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Due Process News

Version 718: Weekly Build with Bugfixes and QoL Features

Lots of bug fixes, some QoL additions. A lot of these issues have been around unsolved for too long and they are being fixed as part of a pass to solve long outstanding issues affecting the game.

[h2]Additions:[/h2]
  • Customization variant picker: Similar items in the customization menu are now grouped together in the list. Clicking an item shows all the variants of that type, like different colors.
  • Added brace sensitivity slider. If you already have hip sensitivity set in your config, and don’t have brace sensitivity set, it will automatically graft hip sensitivity to brace sensitivity.
  • Adds "Disable Sprint Toggling Brace" option in controls, off by default, saves in DPIO. Does not affect Single Button Aim Brace. Makes sprint always have priority when holding sprint + aim or sprint and brace.
  • Added simple HUD scaling: Doesn't really do much on 16:9. Mostly affects resolutions approaching square or ultrawidescreen. The slider is kind of obtuse, but 1.0 will make the hud small in ultrawidescreen; 0.0 will make the hud small in square modes. 0.5 is the old default. Recommend 0.9 for 21:9 and 0.1 for 4:3. Some more work is planned in the future for scaling of various UI elements and a better slider.


[h2]General Bug Fixes:[/h2]
  • Added logic so that if you use toggle crouch and press use sprint+aim to brace, you won't errantly stand up when not moving
  • Unblocked opening doors while holding a charge. You can now open doors while holding charges in your hands (door and wall)
  • Inverse toggle aim for SBAB now disables itself if SBAB is turned off to show you that it’s a child option of SBAB.
  • Reordered SBAB option to be above the inverse SBAB since that makes more sense to the user so you can understand that it's a child option
  • Disabled doors occasionally killing players who were not standing near the door. The underlying issue was also found and resolved, so that it can eventually be re-enabled without bugs.
  • Fixed issue where players who have toggled on ADS, Brace or Crouch have it errantly toggled at the start of the next round, and causes new players to not be able to pick guns up.
  • Fixed bug where the UI during bomb explosion screen overlaps and covers the killfeed.
  • Fixed bug where the UI during bomb explosion screen can have an incorrect duplicate.
  • Fix bug where the UI toggle that lets you hide the password text in the matchmaking password field did not turn off when the password filter was completely disabled
  • Fix players making footsteps when not moving due to being disconnected or loading the level
  • Optimization regarding acknowledging events
  • Make config write in a human readable form so it's easier to manually edit.
  • Updated EAC violation UI so the checkbox actually does something when you click it
  • Updated EAC violation UI so it will eventually automatically close the game if you don’t take any action (missing check box problem)
  • Widened level numbers on XP climb so they don’t stretch out onto new lines on wide numbers
  • Fixed the bomb indicator rendering on the bomb explosion view screen when it shouldn’t

Version 717: Weekly Build with Various Improvements

This build focuses on bug fixes among several different systems that are being pulled into the game.
On the user facing side, this build will not have a lot of user facing fixes, but a lot of work went into the developer/admin side of the game to help improve our workflow during this patch so some patch notes will allude to that.

On that note, our next large change is on the horizon. We are testing some final balance and bugfixing changes to a large patch that should boost performance and shake up the game meta. There's no exact ETA but once the testing and fixes are complete, we will be rolling out this patch.

In the mean time, patches in the next couple weeks will be focusing on a lot of user requested QoL changes and fixing a lot of bugs to clear out the backlog of old issues that have lingered in the game too long.


[h2]General Bug Fixes[/h2]
  • Fixed laser effects passing through walls in third person
  • All laser effects should now properly scale to the laser end point, not just the dot effects
  • Fixed third person view defender lasers having blue dots instead of red dots to match the red laser
  • Fixed edge case when going back to the menu that caused squadmates to not populate
  • Fixed various moderator tools (admin gui, admin flycam)
  • Changed how audio positions relate to audio listener cameras
  • Tweaked some killhouse textures


Sorry there's not a huge list here! A lot more user facing changes will be coming in the build in the next few weeks!

Version 716: Weekly Build with Various Improvements

This build focuses on bug fixes among several different systems that are being pulled into the game. Maps will be going back to their normal friday release schedule. Total build download size should be much smaller than last week. This weeks maps will be mostly focusing on replacing old banks.


[h2]Spawn system update:[/h2]
This change focuses on alleviating a lot of various problems with the spawning system. Along with attempting to fix most of the bugs with the system, players' pucks will now attempt to spawn as close to the bomb as possible spread out in a uniform pattern (with the general exception of bank, because you can't spawn in vault.)
  • Added new behavior for initial placement of pucks that favors spawn points around the bomb
  • Adjusted bomb spawn points to spread them out around the bomb, not too close and not too far
  • Fixed puck placement where pucks could be placed inside of objects in their default position
  • Fixed issue where players would place pucks "nowhere"
  • Changed JIP spawning to pick better spawn points for players as a fallback
  • Added fallback to use old spawn point placements (with bug fixes) if bomb spawn points are not valid
  • Changed math to make spawn points still work if they are below or above a spawnable surface on different floors
  • Changed math to make area checking for initial spawn puck placement much closer to the actual size of a player
  • Known Issue: JIP players will see their puck at 0,0,0 until they actually spawn, but they shouldn't actually spawn there, due to backup protection logic. The puck can still be moved.


