over 4 years ago - /u/RavenCurrent - Direct link

This is the last planned Stress Test. It's possible there may be a sporadic stress test if we need to test netcode. For now Diabotical will be available until Monday morning 10 AM CEST https://www.timeanddate.com/worldclock/fixedtime.html?msg=Diabotical+Stress+Test+4+End&iso=20200817T10&p1=239

0.20.297

  • Fixed the missing bouncing sound when grenades bounce on the ground
  • Renamed the minimap creation command /discover to /radar so that /disconnect can be tab auto-completed from /dis, as requested by winz. Example usage: https://i.imgur.com/BnYclaQ.png - note that leaving an ongoing ranked match will result in a queuing penalty

0.20.296

  • Improvements to Rocket Jumping and Blaster Jumping feeling more responsive on servers, regardless of ping - note that the explosion particle effects that you see will not be well synchronized specially at high ping
  • Fixed an issue with the inactivity timer not being triggered
  • Some translations
  • Customize has been renamed to Locker (previously unreported)

0.20.295 - Server Update

  • Fixed the incorrect base indicator in MacGuffin for players joining/rejoining an ongoing game

0.20.295

  • Internal stability improvements
  • Added a /disconnect console command to disconnect from your current match - note that there are re-queuing penalties if you leave an ongoing Ranked match
  • Fixed "Test Map" showing up as an option for Custom Games when having Wipeout selected, instead of the new name of the map Toya Fortress

0.20.294

  • Fix to a network congestion issue that made the server-side netcode perform poorly for some players

0.20.293

  • Fixed the map vote in the Game Report not showing up

0.20.292

  • Fixed players not being able to grab items from the item spawn locations
  • Fixed the map vote in the Game Report not showing up
  • In Aim Arena and Rocket Arena you no longer get a Smoke Weeball in the Weeball rotation, only Explosion, Slowfield and Implosion

0.20.291

Interface

  • The Select Datacenters button on the bottom bar has been moved to the Quick Play, Ranked and Custom Games menus, to the left of Join Game, Find Match and Refresh buttons
  • The Select Datacenters button now displays the option to Expand search to nearby locations, instead of this option only being available in Settings-More Settings
  • In Play-Quick Play, FFA has been moved to the Arcade Modes Play Card
  • In Play-Quick Play, Brawl 3v3v3 has been removed
  • In Play-Quick Play, the Wipeout Play Card has been renamed to Team
  • In Play-Quick Play, 4v4 MacGuffin has been added to the Team card in addition to 5v5 Wipeout
  • In Play-Quick Play, the FFA Play Card has been replaced with the Warmup Play Card featuring the Warmup mode which is FFA with a full loadout and higher health. This Play Card differs from the others in that it's not a queue, simply clicking it will join you into a Warmup match which you can be in while queued for other modes. Warmup also remains accessible through the Ranked menu - note that Warmup matches will not show up in your match history or count towards your stats, it is simply as the name implies meant to be warmup
  • In the Play menu, Competitive has been renamed to Ranked
  • In Play-Ranked, Rocket Arena 1v1 has been replaced with Rocket Arena 2v2
  • In Play-Ranked, the Solo Queue Play Card has been renamed to Team, it is now possible to queue for this mode if you are by yourself, or in a party of 2, or in a party of 3. In the case of parties at high skill levels, the matchmaking system increases the skill ratings of party members in a way to generate even matches if a party of 3 faces up against 3 players queueing solo. Note that because of this balancing mechanic if the players on your party each achieve very high skill ratings it may be harder to find a match as a party than as a solo player
  • In Play-Ranked, the 3v3 Pickup option has been renamed to 3v3 Circuit
  • In Play-Ranked, the 3v3 Circuit's Team Deathmatch mode has been replaced with Wipeout
  • In Custom Games-More settings the netcode option Server-side with max reconciliation of 80ms has changed from 80ms to 120ms and is now the default option in Custom Games
  • The Game Report/Final Scoreboard at the end of a match has been updated into a different structure: in Continuous matches (from Quick Play queues and Custom Games set to continuous) it now displays the Map Vote screen in a separate tab, allowing for more maps to be voted on, with the Scoreboard and Stats being on separate tabs; in Ranked there is now a requeue button
  • Fixed the lack of Map Vote in FFA matches
  • In Customize-Stickers, changing to another stickers tab will deselect the currently selected sticker
  • Customize-Profile, Weapons and Music have a new background
  • The Learn menu has been updated with information about the various Weeballs
  • In Settings-More Settings the color override color pickers now list the default team colors 1 through 8
  • The Leaderboards selection list is now split into the categories Esports and Aim Arena
  • In Stats-Matches, when a player leaves a Match before it ends it will now always show up as a Forfeit instead of giving the player a win if their former team eventually wins
  • In Stats-Matches-Rounds the victory indicator now shows up on the team that won the match
  • In Player Profiles there is now a back button to retrace the path that was taken to get there instead of having to start from the beginning
  • Fixed screen stretching in Flip Fullscreen if text scaling was enabled in Windows
  • Some new translations
  • Various composition adjustments to multiple menu backgrounds

