Diabotical

Diabotical Dev Tracker




31 May

Post

Season 3!

Season 3, Matchmaking and Matches

  • Season 3 has started, a new Battlepass is available in the Shop.
  • For the next week the FFA Instagib queue has been replaced with FFA Hook Instagib which includes the hook ability and does not include the knockback weeball. It uses the regular FFA Instagib map pool, with the addition of the Wee-Bow Instagib maps Treehouse, Coastline, Stronghold and Egg-plant.
  • The skill ratings from the previous season have been kept.
  • The leaderboards have been reset for Season 3 (players will be placed on the leaderboard of a mode after completing 25 ranked matches). Season 2 leaderboards can now be viewed through the season dropdown in the Leaderboards screen.
  • ...
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20 May

Comment

Originally posted by gexzor

Any time trials events again soon?

EggCup is happening every week, one map is selected and people have to submit a run before the 1 week deadline. You can submit times in one physics, more than one, or all. This week's map is Hven, the deadline is today 2021-05-20 19:00 CEST, after that the map for next week will be announced. The runs and results will be streamed on Sunday at 20:00 CEST (typically on Saturday 20:00 CEST) https://diabotical-racing.com/eggcup

Edit: the deadline for this week has now been reached, the map for next week is Crystal Rush, deadline is 2021-05-27 19:00 CEST


16 May

Comment

Originally posted by lp_kalubec

Oh, I haven't played in a while. It used to work differently in the past.

Comment

Originally posted by lp_kalubec

I think that the main reason is bad UI

  • The map voting screen wasn't the main post-match screen (it's fixed now). People got used not to vote for the map because it required one more click. Some might even not know that voting is possible. People are lazy.
  • The "Leave match" button is placed in the bottom right corner. That's the place where the positive action is expected to be placed ("next", "accept", "play", etc). That's how normally user interfaces are designed. So user press that button because it seems natural. So basically the UI tells the user that the "leave match" is the action they are expected to perform in order to continue.
  • The match doesn't start immediately after the voting is over. Even if all players voted then the timer keeps going. This doesn't encourage people to stay. People don't like waiting.

The match starts immediately after all players have voted.


04 May

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

Originally posted by deathmatchtv

He have a gf now!

Hah, last year reddit made a big thread about preferring just patch notes over monthly updates. So I was like, You mean I get to work less ???? ez out. ;)


26 Apr

Comment

Only if you play a map that only has the Diabotical powerup, which spawns at 3 and 7 minutes in a regular 8 minute match, then every 4 minutes after that if the match is longer.

Official maps that only have the Diabotical powerup, on the FFA list: Alchemy, Ancient, Frozen Decay, Huracan, Hurt Locker, Icefall, Oxide.

That way to set teams with one player each is the way to do it.


08 Apr

Comment

Originally posted by MrFancyman

what happened to MG. does 2 dmg except headshots do 3? very weird

The damage has been fixed now

Post

Masterserver and matches

  • When a match finishes the Game report screen now displays the map vote tab instead of the scoreboard.
  • Added a new option under More settings to pick which game report tab is opened when a match ends: map vote (default), scoreboard, statistics.
  • After an unranked match finishes the new match will start immediately after everyone still on the server has voted instead of waiting for the countdown to finish.
  • After a Ranked match finishes, the rematch will now start immediately after all players have voted for a map (the map vote option becomes available after a player has pressed the rematch button).
  • The Game report map voting tab and custom lobbies now support up to 9 maps.
  • Fixed an issue that allowed players join custom matches while being connected to a ranked match without manually leaving their match first.
  • Fixed a timing issue that could result in players being pulled from one match into...
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02 Apr

Post

Custom game map voting

  • In the Custom Game lobby’s more settings menu there is now a setting to allow players to propose a map vote, which has the option of being enabled always, or enabled only during warmup, or disabled.
  • When the option is enabled, players can press Escape to go to the Match menu, press the “Create a map vote” button, and select a map for the current mode from the official or community map lists.
  • The vote options are Yes or No, in order to vote it’s possible to bind Vote Yes and Vote No in Settings-Controls-Gameplay-General, by default the keybinds are F5 for Yes, F6 for no, it’s also possible to vote through the Match menu by clicking on the option you want.
  • The name of the map being voted on and vote tally is displayed on the HUD through the new Vote HUD element, and in the Match menu.
  • The vote is decided by the majority of players and spectators who vote (if only one person out of 10 in the server votes, that ...
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01 Apr

Post

Maps

  • Collision fixes to Oasis, and Raya.
  • Art improvements to Oasis.
  • Fixed a trigger issue in the Tutorial (the previous fix was incomplete).
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27 Mar

Post

Maps

  • Refinery WIP has been added to the Custom Games Wipeout map list for testing - this is a slightly smaller version of Refinery which is meant to replace the current Refinery.
  • Collision fixes to Amberfall, Huracan, and Toya Fortress. Thank you to Torzelan for the report.
  • Fixed a trigger issue in the Tutorial. Thank you to monke for the report.

Audio

  • Added Time Trials Audio options to set the type of sounds that players on enemy teams do (enemy sounds, team sounds, or muted), and to set the type of sounds that players on the same team do (team sounds, or muted). By default enemies and teammates now use team sounds.

Content service

  • In Custom Games there is now a Tutorial game mode. Community gameplay and mapping tutorials can now be uploaded through the Content Creation menu. For mapping tutorials it’s recommended for the map name to be the same as the map id so that players can more ea...
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24 Mar

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

Originally posted by ralopd

Uhh, is there any more information on this?

Which tournament and how many days are they late? :/

Last 2 Team tournaments are scheduled for payment in April.

2020 tourneys we did 1 month payments, 2021 tourneys we wanna do around 3 months

Lans prize money like Diabotical Factory, we send in advance, in case people wanna hand out winnings in cash. which apparently is what Russia enjoy doing

phys getting paid last. So once hes paid, then the TTS is wrapped up


23 Mar

Comment

Originally posted by _chrm

This might work if I can reassign players to teams dynamically with triggers. Can I do that? I don't want to spawn player five on the same spawn point all game long.

The goal is to make a map that could be put into the quickplay rotation and make the games that start with four players more interesting. Ideally it would also work when players leave and make the map smaller again.

Within that area you could have multiple spawns for team 5, spawns can also get the setting /forsel set %1 start true in order to only be used on the initial spawn, however I believe it will only work if all players are around when the match starts, not for people who join an ongoing match

Comment

If you wanted to create an FFA/Brawl/Warmup map with 1 player in each team you could assign spawns per team /forsel set %1 team 0 (1, 2, 3 and so on) with spawns for team 5 for example being in a different area which is closed off from the rest of the map, then if there's a player trigger in that area, the player that spawned there could interact with it and open doors/walls/teleporters around that area or in other areas that previously had teleporters to that area closed behind a door.


21 Mar

Comment

Originally posted by Chello02

I'm crashing after every match.

That issue should be fixed now.


20 Mar

Post

Maps

  • FFA, FFA Instagib, and Warmup’s Quickplay map lists now include Ancient.
  • Wipeout, and Aim Arena Classic’s, Ranked/Pickup map lists now include Ancient and sunken.
  • Freeze Tag, and Freeze Tag Classic’s Pickup map lists now include Ancient.
  • TDM 2v2, TDM, TDM Classic, and Extinction’s and Ranked/Pickup map lists now include Sunken.
  • In Sunken’s Wipeout version, the length of the dead end near the center map teleporter has been reduced (behind the waterfall/window/jail/below mega).
  • Collision fixes to Amberfall, Overgrowth, and Sunken (Wipeout version).

Gameplay

  • Improved the accuracy of the Time Trials’ timer - multithreaded input is recommended, without it there’s a higher likelihood of slower times than expected.
  • Added the command game_wipe_out_timer_mode 1 for team based respawn timers in the Wipeout and Survival modes. A player’s death adds 4 second to the respawn tim...
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Comment

Originally posted by Awkward_Bowler

Weird, it's gone for me too. Doubly suspicious is, the last thing I saw in there yesterday was people complaining they still haven't been paid for the mapping contest...

Two people haven't been paid for the mapping contest yet and will be paid at the end of this month. The developers did not have ownership of the server (which is required to delete it).

Comment

Originally posted by creep_

Hmm that's not good, and the silent treatment from the devs doesn't contribute either..

The server was not owned or ran by the developers, it was created by a community member and deleted by the community member who owned it.


09 Mar

Post

Maps

  • A Wipeout version of Sunken has been added to the Custom Games map list for testing.
  • A Wipeout version of Ancient has been added to the Custom Games map list for testing.
  • A Brawl/FFA version of Ancient has been added to the Custom Games map list.
  • Collision fixes to Ancient, Furnace, Oasis, and Overgrowth.
  • Art improvements to Oasis.

Masterserver and matches

  • Tentative fix to issues when launching Custom Games with community maps in some servers.

HUD

  • There is now a command to toggle the scoreboard on and off instead of only being able to see it by holding the keybind: /bind KEY toggle_score (released on March 1st).
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