Oct 31, 2017
Codename CURE - Hoobalugalar_X
All hallows eve 2017, rather appropriately marks the the final release of Codename CURE, departing from the underworld realms of development builds and early access into the land of the living (undead).



Coming from humble beginnings as a hobbyist project just to play with a few friends, to over 2 million activations and an 82% positive feedback rating on PC’s largest gaming platform is quite an amazing achievement. I would like to thank those who supported (and pushed for) the steam launch, all who contributed, have given feedback, up rated and even simply enjoyed their time playing.

The game has come a long way since its initial early access release back in 2015, and has been a big learning experience, not only in game design/development but also in feedback, iteration and ultimate release to a sizeable community. Although this project is now at an end, all of this experience will now go to benefit future projects going forward.

Some of the more noteworthy improvements that have taken place since the games first early access release include:
--------------------------------------------------------
- Additional game modes, including:

Survival, a mode whereby players face-off indefinite waves of ever increasing difficulty, unlocking random weapons and barricade areas as they progress.

Player vs Player, whereby players take on one another in both deathmatch and gun game scenarios.

Custom modes, mappers can manipulate the rules of the modes to create unique co-op or PvP maps, with win/lose scenarios of their choosing.

Training mode, to help introduce new players to the games mechanics.

- Workshop support, where modders can share their maps and cosmetics for the community to download and play.

- New bots built from the ground up, to play the game more effectively, either co-operating with players or taking them on in PvP modes.

- All official maps have received high quality remakes with cinematic escapes, as well as additional maps for aforementioned new modes.

- In-game vote system, for kicking abusive players, or changing difficulty / maps.

- Teamkill autokick system, to heavily reduce this type of trolling the game used to be plagued with.

- Player and weapon skins, selectable via skin selection UI.

- New zombie animations.

- New game icons, logos, trailer and soundtrack, to better match the games look and feel.

- Many, many fixes, tweaks and balances, far to great in number to list, but still worth making mention of.
--------------------------------------------------------

Enjoy all, have fun, and happy halloween!
Codename CURE - Hoobalugalar_X
An update to Codename CURE has been released

***SERVER ADMINS WILL NEED TO UPDATE ASAP***

For all intents and purposes this release candidate (as the name suggests) is soon going to become the final release, barring any bugs/glitches that may have been overlooked. Be sure to let us know if you come across anything out of the ordinary, so we can have as smooth a transition out of early access as possible.



Changes in this version (since 2.3.2):
========================
New official map cbe_trainstation!

Buffed dual infinites damage and fire rate

Added a bot part way through training mode
(to help reduce the added difficulty of having all zombies focus on one player)

Minor tweak to csv_house

Fixed an issue with workshop upload/update tags

Fixed an issue with respawning in a moving lift

Improvements for view entity handling when disconnecting mid escape cinematic

Spanish translation updated by Franco Vega

========================

Patch 07/Oct/17
========================
Patch to trainstation to prevent players blocking the train

========================

Patch 10/Oct/17
========================
Fixed a number of issues with trainstation, most notably train getting stuck occasionally (in a different way to the previous patch)

Fixed an issue where items / dropped weapons could block elevators / trains

Fixed an occasional glitch with cpvp_streetwar where a newly joining player could win the game straight away, “ResetGGProgress” input added to “ccs_give_items” entity and called on first spawn.

Setup sentries to be capable of being placed (by mapper) in custom maps, with flag options to both not take damage from players and to target players

========================

Patch 26/Oct/17
========================
Fixed a crash caused by custom zombie spawners.

Prevented bots from teleporting in PvP modes.

========================

The mapping guide has also been updated detailing the entities and prefixes required for custom and pvp gameodes:
http://steamcommunity.com/sharedfiles/filedetails/?id=493806250
P.S. Due to some rather emphatic AK47 requests we occasionally receive, I (jokingly) put out a request to the community to put together an AK cosmetic pack on the workshop.
"Blazeris The Cat" graciously obliged with this: http://steamcommunity.com/sharedfiles/filedetails/?id=1158149052 (so any AK lovers please subscribe to / rate this instead of spamming our forums lol)
Aug 5, 2017
Codename CURE - Hoobalugalar_X
An update to Codename CURE has been released

***SERVER ADMINS WILL NEED TO UPDATE ASAP***

This release brings us with touching distance of a final release (i.e. out of early access). We have nearly completed all the main objectives of CURE (with only a small number of things left to do) and will soon be focusing our efforts on other projects.



