Minecraft 1.7: The Update that Changed the World

1.7

It feels like we’ve been working on this for a year now, with more than half a million lines of code changed over 1,104 commits we’ve been working extremely hard on this update. We’re calling this one “The update that changed the world”, because it really has in two different ways; there’s over twice the amount of ingame biomes, and we’ve overhauled lots of the code preparing for the plugin API.

Here’s a list of cool things that may be coming your way on Friday, if the pre-release goes well!

  • New world generation!

    • Double the amount of biomes, with new trees/flowers/blocks.
    • New “Amplified” world option.
    • Less ocean, more awesome.
  • New blocks!
    • Two new types of wood.
    • Stained glass! With both blocks and panes.
    • Packed ice, red sand, podzol.
    • Lots of new flowers, including double-tall versions of current plants.
  • Fishing!
    • Added more type of fish.
    • Redone the fishing mechanics. Can now catch junk and treasure too.
    • Fishing rod enchantments!
  • Maps!
    • Put them in an item frame and hang them on your wall. They’re extra big!
    • Lots of new colours for lots of blocks!
    • Now will less lag!
  • Achievement & Statistics overhaul!
    • Now both world (or server) specific.
    • In multiplayer, it’s announced to everybody when you get an achievement.
      • You can move your mouse over this in the chat to see what it was!
    • Some new achievements and statistic types were added.
    • Zoomable achievements screen!
  • Multiplayer enhancements!
    • Servers can now put a 64×64 image called “server-icon.png” in their folder, that you will see on your server list.
    •  You can see who’s online before joining a server; move your mouse over the player count!
    • Lots of hidden preparation for allowing name changes.
  • Resource pack changes!
    • You can now have multiple selected.
    • They can completely re-do your sounds, adding new ones or changing current ones.
    • Servers can now recommend a resource pack for you to use.
  • Chat & command improvements!
    • New commands to spawn mobs or blocks of any type.
    • Command block minecart!
    • Clickable links to achievements and items.
    • Click on somebody’s name in the chat to message them!
  • Lots and lots of internal work!
    • Completely rewrote how the network (multiplayer) works.
    • Completely rewrote the sound manager.
    • New graphics options.
    • Basic shader support testing.
    • Many bugs fixed, including:
      • [MC-291] – Screenshots are treated as links in the console.
      • [MC-673] – Sky/lighting doesn’t get darker during a thunderstorm
      • [MC-715] – V-Sync in Window mode, settings not activated between sessions.
      • [MC-784] – Letters in Arabic Language not connected
      • [MC-881] – Boat inflicts fall damage if it runs aground in some fashion (Slabs, Mobs, Soul Sand)
      • [MC-944] – Armour with Protection on it seems to reduce against hunger damage
      • [MC-1018] – Black Lighting under overhangs
      • [MC-1105] – Villagers act like it is Raining when they are in the Desert, and it Rains elsewhere.
      • [MC-1379] – Transparent texture makes transparent texture behind invisible
      • [MC-2638] – Old AI mobs and Wolves don’t turn back to passive in Creative
      • [MC-2915] – Attempting to tp to an invalid coordinate returns “commands.generic.double.invalid”
      • [MC-3305] – Cyrillic font not displaying on signs and in chat (Russian language)
      • [MC-3871] – Cauldron water does not put out fire / damage blaze
      • [MC-3973] – Silk Touch, pre-lit Redstone Lamps
      • [MC-4150] – Baby Zombies do not drop any loot / xp
      • [MC-4482] – Saplings placed on Farmland are not affected by Bonemeal
      • [MC-4732] – Tools and weapons lose durability without doing damage
      • [MC-4921] – Sounds (eg. Mobs / Portals / Water) Don’t Immediately Fade
      • [MC-4973] – Zombie Pigman from Nether Portal still spawns even if doMobSpawning is false
      • [MC-5238] – 10 MB server texture pack limit too small
      • [MC-5305] – Arrows from a flame bow aren’t extinguished from rain
      • [MC-5550] – Night Time Doesn’t Immediately Allow Sleep
      • [MC-6820] – The generation of terrain surface layer produces local straight glitches (fix included)
