約 4,036,562 件
https://w.atwiki.jp/touhoukashi/pages/1187.html
【登録タグ Fuki N REBIRTH REBIRTH Revisited Reincarnation Unlucky Morpheus 並行時空の音楽会 天外冬黄 曲】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; 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} /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*
https://w.atwiki.jp/lspdfrinfo/pages/85.html
MoreLicensePlates (No More 46EEK572) MoreLicensePlates (No More 46EEK572)は、Cheep氏が制作したナンバープレートをランダム化するスタンドアロンプラグインである。 特に、トレーナーでスポーンさせた車両やプラグインやコールアウトでスポーンされた車は、「46EEK572」というナンバープレートになってしまう。このプラグインはそれを防いでくれる。 ↓このプラグインの見どころなど + ... このプラグインは、ただナンバープレートを変えてくれるだけでなく、自分の指定したナンバープレートのみにすることも可能である。 MoreLicensePlatesフォルダにあるテキストファイルに、A~Z、数字で構成された8文字を定義とし、ナンバープレートを固定できる。 そのため好きなプレートをランダムでスポーンさせたい場合はこれをうまく活用できるだろう。 また逆に、ブラックリスト的な使い方ができ、46EEK572以外も強制ランダム化してくれる機能もある。 ページ編集時の一般公開されている最新バージョン 1.0.1.0 ダウンロードはこちら 必須 RPH インストール方法 1. ダウンロードしたファイルを解凍する 2. Pluginsフォルダをそのままメインディレクトリにドラッグ&ドロップする。 3. RPHから「MoreLicensePlates.dll」をロードして完了。 操作方法 注意 これは、デフォルトのキー配置です。 プラグインをロード(起動)させるキー 左シフト+Uキー MoreLicensePlates.ini [General] // Reference https //msdn.microsoft.com/en-us/library/system.windows.forms.keys.aspx ToggleModifier=LShiftKey ToggleKey=U ...プラグインをロード(起動)させるキー。デフォルトは左シフト+Uキー。 // This changes the text of replaced license plates // If this is set to "NNCCCNNN" then an example would be "12ABC345" PlateStyle=NNCCCNNN ...置き換えられたナンバープレートがどのような番号になるのかの設定らしいが、詳細は不明。 // If this is set to true, MoreLicensePlates will be activated once the plugin has been loaded ActiveOnStartup=true ...RPHでプラグインがロードされて自動的にプラグインが起動されるかどうか。デフォルトはtrue。 falseにした場合、上記のキーで起動しなければならない。 // If this is set to true, a random license plate will be chosen from "MoreLicensePlates\Plates.txt" UseList=false ...メインディレクトリ/Pluguins/MoreLicensePlatesフォルダの中の「Plates.txt」で事前に決められたプレートの番号リストを使用するかどうか。デフォルトはfalse。 // If this is set to false other license plates will also be replaced OnlyReplaceSetPlates=true ...下記で指定したプレートだけを置き換えるかどうか。デフォルトはtrue。 // If this is set to true, the whole game world will be checked for vehicles CheckWorld=false ...プラグインが起動した際にワールドすべての車両のプレートをチェックするかどうか。デフォルトはfalse。 // This option is only used, if the option above is set to false MaximumCount=10 ...上記の「CheckWorld」がfalseの場合、プレートのチェックする車両の最大数。デフォルトは10。 // The delay between checks in millisecounds CheckDelay=100 ...チェックの間隔の数値。デフォルトは100。(ミリ秒) // The plates that can be replaced, if OnlyReplaceSetPlates is set to true // To add plates use " " and type your plate ReplacePlates=46EEK572 47EEK572 ...上記の「OnlyReplaceSetPlates」で置き換えるプレート番号(ブラックリスト入りにする番号)の設定。 デフォルトは「46EEK572」「47EEK572」。
https://w.atwiki.jp/kutomoso/pages/6.html
more than words by Extreme saying i love you is not the words i want to hear from you 愛してるって言うのを、君から聞きたいわけじゃないんだ it s not that i want you not to say 言って欲しくないっていうことじゃあない but if you only knew けど、もし君が知っていてくれたら、、 how easy it would be to show me how you feel 君がどう感じているのか示してくれれば、どれだけ簡単になるかってこと more than words is all you have to do to make it real 愛を現実にするなら言葉以上のことをしてくれればいい then you wouldn t have to say that you love me そうすれば僕を愛してる、なんて言わなくてもいいんだ cause i d already know だってそのことはもうわかっているから what would you do? 君はどうする? if my heart was torn in two もし僕のハートが2つに裂けてしまっていたら more than words to show you feel that your love for me is real 僕への愛が本物だって君が感じることを示す、言葉を越えたもの、、 what would you say 君はなんていうんだい if i took those words away もし僕が言葉を取り去ってしまったら then you couldn t make things new, just by saying i love you そうしたら愛してる、って言うだけじゃ何も新しくすることなんかできないよ more than words 言葉を越えたもの、、 now that i ve tried to talk to you 僕は今、君に話そうと精いっぱいだった and make you understand 君にわかってもらえるように all you have to do is close your eyes 君がしなきゃいけないことって、ただ目を閉じて and just reach out your hands 手をさしのべることだけなんだよ and touch me そして僕にふれて hold me close, 僕を抱き寄せて don t ever let me go 僕を手放さないでいること more than words 言葉を越えたもの is all i ever needed you to show それだけが君に示して欲しいものなんだ then you wouldn t have to say そうしたら君は that you love me 僕を愛してるなんて言う必要もないさ cause i d already know だって、そんなことはもう知っているから
