Dystopia

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News

Dystopia 1.5.6 adds 30+ languages and floating damage numbers

Dystopia 1.5.6 is out now, led by automatic localization in 30+ languages and floating damage numbers. It also adds a credits screen a month before Dystopia's 21st anniversary, plus a broad set of interface, spectating, and server fixes.

Now in your language

Dystopia now follows your Steam language automatically across the interface, menus, HUD, scoreboard, options, cyberspace hacking programs, dialogs, in-world map screens, and mission briefings. Supported languages: Arabic, Bulgarian, Chinese (Simplified & Traditional), Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Indonesian, Italian, Japanese, Korean, Spanish (Spain & Latin America), Malay, Norwegian, Polish, Portuguese (Portugal & Brazil), Romanian, Russian, Swedish, Thai, Turkish, Ukrainian, Vietnamese, and English.

Damage numbers

Floating damage numbers join Dystopia's hitbeep system. They're on by default and can be switched off in the options menu. Each hit places a number at the impact point, slides it clear of the body, then sweeps it up to gather above the head into a total that fades when you stop dealing damage.

  • Enemy numbers match your IFF color; friendly-fire hits are flat grey so they don't look like scoring.
  • Kills fold their damage into the "+N frag" text, showing damage dealt in the seconds before the kill.
  • Numbers shrink and fade with distance, and scoped zoom is accounted for.
  • Defaults are tuned, but every part is a per-client cvar exposed in the options menu through the dys_damagenumbers* family.

Credits

A credits window on the main menu lists everyone who has worked on Dystopia: 215 people over the years. A punyhuman.com/contact link at the top of the window is there for missing or incorrect entries.

Dying, respawning, and interface fixes

  • HUD fades out on death instead of disappearing in a single frame.
  • Swapping weapons on the spawn pad no longer replays the spawn effect; changing class still does.
  • The deploy panel no longer reappears when you open the loadout menu while alive.
  • A new Interface tab replaces the old Advanced Multiplayer button; HUD and visual settings live on Interface, gameplay and input on Multiplayer.
  • Crosshair color is now a full color picker instead of three RGB sliders.
  • Corps turrets no longer stay grey when per-team IFF colors are enabled; the same 2019 color-key typo also made the corps TAC-scan blip end early, now fixed.
  • IFF overlays no longer get cut off on ultrawide monitors, and kill scores no longer clip near the right edge on widescreen.
  • Chat wraps while typing; the box is narrower and the font follows your resolution.
  • The team/class/loadout menu (M) is centered at every resolution and team-colored in-game.
  • Punk's ammo icon no longer turns corp blue while reloading; punk boltgun trails are red instead of blue.
  • While in a server, the main menu leads with RESUME GAME, with DISCONNECT below it.
  • The ammo dispenser animates properly again, mostly: spin-up, loop while dispensing, wind-down.
  • Options > Keyboard has its buttons back after 1.5.5 broke them.
  • Pickup feed redesigned: no more flat-yellow Half-Life 2 stack climbing into the radar. Pickups slide in along the bottom next to your ammo, are team-colored, and the full loadout (grenades included) flies in when you spawn.
  • Server browser is now "Browse Servers" instead of "Search Servers."

Spectating, tickrate, and stability

  • Round restarts (including map_restart) no longer freeze spectators; they carry on normally.
  • Third-person spectate no longer tilts sideways after chasing a decker out of cyberspace; it stays level while keeping the intended tilt during cyberspace flight.
  • The developer console is much cleaner.
  • A new tickrate command lets servers report the tickrate actually in effect, and players see it next to their own effective rates, so a 128-tick server no longer looks like a 64-tick one.
  • -tickrate on the command line is all a high-tick server needs: rate bounds are derived from it and reported at map load. Manual rate settings warn while that derivation is active; sv_rate_bounds_follow_tickrate 0 opts out.
  • New players start at updaterate/cmdrate 128 and rate 196608, clamped by the server, so it costs nothing on a 66-tick server and just works on high-tick ones. Existing configs keep their values, and sv_minrate remains the server-side lever for dialup-era rates.
  • Fixed two potential server crashes involving turrets taking damage from map hazards or without an attacking player.
  • Fixed the music player logging an FMOD error every time a track ended.
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News