      • [MC-7449] – Silverfish infected Stone Brick varients appears as normal stone brick.
      • [MC-8331] – Command block text disappears if too long
      • [MC-9271] – Opening a singleplayer world is counted as a multiplayer join in the statistics
      • [MC-9547] – Incorrect usage string for `/scoreboard teams empty`
      • [MC-9779] – Old versions of output-server.log and lock files remain on harddisk
      • [MC-10077] – Ajasent Obsidian Blocks prevent Nether portal appearing
      • [MC-10257] – when a pig gets struck by lightning it spawns without a sword
      • [MC-10984] – GS4 query listener fails to send player list when len(players) > 127
      • [MC-11027] – Axes accelarate the speed at which Slabs are broken
      • [MC-11280] – Sometimes Water flows out of newly generated Village Farms
      • [MC-11518] – RCON and Scoreboard Command Output Formatting
      • [MC-12450] – Missing usage string commands.scoreboard.players.list.usage
      • [MC-12452] – Scoreboard team join command fails on invalid team name
      • [MC-12454] – Scoreboard option seeFriendlyInvisibles not listed in usage
      • [MC-12541] – the letters for the ‘off’ setting on smooth lighting aren’t capitalised
      • [MC-12731] – Minecraft crashes if you click edit or delete on a LAN game
      • [MC-12769] – when typing /help with a number higher than 4, it produces the wrong message
      • [MC-12984] – getting a locked chest pushed into your head crashes the game
      • [MC-13565] – Fireworks sometimes don’t stack when they should
      • [MC-13661] – When re-sizing window before game loads internal view doesn’t resize
      • [MC-14521] – Boats cannot be steered by using the “left” and “right” keys
      • [MC-14865] – Carpets Are Not Flammable
      • [MC-15547] – Structures (witch huts, nether fortresses etc.) don’t get saved with the world file
      • [MC-15564] – Start up failure: “Cannot determine close requested state of uncreated window”
      • [MC-15688] – Axe breaks all slabs in adventure mode. No drops for stone.
      • [MC-16324] – Massive Amount of “[SEVERE] Reached end of stream” messages
      • [MC-16435] – Boats Still Break on Lily’s
      • [MC-16849] – Crash near pyramid
      • [MC-16910] – Packet250CustomPayload(dk)
      • [MC-17090] – Invalid teamcolors throw an NPE in the console
      • [MC-17831] – Crash selecting resource pack [13w24b]
      • [MC-18569] – Server resourcepacks not implemented yet
      • [MC-18672] – Textures disappearing after setting player walkSpeed to 0
      • [MC-19483] – sounds playing after leaving world
      • [MC-19604] – Cannot /playsound records
      • [MC-21870] – Screen goes blank when modifying walk speed
      • [MC-22927] – Animals running forever after being hit
      • [MC-26151] – Minecraft has advice on an error report that should be deleted.
      • [MC-26608] – /spreadplayers confirmation text is wrong
      • [MC-26660] – Constant minecart sound
      • [MC-27284] – /scoreboard teams option color: Tab doesnt list all options.
      • [MC-27904] – The Hindi, Malay and Norsk (Bokmål) language appear 2 times
      • [MC-28400] – Breeding animals gives xp even if doMobLoot gamerule is false
      • [MC-28405] – The saddle equip sound effect does not play when equipping a pig with a saddle.
      • [MC-28478] – Successful hit sound effect does not match the sound in the assets sound folder
      • [MC-28625] – The horse armor equip sound does not play when replacing others
      • [MC-28768] – Horse Breeding Doesn’t Produce Markings Correctly on Foal
      • [MC-29088] – Shearing sound does not play when shearing a mooshroom
      • [MC-29279] – Bug: the command block can be damaged by the explosion of Blue Wither Skulls
      • [MC-29321] – Jukeboxes play at the sound volume for effects until you change the music volume
      • [MC-29361] – Oceans are too big
      • [MC-29424] – Players appear offset for other clients after going through nether portals
      • [MC-31031] – Spawn eggs can be used on top of water, but not lava
      • [MC-31065] – Villages not generating? (snapshot 13w37b)
      • [MC-32250] – Typo on “Unable to Load Worlds” screen
      • [MC-32534] – piston extention givies tile.nill.name
      • [MC-32679] – Spawned in enderportals are not nameable

To help test the pre-release, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher.

