Added LOD's for the airfrreighter models, this should fix some FPS issues on ce_laststop04 and ce_laststop_04b
Updated Material System, fixed a possible memory leak.
Updated helicopter models, optimized their mesh, and added proper LOD's
Updated Korean language
Updated Italian language
Updated glow system, removed obsolete convar which could have broken it
Updated many models to include LOD's
Updated Elijah & military models, optimised their models
Updated Engineer, optimised its model
Updated flatline shop, baked the textures so it no longer looks flat
Fixed barlowe hordemode not working
Fixed lakeland lagging due to too many zombies
Fixed EntityCreator trying to check if default source entities are custom entities, which caused it to throw an error.
Fixed laststop achievement not working due to 04 split
*Removed April Fools GameMode Event
*Is now available on the Workshop instead.
April Fools Update: The Zombie Heist
Happy 1st of April (or rather, the day after, because I had to make sure stuff didn't breakːmissingː)
Do your best and rob the bank!
Custom GameMode: Zombie Heist
This gamemode only has 1 map, since it was simply created for this event gamemode. Once the event is over, it will be moved over to Workshop, so it won't stick around for too long :)
You can access this gamemode by going into Host Game > Campaign > Select a session > Zombie Heist. You can also run the map by writing "map hst_bank" in the console.
The premise is pretty simple, you pick your class and equipment and rob the bank. The escape vehicle will be available once you hit 1m (1 million) in total cash. The round will restart once everyone has escaped.
All right, now that's over with- let's go over what's new on this update!
Custom GameMode Support
Contagion now supports custom gamemode candidates, which means anybody can now create their own gamemode using Angelscript!
Even though this may be an April fools update, it not only contains the "haha, stupid gamemode joke", it does come with many changes and tweaks! And a little tease towards the Barlowe Remake campaign that's nearly complete. The goal is to have it ready by May or June (if I need a little more time)!
Anyho, here is the little changelog for today's update!
Changelog
*Added Patreon and Ko-fi Rewards (and credits, can be found under Extras)
Added new survivor models `military01` and `military02`
Added missing LOD's for foliage models to fix FPS drops.
Added 1st april gamemode 'zombie heist', available under Host Game > Campaign. Or by using map hst_bank
Added missing textures for ce_laststop_04 and 04b (campaign UI textures)
Added Angelscript support for the Client. You can now have custom ingame UI
Added Glow support for `OutlineItem` MaterialProxy, to make sure custom assets are still supported.
Added red glow for dead players, if you have a defibrillator.
Added "void CTerrorPlayer.SetMaxArmor( int value )"
Added "int CTerrorPlayer.GetArmor()"
Added "int CTerrorPlayer.GetMaxArmor()"
Fixed cx_montclair navigation mesh not being correct
Fixed "mp_roundlimit" cvar causing an error on the client side (client shouldn't even have the damn cvar)
Fixed "achievement_clear" being duplicated to the server side, when its a client concommand
Fixed ce_barlowe and ce_barlowe_christmass having way too many zombies at the bank
Fixed a rare crash bug on Campaign UI if you only had 1 map
Fixed a rare bug where you would get soft locked if you planted a upgrade package
Fixed fire particles eating away the FPS
Fixed a few smoke particles having the same issue as fire particles where they ate away the FPS
Fixed Black Screen issue when x2 MSAA or higher was enabled.
Fixed `survivor01`, `survivor02`, `survivor03` and `survivor04` not having a physics mesh
Updated wall_cam01_animated model, added missing "loop" value for it's animation and attachments
Updated DrawASUITypeEnum, added UI_CenterTop and UI_CenterBottom
Updated Turkish translations
Updated Italian translations
Updated English translations
Updated `Golden Wrench` for `$50` supporters, now it actually looks like a golden wrench.
Updated `ce_laststop_04`, it's now split in 2. Park section and onwards is `ce_laststop_04b`. This should also fix some FPS problems on the map.
Deprecated `SetGlow` with `SetOutline` on Angelscript. `SetGlow` will be removed in the future.
