Diabotical

Diabotical Dev Tracker




12 Oct

Comment

Originally posted by SkunkFist

Shotgun is f**ked

It's being worked on

Post

Gameplay

  • New mode! "Freeze Tag - Unfinished" is now available in Custom Games, the objective of this mode is to win rounds by freezing all of the opponents. When an opponent is frozen they can be thawed/unfrozen if a teammate stands next to the frozen player, or if the frozen player falls into the void (if a non frozen players falls in the void they will respawn frozen). When a round ends, frozen players are respawned, and players that weren't frozen keep their position, health, armor, and ammo. Players spawn with all weapons but with lower starting ammo than in other modes. Currently it's possible to hammer frozen players great distances and it's possible for frozen players to throw Weeballs and to Dodge, which can be a way for players to respawn themselves in maps with void, or get closer to teammates, or even thaw while both players are moving, and can be a way for teammates and opponents to reposition frozen players easily, these are things that may change, we w...
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Comment

Not sure if this is what's going on here but sometimes it happens that we get someone with terrible fps in DBT but not in other games because they are overclocking too much or have a faulty GPU/setup that either has bad thermals or it's breaking down. They do not notice anything until they play DBT (or any modern game that is GPU-bottlenecked, which would give the same results). The games that you mention may be CPU bottlenecked for you, some because their CPU part is heavy and the older ones because their GPU workload runs so fast that the CPU side becomes the bottleneck by default.

I would suggest you run a pure GPU benchmark of your choice and I suspect you will get a terrible score which will point to some hardware issue.

If that isn't the case feel free to DM me in Discord, I'm in our official server, and we can look into your case.

Comment

Originally posted by Saturdayeveningposts

'Fixed an issue where hitting a slanted surface would push you down to the ground at disproportionate speeds.'

Firefrog/Raven I'm confused here...

is this relevant to what smilesythe was saying about momentum when you hit a slanted surface(wanted it to be relative to the speed you ahve, i.e more speed means more momentum when you hit)? Is it what he was asking to have implemented, or something else.

No, this was a very noticeable bug as seen here for example: https://clips.twitch.tv/PunchySuccessfulCrocodileOSsloth


11 Oct

Post

Gameplay

  • Fixed an issue where hitting a slanted surface would push you down to the ground at disproportionate speeds.

Spectator

  • Fixed spectating mode showing the wrong weapon being held, and the HUD showing the wrong player's information when switching players to follow with the player number binds.
  • In the minimap the player pins of each team are now have their team colors.
  • In the minimap the currently spectated player's pin now has a white dot to indicate whose point of view is being shown.

Performance

  • Fixed some micro-stutters related to audio playback - thank you to Aeson.

Audio

  • Fixed issue causing some explosion and impact sounds to not be correctly spatialized sometimes.
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10 Oct

Comment

Originally posted by _sohm

Optimizations to bots' AI.

A.I. = Artificial Intelligence = the bots like in practice. :)

Originally the note didn't have the AI part, it was added later after this post in case it was confused for eggbots

Post

Performance

  • Improved the performance of environmental particle effects.
  • Optimizations to bots' AI.
  • CPU-side optimizations related to environment-vs-player interaction.

Spectator

  • In Settings-More Settings there is now an option to auto-follow persons of interest, currently it follows the MacGuffin carrier, or a Flag carrier.

Bots

  • Bots no longer go inside props and blocks that had been set to player collision - bots will not be going inside the objects in the Practice Range anymore.

Maps

  • "Test", the MacGuffin map available in Custom Games, has been updated with some modifications after being playtested: the MacGuffin-Red Armor area has been increased, it now takes longer to go from Red to the Wishing Well base, there are now stairs from the mid 50HP to the top Blaster to avoid having to drop down to the teleporter to go up, the Grenade Launcher has been moved...
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09 Oct

Comment

Originally posted by mamamarty21

  • Bug type: UI / Gameplay
  • Description: Minimap not showing up during games. I've deleted and replaced the minimap in the hud editor in case I screwed something up, but it didn't bring it back
  • Reproduction: ¯\_(ツ)_/¯

Open the console with the button above tab, to the left of 1 and paste /hud_minimap 1

Post

Spectator

  • When a player being spectated dies, the camera will now by default switch to the player who fragged the other, instead of just to another player.
  • In Settings-More Settings it's possible to select whether the spectator perspective switches to the fragger on death or if it stays with the current player.

