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Update 671: Round Status UI update

[h3]Description[/h3]
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.


[h3]Round Status UI Update[/h3]
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

[h3]Other changes:[/h3]
  • 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!

[h3]Reminder of some changes posted in this week's update regarding maps:[/h3]
  • 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:

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.

[h2]Changes:[/h2]
  • 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.

[h2]Changes:[/h2]
  • 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