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No More Room in Hell›Events›Update 1.14.1 Released
In-game event

Update 1.14.1 Released

No More Room in Hell · published 18 months ago

All eventsPlayers around this dateRead on Steam

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:

March 19th Hotfix: We've released a dedicated server update that fixes an issue with runner behavior.
This update is optional, but all community admins are encouraged to apply it.

Additions

  • Added ability to erase keypad input by pressing backspace
  • Added bullet impulse to ragdolls, this results in more visible knockbacks based on ammo type
  • Added corner blocking detection for zombies, they can now properly attack blocking players instead of finding a new path

Changes

  • Enabled "whole program optimization" on client, this may slightly improve overall performance
  • Improved server performance on crowded maps
  • Optimized Add-on Manager and Workshop support, improving performance
  • Optimized CPU usage across the board, improving performance on lower spec machines
  • Optimized RAM usage on maps that utilize FMOD ambient sounds
  • Zombies no longer spend 20 seconds standing still when all of their enemies die, instead, they play an idle animation and move on
  • Zombies now try to find cover again when an enemy is unreachable, they no longer skip to wander
  • Updated the localization files:
    • With thanks to community translators: Atheist, Blueberryy, DouglasVarollo, Holy Crap, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta, RicecakeHuman, SkyAfterRain
    • Want to localize NMRiH to your own language? Visit our localization repository on GitHub.

Fixes

  • Fixed being able to charge chainsaw's melee swing to deal extra damage while sawing (#1543)
  • Fixed dropped custom items colliding with player (#1463)
  • Fixed dropped weapons blocking zombies and causing them to find a new path (#1544)
  • Fixed idle stutter during zombie's "face best sound" schedule
  • Fixed inconsistent zombie "greasing" due to incorrect wandering routine, they should switch collision groups more frequently now
  • Fixed local player ragdoll t-posing on death
  • Fixed mutator state not being reset after loading a config in the selection dialog
  • Fixed NPC movement stutter when no alive players are present
  • Fixed player ragdolls not properly reacting to bullet forces
  • Fixed players occasionally having their voice commands stuck in one spot when they aren't visible (#1503)
  • Fixed regression where dynamic music wouldn't transition to next song in the playlist
  • Fixed transparent board models persisting when not in barricading mode (#1532)
  • Fixed voting messages being cut-off in Spanish (and possibly other languages) (#1530)
  • Fixed zombie attack hurting players behind it (#1288)
  • Fixed zombie kids t-posing while climbing (#800)
  • Fixed zombies attempting to grab dead players
  • Fixed zombies getting stuck in pathfinding loop and stuttering in place when all enemies are unreachable
  • Fixed zombies not entering their "angry" wandering schedule when an enemy became unreachable, they erroneously began "normal" wander which had different tasks and conditions for neutral roaming
  • Fixed zombies not playing impact sounds while bashing barricades

Changes for mappers and modders

  • Added entity "func_precipitation_blocker" (#1541)
  • Added entity "logic_script_preserved", a variant that's preserved across round restarts
  • Added game event "player_jump"
  • Added game event "player_use"
  • Added game events "item_medical_start" and "item_medical_apply"
  • Added keyfield "Can Grab?" to zombies
  • Added keyfield "Ignore Room Size" to entity "func_zombie_spawn", when set to 'Yes', the brush will always regenerate spawns, and is treated as a large room regardless of its size (Overlord won't spawn more zombies for small rooms once visited by player)
  • Added keyfield "Show Compass Blip?" to entity "nmrih_objective_boundary"
  • Added keyfields for weapon viewmodel and worldmodel overrides (#1547)
  • Fixed crash on entity "filter_name" when a disconnecting player dies (#1539)
  • Fixed crash when colliding with a moving brush which has a point entity parented to it (#1527)
  • Fixed entity "item_custom" crashing due to missing VPhysics object when motion is disabled
  • Fixed entity "item_inventory_box" input "RemovedAllItems" not working for uncategorized items (#1538)
  • Fixed oversight where "ambient_generic" entity would be removed when its sound file was missing
  • Fixed particle precipitation overextending its bounds and overriding other precipitation brushes (#1545)
  • FMOD: Added "ambient_generic" and "ambient_fmod" cross compatibility, "health" keyfield is now recognized as volume
  • FMOD: Added spawnflag "Is NOT Occluded (Obstructions won't muffle sound)" to entity "ambient_fmod"
  • FMOD: Fixed sound characters not being applied for direct filenames
  • FMOD: snd_show now displays more information, similar to engine sounds
  • NMRObjective: Fixed crash after loading a NMOS file on map with less boundaries than previously saved
  • NMRObjective: Now shows a warning dialog when potential issues are raised during NMOS load
  • Objective HUD is now always available regardless of gamemode if we have an objective string, e.g. during scripted objectives
  • VScript: Added CBaseEntity functions GetClassname(), and SetClassname()
  • VScript: Added CItem_InventoryBox functions AddItemAtIndex(), RemoveItem(), ItemAtPosition()
  • VScript: Added CNMRiH_Player functions IsHoldingEntity(), and GetHeldEntity()
  • VScript: Added CObjective function SetDescription()
  • VScript: Added CObjectiveManager function SendObjectiveNotify()
  • VScript: Added ConCommand "script_dump_scope"
  • VScript: Added functions TracerEffect(), and ParticleTracerEffect()
  • VScript: Added functions VPhysicsInitNormal(), and VPhysicsDestroyObject()
  • VScript: Added legacy support for deprecated function CNMRiH_ObjectiveManager::GetCurrentObjectiveBoundary(), fixes compatibility with some existing mutators
  • VScript: Added Squirrel debugger (sqdbg), contributed by samisalreadytaken
  • VScript: Entity script scope is now automatically cleared on deletion
  • VScript: Fixed CNavMesh::GetNavAreasInRadius() returning inaccurate results (#1546)
  • VScript: Fixed various memory leaks
  • VScript: Updated Squirrel to the latest version

Changes for server admins

  • Added cvar "ai_legacy", runs AI behavior from pre-v1.14.0 for legacy gameplay purposes
  • Added cvar "sv_first_draw_activity", shows initial draw animation, e.g. pulling back the hammer on pistols
  • Added cvar "sv_ng_zombie_drop_grenade", NG zombies can drop grenades as loot on death
  • Added cvar "sv_zombie_chase_enemy_on_barricade_fail", should zombies attempt to chase enemies if barricade bash schedule fails?
  • Added cvar "sv_zombie_cornerblock_method", deals with 'corner blocking' players: 0 = zombies freeze (~v1.09), 1 = zombies find new path (~v1.13), 2 = zombies attack with direct hit trace (default)
  • Added cvar "sv_zombie_crawler_attack_barricade", can crawlers attack barricades?
  • Added cvar "sv_zombie_crawler_open_doors", can crawlers open doors?
  • Added cvar "sv_zombie_crawler_swat_items", can crawlers swat items?
  • Added cvar "sv_zombie_explosion_shove", shove zombies on explosions?
  • Added cvar "sv_zombie_fix_barricade_distance", don't attack barricades that are too far away
  • Added cvar "sv_zombie_fix_bestsound_alert", don't stutter idle sequence while facing a 'best sound'
  • Added cvar "sv_zombie_fix_bite_damage", if zombie is biting an enemy, only deal damage to them
  • Added cvar "sv_zombie_fix_dawdle", default behavior after losing an enemy waits for 20 seconds, perform idle cycle instead?
  • Added cvar "sv_zombie_fix_falling_loot", prevent zombie loot from falling through the ground
  • Added cvar "sv_zombie_fix_hitbox_offset", fix zombie hitboxes being off by one? (bug introduced in v1.11.0)
  • Added cvar "sv_zombie_fix_physobj_distance", zombies tend to return to objects even if those are too far away, this fixes it
  • Added cvar "sv_zombie_fix_rise_collision", fix turned zombies clipping into players after rising?
  • Added cvar "sv_zombie_standoff_on_chase_enemy_fail", perform standoff routine instead of wander on chase fail, requires "sv_zombie_take_cover_from_enemy 0"
  • Added cvar "sv_zombie_swat_supplies", can zombies swat health stations/supply pieces?
  • Added cvar "sv_zombie_take_cover_from_enemy", should zombies attempt to take cover from unreachable enemies? When off, this may introduce a path failure loop on non-legacy AI (v1.14.0)
  • Removed cheat flag from cvar "sv_shove_multi"

Maps

nmo_rockpit

  • Changed fire extinguisher objective to save progress after cancelling interaction
  • Increased helicopter extraction length by 30 seconds
  • Increased instructor hint timeouts slightly
  • Moved gas can in spawn room closer to the exit gate

nmo_shoreline

  • Added a drop down in the upper floor of the guest house
  • Added a warning message for activating the extraction flare when not all players have yet made it to the extraction deck
  • Added additional direction arrows and glow outlines for some objectives
  • Adjusted numerous item spawners throughout the map to reduce RNG
  • Adjusted some zombie spawn brushes
  • Changed secret stash key color from red to green to distinguish it from objective glows
  • Changed spawn positions of some objective items
  • Fixed godspot during extraction
  • Fixed issues with clipping in the garage
  • Fixed some doors being blocked by zombies
  • Fixed visible gaps in doorways
  • Improved legibility of certain unclimbable props
  • Increased the interaction length for activating the flare
  • Rebalanced extraction
  • Rebalanced Overlord zombie spawns with "Ignore Room Size" option
  • Removed clip brushes from some props and handrails
  • Tweaked some objective outlines to be visible at further distances
  • Various small visual changes
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