Diabotical

Diabotical Dev Tracker



11 Apr

Comment

It's possible to do it manually with files, you settings are saved to settings.txt and your bindings are saved to bindings.txt in C:\Users\Username\AppData\Roaming\Diabotical you can get there by pasting %appdata%/Diabotical in the Windows explorer address bar or by typing the command /homedir in the console in-game, then you can move those files to another folder or rename them to something other than "settings" and "bindings" such as "settingsbrother", "settingsme", then make a copy of one of those depending on who is playing and rename it to "settings" so that it's read by the game when you launch it afterwards.


21 Feb

Comment

Originally posted by hadriel1989

Dallas

Are you able to launch a custom match on that map in any server?

Try verifying the game if you can't load the map anywhere (click the 3 dots button next to Diabotical in the Epic Games Library)

Comment

Originally posted by hadriel1989

there seems to be an issue with wipeout pickups on the map Arcol. Just had a queue pop and everyone got an "invalid version of map" error

What was the server of that pickup?

Post
    Trello on Trello - Thread - Direct

Gameplay

  • Fixed an issue that disabled PNCR knockback (released in an earlier minor patch).
  • Fixed projectiles becoming stuck in moving props like doors or weapon clipped props when fired from within.
  • Increased the Rocket Launcher’s secondary attack (grenades) ammo usage from 2 to 3.
  • Increased the time before being able to switch to other weapons or fire primary after firing rocket launcher secondary to match the old stand alone Grenade Launcher values.
  • Decreased the horizontal radius of rocket and grenade projectiles from 2 to 1 unit for hit detection.

Audio

  • Added impact sounds for the Shotgun’s secondary attack.
  • Added a hum sound to the Void Cannon like the Shaft and PNCR have, which is audible to other players nearby.

Visual changes

  • Fixed an issue causing a part of the Cyclops shell to be rendered inc...
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Post

Gameplay

  • Fixed an issue that disabled PNCR knockback (released in an earlier minor patch).
  • Fixed projectiles becoming stuck in moving props like doors or weapon clipped props when fired from within.
  • Increased the Rocket Launcher’s secondary attack (grenades) ammo usage from 2 to 3.
  • Increased the time before being able to switch to other weapons or fire primary after firing rocket launcher secondary to match the old stand alone Grenade Launcher values.
  • Decreased the horizontal radius of rocket and grenade projectiles from 2 to 1 unit for hit detection.

Audio

  • Added impact sounds for the Shotgun’s secondary attack.
  • Added a hum sound to the Void Cannon like the Shaft and PNCR have, which is audible to other players nearby.

Visual changes

  • Fixed an issue causing a part of the Cyclops shell to be rendered incorrectly in maps.
  • Fixed the PNCR beam’s visuals not...
Read more External link →

29 Jan

Comment

Originally posted by Yashicafanboy

Great patch!

One thing I noticed: LG beam is broken (not visible) while spectating.

We've fixed this in 467b.


28 Jan

Post
    Trello on Trello - Thread - Direct

Matchmaking and matches

  • The Birthday Mapping Contest has concluded and the winning maps are being added to the official lists (Announcement: https://www.reddit.com/r/Diabotical/comments/s3upbm/birthday_mapping_contest_results/ ):
  • The Duel ranked map list is now Axiom, Cathedra, Darkness, Machine, Pavilion X, Restless, Sanctum.
  • The Wipeout pickup map list is now Ancient, Arcol, Caliburn, Dynamo, Furnace, Rekiem, Sunken, Toya Fortress, Wellspring.
  • Axiom, Cathedra, Darkness, Machine, Prism have been added to the Duel custom game map list.
  • Caliburn, Rekiem, Gloria, Dynamo, Coyote have been added to the Wipeout custom game map list.
  • Rekiem has been added to Freeze Tag, Freeze Tag Classic, FFA, and Warmup map lists.
  • Wreckage and Myshell have been added to the...
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Post

Matchmaking and matches

  • The Birthday Mapping Contest has concluded and the winning maps are being added to the official lists (Announcement: https://www.reddit.com/r/Diabotical/comments/s3upbm/birthday_mapping_contest_results/ ):
  • The Duel ranked map list is now Axiom, Cathedra, Darkness, Machine, Pavilion X, Restless, Sanctum.
  • The Wipeout pickup map list is now Ancient, Arcol, Caliburn, Dynamo, Furnace, Rekiem, Sunken, Toya Fortress, Wellspring.
  • Axiom, Cathedra, Darkness, Machine, Prism have been added to the Duel custom game ma...
Read more External link →

14 Jan


27 Dec

Comment

You still have this issue in 466d? (Check the link Raven posted for context)


26 Dec

Comment

Update: We just released a minor version (466d). This keeps the same improvements mentioned in the patch notes but adds a small grace window of time that also allows rocket-jumping with the previous shoot-first timing. From our testing this also improves rocket jumping in this scenario compared to the situation pre-466. (Update update: Sorry for update right before finals, eggwp, we have been testing this all evening and forgot to check.)

