Added missing map icons for a few flatline, cpc and extraction maps
Added Credits into the mainmenu (and also updated it)
Fixed passworded servers crashing clients
Fixed Roanoke PD script going bonkers
Fixed bots exploding ammo on death (if favorite weapon), and possibly crashing the game
Fixed looters dropping error's if a Survivor AI killed them (features)
Fixed sb_favoriteweapon not making them have infinite ammo and ignoring scavenging weapons.
Destroyed Eugene Clone Factory. Bots now properly choose a random character
Updated parties and lobby games. You can now have bots on lobby games, and updated parties to inform the user if the steam backend suddenly dies or loses connection for unknown reasons.
Updated cf_campwhitner, removed an exploitable area some obsolete shop items and reduced the zombie max count (50 > 25)
Updated cf_stonecreek, removed an obsolete shop item and reduced the zombie max count (50 > 25)
Updated cf_harvest, changed the 2nd floor door price from $50 > $1000, changed the 1st floor ammo door from $25 > $50 and 1st floor health & grenades (+ revolver) from $50 > $150
Updated Global Admins for the AdminSystem, now reloads the userdata when a player has fully connected
Updated Server Browser to use the Legacy one instead, and removed "Spectate" tab
Updated all escape maps, added % chance spawn weapons and ammo now only spawn if said weapon also spawned
Updated ce_barlowesquare vscript file, made it delete unused playerspawns (this should fix 8+ playerslot issue on barlowe)
Updated ce_biotec, The elevator shaft has been updated
Updated Steam RPC code
Updated "join after human" to be default for bots
Updated Extraction for Survivor AI. They no longer break if they try to go for the same extraction point. This has been fixed by making a "priority extractor". They will also get deleted after 10 seconds if they don't reach their destination or get stuck for no reason other than idiotic dumb AI
This update brings out a new overhauled UI, a party system, and updated Flatline and much more! You can find the detailed changes on the changelog.
The New UI
The UI has been re-written from ground up. And not only that, the old lobby system has been fully scrapped and been replaced by this new party system (max 8 members). With this new party system, the party leader who creates a lobby game (Peer-2-Peer / Reservation) or by simply joining a dedicated server, those on your party will also automatically join if they are not already in a game.
Language Update
You can now change the Language of the game from the Options to any of the available languages. By default it uses the same language as your Steam application, but will revert to English if said language is not support and/or does not exist.
Attachment System Updated
You can now drop attachments that you don't like and/or want. After being dropped, the attachment can only be picked up by the player that dropped it for 30 seconds. But do remember that some weapons does not support any kind attachments, or said attachment.
Changelog
Engine
Updated the engine to allow for higher memory chunk handling
Updated the engine, the game will no longer crash if we reach our edict limit, it will instead refuse any new entity creations
Updated engine limitations, no longer will the client see invisible models because we hit the model precache limit
General
Added phone message scroll support
Added a new UI system for the mainmenu
Added Personalized Player Stats (Profile) under the mainmenu
Added a party system (replaces the entire lobby system)
Added a new Matchmaking system for the party system
Added support for "Global Admins" (uses SteamHTTP) - cvar is admin_global_users - cvar admin_global_help for more information
Added "admin users" (moderators and higher can see available admins/mods etc)
Added cl_ignoresameammotype cvar (disabled by default, enable it via options>multiplayer)
Added "money bank" system for Flatline (remembers the players money if they disconnect, if the map did not change)
Added admin command "warn" and "warnlist"
Added a new mainmenu music option "Rock"
Added new achievements
Fixed a bug where you couldn't melee during a reload or when it was just completed
Fixed a bug with lobby reservations not working correctly, or giving the wrong error output
Fixed cpc_auroraestates missing a map loading image
Fixed ak74u not using the correct base mesh, which caused the default sight to get duplicated
Fixed some obsolete warning messages being drawn
Fixed weapons drawing ammo count even if they don't support it (gasmask, grenade etc)
Fixed language based textures not loading properly
Fixed a memory leakage regarding lang texture override
Fixed a few models crashing Hammer Editor
Fixed Nicole's arm texture not being correct after all these years (Fix by Sharon)
Fixed where the pump action weapons would spam sounds on End of Round screen.