https://youtu.be/JxFIeuUIsNA

Changes in this version (since 2.2.2):
========================
Introducing custom gamemodes, to give workshop modders more options when making maps
- mappers can create both Co-op gamemodes (via the "ccs_" map prefix) and PvP gamemodes (via "cpvp_")
- includes "custom_controller", "ccs_give_items" and "ccs_protection_ent" entities for manipulating the mode

Added two new official PvP maps (based on the above custom map entities)
- cpvp_streetwar, a small reverse gungame map, first to get two frags with each weapon wins
- cpvp_minetown, a straight up free-for-all in a large zombie infested environment with collectable items, first to get to 15 frags wins

Added a "single player" option to the create server menu, when selected bots will fill all player slots, giving you a full team to play with
- can also be activated in private matches via "bot_fillslots" cvar (*but note other human players will not be able to join when a bot is occuping the last slot)

Added "HammerConfigSetup.exe" binary to the hammer directory "steamapps/common/Codename CURE/bin" to simplify the hammer setup process for making maps

Fixed a number of server crashes most notably with bots and clients joining/disconnecting

Fixed zombies being able to attack players from great distance occasionally

Fixed survival barricades sometimes showing on the hud after they have been destroyed

Fixed players being able to plant equipment on top of items such as ammobox

========================

Patch 28/06/17
========================
Fixed an issue with respawning on recently empty dedicated servers

Fixed an issue with assert dialog boxes appearing when connecting to some custom servers

========================

Patch 2.3.1 - 25/07/17
========================
Updated to the latest Source SDK binaries

Patched a number of client security vulnerabilities (as mentioned in the Source SDK patch notes)

Fixed training mode intro being shown as the bomb escape intro

========================

Patch 2.3.2 - 05/08/17
========================
Fixed an issue with custom co-op gamemodes auto mission failing on spawn

========================
Apr 28, 2017
Codename CURE - Hoobalugalar_X
An update to Codename CURE has been released

***SERVER ADMINS WILL NEED TO UPDATE ASAP***





Changes in this version (since 2.1):
========================
New remastered bomb escape map Flatline!

Fixed a number of exploits / bugs on exsisting bomb escape maps
- special thanks to @stillunt1tled for pointing out most of these issues

Made the sentry non-solid to players
- in an effort to reduce potential exploits, and eliminate door block trolling

Standing on a zombies head causes it to die, to eliminate zombie jump exploits

Re-programmed lifts to properly kill players that attempt to block them

Fixed sniper scope showing for other weapons after a disconnect while zoomed in

========================

Patch 29/04/17
========================
Fixed a number of issues with flatline including:
- Third guidence node not activating during the escape
- First door opening/looping sound glitch
- Optimisation of explosion fire/smoke to improve framerates

Added italian translation courtesy of: ZombieFake

========================

Patch 14/05/17 (2.2.1)
========================
Optimisation / minor fixes for all official maps

========================

Patch 18/05/17 (2.2.2)
========================
Rolled back new zombie attack system (as was causing some players to take excessive damage "from nowhere")

========================
Mar 13, 2017
Codename CURE - Hoobalugalar_X
An update to Codename CURE has been released

***SERVER ADMINS WILL NEED TO UPDATE ASAP***



Changes in this version (since 2.0):

Features:
========================
Survival mode revamp
- Added some progression via randomly unlockable / barricadable areas for waves 5, 10, and 15 on official maps
- barricades can be activated by players after the start of wave across certain doorways (after the area has been unlocked)
- for custom mappers new entities "cure_survival_info" and "cure_survival_barricade" can be be used to achieve a similar style of play (or cool alternatives ;])

Added "TAG" drop down to the workshop create UI so workshop uploaders can select an appropriate category for their mod / addon

Increased the size / file limits to workshop uploaders

Forest, House, and Neighbourhood maps all updated to incorporate survival changes

Some balancing tweaks to Bunker, Cityblock, and Office (with office significant changes to upper levels to improve game flow during the escape)

Added a different HUD icon for incendiary grenades

Added a "generic" option to "guidence_node" entity that can be used at any time to highlight a map location on the HUD when enabled

Added polish translation, courtesy of: Star Lord (a.k.a Neptune)

========================

Tweaks/Fixes:
========================
fixed a glitch in survival where players get a sniper icon over chest and then get no weapon

nerfed ammo drops for later waves of survival (to balance out new changes being too overpowered)

in survival zombies do half damage to barricades when on fire (to balance incendiaries with HE grenades)

made equipment non-plantable on prop_physics, and added check for player clips when planting (to reduce invulnerable exploits)

added checks for bots trying to navigate drop down points in map variants where there is a blocker

bots ignore barricades when looking for zombies to shoot

fixed not being able to pick up chest when standing on top of it

fix console spam "Chopper didn't find a player!"

updated game icon in resource folder

========================

GLHF All ;)
Feb 23, 2017
Community Announcements - Hoobalugalar_X
An update to Codename CURE has been released, which brings all of the beta changes into line with the live version of the game. This update brings us much closer to leaving early access and is more or less a complete overhaul.

