Diabotical

Diabotical Dev Tracker




26 Sep

Comment

In the final scoreboard of a match there's a thumbs up button next to each player

Comment

For now to play the Wipeout maps in Aim Arena you can use these commands in the commands box

game_mode: ca;

game_wipe_out_mode: 1;

Comment

Originally posted by sndrec

Just call them packets like everybody else does, nerd!

Ah, actually appreciate the nudge. It's a confusion that I've been dealing with for a long time. Packet and package are the same in my native language :)

Comment

Originally posted by OneBlueAstronaut

Since James talked about FireFrog's 100/100 goal I realize why we're getting so many small reddit asks so quickly. He probably just scans the sub looking for requests that can be fixed by simply changing a number in the code (FFA starting at 4 players for example).

Hey, I didn't do that, I wasn't even aware of it until I read the patch notes. We do have a small team, I'm not alone doing all this or anything like that :) (I'd name the programmer in charge of the masterserver but I don't think he'd like that).

Also we mainly scan the subs to see what people is most frustrated about. And this is probably a good chance to encourage people not to read the patch notes as a reflection of our priorities. Sometimes important things are being worked on in "the background" for long periods of time before they are finally released. Sometimes unimportant things are worked on because they are adjacent to something else that is being worked on and it becomes convenient to do so. Sometimes small things are fixed because non-programmer people in the team are in a position to do so without taking time from programmers. Sometimes we just see somebody asking for something with a ton of upvotes and we realise that maybe we made a mistake not prioritising ...

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Comment

Originally posted by Clemambi

can we get the ability to have seperate binds for weebow and rail? so taht it actually fells like a unique weapon rather than just some shitty downgrade

We'll try to get this done next week. This weekend we are going to focus on some spectator issues for the tournament.

Post

Netcode

  • Further improved the reliability of hitscan registration under packet loss conditions

Maps

  • Improved the splash damage detection on stairs in all Wipeout maps and their Brawl versions, TDM/Extinction maps, Macguffin maps, Duel maps and Aim Arena maps

Gameplay

  • Fixed an issue with players not dying when falling out of the map
  • Time Trials can now be played while having empty teams in a lobby (no longer requires the Team Count setting to be set to 1 in order to be playable and not end immediately, when starting a public multiplayer match, team count 1 is recommended for all players to be on one team)
  • Fixed and returned /gg as a forfeit console command when playing Duel

Masterserver and matches

  • Lowered the minimum number of players required for FFA game modes to start to 4
  • Matchmaking tweaks to help low ranked players find games fast...
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25 Sep

Comment

Originally posted by fknm1111

Any word on this getting fixed? With the game's matchmaking being as f**ked as it is below 1500 (I literally haven't beaten a single ranked opponent in weeks; the occasional unranked keeps my SR high enough that I never fall to face players at my level), being able to at least get out of the ridiculous stomps that are about 80% of my games quickly would be really nice

Sorry, that sounds frustrating. We've brought it back and fixed the original issue, it'll be back in 358 in a few hours.

Comment

Originally posted by lop3rt

Seems very consistent?

Initial rockets are hitting the side of the stair, shielding opponent from the splash.

Follow up rocket it is hitting the top of the stair, and there is direct LOS from the impact point to the target, so they get hit by the splash.

That being said this situation should be fixed. A small edge shouldn't shield the target, and explosions hit go through these tiny blockers.

Correct, this is working as intended as per the current implementation, the splash volume is very simply projected hemispherically. When you fire at the horizontal quad of a stair-step this hemisphere faces up, when you fire at the vertical quad this hemisphere faces you. I've now brought it up as a design change and we are OK with "modernising" this. I imagine we are going to create ramp-shaped envelopes for the stair pieces that any splash-creating projectiles will collide against instead of the normal collision hull complex and that will give you a more intuitively oriented hemispherical projection of the damage without affecting how things currently work when splashing around other convex accidents.

