Diabotical

Diabotical Dev Tracker




25 Sep

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    Trello on Trello - Thread - Direct

++Design ++ Design HTML implementation – Functionality

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    Trello on Trello - Thread - Direct

Custom Lobby MODE: CTF 5V5

Capture The Flag is a game mode played between 2 teams of 5 players each where the objective is to capture the enemy flag more than times than the enemy captures your flag within the 16 minute time limit or be the first team to reach the capture limit of 5.

There is no friendly fire, but there is self-damage in this mode.

There are 2 Defenders, whose task is to prevent the flag from being captured, There is 1 Midfield player, whose task is to prevent enemies from entering your base, prevent enemies from leaving your base with your flag and assist allies going to the enemy base and returning to your base There are 2 Attackers, whose task is to take the enemy flag and bring it back to your base.

Players spawn with 125 Health which ticks down to 100, a Melee, and a Machine Gun. There are weapon, Weeball, health, armor and power-up items.

Weapons respawn 2 seconds after being picked up. The respawn time...

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RANKED MODE: TDM 3V3

Team Deathmatch is a game mode played between 2 team of 3 players each where the objective is to score the largest amount of points before the 16(?) minute match ends.

To score 1 point you need to frag an opponent once, but if you die to a hazard or to your own damage you will lose 1 point. There is friendly fire and self-damage in this mode.

Players spawn with 125 Health which ticks down to 100, a Melee, a Blaster and a Shotgun and should then increase strength by picking up other items. There are weapon, health, armor and power-up items.

Weapons respawn tbd

– Design by James


24 Sep

Post

Interface

  • In Ranked-Team the 3v3 Circuit option has been removed and it is now possible to queue for 4v4 Wipeout, 3v3 MacGuffin, and 3v3 Extinction separately - 3v3 MacGuffin's skill ratings have been brought over from the 4v4 MacGuffin queue, Extinction's skill ratings from the 3v3 Circuit
  • The Leaderboards have been updated to reflect the Ranked modes
  • Fixed an issue that would prevent queues from being selected

Servers

  • Added servers in the following locations:
    Seattle (Washington), United States of America
    Santa Clara (California), United States of America
    Madrid, Spain

Gameplay

  • Tentative fix to issue causing splash damage to not be applied sometimes

HUD

  • The Machine Gun ammo's icon color in the pickup notice has been updated, successfully this time
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Comment

Originally posted by Headless_Cow

(weapon name, space, ammo count, comma and space to separate multiple weapons)

yo, you've already got the comma delimiter. Spaces are dangerous.

The space isn't necessary after the comma, that's a mistake

Comment

Originally posted by jk_Chesterton

Explosions aren't working well if there are any objects whatsoever in the way, even things like door frames, etc (best watch that clip at 0.25 speed).

I was thinking about how I would code it and came up with this, I throw it out in case it inspires anything:

  • Extend something like 24 vectors a short distance, maybe 20 units or so, around the explosion centre.
  • The heads of the vectors would create a shape that looks like this but smaller.
  • Delete any of the vectors that collided with an object.
  • Check LOS from the heads of the surviving vectors to possible targets within the full 125 radius of the explosion's actual centre.

I dunno, it's just an idea.

Hey, thanks for the clip. I don't think that's an issue with the explosions, it's probably just a collision issue where the game thinks the projectile contact surface has a different orientation than it really does. I've implemented a tentative fix for 357 that will be pushed tomorrow. It's just that we have fast and slow environmental intersection queries. The slow ones provide more info and are used where it's important to accurately characterise the contacting surface (like with grenades). Linear projectiles were using the fast ones by mistake which would ruin the input to the splash logic so I think this will fix that.

At least I'm assuming that this is the issue. In your clip, unfortunately, you are dying and the round is also ending which could be factor. But I don't think so, as you seem to have 25hp when the explosion happens and that's 250ms of being shafted, minimum, so let's go with the collision theory. Let us know if this happens again after 357.

Regard...

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Visual changes

  • Fixed an issue where weapon animations would loop while not firing them

Interface

  • Fixed an issue that prevented Custom Games from showing the correct mode options
  • Updated the Victory and Defeat screens' visual effects
  • Updated translations

Maps

  • In Oxide, some spawns have been adjusted and redundant ones removed for better outcomes when playing Extinction, Blaster ammo has been added to the upper orange area (orange walls), adjusted the position of the Rocket Launcher near red so that it's easier for new players to spot
  • In Sunken, fixed an issue where it was possible to throw the MacGuffin out of the map
  • Collision fixes to Wellspring

Gameplay

  • Fixed the issue of grabbing a weapon or ammo lowering your current ammo in modes where a weapon's starting ammo is higher than its maximum pickup amount
  • game_weapons...
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23 Sep

Comment

Originally posted by BlameZebby

note that not all combinations have been added yet

Yikes, sounds like bad code.

Hey, we agree, sorry about that. There was a misunderstanding late last night (morning?) about how we were going to solve this where I didn't put enough attention to what was being asked and I said "sounds good to me!". I thought the context of all these modes was something internal for our own experimentation, or perhaps to share with some very specific people amongst our close community, and I thought the reason that it was being asked if this was OK was regarding whether there is overhead in the engine to having too many modes (and there isn't, as you'd expect). I had been asked to address this need through new functionality in the past and I didn't want to block whomever needed this for testing any longer. Then I messed up again when approving the patch notes when I just glossed over that part because I was in a hurry as we were keeping somebody awake that needed to do a maintenance task on the master-server after we pushed, so I didn't notice that this was meant to be a public...

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Comment

Originally posted by BlameZebby

note that not all combinations have been added yet

Yikes, sounds like bad code.

It's a temporary method until something is made for this function

Comment

Originally posted by sirarnz

This directional sound issue is really frustrating.

I don't think it will be solved with substituting the enemy jumping/landing/footstep sounds. The sound itself is fine, the problem is with the direction you're facing relevant to the enemy. If he is somewhat behind you, you can't hear them. The levels for the same jumping/movement sound is completely different if the enemy is few "meters" in front of you vs behind you.

I have the same story as u/nonstickswag I'm playing with a group of old quake veterans, everyone has pointed this out. It's quite obvious...

Also, if PnCr and shaft are supposed to give the enemy warning like it was in quake, you'll need to increase the amplitude radius of those sounds. You have to stand right on top of the guy to be within in the radius for the sound.

I have the same story as u/nonstickswag I'm playing with a group of old quake veterans, everyone has pointed this out. It's quite obvious...

The levels are the same, at least in the audio setups that we have tested. We have also asked around our test group and nobody has this issue unfortunately. This is usually related to a surround setting at any software or hardware level.

You can find examples of the same issue in other games, and in all cases this had nothing to do with the games: ...

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Visual changes

  • There are now objective indicators that stay on the sides of the screen when not facing them, which indicate the position of the MacGuffin carrier, MacGuffin spawn, MacGuffin dropped - more gameplay element indicators will be coming soon
  • The MacGuffin objective indicator has changed from the letters MCG to the MacGuffin icon

Interface

  • The game is now translated into Korean - in order to activate it, change your Epic Games Launcher's language in the settings to Korean

Gameplay

  • Additional game_weapon_mode names have been added to allow for different starting weapon combinations to be set in Custom Games.game_weapon_mode: machinegun_blaster_super_shotgun_rocket_launcher_shaft_crossbow_pncr_grenade_launcher; is the set order, remove unwanted weapons from this string to spawn with them - note that not all combinations have been added yet, and that a better meth...
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22 Sep

Comment

Originally posted by lp_kalubec

OMG, that's great! It would be awesome if they were implemented for:

  • Team/ Enemy base in MacGuffin
  • Red/orange tags
  • Teammates
  • The last Egg in extinction (the target)
  • The enemy Egg if you collect a soul in Extinction
  • The MacGuffin location
  • Maybe major powerups too?

It would be even greater if these things were configurable. I can imagine some players being annoyed by these changes.

Thanks for the list. Adding teammates there may be a bit busy for a default, so we may do that one as an option you can enable. Last egg in extinction I assume you mean if that player is a teammate :) Team/Enemy base we'll probably make them appear contextually depending of the state of the game.