Diabotical

Diabotical Dev Tracker




17 Aug

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The Diabotical Stress Test 4 has concluded.

This was the last planned stress test before open beta which is planned to start at the end of August.

It's possible that there may be a short stress test which may happen with little beforehand announcement if any, in case we need to test something related to netcode with many people before the game is widely available.

Keep an eye on this subreddit, our Discord, and our Twitter to find out when specific dates are announced

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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
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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

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Originally posted by darksab0r

-Bug type: UI?

-Description: I get the message "The anticheat system has requested a shutdown with error code 1610743808" immediately after starting the game

-Reproduction: Well, it always happens when starting the game, rechecking game files or reinstalling it doesn't help

This wasn't an issue when I played Diabotical more than a month ago (I guess this anticheat engine wasn't used yet). I've never had any problems like that in any games I play.

Do you have Windows running on test mode? If so can you restart without test mode being enabled https://support.microsoft.com/en-us/help/2509241/how-to-disable-the-test-mode-message-that-is-displayed-in-windows

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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)
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    /u/2GD on Reddit - Thread - Direct

Originally posted by noctan

This is now my favorite thread.

Time to shut it down


16 Aug

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Originally posted by [deleted]

[deleted]

I'll ask you for some information in a private message

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0.20.295 - Server Update

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

I was able to resolve the issue, was my machine not related to the game

Alright. Thanks for the update.

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Originally posted by Binhlol

I have this same issue

Please go to Settings-Weapons and then on the bottom right of that menu next to the edit crosshair button click Mask and select "None" in the dropdown

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Originally posted by Rendar0001

I have mentioned it a few times. Raven said they are aware and it is a bug back in july.

Yeah, and even before that it's also something that I've used myself and had the issue with, but there have been other priorities so we haven't gotten to it yet

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Originally posted by VegetableVampire

Fix helped a lot with shaft and enemy model adadad. Also improved mouse input overall, now its much more response.

Its not perfect but really good now and much better than it was before, a really big difference actually.

Good job Frog very impressive and this is the right direction without doubt.

Thank you for the help, this may have gone unnoticed for quite a bit, actually, if it wasn't for some details in your thread.

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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...

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Originally posted by [deleted]

[deleted]

Added this for 295.

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Originally posted by Yahhms

Performance: Currently getting less than 100fps with a nvidia 1070. If I put resolution scale down to 50% I can get like 120fps. Previous weekends fps has been significantly higher. I have not made setting or hud changes from last week

GPU - 1070 CPU - 4790k

edit: looks like gpu is getting pinned at 100% usage as soon as I launch the game.

Could you DM me on Discord?


15 Aug

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Originally posted by GDFireFrog

So far I haven't seen a delta so high, people report a few % difference, and we are going to improve that, right now we are trying a pure conservative approach to make sure it's completely solid. But it shouldn't be that bad right now. Could you DM me on Discord? Thanks!

To update other people having similar issues. I had a chat with VegetableVampire and I suspect this is a congestion issue from a less than ideal connection to the server and not an issue with our backwards reconciliation implementation. The main thing I want to focus on right now is that he has good aim with pncr but poor aim with shaft. Shaft is a lot of packages very fast so if the connection is not great and our transport has some issues that's gonna cause some congestion and momentarily increase your latency. With the latency changing so rapidly the backwards reconciliation algorithm starts failing.

We have a tentative fix for this and it's being tested. For anybody having a especially bad experience with LG compared to other weapons, I'll update when we think we have a fix.

UPDATE: Got good feedback on the fix so going ahead and pushing this as v294.

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Originally posted by biggendicken

I think I have isolated the issue. It seems be an overload of the PSU, like you suggested, running a Corsair SFX 500W 80+ Gold to power 1080ti + and i7 8700k, might be too tight, even though it's a prebuilt system by corsair. It has never been an issue before though, but I suppose it depends on which engine and drivers etc.

Overclocking my GPU makes me pretty much crash within seconds. Underclocking I can play for a bit longer. What really made the difference was limiting the power to the GPU. At 70% power I tried playing for roughly 30 minutes without any issue on full resolution.

Ah good to know, thanks for confirming. Unfortunately Diabotical may be more likely than other games to expose issues like this as it leans very heavily on the GPU and tries to keep CPU usage lightweight (1,2). This is desired for stability/smoothness because, to oversimplify, GPU workloads are more predictable (less variability between frames). It has the inconvenient that cards get a bit hot and people freak out a little.

(1) This is not to say that our current GPU power usage is entirely justified in relation to the frame-rates we are achieving, this can and will be improved over time, and things won't have to get quite so hot to get the same FPS.

(2) This is also not to say that we have been completely successful in making CPU usage super light either, we are getting there.

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So far I haven't seen a delta so high, people report a few % difference, and we are going to improve that, right now we are trying a pure conservative approach to make sure it's completely solid. But it shouldn't be that bad right now. Could you DM me on Discord? Thanks!

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Originally posted by nonstickswag

Yup. I was picking them up and trying to swap. I even went back and looked at my bindings. I didn't realize there was a report feature.

Ah, sorry, actually I meant "report" in the general sense, as in just saying so on this thread for example. We don't have a bug report form in game yet.