Diabotical

Diabotical Dev Tracker




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

Post

The Diabotical Stress Test 4 has concluded.

This was the last planned stress test before open beta which is planned to start at the end of August.

It's possible that there may be a short stress test which may happen with little beforehand announcement if any, in case we need to test something related to netcode with many people before the game is widely available.

Keep an eye on this subreddit, our Discord, and our Twitter to find out when specific dates are announced

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0.20.297

  • Fixed the missing bouncing sound when grenades bounce on the ground
  • Renamed the minimap creation command /discover to /radar so that /disconnect can be tab auto-completed from /dis, as requested by winz. Example usage: https://i.imgur.com/BnYclaQ.png
    - note that leaving an ongoing ranked match will result in a queuing penalty
Comment

Originally posted by mamamarty21

Dumb question maybe. I noticed there was a "b" after the .296 in game. does the b signify anything specific?

When there is a letter following an update it usually means that there was some small stability/cleanup update that is either done to limit the possibility of an issue or to test/investigate an issue. Those are typically not reported or reported in the next numbered version in order to not flood the patch notes with little information which could make people less interested in reading them

Comment

Originally posted by darksab0r

-Bug type: UI?

-Description: I get the message "The anticheat system has requested a shutdown with error code 1610743808" immediately after starting the game

-Reproduction: Well, it always happens when starting the game, rechecking game files or reinstalling it doesn't help

This wasn't an issue when I played Diabotical more than a month ago (I guess this anticheat engine wasn't used yet). I've never had any problems like that in any games I play.

Do you have Windows running on test mode? If so can you restart without test mode being enabled https://support.microsoft.com/en-us/help/2509241/how-to-disable-the-test-mode-message-that-is-displayed-in-windows

Comment

0.20.296

  • Improvements to Rocket Jumping and Blaster Jumping feeling more responsive on servers, regardless of ping - note that the explosion particle effects that you see will not be well synchronized specially at high ping
  • Fixed an issue with the inactivity timer not being triggered
  • Some translations
  • Customize has been renamed to Locker (previously unreported)
Comment
    /u/2GD on Reddit - Thread - Direct

Originally posted by noctan

This is now my favorite thread.

Time to shut it down


16 Aug

Comment

Originally posted by [deleted]

[deleted]

I'll ask you for some information in a private message

Comment

0.20.295 - Server Update

  • Fixed the incorrect base indicator in MacGuffin for players joining/rejoining an ongoing game
Comment

0.20.295

  • Internal stability improvements
  • Added a /disconnect console command to disconnect from your current match - note that there are re-queuing penalties if you leave an ongoing Ranked match
  • Fixed "Test Map" showing up as an option for Custom Games when having Wipeout selected, instead of the new name of the map Toya Fortress

0.20.294

  • Fix to a network congestion issue that made the server-side netcode perform poorly for some players

0.20.293

  • Fixed the map vote in the Game Report not showing up
Comment

Originally posted by Yahhms

I was able to resolve the issue, was my machine not related to the game

Alright. Thanks for the update.

Comment

Originally posted by Binhlol

I have this same issue

Please go to Settings-Weapons and then on the bottom right of that menu next to the edit crosshair button click Mask and select "None" in the dropdown

Comment

Originally posted by Rendar0001

I have mentioned it a few times. Raven said they are aware and it is a bug back in july.

Yeah, and even before that it's also something that I've used myself and had the issue with, but there have been other priorities so we haven't gotten to it yet

Comment

Originally posted by VegetableVampire

Fix helped a lot with shaft and enemy model adadad. Also improved mouse input overall, now its much more response.

Its not perfect but really good now and much better than it was before, a really big difference actually.

Good job Frog very impressive and this is the right direction without doubt.

Thank you for the help, this may have gone unnoticed for quite a bit, actually, if it wasn't for some details in your thread.

Comment

Originally posted by careemqc

Me neither, previous netcode was much better for me.

Neither of you elaborated on what you don't like about this netcode, but v294, published a few hours ago, fixes a congestion issue that improves the server-side netcode significantly for some people. This may make you like the netcode a bit more if you are below the backwards-reconciliation ping threshold of 120ms that we have set. If you are over that ping, then, unfortunately you'll now have to do some estimation for placing your shots equivalent to the difference between your ping and said threshold.

But if your ping is less than 120ms and you have tried v294 and you still have issues that you didn't have last week please DM me on Discord if you don't mind, I'd like to hear about that.

Note that there will still be a small difference of accuracy of a few percentage points even if everything is working as expected. We are now testing a conservative backwards reconciliation implementation before we add more tech on top to compensate for the shortcomings of BR. This...

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Comment

Originally posted by [deleted]

[deleted]

Added this for 295.

Comment

Originally posted by Yahhms

Performance: Currently getting less than 100fps with a nvidia 1070. If I put resolution scale down to 50% I can get like 120fps. Previous weekends fps has been significantly higher. I have not made setting or hud changes from last week

GPU - 1070 CPU - 4790k

edit: looks like gpu is getting pinned at 100% usage as soon as I launch the game.

Could you DM me on Discord?