Diabotical

Diabotical Dev Tracker




09 Dec

Post
    Trello on Trello - Thread - Direct

HUD

  • The Dashboard now accurately displays the type of Weeble that you’re carrying

Visual changes

  • The last player alive in Wipeout now has a green overlay effect like the Siphonator to convey that they have lifesteal

Gameplay

  • The last player alive in Wipeout does 50% lifesteal (until a teammate respawns)
  • In CTF the overtime now ends when a team captures the flag (sudden death)
  • Fixed issue in Wipeout that allowed you to throw Weebles before a round started

Maps

  • ctf_cathedral_wip’s collision has been updated, eggbots are no longer allowed to haunt the bookshelves near the Shaft and scare innocent passersby (they have collision now)
  • ctf_cathedral_wip and ctf_dojo_wip now have starting spawns in the bases

Editor

  • It’s now possible to a...
Read more
Post
    Trello on Trello - Thread - Direct

HUD

  • The HP and Armor bars are now filled to 100% depending on the max HP and max Armor for those modes (if a mode has 200 max HP and 150 max Armor, the bars will both be full)

Sounds

  • Removed low ammo beep sounds - a different solution for this will come later, some of the weapons have different firing sounds when firing at low ammo
  • Changed the first person jumping and landing sound to be more distinct from each other
  • The frag confirmation sound now plays when the final blow is suffered and not slightly after

Gameplay

  • The Shotgun spread has been increased from 2 2 to 2.4 2.4,
  • The Super Shotgun spread has been increased from 3.5 3.5 to 3.8 3.8
  • In Instagib the Knockback Weeble is back to 1.5 second cooldown as intended
  • Instagib is no longer round based and now lasts 10 minutes
  • In Wipeout you no...
Read more
Post
    Trello on Trello - Thread - Direct

HUD

  • The you lost the flag message no longer appears when you drop the flag (will be updated in the future with another message)
  • The Crosshair transparency has been fixed (if your crosshair is invisible you will need to adjust its color)

Sounds

  • All weapons now have the same low ammo sounds - this is to free up space so that some different pain sounds can be tested and not sound confusing
  • The Crossbow’s firing sound has been tweaked
  • The Crossbow now has a low ammo sound
  • The Super Shotgun’s sounds have been tweaked - still work in progress
  • Loop sounds are now occluded
  • The jumppads activation sound now has the same vertical and horizontal range

Gameplay

  • Added Dodge input queueing - by default you can press it just before hitting the ground in order to queue it, but at the moment it’s possible t...
Read more
Post
    Trello on Trello - Thread - Direct

Interface

  • In Custom Game the player positions are now correct for everyone and the invite screen has been changed

HUD

  • A pickup notice for the Knockback Weeble has been added
  • The previous fixes to the final scoreboard/game report had some problems, it is now working again

Sounds

  • Some more changes to the volume of 2d and 3d sounds including louder pain sounds, louder jumppad sounds, lower Diabotical powerup music
  • Fixed the Supa Blasta and Masta Blasta pickup sounds not playing

Gameplay

  • The Maximum respawn time in CTF has been decreased from 6 to 4 seconds (recent unreported change)
  • The Dodge no longer gives you 0.5 seconds of extra acceleration for your next strafejump after being used

Maps

  • ctf_cathedral_wip’s collision has been up...
Read more
Post
    Trello on Trello - Thread - Direct

Sounds

  • The volume of some 3d sounds has been increased while the volume of some 2d sounds has been decreased

Visual changes

  • In CTF when you throw a Weeble you see the Eggbot arm throwing it like in Instagib

Gameplay

  • The Dodge cooldown has been increased from 1.5 seconds to 3 seconds
  • The hit radius of the Shaft has increased from 0 to 0.5 (you can think of it as the thickness of the damage beam)
  • In CTF the Weeble is now thrown instantly when clicking the Use key like in Instagib (you don’t switch away to the Weeble, you keep holding your current weapon)
  • In CTF the cooldown for receiving a Weeble after using one has changed from all Weebles being 60 seconds to: Knockback 45s, Implosion 45s, Explosion 45s, Slow Field 60s, Smoke 30

Maps

  • ctf_waterworks_wip now has a waterfall behin...
Read more
Post
    Trello on Trello - Thread - Direct

Visual changes

  • The Masta Blasta’s projectiles are now red

Gameplay

  • Frags with the Diabotical are now dropping green health globes correctly which heal for 25 HP if you have less than 100 HP, it does not overheal (can still be grabbed/denied if you’re over 100)
  • The Siphonator now has 100% lifesteal and 100% healing - hitting an enemy with a weapon that does 10 damage will give you 10 HP, hitting a teammate will heal them for 10 HP (recent unreported change)
  • The Smoke Weeble’s radius has increased from a minimum of 700 units to 910 units, and from a maximum of 800 units to 1040 units - the smoke varies in size after being deployed (recent unreported change)
  • The Crossbow is no longer in the Superweapon category, it is now a regular weapon that shares the same keybind with the PnCR (the PnCR has selection priority when you have both and ammo for both)
  • The Crossbow...
Read more
Post
    Trello on Trello - Thread - Direct

