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]