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Contagion News

Hotfix: 2.3.0.1.2

[h2]Changelog[/h2]
  • [p]Fixed interactive prop causing crashes (aka, keypad or the monitors on ce_biotec)[/p]
  • [p]Fixed doors not opening/closing properly if there is a AI Zombie behind it[/p]
  • [p]Fixed Campaign console variables being reset on the next map, when it shouldn't. [/p]
    • [p]In short, if you have infection disabled, it wanted to reset it back to enabled again.[/p]
  • [p]Fixed ragdolls having a meltdown[/p]
  • [p]Fixed grenade launcher going trough the world (and other meshes too)[/p]
  • [p]Fixed shotgun death animations not working[/p]
  • [p]Fixed zombie AI breaking static triggers[/p]
  • [p]Fixed ce_laststop_08 and ce_laststop_09 Akira elevators[/p]
  • [p]Fixed func_tracktrain not working correctly with Volt Physics Engine[/p]
  • [p]Tweaked Volt Physics Engine, player's shouldn't get stuck anymore*[/p]
  • [p]Changed the game's tickrate from 33 to 128, this should fix numerous issues (and there is no need for it to be 33 anymore, we aren't using Havok no more)[/p]
[p][/p][p]*Player's getting stuck was because of a dumb calculation error, also known as a typo. Player's won't get stuck on every single prop anymore as if they were covered in gorilla glue.[/p][p][/p][p][/p][p]Angelscript API Discord Patreon[/p]

Barlowe Campaign

[p]After 3 months, I hope it was worth the wait.[/p][p]This campaign does not replace the current barlowe maps that currently exist in the game. This campaign brings in 4 new maps specially created for Campaign mode. This campaign was supposed to bring in a new feature I was working on, but that was put in the back burner for now. It may return in a future campaign! (or a 1st April campaign joke, who knows.)[/p][p][/p][p][/p][h2]Support Johan (Wuffesan) on Patreon![/h2][p]The world is not easy on any of us and for some harder than others. Johan (Wuffesan) has been a vital part of developing Zombie Panic Source and Contagion putting in more time than even the original teams. He's added numerous quality of life improvements and has done some incredible work by rebuilding ZP1 from the ground up. Times have been tough and we really don't want him having to struggle as hard as he does and so I'm asking the community to subscribe to his Patreon to help him continue and grow his amazing career.[/p][p]Patreon[/p][p][/p][p][/p][h2]Changelog[/h2][p] Added [/p]
  • [p]Added Barlowe Campaign[/p]
  • [p]Added Deprecated Warning for splitscreen[/p]
  • [p]Added LOD's for the airfreight models, this should fix some FPS issues on ce_laststop04 and ce_laststop_04b[/p]
  • [p]Added Volt Physics Engine, replacing Havok Physics Engine
    (Physics engine should no longer crash if a vehicle touches the water, or if a survivor dies while under an scripted event)[/p]
[p]Updated [/p]
  • [p]Updated Material System, fixed a possible memory leak.[/p]
  • [p]Updated helicopter models, optimized their mesh, and added proper LOD's[/p]
  • [p]Updated Korean language[/p]
  • [p]Updated Italian language[/p]
  • [p]Updated Brazilian language[/p]
  • [p]Updated Turkish language[/p]
  • [p]Updated many models to include LOD's[/p]
  • [p]Updated Elijah & military models, optimized their models[/p]
  • [p]Updated Engineer, optimised its model[/p]
  • [p]Updated flatline shop, baked the textures so it no longer looks flat[/p]
  • [p]Updated Bot AI[/p]
    • [p]Bots no longer teleport behind you beacuse they got stuck, like all the time[/p]
    • [p]No more FPS being eaten away (because of a dumb chatter loop)[/p]
    • [p]Bots have less tendency of committing suicide from edges, because they think its funny.[/p]
    • [p]Bots now properly destroy doors if they get stuck on them[/p]
    • [p]Bots should no longer cause a crash when Infected AI just recently spawned (this was due to a few NextBot Manager changes)[/p]
    • [p]They no longer only love Eugene (only Eugene bots everywhere)[/p]
  • [p]Updated the engine (version command has also been updated)[/p]
  • [p]Updated cx_montclair navigation file, by Y#shion[/p]
[p]Fixed [/p]
  • [p]Fixed barlowe hordemode not working (whoops)[/p]
  • [p]Fixed lakeland lagging due to too many zombies (limited it down to around 20-25)[/p]
  • [p]Fixed EntityCreator trying to check if default source entities are custom entities, which caused it to throw an error.[/p]
  • [p]Fixed where the root LOD wouldn't reset properly on the next frame, which caused some models to use the wrong LOD when up close[/p]
  • [p]Fixed laststop achievement not working due to 04 split[/p]
  • [p]Fixed a few weapons having a broken convex physics file. This was not an issue when using Havok, because it didn't care[/p]
  • [p]Fixed Failed to open script file if you try to include an angelscript file from VPK files[/p]
  • [p]Fixed splitscreen getting Invalid Authentication for Peer-2-Peer and local games only to fix this issue[/p]
  • [p]Fixed Hunted not calculating correctly (did not exclude the player that just recently died)[/p]
  • [p]Fixed ammo not being properly networked to the clients[/p]
  • [p]Fixed ammo using a deprecated function from HL2, which caused them to become "unusable" because why not[/p]
  • [p]Fixed a rare bot related crash on Extraction mode[/p]
  • [p]Fixed some cvars being reset on Campaign Mode when the map starts[/p]
  • [p]Fixed phys_ballsocket crashing the game, because it was trying to already destroy itself from the already destroyed phys constraint manager.[/p]
  • [p]Fixed zombies ignoring every moving trigger[/p]
  • [p]Fixed an exploit where sv_pure would ignore everything on the client[/p]
[p][/p][p]
[/p][p]Angelscript API Discord [/p]

Small patch: 2.3.0.1.1

[h2]Changelog[/h2]
  • Added new barlowe assets (with LOD's)
  • Added experimental LOD's for a few barlowe models
  • 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!

[h3]Custom GameMode Support[/h3]
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 Client-side Angelscript functions:
    • Added `void ClientUtils.DrawDefaultHUD(bool bEnabled, ASHUDDrawState eDrawState);`
    • Added `void ClientUtils.GetGamemodeInfo(const string &out maptag, const string &out name, int &out candidate);`
    • Added `int ClientUtils.GetIDTarget();`
    • Added `int ClientUtils.GetTargetAmmo(int iTargetID);`
    • Added `int ClientUtils.GetTargetHealth(int iTargetID);`
    • Added `int ClientUtils.GetTargetMaxHealth(int iTargetID);`
    • Added `const string ClientUtils.GetTargetName(int iTargetID);`
    • Added `int ClientUtils.GetTargetTeam(int iTargetID);`
    • Added `void ClientUtils.UseCampaignScoreBoard(bool bEnabled);`
    • Added `void DrawASUI.Draw();`
  • Added Server-side Angelscript functions:
    • Added `void ASGameEvent.SetBool(const string keyName, uint64 Value);`
    • Added `void ASGameEvent.SetFloat(const string keyName, uint64 Value);`
    • Added `void ASGameEvent.SetInt(const string keyName, uint64 Value);`
    • Added `void ASGameEvent.SetName(const string Value);`
    • Added `void ASGameEvent.SetString(const string keyName, uint64 Value);`
    • Added `void ASGameEvent.SetUint64(const string keyName, uint64 Value);`
    • Added `void ASGameEvent.FireEvent();`
    • Added `void ICustomGameMode.RegisterEvent(const string &in szEvent);`
    • Added `void ThePresident.GiveWeaponToSurvivor(CTerrorPlayer@ pTerror, array List, LimitTypes eType, bool &in bRequired);`
    • Added "void GetAttachment(const string &in strAttachment, Vector &out vecOrigin, Vector &out vecForward, Vector &out vecRight, Vector &out vecUp )"
    • Added "void CBaseEntity.FireOutput( const string &in szInput, const float &in flDelay, CBaseEntity @pActivator, CBaseEntity @pCaller )"
    • Added "const Vector CBasePlayer.GetEyePosition()"
    • Added "enum table EEntityOffsetMode_t"
    • Added "bool Utils.PointWithinViewAngle( const Vector &in vecOrigin, const Vector &in vecPos, const Vector &in vecForward, const float &in flHalfCosFOV )"
    • Added "bool Utils.IsLineOfSightBetweenTwoEntitiesClear( CBaseEntity @pSrcEntity, EEntityOffsetMode_t nSrcOffsetMode, CBaseEntity @pDestEntity, EEntityOffsetMode_t nDestOffsetMode, CBaseEntity @pSkipEntity, int nCollisionGroup, int nTraceMask, float flMinimumUpdateInterval, bool bSkipDestinationEntity )"
    • Added "void CTerrorPlayer.SetArmor( int value )"
    • 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.

[h3]Monochrome Discord:[/h3]
https://discord.gg/monochrome