Diabotical

Diabotical Dev Tracker




28 Nov

Comment

Originally posted by whaleskank

The "Daily Playlist" is just silly, like right now I can't queue up for 2v2 aim arena if I wanted or even McGuffin. A game telling me when I can play what is pretty lame. All you needed to do was add the ranked game modes to quick play and problem solved. Also any chance of just getting a server client in the future?

It's possible to create an Aim Arena 2v2 Pickup or a MacGuffin pickup with the join requirements you want and wait for others to join it, then the match will be balanced based on skill ratings and count towards your skill rating like when it is in the Daily Playlist and how it was in the Ranked queue.

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

Originally posted by Responsible-Study961

So suddenly there are no leaderboards anymore?

Because of course it was good for match making but also gave some competitive drive to it and trying to achieve certain ranks was a good goal to have. I was high warlord on two modes and now when I look at my profile highest rank is vindicator II.

I love the changes but knowing I had achieved a certain rank and how many games I had played during three months to now see everything removed, just puts me off.

We are re working the leaderboards outside of duel. They will come back later

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

Originally posted by mamamarty21

Probably the only person that will say this, but I liked the old style better.

Np about having a opinion, its useful to hear. But to put your mind at rest! This was the fastest we could get a step in what we think might be the right direction for MM & the new pickup system before season.

It's gonna feel very ugly for now, as its a bit of a tech test :D We will refine the visuals and usability over next week.

Post

Play menu

  • The Quickplay, Ranked and Custom Games menus have been replaced by a new unified screen.
  • The “Daily Playlist” features 4 modes, currently with 2 rotating modes and with Wipeout and Duel being always available.
  • “Community matches” features 12 community matches, with the “Server List” button showing all other matches in your selected datacenters, along with the “Create Lobby” button, and the “Lobby Key” button.
  • “Pickups” lists pickup matches that players can create using the default team mode settings and their desired join restrictions, concerning team size, parties, skill rating difference, number of matches played, and datacenter. Players can join up to 3 pickups at one time.
  • The skill ratings for each mode are calculated from both Daily Playlist and Pickup matches.
  • The matchmaking penalties previously applied to the Ranked queue are now applied to Pickup matches only.
  • Daily Playlist matches are backfi...
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27 Nov

Post

Netcode

  • Fixed an issue causing players to sometimes receive delayed damage after spawning.
  • Fixed an issue causing players to sometimes incorrectly receive damage from the previous position after teleporting.

Gameplay

  • The mode Team Deathmatch available in Custom Games has been modified: the weapon respawn time has been reduced from 15 seconds to 10; the mode now has friendly fire; the mercy limit has increased from 30 frags of difference to 50; the default time limit has been reduced from 12 minutes to 10; there is no longer a score limit when the time limit is reached, now the match will end if one team is in the lead, and the match will go into 2 minutes of overtime if tied.
  • A new mode called Team Deathmatch Classic is available in Custom Games. TDM Classic has the same rules as TDM but with weapon respawn times of 30 seconds, and with a time limit of 15 minutes.
  • A new mode called Duel Classic is available i...
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26 Nov

Post

Gameplay

  • The Shaft beam’s position in third person now more accurately represents its location.

Content service

  • Maps can now be renamed and/or set to a different game mode, through the Content Creation menu’s Update button. Changing a map’s name will require its new name to be reviewed.

Spectating

  • Fixed an issue that would cause the zoom action to be stuck when spectating while the player was not zooming.
  • It is now possible to disable the ability to spectate when a player’s zoom action in Settings-More settings-Spectating-Spectate player zoom.

Editor

  • Fixed an issue that would cause the Editpad screen to not be visible when looking towards billboards and volumetric entities.
  • Added the missing color picker for liquid entities.
  • Liquids now support different levels of transparency, and the alpha channel slider has been added to the color picker.
  • ...
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25 Nov

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

An earlier mock up of what we are going for

The new queue system might be done by the weekend-ish. If it takes a little longer, its my fault for adding a pickup system to the list. I wanted to share the early design to get some pre ship feedback in-case you think we are headed in the wrong direction

Daily playlist:

It's not really daily... :) Duel has to stay. but the other modes should rotate daily between our most popular modes in their respective category. Card 1: Arcade modes (instagib, ffa etc). Card 2: team modes, card 3: aim modes. These modes won't be continuous. So you will get a little rank icon for that mode. Not sure how great this is, but let us kno...