The store page and trailer have also been updated to match the new state of the game:
https://www.youtube.com/watch?v=2AqEW4eDjhY







***SERVER ADMINS WILL NEED TO UPDATE ASAP***

Changes in this version (since live branch 1.3.1):

Features:
=======================
HQ remasters of Office, Bunker, Cityblock, House
- Flatline / Trainstation remasters are still in the works and will come soon

New Survivial map Forest
- complete with new achievement “Lumberjack”

Steam Workshop Support!!!
- Allows for users to upload and share content with the community
- Please see this guide for workshop operation instructions
http://steamcommunity.com/sharedfiles/filedetails/?id=775363373
Player and weapon skins and skin selection system (via "CURE Options" menu)
- With 10 player skins per class and 3 weapon skins per weapon
- Bots randomly select skins

A new teamkill autokick system (in an effort to stampout/reduce tk trolls)
- Uses a strike system with a cooldown timer
- Server semi-adjustable via sv_autokick_strikes, sv_autokick_cooldown (within a limited range)
- Servers can set some exemptions via steam id's (e.g. for admins/vips)
- Can only be fully disabled by disabling friendly fire all together (via mp_friendlyfire)

New game logo / store media
- Added logo as a main menu texture

New animations for runner and walker zombies
- Added ability for zombies to jump in certain places

Cinematics for escape vehicles (for bomb escape mode)
- With NPC vehicle drivers for both Helicopter and APC vehicles

New original soundtrack to better match the games look and feel

Added GUI setting for aim down sight toggle/hold (via "CURE Options" menu)

Added an admin / vip scoreboard name system controlled via steamid's in "cfg/adminlist.txt" and "cfg/viplist.txt"

Added PSG1 Sniper rifle zombie penetration
- compensated with very slight nerf to fire rate / hip fire accuracy

Added a martyrdom mechanic
- Where if a player dies whilst holding a grenade they will drop a primed grenade

Added ability for bots to traverse ladders
- Providing info_node_hint's with jump overrides (up and down) are placed near to info_ladder_dismount points

Improved the teleport system for multiplayer
- players each get teleported to a seperate teleport spot of the same name

Moved weapon ironsight values to unencrypted text files
- to allow workshop mods for weapon models to have custom ADS settings

Display health (and supply level for chest) on equipment

========================

Tweaks/Fixes:
========================
Re-programmed the lag compensation system for npc's
- fixing a leak which would lead to an eventual crash
- fixed melee not being lag compensated

Made the support chest attackable / breakable by zombies (to reduce camping)
- chest now shows its health on the player hud
- Buffed the rate a which the chest heals and gives armour

Some balance tweaks to survival mode
- slightly reduced the chance of soldiers spawning, slightly increased the chance of runners dropping items (both mostly in later waves)

Tweaked some visual aspects of Neighbourhood to bring into line with newer maps

Revamped fire sounds for all weapons

Separated out weapon sound scripts so modders replacing weapon models can have custom sounds

Fire grenades optimisation
- To help improve fps drops caused by number of flame entities

Nerfed female zombie attack speed

Buffed fiveseven reload time

Buffed mp5k fire rate

Fixed bots not interacting with survival crates correctly

Removed player damage for flying prop physics (to reduce trolling)

Hard coded weapons for certain critical weapons values

Fixed a potential infinite melee loop when picking up a chest/sentry and using melee

Fixed spectators being able to poltergeist map objects (such as doors/buttons)

Fixed zombies spawning behind some translucent objects
- Fixed zombie spawn system not detecting new elevator doors model (in office)

Fixed an issue where players could pick up the wrong type of grenade from dead players

Fixed an issue with death cam allowing roam, which can cause respawn problems

Fixed seeing player names in the wrong location during cinematic escape

========================

Patch 24/02/2017:
========================
Added simplified chinese translation, courtesy of: 7_Ji