https://w.atwiki.jp/kenettoristemprate/pages/25.html
More式DTとは、ありそうでなかったDT砲である。 https //tinyurl.com/yfweubmg
https://w.atwiki.jp/kk0201kk0714/pages/1843.html
(歌詞は著作権に触れるため省略) アーティスト:D-51 レベル:4 地声最低音:mid2C(NO MORE CRY、引いてゆぅける等) 地声最高音:hiA#(なみだを流したい) 裏声最高音:hiC(引いてゆける、喜びぃの涙を) 作詞:吉田安英(D-51のYASU) 作曲:生熊朗 歌唱範囲:1番サビ(走り出すよ‒) 沖縄県出身のボーカルデュオD-51(ディー・ゴー・イチ)の代表曲であり、日本テレビ系ドラマ「ごくせん(第2シリーズ)」の主題歌としてお馴染みの楽曲。 本家では第3シリーズの主題歌であるAqua Timezの虹と同じくレベル4に位置しており、奇しくも共に時短のみの登場となっていたがレギュラー版第38回でWEST.の神山智洋氏によってフル歌唱された。 なお、その前に歌われたのは6月1日深夜3時55分から放送された特別編でのNORD(ノール)島太星氏による歌唱である。放送時間が放送時間だけに視聴者の中には「初めて選曲したのは神山くん」と勘違いされている方もいるかもしれない。 + 1番Bメロの解説(追加されたとき用) Bメロはこの楽曲としては低い音程から始まる。 開幕からいきなり低音(mid1F)が登場し、高い音程が得意な人はここで躓きかねない。「この空の色に変えよう」も嫌らしい伸ばしと最低音が共に登場するため気を抜きたくない箇所だ。 「逃げ出すことに」からはキーが上がり、「自分だけだと」でさらに上がり、「そんな昨日の」でD-51らしい高音が頻出するようになる。最後の「サヨナラ」は裏声で、或いは「サヨヌル」と歌っても良いかもしれない。 番組での開始箇所であるサビではこの曲の題名にもなっているフレーズ「NO MORE CRY」が襲ってくる。うち「CRY」には「くらあぁい」というような形で「ら」と「い」の間の「あ」の音に2音分の音程が入っており地味に嫌らしい。 2回目の同フレーズでは1回目と異なり「‑_‑‑‑‑」と最後の伸ばしが上がるので注意。 また、その次の「ゆける」には特に気を付けよう。 高低差の激しい音程バーが待っており、サビ中の最低音である「ゆける」を裏声で行くのは鬼ムズい。そのためササキオサム氏のような裏声と地声の使い分けがほぼ必須であり、ただ高い声が出せれば済む曲ではないことを思い知らされる。 島氏の時短でも流れたラストフレーズは、「喜び」まではその前の「‒ゆける」と同じだが「の涙を流したい」はラスサビ特有の音程だ。 ゴール目前、ウイニングランと思っていると「喜びぃぃの」「したいいー」といった1文字の中に入った複数の細かい音程バーに足をすくわれるので最後まで油断しないように。 以上のように地声高音と裏声、及びそれの切り替え、ロングトーン、音程の細かな揺れ等難所が点在しているため、レベル4の中でも難易度は高めと言える。 「D-51orごくせんに深い思い入れがありどうしてもこの曲で突破したい」という場合は、諦めないこと、逃げないこと、自分を信じることを忘れずに挑もう。
https://w.atwiki.jp/kenettoristemprate/pages/16.html
More式合掌とは、合掌TSDの亜種である。 https //tinyurl.com/yj5mtoj6
https://w.atwiki.jp/vocaloidchly/pages/2279.html
作詞:OSTER project 作曲:OSTER project 編曲:OSTER project 歌:巡音ルカ 翻譯:cyataku one more kiss Baby kiss me again (寶貝再親我一下吧) 吶 你有想像過這樣的事情嗎 像是地球在明天毀滅之類的 像是我在今天死掉之類的 那樣的話 就連親吻大概也會 變成僅此一次了喔 想要你像是即便如此也不會後悔般 在這一秒鐘 將你的一切 都賭在我身上 Baby kiss me again to keep my love forever Hold me tonight to let me feel your love So give me again I ll give you one more chance Love me again (寶貝再親我一下吧 讓我的愛持續永遠) (今晚就緊緊抓住我 讓我感受到你的愛) (所以再給我一次吧) (我也會再多給你一次機會喔) (再愛我一次吧) 若是雙目相投就再來一次 親我吧 這份天賦而來的喜悅 讓我們 反復重疊彼此融合 彷彿溶化了般 這段除了甜蜜還是甜蜜的旋律 彼此間相互補足不足之處 恍惚渾然天成 Good mornin 4×6=24小時無休止撰寫的兩個人的美妙物語 感到寂寞 滿溢而出的這份思念 不必阻止 也無需想念 就算彼此分離 也請好好看著我 那樣的話 我的心 便總是和你一起 為了你的話吃苦受累也好喔 要是有要求的話 就試著通過嘴唇傳達吧 So kiss me (kiss you) kiss you (kiss me) 彼此確信相互融合的兩人是如此可愛 你那冷淡的驕傲迷惑了我的心 要能剝下它的話 好想看看你 原原本本的真心呢 雖然一旦墜入愛河 就像是腦袋裡的螺絲被拔下來扔掉了一般 可是或許不去找也不錯吧 就讓我給你更多更多讓你深陷其中的親吻 I will kiss you again to keep your love forever Night and day I wanna be with you Touch me again to have a sweet*sweet time Kiss me again (我會再親你一下 好讓你的愛持續永遠) (日日夜夜 我只要想和你在一起) (再碰觸我一次吧 來創造出甜蜜的時光) (再親我一下吧) 讓這餘味無窮 要是完全沈醉到 連時機都不懂把握的地步 那些多餘的事情也就不用多想了吧 來接吻吧 Kiss me again to keep my love forever Hold me tonight to let me feel your love So give me again I ll give you one more chance Love me again (寶貝再親我一下吧 讓我的愛持續永遠) (今晚就緊緊抓住我 讓我感受到你的愛) (所以再給我一次吧) (我也會再多給你一次機會喔) (再愛我一次吧) 若是雙目相投就再來一次 Kiss me again (再親我一下吧) 對付戀情中冥頑不靈的特效藥,若能重視每一次的親吻就必定能使兩人長久。(FTNR=Fuwacinano)
https://w.atwiki.jp/keroro00innovator/pages/3622.html
More One Night More One Night アーティスト チト(水瀬いのり),ユーリ(久保ユリカ) 発売日 2017年11月29日 レーベル メディアファクトリー デイリー最高順位 8位(2017年11月30日) 週間最高順位 10位(2017年12月5日) 月間最高順位 42位(2017年11月) 年間最高順位 249位(2017年) 初動売上 4974 累計売上 13433 収録内容 曲名 タイアップ 視聴 1 More One Night 少女終末旅行 ED 2 雨だれの歌 ランキング 週 月日 順位 変動 週/月間枚数 累計枚数 1 12/5 10 新 4974 4974 2017年10月 42 新 4974 4974 2 12/12 ↓ 974 5948 CD/総合ランキング 週 月日 CDシングル 総合シングル 順位 週/月間枚数 累計枚数 順位 週/月間枚数 累計枚数 3 12/19 1203 7151 21 3107 9055 4 12/26 788 7939 25 2348 11403 5 18/1/2 551 8490 551 11954 2017年12月 33 3516 8490 33 6980 11954 6 1/9 481 8971 481 12435 7 1/16 357 9328 357 12792 8 1/23 263 9591 263 13055 9 1/30 206 9797 206 13261 10 2/6 172 9969 172 13433 2018年1月 1479 9969 1479 13433 配信ランキング More One Night 週 月日 デジタルシングル 順位 週/月間DL数 累計DL数 1 12/19 19 1904 1904 2 12/26 1560 3464 関連CD 動く、動く アイマイモコ
