Diabotical

Diabotical Dev Tracker




27 Sep

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What graphics drivers are they using, have they tried the different fullscreen modes in the video settings (requires restart)?

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In Play-Custom Games you can either join an existing Time Trials match if there is one in your selected datacenters or click the Create Lobby button, select the mode Time Trials and select a map, you can also select which type of physics you want to play by pressing the More Settings button and then select physics in the row near the top of the list (if you're looking at the Custom Games list you can check what physics a match is using by hovering over the i button, if it's gray it's using the Diabotical physics if it's yellow it may be using Race, Vintage, and/or other settings)

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I will try my best to get this redone natively sometime in October.

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We've noted this and waypoints as suggested.

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Gameplay

  • Fixed an issue with projectiles going through blocks in some circumstances - thank you to nerVzzz, fr0by, DonRade for the reports

Spectator

  • Fixed not being able to see the first person weapon skins that a player is using while spectating them
  • Fixed camera spin-out when the player being spectated died
  • Fixed detached thrusters and player rings being visible on the map

Visual changes

  • Fixed an issue where players would see weapon fire coming from a player after that player had already died

Maps

  • New map! Ukiyo is a new Time Trials map available in Custom Games
  • Improved the weapon collision on stairs in all CTF maps
  • Some collision fixes to Enclosure, Barrows Gate, and Marina

Masterserver and matches

  • Fixed an issue that could result in party members being put into different teams

Interface

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26 Sep

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Thanks. We are pushing a fix for this now as v358c.

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In the final scoreboard of a match there's a thumbs up button next to each player

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For now to play the Wipeout maps in Aim Arena you can use these commands in the commands box

game_mode: ca;

game_wipe_out_mode: 1;

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Originally posted by sndrec

Just call them packets like everybody else does, nerd!

Ah, actually appreciate the nudge. It's a confusion that I've been dealing with for a long time. Packet and package are the same in my native language :)

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Originally posted by OneBlueAstronaut

Since James talked about FireFrog's 100/100 goal I realize why we're getting so many small reddit asks so quickly. He probably just scans the sub looking for requests that can be fixed by simply changing a number in the code (FFA starting at 4 players for example).

Hey, I didn't do that, I wasn't even aware of it until I read the patch notes. We do have a small team, I'm not alone doing all this or anything like that :) (I'd name the programmer in charge of the masterserver but I don't think he'd like that).

Also we mainly scan the subs to see what people is most frustrated about. And this is probably a good chance to encourage people not to read the patch notes as a reflection of our priorities. Sometimes important things are being worked on in "the background" for long periods of time before they are finally released. Sometimes unimportant things are worked on because they are adjacent to something else that is being worked on and it becomes convenient to do so. Sometimes small things are fixed because non-programmer people in the team are in a position to do so without taking time from programmers. Sometimes we just see somebody asking for something with a ton of upvotes and we realise that maybe we made a mistake not prioritising ...

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Originally posted by Clemambi

can we get the ability to have seperate binds for weebow and rail? so taht it actually fells like a unique weapon rather than just some shitty downgrade

We'll try to get this done next week. This weekend we are going to focus on some spectator issues for the tournament.

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Netcode

  • Further improved the reliability of hitscan registration under packet loss conditions

Maps

  • Improved the splash damage detection on stairs in all Wipeout maps and their Brawl versions, TDM/Extinction maps, Macguffin maps, Duel maps and Aim Arena maps

Gameplay

  • Fixed an issue with players not dying when falling out of the map
  • Time Trials can now be played while having empty teams in a lobby (no longer requires the Team Count setting to be set to 1 in order to be playable and not end immediately, when starting a public multiplayer match, team count 1 is recommended for all players to be on one team)
  • Fixed and returned /gg as a forfeit console command when playing Duel

Masterserver and matches

  • Lowered the minimum number of players required for FFA game modes to start to 4
  • Matchmaking tweaks to help low ranked players find games fast...
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25 Sep

Comment

Originally posted by fknm1111

Any word on this getting fixed? With the game's matchmaking being as f**ked as it is below 1500 (I literally haven't beaten a single ranked opponent in weeks; the occasional unranked keeps my SR high enough that I never fall to face players at my level), being able to at least get out of the ridiculous stomps that are about 80% of my games quickly would be really nice

Sorry, that sounds frustrating. We've brought it back and fixed the original issue, it'll be back in 358 in a few hours.

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Originally posted by lop3rt

Seems very consistent?

Initial rockets are hitting the side of the stair, shielding opponent from the splash.

Follow up rocket it is hitting the top of the stair, and there is direct LOS from the impact point to the target, so they get hit by the splash.

That being said this situation should be fixed. A small edge shouldn't shield the target, and explosions hit go through these tiny blockers.

Correct, this is working as intended as per the current implementation, the splash volume is very simply projected hemispherically. When you fire at the horizontal quad of a stair-step this hemisphere faces up, when you fire at the vertical quad this hemisphere faces you. I've now brought it up as a design change and we are OK with "modernising" this. I imagine we are going to create ramp-shaped envelopes for the stair pieces that any splash-creating projectiles will collide against instead of the normal collision hull complex and that will give you a more intuitively oriented hemispherical projection of the damage without affecting how things currently work when splashing around other convex accidents.

The slight problem with this is that if you are shooting sideways alongside one of these stairs there's now going to be this invisible right triangle that splash projectiles would collide against, but this situation should be rare and we can probably avoid this by making sur...

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Stream: https://www.twitch.tv/2gd

VOD: https://www.twitch.tv/videos/751686561

  • There will be some better things on the shop in the future when we have some time, sorry if we haven't there hasn't been something you like, some things planned for the future are different weapon model skins maybe later this season or in season 2
  • We plan to release a patch every day with various fixes, looking to do 100 patches in 100 days
  • Diabotical Season 1 Mapping Contest https://www.diabotical.com/mappingcontest
  • An early version of Freezetag will be available in Custom Games soon
  • New MacGuffi...
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