Fixed world model for MAC-10
Fixed some models being overly bright from phong overuse
Fixed a crash issue on Options (if a value is beyond or below the allowed ones)
Fixed safezones not saving the weapon info properly (and clearing properly)
Fixed VSync not applying correctly
Fixed melee bash not being properly delayed on each swing
Fixed weapons showing with the name "ERROR" for a few seconds if you don't have "switch to picked up weapon" activated
Fixed zombie AI being able to hit players trough doors that shouldn't be possible
Fixed where the player wouldn't be able to shoot if they reloaded and then quickly melee with their weapon
Fixed AA buffering and filtering mode not being properly saved
Fixed the game not properly restarting when applying "restart required" cvars
Fixed default config not applying default controller inputs on first game launch
Fixed where the AI zombies wouldn't properly attack the players if they were inside a static object with a large bounding box
Fixed crossbow bolts not checking if it deal headshot damage
Fixed where some weapons would get removed on Flatline (such as nailgun etc)
Fixed where items/weapons with entity_ignore would get removed on Flatline
Fixed survivor animations trying to use IK when it shouldn't
Fixed zombie female animations missing an idle animation
Fixed a crash with func_perceptions if particles VPK files are corrupted
Fixed the flashlight attachment being 90 degrees on the mac10 and kg9 world models
Fixed Friendly Fire damage for the flamethrower
Fixed a crash on laptops if you try to enable your flashlight
Fixed "admin update" command not working properly
Fixed where the client tries to read faulty models, which caused the game to crash
Fixed a crash where Hammer Editor would crash if you tried to apply a blend texture on a displacement that contains auto populated detail props
Updated all map loading images
Updated the scoreboard to display the amount of extractions remaining
Updated the phone, now it will be able to display colored messages and longer texts (scrollbar). Same setup as chat messages where {red} makes red text etc. Both AS and VScript supports this
Updated the Attachment System, you are now able to drop and pickup weapon attachments
Updated MAC-10 view model, cut out part of the rear site to make it more easier to use in iron sites mode
Updated Remington 700, fixed some animation problems
Updated Hunted, zombies will no longer stop spawning for no reason (if you play for a long time)
Updated Outline Proxy, can now be set to any color via Angelscript (if said model have OutlineLitGeneric material applied)
Updated Over & Under, it has now it's own unique reloading animations. Unloading animations are also properly updated and fixed.
Updated Arlene revolver, fixed where it did not properly play the reload animations accordingly and that it did not save the previous amount of bullets (if it was empty, it did not show any bullets when it was not even unloaded)
Updated map translation reading file (can now read translations/maps/<map>/<language>.txt or the default maps/<map>_<language>.txt)
Updated Psycho AI, and added info_psycho_spawn entity (available in the FGD)
Updated Zombie AI attack behaviour
Updated Hammer Editor to report an error if info_survivor_position does not exist (if not ch_ map)
Updated VScript NetPropManager (by Rayman1103)
Updated Game Options, added hud_voip_names
Updated translations
Updated survivor flinch animations to not be so over dramatic
Updated Admin System
Updated looters for Flatline, they now drop upgrade modules
Updated Flatline shop system, you can now open it up from your phone instead.
Maps
Updated cf_stonecreek - Updated the basement door to be buyable ($200)
Updated cpc_cypruspark - Fixed where it had broken decals
Updated ch_biotec - Fixed the navmesh not being properly connected
Updated ce_barlowesquare - Removed an invisible ladder that the zombies can climb
Updated ce_biotec - Fixed zombie teleport script being on the wrong button - Updated the navmesh to remove some isolated islands
Updated ce_stonecreek - Added new objectives - Removed old holdout method
Updated ce_montclair - Fixed where the maze code didn't care if the power was on or not on Montclair. - Fixed blue keycards not updating the objective messages when picked up on Montclair.
