Diabotical

Diabotical Dev Tracker




08 Aug

Comment

Originally posted by pogzis

Bug type: Performance

Description: FPS going from 500 to 150,120,95 during 1o1 aim areana on every map.

Hardware: intel 9700k, gfx gtx1080, ram 16gb ddr4

Just feels like last stress test at the very beginning.

We tried to repro this but we are not seeing the same on arena. If this is something that you can reproduce consistently, would you mind DM'ing me in our Discord and I'll send you something to try? UPDATE: Nvm, try 266 and see if that fixes your issue.

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

It was also mentioned, we aren't exactly sure the competitive playlist & queue rules for open beta.

From testing and feedback we are only sure on the quickplay setup

Post

There are some bugs that we haven't gotten around to which we are aware of:

- Items not spawning on the round/start carrying over with you into the round

- Taking damage from your previous life including dying on respawn after dying if you fall off the map

- Doors not being openable by firing projectiles at them

- Grenades going through doors, going through walls, not bouncing, doing more than 100 damage

- Nvidia Shadowplay not recognizing Diabotical, you can try using desktop capture or adding Diabotical as a game

- Dodge getting stuck on repeat when you press it as you die, if this happens to you, press your Dodge key again

- Firing animation on some weapons remaining active even when not firing

- Respawning in the same location as another player

- Crossbow and Blaster shots going through enemies/bots close range without hitting them

- Chat box being opened when a match starts if it was open when the ...

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Post

Diabotical will be available until Monday morning 10 AM CEST <https://www.timeanddate.com/worldclock/fixedtime.html?msg=Diabotical+Stress+Test+3+End&iso=20200810T10&p1=239>

0.20.271

  • Stability improvements - please report if you see any part of a map looking unusual relative to how it looked before

0.20.270

  • Fixed some issues with the colors of some props and blocks not being correct (some props using "color2" and block materials that had accent colors attached)
  • Potential multithreaded input fix

0.20.269

  • Fixed the Steal progress bar in MacGuffin not showing up when a player is stealing the MacGuffin from a base
  • Fixed the Alignment of the Rank name after finishing the placement matches and being awarded a rank for the first time

0.20.2...

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03 Aug

Comment

Yes, there's something definitely wrong with multi-threaded input.

During the weekend we did a small survey of pros: 2 of them felt multi-threaded input was clearly better, 2 said it felt a bit better, 1 said it feels different but couldn't tell how, 1 said it felt the same. I think this probably means it's working as expected if conditions are right (all of these people have decent setups).

But there is obviously something about it that creates a requirement gate and in some systems it's causing high latency in the input thread. High latency in the input thread would feel really bad so I understand the feedback. I suspect it's going to be something very trivial causing some timer to accumulate excessively. We never caught this during development because we just needed to have the engine exposed to a larger variety of specs. Now we have to do some A/B testing with systems like this and it should be easy to make it work correctly.

So if you have a really not...

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Comment

Sorry, we will likely use a better procedure at the end of the next stress test which will allow at least most people that are in a match at the end of the stress test to be able to finish them

Post

Thank you for playing in the Stress Test #2! The next Stress Test will start on August 8th at 19:00 CEST. Check it in your timezone here

If you played during this stress test or during the closed beta weekends in March you do not need a new key to play in the following stress test, the game will receive an update in your library that will re-enable it when the stress test starts. If you haven't played Diabotical yet and don't have a key you can sign-up to receive one on ...

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Comment

It's possible to do so if you flip fullscreen or border less fullscren and then go to the epic launcher's settings, scroll down to Diabotical, enable launch command and set for example -width=1280 -height=720 It will be part of the video settings in the future. There's also something called Masks which can have a similar effect while still having the game on fullscreen you can try them if you go to Settings-Weapons and on the bottom right next to the Crosshair editor click Mask and you can try different types and sizes


02 Aug

Comment

Originally posted by calcasdasd

Not sure if feature : at the end of the wipeout round threw myself in the water - death counted towards next round

That death in the last round is not intended to count in the next round

Comment

Originally posted by Dw4r

Bug type: gameplay

Description: Only hitscan weapons open doors. Not sure if this is intentional or not, but shooting at a door with machine gun, shaft, pncr will open it, whereas using a plasma gun or a rocket launcher doesn't.

