published 09 Oct 2015

New scoring algorithm was today’s focus. Need to get it out for testing well before OWC starts so we can ensure it’s ready for the tournament.

  • Only usable in multiplayer (select Score V2 from the “Win Condition” dropdown).
  • Only works properly if every user in mp game is on cutting-edge. This will be enforced by bancho soon.
  • Disables online ranking for now.
  • Max Score is 1,000,000 plus spinner bonus.
  • 70% of the 1m is (combo / 10 + 1) * base_hit_values.
  • 30% of the 1m is accuracy ^ 10.
  • Mod multipliers are only applied to the combo portion of the score.
  • During play your score may decrease to account for accuracy loss.
  • Will be subject to further tweaking. The 70/30 split is arbitrary (based loosely on pp) and will be adjusted as necessary.
  • Slider start circles now have accuracy judgement. If you hit them in the 100 or 50 accuracy range, that will cap the maximum score you can get from the slider as a whole.

Go test it out on cutting edge!

In the process I cleaned up a lot of the internal scoring logic. I also made sure to implement it in a way that we can still allow online score submission even when the new algorithm is being displayed.

Also spent some time improving the debug OSD to be more usable and present assertions rather than using the ugly default .NET popup.



published 08 Oct 2015

  • More effort sunk into increasing reliability of netcode. Seems like there were some oversights at Microsoft’s end which require manual workarounds to ensure requests don’t block execution. Fixes still aren’t complete yet, so don’t panic if your CE install is running a bit wonky!
  • We decided to move where the “me!” section is displayed in the new osu!web profile pages. I think it makes a bit more sense now.
  • Added a few new bounties on osu!web. More coming, for sure. If you have been watching but haven’t attempted a bounty yet, please let me know why! I want to get as much manpower behind the new web implementation as possible.
  • Made progress on the scoring implementation for OWC. Quite a bit of framework to clean up before it’ll be done, but I’m aiming to have it up for testing by the weekend.
  • Moved some focus back on getting osu! running natively on OS X, as we are having issues with getting the Wine version running at all since the latest El Capitan release. With a bit of luck we should have something promising for you OS X users in the next week or two.


published 07 Oct 2015

Hoping to get blog updates back on track starting tomorrow! Have been prioritising productivity over transparency as I’ve had less time than usual to focus on osu! work over the last few days. Still focused on OWC preparations, but a lot of other things have been going on in the background.

  • Added support to bancho for IPv6 location detection (not yet deployed; should happen tomorrow).
  • Made osu! automatically increase the area searched for “Nearby” users where previously none were displayed. Should help those in isolated towns feel a bit less lonely!
  • Cleaned up order history and addresses for the osu!store system to address a long standing issue

You may notice some new changes have gone live on jizz, including profile additions (Recent Activity, Kudosu) and font changes for forum posts to hopefully improve readability.

Things to check out in the community from the last week:

  • Use Lemmmy’s “osu!next Signature Generator” to generate a cool customisable user pane for yourself.
  • Check the two maps featuring cYsmix’s osu! original songs which are already in qualified state here and here! Looking pretty good (but still too early to call any final shots ;).


published 29 Sep 2015

  • Finally got the osu!stream update live, and surprisingly, it’s running perfectly!
  • Battling with my PC, which refuses to run cygwin or msys based applications since the last windows insider updater. May require a format back to stable windows 10 at this rate :(.
  • Working towards offering a recovery path for users which switch to CE (or stable40, once we release it) but crash at startup. osu! should now automatically repair itself back to the old stable stream.
  • This happened yesterday, but I changed the way qualified maps are rate-limited such that there is no longer a daily limit of maps that can be qualified, but rather a limit of maps which are switched to ranked. This should take the stress off Beatmap Nominators trying all day to get their chance at a qualified slot.
  • Working on OWC preparations in the background and while I can’t reveal too much just yet, we have a few awesome changes in store this year for both players and spectators!

Mapping With Rewards (Sep. 2015)

published 26 Sep 2015

I’ve probably mentioned this before, but in recent times I’ve been pushing to get more original content in osu!. As in music we can call our own; Tracks we can stream and share without worrying about licensing; Songs we can map into a diverse range of difficulties to suit all.

After bugging cYsmix for almost a year about helping out with this initiative, I seem to have finally convinced him. Welcome him onboard as one of the first official osu! artists. Here is the first batch of songs:

cYsmix - Manic

A complextro track with many fine details which should suit to an extremely wide range of difficulties. 150bpm fast.

Download your pre-timed osz here.

cYsmix - House With Legs

A disco house track at a (relatively) laid-back 128bpm. Plenty of fun rifs and rhythms to map in this one.

Download your pre-timed osz here.

cYsmix - Dovregubben’s Hall (New Ver.)

Our first classical throwback of a song known to many as “In the Hall of the Mountain King”. Written originally in 1867 by a Norwegian artist; remixed by a Norwegian in 2015. 140 bpm.

Download your pre-timed osz here.

We have run mapping contests over time, but the general overhead with these is pretty high. Gathering judges, setting deadlines – you know the drill. This time I’m going to try doing an open bounty, instead. Anyone wishing to map these tracks can go ahead and do so (in your mode of choice). Once you get it completed to a rankable state – preferably actually ranked! – we’ll check your map and if it is amazingly awesome you will get the bounty for it, and your map will be bundled/marked as an official map.

Bounty offered for a full set (non-collab / single game mode):

  • Song bundled with client (for a limited period of time)
  • $50 osu!store credit
  • 6 months supporter tag
  • Unique profile badge


  • There will be one winner per song. We may choose the first to appear if it’s mindblowingly amazing, or wait for other entries to compare before making a choice.
  • We reserve the right to choose the background image for your map when ranked (we are trying to get an artist to make a themed set for these releases!).
  • Collaborations are not allowed. This is a personal decision; I feel single-creator sets give the most conformity.
  • Unlike standard contests, I have the final judgement on winners.
  • Please don’t map the 8-bit outros! They are supposed to play at the result screen.

I’ll keep an eye out for ranked submissions, but you can also post your map in the comments here once you are done if you want it looked at. Note that we are planning on adding new tracks every month, so if none of these suit your style then stay tuned!