Dystopia 1.5.5: SmartLock rework, 256-tick servers, and more

Dystopia 1.5.5 is live. The community-driven update reworks the SmartLock pistols, raises the official tickrate ceiling to 256, fixes long-standing Linux and netcode problems, and rebuilds the main menu. Bug reports and fixes came from bauxite, SnoopKirby, mv, vizzys, cartesianBear, Johnny, and xx; some changes are marked as experiments and need feedback.

SmartLock and weapons

SmartLock pistols are now paint-based (experiment). Hold right-click to enter tracking mode, and a tracker fires automatically as your crosshair passes a valid enemy. Right-click always acquires; with both guns locked, the oldest lock jumps to the new target and the guns alternate. Locks need line of sight within 768 units, with 2 seconds of grace, and cloaked enemies require thermal vision — an active Cold Suit defeats locks. Lost locks reacquire without reloading, a center dot shows when both guns are locked, and the scan tone is directional: Sound Suppressor silences it, while the SWT implant still hears it. Operators can toggle classic behavior.

SmartLock DPS drops about 20% (8 per 75ms to 6.434 per 78.125ms) and now lands on a whole number of server ticks at every tickrate. Boltgun bolts embed in doors and moving brushes, stay detonatable, and ricochet on shallow hits instead of vanishing; damage drops from 85 to 82, so a headshot no longer one-shots a full-armor Light. Assault Rifle secondary fire works with partial bursts, scaling to remaining ammo, and minigun knockback is halved (experiment) and server-tunable.

Netcode, Linux, and cyberspace

High-tickrate servers up to 256 tick now work in the official build — VAC-safe, with the client told the real tickrate. Rates follow the server automatically, so 128/256-tick servers deliver full-rate updates without touching cl_updaterate; your own settings are still respected. A high-tick correctness pass fixes fast automatic doors, melee viewmodel animations, and gives high-ping players a full second of delta history.

Linux gets updated SDL, raw mouse input by default, fixes for launching on modern systems, automatic resolution of Windows-style asset capitalization in custom maps, and properly registered achievements. Cyberspace fixes target permanent invisibility after respawn, a crash when deckers die or jack out early, spectator camera tilt, ghost meat bodies at jack-in points, and getting stuck half-decked — dying while decked now always removes your meatsack.

Interface, music, and stats

The main menu is rebuilt around a large PLAY NOW button plus TUTORIAL / SEARCH / HOST and STATS / ACHIEVEMENTS rows, with OPTIONS, DISCORD, and QUIT GAME below. PLAY finds the best joinable server by population, ping, and owned maps. Find Servers and Create Server are now SEARCH and HOST, the menu crossfades through background art, and the UI randomly picks corp blue or punk red on launch. The Options window is bigger, the gamepad look-speed boxes work, version mismatches explain themselves, the server browser hides unjoinable versions, dialogs no longer dim the menu, and first launch picks native resolution with borderless windowed mode.

Music now plays past the first track, respects the background-silence setting, and carries over between servers and menu. Stats move to an authenticated HTTP backend at dystopia-stats.com, and global awards are back on the scoreboard.

Fixes, security, and server tools

Movement prediction errors, ramp rubber-banding, a lag-compensation rollback bug, standing jump landing (no change to bhop, wallrun, or jump height), stealth weapon-model visibility, TAC Scanner failures on busy servers, rounds restarting when both teams fill, and mp_rounds votes applying instantly are all fixed. A malformed chat say command could crash any server; that remote exploit is closed.

New convars: dys_smartlock_paint_mode, dys_smartlock_scan_*, dys_minigun_knockback_scale, dys_spawntime_per_player (off by default), dys_min_client_version, plus live-applying dys_stats_enabled and dys_stats_restart. Mappers get a "respawntime" keyvalue on npc_turret_ceiling.

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