Gameplay

  • The length of the Shaft’s beam has been increased by 10 units from 750 to 760
  • The Diabotical powerup no longer has lifesteal, players fragged by a player with the Diabotical will drop health pickups like in Brawl which can be picked up by everyone (currently a coin is being dropped)
  • Currently by default CTF’s time limit is 16 minutes (for when one team is ahead in captures, if tied there’s an overtime) and there’s a limit of 5 flag captures (the game ends on whichever condition is first met)
Post
    Trello on Trello - Thread - Direct

Visual changes

  • The Weeble pickups now look correct with the exception of the Explosive Weeble’s shine effect and the holograms when they have been picked up

Gameplay

  • In CTF when you pick up a Weeble that pickup becomes unavailable until you grab a different Weeble (switch it) or your team captures the flag (you get 1 weeble/1 ammo when you grab one and you get one of the same type 45 seconds after using it)
  • After grabbing a Weeble once in a CTF game you will respawn with 1 of the same type
  • The Diabotical powerup’s damage boost has increased from 2x damage to 4x damage
  • When you have the Diabotical you have 20% lifesteal (you receive 20% out of the damage amount that you deal back in HP, if you deal 100 damage you will get 20 HP, including overheal)

Maps

  • ctf_dojo_wip now has 5 team exclusive Weeble pickups on each base
  • ...
Read more
Post
    Trello on Trello - Thread - Direct

Visual changes

  • There is now a Fresnel effect on the eggbots which brightens surfaces that are parallel to the camera to make the eggbots stand out more

Sounds

  • The Masta Blasta’s firing sounds were updated

Maps

  • ctf_dojo_wip was updated with a new corridor that goes between Mega and the Rocket Launcher near the base (this provides cover from enemies that have a PnCR at the broken wall which overlooks the flag point), the Machine Gun pickups were replaced with Crossbow pickups, the Masta Blasta pickups were replaced with Machine Gun pickups
Post
    Trello on Trello - Thread - Direct

Interface

  • Fixed bug where if your zoom mouse settings had 0 CPI and you switched between metric and imperial, could then cause you to get stuck in-game when you pressed your zoom key

HUD

  • The duel scoreboard stats are now fixed
  • The Play of the Game font has been corrected

Gameplay

  • The Shotgun is no longer a starting weapon, now players start only with the Melee and the Blasta in modes with weapon pickups (the Shotgun pickup remains a Super Shotgun) - testing this
  • The respawn times in CTF are now dependent on the location of your death, taking into account the distance away from your flag point relative to the enemy flag point. When you die near your flag point the respawn time is 6 seconds and it decreases along the map down to 1 second when you die near the enemy flag point

Maps

  • ctf_cath...
Read more
Post
    Trello on Trello - Thread - Direct

HUD

  • Fixed the game report/final scoreboard stats not showing up

Sounds

  • New Supa Blasta and Masta Blasta sounds

Editor

  • Fixed the visual position of moved props not updating until the map was reloaded
Post
    Trello on Trello - Thread - Direct

Interface

  • Custom lobby’s “Standard” physics is now renamed to “Default” (recent unreported change)
  • Fixed issue where you could move your cursor during the the play of the game
  • The leave match button is back

HUD

  • The powerups now have the correct color in the dashboard
  • The dashboard now supports carrying both the flag and a powerup, it creates an extra indicator on the right
  • The Dodge/Bolt’s charge indicator is now hidden in physics modes that don’t have a charge recovery method
  • The HUD now displays if the flag is at the base (team colored flag under the team score), if the flag is being carried by an enemy (red X under the team score and a team colored flag icon under the enemy player carrying the flag), and if the flag has been dropped (white question mark under the team score)
  • The scoreboard is currently broken but will be fixed in the n...
Read more
Post
    Trello on Trello - Thread - Direct

Interface

  • It’s now possible to chat during the match intro screen (this also solves the issue where pressing your chat bind would open an invisible chat which would mean that you would appear to be stuck after you spawned until you left the chat since you wouldn’t see that text input bar)
  • The FOV converter’s Normal FOV detailed preview has been updated and now shows the values for different axes that are affected by each type of FOV measurement

HUD

  • There is now a more noticeable ready up message with a bolder font, different text color for the keybind and it fades/pulses in and out until the keybind is pressed
  • In the tab scoreboard there is now an indicator on the bottom right corner of player avatars that shows whether a player is ready or not
  • The score in the scoreboard is now slightly smaller

