Diabotical

Diabotical Dev Tracker




15 Sep

Comment

Originally posted by [deleted]

[deleted]

It should good as of 0.20.347d from around 25 minutes ago

Post

Interface

  • When switching to the map vote screen, any pop-up submenus that are open will be closed
  • Hovering over the Announcement image now makes a sound
  • Fixed some missing customization names
  • Fixed FFA match pages that didn't load due to players leaving left during the match
  • The Leaderboards now load slightly faster

HUD

  • Players connecting to a match are now shown on the Chat

Audio

  • There is now a short victory music track and a short defeat music track
  • Adjusted movement sounds of other players for better relative altitude hints

Gameplay

  • Fixed respawning and immediately dying if you had died to falling out of the map

Spectator

  • Fixed minimap in the spectator mode not showing the position of players
  • Fixed the jumppad sounds in the spectator mode not playing in their correct location
... External link β†’

14 Sep

Comment

An issue with /gg was brought to our attention so we disabled it temporarily, but we'll bring it back.


13 Sep

Comment

This is the final Top 8 of the first official Diabotical Tournament, featuring deathr0w, ballin, ddk, Pit, ZorakWar, rey, Julbars and davjs

Bracket: https://liquipedia.net/arenafps/Test_Tournament_Series/September_Duel/North_America

Congratulations to ZorakWar for winning the Diabotical TTS September Duel NA!

About the Diabotical Test Tournament Series: ...

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Post

Interface

  • The delay between notification popups has been removed
  • There is now an in-game link to watch the Diabotical Test Tournament Series: September Duel NA's Top 8
  • Auto-balance is now off for Private Custom Games and on for public Custom Games by default, not only when clicking the settings reset button

Performance

  • Fixed issue causing some Epic Store functionality to be invoked during gameplay resulting in hiccups, especially for players with large amounts of friends

Gameplay

  • Tentative fix for Grenade Launcher grenades getting stuck inside obstacles or going through at some angles
  • Fixed Weeballs in modes with pickups respawning before 60 seconds had passed if another Weeball was grabbed (CTF is a mode with pickups with different rules)
External link β†’
Post

Netcode

  • Improvements to the netcode of projectiles

Gameplay

  • Fixed projectiles not opening doors (projectiles now correctly trigger props that are shootable triggers)
  • Fixed Grenade Launcher grenades going through doors
  • Fixed other projectiles going through a door or colliding with the air depending on the state of the door at the time they were shot, projectiles now correctly collide with a door if the door stands in their way, and correctly go through a doorway if the door is not blocking their trajectory at that moment
  • Fixed issue making powerups spawn earlier - thank you to ffslight

Maps

  • Fixed incorrect respawn times that some HP pickups had in maps such as Alchemy, Cathedral, Dojo, Quarry - thank you to Seekay for the report
External link β†’

12 Sep

Comment

Because of the cloud save settings, it is using the same settings that you have on your other monitor, if you press Alt + Enter like you did and open the console, by pressing the button above tab, to the left of 1, and paste /video_resolution 1366x768 and then /quit alternatively to use another video mode that's not exclusive fullscreen you can /video_mode 0 unless you're on windows 7/8 in that case paste /video_mode 2 then type /quit and it will be Flip Fullscreen or Borderless Fullscreen occupying your full monitor

Comment

Originally posted by Mr_Picky

TY for reply. but srlsly i can see now how really sad things are.. you dont even understand the issue i was talking about. wow...

PLAYERS INTENTIONALLY SEND CONFUSING DATA TO SERVERS TO REFUSE HITS ! AS IT CANT REACH CONSENSUS! WHATS HARD TO UNDERSTAND?

to beat that you needed game code not to be compromised! really good encapsulation and anti-cheat. and really smart server side that will resist confusing data from client.

right now you have nothing. complete systemic fail of your side!!

you anti-cheat is a joke. checking files at game start is not anti-cheat ! facepalm!

TY for reply

You are welcome. And fair enough Mr_Picky, I see you are not ready to accept my theory that the package loss issue is making you think all that. Let's agree to disagree, and I will keep your advice in mind :)

Comment

Originally posted by Mr_Picky

it is heart-breaking! no, after last patch nothing changed! ppl send confusing info to servers and take zero damage! same thing killed QC as a competitive game for everyone. it's not a coincidence! in every such instance both had good ping!

