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Patch 1.03 Live!


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#1 Dman757

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Posted 01 March 2012 - 02:12 AM

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A few words from Maxx:
It's been a while, but our 1.03 update featuring the Survival gamemode is finally here! Lucky for you, now you get to experience some big improvements, additions and changes to No More Room in Hell. We hope that you all enjoy 1.03 and everything it brings along, and we would love to hear what you have to say about it! We are building NMRiH incrementally, one little bit at a time and we want all of you to be a part of that process. Come join us on our forums and be heard! We are often directly involved with the community, and any bugs you might find, ideas you might have or even just stories of your experiences playing the game are all very much appreciated and encouraged.

Just remember that No More Room in Hell is a constant Work-In-Progress; anything and everything are subject to change. Many elements of the 1.03 patch for example are simplified concepts, prototypes of larger ideas that will grow and improve with your feedback. Many of the changes in 1.03 are based on the extensive feedback we received regarding earlier versions, so come talk to us!

Full Client Download Locations:


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Patch Download Locations:



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Video overview of survival:



nms_flooded Screen Shots:

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1.03 Changelog

New
  • Added Survival Gamemode
  • Added "nms_flooded" map by Vincent
  • Added Woodman's Hatchet melee weapon
  • Added Mossberg 500A shotgun
  • Added Helicopter supply crate
  • Added Player and Zone supply items
  • Added "Jive" as a playable character
  • Added Two additional zombie models
  • Added Maglite "dual wield" support for the crowbar, hatchet, lead pipe and machete
  • Added Tactical reloads and ghost loading
  • Added Two commands, 'refresh_postprocess' and 'refresh_screenspace' that can be used to fix the screen going black
  • Added Video on game launch.

Changed
  • Rebalanced melee weapons based on player feedback
  • Changed zombie health and damages
  • Improved zombie AI and behavior
  • Fixed missing sounds for some weapons
  • Fixed some crashes during map changes
  • Enabled local pathing for zombie npcs
  • Updated numerous particle effects
  • Re-recorded all player voice commands
  • Increase infection length to 90 seconds and play infection sound at last 45 seconds of infection
  • Increased Phalanx pills cure time to 3 minutes
  • Removed chainsaw from random melee weapon spawning entities
  • Player pain sounds are no longer distance-variant
  • Certain console commands now require sv_cheats
  • Shove damage is now factored into sv_friendly_fire_factor


Good luck out there!
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Mapping Info!

We have a few things going on for mappers in the next few weeks. First off we will be having a mapping competition with some specified theme to be determined. Second we will be opening a public submission process for community made maps to be included into the main build, details and requirements will be announced with he mapping competition. Finally as always we are looking for mappers and modelers to join our team. If you are interested send us an applications to nmrihmod@gmail.com or directly on our forums.

Now as for mapping survival maps as introduced in 1.03 we have a short tutorial on setting up your map in hammer on our wiki located at this link.

Social Media Links:

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#2 Heisenberg

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Posted 01 March 2012 - 02:41 AM

Hell yeah, that's what i'm talkin about. time to bash some skulls in!

#3 Serge_THE_GREAT

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Posted 01 March 2012 - 03:11 AM

About to install it now!

Edit: patch it, rather.

Edited by Serge_THE_GREAT, 01 March 2012 - 03:11 AM.


#4 geared117

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Posted 01 March 2012 - 03:30 AM

Installing!

I LOVE YOU

#5 The Reverend

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Posted 01 March 2012 - 03:50 AM

We love you too.

#6 etrius0023

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Posted 01 March 2012 - 03:56 AM

Just played a few rounds guys and...AWESOME anyone who hasn't tried it yet...DO IT!!!
Anyway will there be any optimization to the survival map?
Because I go down to about 9 fps at times. (and I made a custom configs that make all textures 32x32 )
Also I hate jive he reminds me of that guy from guitar hero.
Also like the boards (although only being able to place them in predetermined places make me sad :( ).

Spoiler


#7 Maxx

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Posted 01 March 2012 - 04:38 AM

Also like the boards (although only being able to place them in predetermined places make me sad :( ).

Anything else would be incredibly unreliable, buggy, and exploitable... we had no choice


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#8 etrius0023

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Posted 01 March 2012 - 04:42 AM

Anything else would be incredibly unreliable, buggy, and exploitable... we had no choice

Yeah I know :(

Spoiler


#9 Serge_THE_GREAT

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Posted 01 March 2012 - 05:34 AM

We love you too.


I like that the melee weapons do more damage now. My main problem has been that it seems like the game lags tremendously when the waves start (although I admit completely that this could have been the server I was playing on). But on a unrelated note, I miss your cat picture Reverend.

#10 Husky Docherty

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Posted 01 March 2012 - 07:46 AM

Ok here is the pros and cons I believe in this patch to be.

Pros: New extra bullet in the chamber plus magazine to make maximum capacity.
New firearm and use of melee plus flashlight
New mode, a lot more favorable.
Melee is fixed to be much better than before.

Cons: Zombie spawn system is ludicrous and still takes away all fun factor from the mod.
Still not enough ammo.
Jumping out of spawn is instant death by zombie.
Zombies stack on top of each other in front of a door leaving it impossible to make it through.
Cabin went from easiest map to the hardest map.
Zombie spawn system became the main issue of lagging.

