixed "Chainsaw always shows as full in radial" (#1222)
Fixed "Chainsaw infinite fuel when used inside a supply drop" (#992)
Fixed challenge mode blitz timer not beeping while in the menu
Fixed challenge timers not being updated for players spawning late
Fixed "Cleaver has the flashlight in the wrong hand" (#986)
Fixed client-side death notice not appearing in console when player get killed by zombie
Fixed common Linux crash relating to achievements
Fixed crash when attempting to start next objective during warmup
Fixed cvar "fov_desired" not being clamped
Fixed demo playback icons lingering on timer HUD
Fixed demo record and stop sounds playing improperly
Fixed demo support's bookmark event not being logged
Fixed demo timer overlapping with chat dialog
Fixed "droptest" command exploit
Fixed e-tool animation jitter on switch
Fixed entity "logic_progress" sending messages without recipients
Fixed event "wave_complete" being fired twice by both client / server (fixes saturated wave complete sound)
Fixed fire mode HUD jitter
Fixed "FireOutput server crash on objective completed" (#1129)
Fixed flare gun explosion kills not being attributed correctly
Fixed flickering cursor while rotating a model in character select
Fixed flickering sprite when staring at the sun
Fixed "Game plays greetings NG sound if supply drop comes after 1st wave" (#1181)
Fixed gameplay altered FOV not being scaled properly on non-default settings
Fixed "Greenlit background has incorrect aspect ratio" (#1289)
Fixed item giving not cancelling on shove
Fixed listen servers not being announced to master server on initial load
Fixed "M9 world model is paired up with maglite regardless if player has maglite equipped" (#25)
Fixed main menu music not stopping when entering a map using console
Fixed map completion achievements being awarded if player extracts by console or script
Fixed MapHack's connections block not working during pre-entity
Fixed misc. issues with extraction preview camera (#1284)
Fixed "Multiple props on moving brushes significantly degrade performance" (#1198)
Fixed "nmrih_game_state's restartround freezing server" (#1179)
Fixed objective text being out of position after resolution change
Fixed players being unable to switch ironsights underwater
Fixed "Players in join screen block spawn points" (#1299)
Fixed "Players unable to cast vote after missing previous vote result" (#1295)
Fixed previous map loading screen persisting on level change
Fixed radial wheel border transparency
Fixed rare crash involving ammo radial wheel on level change
Fixed rare crash when holstering a grenade
Fixed rich presence not working when initializing late
Fixed rulesets not being listed by "change difficulty" callvote
Fixed "Scan Out" effect on game_text (#880)
Fixed "Server crash during lag compensation" (#1287)
Fixed server crash with voice commands
Fixed server-side death notices not appearing in dedicated server console when "sv_deathnotice" is enabled
Fixed server-side Workshop maps not being removed properly when multiple servers are running in same directory
Fixed servers with SourceTV bot showing incorrect max. players on Discord rich presence
Fixed "Shotgun reload sound spam" (#843)
Fixed SourceTV bot being able to join the game via "joingame" command
Fixed sv_cheats cvar bypass by executing commands on same frame
Fixed "sv_realism 1 does not apply to fa_winchester_1892" (#1154)
Fixed text being truncated early in several game UI elements
Fixed "Third person character models do not point the flashlight straight" (#1095)
Fixed VGUI image buttons being clickable with other than left mouse button
Fixed "Viewmodel walking animation is delayed" (#1195)
Fixed VScript stack overflow on entity think function (#1292)
Fixed VScript's TraceHullComplex() crashing the game (#1298)
Fixed warning "Can't record a demo while playing a demo" being displayed on demo playback
Fixed "Zombie died." death notice when zombies die in flames
Changes for mappers and modders
Added cvar "sv_wave_enable_cycle" to enable/disable wave cycles for zombie spawning
Added entity "env_instructor_hint"
Added entity "fog_volume" (#1301)
Added entity "point_message_multiplayer" (#1305)
Added game event "challenge_invalid", fired when a run is rejected during challenge mode
Added opt-in support for previously obsolete "OnPlayerExtracted" output on "func_nmrih_extractionzone" (#1283)
Added output "OnEndUse" to trigger_progress entities
Added outputs "OnOpen" and "OnClose" to entity "item_inventory_box"
Added support for bird NPCs from HL2 (npc_crow / npc_pigeon / npc_seagull)
Added support for cycling and crossfading main menu backgrounds
Added support for hand models on viewmodels
Added user message "ItemBoxUpdate" to inventory boxes (#1209)
Added zone letter override to entity "func_safe_zone"
Barricade boards now have a classname "nmrih_barricade_prop"
- RulesetAdded better support for map defined cvars (i.e. logic_ruleset)
- RulesetAdded "RevertCvar" to logic_ruleset and VScript, reverts given cvar to ruleset value (when available), or default
- RulesetAdded "Script" field for running VScript file on load
- RulesetAdded server command "ruleset_validate", checks if current ruleset / difficulty is modified, and prints all altered cvars
Ruleset: Checksum (file SHA1) is now included in "challenge_start" & "challenge_end" game events as "rs_hash" string
Used for run validation e.g. by moderators of speedrun sites, since 1.12.3 rulesets are shipped as raw .txt, and they're trivial to edit
Ruleset: logic_ruleset & VScript bindings no longer flag rulesets as modified
Ruleset: Now handling missing rulesets more gracefully
- RulesetRemoved encryption, .ctx files have been converted back to readable .txt
Vote HUD now displays multi-option votes (#1282)
VScript
Added CItem_InventoryBox bindings
Added CObjectiveManager singleton
Added function CBasePlayer::CanPickupObject()
Added Version singleton (for version labels, build numbers, etc.)
Included better descriptions for NMRiH player bindings
VScript updates from Mapbase
Added CBaseCombatCharacter hook: int RelationshipPriority(entity, def) - Called when a character's relationship priority for another entity is requested. Returning a number will make the game use that priority instead of the default priority.
Added CBaseCombatCharacter hook: int RelationshipType(entity, def) - Called when a character's relationship to another entity is requested. Returning a disposition will make the game use that disposition instead of the default relationship.
Added function CBaseAnimating::ResetSequenceInfo()
Added function CBaseAnimating::StudioFrameAdvance()
Added function Entities.DisableEntityListening() - Disables the 'OnEntity' hooks.
Added function Entities.EnableEntityListening() - Enables the 'OnEntity' hooks. This function must be called before using them.
Added global hook: void OnEntityCreated(entity) - Called when an entity is created.
Added global hook: void OnEntityDeleted(entity) - Called when an entity is deleted.
Added global hook: void OnEntitySpawned(entity) - Called when an entity spawns.
Maps
nmo_rockpit
Added over 15 occluders
Added more hint brushes and areaportals
Added fade out distances to some props
Replaced fog trigger with fog_volume
Tweaked the upper floor of the surface building
nmo_underground
Added filter for VPhysics clip
Added garage
Added instructor hint for elevator's generator
Added more spawn points for smoke grenades
Added new key spawn point
Fixed not being able to pick up 308 ammo in truck in elevator area
Reworked first key location area
Tweaked few clips
nms_camilla
Replaced all game_text with instructors
Source
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