========================

GLHF All ;)
Community Announcements - Hoobalugalar_X
The beta branch for Codename CURE has been updated, for details on how to opt-in to this version please see this guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=580567274

Changes in this version (since beta branch 2.0b4):
-----------------------

Features:
=======================
Added the new logo to the main menu

Re-programmed the lag compensation system for npc's
- fixing a leak which would lead to an eventual crash

Made the support chest attackable / breakable by zombies (to reduce camping)

=======================

Tweaks/Fixes:
=======================
fixed melee not being lag compensated

removed file dependency for skin selection (so that if you verify game cache it doesnt reset the player skins)

hard coded weapon values for certain critical weapons values

removed player damage for flying prop physics (to reduce trolling)

fixed texture error for PC monitor reflections

cbe_cityblock
- fixed grenades/bullets going through vehicles

cbe_bunker
- fixed a spawn error along path B
- fixed a zombie jump up/down point on path B

=======================

Patch 13/02/2017
=======================
Fixed non constrained equipment

Fixed sound cache issues for new music

Supply Chest
- Separated chest health from chest supply level
- Removed explosion on chest destroyed

Display health / charge on equipment

cbe_bunker
- fixed missing but still clipped generator model

=======================

Patch 23/02/2017
=======================
Buffed the rate a which the chest heals and gives armour

Added a metal smash sound on chest break

Fixed zombie spawn system not detecting new elevator doors model (in office)

fixed an exploit on house

=======================
Community Announcements - Hoobalugalar_X
The beta branch for Codename CURE has been updated, for details on how to opt-in to this version please see this guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=580567274

Changes in this version (since beta branch 2.0b3):
-----------------------

Features:
=======================
New remastered map cbe_cityblock!

New original soundtrack to better match the games look and feel
- can now also be used for vids/streaming

Improved the teleport system for multiplayer
- players each get teleported to a seperate teleport spot of the same name

New game logo / store media

=======================

Tweaks/Fixes:
=======================
Fixed broken teleport system for bunker path A

Added new teleport system for both office and bunker

=======================
Community Announcements - Hoobalugalar_X
CURE BETA - Update 2.0b
-----------------------

The beta branch for Codename CURE has been updated, for details on how to opt-in to this version please see this guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=580567274



Changes in this version (since live branch 1.3.1):
-----------------------

Features:
=======================
Player and weapon skins and skin selection system (via "CURE Options" menu)
- With 10 player skins per class and 3 weapon skins per weapon
- Bots randomly select skins

Added PSG1 Sniper rifle zombie penetration
- compensated with very slight nerf to fire rate / hip fire accuracy

HQ remakes/re-imaginings of Office and Bunker
- With the other official maps to come on full release

New survival map csv_forest

Steam Workshop Support!!! (Beta)
- Allows for users to upload and share content with the community
- To access the beta workshop please join the following steam group https://steamcommunity.com/groups/codenamecure
- Please see below guide for workshop operation instructions
http://steamcommunity.com/sharedfiles/filedetails/?id=775363373

A new teamkill autokick system (in an effort to stampout/reduce tk trolls)
- Uses a strike system with a cooldown timer
- Server semi-adjustable via sv_autokick_strikes, sv_autokick_cooldown (within a limited range)
- Servers can set some exemptions via steam id's (e.g. for admins/vips)
- Can only be fully disabled by disabling friendly fire all together (via mp_friendlyfire)

Added a martyrdom mechanic
- Where if a player dies whilst holding a grenade they will drop a primed grenade

New animations for runner and walker zombies
- Added ability for zombies to jump in certain places

New game soundtrack
- Based on Ghosts (courtesy of Nine Inch Nails)
- If however you prefer the original soundtrack (composed by yours truly ^.^) there is a workshop item that restores it

Added ability for bots to traverse ladders
- Providing info_node_hint's with jump overrides (up and down) are placed near to info_ladder_dismount points

Cinematics for escape vehicles (for bomb escape mode)
- With NPC vehicle drivers for both Helicopter and APC vehicles

Moved weapon ironsight values to unencrypted text files
- to allow workshop mods for weapon models to have custom ADS settings
========================

Tweaks/Fixes:
========================
Revamped fire sounds for all weapons

Fire grenades optimisation
- To help improve fps drops caused by number of flame entities

Nerfed female zombie attack speed

Buffed fiveseven reload time

Fixed bots not interacting with survival crates correctly

Added GUI setting for aim down sight toggle/hold (via "CURE Options" menu)

Fixed a potential infinite melee loop when picking up a chest/sentry and using melee

Fixed spectators being able to poltergeist map objects (such as doors/buttons)

Fixed zombies spawning behind some translucent objects

Fixed an issue where players could pick up the wrong type of grenade from dead players

Fixed an issue with death cam allowing roam, which can cause respawn problems

Fixed seeing player names in the wrong location during cinematic escape

Fixed an exploit involving a desk on csv_neighbourhood
========================

Patch 25/11/16:
=======================
Added HQ remake of survival map House!

