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I was informed of the ticket and since I was working on _b4 anyway at the time, I may as well do something about it too. The train crash was due to a point_entity parented on the train causing players touching that train to crash, a patch was put out but as my _b4 comes quicker so I adjusted map logic to bypass the problem.
1.I found that the points earned from killing zombies are inconsistent or do not increase. When I give my weapon to someone else, the zombies they kill can increase my points, which is unbelievable.
2.a new scene bug appeared in the pipeline for taking photos of the train.
The above BUG content is nmo_dimension_time_b4.
Thank you again for the author's contribution to nmrih.
fix?
It's great in everything.
Custom systems, zombies, ambient, rooms, everything.
Tho it crashed server (not local one) multiple times, for unknown reason, but it happens rarely.
Doors can't be open or teleport not works at coordinates:
-711.216003 1965.429810 -497.968689
Where train there invisible wall:
-868.448792 63.968750 -493.968689
I have tried many times, including removing the addons folder from the server folder, which should have removed all plugins, but the server still crashed.
Console output:
logic_measure_movement: Unable to find measure target entity player6
logic_measure_movement: Unable to find measure reference entity player6
logic_measure_movement: Unable to find movement reference entity player6
DataTable warning: env_lightglow: Out-of-range value (150.000000/64.000000) in SendPropFloat 'm_flGlowProxySize', clamping.
func_breakable (obj1_b0_sub0_boss_breakable) at (-2215.000 3218.000 -499.000) using obsolete or unknown material type.
dimcam_ui_5 Deactivate(): I have no player when called by obj1_b1_sub0_continue!
func_breakable (bossTaller_eye_breakable) at (-1660.490 2320.500 -1131.800) using obsolete or unknown material type
When dealing with the Undead, and them disappearing randomly after death was slightly odd. But that's very minor compared to how amazing this map was.
Adding in Unique Z's, making the vibe feel like Cry of Fear.
Actually making the game feel more horror then it was before.
How Interactive the puzzles are.
It wasn't your generic, find items and kill zombies for an Objective Map.
So thank you for this. My friend and I will attempt to beat this map's final boss! Hopefully with more people ^^
Well made, balanced, innovative as hell.
Gameplay is really good, boss fights are interesting.
The puzzles are great and well made - especially the camera ones, me and my friends were mindblown.
The way the map is layered, how far it goes, never ceases to surprise.
Background music theme is very climatic, other music choices work well too.
I've never seen anything like this in NMRiH and I'm glad I gave it a try.
Much respect for the author.
As for the kick, my guess is that a friendly-fire punishing plugin running on server being confused for team damage, because your damage is reversed back on yourself which the plugin thinks you are dealing friendly fire. Let the admin fix the plugin by excluding the case of a self-hurt scenario, as it makes no sense to kick you for self-damage.