Diabotical

Diabotical Dev Tracker




20 Oct

Comment

At the moment the process is not ideal, it's possible to uninstall EQU8 by running Diabotical-Launcher.exe with the --equ8_uninstall launch command but in your case with Diabotical already uninstalled:

  • Go to Windows search and type cmd then right click on the command prompt and launch it as administrator
  • Copy-paste and run sc delete EQU8_13
  • Copy-paste and run sc delete EQU8_HELPER_13
  • Go to the ProgramData folder by copy-pasting %ProgramData% in the Windows explorer address bar and delete the EQU8 folder
  • Go to the System 32 drivers folder by copy-pasting %windir%\system32\drivers in the Windows explorer address bar and delete EQU8_HELPER_13.sys

Note that no part of EQU8 will be active without the game running.

We hope to make this simpler in the future

Post

Visual changes

  • There is now a gradual transition when zooming in or out. The speed of both transitions can be customized in Settings-More Settings-Zoom, if you wish to return to the instant zoom set Zoom-in and Zoom-out time 0. During the Zoom-in and Zoom-out period the sensitivity scales according to your sensitivity settings and the FOV at the time.
  • When zooming, the weapon now scales according to your zoom FOV. If you prefer the weapon to not scale you can toggle this setting off in Settings-More Settings-Zoom-Scale weapon when zooming.

HUD

  • The Lag Indicator HUD element now displays some graphs indicating connection health. Discontinuities in the cyan graph indicate incoming packet lag (small peaks are normal), and the orange graph indicates overall packet loss (should stay flat). The indicator background becomes purple when severe lag is happening and indicates that some restrictions are in effect. The background becomes r...
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Comment

Originally posted by sl4m_os

The freezing should just be for half-dead connections

Nice to hear that! That's right! It should be only for some like 200+ pings and guys who just moves alltime teleporting. My gameplay almost came to normal but freezes still present. If you increase threshold a little bit more it would be ideal I think.

But still should be some interpolation command to make warping players be smoother for opponents, idk... like ex_interp, cl_interp or like that ;)

If you are still getting some freezes you must be incredibly laggy. We'll increase the threshold again when we've had the change to normalize extreme warping and test it for a while, but for now it's probably already too generous. But also: do you know why your connection to our servers is so bad? If you DM me I can tell you how to do a trace to the servers you are playing in and we may a routing issue that we can fix.

Comment

Originally posted by TheCatfishManatee

The lowest ping I get is 50ms but most often I'm playing on 90 to 120 ms servers and I always get the lag indicator for 4-5 seconds only after spawning. In Aim Arena it basically turns a single death into an automatic round loss because for the first 5 seconds of the 2nd life I can't hit shit. Is there anything that can be done about this?

Are you in a very low spec PC that struggles seriously when spawning? We have some optimizations for that coming soon that may make that go away if that's the case. For now I have added a grace period of 2 seconds to the start of each life, that should get you over the bump and not enter the 5-second recovery wait period. I've also added the same at the start of every round and game just in case.

I've pushed this to servers, the fix should be available for new games in 10 minutes.


19 Oct

Comment

Originally posted by sl4m_os

Hahaha yeah nice netcode tweaks, now I am freezed 50 percent of time and just can't move, not even run. Nice tweaks, thumbs up!

https://www.twitch.tv/videos/774921923

Sorry about that, we are adding a lagometer today and that will allow you to see the peaks that were causing the issue (hopefully with the latest threshold increase you are not getting frozen anymore anyway). Nonetheless, the threshold was already set quite high and I'm guessing you, like may others, have pretty substantial hiccups in your connection for you to be freezing that much, even with the old threshold. I was testing the game yesterday with a few people who were having freezes and they were quite warpy and just they didn't realize it. But this is on us for not adding the lagometer with data that people can see for themselves before introducing this option.

But if your opponents still were still finding you playable, it wasn't our intention to address your level of warping in this way. The freezing should just be for half-dead connections, there's an intermediary level of warping between the point that we remove reconciliation and the point where we freeze people th...

