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Due Process News

Update 664: Fixes for hit registration and shooting feedback

[h3]Various shooting and hit registration/feedback fixes[/h3]
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.

[h3]Hitreg / Shooting feedback:[/h3]
  • 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


[h3]Other:[/h3]
  • 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:



Update 663: Level object improvements, lights out changes and equipment tweaks

[h3]Level object improvements, hitbox tweaks, lights out changes and equipment tweaks[/h3]
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.

[h3]Level Content:[/h3]
  • 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

[h3]Over 100 different surfaces had their geometry, thicknesses or hitbox shapes updated to be more consistent, here is a list of most of them:[/h3]
  • 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.

[h3]Equipment and weapons:[/h3]
  • 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


[h2]Media:[/h2]
[h3]Demonstration of the change to exterior entrances and windows:[/h3]
[previewyoutube][/previewyoutube]

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

[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]