Don't get heartbroken yet man :) We are gonna add a lagometer to the game, when we do if you haven't given up on the game feel free to drop me a screenshot on DM either on Reddit or on Discord. I think you must have some packet loss issues that are exacerbated by an issue that we are planning on fixing. Whatever the case, we'll get it fixed.

Comment

Originally posted by Fearghas

I think he's referring to this

Yeah I know the issue, just collecting evidence, that way when it's fixed we can go through all and check that they all match what has been fixed.

Pretty sure in most cases this is about the way we present projectiles/beams in 3rd person. They come from the actual muzzle of the rocket launcher in the case of the rockets as the weapon is animated at that moment. This makes it so that you can get rockets going through corners if the weapon of the shooting eggbot is occluded by the corner. The severity of this is exacerbated by the wide span of the eggbots and the way they pose for shooting. Then the severity can increase beyond that due to network conditions that make that position diverge from the position of the eggbot. The severity can also increase even further if there's a visibility problem when determining the position of the muzzle (as an optimisation we don't resolve joint positions in things that are not visible, in that case the logical position of the player is su...

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Comment

Originally posted by Press0K

Heya, just in case it isn't known: On someone else's stream today a rocket went through a wall and hit directly, dealing the standard 100 damage. The odd thing is that I don't believe the other player fired the rocket at all, although it did come from their position. Let me know if you want me to find it, I think someone clipped it on ttv.

I would like to see it if you can find it to add it to what we have, thanks.

Comment

Originally posted by Mr_Picky

what a joke. i see chaeter after chaeting in duels in EU. theu can do whatever they want... speedhacks map force location jittering

Regarding anticheat, the person that is in charge of that was swamped this week and we haven't been able to process all cheat reports during the week. These reports take time to process because we want to avoid banning people wrongly. We are doing some changes to our backend so that this process is more efficient. Enforcement of anti-cheating should be way better in the future than what you've experienced. Really sorry that you had such a bad experience.

About the netcode issues that you mentioned in your DM, the netcode as you experienced it last night is not a true representation of the game, in case that weighs into your negative impressions. There are other general issues with the netcode that we know about and we have a few fixes coming that should give you, at the very least, a sense of progress.

We'll win you over some day Mr_Picky. Appreciate your passion for the genre.

Comment

Originally posted by cesspit_gladiator

still feels really really bad, ghost rockets, shaft not hitting. 25-58 ping server dependent.

Consensus seems to be that the particular issue this thread is about is fixed, so I'm assuming you have older issues. Regarding the shaft, we have identified a potential problem that would make hit registration specially bad with shaft among other things if you are having some lag/packet loss to a server. Look for a patch note mentioning shaft in the next versions.

Regarding the ghost rocket, there is a known ghost rocket issue about rockets that kill somebody then continue on but it's purely cosmetic and it's not a real rocket at that point (we'll still fix it as soon as we can anyway, of course). Lag could also potentially cause some other issues described as "ghost rockets". We are going to add a lagometer and you should be able to see if you are having lag episodes to our server or packet loss.

Comment

Originally posted by Rizzesockan

Thanks for the information! I just wanted to ask if you are aware of the issues with rocket launcher? I have noticed that sometimes my rockets go straight through my enemy even if they deal damage like a direct hit. Also I have seen enemy rockets go straight through me without dealing damage to me. I play on 20-30 ping.

I have noticed that sometimes my rockets go straight through my enemy even if they deal damage like a direct hit.

There is a known issue where the visuals of the rocket will keep going if that rocket kills the player. We'll fix this. This is a cosmetic issue with no logical side effects.

Also I have seen enemy rockets go straight through me without dealing damage to me. I play on 20-30 ping.

A lag episode may cause this. We are going to implement a lagometer component into the hud and it should allows us to understand and act upon feedback like this better.

Comment

There was an issue with the latest patch which has now been fixed with a server update

Post

To address all of the threads about this at once, there were serious netcode issues tonight due to a mistake during the release process, leading us to internally test a different thing than what was eventually released. Sorry for the inconvenience. We have made changes internally so that this specific type of issue doesn't reoccur.

The issue has been addressed with a server update, so there is no need to update the client, any game started after 9:30am CEST 12/09/2020 will work correctly.

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Comment

There was an issue with the latest patch which has now been fixed with a server update