I implemented the new Flatline exclusive weapon, M79 Grenade Launcher. And also creating a new shop system for Flatline. You will be able to buy weapons as normal, except this time they do not come with attachments. You will also be able to buy attachments separately for each weapon (that supports attachments). More purchasable upgrades will be added later on, as the system is slowly being expanded upon.
Headcount is in testing for PlayStation compatibility, and I am working on adding DualShock controller compatibility to the game as I am aware not everyone owns two move controllers!
#TeamAlex
Continuing scripting for the new levels, nothing super exciting to show off there. I’m also assisting Lawrence on the PS4 side with adding some PSVR specific assets for the menu, plus correcting the controller angle/position (which, while I had a whole system set up to configure this on the PC side, is having some non-obvious issues with the PSVR controllers)
#TeamBrian
Had a fun week, still working on the maps! Want a sneak peak?
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And that’s it for this Dev blog, come join us on #FreeKeyFridays at our twitch for a chance to win a key for Contagion or Contagion VR: Outbreak.
Updated player legs causing invisible legs on biotec. It will now load the actual player model, as its already loaded within memory. The upper body gets culled automatically, which means custom models will now be able to be drawn properly
Fixed where the server would crash if you would do a killcam and it would fail to find the player
Angelscript
Added "Outline Glow" support for all entities.
Updated Angelscript API
Maps
Updated ce_roanokepd - Updated a few tracks that were out of place - Fixed the escape horde sequence not working as intended
Updated ce_biotec - Optimised the map - Updated the map so it's less haunted (the map is still haunted though)
Added audio bus VolumeMusicCustom (You can find the new wwise example project under contagion_sdk)
Added support for custom music tracks using its own audio bus
Added support for custom weapon sounds
Added new entity, prop_car_alarm
Added and finalized the sounds for weapon_handcannon.
Updated survive killcam not being in use
Updated zombies with riot helmets: - Knife, Axe and Machete can insta kill them - Melee that uses bat killcam anim, only damages the riot helmet - Sledge breaks it
Stealh kill icon no longer bugged for riots: - You can stealth kill riots with a sledge hammer only if they got a helmet (if you break it, any melee can stealth kill)
Fixed where Angelscript plugins and/or map scripts failed to load from VPK files (or packaged .bsp files)
Fixed IED having faulty flashlight
Modding
Updated Hammer FGD, Icons and tools textures (They no longer use lod within Hammer Editor)
Updated Hammer Editor - Fixed where the the picker tool did not grab the depth in the 3D space (it just returned the most negative value possible...) - Added "Check for missing textures" under "Check for Problems". This will only check for missing textures on the map. - Added "Enable Error File Writing". This allow Hammer to write a .html file where the VMF is located, if it finds any issues from "Check for Problems" or "Check for missing textures". - Added "Reload Models..." (CTRL+SHIFT+H) under "Tools" dropdown. This force all models within Hammer to forcefully reload. Useful if you updated the model and/or texture.
Maps
Updated ce_roanokepd - Added escape music, and 2 cut tracks (Cellblock and Lurking) - Added 2 angry cars in the garage (car alarms), try not to shoot em - Updated the layout to allow for more randomisation, and more replay ability - Updated weapon_extinguisher spawns (now it has a proper metal box, or what you wanna call it) - Fixed where you could get stuck in the garage on the police bikes
Updated ce_barlowesquare - Added escape music
Updated ce_campwhitner - Added a few prop_car_alarm entities
Last week, updated ce_roanokepd, music tracks for Roanoke (2 new tracks was added called Cellblock and Lurking). Randomised chief path area and updated weapon_extinguisher spawns (now it has a proper metal box, or what you wanna call it). Added 2 angry cars in the garage of roanoke, try not to shoot em (oof). Updated WWise stuff and added VolumeMusicCustom audio bus for Contagion example project. Lastly, fixed IED having faulty flashlight position.
Playstation VR port is now running at a good framerate on the base model PS4 and will be going through sony checks soon!
#TeamAlex
This week’s focus has been scripting the new levels (in new biomes!). I’m taking the time to learn the intricacies of our custom scripting system and when done with the new levels, I'm going to dive back into the existing levels and add some extra spice.
Updated video configurations, video presets and "potato" quality are now a thing (though, its WIP). Removed duplicate video configuration strings. Finished the handcannon code, cleaned up the handcannon QC and fixed the fire .smd animation files missing the camera bone (caused it to rotate 90 degrees, whoopsies). Updated the interior texture for the handcannon.
I updated Hammer Editor (Fixed a massive oversight on the brush picker on 3D view). Basically, it never got the "depth" of the objects and only returned the most negative value possible. TLDR: Hammer is actually functional now. I also added "Reload Models" into Hammer, where you can reload all models and their textures in your current session without needing to restart the program. (It's actually a really dumb hack, but shhh)
New RNG routes are being worked into RoanokePD, see paths that were once blocked off? Now they are only sometimes blocked off.
