1. Due Process
  2. News

Due Process News

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

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.