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Have you ever wanted to express yourself after getting spawn fragged, but typing something into chat is too much work? Presenting the Emote Systemâ„¢ for multiplayer Doom (currently just Zandronum)! With a single button, you open a menu, drag the mouse, and express yourself! Designed to be super customizable and extendible, so that your community can best express itself as it sees fit! Where do I get it? https://github.com/buu342/ACS-EmoteSystem How does it work? How do I configure it? How do I extend it? All these questions are answered in the wiki! I found a problem! Please submit an issue.
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A minor update. I wasn't quite happy with the RNG system in the previous update after playtesting on Sunday, so I've changed it to use a weighted shuffling algorithm based off a research paper I read. I've also done some minor fixes to other smaller things. For nerds interested in the details: Previously I was using shufflebags, which work by essentially putting all the items in a bag, shuffling the bag, and then taking items out one by one. Once the bag is depleted, items are placed back in and the bag is shuffled again. This will guarantee that every single minigame is played in 4 rounds (since it's 25 games per round, from a pool of 100), however this wasn't quite what I wanted because if you play a minigame, you know you won't be getting it again for the next 4 rounds. The new algorithm shuffles the minigame list, but it gives weight to minigames that have happened less frequently. This means that you can still get repeats from recent rounds, but the likelyhood is decreased substantially, meaning that in the long run there should be very little variance between minigame frequencies. Full changelog is as follows: + Added monster blocker to elevator in Batman Doom + Added a railing to an evil turn on Rainbow Road * Changed the shufflebags to dynamic weighted random generation for everything except next wackymod * Fixed hats following last spectator during boss round * Fixed game not displaying alive count properly during boss round
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Zandronum 3.1 is out! This broke a few things in DoomWare, but also fixed some others, and allowed me to improve some more! Of note, I have added the doomware_fakerandom, on by default, which makes the random number generation "feel" more random, allowing you to experience more minigames and wackymods. Also, the end game scoreboard actually displays your points now! I'd like to highlight that compat_clientssendfullbuttoninfo (ZaCompatFlags 2) should be enabled to fix a visual bug regarding the Brawler tiebreaker round. This might (?) increase network traffic slightly, so I'll leave the decision up to you. The full changelog is as follows: + Added points to Deathmatch and linked the DoomWare score to them + Added points to Internal Zandronum scoreboard + Added 'doomware_fakerandom' CVar * Changed music in SSG and Grenades Duel minigames * Changed teleport system for Boxing minigame * Finally fixed the camera in E1M1 Karts * Fixed Arch-Viles not receiving Wacky Mods correctly * Fixed boss battle spectator bug caused by Zandronum 3.1 * Fixed freeze and particles in brawler tiebreaker * Fixed Buu342 Morph in 'Put Yourself Out' minigame * Fixed teleport bug in Source Port minigame * Fixed Wackymods Mecha Romeros * Gave the CacoDemons some musical notes * Improved networking and HUD performance by using internal Zandronum functions * Prevented cheating the jumps in Void minigame * Tweaked time in Town Infection minigame * Tweaked windows and map for Batman Doom * Turkey is now affected by wackymods - Removed some built-in Zandronum gamemode text - Removed loss from fake barrels
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Psst, DoomWare won the 2020 Multiplayer CacoWard! DoomWare is a fast paced, competitive multiplayer WAD for Zandronum. Similar to Nintendo's WarioWare series, the player is thrust into an arena where they are faced with a random selection of minigames that test all sorts of skills. As the game progresses, the minigames get faster and harder. But the games themselves are not your only obstacles, as you're competing against other players for the high score. Features Over 100 minigames Fully playable in singleplayer and multiplayer 2 Team support Wacky game modifiers Stat tracking Achievements Seasonal map skins Plenty of CVars for both players and servers Fully documented source code and Wiki Attempts at comedy Lore so complex that it'll overwhelm even the most die-hard Kingdom Hearts fan Great ways to lose friends Internet memes and references to WADs older than the average internet user Possible violations of the Geneva conventions How can I play? Grab a copy of Zandronum 3.0 and the latest DoomWare release. You can play in singleplayer with bots, or you can play multiplayer with other people by searching for a server on DoomSeeker (which is bundled with Zandronum). If you want to host a server, there's instructions for that here. Can I mod DoomWare? Yes! DoomWare is entirely open source, and has a fully documented Wiki that even includes a step by step minigame tutorial! DoomWare GitHub DoomWare Wiki
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The DoomWare Wiki is almost finished, with every page (except the minigame list section) being fully written. If you're interested in making minigames for DoomWare, but find the source code overwhelming, then I highly recommend you check out the DoomWare API and Step by Step New Minigame Tutorial pages on the Wiki! https://github.com/buu342/ACS-DoomWare/wiki
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So for those that haven't been following, DoomWare Sundays have been happening every week since the 7th of March, with DoomWare Sundays #8 happening on the 25th of April. I've been trying to get weekly updates going, and DoomWare's in a state that it pretty much has all the features I want, now it's just a matter of making a few more minigames to reach that arbitrary 100 minigame number. Here's a summary of all the cool new features: Team support Wacky modifiers, including a boss fight Improved stat tracking, even allowing you to track players that aren't logged in Automatic seasonal map skins Minigame ban list Network optimizations Lots of bug fixes And of course, over 10 new minigames! As a reminder, DoomWare is now on GitHub, which allows you to easily access the source code, follow updates as soon as they come out, and, if you're interested in hosting or modding DoomWare, a (currently WIP) wiki with all the information you need to know! https://github.com/buu342/ACS-DoomWare And once again, if you're interested in participating in DoomWare events every weekend, join the MDF Discord Server to keep in touch! https://discord.gg/YQyg4cf
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MDF has announced DoomWare Sundays. This will be a fun, casual session every Sunday @ 2pm EST / 8pm CET with a twist: there'll be a monthly leaderboard that tracks your progress and then resets. A winner will be announced for each month based on their performances. Winning a full game is the most important thing. Each game won is worth 1 point. Within each game there are 25 rounds of minigames, so each round win is worth 0.04 or 1/25 of a point. Finally, 1UPs are worth 0.03 or 1/33 of a point. Combine all these things together and the result becomes your score and gets you a spot on the leaderboard. You'll be able to track the leaderboard on their website (where you can see an example of how the scores work): https://www.doomfederation.com/doomware-leaderboards/ As usual, I recommend you join the MDF server to stay up to date with the event ^^ https://discord.gg/YQyg4cf The first session will be happening Sunday, March 7th.