[h2]General Bug Fixes[/h2]
  • XP Progress no longer appears at end of round as spectator
  • Fixed an error rendering the UI found in bug reported player logs
  • Change viewport audio listener logic, should mostly affect spectator camera to fix listening position
  • "Hud toggle" option should now actually function during a match without having to restart game
  • Changed art of "y tho" emblem
  • Fixed winter pass popup
  • Fixed bug with visibility that was causing some extra performance loss
  • Fixed regression that caused players to be able to see items in the weapon wall of the enemy team when in FPV
  • Fixed damage reporter not clearing out damage from previous matches


Version 714: Winter Event Takedown

The winter event is ending, and Argus have come in to take down the holiday decorations. The Winter maps are being put away, and all of the unique maps that were shipped for the winter update have new replacements to fill out the map pool instead of pulling back in the old maps. Some other small fixes that got pushed during the holiday break are also in the build. And a new feature arrives... the post round damage report!


[h2]Post-Round Damage Report[/h2]
  • A heavily requested community feature, the post round damage report shows what damage went in and out during the round!
  • On death, immediately shows who damaged you and by how much
  • On end of round, shows how much damage you did and to which players
  • Shows on the round status GUI, under the name of each player


[h2]Map De-Winterization:[/h2]
  • Winter Maps, backgrounds and menu have been reverted back to their normal counterparts
  • Old killhouses have only partially come back, about half of them were replaced with new killhouses
  • Some new banks deployed, with more banks likely on the way next week to replace some of the oldest maps similarly to the killhouse tileset
  • New maps for other tilesets will be deployed on friday as per usual, and then normal map rotation should hopefully be restored during the following weekly update


[h2]Other Changes:[/h2]
  • Partitions in the bank accounting area are being replaced on new maps with a less parkour-friendly version
  • Fixed exploit pertaining to being able to destroy factory fan from the exterior of the building
  • Update related to the visibility of objects on the map view was that caused performance degradation
  • Suggestive fix for enemy equipment being visible on map view when JIPing sometimes
  • Improvement and rebalance of footstep sound samples for sprint and some surfaces
  • Fixed several issues with battlepass icon behavior with previewing, equipping, and equipped borders
  • Add visibility toggle to private match password field, mostly useful for people who are trying to stream while matchmaking with a password

Winter Holiday Event

A limited time event is starting in Due Process! A new (free) Winter Battle Pass with seasonal specific content, winterized levels and more!



Winter Battle Pass:
  • Added functionality to support multiple battlepasses...
  • And added a Winter Battle Pass to the game, to replace the "daily login" reward system used for the halloween event.
  • Added ability to choose active battle pass, XP gained from matches goes towards the active battle pass
  • A full set of new winter cosmetics to fill out the new Winter Battle Pass
  • Popup on login to show that the winter event has started and prompting you to activate the winter battle pass
  • Added icons to event specific items in your inventory to help identify them
  • The Winter Battle Pass is still free! Log in, activate it and start earning new limited-time cosmetics for the winter season!



Tileset Changes:
  • Killhouse has a tons of new set levels and both the exteriors and interiors of the levels have been decorated with seasonal decorations
  • Bank has new levels, the interiors are filled with holiday specific decorations and lots of exterior props have been covered in a coat of fresh snow
  • All tilesets have had their exterior areas, background scenes and post processing winterized with snow effects

[h2]Bank changes:[/h2]
  • Temporary winterization of the background, midground, interiors and interiors.
  • Bank Vents now have their own footstep audio
  • Breaking plate glass in Loans now leaves broken glass on the ground that has unique footstep audio
  • Vent covers now make a unique sound when shot open

[h2]Killhouse changes:[/h2]
  • Temporary winterization of the background, midground, interiors and interiors.
  • Double swinging doors have had their windows removed and the model retextured, this affects their usage in breezeway, lumberyard, checkpoint, etc.
  • Interior wooden doors in killhouse have been retextured in order to make them stand out more from similarly textured surrounding walls
Other Changes:
  • Added an option in the Sound options menu to pop out the Mic Calibration window which allows you to test your microphone and make sure it's working as intended
  • Fixed menu bug where you could receive an invite but not be able to see it
  • The main menu background scene is winterized to match the seasonal event
  • Training is winterized similarly to the killhouse tileset
  • Snow "Footstep" sound normalized, still crunchy but more balanced
  • Updated battle pass page UI to support multiple passes, pass switching, battle pass named, display of active battle pass, etc.