It's not intentional, it's a bug that hasn't been fixed, projectiles are meant to open doors in the future

Comment

Originally posted by dorkygn

Since the new stress test I can't play because my game looks like this: https://imgur.com/rXd30X1

Haven't changed anything since last weekend and my video options in-game are normal, in the menu the game looks fine but in practice or when a match starts it reverts to that weird forced 4:3 black bars. Anyone else having this problem or know of a fix?

EDIT: When I zoom in with rightclick the black bars go away and the game looks normal :|

Like funcchy said, that is a Mask, go to settings-weapons and next to the crosshair editor click masks, then disable masks in the dropdown

Comment

0.20.246

  • Disabled more Victory/Defeat screen animations, to test if the crash at the end of matches continues to happen

0.20.245

  • Disabled the thunder effect on the Victory screen, to test if the crash at the end of matches continues to happen
Comment

Originally posted by gnawxens

They changed the HUD editor from HTML to engine-based for the sake of performance. Some elements have yet to be reimplemented.

This is correct, we'll bring that element back. We need to implement a few features into our UI scripting language to be able to do that again (or redo it completely on the native side, we'll see).

Comment

Originally posted by SKIPAH

AMD ryzen 7, NVIDIA Geforce RTX 2070 Super, 32Gb ram, x470 gaming plus motherboard

Could you try

  • Restarting the epic games launcher then try to start Diabotical
  • Verify Diabotical (Library->3 dots button next to Diabotical) then try to start Diabotical
  • Delete Diabotical.exe and Diabotical-launcher.exe then verify Diabotical then try to start Diabotical
  • Restart your computer then try to start Diabotical
Comment

Originally posted by TheActualUrtie

Intel i7-7820X, 1080 Ti, 64 GB RAM on a MSI X299 GAMING M7 ACK.

Game is installed on a Samsung 960 EVO 1TB M.2.

Could you try

  • Restarting the epic games launcher then try to start Diabotical
  • Verify Diabotical (Library->3 dots button next to Diabotical) then try to start Diabotical
  • Delete Diabotical.exe and Diabotical-launcher.exe then verify Diabotical then try to start Diabotical
  • Restart your computer then try to start Diabotical
Comment

0.20.244

  • Fixed a very rare crash that could happen when firing (there is a more common crash that can happen when firing which this doesn't fix)
Comment

Originally posted by zonq

Bug with projectiles being stuck in the air is still around, was also present last weekend. Screenshots and a bit more description:

https://www.reddit.com/r/Diabotical/comments/hxqol4/24h_stress_test_1_bug_thread/fz81cga/

Hijacking this to leave some quick notes, mainly on stability.

  • Sorry that some very obvious bugs like that are still there from the last week, we spent most of the week working on a new game mode, implementing voip in our audio engine (we replaced FMOD with our custom audio engine between closed beta and the first stress test weekend, and our voip implementation hadn't been ported to this engine yet) and fixing some game-breaking issues, like lack of feedback in some scenarios. We'll fix this bug as soon as we can.

  • 90% of the crashes we are receiving from reports are again on a 3rd party dependency, which during the week got updated to a new version (to get a fix for another issue), so we didn't have time to experience it internally and it surprised us today. I'll do what I can to get them to do a hotfix release before next weekend.

  • There's another crash that stands for 5% of reports that usually happens during alt+tabbing that seems...

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Comment

0.20.243

  • Potential fix for a crash that's happening when Alt+Tabbing
  • When a player grabs the Diabotical powerup they now have orange flames surrounding their eggbot in third person
  • When a player grabs the Vindicator powerup they now have purple flames surrounding their eggbot in third person

01 Aug

Comment

0.20.242

  • More information from crash reports is being gathered with this version
  • In Extinction the ghost particle effect has been toned down and now remains visible at long distances
Comment

Originally posted by dansendansen

bug: weapon respawn time in tdm is weird

Weapons in TDM respawn every 15 seconds (weapons in Extinction which is played in the same maps as TDM, respawn every 5 seconds), note that there is a bug where items sometimes won't respawn at the beginning of a round if they were picked up in the previous round