Server jar: https://s3.amazonaws.com/Minecraft.Download/versions/1.7/minecraft_server.1.7.jar
(On windows, right click -> open with -> java)

Report bugs here:

// The Minecraft and Minecraft Realms teams


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This content does not belong to Gamers Life Line under any condition and is automatically syndicated for your viewing ease and pleasure.

Official Battlefield 4 Single Player Story Trailer


With just one week to go before Battlefield 4 starts to hit the shelves and hard rives around the world, things are heating up at the DICE office.

While we’ve discussed multiplayer at length already, it’s time to give you a sneak peek at what the single player campaign in Battlefield 4 has to offer. Take a look at the Official Battlefield 4 Single Player Story Trailer, then let us know what you think in the comments section below.

To learn more about Battlefield 4 and Prepare 4 Battle, visit our new Boot Camp section at battlefield.com.


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Minecraft snapshot 13w43a

13w43a
It’s the national lets-pretend-its-thursday day! Let’s celebrate with a snapshot.

To get snapshots, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher.

Server files:

Report bugs here:

// The Minecraft and Minecraft Realms teams


This article was automatically syndicated from the following publicly available RSS feed Mojang.

All titles, content, publisher names, trademarks, artwork, and associated imagery are trademakes and/or copyright material of their respective owners.

This content does not belong to Gamers Life Line under any condition and is automatically syndicated for your viewing ease and pleasure.

The Road to Battlefield 4: Hundreds of Awards for the Dedicated


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In this episode of ”The Road to Battlefield 4”, learn how we are guiding players to great team play, rewarding skill and dedication with ribbons, medals, Assignments, and more. Prepare 4 the biggest collection of rewards in a Battlefield game yet.

With Battlefield 4, we are introducing our deepest online career ever. We are also tweaking it to make it rewarding for newcomers and challenging for returning veterans. While sharing similar basics with Battlefield 3, we are now offering a cleaner upgrade path, clearer Ribbon and Medal progression, and an increased focus on richly rewarding great team play. Read on for the full info on how you can earn 900 unique rewards in Battlefield 4, as detailed below by DICE Persistence Designer Valerian Noghin assisted by William Cooper.

The quick fix and the long journey ahead

We know our fans can spend literally hundreds of hours on the Battlefield. With Battlefield 4, we want to make sure players have goals to aspire to at the end game, while at the same time rewarding players at earlier ranks as well. Ribbons are the quick fixes, whether you’re a veteran or a newcomer to the series. You typically can get one or more of these in a single round if you perform well. They can be awarded for anything from repairing vehicles, capturing flags, or reviving team mates. There are 45 unique Ribbons in the game, and you can earn each of them an infinite number of times.

Perhaps the biggest bragging right in Battlefield 4 is the Rank you achieve, from 0 (Recruit) to 100 (Colonel). Rank is strictly a number that shows your dedication to the game, and each Rank has five sub-ranks denoted by Roman numerals – similar to the system used by the U.S. Marines. So at Rank 16 you’ll hit “Sergeant”, with Rank 20 being “Sergeant V” and Rank 21 bringing a new title (“Staff Sergeant”).RankS0100

Your Rank is directly tied to your accumulated score throughout your multiplayer career, and is a way to represent the sum total you’ve accomplished so far. A very skilled player will rank up faster than an average player, but it also comes down to sheer time that you have dedicated to the Battlefield. Even if you hit the Colonel 100 Rank milestone, there are still new items to collect – we’re adding high-end Assignments that are only attemptable by high-rank characters, with unique rewards that let your friends know they’re dealing with one of the few elite veterans in the community.

To make the progression path clearer, we’ve cleaned up a few quirks from Battlefield 3 while adding to the overall scope of the entire system. There’s never been more to do and more to discover, and it’s never been easier to understand how to earn everything there is to collect in the game.