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Probably not :v
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We at MDF strive to build a large and mature community, that is why we have decided to host a pub session of Alpha/Delta Invasion with PooP: Fartyguns on Sunday, February 28th @ 4pm EST / 10pm CET, running on Zandronum. PooP: Fartyguns is a gameplay WAD, finely crafted by Recurracy, that turns the DOOM Multiplayer experience into a literal shitpost. Telling you more about it will spoil the fun, but lets just say that it features chaos, soundbytes, and lots of farts. So lets collectively turn our brains off and join in on the fun! It's a casual event, so feel free to hop in and play as much as you want! Warning, side effects of participating include but are not limited to: Irritability, Tennis Elbow, Toenail Discoloration, Big Nose Syndrome, Happy Liver Disease, Mobius Loops, Fat Beats, Explosive Diarrhea, and Implosive Diarrhea. If you want to participate, just be on the lookout for a server on Sunday, or better yet, join the MDF Discord server and stay up to date with this+upcoming events. Joining will also allow you to get in touch with the WAD's developer and provide direct feedback!
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Yes! There's only 10 minigames left for my arbitrary 100 minigame goal, and while I have ideas for what those 10 will be, any more ideas are always appreciated. If I like them a lot, I will probably have them take priority over my current plans ^^
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Defying all my expectations, DoomWare has won a Cacoward. I genuinely cannot thank everyone who has been so dedicated to this four (FOUR!?) year project for coming over and providing feedback during all of our many playsessions. I might be the one coding, but it is everyone else who is pulling the reigns and driving this project forward. I'd love to name everyone, but they're so many names that I don't even know where to begin (Inside the WAD, there's a lump named CREDITS, which has a list of many beta testers, but that list is nowhere near extensive and has been needing to be updated for a while now). I might as well use this opportunity to say what's going on with the project. I still intend to fully finish this (there's only about 10 more minigames to go and to tweak and polish as much as I can of the current work) by sometime next year. My original plan was to finish it this year, but many things got in the way of that, leaving me with little time to fully dedicate to DoomWare like I originally intended. I'm not just planning on having the 100 minigames, there are some more changes I want to make: The minigame instructions should popping up a little bit before the minigame itself starts. This is how it's done in WarioWare to begin with, and for good reason: it gives the player enough time to react to new games. Some people prefer the chaos of being instantly thrust into a minigame and having to pick up from there, others find not having enough time to read the instructions frustrating. Therefore, I'll make this a toggleable option for servers. During a recent playsession, a major bug occurred and everyone was given the ability to fly during the next few minigames. This gave me the idea of Game Modifiers: Every few games, a dice roll is run to decide what sort of "Wacky Modifier" is going to be turned on during the next 25 rounds. This can be something like Double Speed, A stronger jump, flying, etc... This should help keep the game fresh during long sessions, because playing 25 rounds of 100 minigames means that you can potentially play through all the minigames in just 4 games. Not only that, it brings out the wackyness of the whole gamemode. There is also an interest in Competitive DoomWare. This is a tricky one to do, because DoomWare is inherently reliant on random chance. The best thing I can do here is to minimize the amount of bugs, and balancing out some of the current minigames. A good idea would be to also implement a filter console command which lets servers disable certain minigames from the rotation pool. This one's a "nice to have", but a functional Single Player campaign or a training mode to let people play alone (offline can already be done with bots). This one's a "post v1" stretch goal, but having more than one map. 100 Minigames is a lot, and adding more to the already bloated map and ACS can become overwhelming (I've run into all sorts of limits already). I'd like to have a second map with a different set of minigames, and we could have the gamemode rotate between those two maps. In order for this to work, of course, there needs to be enough minigames that going to the second map means not playing the same 10 minigames over and over. One thing I would like to mention is that the Gamemode's ACS is completely commented, and even features a tutorial on the top explaining how to add in more minigames. I would like to push this a bit further and build on community support, perhaps even hosting competitions for new minigames? (Also side note, you are perfectly allowed to pitch me your minigame ideas, and I might implement them if I like them! I even have dedicated thread, bump it!). The second map idea I mentioned could be the perfect place for these! Once again, thank you so much to everyone for helping me with this project, and I hope to see it completed soon! P. S. Check out my other multiplayer gamemode: Dominatrix
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Just'd like to give a huge thank you to everyone who participated in last night's pub session. Not only was I not expecting it to last three and a half hours, I wasn't expecting to have a full server either! Seriously, you guys rock! I recorded the first 45 minutes of last night's session and have put it in the OP.
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Saturday, October 10th, @ 5pm EDT, a DoomWare Pub Session is being hosted by MDF. Be sure to join! I've made some modifications to Halloween-ify the map. Yes, there will be new minigames! Join MDF's Discord to stay up to date with what's happening: https://discord.gg/YQyg4cf
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Are you still working on Doomware? I recently found it and I love it!