Update 1.13.3 Released
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:
With thanks to community translators: Blueberryy, BloodyMoonlight, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta
Want to localize NMRiH to your own language? Visit our localization repository on GitHub.
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