Diabotical

Diabotical Dev Tracker




20 Nov

Comment

Originally posted by Smilecythe

Wait so.. can I play a map in warmup, record a demo and save it? Or do I actually have to go through an entire match to save it?

EDIT: Seems like I have to hit the record command before I start the match and to save it I have to leave the match. Sigh.. pretty disappointing tbh

You can type /record demoname in the console, then join warmup, then /stop whenever you want or leave the match to save it

Post

Content service

  • It’s now possible to search maps in the Community map list.
  • It’s now possible to order maps in the Community map list according to the most recently published, earliest published, highest rated, and alphabetical order.
  • Fixed an issue in Custom Games where a community map would stay selected when changing mode.

Gameplay

  • Default weapon respawn times in Time Trials are now 1 second instead of 9 seconds. In order to prevent spawn delays and prevent issues when playing a map in multiplayer, especially since pickups don’t work for each player separately yet.

Replays

  • Fixed an issue causing client-side replays recorded with multithreaded input enabled to become corrupt.
  • Client-side replays are now only committed to disk after the game is over to avoid stutters. Note: Client-side replays are currently only usable through the console commands /record [name of replay]...
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19 Nov

Comment

Originally posted by apistoletov

Yeah, would be interesting to try it when effect is not delayed

Fix is up in 412.

Post

Content service

  • It’s now possible to rate community maps in the game report/final scoreboard screen. The average rating of each map is displayed in the community map list.
  • Content service stability improvements.

Visual changes

  • Removed a small accidental delay in the PnCR beam animation.

Editor

  • Save, Undo and Redo buttons have been added to the Editpad interface.
  • New buttons to set the type of block have been added to the Editpad’s Properties section when a block is selected: “Set empty”, “Set solid”, “Set diagonal”, “Set invisible, player collides, fire passes (player clip)”, “Set invisible, fire collides, player passes (weapon clip)” and “Set invisible, player collides, fire collides (full clip)”.
  • The layout of the block properties section has been tweaked.
  • A new command /modifylist has been added that can manipulate variables that are comma separated list...
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Comment

Originally posted by Responsible-Study961

Hi! Is there any chance to get the hitbox similar to quake/keel then? If there is so many people complaining about no hitreg but the netcode seems fine, maybe what’s causing frustration is the hitbox itself. Couldnt it be tested by the community if we had arms within the hitbox and a bit more radius like you said keel had? I’m just wondering because if it isn’t indeed a netcode issue, I would rather have an improved and reworked hitbox and not risk getting anyone to quit out of frustration than stick to something and keep getting so many complaints about no hitreg shots. I just feel that you should have fun playing a video game and somehow this can cause more harm than good...

That may be unpractical because of the Eggbot dimensions right now. But also, good players are already hitting 70%, things may get a bit out of hand if we keep making it easier. (As an anecdote, somebody did a test setting the metrics to be more like QL and they were hitting 80%, about 25% more of what this person hits in QL.) But in any case, we have identified an issue (see my reply to Ardi46) that may be affecting people's impressions. The PNCR effect is delayed by what seems to be at least one frame, this may lead people watching videos to read some things as a hit that are not. So we are going to first get this issue out of the way and see if the feedback from these players improve, no need to consider anything drastic just yet.

Comment

Originally posted by Ardi46

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Thanks, I'm going to focus on hitscan registration for now, and you have only provided a clip of that. In that pncr clip where you think it's going through this is where you actually shot: https://imgur.com/a/9rKcS0w

You can tell if you play it frame by frame because the pncr fire animation nudges the pncr upwards a little bit when the attack is triggered. Because you are moving the mouse to the right and the particle effect is delayed one frame this gives the impression you hit, but you didn't. If this is just about the particle effect being delayed one frame it may explain why some people feel registration is bad even thoug...

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Comment

The last time any change was made that could potentially affect hit registration was about 2 weeks ago, and this was announced. We are not doing any kind of unannounced A/B testing on the regular as you suspect. Every time netcode or anything related to netcode has been changed, it has been reported in the patch notes. The person who pointed me to this thread asked me if maybe we do secret A/B testing to remove bias. Just to be clear, we don't, and I don't think we'd ever do that with netcode. If we wanted to do that kind of blind testing with more people than we usually test with, we'd put together a user group. We are not gonna be doing those kind of unannounced changes, especially, when tournaments are happening.

Let's focus on "but the reg seems random as hell". We do test hitreg quite a bit, analysing the data to make sure everything is working as expected. We also record video from our tests, note the failed shots that could potentially have actually been hits, then w...

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

Originally posted by shbshg

Awesome jobs guys, wow. Can we play them now? As in just run around on them?

Create a custom game lobby - Select game mode Duel - Click the map thumbnail, then community. They should be there.

