Diabotical

Diabotical Dev Tracker




21 Nov

Post

Audio

  • Fixed issue causing players to not emit some sounds if their audio subsystem is uninitialized due to a missing audio device.
  • Audio system micro-optimizations affecting heavy combat situations with a high frequency of sound creation.

Replays

  • The command /annotation adds a mark to a currently recording replay associated to the current time. /annotation followed by text attaches a text comment. /annotation -list can be used to list current annotations while recording or reproducing a replay. /annotation -seek X can be used to go to the time of that annotation, where X is the ID of the annotation shown by /annotation -list. An annotation can be added to point some time in the past with /annotation -back X where is the number of seconds to go back in time. A UI interface for replays, including access to this feature, will be added soon.

Content service

  • Fixed issue causing occasional downtimes in...
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20 Nov

Comment

Originally posted by Smilecythe

Can I start another demo after stopping the previous one? Or do I have to rejoin for that

You would have to leave the map, start the recording and join the map

Comment

Originally posted by nkh85

Not sure I understand how to use them - was able to record something, but trying to play it back says it’s loaded in the console - but was still on menu.

I’ll wait for some UI 🙏

You have to start /record replayname before loading a map

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!