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For Every Ribbon a Medal

Every Ribbon in the game has a clearly corresponding Medal, usually awarded when you’ve earned 50 ribbons of one kind. And now more than ever, these Ribbons and Medals are more tailored to the unique characteristics of the four playable classes. Some of the Ribbons are only earnable by Recon, Support, Assault, and some by Engineer. Players who gravitate heavily towards one of these classes will automatically have a trophy cabinet that differs wildly from that of a player that hones in on one of the other kits.

The concept of grabbing dog tags from other players in the game has been an exciting cat and mouse chase between players since Battlefield 3 and earlier in the series’ history. We’re now more clearly defining how the hundreds of dog tags obtainable are displayed in the game, and what they are used for. The left part of your dog tag is now more focused on who you are – this is where you’d display your country’s flag, your clan tag, or Rank. The right hand side dog tag is where you can display what you’ve achieved on the Battlefield. If you’ve got a knack for flying jets, your right dog tag could for example display your number of jet kills, which is dynamically updated to show your latest tally for everyone to admire.

Service Stars are also returning in Battlefield 4. These are additional distinguishing marks that you get awarded for heavily investing in distinct areas of the game. Think of it as a sub-rank of sorts that takes much more dedication than Ribbons. If you’ve amassed a great accumulated score playing as an Engineer, you might be awarded an Engineer-specific Service Star. In a similar manner, getting great results with a specific weapon will earn you Service Stars for that weapon. This time around we’ve even included Service Stars for winning the available game modes. Note that only objective scoring and actually winning rounds will earn you Service Stars for game modes. So if you run into a player with one or more Obliteration Service Stars, you know you’re up against someone who knows what to do with the bomb that just spawned on the map.

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Scoring will show the way

There’s a role for everyone, and you can always play to your strengths in Battlefield 4. That said, one of the major design goals going into Battlefield 4 was to use the underlying scoring system itself both as a friendly guiding tool and as a strong incentive to great gameplay. Since your score is directly related to ranking up and gaining new weapons, gadgets, and accessories, this is where the foundation for the online career is set in place. The scoring system effectively allows us to influence all aspects of Battlefield 4 – from teamwork to playing the objective and the more strategic aspects of the game (such as the Commanders receiving points when their teams use the Supply Drop provided.)

One new way that we are using scoring to incentivize playing the objective relates to flag capturing and arming objectives. Now, as soon as you attempt to capture a flag or arm an objective, the points will start ticking into your account, even if the overall attempt might fail. So if you are trying to reclaim a base but get killed just one second away from completing the capture, you’ll still be handsomely rewarded for the great attempt, for the risk you put yourself in, and for playing the objective. By contrast, doing the same in Battlefield 3 would have netted you 0 points if the flag was not at least neutralized.

Similarly in Rush or the all-new Obliteration mode, simply starting to arm or disarm an objective will make the points roll in. While succeeding in the arm or disarm will naturally yield even greater sums, doing the right thing that actually drives the game mode forward will always be advantageous to your career progression. We’re also more greatly rewarding playing the objective this time around. So in Obliteration, you’ll be granted quite a large sum of points for doing pivotal actions like running with the bomb, arming it at an objective, or killing the enemy bomb carrier. It’s all part of an increased effort to drive each game mode to a distinctly different experience than the next one.

 

game modes slider image

 

Another aspect of using scoring to promote great gameplay is tied to the new vehicle hit mechanics. In Battlefield 4, the way vehicles take damage from the Engineer’s RPG attacks is directly dependent on the angle of attack and the hit zone. The new ”top zone” on tanks, for example, is especially vulnerable to RPG attacks. By greatly rewarding attacks that deal heavy damage and letting players know how much damage they’ve dealt via the VEHICLE HIT message, the game will drive more and more players to try to achieve certain kinds of attacks. Over time, the full potential of anti-tank weapons will be discovered in a joint effort by the Battlefield community. You can learn more about anti-vehicle warfare and damage models in this earlier in-depth blog post.

The concept of handsomely rewarding great gameplay is also highly relevant for Commanders. Scoring in itself is one of the major ways for Commanders to verify that they are making a critical impact in their team’s struggle on the Battlefield. The Commanders are naturally distanced from the ground fight (this is especially true for Mobile Commanders). The scoring system is a great means for letting them know they are performing well and helping their team out.