Tweaked some visual aspects of Neighbourhood to bring into line with newer maps
=======================

Patch 30/11/16:
========================
Fixed VIP lists not displaying correctly in scoreboard

Amended all current official revamped maps, to improve navigation spawning and remove certain exploits (Bunker, Office, Forest, House, and Neighbourhood)

========================

Patch 08/12/16:
========================
Fixed VIP lists not always picking up every player (depending on when they join the server)

Separated out weapon sound scripts so modders replacing weapon models can have custom sounds.

========================

Patch 22/12/16:
========================
Added new achievement “Lumberjack” for the Forest survival map

Added Forest to the list of official maps other survival achievements can be gained on

Some balance tweaks to survival mode
- slightly reduced the chance of soldiers spawning, slightly increased the chance of runners dropping items (both mostly in later waves)

Improvements to weapon file encryption

========================

Be sure to post any problems (or praise) in the feedback section of the forums, remembering to mark it as beta. GLHF ;)
Jul 17, 2016
Community Announcements - Hoobalugalar_X
The 17th of July marks Codename CURE’s first year on steam (via early access). Although there is no official update currently ready for public release, I would like to post a progress update of the most notable events/milestones from first release to now, along with some information and media of what’s currently being worked on.

In the year that CURE has been released on steam, it has accumulated over 1.2 million activations, and has gained over 80% positive user feedback, something I am extremely flattered by and grateful for, which has inspired me to continue to work on / support the game thus far. I would like to say a huge thanks to those members of steam community who have enjoyed their time playing so far and rated it up.

Since the games original release it has had received several updates, to fix issues, balance gameplay, and add additional features, some of the more notable examples to date include the addition of:
  • A new gamemode “Survival”, in which players need to survive infinitely increasing waves of zombies, gaining new weapons as they go along.
  • A training mode to help introduce new players to the games mechanics.
  • An in-game vote system, for kicking abusive players, or changing the difficulty / maps.
  • Official maps e.g. trainstation/house/neighbourhood.
  • New bots built from the ground up, to play the game more effectively, co-operating with players either playing solo or filling empty slots in servers.
The game also held a very successful beta / feedback program in both January and March, for the development of the new bot AI. This development was done as a part of my final year project / dissertation at university. For this work I received a First class result, and have consequently been selected to receive the “Microsoft Prize” later this month, both of which I am honoured with and very proud of. Over 300 members of the CURE player base participated in the feedback surveys, and I am extremely grateful to them for their feedback, suggestions and help in validating my work.

Last but by no means least, I would like to mention Jackerino; who started working on the project with me officially in January, and has since made great strides with the games graphical fidelity. He is currently heading up cartography (mapping), player/weapon skins, animation, and generally anything cosmetic. Many of the graphical improvements you will see in the next update (release TBD) are as a result of his hard work, and I cannot thank him enough.

As that wraps up everything so far, let us look to the future of the game. Currently we (myself and Jackerino) are working on a number of features / changes including:
  • High quality remakes of all current official maps
  • Cinematic vehicle escapes
  • Skins for weapons / players
  • Skin selection system
  • New zombie animations
Some of these items are near completion (see screenshots below), others we are still working on, however there will likely be some form of beta testing for these items (again release TBD) before moving onto our final set of goals. These will likely be:
  • New original official maps for current gamemodes
  • Additional cosmetic work including an updated trailer and capsule/logo images
  • Workshop support (most likely for custom maps or cosmetic mods)
With the plan being the above additions will constitute a final release (i.e. coming out of early access), however all the items in this list are work in progress and potentially subject to change. If you would like to keep up to date with what we are working on, you can find mine and Jackerino’s progress lists here: http://steamcommunity.com/app/355180/discussions/0/361787186438772478/ and here: https://steamcommunity.com/app/355180/discussions/0/361787186434830809/ respectively.

And with everyone fully updated, happy birthday CURE!
...

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