Updated ce_montclair_partb - Updated escape sequence for both the truck and the helicopter - Removed the fire from the bridge (no burning zombies)
Updated ce_roanokepd - Fixed where a few spotlight models were clipping trough solid material - Fixed where path_track was spewing errors about htt_path12 - Fixed Entity I/O not being executed properly - Fixed the navmesh not working properly - Fixed an exploit, that caused the zombies to get stuck - Fixed where the map could crash the game at random - Fixed where it spawned too many zombies at once - Updated the armory to use a keycard instead of keys
Updated ce_harvest and ce_harvest_halloween - Fixed the navmesh being corrupted - Fixed zombies not being able to climb up on the truck - Fixed where the shotgun ammo in the basement weapons locker can get out of reach
Updated ce_campwhitner and ce_campwhitner_halloween - Fixed broken skybox fog - Updated some entities to use the new action_ entities
Updated cf_campwhitner - Fixed broken skybox fog
Updated all versions of Union Station - Fixed some broken navmeshes - Fixed a visual bug where a water heater model wasn't properly being drawn
Updated the scoreboard, I moved "cheats server" text since it was cutting out. I also updated the locked door icon to always draw (from action_ entities) instead of only drawing if you held the keys. Flatline shop system has also been overhauled.
Playtesters have been checking the latest build in checking the new freelancer maps, Subway and CrossStreet! Mike is working on detailing and optimizing the maps, and feels pretty great to play on. Going to be doing some more bug fixes as we prepare for a launch of the new freelancer maps.
This week I have been working on the second minigames map, and modifying the new apocalypse maps to fit gameplay better, as well as adding cheaper zombies to pad out this new campaign.
Added weapon Scifi Revolver. Ammo pickup effects have been updated and now look a little better (and work a lot better under the hood). Exploding barrels now behave a little different when triggered by explosive damage; less delay before actually exploding and have cooler looking explosion effect. Ammo display stuff now has a little visual indication when you either pick up ammo or try to fire a weapon with no ammo. Green when you grab more bullets, red when you are out.
#TeamBrian
Finished our initial scripting passes on our Apocalypse level and have been dressing up the environments. Should have 2 of the 3 levels ready for our Halloween update. I’ve also been working on the new weapon audio so we can include a lot more weapons. Zombie Hordes on the way!
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And that’s it for this Dev blog, come join us on #FreeKeyFridays on our Twitch channel for a chance to win a key for Contagion or Contagion VR: Outbreak.
Make sure if you have any bug reports, to place them in the appropriate channel whether steam forums or on Discord. Announcement comment thread is not the place.
Also, join us on our discord, where we are the most active and you can even get sneak peeks!
Finished the entire new UI and fixed a few maps and went through all the broken and/or corrupt navigation mesh. In a future soonish update, we will be seeing the new host system in place replacing the more obsolete lobby system. This will include simple matchmaking and easier join on friends without the endless wait time some have experienced through the current lobby system.
Party System > Lobby System
The phone objective text has been updated to be color code supported. This will make objectives easier to keep track of, and mapper will be able to add colors to phone messages. It is supported by both Angelscript and V-script
Also, the comics have been re added in case you want to see more lore!
Been working on CVRO, about to push a build to our play testers, but playing internally we have fixed the sniper sequence severe lag issue, we haven’t had any issues with it on our end. Mike has jumped in to help add in 2 new maps for the upcoming freelancer mode. Currently polishing the play areas and perfecting a play time. We are going to need play-testers. If you are interested in play-testing join our discord and ping Mike.
I’ve recently completed scripting passes on Desert Area 01, 02 and War Area 03. I’m also giving them audio passes adding ambiance and sfx to make these levels a bit more immersive. This also includes balancing and gameplay changes for the levels.
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And that’s it for this Dev blog, come join us on #FreeKeyFridays on our Twitch channel for a chance to win a key for Contagion or Contagion VR: Outbreak.
Make sure if you have any bug reports, to place them in the appropriate channel whether steam forums or on Discord. Announcement comment thread is not the place.
Also, join us on our discord, where we are the most active and you can even get sneak peeks!
Finally got some time to work on the bypass for the Steam build. Monitor button fixed and Sniper sequence performance spike has been fixed. Freelancer mode has also been added in the QA build. ETA for going live is still to be determined, but should be fairly soon. Here are some Freelancer screenshots:
We are going to need play-testers. If you are interested in play-testing join our discord and ping Mike.
This week I got zombies working in headcount for the upcoming new campaign, and have started porting the game to oculus quest native!
#TeamAlex
Cleaned up and optimized War Level Area 03, adding ambience and some extra touch ups.
#TeamBrian
Finished our War Level Area 03 scripting with new features added for breaking through barricades and a bit of level dress up to give it more life.
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And that’s it for this Dev blog, come join us on #FreeKeyFridays on our Twitch channel for a chance to win a key for Contagion or Contagion VR: Outbreak.