A new concept in Battlefield 4 is that of KILL ASSIST COUNTS AS KILL. If you get a few shots in on an enemy but can’t manage the kill, you’ll still get awarded the kill if that enemy is later eliminated. The thought here is that if you’re contributing to your team you should be rewarded accordingly, since team play is at the core of Battlefield. In Battlefield 3, you could take down an enemy from 100 to 1 in health, then a friendly player would sometimes “rob” you of the kill by dealing the decisive shot. In Battlefield 4, we are instead rewarding both players with a kill and with a healthy dose of points. This means that players who put themselves in harm’s way at the frontlines are more likely to rack up decent scores even if they don’t manage to get a lot of regular kills. Overall, the scoring design in Battlefield 4 is meant to make everyone willing and able to contribute to the greater cause.

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Team play is one of the defining aspects of Battlefield 4, and with the new Field Upgrades system, we are making sure to reward team play specifically within your squad. A squad is a team of two to five players and you are free to join or leave a squad at any time on the fly like in Battlefield 3. Performing team actions within a squad will net you score towards your own progression, but will also benefit the entire squad. As your total score for squad actions in a round rises, you will move along an accumulative upgrade path that gives all squad members benefits like faster sprint, more grenades, or better cover from enemy spotting. But beware – if your entire squad is wiped, you’ll all lose the progress you’ve made. If you get the message “LAST MAN IN SQUAD” in-game, make sure to stay alive until your friends can respawn and rejoin the fight. You can learn more about Field Upgrades in this earlier blog post, where we asked our fans to vote for their favorite upgrade path. The winner, ”Shadow”, will be in the final game. Thanks to everyone who voted!

A Knife for a Knife: Changing how Unlocks Work

We have more weapons and accessories in Battlefield 4 than ever before. With that, we thought it was time to change how you actually get new hardware to play with. Now, weapons, gadgets, and accessories are awarded to you for using items from the same family in multiplayer. So if you’re all about shotgun action, using shotguns (and scoring with them) will unlock more shotguns and shotgun accessories for you to play with. Similarly, if you use a lot of sniper rifles and amass respectable scores with them, you will unlock more varieties of sniper rifles, scopes, and barrels for them. While there is an implied connection between LMGs and Support class or sniper rifles and Recon class, playing a class itself will not bring you new weapons. Killing, assisting and suppressing with a weapon will give you more unlocks from the same weapon class.

One tweak to the progression system in Battlefield 4 based on fan feedback is that each class comes to battle better equipped from match one. The default weapons and vehicles will be starting with a few essential unlocks already from scratch to make sure the fight is balanced no matter when you join the game – right at launch or later. For example, what this means is that jets start with available flares, whereas in Battlefield 3 you had to struggle to unlock them, often in a hostile air space where other players had already unlocked flares and heat seekers. For your weapons in Battlefield 4, this means that starting assault rifles will have applicable grips available while LMGs have bipods from the get go, creating a game where the default class loadouts are both more unique and versatile from the get-go.

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Bronze, Silver, & Gold: Introducing Battlepacks

Another exciting element to Battlefield 4 progression is the concept of Battlepacks. Battlepacks are randomized bundles of content that are awarded at certain Ranks. Think of them as a collection of items that are not hard-coded and will be granted at specific moments in your career. At certain ranks, you’ll get a handful of items, but you’ll never know exactly what you’ll get or in what order. If you played the Beta, you might have seen these in action already, since the first Battlepack is awarded to players at Rank 3 (and later at set intervals tied to your Rank.)

Depending on your actual Rank, you’ll be awarded a Battlepack of either Bronze, Silver or Gold Rank. The value of the Battlepack decides the number of items you receive in the pack, as well as the chance to get something really rare. Items in Battlepacks include things like weapon accessories, weapon paints, vehicle paints, soldier camos, dog tags, XP boosts, and unique knife designs.

The weapon accessories earnable in Battlepacks are not game-changing in any way, as they are simply cosmetic variants of accessories you can already unlock via the normal weapon progression. For example, if you use a specific rifle, you’ll eventually unlock the U.S. red dot sight for it. At the same time, you might earn a Battlepack with the Russian red dot sight for the same weapon. The special Weapon Battlepacks are awarded for each weapon after completing all its regular unlocks. Thus, a player faithful to a specific carbine will eventually obtain all its accessories by simply using it. You can learn more about Battlepacks at the official Battlefield 4 Battlepacks page.