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Comment

Originally posted by AbjectSubstance

it seems like he's the 20%er who does the 80% of the workm (zipf)

(Don't like to comment on this sort of thing but I know the kind of thing you are talking about, and although I've been in that situation, that's truly not the case in this team. Specifically two other guys who are shy and don't like to be named work with me every single day, very long hours, even though I've told them repeatedly that I can manage some days by myself.)

Post

Visual changes

  • It's now possible to ping important items on their spawn locations and when they are dropped. This displays an item’s icon ping in the gameplay area and on the minimap, to inform teammates about it.
  • It's now possible to ping the surfaces enveloped by a friendly Healing Weeball in order to display a green ping in the gameplay area and on the minimap that is shared with team-mates.

Netcode

  • The threshold that determines whether a player is lagging severely enough to warrant removing backwards reconciliation privileges has been slightly increased.
  • The threshold that determines whether a connection is unhealthy enough to warrant stopping a player movement has been greatly increased. Improvements in this area will keep happening as the netcode is improved.

HUD

  • The Ready Up message keybind, Weapon Inventory keybinds and the Active Item keybinds are now updated as soon as they're ...
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18 Oct

Comment

Originally posted by raysmuckles82

Down voted for pointing out that the new patch broke the game for me. What a great community.

I'm in Australia, on the other side of the country from the servers. We have trash broadband infrastructure here so no doubt there is packet loss and other issues along the way. Oh well, I'm out, game is nearly dead here anyway.

Before you give up, there are plenty of things we can do to make this better. You are probably just getting very intense isolated spikes periodically. Not enough to make you think you are lagging or annoy your opponents but enough to trigger the detection. If you don't mind DM'ing me on Discord I'm happy to take a look at your transit and see if it's possible to safely filter out your particular phenomena. We can always roll out something experimental in your region's servers, too, if we come up with something that doesn't feel completely safe. But in general let me be clear that we are not happy with how the feature works currently, and we will be prioritizing this because we really dislike regressions.

(For the record we really do care about all regions, and in fact allowing SEA and Oceania people to play with each other is one of the reasons why I'm trying really hard to make this work with a rather high amount of reconciliation.)

Comment

Originally posted by GuilteFPS

I notice a lot of routing issues to servers. I’m East Coast US and ping better to Japan than I do EU.

I pinged your network from one of our Rotterdam servers and the latency looks about right, at least in this direction. What server are you getting high ping on and what ping? If you DM on Discord we can look into it. So far when it comes to the servers hosted with i3D they have been able to address any routing issue we bring to them, we just need a trace to identify it.

Comment

The detection part is in fact quite conservative, it doesn't trigger unless there's a massive spike, the kind that would cause annoyance. There is a particular edge-case (there could be others) with people who have mostly perfect connections but they get an intense lag every so often. This kind of issue is actually common, may happen due to some faulty equipment along your route to the server, so we will consider some potential solutions to make this less annoying while not annoying others.

For now we have reduced the time that you are frozen after this event.

Post

Netcode

  • Fixed an issue in the projectile netcode granting excessive advantage to high ping players.
  • Fixed an issue causing some players to intermittently disappear caused by a recent fix.
  • The lag between the visual position of the players and their logical positions has been further slightly reduced. This should result in increased synchronicity between the players' positions and their projectiles, slightly lower knockback reaction time and fewer instances of shot-while-in-cover. Further decreases to this delay are still planned.
  • Players who are lagging will now automatically have their netcode degraded to lose the ability to backwards-reconciliate hitscan and projectile fire, resulting in fewer suddenly-advanced projectiles and fewer instances of shot-while-in-cover incidents due to lag on the attacker's end.
  • Players who are suffering from severe lag will not be able to move. The thresholds that we have set for this condition and...
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Comment

Originally posted by SuprKidd

cough u/GDFireFrog

We've added it to the controls screen.

Comment

Originally posted by ballin4life_

In addition to the feeling that rockets warp into you and cannot be dodged reactively at all, I'd like to say that knockback being delayed by opponent's ping contributes to an inconsistent feel of knockback between games.

