Diabotical

Diabotical Dev Tracker




01 Oct

Post

Gameplay

  • Fixed the excessive projectile knockback on the bots in the Practice Range, Tutorial
  • Fixed issue where a player with the Siphonator powerup would heal a teammate when firing projectiles at other players (now teammates are only healed if the player with the Siphonator hits them specifically)
  • Fixed issue where grabbing Health or Armor pickups would reset your Health and Armor to the regular maximum values when using custom games commands to increase Health and Armor beyond those values

Audio

  • The range of item pickups has been increased to match the range of player movements
  • Props with sounds now emit them again - the Ambient Volume slider in Settings-Audio can be adjusted to control the volume of ambient sounds

Masterserver and matches

  • Fixed an issue where loading a map at the moment that a queue match was found would prevent you from joining that match

In...

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Comment

Originally posted by Tyeatera

The GD studio is based in Sweden. Date makes no sense to me, even in UTC it would be the 27th. So what am I missing?

We date them to American time for very silly reasons. This started happening because we would write patch notes during the evening, then there would be delays due to some last minute issue and it ended up bleeding into the next date. Now we intentionally date them to American time. This works better with the work schedule of the core technical development team where we release around midnight, sometimes before, most of the times much later. (Our messed up schedules are also convenient right now as it means that we can reach our American partners any time, so we don't have much incentive to fix them though we'll try to do that in the future). That way we get patches for days 11th, 12th, 13th, 14th that each correspond to a day of work instead of something like 11th, 11th, 13th, 13th. The neater dates make more sense in retrospect, and personally I'd like to be able to look back and see that we have released a substantial patch every day for however long and at least the date makes s...

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30 Sep

Comment

To simplify things, there is a trade-off involved here that arises when games have to deal with discontinuities in the flow of data. At one end of the trade-off we don't have these kinds of situations that are frustrating to the attacker and at the other end of the trade-off we have less potential for frustration on the side of the target. It is clear that in general we want to be a bit more on the attacker side, as this is generally what results in more fun overall for everyone involved, but we must proceed with caution when incrementally moving in this direction.

We will crank it up more towards the attacker side with regards to projectiles, look for a patch note mentioning projectile netcode sometime in the next days.

Post

Gameplay

  • Fixed an issue that would cause players to die after respawning
  • Knockback intensity is now more proportional in wrap-around-edge damage situations
  • Fixed issue causing the application of direct hit damage and knockback when splashing enemies through ledges
  • Fixed issue causing projectile explosions to sometimes be represented slightly inside the contacting surfaces

Masterserver and matches

  • Datacenters with less than 65 ping are now automatically added to your selection list the first time you load the game and when a new server is added
  • Improved the process of checking the datacenter preference by ping, which is used for determining which datacenter will be used in a match

Maps

  • Collision fixes to Icefall and Marina

Editor

  • Added some new orange colored production props
  • The default /edit map now has more entities...
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29 Sep

Comment

UPDATE:

Servers

  • Added a new location: Yekaterinburg, Russia

(to select it, click on the Select Datacenters button (globe button) next to the Join Game/Find Match button, then click on the Toggle datacenters button on the top right of that menu)

Comment

You can disable them or choose to only have them show up when you don't have the weapon, now in 0.20.361 in Settings-More settings-Weapon waypoints

Post

HUD

  • After a weapon keybind is pressed for a currently owned weapon there is a period of 0.5s where other presses of that same keybind won't result in the weapon waypoint showing up
  • In Settings-More Settings it's now possible to set weapon waypoints to only show up when you press a weapon keybind while not having the weapon and it's now possible to fully disable weapon waypoints
  • In Settings-More Settings it's now possible to customize the size of waypoints
  • Waypoints for spawned weapons and the MacGuffin now have a pop in animation
  • Waypoints for weapons now have a fade out animation

Gameplay

  • Weeballs no longer do self damage or friendly fire (when friendly fire is turned on)
  • The Blaster's self damage has been reduced from 50% to 40%
  • Fixed players on different teams being able to damage each other in Time Trials (unreported yesterday)

Audio

  • The Menu Eggbo...
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Comment

Originally posted by Xolo_QL

oh I'm nowhere near cpu bound, I badly need a new graphics card. It maxes out before my cpu is even above 20%. 3600x and an old 1060

In the video I linked, it shows through a series of input lag tests on various games, that input lag dramatically increases as soon as gpu usage hits around 97-100% It was actually this test and him showing it to his nvidia contacts, that supposedly prompted nvidia to work on their new "reflex" technology. SDK as well that I asked about possibly looking into for the Diabotical team on discord.

I'm not knowledgeable enough to know if any of this is even relevant with a multi threaded input system or not though

oh I'm nowhere near cpu bound

I know, didn't mean to say that you are. Just wondering why you seemed to be concerned about the GPU usage. Now I understand why you want to keep it low, didn't realise what that link was.

I wouldn't worry about what's being explained on the video in your current case.

Comment

Originally posted by Xolo_QL

Not op, but would the current timer resolution being set to anything other than 1ms be indicative of a timing issue? I'm also on an AMD ryzen build, and my current resolution reads: 0.9996ms.

I haven't messed with HPET on this build as I haven't noticed any framerate/stuttering issues, but I do have problems with what seems like very slight input delay in Diabotical. I was thinking thats more to do with gpu usage though, as i have to run an fps cap of ~170 to keep usage below 95%. Although I'm not entirely certain that this issue is even relevant to Diabotical, as it seems to be game/engine dependent.

