In this update15
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
- Maps
- Server
- Gameplay
- UI and audio
- Balance
- Fixes
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:
New Maps
Asylum [Objective] (by DrHammer)
Monsters, Music and More. What better way to spend the holiday than traipsing about an old asylum? Grab your friends and party hard on the latest objective map Asylum. What horrors lay in store for you in the wreckage of Grimwood’s Hell-o-ween Hellapalooza festival? Only one way to find out. So don your costumes, stuff your face full of candy, and study up on your occult rituals, because it’s going to be one hell of a good time!
Laundry [Survival] (by Atheist, original map by Payne, Sotapoika)
What's that? All that candy melted and stained your new costume, and it's dry clean only!? Well, then you better swing by Laundry and get those threads cleaned spick-and-span! Now Open 24/7!
Additions
Added cvar "sv_kill_player_on_disconnect", kills a disconnecting player before they exit the server
Added gameplay modifiers for local and online play, called "mutators":
Added cvar "sv_mutators", list of persistent mutators with ',' delimiter
Added mutator selector in create game dialog
To add new mutators, go to "nmrih/rulesets/mutators" directory and create new scripts, examples are included
Added lag compensation to melee swings
Added map completion achievements for nmo_asylum and nms_laundry
Added new death notice icons for various self-inflicted kills (fall, drown, infection etc.)
Added option for cheap impact effects
Added support for 3D ambient sounds using FMOD sound system
Added support for map-specific localization
Changes
All spectator (incl. dead players) vote restrictions are now controlled by cvar "sv_vote_allow_spectators", "sv_vote_allow_dead_call_vote" has been removed as it is redundant
Barricade boarding is now audible to other players
Default loading screens no longer have keyboard textures
Force hold time on extraction cameras to prevent them exiting too early
Infected players no longer take friendly damage when grabbed (#1324)
Infected players who'll disconnect now leave behind a turned zombie (#1063)
Long subtitles in dialogue captions have been broken into segments (currently in limited set of languages)
Melee traces no longer cause friendly damage if hit player was grabbed during a swing
Melee swings and shoving are now audible to other players (#1333)
On death, camera now looks over ragdoll and not through it
Players are no longer frozen on extraction
Players can no longer pick up grenades mid-air until the projectile lands or bounces
Prevent ammo radial wheel hover selection after right clicking, to avoid unintentionally dropping another type of ammo
Scoreboard tweaks:
Changed font
Now displays player count
Right click will now toggle cursor instead of left
Server now skips NPC animation frames in order to increase performance
Server-side Workshop changes:
Added command "workshop_remove_all", removes all maps from the list
Error messages are now less vague
Now prints download progress
Thrown grenades now pass through players, when friendly fire is off
Updated the localization files:
With thanks to community translators: Blueberryy, Holy Crap, IBRS-4Ever, Klowby, marcielcps, Plazehorta
Want to localize NMRiH to your own language? Visit our localization repository on GitHub.
Fixes
Fixed bleeding not stopping after extraction
Fixed challenge invalidation reasons not being localized
Fixed challenge results displaying a name from previous maps when random objectives are enabled
Fixed character select "Next / Previous / Preview" strings not being localizable
Fixed crawlers not taking fatal headshot damage in realism mode (#1317)
Fixed current velocity not being applied to player ragdoll on death
Fixed duplicate viewmodel sounds when observing in first person
Fixed extreme angular impulse on grenade throw
Fixed "Hard to pick up items on top of weapon progress triggers" (#1328)
Fixed "KeyValues error if addon description contains reserved characters" (#1318)
Fixed "Objective outline takes precedence over inventory outline" (#1338)
Fixed "Performance issues caused by gunshot/chainsaw debris" (#1291)
Fixed "Players can hijack ongoing progress triggers" (#1326)
Fixed "Players who join late won't receive current objective" (#1329)
Fixed rare bug with supply crate UI not closing
Fixed respawn and round starting timers displaying "0 seconds" left
Fixed ruleset validation false positives
Fixed "SKS bayonet hits zombies' bounding box" (#913)
Fixed spectators being able to cast votes
Fixed turned zombies occasionally losing collisions
Fixed zombie AI erroneously looking for cover when failing to chase an enemy
Fixed "Zombies remain frozen for too long after an extraction cam" (#1325)
Changes for mappers and modders
Added command "ruleset_include", merges new ruleset with active one, replaces values when available
Added entity "ambient_fmod": This entity works like "ambient_generic", but uses FMOD sound system for playback, e.g. for playing several other file formats (such as .ogg)
Added functionality for "including" rulesets, designed for gameplay mutators
Added map-defined spawn density override for "func_zombie_spawn", to fix a bug with it being reset on round restart
Added opt-in support for overriding extraction preview time with camera's Hold Time (#1323)
Added usermessage "ObjectiveUpdate" for updating objective text without forcing a notification
Added usermessage "MovePointMessage", moves existing point message without updating other properties, takes index and vector coords
Changed "defaultcubemap.vtf" texture
Entity "point_message_multiplayer" text now follows movement parent (#1316)
Fixed "BecomeCrawler" input not working properly on runner zombies
Fixed "BecomeCrawler" input turning kid zombies into crawlers
Fixed "mouseclickimage" not working with legacy main menu buttons
Restored and repaired missing "hand_truck" model that broke compatibility in custom maps
Server-only entities can now have movement parents
VScript:
Added CNMRiH_BaseZombie::IsKid()
Fixed activator, caller, etc. values not working within RunScriptCode and related inputs
Fixed CBaseEntity hooks FireBullets() and ModifyEmitSoundParams() not working
Fixed CBasePlayer not deriving from CInfectableCharacter
Fixed crash on ObjectiveManager.StartNextObjective() when called during warm-up
Maps
All maps:
Added more watermelons
Compressed pakfiles to reduce installation size
Replaced game text with instructor hints
nmo_broadway
Sparks on the door now turn off when welder usage stops
nmo_brooklyn
Added sound for extinguishable fire on the street
Changed collision behavior for watermelon
Extinguishable fire on the street now deals damage to zombies
Fixed van's enabled hurt trigger in garage
nmo_cleopas
Tweaked clips
nmo_junction
Added delay for propane explosion
Sparks on the door now turn off when welder usage stops
nmo_lakeside
Added delay for propane explosion
Helicopter no longer kills players instantly
nmo_quarantine
Fixed broken street soundscape
Fixed extract chopper not having sound (#1330)
nmo_rockpit
Fixed a few objective item stuck spots near spawn
Fixed a fire truck not casting shadows
Fixed multiple places where objective items could get stuck
Fixed some floating props and brushes
Removed collisions from some small props
Removed unusable supply drop
Reworked the van escape
Tweaked clip brushes
Updated MapHack scripts to work with new .bsp
Various small tweaks
nmo_shelter
Added few instructor hints
Added new objective between lever and final one
Tweaked clips
nmo_suzhou
Fixed god spots behind counter and evac doors in the final area
nmo_underground
Added more light in the motel
Added more spawn points for welder
Changed loop sound in underground area
Fire now doesn't instantly kill players (only if they try to proceed behind it)
Tweaked clips and navigation
nmo_zephyr
Fixed unrealistic reflection for dirt in sewers
nms_arpley
Added hurt trigger for train
nms_campblood
Added back player spawn during evacuation
nms_drugstore
Misc. optimization
nms_favela
Changed extraction, now helicopter arrives before extraction starts in slightly different place
nms_flooded
Added 10 seconds to extraction time
nms_midwest
Tweaked clips
Source
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