[Wiki][PC] No More Room In Hell (du mod au standalone)

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Maps:
- nmo_toxteth updated

  • Tweaked sewer lighting
  • Did another detail pass on the streets, added more props and such
  • Made the metal gate door near spawn open one way
  • Added new weapons into the level (glocks/etc.)

- nmo_broadway updated

  • Fixed a massive issue that was causing the map to load extremely slow with countless errors
  • Added phys clip to truck "barricade" by diner to prevent players from tossing objective items into unreachable areas

- nms_isolated updated

  • Replaced some of the current art with updated models/textures.
  • Clipped off/fixed some god spots.
  • Improved optimisation.
  • Restored foliage.
  • New map textures.
  • Reduced number of zones to 3.
  • Relocated FEMA bags to work with survival gameplay.
  • Added PSE Deer Hunter spawn possibilities.
  • Increased the zombie increment from 11 to 13.
  • Supply drops now come at wave 4 and 8.
- nms_ransack updated

  • replaced 90% of dynamic entities with statics
  • Faces reduced
  • revised weapon layout
  • replaced skybox city with more convincing version
  • zombies now increment at 15
  • added second supply drop location
- nms_notld updated

  • Fix 2 window navs (Severe Bug as zombies weren't going in)
  • Made map darker (Brightness went from RGB 48 to RGB 39)
  • increased electric trap duration from 47 seconds to 120 seconds
  • made all prop_physics as debris with Prevent Pickup except stuff that wouldn't make sense like crates or gascans
  • Deleted 4 chairs in house near high traffic areas.
- nms_silence updated

  • Replaced some textures with "wet" variants so the map doesn't seem too dry considering it's raining.
  • Re-worked the finale's detonator: Now it unlocks on last wave and you activate the "trigger_progress_use" and wait for the bomb to go off (beep -sounds indicating that shit's gonna happen).
  • Clipped huge amount of gravestones and such to avoid players/navmesh to reach places they shouldn't.
  • Removed some old playerclips I forgot there from when things were different.
  • Added few "low-walls" around the chapel to split some paths for zombies. This way the zombies aren't coming in one line to the side-door as a bunch of easy targets.
  • Added some particle-effects (water-drips) to further enhance the feel of raining.
  • Added a sound (the wave-end bells) as a signal when the truck starts coming and players should get to blowing up the wall.
  • Added output to trigger evac-music when the time comes for it.
  • Added some slight small detail here and there.
  • Re-worked navmesh because of the path-changes I made around the chapel.
  • Increased func_precipitation's density for heavier rain.

Code:

  • Added all 68 achievements into the game, easiest one to get is to join the official Steam Group
  • Fixed fire effects randomly going out and crashing
  • Fixed some Oculus Rift specific issues
  • Rigged up particles to TNT & Molotov
  • Updated soundscape files
  • Updated Linux & Mac builds
  • Added new voice sets
  • Disabled changeteam/spectate console commands

Sound:

  • Converted all sound files to .wav for Linux compatibility (this is why the patch is big)
  • Added new voice sets
Art:

  • Updated Glock 17
  • Added Coast Guard Cutter ship model by Maxx
Map:
- Updated nmo_lakeside


  • Added coast guard boat to extraction
  • More doors unlock to aid extraction
  • Boat stays for longer
  • Fixed boat from getting stuck
  • Added river death
  • Added 1 new objective to route 2
  • Added more detail to boat house
  • Moved extraction camera location
  • Player clipped areas
  • Physic clipped areas
  • Players can no longer go under water
  • Fixed fade distances on some props
  • Fixed objective bugs/flaws
  • Changed many dynamic props to static


Code:

  • Updated Speed Run Achievement time requirements
  • Changed the achievement progress status to only appear to the player that triggered it
  • Improved melee collision to props and so on
  • Converted music files from .wav to .ogg to decrease file sizes
  • Fixed neck blood squirting particle effect for female zombies
  • Fixed mass of zombies to prevent death by watermelonz
Maps:
- nms_notld updated


  • Added 1951 Truck prop by vincent
  • Fixed some nav spots
  • Added refillable generator (refill gas tank/propane with fuel pump)
  • Added refillable flame propane traps


Code:

  • Updated the USE/Grab detection functionality
  • Fixed flashlight beam effect not showing up
  • Made zombie sounds positional
  • Updated Mac & Linux binaries
  • Updated character select font sizes


Misc:

  • Fixed music script errors
  • Updated Mac & Linux binaries
  • Updated .txt files for some languages (japanese, etc.), still need to create .dats for close caption support
  • Recompiled some art props to fix some left over errors


Le mod n'est plus mise a jour.
nmo_chinatown updated
  • Tweaked amount of starting ammo in some firearms at the gun store and other places

- nmo_cabin updated

  • Basement/catacomb lighting has been changed to be darker
  • Removed puddle of water at the bottom of the basement ladder, now you'll need to carefully move down
  • Changed basement ladder model
  • Added a chance where some of the water in the catacombs can be electrified, you can turn it off by finding a generator somewhere in the nearby area
  • Changed lighting of the front porch of the cabin
- nmo_lakeside

  • Fixed some ammo that would not pick up
  • Clipped off a path that should not of been reachable
  • Added evac music to the finale

- nms_notld updated

  • In order to extract yourself, you must now climb up into the back of the EVAC truck
  • Flamethrower trap duration changed back to 45 seconds, was 10 seconds before
  • Tweaked some clips to make item grabbing easier
Code:

  • Reduced distance of +USE range from 80 to 40
  • Made the melee system client side instead of it solely being server side (in laymen terms it should feel more responsive, but there will be a chance that you won't hear a hit impact sound, you'll still see the blood splatter appear though)
  • Made NG voice sounds CHAN_AUTO instead of CHAN_VOICE so they don't get cancelled out
  • Added a 10 second grace period for survivors to board up and prepare for zombies at the start of each new wave
  • Removed leftover HL2DM options in Options Panel and Create SErver Panel
  • Re-added multiplayer advanced options button
Hey merci pour la découverte, j'ai essayé de télécharger ce mod cet aprem, mais le téléchargement des 1,2 Go a raté à chaque fois ... du coup je pense attendre qu'il apparaisse sur steam le 31 pour le dl via celui ci.

Le mode survival, c'est une sorte de map zombie CoD en plus poussé ?
"Le mode survival comme sont nom l'indique est de survivre le temps que les secours arrivent. Votre objectif est de proteger les camps de survivant de l’invasion des zombies. Chaque camp possede un taux de dégradation représenter par un pourcentage. L’état des camps est tres important si il tombe a 0% l'armée considéra la zone comme trop dangereuse pour vous apportez de l'aide ou pour vous secourir. Defendre les zones ne consiste pas a camper betement la zone avec des armes, il est impératif d'explorer la carte pour trouver des armes/munitions, des outils ou encore des indice pour debloquer certaine zone."

Sa n'a rien a voir avec du cod.
Citation :
Publié par Dallarion

Sa n'a rien a voir avec du cod.
Ah ! Voilà qui est enfin intéressant ! Donc on se rapproche plus de choses comme les films de Romero (Zombie, Le jour des morts-vivants) où il faut s'organiser pour rester en vie ?
Et on s'éloigne enfin des FPS à la sauce zombi genre Dayz ou l'ex-WarZ où le but et de faire des frags sur les autre joueurs ?
Citation :
Publié par Gordon Shumway
Ah ! Voilà qui est enfin intéressant ! Donc on se rapproche plus de choses comme les films de Romero (Zombie, Le jour des morts-vivants) où il faut s'organiser pour rester en vie ?
Et on s'éloigne enfin des FPS à la sauce zombi genre Dayz ou l'ex-WarZ où le but et de faire des frags sur les autre joueurs ?
Le mode survival ressemble a ça.

Merci. J'aime beaucoup.
J'ai vu une autre vidéo par contre avec des zombis qui courent, je suis nettement moins fan, pour moi un zombi c'est très lent et ça trouve sa force dans une masse imposante et surtout (ne l'oublions pas) dans l'incapacité des gens à transporter des tonnes de munitions et/ou de flingues.
Mais je vais regarder celui-ci de beaucoup plus près
Maps:
nmo_lakeside updated

  • Added spawn postions for glock and bow
  • Fixed bug with computer room objective
  • Fixed grenade spawn points
  • Added molotov spawn points
  • Added more weapons and ammo
  • Increased tunnel brightness
  • Added effect particles
  • Added some items to hidden spots
  • Fixed cubemap reflection errors in cave
  • Fixed visible nodraw surfaces in spawn
nms_ransack updated

  • Increased frequency of supply drops (back to what it used to be, 3 to 4 drops instead of only 2)

Code:

  • Updated Mac & Linux binaries
  • Molotov now ignites zombies.
  • Molotov flame will now deal damage to players and ignite zombies walking into it
  • Reduced blast radius of Grenade and TNT
  • You can now only carry one grenade, one molotov, and one TNT at a time
  • Increased Grenade damage to 250 (from 150)
  • Increased TNT damage to 500 (from 150)
  • Increased +USE range from 40 to 60
  • Fixed Linux build UI font errors
  • Weapons and items from Supply Crate won't spawn inside the ground if you try to pick them up with no inventory space left
  • Fixed sprint occasionally breaking after using the Supply Crate
  • Fixed an uncommon grab bug where you'll still get grabbed if you shove a zombie right on its grabbing animation frame
  • func_vphysics_clips are no longer deleted and recreated on round reset
  • Added .bat files for users to quickly execute some developer tools (like HLMV and captioncompiler) in common\nmrih\sdk\bin
  • Fixed script error in "James" voice set which prevented players from hearing his "Almost Full" sound files
  • National Guard Observer now tells players about incoming Supply Waves in Survival Mode

Art:

  • Updated character select images
  • Updated Broadway movie screen texture
  • Added preliminary zombie crawling animations (not in game just yet tongue.png)
Misc:

  • English and Japanese localization files are all up to date
Maps:
- nmo_toxteth updated

  • Church hatch now stays open, cannot be closed
  • Moved TNT from the wheelbarrow and placed it on the floor next to it
  • Added a body next to the wheelbarrow
  • Fixed the collisions on the shelves at the side of the house in the Small Garage
  • Added a few extra cubemaps

- nmo_broadway updated

  • Nav mesh updated (zombies will get in train)

- nmo_chinatown updated

  • Nav mesh updated

- nmo_cabin updated

  • Updated lighting in interior of house
  • Updated nav mesh

- nms_isolated updated

  • Updated nav mesh

- nms_northway

  • Updated nav mesh

- nms_silence updated

  • Fixed some god spots in the chapel and basement
  • Probably fixed barricade board is blocked error

- nms_ransack updated

  • Fixed issue where zombies can get stuck inside their spawn areas
  • updated nav mesh
----

Code:

  • clear active weapon on respawn before giving fists to try and prevent ghost weapon
  • hook into vphysics collision for molotov
  • fix the loading dialog getting stuck in certain situations
  • Boosted TNT to 1000 damage
  • Boosted Grenade to 350 damage
  • Decreased +USE range from 60 to 50
  • Updated multiplayer advanced options to add checkbox for dynamic muzzle flashes (on by default)
  • show objective text with compass via next objective thing
  • add exp_grenade.txt to manifest
  • fix particles on respawn
  • reduce climb speed to 80 units/sec
  • Moved resource folder out of .vpks (localization should work right now)

Art:

  • Updated lakeside loading screen
Citation :
Publié par Gordon Shumway
Merci. J'aime beaucoup.
J'ai vu une autre vidéo par contre avec des zombis qui courent, je suis nettement moins fan, pour moi un zombi c'est très lent et ça trouve sa force dans une masse imposante et surtout (ne l'oublions pas) dans l'incapacité des gens à transporter des tonnes de munitions et/ou de flingues.
Mais je vais regarder celui-ci de beaucoup plus près
Généralement les zombies qui courent c'est soit les gosses soit tes coéquipiers qui viennent juste de crever!
Citation :
Publié par Tacos Tacle
Généralement les zombies qui courent c'est soit les gosses soit tes coéquipiers qui viennent juste de crever!
Ou des zombies qui courent tout simplement.
No More Room In Hell est enfin disponible sur steam.

http://www.nomoreroominhell.com/news/196

Maps:
  • nmo_toxteth updated
  • Optimized nav mesh and redid the sewer nav areas
nmo_cabin updated
  • Fixed some small detail bugs
  • Fixed a bug where the hidden book can get stuck in the wall
nms_flooded updated
  • Optimized nav mesh
Code:
  • Animations will no longer glitch up after the extraction vehicle cutscene plays
  • Fixed a unique crash caused by the Achievement System
  • Limit the amount of distance the flashlight beam renders outward to
  • Fixed a specific linux server crash bug
  • Fixed +USE not being able to use buttons through func_brushes
Art:
  • Redid some food item skins
Sound:
  • Reconverted DMS files to higher quality .ogg
Localization:
  • For the initial Steam release, we will fully support English/French/Japanese/German/Greek. Other languages will get support when they are fully updated on our Wiki with the new 1.07 lines.
Citation :
Publié par Dallarion
Tu peux en ouvrir un si tu as une bonne connection.
C'est ce qu'on va essayez de faire, car pour le moment c'est assez compliquer de trouver un serveur.

N'hésitez pas à partager si vous avez des serveurs sympatique !
Le jeu a l'air carrément sympa. J'ai testé en solo mais c'est vraiment tendu. Je peux essayer d'host pour un ou deux joliens si il y a des motivés histoire de voir ce que ça donne mais je ne promet rien.

Envoyez moi votre id steam via mp si ça vous branche
J'ai passé un petit moment très sympa avec Dallarion qui m'a présenté le jeu et aidé à y prendre mes marques. La création de serveurs est visiblement encore compliquée mais ça passe pour certains. Le jeu à du potentiel et ce doit être franchement marrant d'y jouer en petit groupe sur ts
Citation :
Publié par Aegis
J'ai passé un petit moment très sympa avec Dallarion qui m'a présenté le jeu et aidé à y prendre mes marques. La création de serveurs est visiblement encore compliquée mais ça passe pour certains. Le jeu à du potentiel et ce doit être franchement marrant d'y jouer en petit groupe sur ts
Merci, j'ai fais une petit tuto pour heberger des parties.

Desolé pour les fautes et dite moi si il est assez claire.
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