HeadCount is now fully playable on PSVR, still optimizing the game to try and squeeze more out of the PS4 base model and refining the controls but should very soon have the game submitted for testing by Sony.
#TeamAlex
Been working on scripting the gameplay for the two of the new levels we have in the works! Not much to talk about for the last week but next week I should have some nice visuals to show off.
#TeamBrian
I’m currently working on the 4th and final map closing out the Desert Area. Will have something to show shortly so in the meantime close your eyes real tight and imagine what it might look like!
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And that’s it for this Dev blog, come join us on #FreeKeyFridays at our twitch for a chance to win a key for Contagion or Contagion VR: Outbreak.
I finished the revive system when using a defibrillator on Flatline, but the assets aren't really there yet (models, and temp animation for revive and dying). I, also, fixed some bugs on Flatline where you wouldn't get any money from stealth kills (the melee kill animations). Updated lobby system (Fixed where it did not respond with proper error msgs), lobby settings, player legs. Added missing player legs - No more Jessica legs because yess
Added some fixes for example, kill feed for bots, fixed cpo version of roanoke not working. And updated the AI on Panic! (CPC = alerts when infection happens | CPO - no auto alert state)-
#TeamAlex
I hopped on to Contagion to add new weapon animations for the Handcannon:
I've been porting HeadCount to Playstation VR, it’s a slow process but progress is being made. Fixed a load of crashes caused by porting it, and currently getting the game up to spec for smooth 60fps VR on the base model.
#TeamAlex
After adding Contagion new weapon animation, jumped back on to HeadCount to work on some bugs with the two handed gripping; recoil now works correctly! Woohoo!
#TeamBrian
I’ve been working on getting HeadCount setup on PSVR both in North America and Europe. We’ve been getting everything ready for our Oculus Quest pitch and working on a handful of new levels!
Added a Carrier, new type of zombie, to Zombie Panic Game modes! Also, updated the game mode to allow faster weapon switching for survivors and jumping reduces stamina drain on zombies. Released patch 2.1.6.3. which is the current version.
Last week worked on implementing the new minigames and started the process for Playstation port. Added double handed gripping functionality. So, two handing is in! Hope you are all excited!
#TeamAlex
Polish with minigames, fine tuning all the new features such two handed gripping. Developing the required art and assisted Lawrence in minigames map.
#TeamBrian
Working on cinematic screens of the available levels including the newly added Zen Mini-Game map.
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And that’s it for this Dev blog, come join us on #FreeKeyFridays at our twitch for a chance to win a key for Contagion or Contagion VR: Outbreak.
Added "array<int> Utils.FindEntityInSphere( Vector& origin, float& size )" to the API
General
Added the new snow particle
Added static view camera option (useful if you get motion sick, or if the camera just oofs up on high latency servers.)
Added item_money for flatline. Money now gets spawned from the zombies when they get killed. Assisted players still get instant money. The money also cannot be picked up by other players. The entity also fly forwards the player after 3 seconds if they do not pick it up.
Added new thirdperson animations for survivors (such as the fire extinguisher finally having their own animations)
Added "View Camera Static" under Options > Video
Added "Reverse/Inverted Mouse" under Options > Mouse
Updated Memory Management (More stability)
Updated Zombie AI hitboxes
Updated population nav data, to allow custom zombie models to use "HELMET" and "TYPE_FAT"
Updated translations
Updated zombie damage factors, changed the cvar names, they are now called: z_damage_melee_factor z_damage_factor z_damage_head_factor
Updated Zombie AI damage dealt on their bodies and made officers with helmets being able to be goryfied, and that fat zombies takes a few more shots to their body to kill
Updated mysterybox, no longer gives duplicate melee weapons
Updated survivor animations to use revolver reload animation activity when using revolver and/or 357
Updated character select weapons to set specific attachments on them
Updated Phone System (code cleanup and fixed the phone having problems on extraction and flatline for player 2 and/or 1)
Updated weapon attachment system (now all weapons use proper attachments on their world model)
Fixed background being ontop of buttons (dropdowns) on the mainmenu
Fixed binding keys to reload the entire tab
Fixed weapon bash killing zombies if it hits their head (it thought it was a fatal blow when it wasn't)
Fixed weapon_zombie causing an error model when dropped (and quickly removed)
Fixed female zombie animations for both leg gib not being played
Fixed -tools not working
Fixed ce_roanoke softlocking because of Hammer I/O going bonkers
Fixed controller 2 not being set for some unknown reason
Fixed client sided ropes
Fixed bot's zombie AI not working on Panic gamemodes
Fixed flamethrower on Flatline causing friendly fire when it shouldn't (if FF is disabled)