Battlefield Most Wanted: Tracking Your Next Reward

Battlefield 4 is our biggest game yet and that includes the behemoth that is our awards and unlocks system. Let’s put some numbers to that: there are 45 Ribbons in Battlefield 4 multiplayer, each tied to a corresponding Medal. You’ve got 45 Assignments in multiplayer and 5 multiplayer-specific Achievements/Trophies. There are over 600 dog tags to attempt to steal, 130 Service Stars that can be obtained 100 times over for a total of 13,000 earnable Service Stars. We also have 80+ weapons to unlock and a massive amount of weapon accessories.

With this amount of content, we wanted to help our players visualize what to go for next. Whether you’re longing for that new 40x sniper scope, the new Assault rifle ergo grip, or the Obliteration Mode Medal, we’ve added the option to track up to three unlocks and rewards to see how far you’ve come to earning them. Settable from Battlelog (including inside the iOS/Android app), tracking an item lets you see what you have to perform to receive it, as well as how far along that road you’ve already travelled. On PC and next-gen consoles, you can also follow the progression of your tracked unlocks and awards in-game by bringing up Battlelog. In multiplayer, you can even see in real-time how you’re progression towards these. You can also check your progression for every single unlock via the detailed stats and unlocks pages on Battlelog. The items you are officially tracking will simply be displayed more prominently for you.

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Our goal for Battlefield 4 was always to create the deepest and most rewarding progression system in the history of Battlefield. We hope you like the way we’ve set you up for years to come on the hunt for Colonel 100 and beyond. Let us know what you think in the comments section and the poll below – what is your ultimate goal in Battlefield 4 multiplayer? As always, we value your feedback. Thanks for reading.

Stay tuned to “The Road to Battlefield 4”, where we’ll continue the journey towards launch by diving deeper and deeper into every nuance of the biggest Battlefield game ever developed at DICE.

Pre-order Battlefield 4 to get the China Rising expansion pack at no additional cost.

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Minecraft snapshot 13w42b (Updated!)

13w42a
Update: Snapshot 13w42b has been released to address some bugs. Server links are below, and changelog follows:

  • [Bug MC-35614] – Non-ASCII characters render incorrectly
  • [Bug MC-35615] – Damaged Enchanted Items don’t have damage bars, but are damaged
  • [Bug MC-35642] – Wobble shader broken
  • [Bug MC-35653] – Hopper: java.lang.NullPointerException: Ticking player
  • [Bug MC-35655] – Game crashes when changing the player sound slider
  • [Bug MC-35805] – Backspace while editing signs not working

To celebrate the upcoming pre-release, here’s a snapshot with extra bugs for added value!

To get snapshots, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher.

Server files:

Report bugs here:

// The Minecraft and Minecraft Realms teams


This article was automatically syndicated from the following publicly available RSS feed Mojang.

All titles, content, publisher names, trademarks, artwork, and associated imagery are trademakes and/or copyright material of their respective owners.

This content does not belong to Gamers Life Line under any condition and is automatically syndicated for your viewing ease and pleasure.

Minecraft snapshot 13w42a

13w42a

To celebrate the upcoming pre-release, here’s a snapshot with extra bugs for added value!

To get snapshots, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher.

Server files:

Report bugs here:

// The Minecraft and Minecraft Realms teams


This article was automatically syndicated from the following publicly available RSS feed Mojang.

All titles, content, publisher names, trademarks, artwork, and associated imagery are trademakes and/or copyright material of their respective owners.

This content does not belong to Gamers Life Line under any condition and is automatically syndicated for your viewing ease and pleasure.

Next week is Judgement week!

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Next week marks the second major update for Scrolls. It brings a new mode, spectating tools, over 44 new Scrolls and more.

Check Scrolls.com for more details. Alternatively, watch the video below voiced by lead designer, Jakob Porser. He’s got a lovely voice.

 

Owen – @bopogamel


This article was automatically syndicated from the following publicly available RSS feed Mojang.