Converted all `OutlineLitGeneric` to `VertexLitGeneric`. Previous shader caused the texture to load twice, wasting double the memory, when it shouldn't.
*About Patreon / Ko-Fi Rewards: If you have supported via Patreon and/or Ko-Fi and don't have your rewards, please make sure to send me a Direct Message (DM) via said platform with your SteamID (or the direct link to your Steam Profile if you don't know how to obtain your Public SteamID), so I can give you your **rewards.
**The rewards will be shown once the event is over, or in May/June if you send it in after the event is over. If you have any further questions, you can either contact me via Monochrome Discord and/or Patreon/Ko-Fi DM.
Monochrome Discord:
https://discord.gg/monochrome
Small patch: 2.3.0.0.9
Changelog
Added console variable cl_campaign_draw_logo
Added console variable cl_campaign_draw_string
Added Santa hats and party hats for survivors (and inmates) so they can also celebrate the year
Added session purging for those who wants to erase previous data
Updated the Christmas and Halloween angelscript easter egg files
Fixed zombies instantly dying from fire when not in Horde Mode
Fixed .50cal broken particle spewing out at (0,0,0)
Fixed "cheats enabled" being drawn weirdly on Campaign Scoreboard
Fixed Roar spam crash as a zombie player (it was tied to newly created zombies)
Fixed tonfa not being able to be bought, because it used the wrong weapon id on the shop_ui.kv2 file
Small patch: 2.3.0.0.8
Changelog
Added cvar cl_classic_zombieaudio (Will use 2013 zombie audio only)
Added support for Custom votes (check dev_aitest.as file)
Updated Supporter Pack DLC, added the entire Contagion Comic in high quality.
Updated Flatline rewards.txt
Updated zombie walk & run animations not having accurate (or none at all) for footstep events
Updated Italian translations
Updated Flatline shop prices
Fixed 2 zombie voice types not having feasting and fighting audio (aka, mr all zombies are *silent. Thanks WhiteSisterRam for actually helping in finding the issue)
Fixed ce_barlowe and ce_barlowe_christmas not having random attachment spawn locations
*The problem was with the wwise audio bank "voice_zombies.bnk" refusing to load "Female voice 1", "Female voice 9", "Male voice 1" and "Male voice 9". I had to manually recreate the voice variants to fix the issue, which was very strange in the first place.
Small patch: 2.3.0.0.7
Changelog
Added ce_barlowe_christmas
Added "GetBotProfile" for Angelscript. Check dev_aitest.as for an example. Can be found under contagion/data/scripts/maps.
Updated Flatline `rewards.txt`
Updated Flatline max money from `$18,000` to `$1,000,000`
Updated `contagion_ui2_english.txt`
Updated Flatline's Blackmarket system (These options has also been added into Solo / Lobby host options):
Changed the cvar `cf_blackmarket` to `cf_blackmarket_save`
Updated shop_ui.kv2, upgrades are now way more expensive
Updated weapon_m1garand, you can now reload at any time
Fixed a snow texture using the wrong $surfaceprop property
Fixed where the lobby & server config filters were being overridden
Fixed turret not showing their health on Flatline (if ammo is not maximum)
Small patch: 2.3.0.0.6
Changelog
Added Tonfa for Flatline
Updated cx_barlowesquare navigation mesh, by Y#shion
Updated ce_laststop_03 navigation mesh, by Y#shion
Updated cx_campwhitner navigation mesh, by Y#shion
Updated cx_lakeland navigation mesh, by Y#shion
Updated cx_montclair navigation mesh, by Y#shion
Updated cx_biotec navigation mesh, by Y#shion
Updated Italian Translations
Updated the radio in ce_harvest and ce_harvest_halloween, it's now disabled by default
Updated the internal function for OnTrySpawnZombies to not spawn too many zombies at once, this caused some issues (such as framedrops), and a rare crash bug on Extraction if you completed all the zones. It also could cause a bug where the extraction would never happen, this should now be fixed for good.
