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Night of The Living Beta 1.04 Download Live!


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#1 Dman757

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Posted 17 April 2012 - 11:52 PM

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A few words from Dman:
Greetings friends, fans & family! We here at NMRiH are proud to bring you version 1.04 of No More Room in Hell. We have put a lot of work into this patch and hope you all enjoy it. We expected this to be a quick patch but we just kept finding so many small things to improve upon this time around we wanted to make sure we got it right. It has really turned into a big project if you just take a look at our changelog below.

We have new things for all to enjoy! Like survival? Well we have a new community map just for that. We've included the map in our official build because we liked it so much, it's called nms_isolated created by Lou Saffire. Hate high pings? Our lead programmer ssba has vastly improved network performance when it comes to npcs on a server. Linux server owner? Thanks to a generous donation of a server by BloodBathGaming.net we have been able to work out the kinks in our Linux server files. Same goes for RawCG.net who as always provides us with excellent official public and private windows testing servers.


Full Client Download Locations:


Note the server files are included in both the patch and full download.
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Patch Download Locations:


Note the server files are included in both the patch and full download.
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Code
  • Disabled collision of safe zone supplies with players / npcs
  • Adjusted zombie damage, now (one hand / two hand) shambler: 15/30, runner: 20/40, kid: 8/16
  • Fixed negative zombie counts on hud
  • Disabled listen server autostart to try to cut down on number of invalid token errors
  • Fixed memory corruption bugs in Survival Mode
  • Fixed supply wave crash bug on Linux servers
  • Changed zones to no longer lose health if there are no survivors present in them
  • Fixed a rare issue where there was a chance for entities/lighting in any nms_ map to disappear if the previously played map was an objective level
  • Changed drain rates to the following:
    • Drain per zombie per sec: 0.5 -> 0.15
    • Max drain per sec: 5 -> 2
    • Drain per sec while empty: 0.25 -> 0.2
    • Player drain counter per sec: 1.5 -> 1.75
  • Optimized npc networking for better performance in open areas & with large amount of npcs
  • Added 'Winning Condition' option into Survival Mode: players now win after reaching the ending wave; mappers can run a custom win scenario using entity i/o
  • Fixed orientation/model of "nmrih_safezone_supply" for Hammer
  • Added slight push to barricades you out if you stand too close a barricading point while putting a board up; mappers should ensure the barricade point normals point away from walls as this is the direction players are pushed
  • Fixed various client and server crashes
  • Fixed Join game dialog; loading screens now properly update with the corresponding map in play
  • Changed the National Guard so they will now only bring in supplies via flare gun if the preexisting supply crate has been completely used up.
Art
  • Added various static furniture props
  • Added and optimized various particle effects
  • Added new supply cache GUI
  • Added missing camera movement to fireaxe
  • Added recoil camera movement to MP5A3
  • Updated SV10 reload animation
  • Changed flashlight texture
  • Added new "Movie" texture to nmo_broadway theater.
Sound
  • Fixed script error that prevented wave complete sound to play
  • Changed many of the weapon / footstep / item pickup / pain sounds so they are spacial, and reduced the attenuation of some
Maps
  • nms_flooded
    • Fixed supply drop being out of reach because of clipping
    • Fixed clip preventing items to be picked up at some locations
    • Clipped various "godspots"
    • Added static ammo that goes with the gun at a few locations
    • Added a bit more ammo around the buildings
    • Added traps (gas tank/flamethrower that can set fire to zombies and humans)
    • Added more light at point A to make players feel more safe inside the safezone
    • Added one barricade position to every door frame
    • Closed off some windows to help provide better performance inside the safe zone buildings and alter gameplay
    • Removed zombie spawns around the house, zombies will only come from outside the map boundaries
    • Added winning condition (Survive till wave 10 and a chopper appears)
  • nmo_chinatown
    • Removed some unnecessary zombie spawns
    • Removed some unnecessary barricade boards and entities to save on ent data
    • Added slight increase to overall lighting
    • Clipped off several "godspots" (counters, dumpsters, etc.)
    • Improved optimization in several areas
    • Added func_clip_vphysics to prevent key objective items to be dropped in certain unreachable areas
    • Added some shotgun ammo boxes in gun shop area
    • Replaced all tables and file cabinets with new static prop versions
  • nmo_broadway
    • Changed texture on movie theater screen
  • nms_isolated
    • Added nms_isolated (community map from lou_saffire)

Map Spotlight nms_isolated!


We have shirts for sale!

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BUY NOW!
All money goes to server & web hosting costs.


New Wallpaper!

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Mark it zero, you were over the line. Sometimes people are just over the line. Rules are rules, this ain't Nam here this isn't just some game. This determines who goes on to the next wave. Now if you don't mark it zero you are about to enter a world of pain. Sometimes I feel like the whole world has gone CRAZY. LIKE I'M THE ONLY ONE WHO GIVES A SHIT ABOUT THE RULES. NOW MARK IT ZERO.

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We Are Hiring!
No More Room in Hell is hiring, folks. We need talented and reliable individuals to bring about the apocalypse. We are looking for:

Level Designers
Prop Modelers
APPLY HERE!


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#2 RoboTyphoon

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Posted 17 April 2012 - 11:57 PM

mann... I finally got around to downloading 1.03 last night... I had a feeling I should have waited another day... but damn nice! progress be progress.

EDIT: You don't know how hard I laughed when this little black kid ran around the corner and chased me down and literally jumped on my back... ahaha

#3 Agatsu

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Posted 18 April 2012 - 01:09 AM

FUCK YEAH!
But I got a deadline in the morning... oh cruel fates, why do you test me so?

Agatsu sounds like he almost knows what he's talking about.