All titles, content, publisher names, trademarks, artwork, and associated imagery are trademakes and/or copyright material of their respective owners.

This content does not belong to Gamers Life Line under any condition and is automatically syndicated for your viewing ease and pleasure.

Thanks for the Battlefield 4 Beta Feedback!


We want to take this opportunity to thank everyone that has played the Battlefield 4 Beta! Your feedback has been crucial in testing the underlying infrastructure and reporting both bugs and balancing issues to ensure a smooth launch on October 29. In this blog post, we want to bring up some of the key findings and how we’re addressing these for the launch of Battlefield 4. Thanks again for playing and keep the feedback coming on the Battlelog Beta forums.

Low frame rate/stuttering
PC players may have experienced trouble in the Beta getting the game running at a good frame rate. Rest assured that we’re using the information we received to optimize the performance for the launch of the game. We also released three game client updates and a number of game server updates during the Beta to address some of these issues and to gather more information to ensure a smoother launch.

Stuck on loading screen
We have identified some of the reasons why players, mainly on PC, were getting stuck on the loading screen and are currently working around the clock to decrease the rate at which this occurs. The latest PC patch for the Beta helped for some players and we are confident we will be able to minimize this issue for launch.

High CPU usage during the Beta
CPU usage could sometimes skyrocket for dual, quad and six-core processors. We identified some of the reasons and released three patches with fixes that went live during the Beta, to address the problems. This was a true Beta, and as such all the crash reports that were generated during this period will actually help us make a better game.

Controller layouts (X360/PS3)
We’ve increased the available controller options in Battlefield 4, including the new controller layout and multiple alternatives that we hope will make you feel right at home. If you’re more comfortable with the controls from Battlefield 3, we’ve got you covered. Just by bringing up the options menu, you can choose the “Legacy” layout, which is similar to that in Battlefield 3.

Empty server listings (X360/PS3)
While in the Server Browser you may have seen lists of empty servers. By changing the filter options, you’ll be able to find populated servers that you can join. You can also use the “Quick Match” function to quickly get into the action.

The elevator catapult (All platforms)
Although an interesting concept, elevators were never designed to act as a catapult or teleporter. The bug where the elevator button would catapult you up into the air is fixed for the final game. But we did enjoy all the crazy videos you’ve posted. Thanks!

Gameplay balancing
We are still balancing gameplay, and in true DICE fashion will continue to do so well after the release of Battlefield 4. Below are just some of the gameplay changes based on your feedback that we’re making in time for the launch of the game.

Infantry Changes
-Fixed how the player only receives a single local damage sound effect if he or she was the victim of a quick, clean kill.  The sound and camera impact effect had too long a cool down between hits. This should improve the responsiveness of being killed and taking damage.

-Reduced the fire rate of the AK12 in burst from 1000rpm to 750rpm. The rate of fire was too high when combined with the low recoil of the weapon, making it more powerful than intended in burst mode.

-Tweaked the compensator and muzzle brake so they’re properly less accurate in sustained automatic fire.

-Reduced and rebalanced full auto accuracy based on rate of fire for all automatic weapons to balance low ROF weapons. Low ROF weapons were remaining accurate long enough to get easy kills outside of their intended optimal range.

-Increased the default throw distance of the portable ammo and med packs. This makes it easier to throw these packs to teammates.

-Portable ammo packs now reload 2 magazines of bullets instantly and up a total of 4 magazines per pack over time. The player must stay on top of the ammo pack in order to benefit from all of the ammo reloading. Grenades, RPG’s, and other explosive launchers do not benefit from the instant reload function of the Ammo Pack.

-Increased the muzzle flash of the 25mm and 40mm launchers to make their threat position more visible.

-Fixed an issue where the knife stab didn’t align with the kill event.

-The revive time has been increased from 7s to 10s.

Vehicle Changes
-Fixed some descriptions of weapons for vehicles that incorrectly described the function of the weapon.

-Increased the damage of the Stinger and IGLA to 3 hits to kill attack choppers (was 25%, now 35%).

-Increased the speed of all TOW guided missiles to 75m/s from 50m/s so they can catch-up to fast vehicles like the Quad bike.