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Comment

Originally posted by GDFireFrog

Looking into this. Will update here.

I asked somebody in this thread with issues but he's not having those issues at the moment. I need somebody who's experiencing the issue right now to DM me on discord or on reddit or send me the log of a tracert/tracepath/WinMTR to the IP 109.230.214.11. We can drop the provider for this location, but first I need to see the issue to give them a chance to fix it.


24 Nov

Post
    Trello on Trello - Thread - Direct

PARTY PLAY: MELEE WARS

Post
    Trello on Trello - Thread - Direct

PARTY PLAY: SMASH ROCKETS

Post

Content service

  • The Content Creation menu now displays the date of a map’s last publication.
  • The Content Creation menu now displays a tag when a map hasn’t been published and a tag when a map hasn’t been saved.
  • The Community maps list now shows when a map was last updated and displays a version number.

Editor

  • A “taper” attribute has been added to volumetric lights. The default value of 0 results in straight beams, the maximum value of 1 results in maximum taper where the beams converge into a point.
  • Tweaked the volumetric light implementation to improve its appearance.
  • The color property of volumetric lights now has a transparency slider that can be used to tweak the intensity of the light beams.
  • Fixed the “Row segments” parameter of volumetric lights which wasn’t working correctly.
  • The beams in a volumetric light are now centered correctly when using a gap value.
  • Fi...
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Comment

Originally posted by quackchampions

Something feels off about movement up stairs, players seem to spaz/flicker. Also ground acceleration feels much higher? But when I watch other players play it looks normal.

Yes, sorry, left some WIP in accidentally and we didn't notice it during testing. Pushing a fix in 5 minutes with 417c.

Post

Editor

  • Implemented volumetric light objects into the editor. The new implementation is fairly light on performance. Volumetric objects can be set to type “rectangular grid” to create hexahedral beams of lights in a grid configuration. The parameters “Segments”, “Vertical segments”, “Gap” and “Vertical Gap” can tweak the appearance of the grid. This performs better than creating multiple objects for each beam, so this option should be used whenever appropriate. Volumetric objects can also be set to type “radial” to create radial configurations, in this case the “Segments” parameter determines the number of arc segments. Further options to tweak volumetric lights and general improvements to their appearance will come in future patches.
  • Billboards, when selected, now have a “Backface” setting in the Editpad Properties section to make them display on both sides of the billboard.
  • The editor now shows the technical name of the keyword that a property fie...
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23 Nov

Post

Netcode

  • Projectile netcode has been tweaked to better represent the position of enemy projectiles. This change may appear to buff projectiles but no functional change has been enacted, projectiles are simply represented more accurately than before. Further incremental netcode improvements will follow soon.

Spectating

  • Spectators can now see when spectated players are zooming.
  • Fixed an issue causing the Controls element to not update immediately when switching the player that’s being spectated.

Editor

  • A “Vertical scale” property has been added to the terrain entity properties that applies a vertical scaling factor to the terrain. This can be used to achieve higher terrains (currently requires the map to be saved and loaded again to see its effects).
  • The “Vertical offset” property is now accessible in the terrain entity properties screen on the editpad (currently requires the map to be save...
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22 Nov

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

Originally posted by nkh85

Any chance we can have a count added to the updates so that we know how close to the 100th patch we are?

That way we can start mentally preparing for there not being a daily patch ;)

• Fixed an issue that affected transitions from the warmup mode to the map vote screen when a match was found (fixed earlier today).

Thanks!

Dec 12th is 100

Post

HUD

  • The new “Controls” HUD element shows your direction keypresses (forward, backward, left, right, crouch, jump) as well as those of the player being spectated.

Masterserver and matches

  • Fixed an issue that affected transitions from the warmup mode to the map vote screen when a match was found (fixed earlier today).
  • Fixed an issue causing the placement number of top ranked players to sometimes be incorrect.
  • The inactivity detection now won’t trigger while replaying a demo.
  • The inactivity detection now won’t trigger while editing a map.

Gameplay

  • Fixed an issue that would cause the MacGuffin to immediately return to the hand after being thrown.

Netcode

  • Fixed issue potentially exacerbating congestion in connections with some package loss.
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