We are aware of this and we'll be doing something about it at some point.

Comment

Originally posted by apistoletov

Wait a sec, so you didn't have extrapolation yet? I thought if it's based on QL model, it should have had it. ... guess it's going to be a much better game soon!

Well, we have always had extrapolation, technically, or the game would be very warpy, just not in the normal sense that people mean when they say something like "this game's netcode has extrapolation."

There're two different kinds of extrapolation here, let's name them "reconstructive extrapolation" and "predictive extrapolation". With reconstructive extrapolation you are only extrapolating in response to discontinuities in communication in order to no have to stop the player in the air for an instant like many old games. Here you are just trying to fill in a gap before new data arrives. This extrapolation is not speculative as long as network conditions are OK. Then there's predictive extrapolation where you are speculating even ahead for gameplay purposes. This is the kind that is most susceptible to what's called rubber banding though hopefully we can keep this to a minimum when we implement it.


17 Oct

Comment

Originally posted by fknm1111

There's a very simple fix to apply here that doesn't involve rethinking much of the netcode. Players who are lagging in that way should simply lose some or all backwards reconciliation privileges. We'll test this and try to find out some sensible thresholds for when to trigger this condition and how long to maintain it after a lag episode and put it in the next version later today (0.20.380). We will add some kind of on-screen notification so that the lagging players are notified of this state and they understand why their rockets are going through things now.

This is just a fix for this lagging scenario (and it should have been pretty obvious that we needed to prioritize this earlier, sorry). There are other general improvements coming soon that will improve the situation with projectiles+high ping. (Our focus so far has been to make sure people can hit on the server-side netcode, now we need to make sure some people can't hit). The following things will also address the s...

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Post

HUD

  • There is now a Time Trials timer HUD element which displays your current time during a run, and your last time after a run is completed. This timer is now present in your HUD if you use the default HUD, otherwise add the element "Race Timer". The timer is also functional in the Spectating HUD.
  • Fixed the Match Timer momentarily shifting to 00:00 when crossing the Time Trials start trigger.
  • Removed micro-stutters related to the Frag Feed and Frag Notice elements. NOTE: We are aware of some severe freezes happening for some players, so be advised that this is not a fix for this other more severe issue. We believe this unsolved issue to be related to one of our 3rd-party dependencies and we are working with them to resolve it as soon as possible.

Spectator

  • A spectator's base waypoints now correspond to the waypoints of the player currently being spectated in MacGuffin, CTF and Wee-bow Gold Rush.

Audio

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Comment

Originally posted by Saturdayeveningposts

Would a dev comment also on rather or not there is a 'bug' or some file location like that so we could just post error reports here

Nobody who is able to reproduce the issue has come forward yet. The person who reached to us initially stopped being responsive. This issue is probably not up to us, it's likely in one of our 3rd party dependencies, which is why we need to pinpoint it. If you have the issue, or anybody who reads this and have the issue wants to help us fix it, feel free to DM me on Discord, I'll send something for analysis and we would be able to locate where the issue is.


16 Oct

Comment

Originally posted by lp_kalubec

Something really bad happened in one of the latest patches. I'm getting huge freezes. It happens quite frequently, like once a minute. The game freezes for about 1s then it gets back to normal. Is anyone else having the same problem?

Yes, getting reports of this, we are investigating. A user from reddit who reached us is running some tests to locate the issue and we are waiting for results back. It may expedite a resolution if you wanna DM me on Discord and also run some tests.

Comment

We are planning something for 2021.

Comment

Originally posted by ReeceAUS

When is the map competition?

You can find information about it here: https://www.diabotical.com/mappingcontest

You have until November 15th to get your initial submissions in! After that point, we’ll pick the top 10 from each category to move on to the final round, where based on our feedback, you’ll have until December 15th to finalize your map for submission. We’re paying out for the top 5 maps in each category, with some bonus awards as well. The best maps will make their way into the game for season 2!