Visual changes

  • Damage numbers are now displayed above the enemy overhead name so that they are more readable.
  • Fixed overhead names lingering too long after an opponent enters a smoke field (released this morning as a minor update).
  • Fixed the smoke from the Smoke Weeball sometimes incorrectly hiding enemy overhead names when opponents are nearby released this morning as a minor update).
  • Fixed overhead names sometimes giving away player positions through some obstacles (released this morning as a minor update).

Audio

  • Fixed issue causing sounds originating from uppe...
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08 Oct

Comment

During warmup the items will respawn however the clock will keep displaying 00:00, for the clock to move without the game ending you can start a map locally if you open the console with the button above tab, to the left of 1 and type /game_mode duel and then /map duel_bioplant (replace bioplant with the names of other maps, if a map has multiple words use an underscore between them)

Comment

Originally posted by Nimitz14

Hmm are they not using transfer functions to do directional sound?

Who is the guy responsible for the directional sound? /u/GDFireFrog?

We tried a HRTF implementation back in the day, Phonon by Valve's, but we didn't quite like what it did to the timbre of the sounds. We plan to test different implementations in the future as we have more options now. This would be an option that people can choose. I don't think it would be a default as some people may not think that's worth the latency increase (which I assume would be there, I'm purely speculating with regards to the latency thing just from my understanding of how HRTF works, which may be wrong, and I've never measured this back in the day).

Regarding the thread, we are aware the sounds need improvement, we have a few open threads of development at the moment with audio. For example, we should have a specific fix in our environment intersection query system for a bug that is probably affecting vertical localization (I just haven't had time to confirm yet 100% but it matches some issues that people are reporting).

Besides that we'll probably be re-...

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Comment

Originally posted by SnoutUp

As a user I love these patches, but as a dev... I have to wonder how this approach impacts task prioritization.

I wrote a bit in here about priorities and patch notes and I think it's worth bringing up: https://www.reddit.com/r/Diabotical/comments/izvoxm/patch_notes_version_020358_september_25_2020/g6lwqvy/

An important thing to emphasize is that you are not seeing just the result of a day's work on a day's patch. We are still working on important things on the background and they are released (hopefully) when they are ready. This one optimization thing took a month of changes and testing here and there...

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07 Oct

Comment

Originally posted by mefff_

Is it me or is it relatively easy to shoot enemies through smoke cause of enemies names?

If you get version 0.20.370d that should be fixed

Comment

Originally posted by nonstickswag

BUG: You can see enemy names thru smoke now.

If you get version 0.20.370d that should be fixed

Comment

This should be fixed now if you're on version 0.20.370d

Comment

Originally posted by code0r

Can we get an AFK detection and kick timer ? So many wipeout games have been ruined because someone afk joins and it’s 3v4 for the whole match.

There is an automatic kick system for inactive players but there is a problem in some situations

Post

Visual changes

  • Tactical pings now depend on having a clear, conservative, line of sight to the enemies to prevent triggering them behind walls
  • There are now indicators above a player when they are in the Console, Menu, Chat, or alt+tabbed (different ones for each) - this includes enemies but adequately hidden when necessary
  • The names of enemies are now displayed when they are being targeted if the crosshair is roughly pointing in their general direction and there is a clear, conservative, line of sight to them
  • In Settings-More Settings-Overhead names section, it's now possible to disable enemy names; set the color of enemy names: team colored (default) or custom color; and set the color of teammate names: HP gradient (default), team color, or custom color
  • In Extinction there is now an exclamation point over your teammate who is the last Life Leader
  • In Extinction there are screen-edge waypoints when there are Life Leader p...
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Comment

Originally posted by satanspy

You guys made the macguffin maps large obviously the original vision for the game was 4v4 how are you going to put these larger maps into ranked now will they even work? Or are they just for quick play and you are making more smaller map pool for 3v3 macguffin? Which would be a waste of time the easier thing to do is go back to 4v4 like was intended

The MacGuffin maps were designed and tested for 3v3