Updated StoneCreek Valley (Escape version) so that it’s no longer just a holdout map (it's a quick map but challenging if playing on Hard or higher). The escape version of the map also has a new house you can explore and find useful items in. Montclair also got a small update at the end of Part B.
Added SinglePlayer President Candidate (Training map is not yet added, still being worked on).
Updated ce_laststop_02 (randomized the bombs to be 8, increased timer to 20min and did some more detailing).
Updated planted_c4 entity and fixed a crash issue on Options (if a value is beyond or below the allowed ones).
Fixed safezones not saving the weapon info properly (and clearing properly).
Now able to pickup Keys, Boltcutters, etc if ammo type is -1 (if cl_ignoresameammotype is enabled). Removed phong from common zombies, fixes where they were super shiny for no reason.
Completely rewriting the main menu. Will be amazing when complete.
Also, check out Mike and myself playtesting the new escape map LastStop (still WIP)
Warlevel Polish and Tuning! Music cues and packs added in to game and levels! Ran into a player offset, which has been corrected. Improved enemy attributes to not conflict with player movement. Fixed awkward vignetting with post process. New enemy type added. Fixed Vive Offsets.
#TeamAlex
Updated explosions and added in more audio into the game, touched on particles. Tweaked the Boss for new level. 😉 Updated the preview image for new maps. Corrected controller angle offset for Vive Cosmos to have same angle as Index Controllers. Also, updated the default index grip controls – now requires much firmer grip to grab/ungrab things (in order to mitigate accidental un-gripping). A new loot card system has been added in prototype.
Gameplay scripting pass on War Level campaign, from enemy spawns to even triggers. Level detailing making the play through feel much cleaner with player spline path and wave defenses. Did prep work on the pathing to include Walk, Sprint and Jumping for the player.
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And that’s it for this Dev blog, come join us on #FreeKeyFridays on our Twitch channel for a chance to win a key for Contagion or Contagion VR: Outbreak.
This week I finished the retweaks of desert level 1, fixed the pause system and extended the backend to allow the player to use transport e.g. cranes/elevators/vehicles :)
#TeamAlex
Tons of tech-art-stuff done this week. Planes now explode in a much more satisfying way. Explosion particles have been touched up and made to look nicer. Added some material animation effects to the missile launcher boss. APCs and Tanks now also "gib" when blown up! Retooled the trench bombing sequence so that the bombing pateren is actually consistant, predictable, and tweakable. Much more fun to play now! Check it out compared to last week :
#TeamBrian
Having finished Audio passes on the bosses I am now focusing on scripting and balancing the game-play in our War Campaign levels. This includes pathing, events, spawning of enemies with unique weapons and their own paths, cover points, hazards, and the finale!
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And that’s it for this Dev blog, come join us on #FreeKeyFridays on our Twitch channel for a chance to win a key for Contagion or Contagion VR: Outbreak.
Fixed some issues regarding the weapons not being able to shoot if you melee directly after you reload your weapon. Also fixed where the zombies wouldn’t be able to attack players because of faulty tracers.
This week I have been rescripting the existing levels to make them more fun, and include the new enemy types including tanks, trucks and armored carriers.
#TeamAlex
Finished up the scripting for the Bombs Away level! Here's a sneak peak of what’s inside:
#TeamBrian
Still recovering from surgery and it’s complications but am back at work finally! I’ve been working on the audio for new boss battles and vehicles that are planned for an upcoming release. The most recent work done was for our Turret Boss.
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And that’s it for this Dev blog, come join us on #FreeKeyFridays on our Twitch channel for a chance to win a key for Contagion or Contagion VR: Outbreak.
Fixed female zombies going T-Pose because they were missing a certain animation activity. Also fixed survivors having over dramatic pain animations, just from a slap.
I have been redoing the scripting of the original levels, adding in new enemies such as hostiles riding in the back of trucks shooting the player, tanks, missile launchers, and more flavor that was lacking in the original iterations.
#TeamAlex
Been finishing up the scripting on the new level and getting it ready to be sent out to the testers ASAP, which means it should be out to the pubic very soon!
#TeamBrian
Last week was out of the office, had an emergency that I needed to take care of, but I’m back now.
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And that’s it for this Dev blog, come join us on #FreeKeyFridays on our Twitch channel for a chance to win a key for Contagion or Contagion VR: Outbreak.