No More Room in Hell - playerhayter




Hello again to the NMRiH1 community!

No More Room in Hell 2's REANIMATION update just released on April 15 - a release that compares in size with NMRiH2 Early Access launch back in October 2024.

Since October, we've added Infection, weapon attachments, many new weapons and tools, many bug fixes and much more. The April Reanimation Update brings the sequel much closer in spirit to the original, with two new tighter, more claustrophobic city maps, a radial inventory, deeper combat, and much more.

A Free Weekend runs from NOW until April 21 at 1pm ET, giving players the opportunity to try out the entire new update and also pick up the game for 20% off for a limited time.

https://store.steampowered.com/app/292000/No_More_Room_in_Hell_2/



We see the Reanimation Update as practically a relaunch of the Early Access game - a big moment for NMRiH2 to show itself off as a far more content and feature-packed version of No More Room in Hell 2 in Early Access - with many bugs, performance hiccups and general "early access kinks" fixed at this point as well.

Early Access will continue beyond April with more updates to come as we work towards its 1.0 version.

Take a look back at the release roadmap up to now:



What's new since launch:

TWO NEW URBAN MAPS

https://youtu.be/ERrJHnvTG2c

Lewiston


Lewiston is an urban map that longtime followers of NMRIH2 would remember as a map named Waldoboro being worked on by the Lever team before they joined Torn Banner.

Responders work to secure the safety of survivors across a ravaged city at golden sunset. Gather supplies if you must, but above all else - get out, alive.





Pottsville


Pottsville, a brooding suburban small town full of claustrophobic encounters with the undead at dawn, is a new urban-set map for No More Room in Hell 2.

Inspired by classic zombie movie settings and scenes, Pottsville is another city streets map with more claustrophobic encounters against the undead, as players creep down foggy alleyways and roam through neighbourhood houses and downtown buildings.





Combat 2.0 - A Melee Redesign


With this update you can drag and aim your swings to cut off zombie limbs. Use left click for a right to left swing and right click for a left to right swing. Repeat the same input for a stronger attack, or hold down an attack to deliver a forceful blow with potential for knockdown.

We’ve also added in a Kick, performed by holding Shove that costs a lot of stamina but can knock down zombies, putting space between you and the undead. On top of that we’ve further improved hit reactions, melee timings and the stamina system.

Character Roster & Character Re-roll


With the new Character Roster, players will now have three character slots rather than just one - so they can save and maintain multiple permadeath characters at once.

And, with Re-roll, when selecting a new character out of the 3 choices, you have the option to spend match-earned Credits to re-roll for a new set to pick from.

Weight-based Radial Inventory


The radial inventory from NMRiH1 returns to the sequel now, with a weight-based system that determines how much you can carry.

Move your mouse into quadrants of your screen to quickly select between inventory items. Weights of items are reflected in the size of each "slice" of the quadrant of the radial inventory.

Weapon attachments


Added in February update 0.3.0, weapons now have 3 different types of attachments - Sights, Rail, and Muzzles. Responders are only limited to attach weapons as the firearm has slots for it - a weapon with a weapon slot for a Sight, a Rail, and a Muzzle attachment could take a scope, a flashlight, and suppressor, for example.



Classic NMRiH1 weapons


Many fan favorite weapons from NMRIH1 so far have made their return in glorious Unreal Engine 5 with Nanite to render incredible pixel scale detail.

Recent additions include:

  • M1911A1 Handgun
  • MP5 Submachine Gun
  • Rochester 1873 Rifle
  • The trusty Shovel!

... And many more, that came at launch and are coming in the future too.

More realistic Calibre-based ammo was also added in January's 0.2.4 update, replacing what was previously just weapon type specific ammo.

Infection & "K button"


Infection and self-sacrifice (taking your own life) were added in December's Infection update. Zombies can grab you and, if you fail to shove them away in time, can instantly infect you with a bite. Plus, if you're under 50% HP, any regular zombie attack may infect you, and that increases the lower your health is. Find pills for temporary relief, or the gene therapy cure to rid yourself of the virus!

Minimal HUD UI Options
https://youtu.be/WITwMcnNM-k

In update 0.2.0 we gave players the ability to customize their HUD, and also reduced the default HUD setup to be more minimalist compared to our launch version. Experience the zombie apocalypse with as much, or as little, on the HUD as you want!

This is just a sampling of what we've added since October, with much, much more coming before 1.0 arrives!

We hope to see you over the April 17-21 Free Weekend and beyond.

If you want to join in on the discussion, please join our Discord.
No More Room in Hell - Felis
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 enhanced support for offline solo play, enabled by selecting "1" for max. players in the "Create Server" dialog
Fixes
  • Fixed an issue with runner behavior, where they would unintentionally steer faster and catch players (this patch has been applied in an earlier hotfix for 1.14.1)
  • Fixed decal overflow on round restarts, causing bullet holes and blood splatter etc. to disappear on certain maps
  • Fixed NPCs being invulnerable while frozen
  • Fixed sniper scope overlay not always hiding when the game suffers from network packet loss
Changes for mappers and modders
  • Added entity "point_worldtext", displays a text message oriented in the world, at its origin
  • Fixed cvar "sv_freeze_zombies_on_spawn" being forcefully set during extraction, which could invalidate rulesets
  • Fixed improper filtering behavior on entity "filter_activator_name"
  • Fixed rare crash when equipped "item_custom" collides with a moving prop door
  • Fixed static decals erroneously respawning on round restart and eventually overflowing the decal limit, dynamic decals with a targetname remain unchanged
  • Fixed zombies targeting players instead of "npc_bullseye" entities that obstruct their attacks
  • FMOD: Fixed sound files packed by maps not being precached and becoming inaudible when client joins a server
  • Ruleset: Added "Include" keyword for scripts
  • VScript: Added CBaseAnimating functions GetModelScale(), and SetModelScale()
  • VScript: Added CNavMesh functions FindNavAreaAlongRay(), GetAreasWithAttributes(), GetNavAreasOverlappingEntityExtent(), GetObstructingEntities(), and NavAreaTravelDistance()
  • VScript: Added CNMRiH_Player functions IsInBarricadingMode(), and IsPlacingBoard()
  • VScript: Added CPointWorldText bindings
  • VScript: CNavMesh function GetNavAreasFromBuildPath(startArea, goalArea, goalPos ...) now accepts null parameter for "goalArea", to compute a path as close as possible to "goalPos"
  • VScript: Optimized CConvars functions, getting values is now more efficient for cvars registered by scripts and rulesets
Changes for server admins
  • Added ability to ban items via cvars:
    • Added cvar "sv_ban_items", a list of banned item entity names with ',' delimiter, e.g. "sv_ban_items me_fubar,exp_tnt,item_pills"
    • Added cvar "sv_ban_items_on_entities", apply item ban list to loose entities (such as items placed by mappers)
    • Added cvar "sv_ban_items_on_random_spawners", apply item ban list to random spawners
    • Added cvar "sv_ban_items_on_supplies", apply item ban list to supply crates
    • Added cvar "sv_ban_items_override", additional ruleset validated ban list for use with maps, scripts etc.

  • Added first batch of "legacy cvars", in effort to allow servers to rollback changes that may affect their community playstyle (zombie behavior cvars were shipped earlier in 1.14.1)
    • Added cvar "sv_barricade_sounds", play impact sounds when boards get damaged
    • Added cvar "sv_bow_fix_wallbang", fix being able to shoot through walls with a bow
    • Added cvar "sv_bullet_impulse", turns on bullet impulse, which results in more visible ragdoll knockbacks based on ammo type
    • Added cvar "sv_cancel_throw_drop", fixes a glitch where player could hold drop key to store throw charge after holster
    • Added cvar "sv_chainsaw_fix_charge_glitch", fixes a bug where chainsaw can be charged to deal extra damage
    • Added cvar "sv_chainsaw_fix_use_entity_glitch", fixes a bug where chainsaw has infinite fuel while using something e.g. supply crate
    • Added cvar "sv_dropallammo", allow dropping all ammo by right clicking in the radial wheel
    • Added cvar "sv_etool_allow_shove_during_switch", allow players to shove while switching e-tool mode
    • Added cvar "sv_extinguisher_use_distance", how close to a progress trigger player must be with a fire extinguisher in order to use it
    • Added cvar "sv_flame_legacy", legacy tracking for flame kills (pre-v1.12.3)
    • Added cvar "sv_flare_gun_apply_radius_damage", projectile generates a small explosion that affects props, windows, players/NPCs and so on
    • Added cvar "sv_flare_gun_fix_oob_supply_drop", crates drop on player position to avoid out of bounds
    • Added cvar "sv_flare_gun_passthrough_glass", projectile passes through glass and won't explode on contact
    • Added cvar "sv_flare_gun_passthrough_player", projectile passes through players when friendly fire is off
    • Added cvar "sv_grenade_angular_impulse_max", apply forces to make grenades spin after throwing
    • Added cvar "sv_grenade_angular_impulse_min", same as above
    • Added cvar "sv_grenade_infect_bypass", infected players dying by explosion won't turn
    • Added cvar "sv_gunshot_suicide", allow gunshot suicides
    • Added cvar "sv_hide_ammo_hud_on_fire", hide ammo HUD after firing a shot
    • Added cvar "sv_initial_sprint_stamina_penalty", how much stamina does sprint initially spend
    • Added cvar "sv_item_pickup_sound", play sound on item pickup
    • Added cvar "sv_medical_allow_use_underwater", allow medical item usage underwater
    • Added cvar "sv_medical_audible_sounds", other players can hear medical item usage
    • Added cvar "sv_medical_instant_apply", medical items apply instantly (emulates v1.07)
    • Added cvar "sv_melee_impact_style", 0 = nothing, 1 = classic, 2 = particles across arc
    • Added cvar "sv_molotov_always_burn", should molotov always cause an inferno, regardless where it hits
    • Added cvar "sv_npc_frozen_death_immunity", frozen NPCs won't die, emulates glitched v1.14.1 behavior
    • Added cvar "sv_npc_goal_repath_tolerance", default value of 120.0 prevents runner zombies from catching moving players
    • Added cvar "sv_player_bullet_force_accumulator", apply bullet forces to player ragdolls
    • Added cvar "sv_player_death_music", play a tune on death
    • Added cvar "sv_player_duck_on_crawler_grab", allow players to duck when a crawler grabs them
    • Added cvar "sv_player_fix_hitbox_desync", fixes hitbox desync when looking up and down
    • Added cvar "sv_player_follow_ragdoll", camera follows player ragdoll on death
    • Added cvar "sv_player_grab_ff_immunity", grabbed players won't take friendly fire
    • Added cvar "sv_player_spawn_sound", play local sound on player spawn
    • Added cvar "sv_player_water_splash", players generate splashes on water
    • Added cvar "sv_realism_fix_bullet_penetration", fixes bullets not penetrating on realism mode
    • Added cvar "sv_realism_fix_crawler_damage", by default, body damage isn't zeroed on crawlers, as their hitboxes are difficult to hit
    • Added cvar "sv_shove_allow_during_firemode_change", allow players to shove during fire mode change
    • Added cvar "sv_shove_allow_during_ironsight", allow players to shove during ironsight raise/lower animation
    • Added cvar "sv_shove_allow_during_pickup", allow players to shove while carrying a prop
    • Added cvar "sv_shove_drain_stamina_on_world_hit", if shove hits world, drain stamina
    • Added cvar "sv_shove_stab_sound", play stab sound on applicable shove (SKS bayonet)
    • Added cvar "sv_suicide_disallow_while_using", disallow contemplating while using a progress trigger
    • Added cvar "sv_suicide_infect_score", score for gunshot suiciding while infected
    • Added cvar "sv_suicide_play_impact_sound", play impact sound on gunshot suicide
    • Added cvar "sv_voicecmd_common_sounds", common sounds such as bleeding use hidden voice commands
    • Added cvar "sv_voicesubtitles", enable voice subtitles in chat
    • Added cvar "sv_weapon_unload", allow unloading of firearms
    • Added cvar "sv_zippo_extinguish_underwater", zippo extinguishes underwater and can't be ignited
    • Added cvar "sv_zombie_always_attack_bullseye", zombies don't consider npc_bullseyes as obstructions, when 0, it emulates glitched v1.14.1 behavior
    • Added cvar "sv_zombie_pound_sound", zombies play impact sounds when pounding barricades, props, walls, etc.
Maps

nmo_shoreline
  • Added barricade point on cabin main entrance door
  • Fixed pixelwalk above cabin entrance stairs
  • Small visual changes
  • Tweaked zombie spawning and navigation
No More Room in Hell - Felis
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:

March 19th Hotfix: We've released a dedicated server update that fixes an issue with runner behavior.
This update is optional, but all community admins are encouraged to apply it.

Additions
  • Added ability to erase keypad input by pressing backspace
  • Added bullet impulse to ragdolls, this results in more visible knockbacks based on ammo type
  • Added corner blocking detection for zombies, they can now properly attack blocking players instead of finding a new path
Changes
  • Enabled "whole program optimization" on client, this may slightly improve overall performance
  • Improved server performance on crowded maps
  • Optimized Add-on Manager and Workshop support, improving performance
  • Optimized CPU usage across the board, improving performance on lower spec machines
  • Optimized RAM usage on maps that utilize FMOD ambient sounds
  • Zombies no longer spend 20 seconds standing still when all of their enemies die, instead, they play an idle animation and move on
  • Zombies now try to find cover again when an enemy is unreachable, they no longer skip to wander