https://w.atwiki.jp/yubiwaol/pages/59.html
MORE TREASURE 依頼者:CONSTABLE SAGEFORD おまえが戻ってくるまでに他の巡査と話をしたんだが、チェトの森の北の遺跡の中のBlackwoldメインキャンプでヤツらがもっと貴重品を保管しているそうだ。 ツイてれば、鍵のかかってない金庫を見つけられるだろう。 とにかく試してみる価値はあるぞ。 たくさんの人たちの生活の復興にはたくさんお金が必要だ。 そこからちょろまかした方が、いいんじゃないか? 目的1 ●Blackwoldの金庫を探す。 目的2 ●金庫をCONSTABLE SAGEFORDに届ける。 CONSTABLE SAGEFORD 金庫を見つけましたか! そしてこれは施錠されてる。 そして、丁度この錠に関してあなたはこの引っ掻き傷を見ました? 「RF」はもう1つあるのかもしれない。 私たちはこれら金庫を開けなければなりませんよ。 背景 SAGEFORD巡査はチェトの森北のBlackwoldのメインキャンプで2つめの金庫があると信じています。 クエスト・データ 適正レベル:9 クエスト・タイプ:ソロ 前提クエスト:UNPAID DEBTS 派生クエスト:[[]]
https://w.atwiki.jp/nmrih/pages/22.html
チェンジログ チェンジログBeta 1.06 Beta 1.05 Beta 1.04 Beta 1.03 Beta 1.02 Beta 1.01 Beta 1.06 Code Added option on character select dialog for ammo checks to be audio only, HUD only, or both Added multiple voice sets for ammo checks, reloads, and voice commands; can be changed on character select dialog Added weapon barrel smoke that appears after firing for an extended amount of time Ammo checks, reloads, and voice commands now use temporary entities which should reduce network traffic Backpedal speed no longer affected by stamina, and while ironsighted is about 3x previous speed Blood tech on all weapons, when impacting or shoving flesh there is a 40% chance your weapon can become bloodied (stacks up to 4x) Fixed infinite grenade bug Fixed keypad getting stuck if up during a death or map change Fixed possible crashes caused by zombie ragdolls Fixed welder particles not appearing correctly Increased player view height Modified the way melee traces are done so that they should be a lot more accurate when aiming at the head Re-added ammo counts to the ammo HUD Supply helicopter is much more precise with its drop locations Total stamina increased by 30% Throwable weapons (hold down G with a melee weapon to throw) Weapons and objective items can no longer be lost inside the clip for objects like body bags Dropped weapons and ammo fall in a random direction so you can pick them up individually Zombie spawning completely rebuilt for improved performance Zombies catch each other on fire Zombies will take different paths from each other, making navigation more realistic Increased sound attenuation to facilitate more realistic player-player communications Reduced overall zombie count for server performance and ping while increasing the density of zombies near players Zombies spawn no less than twice the distance from players as in 1.05 Players will no longer spawn near zombies Zombies will no longer respawn in small rooms once entered Added spawn_density variable to mapper s overlord_zombie_helper entity to allow mappers to control the amount of zombies on their maps Reduced stamina cost of shove to 50% if you hit your target Increased blunt push back chance Updated localization for Russian Added Spanish localization Added Italian localization Added Japanese localization Added initial Polish closed captions/subtitles Changed default values of cl_cmdrate, cl_updaterate, rate to 60, 100, 60000 Zombies will spawn with 1 out of 3 possible collision groups, to stop the "super zombie" stacking Weapon penetration is enabled for the Winchester 1892 Objective mode func_zombie_spawn brushes no longer ignore the "start disabled flag". Be sure to use I/O to enable these zones when you want zombies in them. mp_friendlyfire set to 0 by default (Server owners can re-enable friendly fire if they so choose) If mp_friendlyfire is set to 0, players can now deal damage towards