#4 Dman757

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Posted 18 April 2012 - 03:03 AM

Moddb links are up and added description to the wallpapers. More resolutions for the wallpaper are still waiting authorization on moddb.

#5 lou saffire

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Posted 18 April 2012 - 08:19 AM

i only had chance to pop on and have a quick look but it seems liek teh survival zones still tick down when no player or zombies in them?, if im honest they seemed to do it a bit faster, possibly not installed it properly though lol

"Go to Heaven for the climate, Hell for the company." - Mark Twain
 

siglou_zpscd1ff1fb.png

 

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nms_Isolated - nms_ransack - nmo_brooklyn - nmo_fema

 

 

 


#6 Hicks

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Posted 18 April 2012 - 09:54 AM

Thanks for adding more ammo into the new map!

#7 Seraphim

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Posted 19 April 2012 - 03:07 AM

[*]Disabled listen server autostart to try to cut down on number of invalid token errors


So how do you manually start the listen server?

#8 ssba

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Posted 19 April 2012 - 03:32 AM

sv_lan 0 should be all you need

One does not simply F11 into Mordor.


#9 Hicks

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Posted 19 April 2012 - 05:15 AM

I can't understand how the zones' health is working. In the new map all of us are holding the 2nd floor, or lets say we are guarding the stairs. Which is near one of the zones. Ok there are no zombies in there just us the survivors, but the health is drained to 0 really fast. But in the basement where is D zone, its 100% all the time no matter if there is no one in there. Why is that? How is this health system actually working? I thought its about the zombie presence and survivors holding the ground until its overrun, but it seem its not like that :unsure:

#10 Coiny

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Posted 19 April 2012 - 11:43 AM

Hi.

Wanted to thank you guys for this amazing patch!
Game runs alot better, less lag and better fps.

Coiny

#11 Upham

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Posted 19 April 2012 - 12:09 PM

I can't understand how the zones' health is working. In the new map all of us are holding the 2nd floor, or lets say we are guarding the stairs. Which is near one of the zones. Ok there are no zombies in there just us the survivors, but the health is drained to 0 really fast. But in the basement where is D zone, its 100% all the time no matter if there is no one in there. Why is that? How is this health system actually working? I thought its about the zombie presence and survivors holding the ground until its overrun, but it seem its not like that :unsure:


Yes, zones only go down when there are zombies in them.
The zones A, B and C reach from the 1st to 2nd floor
For example you can be in the 2nd floor of zone A, but zombies can still destroy destroy zone A from the 1st floor.
Zone D is only in the basement.

#12 Riley

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Posted 19 April 2012 - 01:49 PM

I can't understand how the zones' health is working. In the new map all of us are holding the 2nd floor, or lets say we are guarding the stairs. Which is near one of the zones. Ok there are no zombies in there just us the survivors, but the health is drained to 0 really fast. But in the basement where is D zone, its 100% all the time no matter if there is no one in there. Why is that? How is this health system actually working? I thought its about the zombie presence and survivors holding the ground until its overrun, but it seem its not like that :unsure:

Before = Zones lose health if no survivor is present in them

Now = Zones only lose health if zombies storm in

It was changed based off of feedback and seeing it in action on the public build; if people want the auto health decrease to return it can come back in a later update

#13 Hicks

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Posted 19 April 2012 - 02:10 PM

No, no its good like you described it. But I thought the zones are divided by the floors and not one zone - 2 floors. But now I got it ;)

#14 Riley

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Posted 19 April 2012 - 02:13 PM

No, no its good like you described it. But I thought the zones are divided by the floors and not one zone - 2 floors. But now I got it ;)

It's up to the mapper to decide (both on where the zones are and whether or not it'll have a fancy or simple custom win scenario), lou_saffire can probably give you a definite answer on why it's like that in his map =p

#15 Agatsu

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Posted 19 April 2012 - 02:38 PM

FFS I finally have time to test 1.04 and I can't connect to Steam for some reason. ARGH!

Agatsu sounds like he almost knows what he's talking about.


#16 Disposable Henchman

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Posted 19 April 2012 - 08:01 PM

I get my pc fixed today and see this news.

It's starting off as a fucking shitty day.
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NMRiH isn't meant to be easy. It's meant to be an unforgiving punch to the dick.


#17 themanofwar

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Posted 19 April 2012 - 08:36 PM

and I can't connect to Steam for some reason. ARGH!


You weren't the only one :rolleyes:

#18 Hellroom

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Posted 19 April 2012 - 08:54 PM

It was changed based off of feedback and seeing it in action on the public build; if people want the auto health decrease to return it can come back in a later update


It'd be good if this was a serverside option or something (Maybe a toned down version of how it worked before) I joined a game to play isolated, but the survivors had no problem keeping the place defended, so after being in the spawn queue for 5-10 mins, I just disconnected. (But im assuming there's going to be stuff added in the future that'll help keep the pressure on the survivors/panic events, no matter what modes being played).

And, OPTIMISATION. This is basically the patch i've been waiting for in many ways.

Being alone was like a strong spiritual windy force against you... but not like it's pushing you, but felt there... as if your soul; every soul had a very deep and dark elevator to the center of the Earth; thath a very dark and sacred... holy place brought by time, fire, and darkness.


#19 Agatsu

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Posted 19 April 2012 - 09:06 PM

Steam is working for me again. Time to play some 1.04! ^^

Agatsu sounds like he almost knows what he's talking about.


#20 Seraphim

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Posted 19 April 2012 - 09:22 PM

sv_lan 0 should be all you need


I've tried that but it's not working. I'm trying to host via "Create Server" but it's not appearing in the server list. I tried heartbeat as well, the game's not even trying to open the port.

Nevermind, after I used map [mapname] it added to the list of servers. So I just had to change maps for it to update I guess.

Edited by Seraphim, 19 April 2012 - 09:33 PM.





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