GDFireFrog

GDFireFrog



03 Sep

Comment

Originally posted by k4ktuZ

No self-damage in duel?

This is fixed in 469b, going out now.


29 Jan

Comment

Originally posted by Yashicafanboy

Great patch!

One thing I noticed: LG beam is broken (not visible) while spectating.

We've fixed this in 467b.


27 Dec

Comment

You still have this issue in 466d? (Check the link Raven posted for context)


26 Dec

Comment

Update: We just released a minor version (466d). This keeps the same improvements mentioned in the patch notes but adds a small grace window of time that also allows rocket-jumping with the previous shoot-first timing. From our testing this also improves rocket jumping in this scenario compared to the situation pre-466. (Update update: Sorry for update right before finals, eggwp, we have been testing this all evening and forgot to check.)

Comment

Originally posted by WhaleSong2077

nvm i found it through edit-- may we fork and reup?

Yes, of course. Go ahead.


25 Dec

Comment

We had an issue rolling out this update, the new mode should start working in about 10 minutes. (From 21:05 CET*)


03 Sep

Comment

We are having some server issues after the update, the game will be down for a bit. I'll update when we have a ETA. (Also forgot to put say in the patch: shout-out to Netborg for lots of testing and suggestions and bug reports related to performance.)


01 Dec

Comment

Originally posted by lp_kalubec

In Freeze Tag, when a player is frozen the Dodge has been changed to have 60% of its regular power.

Let us spectate in Freeze Tag. The game mode is really fun but being frozen and waiting for teammates to unfreeze us isn't the most fun part of the gameplay.

In Freeze Tag, there is now a frozen icon waypoint on top of frozen teammates which is visible through the environment.

I didn't check it yet but based on the description it seems that the waypoint doesn't stick to the edges of the screen. Let's make it stick because unfreezing teammates is the main objective in this game mode.

The note is a bit misleading, yes. The waypoint is indeed a sticky one.


25 Nov

Comment

Originally posted by GDFireFrog

Looking into this. Will update here.

I asked somebody in this thread with issues but he's not having those issues at the moment. I need somebody who's experiencing the issue right now to DM me on discord or on reddit or send me the log of a tracert/tracepath/WinMTR to the IP 109.230.214.11. We can drop the provider for this location, but first I need to see the issue to give them a chance to fix it.


24 Nov

Comment

Originally posted by quackchampions

Something feels off about movement up stairs, players seem to spaz/flicker. Also ground acceleration feels much higher? But when I watch other players play it looks normal.

Yes, sorry, left some WIP in accidentally and we didn't notice it during testing. Pushing a fix in 5 minutes with 417c.


19 Nov

Comment

Originally posted by apistoletov

Yeah, would be interesting to try it when effect is not delayed

Fix is up in 412.

Comment

Originally posted by Responsible-Study961

Hi! Is there any chance to get the hitbox similar to quake/keel then? If there is so many people complaining about no hitreg but the netcode seems fine, maybe what’s causing frustration is the hitbox itself. Couldnt it be tested by the community if we had arms within the hitbox and a bit more radius like you said keel had? I’m just wondering because if it isn’t indeed a netcode issue, I would rather have an improved and reworked hitbox and not risk getting anyone to quit out of frustration than stick to something and keep getting so many complaints about no hitreg shots. I just feel that you should have fun playing a video game and somehow this can cause more harm than good...

That may be unpractical because of the Eggbot dimensions right now. But also, good players are already hitting 70%, things may get a bit out of hand if we keep making it easier. (As an anecdote, somebody did a test setting the metrics to be more like QL and they were hitting 80%, about 25% more of what this person hits in QL.) But in any case, we have identified an issue (see my reply to Ardi46) that may be affecting people's impressions. The PNCR effect is delayed by what seems to be at least one frame, this may lead people watching videos to read some things as a hit that are not. So we are going to first get this issue out of the way and see if the feedback from these players improve, no need to consider anything drastic just yet.

Comment

Originally posted by Ardi46

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Thanks, I'm going to focus on hitscan registration for now, and you have only provided a clip of that. In that pncr clip where you think it's going through this is where you actually shot: https://imgur.com/a/9rKcS0w

You can tell if you play it frame by frame because the pncr fire animation nudges the pncr upwards a little bit when the attack is triggered. Because you are moving the mouse to the right and the particle effect is delayed one frame this gives the impression you hit, but you didn't. If this is just about the particle effect being delayed one frame it may explain why some people feel registration is bad even thoug...

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Comment

The last time any change was made that could potentially affect hit registration was about 2 weeks ago, and this was announced. We are not doing any kind of unannounced A/B testing on the regular as you suspect. Every time netcode or anything related to netcode has been changed, it has been reported in the patch notes. The person who pointed me to this thread asked me if maybe we do secret A/B testing to remove bias. Just to be clear, we don't, and I don't think we'd ever do that with netcode. If we wanted to do that kind of blind testing with more people than we usually test with, we'd put together a user group. We are not gonna be doing those kind of unannounced changes, especially, when tournaments are happening.

Let's focus on "but the reg seems random as hell". We do test hitreg quite a bit, analysing the data to make sure everything is working as expected. We also record video from our tests, note the failed shots that could potentially have actually been hits, then w...

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13 Nov

Comment

Originally posted by namastex

Bug: Practice range stalls on the camera intro and never actually puts you on the map.

This was also fixed in 406d.

Comment

Originally posted by buddhacuz

Will there be only 1 version of each map (such as blood run which I reckon multiple people will / have remade) be shown under the Community tab? If yes, then what decides whose version gets shown? I feel there current remakes of the traditional maps aren't very fitting to DBT.

The precise level of curation is something that we'll have to discuss internally, but I can't see us wanting to enforce uniqueness of concept. We'll probably be fairly hands-off, with the exception of highlighting work we may consider outstanding in some regard.

Comment

Originally posted by MtrL

Definitely need some more details on the map selection screen, author, date uploaded etc, search by author is probably necessary as well.

This kind of stuff plus what _sohm mentions in his comment should be coming shortly.

Comment

Originally posted by coredusk

At the moment joining custom games broken. Reported in #bugs on Discord.

You have to host your own custom game first with the community map in order to download it properly, before you can join someone else's game with that map.

Hey, thanks for reporting it. This was fixed in 406d.


12 Nov

Comment

Originally posted by Semt-x

great!

Would it be possible to present the "buy phase" more clear and dominant on the screen? people seem to miss it, and ask how to spend coins.

and possible add a timer to it, how many seconds the phase remains?

We'll do both. Thanks!