I love you guys to death for this patch but I would almost pay anything to see this go back to the 1.0 zombie spawn system. The fun factor was so high when the game came out. There's a fine line between difficulty and fun factor. With how the zombie spawn system is I feel like I'm playing Silver Surfer on the NES all over again *does Silver Surfer after dieing pose*. Just please change the spawn system. :(

#11 Hicks

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Posted 01 March 2012 - 10:22 AM

Lol someone with asdjgjadj;laj;lfdas nickname said he was a dev and just look what feedback he got :lol:

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#12 vincent074

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Posted 01 March 2012 - 02:11 PM

my response to Silent, you need to make your own game.. you can add all the ammo you want, fag

no hard feelings of course ^^

#13 Hicks

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Posted 01 March 2012 - 02:25 PM

I doubt he visits the forum :/

#14 vincent074

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Posted 01 March 2012 - 02:38 PM

I doubt he visits the forum :/


no shit :P

#15 siLeNT

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Posted 01 March 2012 - 03:06 PM

funny, how many silents are out there nowadays ;)


just some impressions after some playing, could not test everything:


First of all, the new map looks great, nice work. But its very fps heavy compared to the nmo maps. (q6600 2,7ghz with gtx550ti)
fps ranges from under 20 up to 60+. depending of position in map and zombie count. would be good to tweak the map if possible, or / and keep improving nms_ zombie ai traffic. whatever its called.
(also, incredible fps drop when facing inside the truck)


pros:

- new gamemode. its an excellent addition to nmrih. but theres really a need to be able to survive a nms map in the end. thats always what bothered me with games like cod waw. play like rambo and still get killed sooner or later. frustrating.
- new logo, id prefer a red background color instead of white but i like it. plus, its short and its skip-able. thats always good.
- new char. personally i think vince doesnt fit in, but the more the better. and whats that in his hair? xD

cons:

- get always a crash to desktop when runnin nms_flooded on local server. doesnt matter which resolution or fullscreen or not. no problem with the nmo_ maps!

its loading till 'retrieving game data':


SOLVED: i use to start servers with only one player slot. with at least 2 slots it works... funny stuff.

Problemsignatur:
Problemereignisname: APPCRASH
Anwendungsname: hl2.exe
Anwendungsversion: 0.0.0.0
Anwendungszeitstempel: 470c11ae
Fehlermodulname: StackHash_0a9e
Fehlermodulversion: 0.0.0.0
Fehlermodulzeitstempel: 00000000
Ausnahmecode: c0000005
Ausnahmeoffset: 00010061
Betriebsystemversion: 6.1.7601.2.1.0.768.3
Gebietsschema-ID: 1031
Zusatzinformation 1: 0a9e
Zusatzinformation 2: 0a9e372d3b4ad19135b953a78882e789
Zusatzinformation 3: 0a9e
Zusatzinformation 4: 0a9e372d3b4ad19135b953a78882e789


- CTD while playing on nms_flooded, carrying new health zone item, from truck.

Problemsignatur:
Problemereignisname: APPCRASH
Anwendungsname: hl2.exe
Anwendungsversion: 0.0.0.0
Anwendungszeitstempel: 470c11ae
Fehlermodulname: XInput1_3.dll_unloaded
Fehlermodulversion: 0.0.0.0
Fehlermodulzeitstempel: 451c4a19
Ausnahmecode: c0000005
Ausnahmeoffset: 0ec6b609
Betriebsystemversion: 6.1.7601.2.1.0.768.3
Gebietsschema-ID: 1031
Zusatzinformation 1: f03a
Zusatzinformation 2: f03a108099f786c527bc75290a056f63
Zusatzinformation 3: ddba
Zusatzinformation 4: ddba4f966c33ca640693319517f51d96

- its possible to get stuck with boarding up doors while standing too close or inside the frame. happened once. after destroying the board i could move again.
- had a nms game 8/8 with many rifles without ammo, but lots of .45 ammo and only one colt. maybe balancing issue or just bad luck with spawning chances.

more thoughts after some playing.


- new loading SV10 1/2 is awesome, guess its called ghost loading...
- kids too strong. around 50 hp left and i got one hitted by a kid like wtf
- new melee + flashlight is buggy, doesnt work for me. not sure if the game needs this at all...
- tacital reload just make sense if there come new animations how to get the +1 bullet working. atm its just a normal reload, like u just take a magazin with one additonal bullet
- check ammo .357 is buggy, no animation
- wrench fl is buggy, no light after pickup
- pipe fl is buggy, both is drawed but not able to turn on fl
- 9 mm buggy, animation stuck

Edited by siLeNT, 02 March 2012 - 08:52 PM.

there is no *.vmf for this tutorial

#16 MCPeePants

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Posted 01 March 2012 - 05:00 PM

Not sure what the issue is, but ive had every server crash on me when trying to play Flooded. I really like the map though, from what ive played :P

#17 The Reverend

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Posted 01 March 2012 - 05:38 PM

I like that the melee weapons do more damage now. My main problem has been that it seems like the game lags tremendously when the waves start (although I admit completely that this could have been the server I was playing on). But on a unrelated note, I miss your cat picture Reverend.


Aw, thanks. I still have to saved, so no worrys, it will be back in a month or two.

#18 ytman

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Posted 02 March 2012 - 01:19 AM

I like it, last I played there was a tonne of lag by wave 4... The game's melee needs to be more nuanced to add something more to combat and make the game more interesting on Survival Mode. That or more interesting gameplay gimmicks. I do like the 'king of the hill' aspect of Survival, but having it tied to stairs really hampers the, "Oh shit we are swarmed" feeling... maybe a zone on the floor?

Jive is neat, but a bit flamboyant. Though thats the point.

Survival needs better lighting in the zones to be defended too. That or deployable lights.

Edited by ytman, 02 March 2012 - 01:21 AM.


#19 Hicks

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Posted 02 March 2012 - 08:11 AM

You can move the lights dropped with the weapon package.

#20 Maxx

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Posted 02 March 2012 - 05:39 PM

You can move the lights dropped with the weapon package.

Yeah, we even show that in the Survival rundown video


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