Been updating Flatline and creating a new map for the gamemode. Fixed a problem with the wave number acting weird on the first round (quite rare, but it happened) and also extended the escape trigger on camp whitner for Flatline. Another change for Flatline is that now mid boss and end boss is never the same, since the new boss type has now been finished.
Wasn’t able to get too much done during the holidays and now going back and forth to help speed up HeadCount progress. The new CVRO Freelancer maps are ready for testing, after we have some playtesting and we feel the levels are perfect, we will be pushing the build live! Soon! Really excited to have this out in your hands soon enough! If you own the game on steam and wish to playtest the new free lancer levels just go to our discord ask for Mike. Discord.gg/monochrome
This week I have been bug hunting to get ready for the next content release – and its really nearly there! Also touched up on all the other missions giving them some polish. In process tweaked player speeds, money rewards and overlooked enemy pathing.
#TeamAlex
I added some Audio and some bug fixing to BavBoss who you will meet soon enough! Fixed a few issues with wrong models and effects being applied. Polished end of round grip-ables and tackled a nasty enemy outline issue. Added in Health pick-ups including awesome effects which is amazeballs! Updated loot drop system, index control placement and some trigger axis on weapons. Weapons will feel pretty neat can’t wait for you to try them all!
#TeamBrian
Went straight to work and added some Material fixes like a boss, helped out Lawrence with level/gameplay scripting. Gameplay should feel very smooth. Did some pampering on Ambient Audio for the immersive touch. And general reference checking and maintenance. We are looking to get started to release this to Oculus Quest right after this large content update is live. PlayStation VR will likely come around the same time. I know lots of you are excited waiting for the PlayStation and Oculus store version and we are on it!
#TeamMike Oof I’m back again! Spent most of the new year working on dressing up the tutorial map so it looks pretty sick! Already posting a screenshots on social media, but here are a few more!
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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
End of The Year Small Update
Changelog
Added the new maps cx_montclair, cf_johantower, ch_stonecreek and ch_deathtrain
Added the ability to adjust "out of breath" sound
Added footsteps sounds and the ability to adjust it
Updated Roanoke PD (Escape), fixed some doors enabling the nav mesh too early
Updated UI to support controller inputs
Updated Barlowe Square (Escape), fixed a few areas having faulty spawn locations for zombie players and updated the randomization of the pathing and objectives
Updated func_door open door icon, now it will only show the icon if the door can be used
Updated money rewards on Flatline to make it more rewarding
Updated 2 doors models having faulty door prop info when being damaged
Updated Angelscript logging, made it more useful. Now all .log files will be saved to contagion/logs/
Updated Angelscript API
Updated Sebastian's model (the crazy guy in campwhitner)
Updated Engine.PrecacheFile, now it won't complain about "late precache" issue
Updated vote controller to throw an error (console warning on the server side) if it fails to send the vote map info to the clients
Updated admin system to read the banlist.dt first, then the SteamHTTP one
Updated how an empty server handles no players. Instead of simply restarting, it will now reset round information to 0.
Updated how ViewPortPanel handles ESC key. We can now set which panel requires ESC key or not. Fixes some issues that Shop UI was having (ESC = MainMenu, not closing down the actual UI)
Updated door and button sounds. More sounds for level designers
Updated ce_montclair, fixed AI getting stuck at windows, updated the gas % from 45 to 80 and updated manhole to be interactable
Fixed a few models having faulty materials
Fixed stamina breathing sound still being played when the player escapes
Fixed splitscreen causing the font to go Extreme W I D E
Fixed crossbow trying to drop flashlight attachment for some reason
Fixed IED not giving the achievement properly
Fixed difficulty vote not changing properly if the map was changed
Fixed ban system not working as intended
Fixed some error warnings with admin fun commands
Fixed empty host names on scoreboard (probably)
Fixed roar sound cutting out because it was being reset to early in WWise
Fixed custom music blasting your ears when playing (not reading music volume at start)
Fixed "Found a weapon" when being picked up. Now plays when looking at it (random chance though)
Fixed bots causing the game to freeze if they die (terrible feature)
Angelscript API:
https://contagion-game.com/api
Monochrome Discord:
https://discord.gg/monochrome
Devblog 2021.12.15
Devblog 2021.12.15
Hello everyone, here is the latest dev blog! Come check on what the team has been working on.
Last Stop part 3 is coming along great! We are doing the final art pass, which means it will soon be ready for QA. Zombie roaring sound cutting out has also been fixed, and fixed a rare bug where the player would play the death scream when spawning to quickly after dying. Also re-implemented footstep sounds (can be adjusted by the client) and “out of breath” sound not stopping when escaping and being able to adjust when it should play (default 50%, 25% or never). May or may not show off some new things for free key friday! ;)
City FreeRoam is back and Subway is ready for push into the next build. Cross Street Free Roam is making progress, layout is fairly complete, just need to set more block out, some props, and detailing passes. I’m trying to bring back 1 unused feature, that isn’t too complicated nor does it touch nor contradict other main code. Otherwise its ready for playtesting! My next goal will be to look into adding attachments with Alex in the loadouts for Freelancer mode. We do need some testers, so if you are interested, join our discord and ping Mike.
New Shop is in after a bit of some clean up and debuggery. Whole new tutorial level complete and just waiting for polish pass. Can’t wait for you all to play it!
#TeamAlex
Put in some serious work with the new War campaign boss you will encounter. This boss will be pretty tough, but nothing you can’t handle.
#TeamBrian
Worked on audio for 9 new weapons. There will be 4 new Revolvers and 5 new rifle/machine guns. They are sounding pretty good, and the FX for tracer rounds look great!
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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
Devblog 2021.11.25
Devblog 2021.11.25
Hello everyone, here is the latest dev blog! Come check on what the team has been working on.
Most of my work was showcased in the last major update. Lots of bug fixes, and quality of life updates, return of classic server browser. Will continue to update the UI, but I’m a programmer by heart, and merely dabble in UI design. I hope you like the final look when completed. Currently prepping for some holiday surprises, I know you will like them. Though I don’t want to spoil them now. Soon! Also, Splitscreen has gone fairly wonky with this last update. I cannot seem to replicate this issue on my end, because source is pain engine. Will look into it, though hard when I don’t have that issue on my own pc. Last stop is back on QA build for playtesting, and the new escape map is coming along great! Still a bit to go.
Also, be sure to give us the Labor of love nomination on steam <3
It has been a long time coming, but here for an official update! Subway is going out next update (still WIP), along with some fun hats (thanks Alex), may add in some more variants before the holidays! Teleport navigation is now working again too in the new build! Been planning some things to come out in the following update including CrossStreet Freelancer and Free roam version. Already making great progress! Will try to stream some of the level design stuff at some point! Let me know if you are interested in seeing more of those types of streams in our discord.
#TeamAlex
Was really hurting for time this time around, but was able to help Mike with adding in new hat cosmetics for some zombos. Also, did the artwork to finally include Subway into freelancer mode! Any hat or headwear you’d like to see in game? Let us know in suggestions channel in our discord!
So did plenty of “quality of life” touch ups on the overall game, rebalanced a few guns, optimal pausing and adjusting player speed. Prepping the road for the latest campaign area in the works. Not to mention the new menu will be in the next update!
#TeamAlex
I too did some touch ups, tweaked some weapons gripping (Material and Mesh too) and I fixed issues with outlines on enemies, should no longer be an issue. Began hooking up the logic on loot boxes. Will be a wonderful addition!
#TeamBrian
Touched up on a new mission area 2, making sure enemies are properly spawning and balanced. Had some stuff come up that took me out of work for a bit, but slowly coming back! Already getting back to work on some audio stuff.
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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
Quick Hotfix v2.2.0.2
- Fixed an issue with the Options would cause a crash for certain people - Fixed where some auto kick messages not printing anything - Fixed the fog on Extraction Camp Whitner (cx_campwhitner) not working as it should - Fixed a model on Barlowe Square having faulty normal map - Updated Angelscript API - Updated the pricing on Flatline Harvest (cf_flatline) ammo door - 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
Small Update: 2.2.0.1
General
Added Discord RPC
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
Client Hotfix
This is a client update, servers does not require to update.
Fixed an issue where the server browser did not populate servers that already has players on them.
Major Update: 2.2.0.0
It's been awhile, hasn't it?
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//.txt or the default maps/_.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
Angelscript API:
https://contagion-game.com/api
Monochrome Discord:
https://discord.gg/monochrome
Devblog 2021.10.21
Devblog 2021.10.21
Hello everyone, here is the latest dev blog! Come check on what the team has been working on.
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.
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
Devblog 2021.09.28
Devblog 2021.09.28
Hello everyone, here is the latest dev blog! Come check on what the team has been working on.
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!
https://contagion-game.com/comic/
#TeamAlex
Touched up on the Mac 10 rear iron sight, it is a bit more open and useful!
#TeamBrian
Currently going through Wwise trying to track down audio bugs and resolve them.
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.
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!