News

No More Room in Hell 1.15 adds Steam Networking and 64-bit support

No More Room in Hell’s 1.15 Networking Update is live and applies on restart. It adds Steam Networking for player-hosted servers (no port forwarding), a 64-bit build that launches automatically on 64-bit systems, and a round of Source engine upgrades.

Source engine & networking

  • 64-bit binaries launch automatically on 64-bit OSes; native Linux support improved and Vulkan is enabled by default on Linux.
  • Steam Networking with a Create Server menu for public / friends-only / unlisted servers; Discord and Steam rich presence supports joins and invites.
  • Borderless window, UI scaling for high-res displays, native-resolution startup instead of 640x480, and bicubic lightmaps plus radial fog from the Half-Life 2 20th Anniversary Update.
  • Improved networking precision and prediction, optimized bandwidth for player/zombie movement, more zombie performance gains, and Workshop map distribution to connecting players on local servers.

Gameplay & quality of life

  • Single Player mode can now be paused.
  • Flashlight shadows can be enabled independently of High shadow quality (off by default).
  • HUD player names are hidden during suicide blackout; ironsights turn off when contemplating suicide; voice status icons are more readable on dark maps.
  • Difficulty appears in the server browser description; viewmodel_fov is saved; default server name changed.
  • Muted players’ voice commands are blocked by default (cl_voicecmd_ignore_muted_player); FMOD updated to 2.03.12; NAT and Steam Deck warning dialogs removed.
  • Fixed scoreboard “deceased” errors, false spawn notifications, level-transition save restoration, resizing issues, and zombie vocal cuts.
  • Localization updated with community translators.

Mappers & modders

  • Custom zombie model pools via sv_zombie_models-prefixed cvars; new npc_nmrih_basezombie, HeadSplit, skybox_swapper, trigger_tonemap, barricade model override and OnBarricade/OnBreak outputs, circular logic_progress, forced respawns, and game events inventory_box_item_taken and player_voice_command.
  • VScript: OnTakeDamage and TraceAttack hooks, weapon drop/equip/switch hooks, forced respawn and ForceTransmit, vaccination state, jump/duck overrides, tonemap/bloom controls, per-client model visibility, a VoiceCommand enum, trace helpers, BSP KeyValues, latest Mapbase changes, plus crash and script-leak fixes.
  • Hammer: nmrih.fgd ships with customized base.fgd, missing Mark/eyedropper buttons restored, MapHack collision fixes, and NMRObjective drag-select and scrollbars.

Server admins

  • New cvars: ov_despawn_ignore_population, sv_ammobox_entity_legacy, sv_friendly_fire_ignore_infected, sv_gamedesc_override, sv_runner_randomize_collision_group, sv_sprint_with_held_item, sv_tree_sway_update_time, sv_zombie_brainstem_dmg_scale, zombie moan tweaks, and sv_zombie_shuffle_models.
  • Game state commands support SteamIDs, partial name matches, and -force respawns, e.g. respawnplayer -force PlayerName.

Map fixes

  • nmo_asylum: ritual-floor body parts, leg part softlock, ceiling artifact.
  • nmo_boardwalk, nmo_quarantine, nmo_shelter: godspots; quarantine also fixed end-map barricade spots.
  • nmo_broadway2: extraction ladder clipping and visual fixes.
  • nmo_cabin: reduced canister explosion damage time.
  • nmo_chinatown, nms_arpley, nms_northway: prop fade-distance fixes.
  • nmo_cleopas: lever glow/power box, tension playlist fix, and lever/objective-item softlocks.
  • nmo_fema: reflection fix and zombie navigation.
  • nmo_shoreline: no zombie respawns in upper cabin bedrooms on Casual/Classic, extraction exploit blocked, more first aid kits.
  • nmo_toxteth / nmo_toxtethdark: missing cemetery wall X mark.
  • nms_midwest: military crates can’t block zone entrances; barricade prop visual fix.
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