The slight problem with this is that if you are shooting sideways alongside one of these stairs there's now going to be this invisible right triangle that splash projectiles would collide against, but this situation should be rare and we can probably avoid this by making sur...

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Post

Stream: https://www.twitch.tv/2gd

VOD: https://www.twitch.tv/videos/751686561

  • There will be some better things on the shop in the future when we have some time, sorry if we haven't there hasn't been something you like, some things planned for the future are different weapon model skins maybe later this season or in season 2
  • We plan to release a patch every day with various fixes, looking to do 100 patches in 100 days
  • Diabotical Season 1 Mapping Contest https://www.diabotical.com/mappingcontest
  • An early version of Freezetag will be available in Custom Games soon
  • New MacGuffi...
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24 Sep

Post

Interface

  • In Ranked-Team the 3v3 Circuit option has been removed and it is now possible to queue for 4v4 Wipeout, 3v3 MacGuffin, and 3v3 Extinction separately - 3v3 MacGuffin's skill ratings have been brought over from the 4v4 MacGuffin queue, Extinction's skill ratings from the 3v3 Circuit
  • The Leaderboards have been updated to reflect the Ranked modes
  • Fixed an issue that would prevent queues from being selected

Servers

  • Added servers in the following locations:
    Seattle (Washington), United States of America
    Santa Clara (California), United States of America
    Madrid, Spain

Gameplay

  • Tentative fix to issue causing splash damage to not be applied sometimes

HUD

  • The Machine Gun ammo's icon color in the pickup notice has been updated, successfully this time
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Comment

Originally posted by Headless_Cow

(weapon name, space, ammo count, comma and space to separate multiple weapons)

yo, you've already got the comma delimiter. Spaces are dangerous.

The space isn't necessary after the comma, that's a mistake

Comment

Originally posted by jk_Chesterton

Explosions aren't working well if there are any objects whatsoever in the way, even things like door frames, etc (best watch that clip at 0.25 speed).

I was thinking about how I would code it and came up with this, I throw it out in case it inspires anything:

  • Extend something like 24 vectors a short distance, maybe 20 units or so, around the explosion centre.
  • The heads of the vectors would create a shape that looks like this but smaller.
  • Delete any of the vectors that collided with an object.
  • Check LOS from the heads of the surviving vectors to possible targets within the full 125 radius of the explosion's actual centre.

I dunno, it's just an idea.

Hey, thanks for the clip. I don't think that's an issue with the explosions, it's probably just a collision issue where the game thinks the projectile contact surface has a different orientation than it really does. I've implemented a tentative fix for 357 that will be pushed tomorrow. It's just that we have fast and slow environmental intersection queries. The slow ones provide more info and are used where it's important to accurately characterise the contacting surface (like with grenades). Linear projectiles were using the fast ones by mistake which would ruin the input to the splash logic so I think this will fix that.

At least I'm assuming that this is the issue. In your clip, unfortunately, you are dying and the round is also ending which could be factor. But I don't think so, as you seem to have 25hp when the explosion happens and that's 250ms of being shafted, minimum, so let's go with the collision theory. Let us know if this happens again after 357.

Regard...

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Visual changes

  • Fixed an issue where weapon animations would loop while not firing them

Interface

  • Fixed an issue that prevented Custom Games from showing the correct mode options
  • Updated the Victory and Defeat screens' visual effects
  • Updated translations

Maps

  • In Oxide, some spawns have been adjusted and redundant ones removed for better outcomes when playing Extinction, Blaster ammo has been added to the upper orange area (orange walls), adjusted the position of the Rocket Launcher near red so that it's easier for new players to spot
  • In Sunken, fixed an issue where it was possible to throw the MacGuffin out of the map
  • Collision fixes to Wellspring

Gameplay

  • Fixed the issue of grabbing a weapon or ammo lowering your current ammo in modes where a weapon's starting ammo is higher than its maximum pickup amount
  • game_weapons...
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23 Sep

Comment

Originally posted by BlameZebby

note that not all combinations have been added yet

Yikes, sounds like bad code.

