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Due Process News

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


Weekly Map Deployment

The weekly map drop is available for new matches. Enjoy some screenshots taken from this week's maps!

Previews:

Downtime

This is a small technical update with only 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 working nearly entirely on future content and gameplay systems at the moment, so the only thing changing is small optimizations of components as our programmers notice issues when working on other systems.

[h2]Changes:[/h2]
  • Updating some back-end structures to reduce overhead
  • Optimization of the network transport for data associated with kills
  • Small change to frag grenades to fix a bug with some unintended content destruction
  • Minor adjustments two existing maps
  • Pushed weekly new map cycle
  • Fix for game hitch when opening a specific debug menu


Weekly Map Deployment

The weekly map drop is available for new matches. Enjoy some screenshots taken from this week's maps!

Previews:

Update 665: More bugfixes

[h3]Description[/h3]
This week's update is all just various fixes for things. We're hard at work on various gameplay systems that require the full attention of our engineers, so mostly what's being pushed out is maintenance and tackling whatever fixes we can get to while we work on various large projects from our roadmap.

[h3]Fixes:[/h3]
  • Fix to handle players who don't correctly load the next level when losing data from the server
  • Fix for infinite reloading/racking gun bug
  • Fix for another rack bug with shotguns
  • Fix an error noted in player logs when someone leaves
  • Fixed bug that caused servers to continually give score to one team and break
  • Edited holographic sight shader to reduce intensity of reflected light
  • Fix dead player spectator issue when on "left" team that would cause that team's hotkeys to show as the wrong keybind
  • Fix dead player spectator issues with keybinds not showing
  • Fix dead player spectating ping range check and stance-based visibility
  • Fixed issue with some lingering objects not cleaning up properly and bloating game performance/networking
  • Reduced networking for certain types of networked objects
  • Possible fix for "Lag Detected" happening at start of round
  • Better logging for "Lag Detected" happening at start of round (in case bug is not fixed)