Update 663: Level object improvements, lights out changes and equipment tweaks
Level object improvements, hitbox tweaks, lights out changes and equipment tweaks
A lot of various surfaces in maps got updated thicknesses, a nearly complete list of updated objects is listed below. Some changes for lights-out were made, as well as equipment to tweak the flashbangs.
Level Content:
Doorways and most windows have been adjusted so that the building during lights-out looks the same from inside and out, instead of giving the player on the outside an advantage
Square emergency lights over doorways now have a reverse hitbox that aligns with the light on the opposite side, so one shot should destroy lights on both sides.
Square emergency lights have had slight reductions in intensity and distance.
Fixed misconfigured glass that was shimmering in lights out
Fixed levels and put back into rotation: [Killhouse] Uncertain King, [Killhouse] Sabre Rifle, [Factory] Tower Saga
Over 100 different surfaces had their geometry, thicknesses or hitbox shapes updated to be more consistent, here is a list of most of them:
Dome - castle table, castle log, castle food stand, sand ramps geometry, dome wall breach, dome doorways,
CStore - deli cooler / hot food, green office computer, various arcade machines, various thin metal shelves, soda machine, standing fridge geometry, smoothie machine, fire door, various storefront window panels, cigarette machine, urinal wall, bathroom stall, booze shelf, newpaper stand, magazine shelf, wood folding table
Killhouse - couch, various wooden boxes, wooden wall breach, various thin wooden covers, whiteboard, wood pallet, thin wooden walls, thin window, small chairs, reception/breezeway windows
Factory - dock door, fan doorway, conveyor pieces, forklift, dock green door, exterior 2f generic door, catwalk, catwalk rail,
Some of these changes for objects which generate with random prop configurations, eg the tall storefront freezers, will only update on new maps going forward.
Equipment and weapons:
Flashbang tweaks to make initial punch more consistent and decrease effectiveness at range, this should address the player occasionally "spinning" when banged while giving no input
Fixed distance check used for destroying wire that caused it not to be destroyed in some cases
Made wire spool "disappear" after wire is deployed
Each weapon now makes a unique dryfire sound when the gun is attempted to be fired from empty
Shotguns now have dryfire behavior
Media:
Demonstration of the change to exterior entrances and windows:
[previewyoutube="ie__DvDNebQ;full"]
Weekly Map Deployment
We no longer need to bring down servers to ship new levels, instead we are working on maps ahead of time, then shipping them out with clients and deploying them whenever it is necessary. This means our latest batch of maps has gone out under the radar!
Previews:
Update 662: Throwables and Threat Indicator
Throwables, flashbang occlusion, barbed wire updates, Threat Indicator, lots of other misc fixes
A lot of changes to throwables in this update, like audio changes and reduced flashbang effectiveness through walls. Additionally, the Threat Indicator has been updated, there were some networking and weapon fixes and a few other changes. Players have been asking for reduced flashbang effectiveness through walls for quite some time, and this update does just that. More tweaks and changes to this are likely, please give us your feedback!
Throwable SFX Update:
Smoke Grenades
New Pin Pull SFX
New Spoon Eject SFX
New Bounce SFX
New Detonate SFX
Removed rattlesnakes (how did those get in there anyway?)
Flash Grenades
New Pin Pull SFX
New Spoon Eject SFX
New Bounce SFX
Frag Grenades
New Pin Pull SFX
New Spoon Eject SFX
New Detonate SFX
Molotov
New Molotov Burning SFX (Now with more firey intensity!)
Flashbang Behavior Changes:
Flashbangs now look for walls, have reduced intensity when passing through walls
Flashbangs now take closed doors into consideration, behaving like a wall (open doors do not count)
Flashbang maximum length is slightly longer for full concussion
Flashbang minimum length is much shorter, mostly when walls occlude most of the effects
Flashbang point blank blind duration is shortened
Flashbang concussion "mouse smoothing" has been changed to a different mechanism, now it amplifies and continues your mouse movements instead of slowing them down. Less intense mouse input is required to get back onto station, but makes high precision tracking harder while still concussed.
"Walls" that affect flashbangs are generally room dividers that go from floor to ceiling. Factory and killhouse office walls count as walls. Tall props like storefront freezers or brickhouse brick stacks do not count as walls.
The "white light" that is produced when blind is much stronger to eliminate some cases where the light might actually benefit the defender.
The "white light" that is produced when flashed should no longer show up on the map view.
The blind effect should also now apply consistently to scopes and NVGs.
TL;DR: Flashbangs are generally more effective inside of the same room, less effective when in a different room.
Explosive / Frag Grenade Behavior Changes:
Explosives can destroy wire that is exposed through a wall if enough of the wire is exposed (like putting a wire halfway through a door)
Explosives now can detonate wire without direct line of sight of the spool
Frag grenades now destroy wire more consistently at different ranges
Frag grenades can now concuss attackers (similar to flashbang concussion, but attackers are still immune to flashbangs)
Directional Threat Indicator Updated:
Threat indicator arrow plays near compass when being shot at, to indicate direction of incoming fire
Previously was only visible when in hipfire stance due to a bug, now shows in other stances
Threat indicator arrow now larger and has movement to help catch attention
Weapon Changes:
Reloading guns while in the gear up room or attacker truck now causes the magazine to return to the wall it came from if (nearly) full
Fix bug that would allow players to pick pick up chambered shells from other shotguns and cause a rack bug
Fix to a bug that could cause a gun to rack indefinitely unless dropped and picked back up
Fix a couple of errors around shotgun shell ownership and usage
Network Changes:
Updated networking to resolve two critical bugs that could cause "Lag Detected" on servers, especially with several high ping players
Network change to help address some cases where players can fall behind and have trouble catching up
Updated network reliability to attempt to address placement of charges and input for interacting with doors
Networking change to help improve reliability of fired shots
Network change to resolve rare edge case regarding interactions
Gameplay/Other:
Throwables are now being rendered at full framerate instead of at tickrate, so they should fly smoothly through the air
Barbed wire audio is now more consistent when players pass through it, actual sound used is a placeholder made to be very audible
Update to loading to reduce time spent waiting when joining a match in progress
Sanitization of chat input to address exploit
Change to seat look when standing up out of attacker chair during transition to Gear Up phase
Fixed bug that minorly affected performance
Fixed some errors caused by players who have drawn or left behind pucks, then disconnected
Fixed issue where spectators could not see name of player they were spectating
Media:
A quick and dirty demonstration of the changes to flashbangs
[previewyoutube="UCL78BzHqhw;full"]
Updated barbed wire audio
[previewyoutube="Hp2gN3dw2-0;full"]
Incoming fire effect picture
Downtime for Map Deployment
We will be bringing down the servers on Friday from about 09:30AM to 09:59AM PST for a map update.
There will be downtime, approximately 30 minutes, and an update as new maps are deployed to steam for download and to the servers.
Any matches started just before the update will be terminated when the update commences.
Changes:
Update to backend to improve behavior of squads "splitting up" after a match ends
Updated five maps currently in rotation from user feedback, [Killhouse] Exit Saga, [CStore] Resolute Knight, [Killhouse] Sandwich Horn, [Factory] Frost Banner, [Dome] Breaking Point
Retired 21 maps from rotation
Added 21 new maps to rotation to replace retired maps
Free Weekend - May 27th to May 30th
Due Process will have a Free Weekend from Thursday, May the 27th 10 AM PST (1 PM EST) until Sunday, May the 30th 1 PM PST (4 PM EST). During you this time, you will be able to play the game free of charge!
The current sale will continue to run until Monday, May the 31st 10 AM PST (1 PM EST). So if you enjoy your experience, you can pick up the game for 50% off!
Looking For Group
If you are looking for people to play with or someone to show you the ropes, I recommend joining our discord server. Most people in our community are very welcoming and helpful to new folks.
New Roadmap
We updated our roadmap to reflect better on what we currently are working on. If you want to see what lies ahead, I recommend checking it out:
Recently two of our engineers have left the team to seek out other really cool experiences.
Robert "sparticle" Ackley is now working on AI for another game dev studio from Seattle: Galvanic Games
Nathan "Tripnull" Hitchcock is now working on an all time classic: World of Warcraft!
They are both great developers and fun to work with. Thus, we are very sad to see them go. We are very grateful for their work on Due Process and wish them all the best at their new jobs.
To counter the loss, we hired a new engineer: We welcome Braxton “Lazorcat” DeHate to our team! His first task is to work on our upcoming progression and customization system.