Hey, we agree, sorry about that. There was a misunderstanding late last night (morning?) about how we were going to solve this where I didn't put enough attention to what was being asked and I said "sounds good to me!". I thought the context of all these modes was something internal for our own experimentation, or perhaps to share with some very specific people amongst our close community, and I thought the reason that it was being asked if this was OK was regarding whether there is overhead in the engine to having too many modes (and there isn't, as you'd expect). I had been asked to address this need through new functionality in the past and I didn't want to block whomever needed this for testing any longer. Then I messed up again when approving the patch notes when I just glossed over that part because I was in a hurry as we were keeping somebody awake that needed to do a maintenance task on the master-server after we pushed, so I didn't notice that this was meant to be a public...

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Comment

Originally posted by BlameZebby

note that not all combinations have been added yet

Yikes, sounds like bad code.

It's a temporary method until something is made for this function

Comment

Originally posted by sirarnz

This directional sound issue is really frustrating.

I don't think it will be solved with substituting the enemy jumping/landing/footstep sounds. The sound itself is fine, the problem is with the direction you're facing relevant to the enemy. If he is somewhat behind you, you can't hear them. The levels for the same jumping/movement sound is completely different if the enemy is few "meters" in front of you vs behind you.

I have the same story as u/nonstickswag I'm playing with a group of old quake veterans, everyone has pointed this out. It's quite obvious...

Also, if PnCr and shaft are supposed to give the enemy warning like it was in quake, you'll need to increase the amplitude radius of those sounds. You have to stand right on top of the guy to be within in the radius for the sound.

I have the same story as u/nonstickswag I'm playing with a group of old quake veterans, everyone has pointed this out. It's quite obvious...

The levels are the same, at least in the audio setups that we have tested. We have also asked around our test group and nobody has this issue unfortunately. This is usually related to a surround setting at any software or hardware level.

You can find examples of the same issue in other games, and in all cases this had nothing to do with the games: ...

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Post

Visual changes

  • There are now objective indicators that stay on the sides of the screen when not facing them, which indicate the position of the MacGuffin carrier, MacGuffin spawn, MacGuffin dropped - more gameplay element indicators will be coming soon
  • The MacGuffin objective indicator has changed from the letters MCG to the MacGuffin icon

Interface

  • The game is now translated into Korean - in order to activate it, change your Epic Games Launcher's language in the settings to Korean

Gameplay

  • Additional game_weapon_mode names have been added to allow for different starting weapon combinations to be set in Custom Games.game_weapon_mode: machinegun_blaster_super_shotgun_rocket_launcher_shaft_crossbow_pncr_grenade_launcher; is the set order, remove unwanted weapons from this string to spawn with them - note that not all combinations have been added yet, and that a better meth...
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22 Sep

Comment

Originally posted by lp_kalubec

OMG, that's great! It would be awesome if they were implemented for:

  • Team/ Enemy base in MacGuffin
  • Red/orange tags
  • Teammates
  • The last Egg in extinction (the target)
  • The enemy Egg if you collect a soul in Extinction
  • The MacGuffin location
  • Maybe major powerups too?

It would be even greater if these things were configurable. I can imagine some players being annoyed by these changes.

Thanks for the list. Adding teammates there may be a bit busy for a default, so we may do that one as an option you can enable. Last egg in extinction I assume you mean if that player is a teammate :) Team/Enemy base we'll probably make them appear contextually depending of the state of the game.


21 Sep

Comment

Originally posted by Nood1e

A teammate carrying the MacGuffin is now displayed carrying it on the minimap

This is a start, but I'd much like to see a nav point like when a team mate has the flag / oddball in Halo. Having a big arrow pointing to them and always on the edge of your screen if out of view is really helpful to new players to understand where to be. It would also be nice to see this in extinction as well when you have one player remaining and need to protect them.

We'll try to include sticky pointers in tomorrow's patch.