Comment

Originally posted by WhaleSong2077

nvm i found it through edit-- may we fork and reup?

Yes, of course. Go ahead.


25 Dec

Post
    Trello on Trello - Thread - Direct

Gameplay

  • Christmas Miniguffin is now available in Quickplay. Take the MacGuffin through the goal to score points, frag opponents to earn weapons (mode based on the Brawl mode with logic entities in the map “mod_miniguffin_christmas” and hp and armor settings externally).
  • Improved speed of application of knockback effect (improves rocket jumping and blaster wall climbing). When rocket jumping do not fire and then jump, make sure you first jump and then fire.
  • Fixed an issue introduced in a previous patch causing power-ups in Brawl and FFA to spawn at the same time instead of in cycles.

Editor

  • Fixed a crash while editing related to logic entities (rolled out earlier in a minor update).
  • Fixed an issue where actions triggered by ‘on_player_spawn’ were having no effect (rolled out earlier in a minor update).
  • Fixed an issue where tag-related actions were ignoring the...
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Comment

Originally posted by teivos

can't rocket jump anymore. am i am the only one?

If you were pressing fire before pressing jump that will not work correctly now (even if just slightly before), you have to press fire and jump at the exact same time or press fire after pressing jump.

Edit: it's safer to press jump right before fire so that you're in the air when the explosion knockback is applied

Comment

We had an issue rolling out this update, the new mode should start working in about 10 minutes. (From 21:05 CET*)

Post

Gameplay

  • Christmas Miniguffin is now available in Quickplay. Take the MacGuffin through the goal to score points, frag opponents to earn weapons (mode based on the Brawl mode with logic entities in the map "mod_miniguffin_christmas" and hp and armor settings externally).
  • Improved speed of application of knockback effect (improves rocket jumping and blaster wall climbing). When rocket jumping do not fire and then jump, make sure you first jump and then fire.
  • Fixed an issue introduced in a previous patch causing power-ups in Brawl and FFA to spawn at the same time instead of in cycles.

Editor

  • Fixed a crash while editing related to logic entities (rolled out earlier in a minor update).
  • Fixed an issue where actions triggered by 'on_player_spawn' were having no effect (rolled out earlier in a minor update).
  • Fixed an issue where tag-related actions were ignoring their ‘delay’ setting.
  • Fixed a typo...
Read more External link →

16 Dec

Comment

Originally posted by smorgar

Yes please, or just make it a quick little animation on the score screen. As it is now after the patch the button "leave game" is bugged in bottom center of screen and its not clickable. Terrible QA on this patch.

As of version 0.20.465g the leave game button should no longer be bugged in the rank up screen.

Post
    Trello on Trello - Thread - Direct

HUD

  • Fixed splits being affected by players joining the game.
  • The Team score left behind by disconnected players is now cleared when someone joins the empty team which had the lingering score.
  • After your first run in a Time Trials match on a map with splits, the Current column of the Race Splits HUD element now displays the difference between that run and your best run by the time you reached that checkpoint (total time relative to checkpoint: if your run is 10s slower than your best run then the last split diff will be +10s), instead of comparing the time between checkpoints with each other (split time relative to split time, independently of total time: if your run is 10s slower than your best run but you performed the last split/time from last checkpoint to the end 0.5s faster than in your best run then the last split diff will be -0.5s). To change the Race Splits HUD element to display split times relative to split times use ...
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Post

HUD

  • Fixed splits being affected by players joining the game.
  • The Team score left behind by disconnected players is now cleared when someone joins the empty team which had the lingering score.
  • After your first run in a Time Trials match on a map with splits, the Current column of the Race Splits HUD element now displays the difference between that run and your best run by the time you reached that checkpoint (total time relative to checkpoint: if your run is 10s slower than your best run then the last split diff will be +10s), instead of comparing the time between checkpoints with each other (split time relative to split time, independently of total time: if your run is 10s slower than your best run but you performed the last split/time from last checkpoint to the end 0.5s faster than in your best run then the last split diff will be -0.5s). To change the Race Splits HUD element to display split times relative to split times use the command /hud_rac...
Read more External link →