Update 1.13.3 Released

No More Room in Hell

The chances of you surviving this all out war of society and the undead are slim to none. Already, there are millions of the walking dead shambling about, searching for food to eat. There's no known cure. One bite can possibly end it all for you. However, you aren't alone in this nightmare.

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: [h2]Additions[/h2] [list] [*]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 [/list] [h2]Changes[/h2] [list] [*]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: [list] [*]With thanks to community translators: [b]Blueberryy, BloodyMoonlight, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta[/b] [*]Want to localize NMRiH to your own language? [url=https://github.com/nmrih/nmrih-localization-files]Visit our localization repository on GitHub.[/url] [/list] [/list] [h2]Fixes[/h2] [list] [*]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 [/list] [h2]Changes for mappers and modders[/h2] [list] [*]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() [/list] [h2]Changes for server admins[/h2] [list] [*]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" [/list] [h1]Maps[/h1] [h3]All maps[/h3] [list] [*]Fixed hint instructors following players who interracted with objectives [/list] [h3]nmo_boardwalk[/h3] [list] [*]Tweaked clips [*]Fixed zombie shamblers getting stuck in windows during "Survive" objective [/list] [h3]nmo_broadway2[/h3] [list] [*]Tweaked VPhysics clips [/list] [h3]nmo_cabin[/h3] [list] [*]Fixed watermelon not being "debris" [/list] [h3]nmo_cleopas[/h3] [list] [*]Added few VPhysics clips [*]Rotated player spawn on the second floor for speedrunners [/list] [h3]nmo_lakeside[/h3] [list] [*]Little tweak for the ivy texture [/list] [h3]nmo_quarantine[/h3] [list] [*]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 [/list] [h3]nmo_rockpit[/h3] [list] [*]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 [/list] [h3]nmo_toxteth / nmo_toxtethdark[/h3] [list] [*]Tweaked clips [/list] [h3]nmo_underground[/h3] [list] [*]Added few props [*]Tweaked VPhysics clips [/list] [h3]nms_arpley[/h3] [list] [*]Reduced train damage to players to prevent an instant kill [/list] [h3]nms_favela[/h3] [list] [*]Added glowsticks to make it more clear where players need to extract [*]Replaced unusable ladder prop with a step ladder to prevent any confusion [/list] [h3]nms_isolated[/h3] [list] [*]Misc. tweaks [/list] [h3]nms_laundry[/h3] [list] [*]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 [/list] [h3]nms_midwest[/h3] [list] [*]Added hurt trigger to train to prevent it being blocked and not letting other players to extract [/list]