Diabotical

Diabotical Dev Tracker




15 Oct

Post

Netcode

  • Slightly reduced the visual lag between the represented player position and the logical position.
  • Improved hitscan registration when attacking players who are lagging in some scenarios - more improvements in this area are planned.

Audio

  • Adjusted the volume curve of enemy movement sounds - thank you to e r n y.
  • Adjusted the volume curve of the PnCR's humming sound.
  • The transition between overlapping ambient sounds is now smoother.

HUD

  • Teams and players are now sorted correctly in the in-game scoreboard.

Interface

  • The various videos in the game have been brought back as the performance issue related to them has been fixed.
  • Updated translations.

Maps

  • In Monolith, the Blaster and Shaft have been slightly repositioned to be easier to grab after spawning from a nearby spawn, moved the 25HP pickup in ...
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14 Oct

Comment

Originally posted by mistanervous

Thanks! Is there a way to have this setting on arbitrary maps instead of the list of maps associated with that game mode?

That setting inside the more settings button can be used while having any of the other modes and maps selected

Comment

In a custom lobby if you click the More Settings button you can select an Instagib option, PnCR or Crossbow and you will have a Knockback Weeball

Comment

Originally posted by ddiissccoo

Empty ammo sound client only or global?

It's client only, your perspective only

Comment

At what point is the anti-cheat stopping you, is there an error code/message, does the updater not finish?

Comment

Originally posted by tofazzz

Beside of intentional lagging or not, the game should not permit to be advantaged if lagging/warping. Unfortunately I guess it's a problem with nowadays games (with lag compensation) as back in the days if you were pinging more than 80ms your game experience was poor.

Modern Warfare and Valorant are having the same issue.

Just to clarify, there's actually no theoretical barrier to solving this in modern compensating netcodes. We are testing a few things and I'm sure we'll be able to make this specific problem go away, it may just require a few patches worth of tweaking at first. There are some issues that are matters of trade-off and unfortunately can't be solved to everybody's satisfaction, but this isn't one of those. Just so you see it's not really an unsurmountable problem, consider the following simple blunt solution that could be in the cards: "if a player is lagging a lot, opponents gain full client-side prediction against said player". Any game could implement that.

Comment

Originally posted by professorbasti

Yeah played against this bitch aswell he was lagging like that claiming it was my internet. Nobody else lagged like this today.

A fix for this will be released soon, hopefully before the weekend.

Post

Gameplay

  • Fixed issue that prevented the Next weapon and Previous weapon binds from switching your weapon if you were holding down fire.
  • When you have auto-switch off, you are no longer auto-switched after you throw the Healing Weeball.
  • The auto-switch option in Settings-More settings now includes a setting to only switch weapon when pressing fire after the weapon has run out of ammo.
  • There is now an option to be able to switch to an empty weapon in Settings-More settings.

HUD

  • The Weapon Inventory now has an option to hide the Melee weapon.

Maps

  • New map! Monolith is a new Duel map available in Custom Games - ...
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13 Oct

Post

Customization

  • In the locker there is a new menu called Presets where you can save 5 different Shell+Stickers+Shoes combinations so that you can create different Eggbot looks and easily switch between them.

Gameplay

  • Fixed issue causing players to glide along walls when receiving continuous knockback.
  • In Time Trials there is now a dedicated control to restart a run instead of using the Ready bind. The default keybind is F2 and can be rebound in Settings-Controls-Gameplay by setting the "Restart run" button - your Ready bind will no longer work to restart your run, the two functions are now separate.
  • In "Freeze Tag - Unfinished" it is no longer possible to throw Weeballs while frozen to avoid Weeball pickups being prevented from respawning while a player was frozen, and to avoid the knockback Weeball being used by frozen players in Instagib Freeze Tag.

Interface

  • Fixed issue that would cause...
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Comment

The screenshots taken with F12 or /screenshot which do not include the HUD/UI and only work with a keybind while in a map, are stored in C:\Users\Username\AppData\Roaming\Diabotical\Screenshots you can paste %appdata%/diabotical/screenshots in the windows explorer address bar to be taken there, if you are in-game you can also type /homedir in the console to open your Diabotical appdata folder and then go to the screenshots folder manually

/bind KEY screenshot to set a different keybind


12 Oct

Comment

Originally posted by N3pp

If it's not very complicated can you explain what kind of bug on server side caused this kind of behavior?

When testing the 20 shotgun rays, after one would hit the rest would also count as hitting due to a dirty state programming error. Centre pellet goes first (they spiral out) hence the snipper shotgun effect where if you land the centre ray you get max damage. The issue has been there for months. Because of unrelated changes yesterday it surfaced arbitrarily (things shifting around in the assembly make these issues come up) which is why we didn't notice it in testing, we weren't expecting any change in hit registration.

Comment

It's fixed in matches that are created from now on

Comment

Originally posted by carelessgreen

yep. I think the most recent update caused it? i noticed it was trash then i got an update and it was the best weapon by far.

Sorry about that. After the update servers were having this issue for about an hour. It should be fixed now, no need to update, any game starting from this point onwards should be completely updated.

Comment

The Shotgun is fixed in matches that start now

Comment

Originally posted by SkunkFist

Shotgun is f**ked

The Shotgun is fixed in matches that start now

Comment

Originally posted by SkunkFist

Shotgun is f**ked

It's being worked on

Post

Gameplay

  • New mode! "Freeze Tag - Unfinished" is now available in Custom Games, the objective of this mode is to win rounds by freezing all of the opponents. When an opponent is frozen they can be thawed/unfrozen if a teammate stands next to the frozen player, or if the frozen player falls into the void (if a non frozen players falls in the void they will respawn frozen). When a round ends, frozen players are respawned, and players that weren't frozen keep their position, health, armor, and ammo. Players spawn with all weapons but with lower starting ammo than in other modes. Currently it's possible to hammer frozen players great distances and it's possible for frozen players to throw Weeballs and to Dodge, which can be a way for players to respawn themselves in maps with void, or get closer to teammates, or even thaw while both players are moving, and can be a way for teammates and opponents to reposition frozen players easily, these are things that may change, we w...
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Comment

Not sure if this is what's going on here but sometimes it happens that we get someone with terrible fps in DBT but not in other games because they are overclocking too much or have a faulty GPU/setup that either has bad thermals or it's breaking down. They do not notice anything until they play DBT (or any modern game that is GPU-bottlenecked, which would give the same results). The games that you mention may be CPU bottlenecked for you, some because their CPU part is heavy and the older ones because their GPU workload runs so fast that the CPU side becomes the bottleneck by default.

I would suggest you run a pure GPU benchmark of your choice and I suspect you will get a terrible score which will point to some hardware issue.

If that isn't the case feel free to DM me in Discord, I'm in our official server, and we can look into your case.