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Offline Asid

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Due Process A PVP tactical FPS
« on: November 07, 2020, 04:18:28 AM »


A PVP tactical FPS about PLANNING & EXECUTION. Sound strategy and good teamwork are essential for victory because new PROCEDURALLY-GENERATED MAPS are delivered every week. You'll face a new tactical challenge every round.


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DUE PROCESS | Early Access Launch Trailer





About

DUE PROCESS is a tactical FPS where tactics finally matter. Planning & teamwork are essential for victory because every map is procedurally generated. You'll be faced with a new challenge every time you play.






Fresh maps make Due Process great. Levels are built in-house via a procedurally assisted level generation process and are delivered weekly via steam update, which means you won't be playing on the same stale level. Our level designers edit each level before it goes out and are constantly trying new concepts.






Teamwork starts with a goal. Discuss your strategy over voice chat, and use the planning phase to draw up a plan of attack. Deploy your assets wisely over the course of three rounds, as anything fielded from your armory won't come back if destroyed or lost.






No plan survives first contact. The plan is a start, but you're going to have to think on your feet and coordinate with your team when things go awry. Getting your teammate to open fire to cover your footsteps just might secure you the element of surprise.






Play as two distinct factions with radically different playstyles and capabilities. Asymmetric warfare at its finest.






A corporate military force contracted with enforcing indefinite martial law. Armed with the best tactical gear and weapons for a CQB environment. Speed, surprise, and violence of action are the essential elements of good execution. Once a plan is made, move forward with purpose, either by systematically eliminating the opposition room by room, or by striking swiftly at the heart of the defense.






A rag-tag band of outlaws who oppose the corporations by any means necessary. Their weapons and gear are relics and rudimentary, but are not to be underestimated. Cunning is their strength. Anticipate what the enemy is planning, then set up the kill zone. Lay traps, coordinate crossfire with your team, and exploit breaks in the attack to flank the enemy and bring a decisive end to the fight.




Servers are available in the US, UK, AUS, Japan, Singapore, and Russia


Mature Content Description

The developers describe the content like this:
Blood, violence.































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Offline Asid

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Re: Due Process A PVP tactical FPS
« Reply #1 on: November 07, 2020, 04:22:43 AM »
FAQ


On what platform is Due Process available?
PC, specifically on Steam:

Will Due Process ever come to consoles?
We are prioritizing a good PC version first. When we have succeeded at that, we'll explore other platforms.

What are the system requirements of Due Process?
OS: Windows 10
Processor: 3000-series Intel i5; 2000-series AMD Ryzen 3
Memory: 8 GB RAM
Graphics: Nvidia GeForce GTX 760; ATI RX 570
DirectX: Version 11
Storage: 20 GB available space
Additional Notes: Microphone (recommended)

Someone is acting very toxic in game. Where do I report this behavior?
Please DM one of the @Enforcers on Discord with as many details as possible. Preferably with video footage or screenshots of the incident. Also you absolutely must include your players.log-file or we will not be able to act on the report. Please follow the instructions in the
#reporting-format channel in our Discord server[discord.gg] to receive it.

Will Due Process have a PvE mode in the future?
Creating bots that work with our procedurally generated maps would be a huge effort. While we think, an additional PvE mode would be fun, we want to prioritize our limited resources on improving our main game mode.

Will Due Process have leaning in the future?
Leaning causes a lot of issues (e.g. making every cover basically the same). We will try ambidextrous aiming in the future. If that goes well, we might experiment with leaning as well.

Can you create custom matches or private servers?
We will release a simple challenge feature soonish, to allow friends to play against each other and make competitive play easier. Will expand that into a more fleshed our custom game mode later down the road. While we would love to support LAN play eventually, private servers will probably not be a thing for the foreseeable future, since we are not comfortable with publishing our server executable right now.

Will the shopping cart and riot shields come back?
A bunch of features got lost in the network refactor[dueprocess.info]. Most of them will eventually come back in one way or another.

Will there be more tile sets in the future?
Yes! Multiple more tile sets are in the works.

