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Sunday, October 20, 2024 2:14:03 PM

NMRiH Shoreline Güncellemesi (1.14) Yayınlandı

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 (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:

With thanks to community translators: Blueberryy, Klowby, MakinDay, marcielcps, Plazehorta, RicecakeHuman
Want to localize NMRiH to your own language? Visit our localization repository on GitHub.

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 ('*' , '#' )
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