Sounds

  • There’s a new zoom no...
Read more
Post
    Trello on Trello - Thread - Direct

Interface

  • In the Customize menu the currently selected tab now has a different background than tabs that aren’t selected and tabs that are being hovered over (recent unreported change)
  • Fixed bug where the values in the FOV converter would go blank when enabling different combat settings for a weapon which was using the default settings before

HUD

  • Fixed issue where avatars or names would be gray in the map intro screen

Performance

  • Fixed minor issue affecting the consistency of multithreaded mouse input

Visual changes

  • The Blaster’s texture has been updated
Post
    Trello on Trello - Thread - Direct

Interface

  • A more detailed FOV converter preview is being worked on
  • Some cleanup work in the UI files has been done for the sake of organization and possible perfomance benefits
  • Translations have been updated

HUD

  • The cooldown progress indicators in the Dashboard are now short bars under their respective icons
  • The keybind indicators in the Weapon Inventory and Dashboard elements will now show an icon instead of acronyms if the bound key is a mouse button or scroll action
  • The annoying message to ready up in the middle of the screen in Time Trials has been removed, keep in mind that you can press F3 or your equivalent Ready bind to respawn at the start
  • The “You have lost the flag!” message no longer plays when you capture the flag

Sounds

  • New Eggbot pain sounds
  • Picking up the Vanguard now says Va...
Read more
Post
    Trello on Trello - Thread - Direct

Interface

  • There have been some performance adjustments related to the UI backend transition
  • Some decals have been added to the customization, search for tag 18, tag 19, tag 20, tag 21 - backspace isn’t working as of the Gameface transition, for now you will have to move the cursor and press delete (recent unreported change)

Maps

  • duel_bioplant_wip has been updated, the dark Void Cannon corridor now has some large windows to let the light in and make sure that players are happy and relaxed

Editor

Fixes concerning the properties menu:

  • The color picker has returned
  • The dropdown menus are working again
  • The Rotation Z field is now showing the Rotation Z instead of Y
  • Copy-pasting in the input fields is working again
  • Double click to select the input f...
Read more
Post
    Trello on Trello - Thread - Direct

Interface

  • The UI backend transition from Coherent GT to Coherent Gameface has happened, this was a big undertaking that has taken some time. Its goal is to improve the performance of the UI/Game however the work is not fully finished yet as there are some performance issues and some UI aspects that still need work
  • The Tournaments menu has been renamed to Events
  • The FOV converter button is now more clearly indicated, though the image can still be clicked
  • The Menu Framecap option is now displayed in the videos settings
  • The Framecap option now has a bar in addition to the value field
  • You can now press the black triangle under the bars of the Master audio volume bar, the Framecap, the Menu Framecap to reset to the default value
  • In Custom Game there is now a 16 minute time limit option

HUD

  • Because of the Gameface transition and some changes to...
Read more
Post
    Trello on Trello - Thread - Direct

Interface

  • Work on the transition to Coherent Gameface continues

Performance

  • Fixed performance issue when loading maps through command line arguments

Servers

  • Fixed issue causing occasional lag in certain non-European datacenters

HUD

  • When you have the flag there is now an icon on the dashboard HUD element displaying that you have the flag along with your keybind to drop the flag below that icon
  • Fixed the flag icon not disappearing after capturing which happened in an update shortly before this
  • Fixed the flag icon not disappearing immediately after dropping the flag which happened in an update shortly before this

Visual changes

  • CTF base indicators are also shown after the flag is taken but they are darker, semi-transparent and with a placehold...
Read more
Post
    Trello on Trello - Thread - Direct

Interface

  • In Custom Game you can now launch duel_outpost_dunia_wip directly and other maps with long names (recent unreported change)
  • In Custom Game the map duel_gz_02 is now available
  • In Customize there is now a maximum amount of space that decal can take up, when this space is reached you will not be able to apply more decals of that size or larger
  • In Customize the zoom function with the mouse wheel is working again
  • In Customize the current decal selection indicator is no longer rendered when no editing tool is selected
  • Further work to migrate to Gameface

HUD

  • The HUD is now immediately updated to display when a teammate grabs the flag

Sounds

  • The Machine Gun ammo pickup now has the correct sound
  • Bell hit sounds have been added environment_trigger_bell_hit1 and environment...
Read more
Post
    Trello on Trello - Thread - Direct

Since the last update some of the focus has been on a separate UI branch to transfer the UI backend from Coherent GT, to Coherent Gameface but some other things have also been done Interface

  • The simple decals are now working and have thumbnails
  • New decals have been added, search for button, valve, bubblegum, flower decal 6, ying, phantom, skull, blush, sweat, mouth 26, mouth 27, eye 47, tag 13, tag 14, tag 15, tag 16, tag 17
  • In Custom Game the map thumbnails are now updated for everyone in the lobby immediately
  • In Custom Game the map duel_gx_01 now has a thumbnail

HUD

  • In Instagib the pickup notice for the entities dropped by dead eggbots now reads “Coin...
Read more