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Offline Asid

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Re: Due Process A PVP tactical FPS
« Reply #2 on: November 07, 2020, 04:28:15 AM »
Update 535 - Maps and Client Update
Fri, 6 November 2020

Version 535, update size approx 3.4GB

Twenty new maps have gone out for this week, but also some other changes to the client are going out as well. Additionally, there's a new experimental attraction in several of the new Killhouse maps that were just released:

Killhouse Airlock:
This airlock utilizes the vault walls and doors, along with a sequence of buttons that make the doors act similarly to an airlock; when one door opens, the other closes.
 



Client Changes:
•   Added Report option in the player options dropdown list. The report function comes with a list of options you can choose from, and includes a form to include optional text to describe the report.
•   Made changes to mapcubes used in drawing to make them much more performant, reducing the total draw calls that should speed up rendering.
•   Match panes should now display up to 4 points for Casual matches and up to 7 points for Ranked matches, letting you know the actual progress of matches that your friends are playing in
•   Smoother animation transitions, and playback speed changes for walking animations to improve their quality
•   Barbed wire hitboxes no longer have a thickness set and will no longer block raycasts for explosives or bullets

Backend Changes:
Since we made a lot of backend hotfixes in week after launch, and there were no update notes regarding them, they've been added to this post.
•   Optimizations to several backend systems that were overconsuming during high stress, and to decrease response times for operations
•   Fixed a couple memory leaks that showed up with many hundreds of players online, and fixed them so we don't have to take down the servers periodically to keep response times fast
•   Removed showing players who were not relevant to you, ie random players who have never played with you or weren't steam friends
•   Fixed Calculations of score post match for ranked point gain
•   Ranked leaderboard has been changed to update approximately weekly for the time being to reduce load until we can do further optimizations


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Offline Asid

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Re: Due Process A PVP tactical FPS
« Reply #3 on: November 12, 2020, 12:33:22 AM »
Update 541: Hades Python
Wed, 11 November 2020



Version 541, approx update size 100MB
This update is a regular update, meaning that it contains things that our team worked on in the past week or two. With some of the Early Access launch issues out of the way we can focus more on delivering stable, regular updates and hopefully begin addressing issues which users have been noting to improve the stability of the game going forward.

Gameplay Changes:
•   Found and fixed a bug pertaining to client hitching the first time a player was shot
•   Hit flash for players has been updated to be red for both teams, to increase visibility
•   Gun tracers have been updated to increase their visibility, they have longer tails to give a better idea of spread and direction
•   Swapping inventory items or other actions will no longer cancel kicking and bug out doors
•   Animation: Polished run, walk, sprint cycles. Increased animation speed playback on movement animations.
•   Other small bug fixes.

Menu Changes:
•   Add Featured Community Tutorial links to the Training menu
•   Updated the "Home" screen and "DPL" panel, added "Twitch" panel
•   Continue to display End Of Match screen through level unloading
•   "Quick Swap" hidden from input mapper until properly implemented
•   Fix leaderboard text field for matches played count so it can display 4 digit numbers


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Offline Asid

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Re: Due Process A PVP tactical FPS
« Reply #4 on: November 14, 2020, 12:16:21 AM »
Update 542: Weekly map update
Fri, 13 November 2020

Version 542, expected update size 4.3GB

Version 542 includes our new maps for this week, as well as some fixes for some maps rolled out last week. A few of the maps introduced last week were taken out of rotation due to bugs, but should now be back in rotation with these fixes.

Additionally, there are a few retroactive changes that will affect both new and old maps:

•   The post FX volume for killhouse has changed, which changes the overall color temperature of that level. This will also affect training.
•   CStore storefront shutters now have both blue and red strips to try to help new players correctly identify them as requiring a charge, this helps signal that they normally require a charge to enter.
•   Added Open and Close SFX for the Vault Door.

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Re: Due Process A PVP tactical FPS
« Reply #5 on: November 18, 2020, 12:39:09 AM »
Update 543: Crab Artemis
Tue, 17 November 2020



Version 543, approx update size 41MB

This week's update features private matches, a penalty for jump shooting, several defender equipment changes, and many bugfixes for issues. As this update contains many changes that are not just fixes and are gameplay changes, we encourage users to join our discord using the link on the game's homepage and give feedback!


Gameplay Changes:

Jump aiming penalty:
•   Weapons will dip down rapidly when jumping
•   Scoped weapons will unscope and will not be able to return to scope for half a second
•   These penalties only apply to jumping, so falling from a ledge will not cause the penalty


Defender equipment changes:

Molotovs
•   Duration reduced by 55% to about 8 seconds (this also will incidentally resolve the issue where fire goes out and comes back)
•   The count of the molotovs has increased to 7, up from 4 to offset this, the total avaliable molotov time remains about the same
•   The molotov area was slightly reduced, by about 15%

Barbed Wire
•   Slow debuff reduced to 50%, down from a 65% debuff
•   The count conversely increased to 9, up from 6
•   Size changed to better match the actual model size of the wire: width shortened, gained length, height shortened.

Flares
•   Duration decreased from 45 to 30
•   Count increased to 4, up from 3

Other:
•   Fix flashlights rendering with the map open, to help prevent spying on the other team.
•   Animation fix for unholstered crouching causing an "A-Pose"
•   Animation fix for ADS Legros weilding causing an "A-Pose"


UI/Menu Changes:

Added private matches:
•   Private matches require a filter to be entered, this option can be enabled as "Display Match Making Password Box" in the UI settings.
•   Once the private matches filter is enabled, you must type a code into the private match filter and search with the private match code to find an opponent.
•   A singular squad searching with a private match filter will not start a match, you must have two opposing squads searching with the same private match code. It will also respect your region and gamemode selections, so those must match as well.
•   Private matches do not stop players from joining during an in-progress match, so make sure to set your code to something secret!
•   Additionally, it should say "Searching for a private match" when working correctly.


Other:
•   Added fix for some audio devices not properly initializing on startup, leading to audio errors or vivox initialization errors.
•   Display tip for "Press M to Open Map" for a short duration after a round starts.
•   Fix issue where game would not respect the window/fullscreen/borderless mode set in the config.
•   "Servers are locked down" changed to "Servers are being updated"
•   More updates to the home screen, added new panels to fill out the rest of the home screen. Blog posts link, twitter link, code of conduct, more.
•   When connecting while banned instead of seeing "You are Banned" a banned user will now see a notice explaining the reason and duration, to help describe temporary infractions.



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Offline Asid

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Re: Due Process A PVP tactical FPS
« Reply #6 on: November 21, 2020, 03:33:01 AM »
Update 545: Weekly Maps
Fri, 20 November 2020

Version 545, approx update size 3.9 GB

New maps and a small hotfix for the client to address some barbed wire sound issues.

Client Updates:
•   Added 21 new maps
•   Updated barbed wire to resolve issue with wire sounds not playing


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Re: Due Process A PVP tactical FPS
« Reply #7 on: November 24, 2020, 01:36:45 AM »
Update 546: Fortune Tide
Mon, 23 November 2020



Version 546, approx update size 40MB
This week's update features new impact sounds for gunfire (headshot dink!), network optimizations, a fix to help reduce crashes when returning to menu on some machines (more later), and some more balance tweaks to round out our balance changes from last week.

Gameplay Changes:
•   New impact sounds for body and headshot hits
•   New sound for friendly fire, give negative feedback for shooting wrong team
•   Optimization and reduction of network traffic usage
•   Fix jump penalty offset when firing from non-ADS stances in jump penalty state.

Balance tweaks:

Attacker
•   Retuned flashbang flash to be more consistent based on the angle at which you are looking at it, as well as the distance to the flashbang.
•   Increased the rate of falloff for the initial flash punch by 100%. So half the aim punch at the same distance.
•   Nerfed smoke grenade, time reduced from 20s to 12s.

Defender
•   Barbed Wire slow increased to 55% up from 50%
•   Barbed Wire sprint slow increased to 65% up from 50%
•   Buffed molotov, size increased 15%, damage increased up to 120dps up from 75dps. (note the previous patch notes listed a reduction of 15% size in the molotov, this was actually a 30% reduction and is now 15%)
•   Fixed issue where gecnet would accept requests to join on private matches from relevant users


UI/Menu Changes:
•   Reduction in amount of calls made when reloading to main menu to help with some crashes after a match
•   Added instructions on how to the update game client if you connect and get the "Needs update" warning.
•   Added new video to training section
•   "Servers are locked down" > "Servers are being updated"

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Offline Asid

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Re: Due Process A PVP tactical FPS
« Reply #8 on: November 25, 2020, 04:41:53 AM »
Update: Brazil Region Now Available
Tue, 24 November 2020



Version 548, approx update size 40MB

The new version being deployed is a small client update to enable the Brazil Region toggle on the client UI. This update is being deployed in tandem with a back-end update with the Brazil servers, as they have become available.

Changes:
•   Add Brazil region selection to the client UI
•   Add additional region calculation for Brazilian servers on the backend
•   No gameplay changes in this update


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Re: Due Process A PVP tactical FPS
« Reply #9 on: November 30, 2020, 11:55:46 PM »
Update 551: Thundering Hermit
Mon, 30 November 2020



Version 551: Approx update size 4.0GB
The maps that were produced last week did not go out over the weekend due to the holidays here, but they are here now! Additionally, there are a few changes in this build worth noting. Fixes for game stutters that would happen rarely but get longer over time as you played the game should be reduced or resolved. Scrollwheel inventory swapping was added for players asking for that feature for accessibility. Factory docks have been changed to act more like CStore shutters, door charges will no longer make an entry on these and you'll need a wall charge.

Gameplay Changes:
•   Added fix for broken spine IK on other players. This was causing misalignment of opponent hitboxes and upper torsos during gunfights.
•   Fix for certain game object pools slowly expanding forever, causing random hitches and a slow memory leak.
•   Factory dock shutters now operate like cstore shutters, a wall charge allows for an entry point and a door charge makes a peek only.
•   A basic version of keybinds for next and previous inventory slots is now an option in the controls menu. This is now bound to scroll wheel by default but can be bound to other keys, but was mostly added for people asking for scroll wheel swapping.

UI/Menu Changes:
•   Added loading screen when moving from Menu to Training or vice versa to smooth out loading transition on machines that don't instantly load the map.
•   Volume slider for other players in the menu now will complete mute them when in the left most position instead of leaving them very quiet. Quick mute button now highlights to show that it's a button.
•   Debug MatchID in the bottom left corner is hidden during cinematic views (no-hud and vs screen), and is now labeled as "MatchID"

Maps:
•   New maps are included in this update. These are the maps that normally would have been delivered over the holidays.
•   Factory dock doors now operate like shutters, a wall charge allows for an entry point and a door charge makes a peek only. (duplicate from Gameplay)
•   Factory box stacks optimized, should reduce draw calls and rendering time on factory.

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Re: Due Process A PVP tactical FPS
« Reply #10 on: December 05, 2020, 04:38:22 AM »
Update 554: Weekly Maps + Hotfix
Fri, 4 December 2020

Version 554, approx update size 3.3 GB

Client Updates:
•   20 New maps, removed a small amount of old deprecated maps
•   Flashbang tuning:
   1.   25% reduction to view angle affected by flash, down from 120 degrees to 90 degree angle
   2.   25% reduction to flash distance
•   Possible fix for looking down on certain levels causing frame rate to drop




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Re: Due Process A PVP tactical FPS
« Reply #11 on: December 09, 2020, 03:30:36 AM »
Update 558: Ironclad Fist
Tue, 8 December 2020



Version 558: Approx update size 4.0GB

The matchmaking and UI systems got a large overhaul in this update to change how teams are made up, allowing them to be made up of separate squads of players. Besides this, there were some minor optimizations to the client as part of the ongoing optimization efforts, and changes to content which unfortunately requires a full redownload of all content for this update.

UI/Menu Changes:
•   Changed the format of how teams and squads are arranged for matchmaking and matches
- Squads going into a match are now considered seperate from the Team
- You can see who makes up which squads on your Team
- Team names are seperate from squad names and squad names will only be used for the team when the whole team is made of one squad
- When a match is ending there is an option to exit the match as just your squad and not with the team
•   Added a small popup that asks if you want to queue for both ranked and casual if only queuing for casual
•   Fix for casual being unselected sometimes when exiting a match when you were previously queuing for casual

Client:
•   Another pass on optimizations to incoming bandwidth used by the server to send data to the client.
•   Another fix for a memory leak

Content:
•   Glass decals on certain double swing door windows has been disabled
•   Adjustments to flash effects on player kill for visibility
•   Killhouse post effect and color grading tweaks
•   Platform hardening for misc clusters in factory and cstore exteriors

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Re: Due Process A PVP tactical FPS
« Reply #12 on: December 10, 2020, 02:27:03 AM »
Update 560: Client only update
Wed, 9 December 2020



Version 560, approx update size 20MB

Client:
•   Fix for clients not properly transmitting to their squad channel after leaving a match in which their team is merged into their squad
•   Fix for private match password box not being enabled whenever the setting is enabled



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Re: Due Process A PVP tactical FPS
« Reply #13 on: December 12, 2020, 02:01:19 AM »
Update 562: Weekly Map Deployment
Fri, December 11, 2020


Version 562, approx update size 3.6GB

Client Updates:
•   Added 24 new maps
•   Removed 15 old maps from rotation
•   Updated a couple of maps that were temporarily taken out of rotation due to bugs



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Re: Due Process A PVP tactical FPS
« Reply #14 on: December 18, 2020, 01:50:39 AM »
EVENT: HOLIDAY UPDATE
Thu, 17 December 2020



Version 569, approx update size 3.8GB


The winter update is mainly three parts, the winterized maps, pinging system and content update for our defender room and attacker truck. While the winterized maps will eventually go away once the event is over, the other changes will stay after the event.

You can either look at all the flashy pictures in our blog post http://dueprocess.info/blog/2020/12/16/73-winter-update or read the nitty-gritty patch notes here:


Winter Update - Temporary seasonal patch notes:


•   All gameplay levels are experiencing snowfall, with the most dramatic accumulation being in killhouse.
•   The killhouse map pool has been completely replaced with new killhouses for this event. We will drop more winterized killhouses later during the event along with other maps. These maps will only be here for a limited time so play them while you can!
•   As per ARGUS HR request, Killhouses made 241% more festive. This is the mathematically most festive we've achieved, and well surpasses quarterly goals.
•   All planning rooms have been decorated, as 2 in 5 residents of Alpha City decorate for the holidays. Statistically, somebody (or multiple somebodies) on your team are the culprit.

Don't stick your tongue out and eat the snow. Not only is it hazardous, the chemicals it contains are the intellectual property of 6 different conglomerates and ingestion is an implicit agreement to 4 different EULAs.

Defender Room and Attacker Truck Changes:
•   Players should no longer spawn on top of each other in the back of the truck or on top of the table and instead spawn at intended player spawn points.
•   Defenders now have weapons in lockers instead of on racks.
•   The standard defender room lighting has been polished and optimized. Neither the truck or the defender room will allow moon or sunlight to shine through solid ceilings.
•   Attacker truck lighting and doors are now animated and include buzzers as well as changing light colors to signify the start of staging (T minus 15 seconds) and execution. The execution buzzer is loud enough to be heard by defenders.
•   Weapon positions on the defender shotgun locker have been tweaked to reduce overlaps that caused picking up a secondary shotgun when loading a primary shotgun, and barbed wire has been rotated for better readability. Gear positions in the attacker truck have also been polished.
•   Defender room collision has been hardened - defenders should no longer get lazed by the UAV when platforming in the defender room.

Ping System and UX Changes:
•   Ping System: Callouts can now be made using a "ping" to mark points of interest to teammates on the fly, both in the map and in first-person.
•   Visibility improvements to the "move here" waypoint marker were made to better highlight it in first-person view. Now accompanied by text that displays the player's distance from the waypoint in addition to a proximity check that disables the waypoint when reached.
•   Player map name cards have been updated to take up less space on the map. A "vision cone" visual has been added to players in the map view to better gauge at a glance which direction players are facing.
•   Player map name card info and vision cone for you (the player) is now distinct from your teammates by being colored yellow to better help with orienting and locating yourself on the map.
•   Updated barbed wire icon.

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