  • Updated the localization files:
    • With thanks to community translators: Atheist, Blueberryy, DouglasVarollo, Holy Crap, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta, RicecakeHuman, SkyAfterRain
    • Want to localize NMRiH to your own language? Visit our localization repository on GitHub.
Fixes
  • Fixed being able to charge chainsaw's melee swing to deal extra damage while sawing (#1543)
  • Fixed dropped custom items colliding with player (#1463)
  • Fixed dropped weapons blocking zombies and causing them to find a new path (#1544)
  • Fixed idle stutter during zombie's "face best sound" schedule
  • Fixed inconsistent zombie "greasing" due to incorrect wandering routine, they should switch collision groups more frequently now
  • Fixed local player ragdoll t-posing on death
  • Fixed mutator state not being reset after loading a config in the selection dialog
  • Fixed NPC movement stutter when no alive players are present
  • Fixed player ragdolls not properly reacting to bullet forces
  • Fixed players occasionally having their voice commands stuck in one spot when they aren't visible (#1503)
  • Fixed regression where dynamic music wouldn't transition to next song in the playlist
  • Fixed transparent board models persisting when not in barricading mode (#1532)
  • Fixed voting messages being cut-off in Spanish (and possibly other languages) (#1530)
  • Fixed zombie attack hurting players behind it (#1288)
  • Fixed zombie kids t-posing while climbing (#800)
  • Fixed zombies attempting to grab dead players
  • Fixed zombies getting stuck in pathfinding loop and stuttering in place when all enemies are unreachable
  • Fixed zombies not entering their "angry" wandering schedule when an enemy became unreachable, they erroneously began "normal" wander which had different tasks and conditions for neutral roaming
  • Fixed zombies not playing impact sounds while bashing barricades
Changes for mappers and modders
  • Added entity "func_precipitation_blocker" (#1541)
  • Added entity "logic_script_preserved", a variant that's preserved across round restarts
  • Added game event "player_jump"
  • Added game event "player_use"
  • Added game events "item_medical_start" and "item_medical_apply"
  • Added keyfield "Can Grab?" to zombies
  • Added keyfield "Ignore Room Size" to entity "func_zombie_spawn", when set to 'Yes', the brush will always regenerate spawns, and is treated as a large room regardless of its size (Overlord won't spawn more zombies for small rooms once visited by player)
  • Added keyfield "Show Compass Blip?" to entity "nmrih_objective_boundary"
  • Added keyfields for weapon viewmodel and worldmodel overrides (#1547)
  • Fixed crash on entity "filter_name" when a disconnecting player dies (#1539)
  • Fixed crash when colliding with a moving brush which has a point entity parented to it (#1527)
  • Fixed entity "item_custom" crashing due to missing VPhysics object when motion is disabled
  • Fixed entity "item_inventory_box" input "RemovedAllItems" not working for uncategorized items (#1538)
  • Fixed oversight where "ambient_generic" entity would be removed when its sound file was missing
  • Fixed particle precipitation overextending its bounds and overriding other precipitation brushes (#1545)
  • FMOD: Added "ambient_generic" and "ambient_fmod" cross compatibility, "health" keyfield is now recognized as volume
  • FMOD: Added spawnflag "Is NOT Occluded (Obstructions won't muffle sound)" to entity "ambient_fmod"
  • FMOD: Fixed sound characters not being applied for direct filenames
  • FMOD: snd_show now displays more information, similar to engine sounds
  • NMRObjective: Fixed crash after loading a NMOS file on map with less boundaries than previously saved
  • NMRObjective: Now shows a warning dialog when potential issues are raised during NMOS load
  • Objective HUD is now always available regardless of gamemode if we have an objective string, e.g. during scripted objectives
  • VScript: Added CBaseEntity functions GetClassname(), and SetClassname()
  • VScript: Added CItem_InventoryBox functions AddItemAtIndex(), RemoveItem(), ItemAtPosition()
  • VScript: Added CNMRiH_Player functions IsHoldingEntity(), and GetHeldEntity()
  • VScript: Added CObjective function SetDescription()
  • VScript: Added CObjectiveManager function SendObjectiveNotify()
  • VScript: Added ConCommand "script_dump_scope"
  • VScript: Added functions TracerEffect(), and ParticleTracerEffect()
  • VScript: Added functions VPhysicsInitNormal(), and VPhysicsDestroyObject()
  • VScript: Added legacy support for deprecated function CNMRiH_ObjectiveManager::GetCurrentObjectiveBoundary(), fixes compatibility with some existing mutators
  • VScript: Added Squirrel debugger (sqdbg), contributed by samisalreadytaken
  • VScript: Entity script scope is now automatically cleared on deletion
  • VScript: Fixed CNavMesh::GetNavAreasInRadius() returning inaccurate results (#1546)
  • VScript: Fixed various memory leaks
  • VScript: Updated Squirrel to the latest version
Changes for server admins
  • Added cvar "ai_legacy", runs AI behavior from pre-v1.14.0 for legacy gameplay purposes
  • Added cvar "sv_first_draw_activity", shows initial draw animation, e.g. pulling back the hammer on pistols
  • Added cvar "sv_ng_zombie_drop_grenade", NG zombies can drop grenades as loot on death
  • Added cvar "sv_zombie_chase_enemy_on_barricade_fail", should zombies attempt to chase enemies if barricade bash schedule fails?
  • Added cvar "sv_zombie_cornerblock_method", deals with 'corner blocking' players: 0 = zombies freeze (~v1.09), 1 = zombies find new path (~v1.13), 2 = zombies attack with direct hit trace (default)
  • Added cvar "sv_zombie_crawler_attack_barricade", can crawlers attack barricades?
  • Added cvar "sv_zombie_crawler_open_doors", can crawlers open doors?
  • Added cvar "sv_zombie_crawler_swat_items", can crawlers swat items?
  • Added cvar "sv_zombie_explosion_shove", shove zombies on explosions?
  • Added cvar "sv_zombie_fix_barricade_distance", don't attack barricades that are too far away
  • Added cvar "sv_zombie_fix_bestsound_alert", don't stutter idle sequence while facing a 'best sound'
  • Added cvar "sv_zombie_fix_bite_damage", if zombie is biting an enemy, only deal damage to them
  • Added cvar "sv_zombie_fix_dawdle", default behavior after losing an enemy waits for 20 seconds, perform idle cycle instead?
  • Added cvar "sv_zombie_fix_falling_loot", prevent zombie loot from falling through the ground
  • Added cvar "sv_zombie_fix_hitbox_offset", fix zombie hitboxes being off by one? (bug introduced in v1.11.0)
  • Added cvar "sv_zombie_fix_physobj_distance", zombies tend to return to objects even if those are too far away, this fixes it
  • Added cvar "sv_zombie_fix_rise_collision", fix turned zombies clipping into players after rising?
  • Added cvar "sv_zombie_standoff_on_chase_enemy_fail", perform standoff routine instead of wander on chase fail, requires "sv_zombie_take_cover_from_enemy 0"
  • Added cvar "sv_zombie_swat_supplies", can zombies swat health stations/supply pieces?
  • Added cvar "sv_zombie_take_cover_from_enemy", should zombies attempt to take cover from unreachable enemies? When off, this may introduce a path failure loop on non-legacy AI (v1.14.0)
  • Removed cheat flag from cvar "sv_shove_multi"
Maps

nmo_rockpit
  • Changed fire extinguisher objective to save progress after cancelling interaction
  • Increased helicopter extraction length by 30 seconds
  • Increased instructor hint timeouts slightly
  • Moved gas can in spawn room closer to the exit gate
nmo_shoreline
  • Added a drop down in the upper floor of the guest house
  • Added a warning message for activating the extraction flare when not all players have yet made it to the extraction deck
  • Added additional direction arrows and glow outlines for some objectives
  • Adjusted numerous item spawners throughout the map to reduce RNG
  • Adjusted some zombie spawn brushes
  • Changed secret stash key color from red to green to distinguish it from objective glows
  • Changed spawn positions of some objective items
  • Fixed godspot during extraction
  • Fixed issues with clipping in the garage
  • Fixed some doors being blocked by zombies
  • Fixed visible gaps in doorways
  • Improved legibility of certain unclimbable props
  • Increased the interaction length for activating the flare
  • Rebalanced extraction
  • Rebalanced Overlord zombie spawns with "Ignore Room Size" option
  • Removed clip brushes from some props and handrails
  • Tweaked some objective outlines to be visible at further distances
  • Various small visual changes
No More Room in Hell - Felis
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
Shoreline [Objective] (by Sirdoggy)



The US military declared this portion of the shoreline as a redeker safe zone. We, and many others, have fled here from the city, but the dead bastards have also followed us here. This caused the military to withhold rescue operations. It's been days now, and things are only getting worse.

Last night a horde breached one of the cabin entrances. Many got bit and infected. A couple of us got together and hid in the basement of a nearby house. We're staying quiet until things calm down.
The plan is to return to the cabin and re-establish contact with the national guard. Hopefully they'll organize one last transport for us.


Code

Additions
  • Added medical item viewmodels, contributed by S0kk0 (#1516)
Changes
  • Improved zombie LOD models, contributed by BigHatMarley (#1500)
  • Inactive safezones are now displayed as "INACTIVE" on the HUD
  • Increased max. depth texture shadows to 8, added launch option "-numshadowtextures"
  • Misc. CPU performance improvements
  • Names and descriptions for challenges and mutators now support localization strings

  • Updated the localization files:
Fixes
  • Fixed Badass character model not casting dynamic shadows (#587)
  • Fixed broken center-bottom HUD messages (#1484)
  • Fixed custom sounds not playing sometimes on Workshop maps
  • Fixed demo compatibility with files recorded before 1.13.5
  • Fixed disconnect with infection status crashing the game (#1489)
  • Fixed dying during extraction with respawn tokens making game enter 'win state' in survival (#1168)
  • Fixed missing sounds for shoving and holstering with frag grenade (#1293)
  • Fixed shaky viewmodel when running into walls (#1354)
  • Fixed walking on a texture with gravel surface causing player to slide (#1507)
  • Fixed zombie AI aggro issues (#1448/#1475)
Changes for mappers and modders
  • Added input "SetActivatorCaption" to entity "env_instructor_hint"
  • Added inputs "PauseDrain" and "ResumeDrain" to entity "func_safe_zone" (#1467)
  • Added keyfield "Spawn Solid?" to entity "item_inventory_box"
  • Added map-defined override for "func_zombie_spawn" spawn regen target, to fix a bug with it being reset on round restart
  • Added support for highlighting multiple objective entities sharing the same name (#1524)
  • Fixed crash caused by "prop_physics_override" with collisionless model (#1504)
  • Fixed crash when "generic_actor" spawns with empty "model" keyfield (#1494)
  • Fixed "Disable Motion" spawnflag being ignored for "item_custom" (#1510)
  • Fixed entities "point_viewcontrol_multiplayer" and "nmrih_extract_preview" locking camera rotation for spectators (#1522)
  • Fixed entity "ambient_fmod" not playing a sound when spawned by a script (#1496)
  • Fixed entity "item_custom" not releasing inventory space on "Kill" input
  • Fixed input "Disable" for entity "instant_trigger" not functioning (#1498)
  • Fixed keypad codes not persisting when changing those with "InputSetCode"
  • Fixed late transmit for "item_custom" inputs "SetLabel" and "SetIcon"
  • Fixed late transmit for weapon label and icon overrides
  • Fixed "physics mayhem" bug when setting "solid" keyvalue directly
  • Fixed preferred carry angles not working (#1509)
  • Fixed zombie attack sound override not working (#1491)
  • FMOD: Added console command "fmod_memstats" for tracking memory usage
  • FMOD: Added occlusion to ambient sounds
  • FMOD: Added partial sound character support ('*' [stream from disk], '#' [dry mix, play everywhere, affected by music volume])
  • FMOD: Fixed inaccurate attenuation with ambient sounds
  • MapHack: Fixed misbehaving $respawn function, it now correctly respawns an entity on its original position with pristine entdata (#1089)
  • NMRObjective: On initial load, default description is set to objective name instead of empty field
  • VScript: Added CAI_BaseNPC function IsFrozen()
  • VScript: Added CNMRiH_Objective functions GetObjectiveBoundary(), and GetObjectiveBoundaryName() (#1495)
  • VScript: Added CNMRiH_ObjectiveManager function GetCurrentObjective()
  • VScript: Added function DispatchParticleEffectByAttachment()
  • VScript: Added function FMOD_PrecacheSound()
  • VScript: Added particle attachment constants
  • VScript: Deprecated Enable/DisableEntityListening() functions, entity hooks are now always listening
  • VScript: Fixed CBaseEntity::GetKeyValue() returning garbled values for strings
  • VScript: Fixed CNMRiH_Player::GetCarriedItems() not returning custom items with duplicate targetnames
  • VScript: Fixed hooks "NPC_TranslateActivity" and "NPC_TranslateSchedule" not working properly
  • VScript: Ruleset validated cvars are now allowed to be set by Convars functions
  • VScript: Throw an error instead of crashing when a function expects table parameter and won't get one
Changes for server admins
  • Added cvar "sv_grenade_rise", ported from Ryan's QoL plugin (warps grenades slightly off ground on detonation to improve effectiveness around clutter)
  • Added improved idle player detection, idle item drop, and new cvars "sv_idle_tracking_method", "sv_idle_item_drop", and "sv_idle_item_drop_time" (#1372)
  • Added QoL inspired multi-shove, can be enabled by cvar "sv_shove_multi" (off by default)
Maps

nmo_cleopas
  • Door near market, which leads to a house with a welder, now opens outside only
  • Fixed nodraw surface on destroyed wall's brick
nmo_quarantine
  • Fixed softlock (#1451)
nmo_rockpit
  • Added watermelon
  • Fixed instructor hint indicators following other players
  • Fixed respawn door being openable by zombies
  • Removed various clips
nmo_underground
  • Tweaked clips
nms_camilla
  • Little tweaks
nms_laundry
  • Changed escape van color
  • Little tweaks
nms_notld
  • Little tweaks
nms_ransack
  • Fixed wrong prop placement in cutscene area
Jun 22, 2024
No More Room in Hell - Felis
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
  • The game now includes a full sound cache, this resolves noticeable framerate hitches when playing sounds for the first time, especially for users with slower disk drives
Changes
  • Improved tension calculation in the dynamic music system (#1482)
  • Tweaked runner pursuit dynamic music playlist, songs with lengthy intros have been cut

  • Updated the localization files:
Fixes
  • Fixed bow arrows disappearing when fired at a certain distance (#1479)
  • Fixed certain ambient sounds such as room tones cutting short (#1482)
  • Fixed command "snd_restart" not restarting all ambient sounds in-game
  • Fixed converted ambient sounds having incorrect audible distance or looping forever
  • Fixed occasional crash when selecting an item from a supply crate
  • Fixed score rolling over with 2048 or more kills
  • Fixed speaker options crashing on the main menu
Changes for mappers and modders
  • Added "Ammo Fill Min/Max" keyfields to ammobox entities
  • Added opt-in keyfield to support MP3 looping, fixes an issue on existing maps where one-shot MP3 sounds loop forever due to incorrect spawnflags
  • Added weapon progress trigger support for "item_zippo"
  • Entity "point_viewcontrol_multiplayer" now turns on the camera when input "AddPlayer" is fired
  • Fixed !activator not working for "OnEndUse" on "trigger_progress_use" and "trigger_progress_weapon" (#1473)
  • Fixed hold time for "point_viewcontrol_multiplayer" not working when following a target
  • Fixed "point_viewcontrol_multiplayer" not turning on the camera for chosen players when input "Enable" is fired for the first time
  • Fixed movement speed modifiers not resetting the absolute max speed
  • Fixed zombie input "BecomeShambler" not working properly
  • FMOD: Improved ambient sound audible distance, now more closely matches "ambient_generic"
  • MapHack: Added function "$filter", removes entities by matching keyvalues
  • MapHack: Fixed "$modify" ignoring multiple keyvalue filters (#1474)
  • VScript: Added CConvars function RegisterAdminCommand(), creates a console command that can be only executed by server admins, otherwise it's identical to RegisterCommand()
  • VScript: Fixed CItem_InventoryBox function AllowEmpty() not working properly
Changes for server admins
  • Added cvar "sv_infection_bypass", ported from Ryan's QoL plugin
  • Added cvar "sv_barricade_show_damage", ported from Ryan's QoL plugin
  • Cvar "sv_bullet_bypass_player" no longer has a cheat flag
Maps