HUD

  • The Minimap HUD element in addition to the Pivot, Position and Size options now has the following options: Low Color, Mid Color, High Color, Outline Color, Outline Thickness, Topology Lines Opacity, Use item class colors (toggle), Item color override, Item Opacity, Sub-level topology opacity, Sub-level icon opacity, Minimap opacity, Self-player opacity, Allies opacity, Item scale, Self player scale, Allies scale
  • The Hint HUD element can now be centered correctly
  • In Shaft Arena and Rocket Arena the lives are now represented by 2 individual hearts again instead of the number being written like 2xHeart (2x<3)
  • The Chat is now faster to recognize character input
  • The Chat after being activated, now remains active and retains the characters typed when transitioning from gameplay to Victory/Defeat screen to Game Report
  • The Chat after being activated during the Victory/Defeat screen will be deactivated when the next map loads
  • The opacity slider of color pickers (the one on the right) now has a checkered background to indicate that it controls opacity levels

Masterserver and matches

  • Fixed an issue where queueing penalties were being given incorrectly
  • Fixed an issue where players would be forced into the next match when they pressed the leave match button as the countdown reached 0
  • The netcode for the Quick Play and Ranked modes has changed from Client side to Server side with max reconciliation of 120ms, this netcode is still work in progress but we will be testing it this weekend in the queues. An issue you might encounter is seeing the particle effects of shots from dead players that never did damage, since the server with the information it had, determined that that shot had been fired after the player had died, this is likely to receive adjustments in the future. Client side netcode remains available as an option in Custom Games but with Server side with max reconciliation of 120ms as the default

Performance

Gameplay

  • Fixed being able to grab items and/or stop them from spawning when transitioning from warmup to round 1 or between rounds
  • In Extinction there is now a 10 second round countdown between rounds
  • In Extinction only the ghosts of the team that is currently winning the round will drop orbs/souls that can be used to ping the life leader when grabbed by an enemy
  • In Rocket Arena the lifesteal mechanic has been removed
  • In Shaft Arena there are no longer Weeballs after your first death
  • The Siphonator powerup when picked up now has a self healing cap and teammate healing cap of 150hp instead of 200hp

Maps

  • Test_Map is now called Toya Fortress
  • Barrows Gate's arenas have been modified to be smaller and fit 1v1 and 2v2 matches better
  • Bazaar's 2nd arena has been changed and no longer contains a jumppad that leads to high ground
  • Heikam’s 1st, 2nd and 5th arena have been modified with some better accessibility between the sides of the arenas
  • Perilous' ceilings have been raised to create a roomier feeling, there have been some texture changes and various collision fixes
  • Refinery's minimap was regenerated to not include the lava at the bottom of the slide
  • Wellspring's lighting has been redone, together with some art changes
  • In Marina some saturated colors have been toned down, the arches between Red Armor and the teleporter have been aligned, raised the arch from the lower Red path to the Well (water) base
  • In Skybreak some collision issues near Shaft have been fixed

Some comparison screenshots:

