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Update 672: Gunplay 3.0

[h3]Trailer:[/h3]
[previewyoutube]VIDEO GOES HERE[/previewyoutube]


[h2]Gruber-SD6:[/h2]
  • Variant of the Gruber-5 sub-machine gun with integrated suppressor
  • Shares magazines and damage with the Gruber-5, but with the added benefits of stealthy operation
  • Useful for off-angle plays and launching sneak attacks
  • Unique model, textures and effects separate from the Gruber-5

[h2]KR82-M:[/h2]
  • Full length modernized variant of the KR82 platform, with folding stock and better recoil control than the KR82-U
  • Shares magazines and damage with the KR82-U, defenders will have to decide how to use their ammunition
  • Better at long range engagements, but less movement speed and much worse brace fire accuracy than the shorter KR82-U
  • Unique model, textures and effects separate from the KR82-U

[h2]BLK-TAR:[/h2]
  • The black tar has been updated for Gunplay 3.0, giving it a new sight picture and integrated suppressor
  • The black tar has a new holographic sight, a new unique model that features a less cluttered sight picture
  • Integrated suppressor has unique effects specific to the BLK-TAR
  • Recoil when shooting in ADS has been reduced by about 30 percent

[h2]Gunplay 3.0:[/h2]
  • All weapons have received updated animation sets for basically all animations
  • Weapon animations include completely new sound effects for all actions, from weapon draws to chambering rounds
  • Weapon effects for muzzle flashes and gun smoke have been updated to help keep the sight picture much clearer while shooting
  • Gruber sights updated, the rear sight had a significant portion removed and the front post's size was reduced, resulting in a total reduction to about 60% of the original size.
  • New audio events such as holstering and unholstering can be heard by nearby opponents
  • Weapon (and body) flashlights have been updated with a new effect

[h2]Tactical Reloads:[/h2]
  • All magazine based guns now feature the ability to perform a Tactical Reload
  • Tactical reloading is when the mag is retained instead of dropped on the ground
  • Emergency reloads, the previous method where the mag is dropped on the floor, can still be performed
  • The "reload" bind now performs a tactical reload by default, but pressing "reload" twice in rapid succession will perform an emergency reload instead
  • Tactical and Emergency reloads now have individual keybinds in the settings, you can unbind "Reload" and set up your own preferred keybinds
  • Attempting to perform a Tactical Reload when your magazine is empty will automatically be converted into an Emergency Reload
  • Emergency reloads are faster than Tactical reloads, giving the shooter a choice between retaining the mag or dropping it when necessary

[h2]Suppressed Weapons:[/h2]
  • Defenders and attackers now have suppressed weapons on each side, opening up possibilities for better sneak attacks and ambushes
  • Suppressed gunshots are much less audible through walls than other gunshots, helping the shooter keep a low profile
  • Supressors don't generate incoming fire warning tracers like unsuppressed gunshots
  • The directional hud indicators for incoming fire do not play, concealing the direction of the incoming shots
  • Note: While certain guns have suppressors permanently attached, this is simply an introduction to suppressors and we still plan to add them as a separate attachment in the future

[h3]Weapon related bug fixes:[/h3]
  • Resolved bug where attackers would be affected by flashbangs
  • When dropping magazines via reload, they should more often be above the ground level
  • Resolved bug where shotguns have a shell sticking out of the gun when loaded resolved
  • Resolved bug where picking up an empty mag could permanently break an inventory slot
  • Resolved bug where picking up an empty mag would break the icons in the hotbar




[h3]Attacker Weapons:[/h3]
Nearly all animations for attacker guns have been reworked, some of the timings for reloads have changed and have been included.
AP25:
  • TACTICAL RELOAD: New: 3.1 (EMG: 2.599s)
  • DRAW: New timing is 0.683s, added 0.283s to DRAW time
BLK-TAR / SAB-R:
  • TACTICAL RELOAD: New: 3.666
  • EMG RELOAD: New timing is 2.899s, reduced EMG RELOAD time by -0.7s
  • DRAW: New timing is 0.983s, added 0.583s to DRAW time
PK57:
  • TACTICAL RELOAD: New: 2.333 (EMG: 1.799s)
  • FIRE: Removed horizontal pull in firing animation that made keeping the sight on target difficult
DL12:
  • DRAW: Animation updated, no change to timing


[h3]Defender Weapons:[/h3]
Nearly all animations for defender guns have been reworked, some of the timings for reloads have changed and have been included.
RAS12 (Auto):
  • TACTICAL RELOAD: New: 6.2s (EMG: 5.533s)
  • DRAW: New timing is 1.433s, added 0.933s to DRAW time
MAWP:
  • DRAW: New timing is 2.066s, added 1.533 to DRAW time
  • HOLSTER: New timing is 0.966s, added 0.5 to HOLSTER time
Gruber5/GruberSD6:
  • TACTICAL RELOAD: New: 4s (EMG: 3.6s)
  • DRAW: New timing is 0.8s, added 0.4 to DRAW time
Ingmar:
  • TACTICAL RELOAD: New: 4.033s (EMG: 3.6s)
  • DRAW: New timing is 0.983s, added 0.583 to DRAW time
KR82M/KR82U:
  • TACTICAL RELOAD: New: 3.3s (EMG: 2.666s)
  • DRAW: New timing is 0.8s, added 0.4 to DRAW time
  • FIRE: Animations for firing reworked to help keep target acquisition in ADS
Nack11:
  • TACTICAL RELOAD: New: 2.966s (EMG 2.533s)
  • DRAW: New timing is 0.7s, added 0.3 to DRAW time
  • BRACE: Reworked brace pose to give better context of what the gun is and how it should be used
Legros:
  • TACTICAL RELOAD: New: 4.733s (EMG: 3.933s)
  • DRAW: New timing is 0.966s, added 0.566 to DRAW time
TUB12/Shorty:
  • DRAW: New timing is 0.8s, added 0.4 to DRAW time
  • FIRE: Animations for firing and pumping reworked to help keep the barrel from rising over the target
GAT9:
  • TACTICAL RELOAD: New: 2.333s (EMG 1.799s)
  • DRAW: New timing is 0.6s, added 0.2 to DRAW time
  • FIRE: Removed horizontal pull in firing animation that made keeping the sight on target difficult
LS45:
  • TACTICAL RELOAD: New: 2.333s (EMG 1.799s)

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: