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Update 662: Throwables and Threat Indicator

[h2]Throwables, flashbang occlusion, barbed wire updates, Threat Indicator, lots of other misc fixes[/h2]

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!

[h2]Throwable SFX Update:[/h2]

    [h3]Smoke Grenades[/h3]
  • New Pin Pull SFX
  • New Spoon Eject SFX
  • New Bounce SFX
  • New Detonate SFX
  • Removed rattlesnakes (how did those get in there anyway?)
    [h3]Flash Grenades[/h3]
  • New Pin Pull SFX
  • New Spoon Eject SFX
  • New Bounce SFX
    [h3]Frag Grenades[/h3]
  • New Pin Pull SFX
  • New Spoon Eject SFX
  • New Detonate SFX
    [h3]Molotov[/h3]
  • New Molotov Burning SFX (Now with more firey intensity!)

[h2]Flashbang Behavior Changes:[/h2]
  • 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.
  • [h3]TL;DR: Flashbangs are generally more effective inside of the same room, less effective when in a different room.[/h3]

[h2]Explosive / Frag Grenade Behavior Changes:[/h2]
  • 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)

[h2]Directional Threat Indicator Updated:[/h2]
  • 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

[h2]Weapon Changes:[/h2]
  • 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

[h2]Network Changes:[/h2]
  • 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

[h2]Gameplay/Other:[/h2]
  • 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:

[h3]A quick and dirty demonstration of the changes to flashbangs[/h3]
[previewyoutube][/previewyoutube]
[h3]Updated barbed wire audio[/h3]
[previewyoutube][/previewyoutube]
[h3]Incoming fire effect picture[/h3]

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.

[h2]Changes:[/h2]
  • 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:

Due Process Roadmap



Team Changes


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

[h2]Major overhaul for hit registration and reducing shooting input delay[/h2]

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.

[h3]Hitbox visuals demonstrating hit registration improvements[/h3]


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.

[h3]Graph showing difference in shooting delays before and after patch[/h3]


[h2]Hit Registration and Shooting Improvements:[/h2]
  • 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)

[h2]Work that still needs to be done:[/h2]
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

[h2]Other:[/h2]
  • Fix bug where clients body would change animation and "break" after laying on the ground for five seconds
  • Modified home screen