Barrows Gate before: Arena 1, Arena 2, Arena 4

Barrows Gate after: Arena 1, Arena 2, Arena 4

Bazaar before: Arena 2

Bazaar after: Arena 2

Heikam before: Arena 1, Arena 2, Arena 5

Heikam after: Arena 1, Arena 2, Arena 5

Editor

  • Some medieval props have been added
External link →
over 4 years ago - /u/RavenCurrent - Direct link

0.20.292

  • Fixed players not being able to grab items from the item spawn locations
  • Fixed the map vote in the Game Report not showing up
  • In Aim Arena and Rocket Arena you no longer get a Smoke Weeball in the Weeball rotation, only Explosion, Slowfield and Implosion
over 4 years ago - /u/GDFireFrog - Direct link

Originally posted by [deleted]

[deleted]

Added this for 295.

over 4 years ago - /u/GDFireFrog - Direct link

Originally posted by careemqc

Me neither, previous netcode was much better for me.

Neither of you elaborated on what you don't like about this netcode, but v294, published a few hours ago, fixes a congestion issue that improves the server-side netcode significantly for some people. This may make you like the netcode a bit more if you are below the backwards-reconciliation ping threshold of 120ms that we have set. If you are over that ping, then, unfortunately you'll now have to do some estimation for placing your shots equivalent to the difference between your ping and said threshold.

But if your ping is less than 120ms and you have tried v294 and you still have issues that you didn't have last week please DM me on Discord if you don't mind, I'd like to hear about that.

Note that there will still be a small difference of accuracy of a few percentage points even if everything is working as expected. We are now testing a conservative backwards reconciliation implementation before we add more tech on top to compensate for the shortcomings of BR. This is very helpful to us to make sure the foundation is solid, otherwise some fundamental issues may have gone unnoticed forever like this one that we fixed tonight. Also if we start patching a foundation that is not solid we may end up unnecessarily distorting the true state of the game. In the final form of the netcode, as long as you are below the threshold, it should be just like client-side. We appreciate everyone's patience through all these incremental changes.

And if you are over that ping threshold I'm really sorry, but we are probably already pushing it at 120ms for a match-making default. I'm sorry that we ended up issuing these netcode updates in a way that sets up some people for disappointment. This is what ended up working better for us at the time for a variety of expected and unexpected factors. The client-side netcode will always be there available for custom games and if we have done our job correctly after launch it should always be possible to find people to play games setup like this with.

over 4 years ago - /u/RavenCurrent - Direct link

0.20.295

  • Internal stability improvements
  • Added a /disconnect console command to disconnect from your current match - note that there are re-queuing penalties if you leave an ongoing Ranked match
  • Fixed "Test Map" showing up as an option for Custom Games when having Wipeout selected, instead of the new name of the map Toya Fortress

0.20.294

  • Fix to a network congestion issue that made the server-side netcode perform poorly for some players

0.20.293

  • Fixed the map vote in the Game Report not showing up
over 4 years ago - /u/RavenCurrent - Direct link

0.20.295 - Server Update

  • Fixed the incorrect base indicator in MacGuffin for players joining/rejoining an ongoing game
over 4 years ago - /u/RavenCurrent - Direct link

0.20.296

  • Improvements to Rocket Jumping and Blaster Jumping feeling more responsive on servers, regardless of ping - note that the explosion particle effects that you see will not be well synchronized specially at high ping
  • Fixed an issue with the inactivity timer not being triggered
  • Some translations
  • Customize has been renamed to Locker (previously unreported)
over 4 years ago - /u/RavenCurrent - Direct link

Originally posted by mamamarty21

Dumb question maybe. I noticed there was a "b" after the .296 in game. does the b signify anything specific?

When there is a letter following an update it usually means that there was some small stability/cleanup update that is either done to limit the possibility of an issue or to test/investigate an issue. Those are typically not reported or reported in the next numbered version in order to not flood the patch notes with little information which could make people less interested in reading them

over 4 years ago - /u/RavenCurrent - Direct link

0.20.297

  • Fixed the missing bouncing sound when grenades bounce on the ground
  • Renamed the minimap creation command /discover to /radar so that /disconnect can be tab auto-completed from /dis, as requested by winz. Example usage: https://i.imgur.com/BnYclaQ.png
    - note that leaving an ongoing ranked match will result in a queuing penalty