• No More Room in Hell - Now on Steam
    113 replies, posted
[img]http://3.bp.blogspot.com/_tJGyNH_kSOg/TAcL9LJZN0I/AAAAAAAAAdc/Bm7A3vD9bHk/s1600/ZED_Header.jpg[/img] [U]Overview[/U] No More Room in Hell is a Source mod released on Halloween of 2011 after seven years of development. The game can have up to eight players fighting against waves of zombies. The game is inspired by the Living Dead movies of George Romero, particularly Dawn of the Dead (where the name No More Room in Hell comes from). [u]Awards[/u] - MOTY 2011 ModDB - Multiplayer MOTY 2011 ModDB - MOTY 2012 Gamefront - 3rd in Player's Choice MOTY ModDB [U]Media[/U] [t]http://static.nmrih.com/images/Renders/Screenshots/screenshot_1.jpg[/t] [t]http://static.nmrih.com/images/Renders/Screenshots/screenshot_6.jpg[/t] [t]http://static.nmrih.com/images/Renders/Screenshots/screenshot_7.jpg[/t] [t]http://static.nmrih.com/images/Renders/Screenshots/screenshot_3.jpg[/t] [URL="http://www.nomoreroominhell.com/"]Website[/URL] [URL="http://store.steampowered.com/app/224260"]Steam[/URL] [URL="http://www.moddb.com/mods/no-more-room-in-hell"]ModDB[/URL]
You might want to actually spend some time on the OP.
Every time I try to join a server it always says it's full regardless of if it actually is or not. Apparently it's the fault of the server host for not keeping their servers up to date.
Cleaned up the OP
Another zombie shooter. Greeeeat.
Can't connect to any servers because of the lan error, tried sv_lan 0, didn't work. :(
It's at 95% so far. Can't wait to play it.
[QUOTE=The_Gardek;42737282]Another zombie shooter. Greeeeat.[/QUOTE] Dont be such an ass towards the devs. They've been working really hard on this for almost 10 years now
Put up FP servers for it. 107.21.58.163:27015 - No PW 107.21.58.163:27035 - 'fponly' 107.21.58.163:27055 - 'fponly'
[video=youtube;Hv6TS7HcdSs]http://www.youtube.com/watch?v=Hv6TS7HcdSs[/video]
-snip-
I haven't really played the mod since it first came out and I remember it being [I]very[/I] buggy, laggy, and generally unstable. I am downloading the Steam release currently to see how much it has improved.
[QUOTE=A big fat ass;42754672]I haven't really played the mod since it first came out and I remember it being [I]very[/I] buggy, laggy, and generally unstable. I am downloading the Steam release currently to see how much it has improved.[/QUOTE] Server stability is FANTASTIC, but I feel as if the NPCs aren't lag-compensated or something; very buggy hit detection.
[QUOTE=A big fat ass;42754672]I haven't really played the mod since it first came out and I remember it being [I]very[/I] buggy, laggy, and generally unstable. I am downloading the Steam release currently to see how much it has improved.[/QUOTE] For me it feels the same as you describe. Did not enjoy it at all.
Game is updating, anyone know what it be?
[quote]Maps: - nmo_toxteth updated: Reduced func_vphysics_clip by 50% - nmo_chinatown updated: Tweaked physics clips in subway area - nms_notld updated: Changed evac expire to 60 seconds from 45 sec. Changed child zombie wave to 5 from 6. Changed generator run time to 30 sec from 45 sec. Decreased damage from electric trap. Flame thrower can now be crouched walked under when its on. - nms_silence updated: Extraction Truck now parks at the correct spot on the street Code: Made melee tracing more reliable in terms of client side impacts, and improved range on server side Disable screenspace shadow for osx (Dark screen fix) Reduced SKS shove damage multiplier against players. Scaled blast and fire damage in FF Changed player collision to a soft collision style. Removed ability to duck while being grabbed. Zombies now only infect when eating Stats/achievements will now report to the steam servers more reliably when initial connection to steam servers fails. Added the ability to shove when out of stamina, this adds a half second delay before your next shove and does not push the zombie back. Tweaks to music manager states to showcase a much greater variety of tracks. Hide close button on inventory crate hud Thrown weapons now aim higher without having to look so far up. Thrown weapons will not pass through zombies as often. Give idle kick reason in booted from game message. Shader optimization Always play ear ringing dsp on explosion General crash fixes Items now drop at a more predictable angle Fixed pills/walkie attached to belt blocking USE traces Make weapons lower when not enough stamina to shove (firearms) or quick attack (melee) Fixed infinite grenade bug Added sv_lan option to server create dialog (defaults to OFF) Added timer to count down the start of first round Reduced initial sprint stamina penalty from 15 to 12 Bow changes Weight reduced to 150 from 450 Hatchet Changes Weight Reduced to 100 from 200 Damage increased to 65/325 on standard hits/headshots from 60/250 Grenade changes Damage increased to 1000 from 350 TNT changes Damage increased to 1500 from 1000 Fist changes Given the "Blunt" damage type which adds a high chance of knockback Lead Pipe Changes Weight reduced to 250 from 400 Damage increased 250 headshots from 200 Machete Changes Weight increased to 100 from 50 Stamina drain decreased to 13 from 16.67 Damage reduced to 350 on headshots from 490[/quote]
Anyone else have the plague of playing Chinatown and your team just runs straight to the gunshop and refuses to move? I've had to complete the damn map on my own numerous times because of it.
[t]http://cloud.steampowered.com/ugc/702854403979745309/F3906F2F323A716B8DECD0217CE791CE3964D2B4/[/t] How do you get past when they block the door like that (cabin)
[QUOTE=PaChIrA;42796311][t]http://cloud.steampowered.com/ugc/702854403979745309/F3906F2F323A716B8DECD0217CE791CE3964D2B4/[/t] How do you get past when they block the door like that (cabin)[/QUOTE] Back away and let the zeds open it.
[QUOTE]Changed player collision to a soft collision style.[/QUOTE] [URL="https://www.youtube.com/watch?v=8TsL0DO-c1E#t=12"] ah, YES[/URL]
[QUOTE=PotatoArmada;42796313]Back away and let the zeds open it.[/QUOTE] We went to the whole other side of the map and it still didn't open.
did anyone weld it open?
He's saying you can't push the doors open if Zombies are standing on the other side.
Last time when I played it was when characters were that slow that even I with tied up legs would out run them. Which wasn't that long ago. I guess I can't count on that they would give the spring little boost, right?
[QUOTE=Dom Pyroshark;42803745]Last time when I played it was when characters were that slow that even I with tied up legs would out run them. Which wasn't that long ago. I guess I can't count on that they would give the spring little boost, right?[/QUOTE] What you have in your inventory effects you speed. So if you're carrying a sledghammer, rifle, knife, and ammo, then yeah, you're gonna be slow.
[QUOTE=Mr. Someguy;42803644]He's saying you can't push the doors open if Zombies are standing on the other side.[/QUOTE] They should make it like Zephyr, the door to the trainyard on that map kills any zombies on the other side.
man I can't connect to any server.
[QUOTE=fudge blood;42804748]man I can't connect to any server.[/QUOTE] I could host a listen server but I doubt I'd be able to support more than 3 people
Is the thread banner the official banner created for NMRIH because if that's so then that's pathetic.
Okay so they broke health boxes on survival maps, you can't put them down half the time now, it just says it's blocked. Game breaking bug, hope that's fixed soon..
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