infected players Improved map loading Art New particle textures Brighter zombie flames New welder sparks New electrical trap particles New grenade/gascan explosions Reworked blood particles and textures Finalized blood puddles Updated muzzle flashes Various environmental effects Added 10 new blood decals and replaced various bullet impact art Added kitchen knife melee weapon Added Ruger MK III Optimized various textures Sound Added new dynamic footstep playback system Updated footstep sounds for various materials Added clothes movement sounds for walking and running Increased sample playback speed for running Added new ambient fire sounds Added new sounds for when a zombie s head explodes Added new sounds for blood squirting out of the neck of decapitated zombies Replaced all current melee swing sounds; sharp light, sharp heavy, blunt light, blunt heavy, fists. Replaced flesh impact sounds; bullet impacts, blunt weapon impacts and sharp weapon impacts.. Replaced air vent sound on Northway Decreased vending machine buzz volume on Northway Decreased standing spot light buzz volume on Northway Replaced weapon draw and holster sounds Replaced shove sounds Replaced ‘look-down-sights sounds Improved M16A4 hand tap sound Improved Mac10 pull draw sound Remastered the following gunshot sounds; Ruger, Mossberg, Remington and Winchester1892. Added MK III fire and dry fire sounds Replaced Revolver, MP5 and SV10 fire sounds Replaced Heart beating sound Updated breathing sounds Maps nms_northwayAdded a new parking area Welder can be found in underground level of the map Added barricade boards to safezones Added 5 random codes (found around the level on notes on walls) for the backroom-keypad of the warehouse area Added few more weapons and ammo around the map. Increased the amount of zombies spawning in the map Lowered runner-wave from 3 to 2, but in exchange, raised the child-wave from 4 to 5 Finale should now happen at wave 9 instead of 13 Reworked player spawns Added soundscapes for more atmospheric experience Optimizations Added playerclips to eliminate godspots Added 3D-skybox Added a third safezone, which is the "Security Room" behind the Market Added a third health crate nmo_cabinEnhanced zombie spawning Increased weapon count and ammo count Added bandages/medkits Added barricade boards Polished some ares of the map nms_favelaIncreased brightness Added soundscape Added winning scenario Changed final wave from 15 to 18 nmo_chinatownReplaced police lights with new particle effect Polished some ares of the map Added two new storage rooms in the map that contains extra supplies Further optimization nmo_broadwayClipped all vehicles and godspots Tweaked weapon count Added bandages/medkits Added barricade boards Polished some areas of the map New spawn area with roof Added new particles Custom Map Notice In objective mode, func_zombie_spawn brushes no longer ignore the "start disabled flag". Be sure to use I/O to enable these zones manually if they are disabled. Beta 1.05 Code New HUD elements weight based radial selection menu with ammo counts Ammo carrying capacity is now based on weight Removed ammo count from indicator Implemented audible ammo checks Removed voice command text from chat Implemented an optional subtitle system in place of the voice command text chat Backward movement speed reduced Added a 5% to 10% chance that damage to a zombie can stagger it back with sustained fire Melee weapons now have a chance to stagger zombies; bladed weapons have a 10% chance of knocking a zombie back with a quick attack (35% for a charged attack) while in comparison, blunt weapons have a 40% chance for quick attacks (and 80% for charged attacks) Melee weapon quick attacks now use up stamina; how much stamina used is based on the weapon itself (ex sledgehammers use more strength, while a baseball bat doesn t) Shoving and melee attacks won t use stamina if they don t hit anything (zombies, the ground, etc.) Non-kid zombies now have a chance of falling over and reanimating instead of dying if not killed by a headshot Bullet penetration through zombies for high caliber rifles and pistols Various tweaks to preexisting stamina values Added skill shot with pistols - standing still in iron sights for a time will trigger the mode with visual overlay allowing for increased shot damage Player now has a chance to bleed out when taking damage, causing damage over time and increasing stamina jump cost Initial FMOD Implementation Set sv_master_legacy_mode to 0 Delayed navmesh loading Servers won t take as long to switch maps Optimized Maglite s dynamic lighting Fixed various minor bugs, both client and server related Added an "Advanced" button in the Multiplayer Options tab, allowing for easy toggling of preexisting commands (Toggable ironsights, etc.) Initial implementation of the following localization files French, German, Portuguese, Russian Dead/late joining players can now respawn in the next wave in Survival Mode, regardless if the last 5 zombies in the previous wave were killed in time Respawning players in Survival Mode will come back in with 50% health Added holster command (in Keyboard Options) Art New main menu background and buttons Updated HUD radial selection menu design Added first aid kit (gives 20 HP) and bandages (stops bleeding) Added bleed out screen vignette Added M-10 submachine gun Added Winchester 1892 rifle Added various mall and biohazard props Fixed bounding boxes for certain zombie models Disabled splash screen video Fixed min/max errors with certain models Blood pools now form on ground Updated blood, impact, and explosion effects Sound New main menu music New infection audio New loading music Added audio files for ammo checking Added audio for bleeding and bandage use Maps nms_northwayAdded nms_northway by Sotapoika nms_favelaAdded nms_favela by Juniez nmo_chinatownTweaked some props fade-distances in the dockside to make it run smoother Cleaned up navmesh Added extra playerclips Replaced some func_details with props Added medkits and bandages in the map Applied Nodraw to odd faces Other minor tweaks nms_isolatedModified layout to optimize some parts of the map Added bandages and first aid kits Added Winning Scenario into the map (Survive at least 10 waves and a chopper will arrive) Beta 1.04 Code Disabled collision of safe zone supplies with players / npcs Adjusted zombie damage, now (one hand / two hand) shambler 15/30, runner 20/40, kid 8/16 Fixed negative zombie counts on hud Disabled listen server autostart to try to cut down on number of invalid token errors Fixed memory corruption bugs in Survival Mode Fixed supply wave crash bug on Linux servers Changed zones to no longer lose health if there are no survivors present in them Fixed a rare issue where there was a chance for entities/lighting in any nms_ map to disappear if the previously played map was an objective level Changed drain rates to the following Drain per zombie per sec 0.5 - 0.15 Max drain per sec 5 - 2 Drain per sec while empty 0.25 - 0.2 Player drain counter per sec 1.5 - 1.75 Optimized npc networking for better performance in open areas with large amount of npcs Added Winning Condition option into Survival Mode players now win after reaching the ending wave; mappers can run a custom win scenario using entity i/o Fixed orientation/model of "nmrih_safezone_supply" for Hammer Added slight push to barricades you out if you stand too close a barricading point while putting a board up; mappers should ensure the barricade point normals point away from walls as this is the direction players are pushed Fixed various client and server crashes Fixed Join game dialog; loading screens now properly update with the corresponding map in play Changed the National Guard so they will now only bring in supplies via flare gun if the preexisting supply crate has been completely used up. Art Added various static furniture props Added and optimized various particle effects Added new supply cache GUI Added missing camera movement to fireaxe Added recoil camera movement to MP5A3 Updated SV10 reload animation Changed flashlight texture Added new "Movie" texture to nmo_broadway theater. Sound Fixed script error that prevented wave complete sound to play Changed many of the weapon / footstep / item pickup / pain sounds so they are spacial, and reduced the attenuation of some Maps 1.nms_flooded Fixed supply drop being out of reach because of clipping Fixed clip preventing items to be picked up at some locations Clipped various "godspots" Added static ammo that goes with the gun at a few locations Added a bit more ammo around the buildings Added traps (gas tank/flamethrower that can set fire to zombies and humans) Added more light at point A to make players feel more safe inside the safezone Added one barricade position to every door frame Closed off some windows to help provide better performance inside the safe zone buildings and alter gameplay Removed zombie spawns around the house, zombies will only come from outside the map boundaries Added winning condition (Survive till wave 10 and a chopper appears) 2.nmo_chinatown Removed some unnecessary zombie spawns Removed some unnecessary barricade boards and entities to save on ent data Added slight increase to overall lighting Clipped off several "godspots" (counters, dumpsters, etc.) Improved optimization in several areas Added func_clip_vphysics to prevent key objective items to be dropped in certain unreachable areas Added some shotgun ammo boxes in gun shop area Replaced all tables and file cabinets with new static prop versions 3.nmo_broadway Changed texture on movie theater screen 4.nms_isolated Added nms_isolated (community map from lou_saffire) Beta 1.03 New Added Survival Gamemode Added "nms_flooded" map by Vincent Added Woodman s Hatchet melee weapon Added Mossberg 500A shotgun Added Helicopter supply crate Added Player and Zone supply items Added "Jive" as a playable character Added Two additional zombie models Added Maglite "dual wield" support for the crowbar, hatchet, lead pipe and machete Added Tactical reloads and ghost loading Added Two commands, refresh_postprocess and refresh_screenspace that can be used to fix the screen going black Added Video on game launch. Changed Rebalanced melee weapons based on player feedback Changed zombie health and damages Improved zombie AI and behavior Fixed missing sounds for some weapons Fixed some crashes during map changes Enabled local pathing for zombie npcs Updated numerous particle effects Re-recorded all player voice commands Increase infection length to 90 seconds and play infection sound at last 45 seconds of infection Increased Phalanx pills cure time to 3 minutes Removed chainsaw from random melee weapon spawning entities Player pain sounds are no longer distance-variant Certain console commands now require sv_cheats Shove damage is now factored into sv_friendly_fire_factor Beta 1.02 Code Objective glow outlines now display properly Zombie pathfinding now uses nav meshes cl_stickyironsight 1 bug fixed (this means you can fire while holding down your is key if ironsight mode is toggled) Introduced new method of zombie spawning (more intelligent and gives more control to mappers) The Sako 85 scope isn t as finicky now Player collision reintroduced in response to accidental FF Developers will now show up with (DEV) next to their name on the scoreboard in order to prevent players from imitating team members. Tweaked stamina drain and regeneration rates Max stamina is tied to player health Shoving now costs more than what would regenerate in the cool down time Players cannot throw props with the Use key (they ll just drop in place) Fixed some crash issues New graphical effect for Sako 85 Scope Some network optimizations (still ongoing) Fixed player list functionality in main menu Sound Updated firearm sounds Added new child zombie sounds Added new runner zombie sounds Added phalanx usage sound Added maglite sound Fixed bash sounds for pistols Art Optimized textures and material Added LODs to some zombie models Added new child zombie model Added flare gun ammo model Maps nmo_broadway Updated spawn area Tweaked ammo and weapon amounts Removed the stair building objective and added a door key objective in its place Optimization Reduced number of gas tanks in fastex truck and made them non solid to players Gun shop padlock workaround fixed Fixed some areas where objective items can be thrown into out of reach places Added color correction nmo_cabin Updated spawn area Tweaked ammo and weapon amounts Added objective glows to the welder and the accompanying door that it s supposed to be used on Readded planks to the cabin s front door Fixed the boat not appearing in the boathouse Fixed areas where objective items can be thrown into out of reach areas Fixed area_portal error at the cabin s front door Tweaked zombie amount in certain hallways Added color correction nmo_chinatown Tweaked ammo and weapon amounts Slightly changed the path to the ladder button objective 1.02b Change Log Fixed broken objective on nmo_cabin Game title should not show up as devbuild anymore Fixed rifle s opaque scope Beta 1.01 Cleared out config_default.cfg except binds (should fix most crashes when changing maps) Fixed godmode when mp_friendlyfire is 0 Rewrote shaders to be more efficient and prevent crashing Fixed viewmodel particles (and flashlight) appearing wrong to an observer Tweaked default values of map length, overlord despawn timeout Player names should now always appear above the player s head Friendly fire damage has been reduced (which is now a convar, sv_friendly_fire_factor) Players will not incorrectly turn now if killed by another player (only if killed by headshot by another player) Fixed phalanx bottle orientation on hip Fixed phalanx bottle not being removed after being used (causing the floating pills) Screen shader effects can be disabled by turning off "nmrih_screenspace" ConVar Fixed sv_realism damage Decreased cl_npc_interp to 0.1 Made mp_timelimit 0 mean infinite time on the map Auto kick players that are idle for x amount of time (set by convar, typing / navigating ui does not count towards activity) Implemented Vote Kick / Vote Ban systems Added brush entity (func_ff_blocker) that prevents friendly fire for players inside of it, currently used in spawn rooms Fixed two female zombie sounds that were looping All zombie hitboxes have been rebuilt Lump allocation errors should now be fixed Players can now spawn into games for the first 2 minutes or first 2 objectives, whichever takes longer Tweaked damage based on new hitboxes Fixed turned zombie models leaning Added weapon switch keybinds to keybind menu Added picture of default keybinds to randomized loading screens Fixed issue where decals would be continually applied each map reset Added head gibbing to all zombie models (except player zombies)