Due Process cover
Due Process screenshot
Genre: Shooter, Indie

Due Process

Weekly Map Deployment

The weekly map drop is available for new matches. Enjoy some screenshots taken from this week's maps!

Previews:





Update 676: Lightmaps and Icons

Summary:


The problematic "lightmap" bug has been fixed, now lightmaps should always load correctly. Updates to how pucks are claimed when planning has been implemented to help players co-ordinate claiming important items. Third person animations have been updated for some guns. Some minor weapon changes to the MAWP and blacktar, as well as some animation bugfixes.

Lightmap bug fixed:



  • Lightmap bug where the lightmaps would sometimes not load or load late was fixed
  • The loading time was mostly artificial prior to this to reduce this bug and has been lowered
  • PrePlanning (UAV) minimum time lowered from 12 to 5 seconds
  • Minimum waiting time total between levels for loading reduced from 17 seconds to 6 seconds

Changes to inventory icons and claiming:



  • Items in the inventory will now highlight if there are placed pucks but players are not carrying enough of the item
  • The pucks will glow bright yellow if you have free space, or will be dull grey if you do not
  • Some pucks like the door charge and clacker will automatically be claimed by the person picking up the item
  • Those claims will automatically unclaim if they drop the necessary item

Updated the following animations:



  • Ingmar third person animations
  • Blk-Tar third person animations
  • Mawp third person animations
  • Nack11 third person animations
  • AP-25 third person animations

Other changes:



  • The MAWP now has more object penetration, the same as other high penetration weapons
  • Bugfixes to some blending states for animations
  • BLK-TAR Brace now immediately has horizontal recoil instead of starting on bullet 3



Version 675: Minor Hotfix

This week's patch is a small patch mostly with some tweaks and fixes

Changes:



  • Bug fix for the issue where weapons could "shoot backwords" when near certain types of surfaces, making it appear to shoot but not hit the target
  • Update to RAS12 reload animation (auto shotgun)
  • Update to NACK11 reload animation
  • Update to AP25 3rd person reload

Weekly Map Deployment

The weekly map drop is available for new matches. Enjoy some screenshots taken from this week's maps!

Previews:







Update 674: Gunplay Tweaks & Doors

Summary:


An update to many gameplay systems, mostly Gunplay related stuff, but also some door anti-spam. ADS and Brace timings for all guns have been adjusted slightly. Doors now cannot be spammed open and closed. Some fixes to some gunplay related bugs and a few other things.

We have been tweaking the Gunplay after 3.0 released and are still working on improving aspects of the Gunplay to get the feeling of the core system to it's intended place. Expect more in the future, in the form of improvements as well as fixes on some issues we are still tracking down.

Added door anti-spam:



  • Doors have a .65s cooldown when an interaction occurs with a door (about how long it takes for a door to close or open)
  • Open, close, and shotgun interactions all generate the cooldown
  • Exception: If the last interact was a DEFENDER and and ENFORCER tries to OPEN the door, it will bypass the cooldown for the ENFORCER only
  • This allows the ENFORCER to counter a DEFENDER door close tactic and pursue a DEFENDER before the door closes or locks

New reload scheme keybind TACTICAL RELOAD (HOLD):



  • Separate keybind from the RELOAD, EMERGENCY RELOAD, and TACTICAL RELOAD keybinds in the Input Mapper
  • Tap R for emergency reload, hold R for tactical reload
  • Intended as a replacement for people looking to reverse the tactical/emergency reload scheme

ADS and Brace delay tweaks:



  • Fixed longstanding issue where guns would erroneously gain full weapon accuracy during brace animation before laser was engaged
  • The above is expected to primarily have a gameplay effect on the shotguns and SABR back-up ironsight, but affects all guns
  • Timings for most guns have been adjusted for the following gun animations:
  • - Hip to Brace
  • - Hip to ADS
  • - Brace to ADS
  • ADS timings increased marginally, with a 0.025 to 0.050s increase on most guns
  • ADS timings for pistols reduced from 0.200s to 0.150s
  • Brace timings on non-pistols increased from 0.100s to either 0.150s or 0.200s for most guns, except the SABR which was increased to 0.225s
  • Transitioning from brace to ADS on most guns now takes the full ADS time for accuracy to kick in