nmo_cleopas
  • Fixed incorrect dynamic music playlist
nmo_lakeside
  • Added dialogue captions
  • Fixed radio dialogue looping forever
nmo_rockpit
  • Fixed outdoor shadows and incorrectly lit props
  • Removed a single fence in front of the entrance to the control room
  • Removed clips from the staircase leading to the upper floor of the control room
  • Small adjustments to some item pools to reduce RNG
  • Zombies will now be pushed away from the spawn fence gate when it's being opened
nmo_suzhou
  • Added dialogue captions
  • Fixed finale radio dialogue playing for too long
nms_drugstore
  • Added dialogue captions
  • Fixed extraction helicopter dialogue looping forever
nms_ransack
  • Fixed weird reflection on mud texture
  • Tank now properly goes backwards when all players are extracted or when extraction expires
No More Room in Hell - NMRiH Team
Prepare yourself for the terrifying 8 player co-op action horror experience of No More Room in Hell 2 - coming Halloween 2024 from Torn Banner Studios.

View the announcement trailer, first revealed during Summer Game Fest 2024:

No More Room in Hell 2 is an intense permadeath co-op journey into the eerie darkness of zombie-infested zones. As an emergency responder you must survive, scavenge, stockpile and fulfill your mission - then repeat, each time in an ever-changing experience.


No More Room in Hell 2’s original developer, Lever Games, was acquired by Torn Banner, the studio behind Chivalry 1 & 2, and the original “Age of Chivalry” mod. Led by a core team of veterans from Torn Banner and Lever Games, the majority of the previous No More Room in Hell 2 team continues to work at the studio on the sequel.

A commercial release in the same world as the 2011 award-winning Source mod, players start isolated in the dark, find their friends, and try to survive in a dynamic, endlessly replayable zombie apocalypse. With enemies and map locations inspired by classic horror cinema, No More Room in Hell 2 will instill terror into players while offering fresh, tactical gameplay, high-stakes permadeath, and intricate combat design that rewards teamwork and grit.




Find your way to your teammates with proximity voice chat and grow together in power. Each match, you’ll go from spawning in the darkness with a flashlight, to forming a fully stocked 8-player co-op squad with assault rifles and explosives. An ever-present threat remains: if a responder dies, all of their progress is lost.

No More Room in Hell 2 continues the dark, grounded aesthetic and intense action horror approach of the original game while expanding its vision dramatically,” said Steve Piggott, CEO and creative director at Torn Banner Studios. “We’re excited to be the new shepherds of a franchise we adored as fans and we’re thrilled to take up the mission of capturing the iconic horror of classic zombie cinema. We want to blow people away with our first co-op game, pushing Torn Banner’s skill in multiplayer action to a whole new level.”

Powered by Unreal Engine 5, No More Room in Hell 2 is a co-op game with consequences coming to early access on PC via Steam and Epic Games Store this Halloween.


We look forward to sharing more with our community over the next month with more details coming during the PC Gaming Show on June 9th, a Torn Banner Studios Twitch livestream on June 11th, plus multiple blogs exploring details of No More Room in Hell 2.

Join our Discord to stay connected with the NMR2 community and to interact with our community team!

Watch yourselves out there, Responders
May 25, 2024
No More Room in Hell - Felis
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 mutator configuration, users can now save/load their selections (#1459)
  • Added new game type "Minigame", supported by mg_ map prefix
  • Current map name and game type are now displayed on the scoreboard
  • Experimental: Added item pickup prediction, toggled with cvar "cl_predictpickup" (when enabled, picked up items will move smoothly with lag)
Changes
  • Bayonet can now hit the character hull for more accurate shove detection
  • Deprecated SSAO and depth of field effects due to instability, these settings are no longer saved / visible in options, while cvars "nmrih_ssao" and "nmrih_dof" can still be used
  • Fallen arrow projectiles now expire over time
  • In maps utilizing level transition, player inventories and status effects are no longer restored on round restart by default
  • Reduced installation size by compressing navigation meshes, streamed audio, and voice lines (by ~685mb)
  • Weapons with no audible ammo check will always display information on the HUD (barricade hammer, bow, chainsaw)

  • Updated the localization files:
Fixes
  • Fixed attached arrows causing the "physical mayhem" bug (#1455)
  • Fixed bullet penetration not working properly in realism mode (#1439)
  • Fixed compass visual bug after resolution change (#1396)
  • Fixed controls locking up in ironsight mode after holstering flashlight (#684)
  • Fixed crash when joining a server with cvar "sv_allow_custom_balance" set to 1
  • Fixed current objective not showing after resolution change (#1396)
  • Fixed dead players respawning with 1HP after level transition
  • Fixed dropping a currently equipped item also dropping a currently held physics prop (#1433)
  • Fixed exhausted supply bag station prop continually fading in and out if you keep pressing the use key (#1423)
  • Fixed existing glow on items disappearing when a player gets close and then moves away (#1456)
  • Fixed flashlight remaining visibly equipped even though it's not present in player's inventory (#1424)
  • Fixed ghost flashlights appearing occasionally when other players go out of view
  • Fixed grenades falsely appearing during an ammo check (#1460)
  • Fixed inaccurate chainsaw sound (#1231)
  • Fixed incorrect closed caption when attacking with fists (#938)
  • Fixed instantly spawned zombies not expiring in previous zones, causing the overlord to hit a zombie limit and not being able to spawn more
  • Fixed instructor hints displaying as "No Caption Specified" for players other than activator (#1410)
  • Fixed insufficient amount of zombies being spawned by overlord in high density zones (e.g. Boardwalk's survive section)
  • Fixed issues with closed caption fade-out order
  • Fixed level transition not working with server plugins that deal with level changes
  • Fixed missing sprint animation when holding down fire button with an empty gun (#59)
  • Fixed players and their weapons being networked for no reason when out of sight
  • Fixed prediction error on firing while using a progress trigger
  • Fixed rich presence crash when Steam is unavailable
  • Fixed search path overflow preventing caption files from loading (i.e. fixes an issue with captions disappearing after having a lot of Workshop add-ons)
  • Fixed server name field on the scoreboard being blank after resolution change (#1396)
  • Fixed shadow buffer overflow when rendering flashlight depth textures for other players (#1336)
  • Fixed starting chainsaw canceling its idle sound when shoving (#1252)
Changes for mappers and modders
  • Added ammobox_ entities for each ammo type
  • Added compatibility layer for bugged maps killing the !activator instead of !self (applies to "trigger_progress_use", "trigger_progress_weapon", and "trigger_keypad")
  • Added distant zombie horde models, contributed by Demo
  • Added entity "env_screenoverlay_multiplayer"
  • Added entity "point_viewcontrol_multiplayer"
  • Added entity "trigger_speed", applies overall speed modifier to players who enter the trigger
  • Added input "BecomeShambler" to zombies
  • Added input "SetSound" to "ambient_fmod"
  • Added inventory property overrides for weapons (icon, label, weight)
  • Added keyfield for changing background texture on "item_inventory_box" (#1296)
  • Added navigation mesh compression to reduce file size, existing meshes can be resaved with "nav_compress", or switch "-compress" can be used on existing nav_ commands (e.g. "nav_generate -compress")
  • Added output "OnItemSpawn" for "random_spawner"
  • Added output "OnPlayerDrop" for weapons
  • Added particle precipitation, incl. rain, rainstorm, snowfall, and ash (ported from Mapbase)
  • Added support for custom inventory items with "item_custom" entity (#1297)
  • Added support for loading custom soundscripts
  • Added support for precaching custom particles (#1465)
  • Added support for safe zones outside Survival mode
  • Added support for uncategorized "item_inventory_box" (#1296)
  • Added WAV -> MP3 fallback compatibility for "ambient_generic" (with looping support) and soundscapes
  • Added zombie sound overrides
  • Command "report_entities" now tags server-only entities
  • Disallowed "Kill" input from deleting players and the world
  • Don't clear gag flag on zombies (#1437)
  • Entity "ambient_generic" now supports multiple sound systems, FMOD is used as a fallback for looping MP3 sounds when it's required
  • Fixed "filter_script" missing "Entity scripts" keyfield in Hammer
  • Fixed boards with "Disable item motion" flag unchecked still not having motion (#1422)
  • Fixed crash when using "dumpgamestringtable" command
  • Fixed custom glow colors not working on weapons, tools, and medical items (#1457)
  • Fixed outputs on entities "trigger_keypad", "trigger_progress_use", and "trigger_progress_weapon" not setting player as !activator (#1454)
  • Fixed uncontrollable "func_tracktrain" stealing player use input (#1445)
  • Fixed Workshop locking up when attempting to download maps when an upload is in progress
  • FMOD: Overhauled ambient sound support
  • Free "spotlight_end" entity on efficient spotlights
  • Included entity "npc_maker" in Hammer game config
  • Input "SetCauser" now accepts all entities, it no longer has to be a player
  • NMRObjective: Display warning when boundary isn't a member of a visgroup, or no boundaries exist (#1302)
  • NMRObjective: Fixed memory leak while dragging lines
  • NMRObjective: Made "Objectives" and "anti" visgroup names case insensitive
  • NMRObjective: Now using local help document instead of a wiki link
  • NMRObjective: Now using modern folder selector
  • Overhauled entity "logic_script_proxy", sanitized input by doing raw calls
  • VScript: Added CAI_BaseNPC functions Freeze(), and Unfreeze()
  • VScript: Added CAmbientFMOD bindings
  • VScript: Added CEnvScreenOverlayMultiplayer bindings
  • VScript: Added CEnvTimer bindings
  • VScript: Added CFuncZombieSpawn functions GetSpawnMax(), GetSpawnedCount(), GetSpawnedDead(), GetInterimMax(), GetSpawnDensity(), GetRegenTarget(), and GetZombiesNeeded()
  • VScript: Added CItem_AmmoBox function GetAmmoType()
  • VScript: Added CItem_InventoryBox functions IsDroppedByChopper(), IsUncategorized(), and SetBackgroundTexture()
  • VScript: Added CLogicProgress bindings
  • VScript: Added CNavMesh functions GetAllAreas() and GetNavAreasInRadius()
  • VScript: Added CNMRiH_ItemCustom bindings
  • VScript: Added CNMRiH_Player functions GetCarriedItems(), Get/SetStamina(), Get/SetSpeedModifier(), Get/SetSpeedOverride(), IsDucking(), IsJumping(), and IsSprinting()
  • VScript: Added CNMRiH_WeaponBase functions GetWorldModelOverride(), SetWorldModelOverride(), ClearWorldModelOverride(), SetShootSoundOverride(), and ClearShootSoundOverride()
  • VScript: Added CObjective bindings, used in conjunction with CObjectiveManager
  • VScript: Added CObjectiveManager functions GetObjectiveById(), GetObjectiveByName(), GetObjectiveByIndex(), and GetObjectiveChain()
  • VScript: Added CPointMessageMultiplayer bindings
  • VScript: Added CPointViewControlMultiplayer bindings
  • VScript: Added CRandomSpawnController bindings
  • VScript: Added CRandom_Spawner bindings
  • VScript: Added CScriptNavArea functions GetHidingSpots(), IsCompletelyVisible(), and IsPotentiallyVisible()
  • VScript: Added datamap support for CNetPropManager, contributed by samisalreadytaken
  • VScript: Added Glowable functions to CBaseAnimating
  • VScript: Added KeyValue methods without underscores (e.g. prefer KeyValueFromString instead __KeyValueFromString, compatibility is kept)
  • VScript: Fixed CNetPropManager being nonfunctional, contributed by samisalreadytaken (#1427)
  • VScript: Fixed crash with CScriptNavArea methods IsCompletelyVisibleToTeam() and IsPotentiallyVisibleToTeam()
  • VScript: Fixed entity hooks not being called on Linux (#1428)
  • VScript: Fixed infinite loop with CNMRiH_Player function ThrowAllAmmo()
  • VScript: Fixed memory leaks on function calls
  • VScript: Fixed OnDeath() NPC hook causing errors (#1313)
  • VScript: Ported various enhancements from Mapbase
  • VScript: Removed CLocalize instance since it doesn't work on dedicated servers
  • VScript: Script named "mapspawn_<mapname>.nut" now runs on map init when available
  • VScript: When the server crashes due to inconsistent VM stack, the call stack is now displayed in the error message
Changes for server admins
  • Added cvar "hide_server", doesn't announce to Steam, i.e. hides from the server list
  • Added cvar "sv_bullet_bypass_player", makes bullets bypass players, it has no effect when friendly fire is on, or if target is infected (#1466)
  • Added cvar "sv_remove_unreasonable_physics", removes entities that fell out of the world in physics
  • Changed ruleset load order, mutators are now loaded before server config
  • Support for level transition is now enabled by default, admins no longer have to toggle it
  • Workshop: Optimized updates by reducing file system calls
  • Workshop: Previous map entry is now removed from the listing if it gets renamed during an update
Maps

All maps
  • Added few unused tracks to music list (also track "Sorrow" has two different parts, so it has been split and added to ambient and tension section)
  • Fixed weird reflection on mud texture
nmo_anxiety
  • Added clips to stairs
  • Added few missing overlays
  • Attempted to fix players getting stuck and turning when escape van turns left
  • Cleaned up nav meshes in unplayable areas
  • Fixed one of the player spawns in the tunnels not working
nmo_asylum
  • Added loading screen (#1429)
nmo_broadway
  • Fixed missing closed caption during evac laptop dialogue
  • Misc. tweaks
nmo_cabin
  • Fixed a bug when with a certain objective chain it was almost impossible to carry watermelon to the extraction point
nmo_rockpit
  • Fixed missing closed caption during radio chatter
nmo_shelter
  • Added filters to VPhysics clips (no more bouncing explosives in arena objective)
nmo_suzhou
  • Added few VPhysics clips
nmo_toxteth / nmo_toxtethdark
  • Removed nodraw texture in breakable brick wall near church
nmo_underground
  • Fixed objective softlock (#1452)
  • Tweaked clips
nms_arpley
  • Attempted to fix train getting stuck randomly due to ammo/weapons
nms_camilla
  • Added few details
nms_notld
  • Added more zombies in the end of the map
  • Added unused music track at the map spawn
No More Room in Hell - Felis
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:

October 6th Hotfix: We've released a dedicated server update that fixes random spawners creating the same loot and occasional crashes with zombie attacks.
This update is optional, but all community admins are encouraged to apply it.

Additions
  • Added backward compatibility to demo files, fixes previously recorded demos not playing
  • Added support for proportional fonts in closed captions (i.e. caption text isn't small anymore on resolutions higher than 1080p)
Changes
  • Optimized zombie ability checks when near players, this improves performance on maps with a lot of attacking zombies
  • Tweaked server networking settings to reduce latency on crowded maps

  • Updated the localization files:
Fixes
  • Fixed melee swings counting characters as obstructions, causing inconsistent hits and not registering all traces from the arc
  • Fixed melee swings not dealing damage to entities you're directly facing (such as breakable boards)
  • Fixed missing blood on view models (#1444)
  • Fixed points not being awarded when killing turned zombies in survival
  • Fixed potential server crashes caused by stale entity references in memory
  • Fixed rare lag compensation crash
  • Fixed server performance issues with zombies and overlord spawners
  • Fixed shadow option reverting to "Medium"
  • Fixed supply boxes closing immediately even when user is within reach
  • Fixed supply boxes not checking use distance when attached to movement parents
  • Fixed workshop add-ons not being properly removed from the add-on manager list after unsubscribing
Changes for mappers and modders
  • Added auto-complete to console command "script_execute"
  • Added "Unlisted" visibility option to Workshop Publisher (#1351)
  • Fixed "ambient_fmod" sounds not following movement parents or source entities
  • Fixed crash on nav generation when bone followers are present
  • Fixed death notices not accounting for modded zombies who change classnames
  • Fixed "nav_generate" not returning to same map after generation
  • Following entities no longer require edicts: env_soundscape, func_zombie_spawn
  • MapHack: Fixed $remove_all not working with server-only entities (#1447)
  • MapHack: Fixed hang on pre-entity $edit_all
  • VScript: Added CBaseEntity functions GetGroundEntity() and SetGroundEntity()
  • VScript: Added CFuncZombieSpawn bindings
  • VScript: Added CFunc_SafeZone bindings
  • VScript: Added CNMRiH_BarricadePoint bindings
  • VScript: Added CNMRiH_HealthStationLocation bindings
  • VScript: Added COverlord_Zombie_Helper bindings
  • VScript: Added nav mesh attribute constants
  • VScript: Added NavMesh functions NavAreaBuildPath() and GetNavAreasFromBuildPath()
  • VScript: Added team constants (TEAM_ANY, TEAM_UNASSIGNED, etc.)
  • VScript: Fixed a crash when using NavMesh methods
  • VScript: Fixed an issue with "logic_script" calling functions it doesn't own
  • VScript: Fixed "filter_script" hijacking one another's PassesDamageFilter hook (#1434)
  • VScript: Fixed potential crash when using debug overlay on dedicated server
  • VScript: Fixed server-only entities incorrectly using the root scope for scripts
Changes for server admins
  • Added cvar "sv_item_give", toggles medical item sharing
  • Fixed "-tickrate" command line parameter not working on Linux dedicated servers
Maps

nmo_broadway2 / nmo_brooklyn / nmo_cleopas
  • Tweaked clips
nmo_fema
  • Fixed wrong tree prop angle
  • Tweaked clips and cubemaps
nmo_shelter
  • Raised the ground in the sewer section to remove "crouch jump" requirement over infected water
nmo_suzhou
  • Fixed floating barbered wire near tire fort
  • Tweaked clips
nmo_zephyr
  • Minor tweaks
nms_arpley
  • Fixed cubemaps
nms_camilla
  • Fixed a bug where instructor hint was following a player who activated the button
nms_laundry
  • Alleys around zone B are now playable areas
  • Reworked zombie spawn area near gas station to prevent zombies getting stuck in a door frame
Aug 16, 2023
No More Room in Hell - Felis
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 lift ammo when it doesn't fit in player's inventory
  • Added cvar "cl_melee_impact_effects" to enable / disable melee impact particles
Changes
  • Reduced chainsaw impact effects on characters (#1414)
  • Reduced game installation size by compressing misc. textures
  • Removed friends requirement from the achievement "HAZMAT Team", new goal is "Kill 500 zombies with 6 or more players"
  • Show compatibility warning when playing with Linux runtime on Steam Deck
  • Show loading spinner while downloading user avatar

  • Updated the localization files:
Fixes
  • Fixed alignment when using line breaks on center print text
  • Fixed ambient_fmod's "Play everywhere" flag using entity's sound origin (#1426)
  • Fixed armored zombie spawn rule having no effect on "npc_nmrih_runnerzombie" (#1432)
  • Fixed car model crashing clients (#1436)
  • Fixed chat font drop shadow not being fully opaque
  • Fixed crash on player join when the main fog controller gets removed
  • Fixed excessive impact effects on some props (#1421)
  • Fixed false "Invalid BSP" error in Workshop Publisher (#1416)
  • Fixed god mode if player spawns mid-cinematic (#1411)
  • Fixed melee traces ignoring objects and walls (#1415)
  • Fixed minor performance issues during rendering
  • Fixed mutator dialog displaying an empty list when leaving it open and closing the "create game" panel
  • Fixed observer target FOV not using user settings
  • Fixed point message text not aligning to center
  • Fixed point messages displaying garbage output when updated often
  • Fixed potential crash with "game_ui" entity
  • Fixed several shaders requesting values for undefined base textures
  • Fixed skillshot material not being precached
Changes for mappers and modders
  • Added cvar "sv_ignore_win_loss_state", prevents round from ending on win / loss, useful for custom game modes
  • Added several entities to Hammer game data, including "generic_actor" with model / skin selector, and scripted sequences
  • Added surface prop "bouncyball"
  • Cleaned up unused entities in Hammer game data
  • Entity "point_message_multiplayer" now allows properties to be changed by keyvalues
  • Following entities no longer require edicts: env_instructor_hint, env_timer, game_text, logic_progress, logic_script, player_speedmod, point_message_multiplayer, scripted_sequence
  • Extended entity "prop_sphere" with customizable radius
  • Improved entity "point_message_multiplayer", text now follows movement parent smoothly without jitter, and height offset can be changed
  • MapHack: Fixed $remove server crash (#1425)
  • MapHack: Restricted unsafe entities in potentially dangerous functions
  • Updated "trigger_hurt" damage types to match NMRiH overrides in Hammer
  • Updated VPhysics clip editor texture
  • VScript: Added CNavMesh interface and CScriptNavArea class
  • VScript: Added CNMRiH_BaseZombie::GetShoved()
  • VScript: Added CNMRiH_WeaponBase functions SetViewModelOverride() and ClearViewModelOverride()
Changes for server admins
  • Added cvar "sv_vote_initial_delay", sets time in seconds before first vote can be called after map start (#1431)
  • Added network cvar overrides, new additions are "sv_net_maxcleartime_override" and "sv_net_splitrate_override"
Maps