Updated cx_barlowesquare:
Added missing GPS location for the bank
Added missing barricades
Removed the "grey building" next to the gun store.
Fixed the 2 missing extraction areas not working
Fixed a few models causing issues with survivors, they are now non solid
Changelog: SteamDeck
Added lobby games for the Server Browser UI
Fixed Horde Mode profile stats "switch level / difficulty" not working
Fixed Horde Mode profile leaderboard stats showing more than 5 entries
Fixed Horde Mode profile leaderboard items drawing the medal at the wrong location
Fixed Horde Mode profile general stats height border being too small
Fixed a crash issue with SteamDeck, if there isn't enough items on the Server Browser
Fixed Server Browser not showing the player count
Small patch: 2.3.0.0.5
Changelog
Updated Vote Manager, now it read a % based yes to no votes check instead of being yes > no. Default success chance is 25%
Updated Italian translation
Fixed 0/8 players issue with the new Steam API with a workaround
Fixed Ban System crashing down instead of showing the reason of the connection being refused
Fixed an old exploit since 2014 where you could keep rejoining the zombie team w/o any repercussion when you lost all your lives.
Fixed chargers being spawned by default, they need to be manually set by the mapper
Small patch: 2.3.0.0.4
Changelog
Added turret upgrade support for Flatline
Added turret ammo resupply
Added "Most defibrillators used" for Campaign Stats
Added missing English translation strings for Flatline gamemode (for mountable turret)
Updated Italian translation
Updated notes files for the Chinese language
Updated Barlowesquare (Extraction and Hunted):
Fixed the map from crashing by reduced the map size down to a reasonable amount
Added back the missing figurine from Extraction
Removed old population data for barlowe (extraction and hunted)
Updated ce_laststop_06 angelscript file, all keys now has an easy to find & read color coded glow for their respective locked door. Also fixed the secret area dome model being teleported by accident
Fixed a bug where Campaign Mode would not work in Offline mode (or if you lost connection to Steam/Internet)
Fixed solo achievements not working
Fixed hunted phone ping not working as intended. Now it checks if you have the damn fkn phone as your active weapon.
Fixed blow torch having the wrong plight texture stuff (from the old blow torch code)
Fixed admins not being saved locally when being grabbed from SteamHTTP
Fixed the following Horde Mode maps:
chm_harvest, fixed a few god spot locations
chm_lakeland, fixed a few god spot locations
chm_auroraestates, fixed a few god spot locations
chm_barlowesquare, fixed a few god spot locations
chm_broadway, fixed a few god spot locations
chm_cypruspark, fixed a few god spot locations
chm_roanokepd, fixed a few god spot locations
chm_biotec, fixed a god spot location
chm_losmuertos, fixed a god spot location
chm_flowerfieldmansion, fixed a god spot location and removed a physics object
Fixed Ban System not working
Fixed old GS SteamID auth check not working (now it does with the new Steam API changes)
Fixed Elijah's face not having the material proxy "ZombieVisionEntity"
Fixed the issue with dedicated servers having 0/8 players
Removed an old entity from ce_laststop which was a leftover from the old beta flatline, which caused zombies to always know where the player is
datacenter console spam fix
It's just fixes a dumb spam from the "datacenter" request in the console. All server operators, update your servers as this will simply fix a spam issue related to matchmaking_ds.dll file.
Small patch: 2.3.0.0.3
Changelog
Added "mountable turret" buyable item for Flatline (can be used by modders)
Updated the 50cal model to be animated when firing
Updated the door in ce_laststop_08 non solid (when it blows up)
Updated ce_laststop_09, fixed the elevator button refusing to fire the function
Fixed map achievements not working (for real this time, also known as map_achievement_fix_final_fix)
Fixed where if the player got revived in Flatline, the ammobox will not be set properly (if picked up too quickly).
Fixed a god spot on chm_lakeland, again
Fixed some weird clips on chm_harvest
Fixed where new zombie spawns could crash the game
Fixed missing #CONTUI_NewGameOptions_LineBreaker line
Fixed 2 missing translation strings from ce_roanokepd