(https://youtu.be/7CKnJ5ujL_Q?t=276 for those curious)

If you have delays with multi-threaded input I wouldn't suspect GPU usage. Also do you have a specific reason to try to keep the GPU usage below 100%? Is it getting too hot? If not, you should want it to stay at 100% if playing with uncapped FPS, it's the CPU that you want to stay low. If a game is uncapped and the GPU is not at 100% it means you are CPU-bottlenecked and that's usually bad because CPU operations have more variability from frame to frame in the time it takes to perform them, leading to inconsistent frame time and stuttering.

I would first suspect anything external if you get this floaty feeling in the input while playing in multi-threaded (refer to my first post to this thread). And yes, a low resolution like that is what you want. If you are on Discord and same goes for OP I can help you troubleshoot this.


28 Sep

Comment

Originally posted by pikacho123

Disabling multi threaded improved it, but probably still not perfect (Q3/QL feels mega sharp in comparation)

I only use Tinywall. Btw EQU8 takes a long time to download updates and then it takes a while in-game for it to connect to the Epic master server thing.

I have a 3950X with 1660 super so its enough.

It's a relatively new install of Windows 10 Enterprise LTSC so it doesn't have much extra stuff in terms of software.

It sounds significant that both EQU8 is slow to load and EGS slow to authenticate, those are completely different infrastructures, have you tried turning off Tinywall completely for a test?

With AMD chipsets (also with Intel but frequently this comes up with people using AMD) there's sometimes timing issues (i.e: you may need to enable HPET or vice versa).

Also would you mind checking with this tool what's your timer resolution atm?

https://vvvv.org/contribution/w...

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Comment

Originally posted by Press0K

A lot of people don't have an AV but windows defender does have active background scanning for both processes and filesystem activity. A quick google showed that you can add directories and processes as exceptions. Has there been any testing regarding this? Because I am going to give it a try (even though my performance is consistent). Which DBT processes should be flagged for exemption?

I wouldn't want to trigger an obsession over the issue of antivirus software packages that compels some people to relax their security practices. If you haven't experienced trouble with a certain software, don't worry about it. Just because some software is intrusive in nature it doesn't mean that it will cause trouble, in most cases things will be properly done. If you want to make sure you are not missing on anything for your peace of mind, just turn it off briefly and if the game doesn't feel suddenly amazing then things were probably OK already (at least as far as the impact of that piece of software is concerned).

But no, we haven't seen any issue with any of the Windows Defender (or Windows Security) levels of protection. I also just briefly analysed the impact of "Real-time protection" and "Tamper protection" in the Windows Security settings of Windows 10 and I can't see any impact so the Microsoft stuff seems pretty clean, at least in the version I'm running.

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

Hey folks, We've wanted to upgrade the tip screen for a while. Though everyone is pretty swamped here doing the 100 updates in 100 days challenge (fml). I'm hoping we could get a little help from you all. The tip screen shows when you load into maps. I think it would be more fun if the tips were from the community who play the game. Rather than the generic tips that devs normally do.

So if you want to contribute with tips to help others learn or just read something weird... Just post your tip here in the reddit thread and sign it with your in-game EGS alias or well whatever alias you want to be credited for the tip. If you want to post more than 1 tip. I would say 3 max is nice so various tips from the community rotate :)

example tip:

"Try to get a good weapon before you engage" - 2GD

This really helps us :) plus you get your name in the tip screens, which might be fun! We have various different art work for the tips, so if you write about the rocket...

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Comment

Originally posted by Hippotion

Could you please increase the teammate name decal in size? It's too small to properly read when they are on the other side of the map.

Noted.

Comment

Often we'll get somebody with horrible latency on the input thread and when we troubleshoot the issue with them, it seems that at this point in development, the input latency (sometimes in acute episodes, sometimes sustained) seems to always be due to something external that hooks into our multi-threaded input thread. (Unless we are talking about really low spec systems.) We are talking about any kind of software that hooks into the game process intrusively either to show some information, to record some information or for security purposes, that has some bug making them block excessively during this hooking instead of releasing quickly. Note that not all software that follows this pattern causes issues, just some of them.

One that came up recently was that Comodo has an advanced "active protection" detection mode that is a bit more intrusive than the normal one that was causing this, once this user disabled this advanced mode and left just the antivirus running the latency...

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Comment

Originally posted by koi_vision

The weapons ping when you press the weapon key again, even if you have the weapon already.
Also, what does the increased distance for stickers mean?

Thanks guys!

As an optimisation, when decals get small with long distances they start fading out until they stop being rendered. This range has been doubled for stickers so that they are visible in more situations. EDIT: About the first thing you mentioned, that's intended, it's so that you can find it again if you are running out of ammo, for example.

Post

HUD

  • It is now possible to press a weapon keybind of a missing weapon or of the currently selected weapon to display a waypoint to its spawning location(s) - there will be an option to disable them soon
  • In team modes the names of players are now indicated below their avatars in the Ally and Enemy Players HUD elements
  • There is now a Spectator Item Timer HUD element that shows the current item respawn times for the major armors, Megahealth, and powerups
  • In the Final Scoreboard there is now a column that displays the time played for each player
  • Assists and Frags are now displayed at different font sizes to better distinguish them

Visual changes

  • The visibility range of stickers on eggbots has increased
  • Increased the size of the MacGuffin's position indicator by 40%

Spectator

  • Fixed incorrect first person firing sounds

Maps

  • Collision fix...
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27 Sep

Comment

This is a spectator issue, something that hasn't been fully implemented

Post

The last threads still have multiple things to address which are not forgotten, but I'll create this to separate some of the solved problems from last week and issues that players find during this week

Week 1 - Bug Report Thread

...

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