Due Process cover
Due Process screenshot
Genre: Shooter, Indie

Due Process

Version 670: Weekly client update

This is a small technical update with a hotfix and some server changes. The update is mostly to keep the cadence with our weekly updates and to make sure the maps will be out and ready for the following weekend. The update will also be slightly larger than normal as a few older maps were updated.

A hotfix came in this week, addressing a grenade bug that users were anticipating might be getting exploited. Some improvements to the server deployments. Hopefully by next week some of our user-facing changes should start trickling into our weekly updates.

Changes:



  • Fix for bug involving holstering already thrown grenade, that caused various issues on client prediction
  • 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.
  • Changed how maps are stored on the server side which caused...
  • - Server startup time reduced on new server allocations
  • - Memory overhead reduced on the server when loading various levels
  • Refactored logging of events on server side to allow for expansions of more general logging of things besides analytics.
  • Fixed errors with some logging of events
  • Backend change to reduce required downtime when updating servers and to improve efficiency of some operations

Weekly Map Deployment

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

Previews:






Version 667: Small client update

This is a small technical update with a few changes. The update is mostly to keep the cadence with our weekly updates and to make sure the maps will be out and ready for the following weekend.

We are still hard at work on our next big update, feel free to check out the roadmap and look at some of the stuff that's currently in progress, like our progression & customization system, performance, bomb gameplay update, and new map tileset.

Changes:



  • Backend change to "auto-queueing", it will be disabled for now
  • Enemy healthbars are now visible on the "End of Round" phase, which allows you to see their remaining health while waiting for the next round to start
  • Drawing voting has been disabled, the UI popup for hovering over players' drawings now shows the hotkey for reporting players instead without requiring a downvote first
  • Slight adjustment to third person head position
  • Minor adjustment to an existing map
  • Fixed error found in client reported logging


Weekly Map Deployment

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

Previews:






Downtime

This is a small technical update with only a few changes. The update is mostly to keep the cadence with our weekly updates and to make sure the maps will be out and ready for the following weekend.

We are working nearly entirely on future content and gameplay systems at the moment, so the only thing changing is small optimizations of components as our programmers notice issues when working on other systems.

Changes:



  • Updating some back-end structures to reduce overhead
  • Optimization of the network transport for data associated with kills
  • Small change to frag grenades to fix a bug with some unintended content destruction
  • Minor adjustments two existing maps
  • Pushed weekly new map cycle
  • Fix for game hitch when opening a specific debug menu


Weekly Map Deployment

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

Previews:




Update 665: More bugfixes

Description


This week's update is all just various fixes for things. We're hard at work on various gameplay systems that require the full attention of our engineers, so mostly what's being pushed out is maintenance and tackling whatever fixes we can get to while we work on various large projects from our roadmap.

Fixes:



  • Fix to handle players who don't correctly load the next level when losing data from the server
  • Fix for infinite reloading/racking gun bug
  • Fix for another rack bug with shotguns
  • Fix an error noted in player logs when someone leaves
  • Fixed bug that caused servers to continually give score to one team and break
  • Edited holographic sight shader to reduce intensity of reflected light
  • Fix dead player spectator issue when on "left" team that would cause that team's hotkeys to show as the wrong keybind
  • Fix dead player spectator issues with keybinds not showing
  • Fix dead player spectating ping range check and stance-based visibility
  • Fixed issue with some lingering objects not cleaning up properly and bloating game performance/networking
  • Reduced networking for certain types of networked objects
  • Possible fix for "Lag Detected" happening at start of round
  • Better logging for "Lag Detected" happening at start of round (in case bug is not fixed)

Weekly Map Deployment

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

Previews:





Update 664: Fixes for hit registration and shooting feedback

Various shooting and hit registration/feedback fixes


We've been watching the feedback after our changes for hitreg a while ago. While most players (and our statistics) reported a significant improvement, there are still some lingering issues. This patch aims to address at least some of those, and help give us better data going forward. Please continue to report issues in our discord server (the link can be found in the in-game home page) and help us identify any remaining problems. Thank you!

Included are many different fixes addressing different problems involving feedback of shots and how damage is registered with shots involving various circumstances. We have added better logging to correlate feedback from hit registration problems with data to help find remaining problems.

Hitreg / Shooting feedback:



  • Fixed a bug where headshot sounds would play on shots obscured by objects
  • Fix for some silent hits in cases where the shot object was incorrectly interpreted as obscured
  • Fix for headshot sounds not playing when shooting through another body part on that player before hitting the head
  • Fix for wrong penetration values used on first collider hit on a new object after calculating a previous object's final hit values
  • Fixed a bug where shot particle effects weren't played when they should be near previous shot endpoints
  • Added more debug logging to help identify extra cases where hitreg doesn't work as intended


Other:



  • Shutter button now changes state on the map view as originally intended based on the open/closed state of the shutters it is attached to
  • Fix bug causing reduced performance while spectating teammates
  • Fix so reload animations while spectating teammates should correctly play
  • Fix for unchambered shotgun shells in internal magazines on wall being deleted between rounds
  • Fix for a blacklisted cstore map, now returned to the map pool.

Weekly Map Deployment

The weekly map drop is available for this weekend and beyond. Enjoy some screenshots taken from this week's maps!

Previews: