Diabotical

Diabotical Dev Tracker




14 Dec

Comment

Originally posted by [deleted]

[deleted]

Yes, as of this update that is also possible, in the lobby's more settings if you select the option to allow queueing.

Post

Masterserver and matches

  • Players can now queue for ranked games or join pickups while in a Quick Play FFA-type match.
  • Custom lobbies have a new option under “More Settings” to enable players to queue and join pickups while in the game. The hover info box for the match in the match list shows whether a custom game has this option enabled or not.
  • Fixed an issue causing stats from Quick Play matches to not be registered.
  • The missing Quick Play stats from the period when they weren’t being registered have been retroactively integrated.

Gameplay

  • Typing /gg to concede in the console now also works in Duel Classic as it does in Duel.
  • Fixed a regression introduced during a recent fix causing other players to not hear bells when you make them ring with a melee hit.

Interface

  • Updated Brazilian Portuguese translation.

Maps

  • Skybreak’s thu...
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13 Dec

Post

Spectating

  • Spectators can now see when players being followed are crouching.
  • Fixed issue causing keys in the Key States HUD elements to stick around when switching players to spectate if the player being spectated was pressing that key at the time of switching.
  • The zoom state is now immediately synchronized from the moment a change in the player being spectated takes place.
  • The keyboard state is now immediately synchronized from the moment a change in the player being spectated takes place.

Gameplay

  • In Macguffin, fixed a rare issue causing the steal progress bar to be triggered after a player died trying to steal the MacGuffin from a base.
  • In Time Trials, fixed a condition causing the timer to start running prematurely. (This is a different issue to a similar issue fixed in the previous patch.)

HUD

  • Fixed the minimap HUD element showing the minimap of the last map loaded...
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12 Dec

Post

Gameplay

  • Fixed an issue where restarting a Time Trials run on a start trigger would start the timer before the start line was crossed.
  • Fixed an issue where restarting a Time Trials run while standing on a weapon pickup would respawn you with it.
  • Projectiles fired directly at other players now produce a more accurate amount of self-damage.
  • Fixed issue causing projectiles fired directly at other players to not cause self-knockback.

Interface

  • The community map thumbnails are now quicker to load.
  • The Learn screen has been updated.
  • Fixed an issue where sometimes thumbnails were not shown in the custom maps list.
  • Removed outdated instructions in the Locker.
  • (Correction) A change previously reported as “The last used map playlist is now saved between sessions.” yesterday was actually not included in the previous but it is part of this version.

Maps

  • C...
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11 Dec

Post

Gameplay

  • Splash damage is now correctly clipped by obstacles (blocks, props) in situations where the opponent is fully behind cover.
  • The Shaft’s ground knockback has been increased from 9 to 13.5.
  • The Super Shotgun’s ground knockback has been increased from 4.7 to 7.1.
  • The Super Shotgun’s air knockback has been increased from 4.7 to 6.1.
  • The PnCR’s ground knockback has been increased from 57.5 to 75.5.
  • In Extinction the orb dropped by ghosts of the team in the lead, no longer pings the enemy life leader when picked up by the losing team.
  • In Extinction the orb dropped by ghosts of the team in the lead, no longer give you 15hp when picked up by the losing team, they now give 10hp and 10armor to you and everyone else on your team.

Interface

  • The last used map playlist is now saved between sessions.
  • Custom matches in the match list now show the whole map list when hovering over ...
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10 Dec

Post

Custom Lobby

  • It is now possible to select a list of 1 to 5 maps in Custom Lobby in order to decide which maps will be votable at the end of a match. The first map selected will be the map that is first loaded, the order of other maps does not affect the order they will be played in, because when a match ends all maps will be available to be voted on. In order to remove a map from the list of maps selected, click on it within the map selection list on the left.
  • To load a custom map that is available locally in your folders, through a direct connection, you can now use the command map_override: map_name; in the lobby’s more settings.

Visuals

  • Fixed an issue causing a ghost eggbot to appear at a certain position in the map while a player is joining the game.

Interface

  • Fixed the match list not displaying the correct map names.

Editor

  • Fixed the default ambien...
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09 Dec

Comment

Originally posted by frustzwerg

In general or per player?

For the first option, you could just remove the chat element in your HUD, or type hud_show_chat 0 in the console (I think, haven't tested it). (hud_show_chat 1 would only show team chat messages.)

Doubt that it's possible per player.

The command is available in form of a setting in Settings-More settings-Show chat

Comment

Originally posted by galran

can we have a shortcut or bind for that (toggle chat)?

in a duel sometimes there's not much time to do all of that?

/bind KEY toggle hud_show_chat 0 2

0 is no chat messages, 1 is team chat messages only, 2 is all chat messages, that above toggles between all or nothing, can include a third number for a third step

Post

Gameplay

  • Freeze Tag, the version with the spectating mechanic while frozen, has been renamed to Freeze Tag Classic.
  • A new mode called Freeze Tag has been added which includes the dodge mechanic while frozen.

Audio

  • The different melee skins now each have unique swing sounds.
  • Fixed an issue where the Diabotical powerup would not play music or play music very quietly for some players. Thank you to e r n y for the reproduction.
  • The degree of environmental occlusion that affects projectiles in travel is now correctly periodically recalculated as the projectiles change position.

Visuals

  • Fixed the issue where a frozen player spectating a player would remain spectating that player even if that player became frozen. There is now an automatic spectating switch to an alive player in that situation. Thank you to Yakumo for the report.
  • Fixed the issue where a visual copy of a frozen...
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Comment

During a match if you press Escape, go to the match menu and click the mute button next to that player's name that player's text and voice will be muted for the duration of that match.


08 Dec

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

Originally posted by stickflip

december 10th I think is the 100, if it isn't the 10th exactly it's around that

12th

Post

Gameplay

  • In Freeze Tag, frozen players will now spectate teammates.
  • In Freeze Tag, frozen players now won’t have the buff effects for powerups they had before being frozen.
  • In Freeze Tag, Spectators can’t cycle to frozen players while spectating anymore.

Editor

  • Added a “Volume” property to ambient sound entities to have more control over ambient sound nodes. The volume can range from 0.0 to 5.0 with 1.0 being the default.
  • A “Source” dropdown property has been added to sound entity properties with a choice of 59 different sound loops.
  • The editpad properties button to set a block to type “Set invisible, player collides, fire collides (full clip)” now correctly sets it as an invisible full clip block instead of emptying it.

Interface

  • The map loading screen now features community-contributed tips.
  • Fixed issue where the map information was not correctly updated when...
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07 Dec

Post

Mastersever and matches

  • Fixed an issue sometimes resulting in teams with uneven numbers of players.

Gameplay

  • Fixed issue causing crossbow projectiles to go through players, moving platforms/doors at point-blank range.
  • Fixed issue allowing spectators of a Duel match to type /gg in the console leading one of the players to concede.

Spectating

  • Fixed issue in Freeze Tag causing ice cubes to become detached from frozen players after spectating one.

Visuals

  • Fixed issue resulting in misaligned waypoint icons when changing the texture quality setting until the game was restarted.

Audio

  • The Shaft sound of teammates now sounds like the default theme as do the rest of the weapons.
  • Fixed a tutorial announcer line error.

Interface

  • When the Instagib setting is selected the name of a mode is now followed by “In...
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06 Dec

Post

Audio

  • Some weapon sounds can now be customized on a per-weapon basis in Settings-Weapons. A secondary variant theme is available for Shaft, PnCR, Crossbow, and Grenade Launcher.

Matches/Statistics

  • Fixed the Freeze Tag match result not being displayed correctly on the game over screen, game report screen, and on the match history screens.

Editor

  • Dynamic props can now be rotated with the pitch rotation and roll rotation controls (default Up/Down, Home/End) in the same way as static props.
  • Rotation of dynamic props now respects the current angle snapping setting.

Interface

  • The Create Lobby button becomes an Open Lobby button if you have created a lobby (recent unreported change).
  • Fixed the highest rank not always being displayed correctly at the top of the Ranked card.

Stability

  • Fixed an infrequent crash happening at the start or...
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05 Dec

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

Originally posted by TheJollyPlatypusMan

explain the competitive advantage?

Lowering your first person sounds in team modes, allows for an easier time identifying and locating enemy sounds while in combat.

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

Originally posted by 2GD

no

Ok a more serious answer, If we did this it could only be +/- 5% or so. Or it would give a huge competitive advantage. So not overly into the idea