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

Mapping discord here: https://discord.gg/gEV9HvM They have till December 15th to polish. So your feedback is welcome!


18 Nov

Post

Gameplay

  • Item respawns are now precise relative to the exact time of when they were picked up instead of rounding down to the nearest second.
  • The MacGuffin item now spawns correctly with the instagib modifier turned on in Custom Games, allowing Instagib MacGuffin to be played.

Content service

  • Author names are now displayed in the Community map list and clicking on them takes you to the mapper’s profile.
  • Fixed issue causing some game servers to sometimes timeout prematurely while trying to fetch a community map for a game.
  • Publishing a map without terrain no longer warns about an error concerning missing terrain files.

Editor

  • Fixed issue causing the color of the current object to be copied into the next object selected if the color picker was still open.
  • When a prop is selected, color fields in Editpad’s Properties menu now display the correct default colors assigned to ...
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17 Nov

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

Originally posted by [deleted]

i do not know if it's only me but there are no thumbnails for custom maps in the download section.

Will be that way for a little bit longer, we are working on meta data for authors etc etc. We pushed the content server asap to help the mapping competition. It's why you see quite a few editor patches.

Post

Masterserver and matches

  • Masterserver stability fixes.

Stability

  • Tentative fix provided by Coherent happening in Gameface (HTML UI engine that we use in the menu) to a crash that can happen when loading a map or finishing a game.

Content service

  • Fixed issue causing community maps to be downloaded twice.
  • The map download screen now shows total download progress.

Gameplay

  • Inventory reset actions (as in some Race maps) now affect the relevant players instead of affecting everyone on a server.
  • When there is an inventory reset the current weapon is now automatically switched to Melee.
  • The position of moving objects like lifts, doors and other moving props is now reset when a game or round starts.

Maps

  • Collision fix to Icefall regarding an issue affecting the lift jump.
  • Collision fixes to Furnace.

I...

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16 Nov

Post

Gameplay

  • The lift jump behavior is no longer negatively affected by low or very high framerate conditions.
  • Fixed an issue causing a slippery feeling when walking along the top-facing surface of a moving prop due to the player erroneously being determined as airborne in that situation. As a result of this, wall-clipping is no longer triggered at the top of lifts just by pushing against the ledge. Players should still be able to reach locations previously reachable due to the unintended wall-clipping effect thanks to the fixes above which make it easier to control a jump’s direction and to circle-jump off lifts.

Survival

  • Fixed an issue in Survival causing the base cost of items to be charged instead of the full amount when buying items repeatedly.

Editor

  • Fixed an issue causing the Editpad interface to sometimes ignore UI actions.

Interface

  • Tweaked styles to make it mo...
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15 Nov

Post

Editor

  • An “Analyze lighting” function is now available for binding in “Settings-Controls-Analyze lighting”. Using this function toggles a heatmap of lighting calculations. In the visualization, values closer to red indicate that a pixel is affected by more lights. The cost of the lighting pass broadly scales with the amount of pixels lit per light. Mappers interested in optimizing lighting should attempt to not let maps get too hot in this visualization in any view inside the map. This can be accomplished by trying to rely on fewer lights or on smaller lights with harder falloffs to achieve similar effects. Well-performing maps can be loaded in the editor and referenced to check what are acceptable levels. We recommend that before deciding to invest time in optimizing lighting on a map, the mapper deletes all lights while looking at a hot part of the map (/del light*) and note the framerate change to see what’s the performance gain ceiling that could possibly be att...
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14 Nov

Post

Custom Maps

  • Fixed new community maps not being correctly downloaded by players who did not create the lobby (fixed earlier today).
  • Fixed the Community map list in Custom Games not listing all of the available maps.

Editor

  • Fixed selection preview in the editor erroneously pre-selecting an ulterior object below the cursor sometimes (fixed earlier today).
  • Moving the cursor in the editor now resets the pre-selection cycling count (published earlier today).
  • Fixed the selection boundaries of Weeballs and the MacGuffin.
  • When a map is saved, dashes in map names are now automatically converted to underscores, uppercase letters are now automatically converted to lowercase in order to conform with the format expected by the content service.
  • The map names are now subject to approval by moderators. In order to not delay a map publication, maps are temporarily given automatically generated names for ease ...
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13 Nov

Comment

Originally posted by namastex

Bug: Practice range stalls on the camera intro and never actually puts you on the map.

This was also fixed in 406d.

Comment

Originally posted by buddhacuz

Will there be only 1 version of each map (such as blood run which I reckon multiple people will / have remade) be shown under the Community tab? If yes, then what decides whose version gets shown? I feel there current remakes of the traditional maps aren't very fitting to DBT.

The precise level of curation is something that we'll have to discuss internally, but I can't see us wanting to enforce uniqueness of concept. We'll probably be fairly hands-off, with the exception of highlighting work we may consider outstanding in some regard.