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Buu342

DoomWare - A wacky multiplayer gamemode for Zandronum (Official Release)

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The funniest thing since sliced bread. As we are planning to host a Game Day at work (Since Covid-19 is forbidding us to do a team day out) ill make sure DoomWare gets a mention.

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2 hours ago, TheNoob_Gamer said:

I noticed the link leads to this thread, you might want to fix it up.

Whoopsie, fixed it!

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can confirm this gamemode kicks ass

it's a fresh breath of life zandro desperately needed in the sea of megaman dm

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I mention it in the cacoward dedication, but it should be repeated: This wad is best played with everyone in a voice channel. The combined frustration and whining elevates the experience to pure bliss.

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Can confirm the Hellforgians have had many a weekend full of revelry

(and cursing)

10/10 MP mod would yell at the changing boxes again

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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
Edited by Buu342

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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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