Updated ce_laststop_03, fixed the bridge animation
Updated translations
Fixed vote kicking being too exploitable
Fixed Potato Mode and Low (Model / Texture Detail) crashing the game due it was trying to read non existent LOD's when it was already on said LOD level.
Fixed being grappled when turning (player goes T-Pose)
Fixed sb_ commands still being check when starting a lobby game
Fixed UI for Steam Deck users (this also applies to 4:3 resolution)
Angelscript API:
https://contagion-game.com/api
Monochrome Discord:
https://discord.gg/monochrome
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Small Update: 2.2.1.0
Changelog
Added missing particle textures
Updated Angelscript API
Updated prop_door_rotating, now you can set if the player should notify others if said door is locked
Updated trigger_gas, now it will mark the nav its on as "damaging"
Updated AdminSystem, now it should properly save banned players (from the anti cheat)
Fixed broken cubemaps for RoanokePD and UnionStation (all versions)
void ConCommand::RegisterToChat(const string& in strConCommand, const string& in strCommand);
void EntityCreator::RegisterCustomEntity( CustomEntityTypes_t eClassType, const string& in szClassname, const string& in szClassobject );
Angelscript API:
https://contagion-game.com/api
Monochrome Discord:
https://discord.gg/monochrome
Small Update: 2.2.0.9
Changelog
Added new console command "nav_block_humanpathing", mainly used for Survivor AI and bots
Updated cx_barlowesquare navigation mesh
Fixed broken cubemaps for RoanokePD and UnionStation (all versions)
Angelscript API:
https://contagion-game.com/api
Monochrome Discord:
https://discord.gg/monochrome
Small Update: 2.2.0.8
Changelog
Updated ce_laststop, Easy and Normal now has no yellow keycards (switched to red) while Hard and higher has all 3 cards
Updated ce_laststop_03, fixes a few visual issues and added a new stealth approach for finale. The hint can be found on a note.
Updated gasmask to have breathing sound for both 1st person AND 3rd person
Updated cf_montclair, added missing gps entity
Updated cx_montclair, updated the nav mesh at the burnt building
Updated the scoreboard survivor icons, they now use the same texture icons as UI2 Profile (the zombie variants is only used by the scoreboard)
Fixed Utils.EnvExplosion causing a crash if fired too quickly
Fixed players being immune to explosions that wasn't caused by other players
Fixed temporary bans not counting down (same for mute/gag time)
Fixed func_breakable being weird
Fixed recycler in Flatline giving too little cash
Fixed "Boss Wave" being drawn on the scoreboard when its disabled (mid boss)
Fixed barlowesquare extraction being broken for some reason
Fixed a few materials using wrong surfaceprop surfaces (some models still use wrong one too)
Angelscript API:
https://contagion-game.com/api
Monochrome Discord:
https://discord.gg/monochrome
Quick Hotfix v2.2.0.7
- Deprecated and removed sb_ commands
- Updated ce_laststop --- Changed yellow keycard & doors to red keycard --- Fixed zombie players spawning outside of the playing area
- Updated ce_laststop_03 --- Fixed green keycard not having a objective name --- Fixed a floating flare
- Updated cx_biotec and cx_lakeland --- Added more rescue points for survivor (instead of being only 1)
- Updated marble wall textures for laststop, no more super shiny walls - Updated End of Round, 2 new cvars to filter maps directly --- "sv_endround_map_read_filter", if empty, all maps will be allowed. Default is "ce_,cx_" which will only filter escape and extraction maps --- "sv_endround_map_read", if enabled it will then directly read the maps folder (maps listed in the ignore .txt files won't be listed)
- Fixed brazillian translation going weird - Fixed an issue where the extracted survivor calculated the path to extraction at the wrong frame - Fixed a possible crash when using the phone - Fixed Steam Workshop not working for dedicated servers - Fixed SteamHTTP not working as intended for dedicated servers
Quick Hotfix v2.2.0.6
- Updated info_safezone, added new input value ForceWin - Updated ce_laststop - In solo game, max fuses is now 2 - Changed the infinite wave when the alarm start to a limited wave amount - Updated ce_laststop_02 - Changed the button at the cabin to end the game instantly if all bombs has been defused - Updated ce_laststop_03 - Fixed zombies (Player/AI) spawning out of the playing field due to a zombie spawn volume being too large - Updated the gamemode mapcycles - Updated Simplified and Traditional Chinese translations - Updated Italian translation - Updated shop UI for weapon_scar, it did not contain the reddot and scope options - Fixed a bug with option sliders not working correctly - Fixed options sliders failing to read arrow keys input
All aboard the train!