Fixed some more lingering issues with Gunplay 3.0:



  • Fixed delay with kick interaction event
  • Kick will stop momentum if player attempts to jump away; they will not be able to leave the interaction zone
  • Shotgun bug fixed - ghost firing event could occur if shotgun is fired immediately after breach loading
  • Shotgun bug fixed - rack bug could occur if reloading immediately after firing out of a full magazine

Other:



  • Round GUI: Added new visuals for spectating players in the round status and removed the eye icon.
  • Fixed an exception caused by map icon renderer noted in player logs

Known bugs still lingering from Gunplay 3.0:



  • Shotgun bug - Rack bug occurring if firing near end of shotgun unholster animation (fix in progress)
  • Shotgun bug - Floating shotgun shell bug occurring if firing shotgun near middle of unholstering animation (fix in progress)
  • Firing bug - Clients sometimes do not properly synchronize firing events with the server, seems to happen most often with stolen equipment after a round change (under investigation)

Full list of timing changes for ADS/BRACE:


ATTACKER:


AP25

  • ADS .2 > .225
  • Brace .1 > .2
  • Brace to ADS .1 > .225

BLK-TAR

  • ADS .2 > .3
  • Brace .1 > .2
  • Brace to ADS .1 > .3

DL-12

  • ADS .2 > .25
  • Brace .1 > .2
  • Brace to ADS .1 > .3

SAB-R

  • Brace .1 > .225
  • Brace to ADS .1 > .2

PK57

  • ADS .2 > .15

DEFENDER:


F1-LeGros

  • ADS .2 > .25
  • Brace .1 > .2
  • Brace to ADS .1 > .2

Gruber5

  • Brace .1 > .15
  • Brace to ADS .1 > .15

Gruber6SD

  • ADS .2 > .225
  • Brace .1 > .15
  • Brace to ADS .1 > .225

Ingmar57

  • ADS .2 > .3
  • Brace .1 > .2
  • Brace to ADS .1 > .3

KR82M

  • ADS .2 > .25
  • Brace .1 > .2
  • Brace to ADS .1 > .3

KR82U

  • ADS .2 > .2
  • Brace .1 > .15
  • Brace to ADS .1 > .15

NACK11

  • ADS .2 > .225
  • Brace .1 > .2
  • Brace to ADS .1 > .4 (longer due to grip change)

GAT9

  • ADS .2 > .15

LS45

  • ADS .2 > .15

AUTO SHOTGUN

  • ADS .2 -> .15
  • Brace .1 > .15
  • Brace to ADS .1 > .15

Shorty

  • Brace to ADS .1 > .2

TUB-12

  • ADS .2 > .25
  • Brace .1 > .15
  • Brace to ADS .1 > .25

MAWP

  • Minor Aesthetic Changes

Weekly Map Deployment

The weekly map drop is available for new matches. Enjoy some screenshots taken from this week's maps!

Previews:






Version 673: Gunplay 3.0 related bugfixes

After we deployed the Gunplay 3.0, there were some issues noted, mostly with unintentional delays on some interactions. Some of the issues were addressed on our end before the weekend; these fixes will be getting integrated into the client today, along with our normal update to integrate our upcoming map pool. There are still some known issues that we are planning to work on this week to address for an upcoming patch.

Changes:



  • Fixed Gruber-SD6 name on description hover text
  • You can now swap weapons to interrupt equipment throw
  • Decrease input delay on reload interactions
  • Fixed large unintentional delay on crouching and uncrouching
  • Fixed Gruber-SD6 equip animation and hand position blending to idle
  • Tuning on gat9 reload sound timings
  • Tuning on TUB/Shorty draw sound timings
  • GECNet also had a backend fix over the weekend aimed at resolving the issue where 5v5 match never finds a server

Update 672: Gunplay 3.0

Trailer:


[previewyoutube="H5dyHD_xKB8;full"]VIDEO GOES HERE[/previewyoutube]


Gruber-SD6:



  • Variant of the Gruber-5 sub-machine gun with integrated suppressor
  • Shares magazines and damage with the Gruber-5, but with the added benefits of stealthy operation
  • Useful for off-angle plays and launching sneak attacks
  • Unique model, textures and effects separate from the Gruber-5


KR82-M:



  • Full length modernized variant of the KR82 platform, with folding stock and better recoil control than the KR82-U
  • Shares magazines and damage with the KR82-U, defenders will have to decide how to use their ammunition
  • Better at long range engagements, but less movement speed and much worse brace fire accuracy than the shorter KR82-U
  • Unique model, textures and effects separate from the KR82-U


BLK-TAR:



  • The black tar has been updated for Gunplay 3.0, giving it a new sight picture and integrated suppressor
  • The black tar has a new holographic sight, a new unique model that features a less cluttered sight picture
  • Integrated suppressor has unique effects specific to the BLK-TAR
  • Recoil when shooting in ADS has been reduced by about 30 percent


Gunplay 3.0:



  • All weapons have received updated animation sets for basically all animations
  • Weapon animations include completely new sound effects for all actions, from weapon draws to chambering rounds
  • Weapon effects for muzzle flashes and gun smoke have been updated to help keep the sight picture much clearer while shooting
  • Gruber sights updated, the rear sight had a significant portion removed and the front post's size was reduced, resulting in a total reduction to about 60% of the original size.
  • New audio events such as holstering and unholstering can be heard by nearby opponents
  • Weapon (and body) flashlights have been updated with a new effect


Tactical Reloads:



  • All magazine based guns now feature the ability to perform a Tactical Reload
  • Tactical reloading is when the mag is retained instead of dropped on the ground
  • Emergency reloads, the previous method where the mag is dropped on the floor, can still be performed
  • The "reload" bind now performs a tactical reload by default, but pressing "reload" twice in rapid succession will perform an emergency reload instead
  • Tactical and Emergency reloads now have individual keybinds in the settings, you can unbind "Reload" and set up your own preferred keybinds
  • Attempting to perform a Tactical Reload when your magazine is empty will automatically be converted into an Emergency Reload
  • Emergency reloads are faster than Tactical reloads, giving the shooter a choice between retaining the mag or dropping it when necessary


Suppressed Weapons:



  • Defenders and attackers now have suppressed weapons on each side, opening up possibilities for better sneak attacks and ambushes
  • Suppressed gunshots are much less audible through walls than other gunshots, helping the shooter keep a low profile
  • Supressors don't generate incoming fire warning tracers like unsuppressed gunshots
  • The directional hud indicators for incoming fire do not play, concealing the direction of the incoming shots
  • Note: While certain guns have suppressors permanently attached, this is simply an introduction to suppressors and we still plan to add them as a separate attachment in the future

Weapon related bug fixes:



  • Resolved bug where attackers would be affected by flashbangs
  • When dropping magazines via reload, they should more often be above the ground level
  • Resolved bug where shotguns have a shell sticking out of the gun when loaded resolved
  • Resolved bug where picking up an empty mag could permanently break an inventory slot
  • Resolved bug where picking up an empty mag would break the icons in the hotbar




Attacker Weapons:


Nearly all animations for attacker guns have been reworked, some of the timings for reloads have changed and have been included.
AP25:

  • TACTICAL RELOAD: New: 3.1 (EMG: 2.599s)
  • DRAW: New timing is 0.683s, added 0.283s to DRAW time

BLK-TAR / SAB-R:

  • TACTICAL RELOAD: New: 3.666
  • EMG RELOAD: New timing is 2.899s, reduced EMG RELOAD time by -0.7s
  • DRAW: New timing is 0.983s, added 0.583s to DRAW time

PK57:

  • TACTICAL RELOAD: New: 2.333 (EMG: 1.799s)
  • FIRE: Removed horizontal pull in firing animation that made keeping the sight on target difficult