Doodle Time
A collaboration on a cute shark from unknown artists!
See you all in game,
-th_pion
You can also find this blog post on our website: Due Process Blog
Downtime for Map Deployment
We will be bringing down the servers on Friday (today) from about 09:30AM to 09:59AM PST for a map update.
There will be downtime, approximately 30 minutes, and an update as new maps are deployed to steam for download and to the servers.
Any matches started just before the update will be terminated when the update commences.
An additional change was made to resolve some instances where players would be asked to rejoin the match they were already currently in.
Update 654: Hit Registration Overhaul
Major overhaul for hit registration and reducing shooting input delay
The major component of this update is hit registration improvements, this involves things like improving server netcode, improving client accuracy for prediction when you should get a hit, and fixing a myriad of bugs that were found when investigating missed shots. The full patch notes below cover all of the things that were changed.
Hitbox visuals demonstrating hit registration improvements
Another major component of the update is the improvement to gun feel, via large reduction in delay for shooting inputs and feedback. This also improves recoil feel as the clients shots and servers shots are lined up with the recoil timings, allowing for rapid fire to correctly be registered on the server.
Graph showing difference in shooting delays before and after patch
Hit Registration and Shooting Improvements:
Improved server understanding of client prediction for verification of hits to improve hit registration
Improved client FX/Hitsounds prediction to line up properly with where the client should be predicting the hit
No rolling back shots - Once a shot has done damage, the damage won't be undone when a high latency players movement is simulated - Players moving before incoming shot packets arrive on the server don't cause shots to be ignored when being simulated
Clientside shooting delay is now mostly removed, shooting is nearly instant while hit FX/sounds have a slight delay
Added modifier for multiple hit sounds to make it easier to understand how many hits are made with shotguns
Added dryfire to client shot prediction, guns will play a dryfire sound when you attempt to fire them while empty
Fixed bug where clients guns could occasionally have their sights mis-aligned
Add client shot prediction RNG seeding so that clients can render shots involving RNG at client shooting time correctly (hipfire or brace without laser)
Recoil is moved to client shooting time to give better recoil timing to resolve feeling with recoil feeling misaligned with fire rate
Flinches from hits are now predicted as to avoid mis-predictions on double headshots
Shooting the chambered bullet without a mag loaded is now possible (and displays on the ammo count)
Work that still needs to be done:
With the updates, there are still things that need to be done so we can continue to improve the accuracy of player movement and shooting, but this is a large step forward!
Improve server extrapolation to smooth out movement for high latency players
Improve time resolution of shooting to reduce discrepancy between player visuals and player hitboxes used for collision detection
Update server and client communication to allow more up to date rendering of other players' movement - Increases limb shooting accuracy - Decreases animation judder
Other:
Fix bug where clients body would change animation and "break" after laying on the ground for five seconds
Modified home screen
Downtime for Map Deployment
We will be bringing down the servers on Friday (today) from about 09:30AM to 09:59AM PST for a map update.
There will be downtime, approximately 30 minutes, and an update as new maps are deployed to steam for download and to the servers.
Any matches started just before the update will be terminated when the update commences.
Update 647: Small gameplay patch (weekly update)
Some audio and level changes along with a change to raise client framerate cap to 150
General:
Speaker icon under your own profile picture in multiplayer menu now mutes yourself (instead of having no function)
Client max framerate raised to 150 to allow for overhead to vsync to 144 on high performance machines
Audio:
New Smoke Grenade Detonate SFX
Updated distance attenuation curve on smoke grenade detonate sfx
Added 3 new, slightly different Moltov Impact SFX
Adjusted distance attenuation curve for molotov Impact SFX
Removed errant "bounce" SFX from molotovs
Throwing already lit flares now plays a weak sound for feedback instead of no sound
Levels:
Added dome doors and castle gate to training.
Changed behavior of ramps on Dome to allow UAV turrets to see through the base of the ramps and into the underside of dome better.
Fixed a mesh on pipeworks mixer.
Downtime for Map Deployment
We will be bringing down the servers on Friday (today) from about 09:30AM to 09:59AM PST for a map update.
There will be downtime, approximately 30 minutes, and an update as new maps are deployed to steam for download and to the servers.
Any matches started just before the update will be terminated when the update commences.