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NMRiH Networking Update (1.15) Released

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:

Source Engine upgrade

  • Added 64-bit support, 64-bit binaries will automatically be launched on systems with a 64-bit OS

  • Added a borderless window option to video settings

  • Added bicubic lightmaps (from Half-Life 2: 20th Anniversary Update)

  • Added radial fog (from Half-Life 2: 20th Anniversary Update)

  • Added Steam Networking, port forwarding is no longer required

  • Added UI scaling for high-resolution screens

  • Added Vulkan renderer, which is now enabled by default on Linux

  • Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions

  • Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations

  • Fixed certain breakable props not gibbing correctly

  • Fixed player hull being mis-predicted in certain instances causing rollbacks every frame when e.g. crouching or against a wall

  • Fixed the player's base velocity (e.g. conveyors, moving items etc.) getting subtly out of sync from client/server

  • Improved networking precision for local player positions, resulting in less prediction errors and better game-feel

  • Improved prediction for walking on props and other entities

  • Made the game launch in native resolution by default instead of 640x480

Additions

  • Added a menu in the Create Server dialog that selects a server type for Steam Networking, allowing public / friends-only / unlisted servers without port forwarding

  • Added ability to pause the game when playing in Single Player mode

Changes

  • Active Workshop map is now distributed to connecting players on local servers

  • Certain HUD elements such as player names are now hidden during suicide blackout

  • Changed default server name to "'s server"

  • ConVar "viewmodel_fov" is now saved to user config

  • Difficulty is now displayed in the server browser game description

  • Flashlight shadows are now independent from "High" shadow quality, and can be enabled in the advanced options (off by default to reduce engine crashes)

  • Improved native Linux support for significantly better performance

  • Optimized network bandwidth on player and zombie movement

  • Optimized zombie performance even further on crowded maps

  • Overhauled rich presence to support connections for Steam Networking, both Discord and Steam will now recognize such servers for joins and invites

  • Removed warning dialogs for NAT connection and Steam Deck compatibility as those are no longer relevant

  • Revised voice status icons over player heads to be more readable in darker maps

  • Updated FMOD Engine to version 2.03.12

  • Voice commands from muted players are now blocked by default, this can be controlled with cvar "cl_voicecmd_ignore_muted_player"

  • Updated the localization files:

  • With thanks to community translators: Atheist, grobinho, Klowby, MakinDay, marcielcps, Plazehorta, RicecakeHuman

  • Want to localize NMRiH to your own language? Visit our localization repository on GitHub.

Fixes

  • Fixed extracted players occasionally appearing as "deceased" on the scoreboard

  • Fixed false spawn notifications (i.e. sound plays and window flashes while "waiting for spawn point")

  • Fixed ironsights not being turned off when contemplating suicide

  • Fixed particle rain collision, contributed by BigHatMarley (#1579)

  • Fixed several issues when restoring saves on maps that utilize level transition

  • Fixed supply crate and keypad panels not properly resizing on resolution change

  • Fixed zombie idle vocalization cutting short on longer moans

Changes for mappers and modders

  • Added custom zombie model pools, which can be controlled by cvars prefixed with "sv_zombie_models"

  • Added cvar "tonemap_debug", helps visualize active tonemap controller and its params

  • Added "ent_minsmaxs" command, prints entity bounding box in a MapHack friendly format

  • Added entity "npc_nmrih_basezombie", base class for a generic zombie, useful for custom zombies

  • Added entity "skybox_swapper", swaps 2D skybox material

  • Added entity "trigger_tonemap", changes tonemap controllers for players touching the trigger

  • Added game event "inventory_box_item_taken", fired when the player picks up an item from a supply crate

  • Added game event "player_voice_command", fired when the player uses a voice command, incl. automatic calls (pain, bleed, etc.)

  • Added "HeadSplit" input for zombies (#1569)

  • Added hull override keyfield to zombies

  • Added input "RevertAllMapCvars" to entity "logic_ruleset", it reverts all cvars that were changed by an active map to a base value (when available), or default, it doesn't revert difficulty / script / mutator changes

  • Added inputs "ForceRespawnPlayer" and "ForceRespawnAllPlayers" to entity "nmrih_game_state", forcefully respawns players by skipping the valid spawn point check

  • Added keyfield "Despawn Ignore Population" to entity "func_zombie_spawn", by default, zombies only despawn when zone population is over the maximum, even when they're unseen; when set to 'No', it uses classic behavior where visited zones keep max. zombies, when set to 'Yes', it always despawns unseen zombies

  • Added keyfield "Hide TAKE Button" to entity "item_inventorybox"

  • Added keyfield "HUD Style" to entity "logic_progress", changes visual style of the progress bar, with new addition of a circle that is drawn in clockwise direction at the center of the screen

  • Added keyfield "Ignore Grease" to zombies, when true, the zombie will not swap between NPC assigned collision groups to phase through each other

  • Added keyfield "Ignore Wind?" to dust particle brush entities

  • Added keyfield "Ignore Zombie Rules" to zombies, when true, game rules will treat them as a generic NPC

  • Added line break support to entity "point_message_multiplayer"

  • Added missing spawnflags to entity "point_viewcontrol_multiplayer"

  • Added outputs "OnBarricade" and "OnBreak" to entity "nmrih_barricade"

  • Added support for barricade prop model override

  • Added support for filtering model rendering on specific clients

  • FGD: Customized "base.fgd" is now shipped with "nmrih.fgd", to replace class overrides and dependency for base SDK

  • FGD: Restored missing "Mark" and eyedropper buttons on Hammer when editing "Filter Name" keyfields

  • Fixed dynamic "logic_progress" always completing on "StopProgress"

  • Fixed entity "logic_script_proxy" calls not working on global scope when using instances

  • Fixed entity "logic_script_proxy" not accepting null for input "SetTargetEntity"

  • Fixed entity "player_weaponstrip" removing items improperly (#1588)

  • Fixed map localization files within the BSP not being loaded

  • Fixed parented model attachments on NPCs being misaligned

  • Fixed "player_spawn" event being incorrectly fired when spawn points aren't available

  • Fixed runners spawned via BecomeRunner not randomizing their collision groups

  • Fixed sparks sound on buttons not playing

  • MapHack: Fixed collision bounds on spawned brush entities

  • NMRObjective: Added ability to drag-select nodes

  • NMRObjective: Added scrollbars when nodes go outside the workspace

  • NMRObjective: Misc. optimization and improvements

  • VScript: Added CAI_BaseNPC functions CanLagCompensate(), and SetCanLagCompensate()

  • VScript: Added CBaseAnimating functions SetPlayerDrawFilter(), and DrawFilterAllPlayers(), when set to true, this model won't be visible for the given player

  • VScript: Added CBaseEntity function IsZombie(), returns true if the entity is considered a valid zombie by game logic

  • VScript: Added CBaseEntity hook OnTakeDamage, this hook is designed as a mutable replacement for filter_script's PassesFinalDamageFilter, incoming damage info can be modified before it's applied, returning 'false' will discard received damage

  • VScript: Added CBaseEntity hook TraceAttack, called when the entity is about to receive an attack trace, incoming damage info can be modified before it's applied, this hook is called before damage filters are checked, returning false will discard the trace

  • VScript: Added CBasePlayer function IsHLTV(), returns true if the player is SourceTV

  • VScript: Added CBasePlayer functions SetTonemapScale(), SetTonemapRate(), SetAutoExposureMin(), SetAutoExposureMax(), SetBloomScale(), UseDefaultAutoExposure(), UseDefaultBloomScale(), and ClearTonemapParams()

  • VScript: Added CItem_InventoryBox functions IsTakeButtonHidden(), and SetTakeButtonHidden()

  • VScript: Added CLogicProgress function SetCircle()

  • VScript: Added CNMRiH_BarricadePoint function SetModelOverride()

  • VScript: Added CNMRiH_BaseZombie functions IsRecognizedByGameRules(), SetIgnoreZombieRules(), and SetIgnoreGrease()

  • VScript: Added CNMRiH_Player function DidGunshotSuicide()

  • VScript: Added CNMRiH_Player function ForceTransmit(), sends network update to all clients even when the player is dormant for them (filtered by PVS)

  • VScript: Added CNMRiH_Player function SetForcedRespawn(), flags next respawn as forced and skips valid spawn point check, then reverts on spawn

  • VScript: Added CNMRiH_Player function SetVaccinated(), directly sets vaccinated state, and skips the chance of partial blindness

  • VScript: Added CNMRiH_Player functions HasJumpAbility(), HasDuckAbility(), SetJumpAbility(), and SetDuckAbility(), overrides whether player can jump/duck or not, predicted on client

  • VScript: Added CNMRiH_Player hooks OnWeaponDrop, OnWeaponEquip, and OnWeaponSwitch

  • VScript: Added consistent rand() and RAND_MAX across platforms

  • VScript: Added constants for NMRiH button masks, collision groups, and damage types

  • VScript: Added CScriptNavArea functions GetAdjacentAreas(), and GetAdjacentCount()

  • VScript: Added enum "VoiceCommand", lists available player voice commands, incl. automatic calls (pain, bleed, etc.)

  • VScript: Added functions TraceEntity(), and TraceHull()

  • VScript: Added recursion support for CScriptKeyValues functions TableToSubKeys() and SubKeysToTable()

  • VScript: Added support for reading KeyValues from BSP pak lump via function KeyValuesRead()

  • VScript: Added support for trace filter hit entity callbacks on TraceLineEx(), TraceHull(), and TraceEntity(), via "callback" value that expects a function with single argument for params, e.g. "function ShouldHitEntity(params)" where 'params' have keys: entity, contentsmask; returned value filters the hit entity

  • VScript: Class CScriptNavArea now has string representation (i.e. "[] Area")

  • VScript: Entity input "RunScriptCode" now converts backticks to quotes (i.e. ` -> ")

  • VScript: Fixed CNMRiH_Player function IsTalkingWalkie() always returning 'false'

  • VScript: Fixed crash when passing null values to TraceLineEx() function

  • VScript: Fixed dangling entity script instances in some cases, which caused crashes (e.g. "prop_physics" with a script scope being deleted early due to a bad model)

  • VScript: Fixed function SetActivity() allowing ACT_INVALID, which caused a crash

  • VScript: Fixed hooks NPC_TranslateActivity and NPC_TranslateSchedule not checking invalid return types

  • VScript: Fixed script scope leakage on entity deletion

  • VScript: Updated with latest changes from Mapbase

Changes for server admins

  • Added ability to modify zombie model pools, controlled by cvars "sv_zombie_models", "sv_zombie_models_kid", "sv_zombie_models_ng", and "sv_zombie_models_runner", models are set with ',' delimiter relative to models/nmr_zombie/*.mdl (or direct filename)

  • Added cvar "ov_despawn_ignore_population", by default zombies only despawn when zone population is over the maximum, set to 0 for vanilla behavior where visited zones keep max. zombies, or 1 that always despawns unseen zombies (#1562)

  • Added cvar "sv_ammobox_entity_legacy", for map compatibility when changes to ammobox_ entities cause problems

  • Added cvar "sv_friendly_fire_ignore_infected", when set, don't apply forced friendly fire against infected players

  • Added cvar "sv_gamedesc_override", to let server owners change game description without plugins

  • Added cvar "sv_runner_randomize_collision_group", runners always switch collision groups (grease) on spawn, when 0 and paired with BecomeRunner, this emulates bugged behavior pre-v1.15.0

  • Added cvar "sv_sprint_with_held_item", allows players to sprint while holding an item

  • Added cvar "sv_tree_sway_update_time", when 0, it disables tree sway server-side (useful for map compatibility)

  • Added cvar "sv_zombie_brainstem_dmg_scale", zombies take this factor of brainstem hitbox damage (if sv_brainstem is set to 1)

  • Added cvars to tweak zombie vocalization, "sv_zombie_moan_freq_angry_only", "sv_zombie_moan_freq_limit", and "sv_zombie_moan_freq_random" (vanilla behavior unchanged)

  • Added new method of randomizing zombie models by shuffling a model pool and pulling entries from it, this can be controlled with cvar "sv_zombie_shuffle_models"

  • Fixed Steam Workshop downloads on a dedicated server (#1581)

  • Game state commands (such as "respawnplayer") now support SteamIDs and partial name matches as arguments

  • Game state commands can now forcefully respawn players via [-force] switch, e.g. "respawnplayer -force PlayerName"

Maps

nmo_asylum

  • Attempted to fix body parts going through the ritual floor

  • Fixed leg part softlock (#1565)

  • Fixed weird glitch artifact on a ceiling brush

nmo_boardwalk

  • Fixed godspots (#1605)

nmo_broadway2

  • Added clips for smooth movement in the last ladder extraction area

  • Little visual fixes

  • Tweaked escape rope "ladder" brush to be less confusing (#1533)

nmo_cabin

  • Reduced damage time from the canister explosion

nmo_chinatown

  • Fixed fade distance value being too close on a Gun Shop extinguisher prop

nmo_cleopas

  • Added glow for lever base

  • Added power box prop in one of the houses to hide a seeping tree through a wall

  • Fixed music manager not playing the correct playlist for tension state (#1604)

  • Fixed softlock when lever is dropped into the electric puddle (#1537)

  • Fixed softlock when objective items are thrown out of reach (#1548)

nmo_fema

  • Fixed reflections on the plaster wall next to the initial spawn point

  • Tweaked zombie navigation

nmo_quarantine

  • Fixed barricade spots at the end of the map not working (#1561)

  • Fixed godspots (#1605)

nmo_shelter

  • Fixed godspots (#1605)

nmo_shoreline

  • Disabled zombie respawning around bedrooms in the upper floor of the cabin (only on Casual and Classic difficulty)

  • Fixed being able to go under the extraction zone by standing on the rear ramp of the boat

  • Increased first aid kit spawn rates

  • Small tweaks to make navigating the map easier

nmo_toxteth / nmo_toxtethdark

  • Fixed missing X mark on the brick cemetery wall

nms_arpley

  • Fixed fade distance value on some props in the house being too close

nms_midwest

  • Fixed ability to block zone entrances with military crates

  • Fixed visual bug on barricade prop at zone A

nms_northway

  • Fixed fade distance value on extinguisher prop being too close
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