DL12:

  • DRAW: Animation updated, no change to timing


Defender Weapons:


Nearly all animations for defender guns have been reworked, some of the timings for reloads have changed and have been included.
RAS12 (Auto):

  • TACTICAL RELOAD: New: 6.2s (EMG: 5.533s)
  • DRAW: New timing is 1.433s, added 0.933s to DRAW time

MAWP:

  • DRAW: New timing is 2.066s, added 1.533 to DRAW time
  • HOLSTER: New timing is 0.966s, added 0.5 to HOLSTER time

Gruber5/GruberSD6:

  • TACTICAL RELOAD: New: 4s (EMG: 3.6s)
  • DRAW: New timing is 0.8s, added 0.4 to DRAW time

Ingmar:

  • TACTICAL RELOAD: New: 4.033s (EMG: 3.6s)
  • DRAW: New timing is 0.983s, added 0.583 to DRAW time

KR82M/KR82U:

  • TACTICAL RELOAD: New: 3.3s (EMG: 2.666s)
  • DRAW: New timing is 0.8s, added 0.4 to DRAW time
  • FIRE: Animations for firing reworked to help keep target acquisition in ADS

Nack11:

  • TACTICAL RELOAD: New: 2.966s (EMG 2.533s)
  • DRAW: New timing is 0.7s, added 0.3 to DRAW time
  • BRACE: Reworked brace pose to give better context of what the gun is and how it should be used

Legros:

  • TACTICAL RELOAD: New: 4.733s (EMG: 3.933s)
  • DRAW: New timing is 0.966s, added 0.566 to DRAW time

TUB12/Shorty:

  • DRAW: New timing is 0.8s, added 0.4 to DRAW time
  • FIRE: Animations for firing and pumping reworked to help keep the barrel from rising over the target

GAT9:

  • TACTICAL RELOAD: New: 2.333s (EMG 1.799s)
  • DRAW: New timing is 0.6s, added 0.2 to DRAW time
  • FIRE: Removed horizontal pull in firing animation that made keeping the sight on target difficult

LS45:

  • TACTICAL RELOAD: New: 2.333s (EMG 1.799s)

Update 671: Round Status UI update

Description


This update mostly is about the changes to the Round Status UI and some other bugfixes for issues. While most of our work has gone to updates that aren't quite ready yet, the Round Status UI changes were nearly complete and we thought we should go ahead and ship this change out to players.


Round Status UI Update


Part of the larger ongoing task for HUD 2.0 listed on our roadmap, this is a subsection of the overall task. Rather than waiting until all of HUD 2.0 was done, this part has been released to hopefully improve readability and get some feedback from players.

  • The in-game player HUD is new with significant changes to the team banner and round timer, bringing them more in like with the main menu UI design language.
  • Weapons and equipment held by teammates now show up next to their icons to give you information about available utilities at a glance.
  • Better indication of who is speaking without completely covering up the avatar of the player
  • Name of players are now included so you don't have to entirely rely on avatars to identify players
  • Killfeed design has changed to reduce space used but still have high readability of messages
  • Improved scaling to better suit most resolutions

Other changes:



  • Fixed a visual bug where certain actions during reloads would cause the wrong mag to be inserted during reload animation.
  • Fixed edge case where players could still get the rejoin banner when moving to a ranked match from a casual match in certain circumstances
  • Added GECNet communication/popup for when a new match starting is waiting on a server allocation
  • Fixed yet another rack bug on shotguns caused by edge case which would primarily affect the attackers
  • Edited a few maps to resolve some problems noted from player feedback

Weekly Map Deployment

The weekly map drop is available for new matches. Enjoy some screenshots taken from this week's maps!

Reminder of some changes posted in this week's update regarding maps:



  • Killhouse maps from last week which used the Garage Doors have had their buttons moved to the interior; they will now require a charge to be easily used by the attackers.
  • Map rotation balance per map type has been restored closer to something resembling 40 per each map type instead of having radically skewed map counts for cstore and killhouse.

Previews: