Additions
- 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
Changes
- 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: Blueberryy, BloodyMoonlight, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta
- Want to localize NMRiH to your own language? Visit our localization repository on GitHub.
[/list]
Fixes
- 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
Changes for mappers and modders
- 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()
Changes for server admins
- 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"
Maps
All maps
- Fixed hint instructors following players who interracted with objectives
nmo_boardwalk
- Tweaked clips
- Fixed zombie shamblers getting stuck in windows during "Survive" objective
nmo_broadway2
- Tweaked VPhysics clips
nmo_cabin
- Fixed watermelon not being "debris"
nmo_cleopas
- Added few VPhysics clips
- Rotated player spawn on the second floor for speedrunners
nmo_lakeside
- Little tweak for the ivy texture
nmo_quarantine
- 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
nmo_rockpit
- 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
nmo_toxteth / nmo_toxtethdark
- Tweaked clips
nmo_underground
- Added few props
- Tweaked VPhysics clips
nms_arpley
- Reduced train damage to players to prevent an instant kill
nms_favela
- Added glowsticks to make it more clear where players need to extract
- Replaced unusable ladder prop with a step ladder to prevent any confusion
nms_isolated
- Misc. tweaks
nms_laundry
- 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
nms_midwest
- Added hurt trigger to train to prevent it being blocked and not letting other players to extract