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_fovis 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; newnpc_nmrih_basezombie,HeadSplit,skybox_swapper,trigger_tonemap, barricade model override andOnBarricade/OnBreakoutputs, circularlogic_progress, forced respawns, and game eventsinventory_box_item_takenandplayer_voice_command. - VScript:
OnTakeDamageandTraceAttackhooks, weapon drop/equip/switch hooks, forced respawn andForceTransmit, vaccination state, jump/duck overrides, tonemap/bloom controls, per-client model visibility, aVoiceCommandenum, trace helpers, BSP KeyValues, latest Mapbase changes, plus crash and script-leak fixes. - Hammer:
nmrih.fgdships with customizedbase.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, andsv_zombie_shuffle_models. - Game state commands support SteamIDs, partial name matches, and
-forcerespawns, 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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