Last Stop - Chapter 1
The first chapter of Last Stop introduces 3 new escape maps. It's the first campaign ever created for Contagion!
This campaign has been in the works for a while now, and thanks to Nicolas Nugent (i EN PiNK SToRM), we managed to finish the first Chapter. The second Chapter is also in the works, of course, more information will be out once It's done.
Story
Last Stop, unlike other self contained levels, has a proper story behind it. The survivors managed to reach Union Station for an evac. But to their dismay, instead of finding other survivors the entire station was overrun with zombies.
That is the short summary of the first chapter. There is more story telling to be found in the map, however, you need to find by yourself. The story can of course be ignored, but it's there for those who are interested in it.
New Survivor
Mike R. Gonzales "The Engineer", is a new character for Contagion. Voiced by our very own community manager, LordCommanderGuts. He is a new character that works at a fictional company in Last Stop that you will pass trough on the 3rd map on Chapter 1.
Changelog
Angelscript
Added the functionality to import functions from one plugin to another.
Fixed a crash related to weapon scripts not being able to use "Vector CBaseEntity.GetAbsOrigin()" properly as it resulted in faulty Vector information.
Fixed CTerrorWeapon causing a crash when trying to use GetAbsOrigin and GetAbsAngles
General
Added new convar "cf_zombie_healthincrease_type"
Added new convar "cf_zombie_dealsamedamage"
Added new convar "cf_enable_bosses". You can now disable bosses on Flatline if so desired
Added new convar "sv_weapon_has_attachments". If disabled, weapons spawned from random spawns will not have any attachments on them, static spawns won't be changed. The attachments will then spawn on their own entity called "info_random_attachment"
Added new console command "mat_dumpmissing". You can now dump a html file that list all missing materials / textures. Once dumped, the previous listing will be erased.
Added new convar "mat_dumpmissing_full". If set to 1, it will try to list as much as possible, but may be inaccurate as it will try to check all paths that the model tries to read if a model tries to read from more than 1 area (such as different texture locations).
Added a missing engine error texture
Added in-game Comic
Added new keyboard binds for the Angelscript menu.
Added new survivor character, Mike R. Gonzales
Added new admin commands (mute and gag)
Added "max detail draw distance override" for maps
Added a new entity called "prop_note", you can now write and set notes within your map for more lore or for puzzle solving.
Added missing particle textures
Updated translations
Updated mouse sensitivity from 8 to 30
Updated character lineup
Updated Host Game (Solo/Lobby), you can now set gamemode specific convars
Updated how spectate mode works. Instead of being a cockroach when the player dies (if zombie lives run out or if AI Zombies is enabled), you will now go into spectate mode.
Updated entity "info_extraction_goal" to use the new model
Been working hard on this new upcoming update. A new playable character, new escape maps, a new extraction map and much more. I have also been adding new customizable options for Solo/Lobby games that can be hosted while also updating the Angelscript API. A default administration plugin will also ship with the new update, which should help server operators.
Was able to get a small patch ready, will go live soon. Lots of Dustbowl and Vacancy optimizations also, removal of zombie hats from standard play, but readded via Cheat Menu. The current plan now is to get the new map CrossStreet finished for Free roam, then I will begin the porting process. First with Viveport, then Oculus, and lastly but not leastly PSVR. It will take some time for the porting process and this will be my first time to port. Please be patient as I get this going. Alex should be able to free some time to help the PSVR porting process when we get to that part.
The latest build is on Beta, and could use some testers to make sure there are no unexpected issues for public release. If you are interested join our discord and ask for Mike to add you to playtester.
Starting on the Oculus Port! Lots of progress already!
#TeamAlex
Buttoning up the remaining issues on the PC branch of Headcount and helping Lawence with optimizing.
#TeamBrian
I was able to complete the pathing, spawns, and additional gameplay scripting for our City Campaign levels. I also finished the final audio passes over the entire campaign, tutorial, and mini-game levels and put together campaign specific music to add to the game's atmosphere.
#TeamMike Helped with some Level art polish for the last push. Leaving it in the hands of our lord and savior Master Lawrence.
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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.
Twitch.tv/MonochromeGames
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!
Discord.gg/Monochrome
Small Update: 2.2.0.4
Changelog
Added sv_voiceproximity convar
Updated charger boss, you can now stumble it if you melee at the right time
Updated translations
Updated how the boss zombie handles damage (especially the carrier)
Updated cx_montclair, added more light sources and updated the navmesh, fixes the area near 2nd bar being incorrectly linked etc