Diabotical

Diabotical Dev Tracker




02 Sep


31 Aug


28 Aug

Comment

Originally posted by BOGDOGMAX

I hope they have linux binaries so we can host them for cheap on a quality vps.

Yes, Linux dedicated server binaries are what we plan to make available, but likely Windows as well

https://i.imgur.com/vgw7i7E.png

From: https://discordapp.com/channels/94150352873472000/177191298141388802/211184737899905029


24 Aug

Comment

Originally posted by TheGoodCoconut

is it free? cuz i still have a beta key

Diabotical will be free

Post

In the Diabotical universe, August has been extended to be a 34 day month, and Diabotical will be available on the last day of August.

In your calendar this date is equivalent to September 3, 2020

External link →
Post

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

VOD: https://www.twitch.tv/videos/720109086

  • James tries a Time Trials sliding map
  • Diabotical will be available on August 34th (September 3, 2020)
  • James will be the voice actor in the tutorial

...

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

Originally posted by Somnu

duel

those are very high acc for duel. But QC is a lot easier to hit than any previous quake. 40 lg & 50 rg would be more normal. But Quake champs is more about trading blows. everyone hits

You tend to get higher acc for team modes.

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

Originally posted by Somnu

Why do hitboxes feel easier and more intuitive to hit in QC, yet top pros still have around 40-50% lg and 60-70% rail?

are you comparing duel? or team?

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

Originally posted by kkere

Your feedback wasn't presented in a toxic way, I just used this thread to talk to Yames. I should have clarified that though.

Aye, Yeah there has been quite a few threads with feedback on fixes people would like to see. Unfortunately there is never a quick fix with a small team that's over worked and stressed. It's why its best to fix stuff people suggest post launch. And trust me there is a lot of little issues, so I don't really mind the threads.

If i was making threads with things that need to be fixed. I would be able to make 10x more than the community :D

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

Originally posted by 2GD

The guns have x and y padding, so the hitbox is bigger than the hitbox you see in diabotical

That being said, we've done 2 other tests with 2 more types of chassis. But unfortunately they wont be ready for open beta. Though I do prefer them for gameplay.

The reason we have x & y padding per gun. Is so I can fine tune the gun play around competitive players. if I give pro players 2 x pixel padding on pncr, making the eggbot 34pixels in width instead of the 30 hitbox width you see. We hit about 80% pncr (myself,abso,winz). the gun should be around 60-70% for top pros in team games.

Same goes with shaft. Currently it had 2.2x padding. which means the absolute best hit about 50% (faye atm), winz for example hits around 40-42% which is where it should be for most pros in comp games. If i wanted to pad 3 x pixels. I would have to lower the dps of shaft to 100 instead of 125. So winz and most pros can hit 50% but achieve the same 50 dps they are currently putting out.

I don't pad Y much at all unless its the shotgun, or you have a huge peekers advantage f...

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

Originally posted by Rubbun

The thing that's worth mentioning here the most is that, in most afps (and most fps in general), the model is COMPLETELY inside the hitbox, and the top and bottom parts are pretty balanced (there isn't a massive size discrepancy).

I hope Diabotical changes the model to do something like this. I know we're probably going to have the same discussion of "you just want DBT to be QL" all over again, but that's really not the case. People just want to have a good model to aim at.

The guns have x and y padding, so the hitbox is bigger than the hitbox you see in diabotical


21 Aug

Comment

Originally posted by Mummelpuffin

They float.

The eggbots crouch with their legs on the ground which are animated https://streamable.com/23s4ix

Comment

If you use something else than 0.022 degrees yaw and pitch in Quake Live, instead of selecting Quake/Source in the Mouse Details Presets, you can select Custom and then type the custom value in degrees


19 Aug

Post
    Trello on Trello - Thread - Direct

QUICKPLAY: WIPEOUT 4V4

Wipeout is a round based game mode played between 2 teams of 5 players each where the objective is to eliminate all opponents at the same time before they have a chance to respawn. In Quickplay Wipeout the match is played best-of-five rounds, the first team to win 3 rounds, wins the match.

Players spawn with 200 Health, 100 Armor and with weapons, there aren’t any item pickups, there is no friendly fire and there is no self damage in this mode.

The weapons available are: Melee, Masta Blaster, Super Shotgun, Rocket Launcher, Shaft, PnCR, Machinegun, Healing Weeble and a rotating Weeble which can be the Smoke (30s cooldown), Explosion (45s), Slow Field (60s) or Implosion Weeble (45s). For each round, each player is assigned one type of rotating Weeble which have cooldown/recharge times.

Every time that a player is fragged they will respawn but for every death the respawn time for the next ally respawn will be inc...

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18 Aug

Comment

Originally posted by vsesuki

Did not try the cvars, but the multi threaded mouse input felt a lot better. Which is awesome.

Regrading the 'floatiness' I'm referencing, I finally found a found a twitch clip that shows what I'm experiencing

https://clips.twitch.tv/SuaveTiredOstrichStrawBeary

Look at how everything goes into slow motion for a second during the rocket fight. I guess thats the friction/physics impact you were mentioning?

No, I don't think that's what I was mentioning. Going by your description that things "go into slow motion for a second during a fight", I think that these are specific performance issues related to specific gameplay events. When we finish some stuff we need to do for launch I'll analyse some demos of similar fights and try to find the issue. As an aside, when we start storing server side demos it'll be easier for me to find specific fights that people show me and look at what's going on in specific moments and this kind of stuff should improve quicker.


17 Aug