All maps
  • Fixed hint instructors following players who interracted with objectives
nmo_boardwalk
  • Tweaked clips
  • Fixed zombie shamblers getting stuck in windows during "Survive" objective
nmo_broadway2
  • Tweaked VPhysics clips
nmo_cabin
  • Fixed watermelon not being "debris"
nmo_cleopas
  • Added few VPhysics clips
  • Rotated player spawn on the second floor for speedrunners
nmo_lakeside
  • Little tweak for the ivy texture
nmo_quarantine
  • Added a roof to the diner inside the inner quarantine since it was visible, as well as some additional detail
  • Added boxes near the graveyard FastEx truck that players can use to boost on top of zombies potentially blocking the chokepoint
  • Added VPhysics clipping to areas in the sewers where objective items could be lost
  • Added watermelons
  • Braced a door, please do not open it
  • Fixed a bug where upon grabbing the walkie talkie, players could infinitely trigger the soldier's dialogue and destroy everyone's eardrums
  • Fixed a minor rendering hiccup at the beginning of the sewers
  • Fixed multiple instances where backside of displacements were visible
  • Fixed the red X not properly rendering atop the breakable plywood at spawn
  • Fixed visible nodraw in the Park
  • Large optimization pass throughout the entire map
  • Lowered a building in the skybox that was ruining my immersion, visibly floating in the air at certain angles
  • Players can now get on top of the dumpster in the laundromat alley
  • Removed a clip brush impeding intentional design
  • The dumpster in the laundromat alley is on fire
  • The fire in the inner quarantine is now within the audible spectrum
  • Tweaked the nav mesh to reduce the chances of zombies getting stuck in certain locations
nmo_rockpit
  • Added fade out distances to a lot of props
  • Fixed the surface fire particles sometimes appearing invisible
  • Fixed invalid brushes
  • Improved zombie navigation in the surface building
  • Other minor optimizations and fixes
nmo_toxteth / nmo_toxtethdark
  • Tweaked clips
nmo_underground
  • Added few props
  • Tweaked VPhysics clips
nms_arpley
  • Reduced train damage to players to prevent an instant kill
nms_favela
  • Added glowsticks to make it more clear where players need to extract
  • Replaced unusable ladder prop with a step ladder to prevent any confusion
nms_isolated
  • Misc. tweaks
nms_laundry
  • Added electric trap for zone A
  • Added few details
  • Added kerosine lamp to zone B
  • Changed ammo_min "0" parameter value to "10" on random spawners to prevent the spawning of "empty" ammoboxes
  • Misc. tweaks
  • Moved flamethrower from zone A to zone B
nms_midwest
  • Added hurt trigger to train to prevent it being blocked and not letting other players to extract
Feb 13, 2023
No More Room in Hell - Felis
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 proportional HUD scaling support for high resolutions, this is more noticeable on 4K, ultrawide displays, etc.
  • Added search box and "Find more..." button (that links to Workshop) in the mutator selection dialog
Changes
  • Improved server performance on Linux
  • In mutator selection dialog, clicking the list item now toggles the checkbox
  • Increased max. FOV to 110
  • Melee impact particles are now displayed across the arc
  • Optimized zombie AI obstruction checks, improves performance on crowded maps
  • Restored player freeze on extraction
  • Server command "workshop_validate" now has a "-restore" option, recovers map entries from cache in case of accidental removals or data loss
  • Supply crate no longer freezes players, checks for distance instead

  • Updated the localization files:
Fixes
  • Fixed an issue with inaccurate melee headshots
  • Fixed an issue with melee backing traces taking prominence over the initial swing arc (#1369)
  • Fixed an issue with stamina being drained only on the first melee hit (#1386)
  • Fixed background transparency issues on UI panel list items
  • Fixed birds blocking player spawns (#1389)
  • Fixed chainsaws rate limiting impact effects on characters
  • Fixed entity "point_message_multiplayer" not updating for players who reconnect to the server (#1390)
  • Fixed game state extraction commands working on dead players
  • Fixed loading screen not scaling properly after resolution change
  • Fixed mutator scripts being loaded twice on server init
  • Fixed national guard announcement cooldown not resetting after map change
  • Fixed national guard dialogue overlapping in survival mode
  • Fixed players blocking usable objects with their bodies (#1327)
  • Fixed players getting stuck after using a supply crate
  • Fixed several HUD scaling issues across resolutions, incl. "Next Objective" separator clipping through text, tiny labels in ammo display, etc.
  • Fixed supply crate HUD not always closing
Changes for mappers and modders
  • Added beta version of level transition for developers, it's disabled by default, and server admins may toggle it with cvar "sv_level_transition" (#1278)
  • Added command "RespawnDeadPlayers" to the game state functions (I/O, console, VScript)
  • Added cvar "sv_killpenalty_score", sets score for kill penalty
  • Added cvar "sv_resetscore", resets all player scores on round restart
  • Added new category "Mutators" in the Workshop Publisher
  • Added support for melee impact effect particles
  • Added support for overriding viewmodel hands
  • Added surface prop "no_friction"
  • All MapHack debug spew is now behind cvar "sv_maphack_debug"
  • Console commands "extractplayer" and "respawnplayer" now accept player name as input
  • Entity "trigger_changelevel" is now functional on servers with level transition enabled
  • MapHack: Fixed issues during pre-entity stage, which caused scripts to fail
  • VScript: Added CenterPrint functions
  • VScript: Added CNMRiH_GameRules bindings
  • VScript: Added CNMRiH_Player functions SetHandModelOverride() and ClearHandModelOverride()
  • VScript: Added CNMRiH_WeaponBase bindings and WeaponID enum
  • VScript: Fixed event listeners writing bogus data on Linux
Maps

All maps
  • Added "debris" flag to all explosive gascans
nmo_asylum
  • Corrected areaportal issue on a door located in the basement (#1376)
  • Fixed office softlock (#1375)
  • Fixed ritual meat not scaling health on player count
nmo_broadway
  • Misc. fixes
nmo_broadway2
  • Added ability to get welder if players don't have one during "navigate through sewers" objective route
  • Added clipping to some railing
  • Fixed multiple places where items could be lost
nmo_brooklyn
  • Added glow for the extraction van
nmo_cabin
  • Added rope for extraction helicopter to make it more clear where to go
nmo_rockpit
  • Fixed softlock (#1394)
nmo_suzhou
  • Clipped multiple areas where objective items could be lost
  • Misc. tweaks
nmo_toxteth / nmo_toxtethdark
  • Misc. fixes
nmo_underground
  • Added few details to motel
  • Fixed stuck spot near welder grate
nms_camilla
  • Tweaked clips
nms_drugstore
  • Adjusted shambler and runner spawning during the different stages of the map
  • Fixed a doorway in zone A where zombies could get stuck
  • Fixed a spawner where zombies could get stuck
  • Fixed misc. issues/adjustments (#1250)
  • Fixed prop_door having a wrong hinge axis (#1408)
  • Fixed several z-fighting glitches in the mall
nms_favela
  • Fixed wrong zone letter order
nms_ransack
  • Extended extraction zone and extraction time
  • Sparks on pawn shop door now start and stop properly when welding
nms_silence
  • Removed ground fog particles that were accidentally included
...

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