Diabotical

Diabotical Dev Tracker




19 Nov


18 Nov

Post

Gameplay

  • Item respawns are now precise relative to the exact time of when they were picked up instead of rounding down to the nearest second.
  • The MacGuffin item now spawns correctly with the instagib modifier turned on in Custom Games, allowing Instagib MacGuffin to be played.

Content service

  • Author names are now displayed in the Community map list and clicking on them takes you to the mapper’s profile.
  • Fixed issue causing some game servers to sometimes timeout prematurely while trying to fetch a community map for a game.
  • Publishing a map without terrain no longer warns about an error concerning missing terrain files.

Editor

  • Fixed issue causing the color of the current object to be copied into the next object selected if the color picker was still open.
  • When a prop is selected, color fields in Editpad’s Properties menu now display the correct default colors assigned to ...
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17 Nov

Post
    Trello on Trello - Thread - Direct

ARCADE MODE: FREEZE TAG

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

Originally posted by [deleted]

i do not know if it's only me but there are no thumbnails for custom maps in the download section.

Will be that way for a little bit longer, we are working on meta data for authors etc etc. We pushed the content server asap to help the mapping competition. It's why you see quite a few editor patches.

Post

Masterserver and matches

  • Masterserver stability fixes.

Stability

  • Tentative fix provided by Coherent happening in Gameface (HTML UI engine that we use in the menu) to a crash that can happen when loading a map or finishing a game.

Content service

  • Fixed issue causing community maps to be downloaded twice.
  • The map download screen now shows total download progress.

Gameplay

  • Inventory reset actions (as in some Race maps) now affect the relevant players instead of affecting everyone on a server.
  • When there is an inventory reset the current weapon is now automatically switched to Melee.
  • The position of moving objects like lifts, doors and other moving props is now reset when a game or round starts.

Maps

  • Collision fix to Icefall regarding an issue affecting the lift jump.
  • Collision fixes to Furnace.

I...

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16 Nov

Post

Gameplay

  • The lift jump behavior is no longer negatively affected by low or very high framerate conditions.
  • Fixed an issue causing a slippery feeling when walking along the top-facing surface of a moving prop due to the player erroneously being determined as airborne in that situation. As a result of this, wall-clipping is no longer triggered at the top of lifts just by pushing against the ledge. Players should still be able to reach locations previously reachable due to the unintended wall-clipping effect thanks to the fixes above which make it easier to control a jump’s direction and to circle-jump off lifts.

Survival

  • Fixed an issue in Survival causing the base cost of items to be charged instead of the full amount when buying items repeatedly.

Editor

  • Fixed an issue causing the Editpad interface to sometimes ignore UI actions.

Interface

  • Tweaked styles to make it mo...
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15 Nov

Post

Editor

  • An “Analyze lighting” function is now available for binding in “Settings-Controls-Analyze lighting”. Using this function toggles a heatmap of lighting calculations. In the visualization, values closer to red indicate that a pixel is affected by more lights. The cost of the lighting pass broadly scales with the amount of pixels lit per light. Mappers interested in optimizing lighting should attempt to not let maps get too hot in this visualization in any view inside the map. This can be accomplished by trying to rely on fewer lights or on smaller lights with harder falloffs to achieve similar effects. Well-performing maps can be loaded in the editor and referenced to check what are acceptable levels. We recommend that before deciding to invest time in optimizing lighting on a map, the mapper deletes all lights while looking at a hot part of the map (/del light*) and note the framerate change to see what’s the performance gain ceiling that could possibly be att...
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14 Nov

Post

Custom Maps

  • Fixed new community maps not being correctly downloaded by players who did not create the lobby (fixed earlier today).
  • Fixed the Community map list in Custom Games not listing all of the available maps.

Editor

  • Fixed selection preview in the editor erroneously pre-selecting an ulterior object below the cursor sometimes (fixed earlier today).
  • Moving the cursor in the editor now resets the pre-selection cycling count (published earlier today).
  • Fixed the selection boundaries of Weeballs and the MacGuffin.
  • When a map is saved, dashes in map names are now automatically converted to underscores, uppercase letters are now automatically converted to lowercase in order to conform with the format expected by the content service.
  • The map names are now subject to approval by moderators. In order to not delay a map publication, maps are temporarily given automatically generated names for ease ...
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13 Nov

Post
    Trello on Trello - Thread - Direct

Time Trials is a game mode where players race against the clock to set the best time that they can in the course. To do so involves executing movement techniques that increase your speed, exploring a map for any possible tricks and figuring out ideal routes. After finishing a run, or if players want to restart their run, they can press (the ready up button) to quickly respawn back at the start so that they can try again.

– Design by James

Comment

Originally posted by namastex

Bug: Practice range stalls on the camera intro and never actually puts you on the map.

This was also fixed in 406d.

Comment

Originally posted by buddhacuz

Will there be only 1 version of each map (such as blood run which I reckon multiple people will / have remade) be shown under the Community tab? If yes, then what decides whose version gets shown? I feel there current remakes of the traditional maps aren't very fitting to DBT.

The precise level of curation is something that we'll have to discuss internally, but I can't see us wanting to enforce uniqueness of concept. We'll probably be fairly hands-off, with the exception of highlighting work we may consider outstanding in some regard.

Comment

Originally posted by MtrL

Definitely need some more details on the map selection screen, author, date uploaded etc, search by author is probably necessary as well.

This kind of stuff plus what _sohm mentions in his comment should be coming shortly.

Comment

Originally posted by coredusk

At the moment joining custom games broken. Reported in #bugs on Discord.

You have to host your own custom game first with the community map in order to download it properly, before you can join someone else's game with that map.

Hey, thanks for reporting it. This was fixed in 406d.

Post

Custom Maps

  • It’s now possible for any player to upload custom maps to our new community content service, allowing them to be downloaded and played by other players on any server. The “Content creation” menu can be found on the top right of the screen. To publish a map: after you have made a map go to the "Content creation" menu, click the "Create new" button and follow the instructions, then select that map, click the Edit button, /bakesave the map again, and then click the Publish button. To play a map: create a Custom Game, select a mode, then click on the map, click on the Community tab, and select a map (the maps are mode dependent). This is a service under development and new features are planned, in particular improvements to browsing maps, and the ability to search, rate and flag them.
  • Every player has 100 MB of space for custom maps in the content service. (Note that maps now take less space, so this should fit around 20 average-sized m...
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12 Nov

Comment

Originally posted by Semt-x

great!

Would it be possible to present the "buy phase" more clear and dominant on the screen? people seem to miss it, and ask how to spend coins.

and possible add a timer to it, how many seconds the phase remains?

We'll do both. Thanks!

Post

Halloween Survival

  • At the end of a round HP and Ammo are now refilled.
  • Some collision fixes to the map.

Visual changes

  • The trail and halo of grenades is now team-colored.

HUD

  • Saving a HUD without a name will now result in a default name being used instead of the HUD not being saved.

Modding

  • New logic entity trigger type “On Wave Start” executes an action when a new wave starts in a wave-based mode
  • New logic entity trigger type “On Wave End” executes an action when the enemies have been cleared in a wave-based mode
  • New logic entity property “cycle” allows on_wave_start and on_wave_end logic entities to trigger cyclically. (Extended documentation coming soon)

Audio

  • The enemy movement sounds have been returned to the previous sounds.

Interface

  • The appearance of the announcements and patch n...
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Comment

It's possible to be queued while in a custom game, if the visibility of the custom game is set to private or if it is a public time trials match.