-Increased the sustained fire accuracy of the Coaxial LMG on armored vehicles because it was underpowered.

-Reduced the damage the 40mm and 25mm infantry weapons do to armored vehicles to highlight their anti-infantry role.

-Reduced the damage main gun on the IFVs against other armor to highlight their primarily anti-infantry role.

-Fixed an issue where the tank main gun did not correctly hit the center of the crosshair at all times.

-Multiple options are now available for controlling how your vehicles steer with a joystick on all platforms, as well as improved the responsiveness of steering while accelerating.

Locking Weapon Changes
-RPG7 and SMAW can no longer lock on to Laser Designated Targets. It was inauthentic and not balanced.

-Fixed some projectiles not warning vehicles when they were fired on a Laser Designated target. Reduced the lock on distance for RPGs, SMAW, and MBT LAW missiles to 350m from 500m. This gives the IGLA the clear long range AA role for soldiers, and keeps the team play element of Laser Designation.

-All Laser Designated missiles now do a maximum of 90% damage to Attack and Scout helicopters (down from 100%). This was done to give helicopters a chance to use their Fire Extinguisher countermeasure even against Laser Designated weapons.

General Changes
-The kill string in the score log now appears sooner, making the UI more responsive to a kill event.

-The aim assist on X360/PS3 has been tweaked to be more consistent at all ranges. The assist was over powerful at close range, and not powerful enough at medium range. Players should now find that close combat requires much more player input and the snap to a target is far less forgiving. At medium range the player should experience a bit more assistance tracking targets, but generally still reduced aim assist effectiveness.

PC Specific Changes
-Fixed a string in On Foot PC key bindings that should have read “CROUCH (TOGGLE) / PRONE (HOLD)”.

-Removed an unused “Underslung” key binding on PC, the “Select Gadget 1″ key binding now controls both of these actions as expected.


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The Road to Battlefield 4: Spectator Mode


In this in-depth “Road to Battlefield 4” blog post we tackle a highly anticipated feature for Battlefield 4: Spectator Mode. The team at DICE explains how being able to view Battlefield matches in the engaging Spectator Mode will gratify curious fans, competitive gamers, and ambitious YouTube video makers alike.

With the crazy moments that happen only in Battlefield, the impressive skills of top players, and the amazing Frostbite 3 visuals, we really wanted to give everyone a chance to view Battlefield 4 matches – not just those participating in the battles themselves. That is why Spectator Mode was created, to give everyone front row seats to the all-out war of Battlefield 4′s multiplayer.

Here to take us through Spectator Mode are two of its creators: Daniel Matros (Assistant Producer) and Dennis Brännvall (Junior Gameplay Designer). The duo will discuss the different camera views in Spectator Mode, the many display options for those who spectate, how the mode ties into competitive gaming – and more. Take it away, guys!

Get Some Perspective: The Views of Spectator Mode

We are very excited that Spectator Mode is returning in Battlefield 4, and this time around we are challenging and expanding upon the concept of spectating in a first person shooter. Our goal has been to give spectators the best possible views of the Battlefield, and the ability to quickly switch between both camera types and players – without toggling through an entire team to get what they want.

So how does Spectator Mode in Battlefield 4 work? It all starts with Battlelog. When you find a BF4 server, you can choose to join as a Spectator. If spectating is enabled, there are four Spectator slots per server, and those four slots are excluded from the number of players the game mode allows. So on PC and next-gen consoles, you could have 64 players + 2 Commanders + 4 Spectators.

Battlefield 4 Spectator Mode Tabletop View

Tabletop View gives you a bird’s-eye view on the action, but thanks to the picture-in-picture screen you can also keep an eye on the action on the streets, in the air or at sea.

Once inside Spectator Mode, you can observe the matches in four different views: First Person, Third Person, Tabletop and Freecam View. Each view comes with its own merits, and our goal is for players to find the perfect views for the situation at hand – and to easily switch between them.

The first view you will see in Spectator Mode is the Tabletop View. This is visually similar to the Commander Mode screen, and here you will have a UI with icons for the starting points, players, vehicles, and so on. From this position, you can then select anything that has a camera – players and all the vehicles – and you see their actions in a smaller picture-in-picture screen. Using Tabletop View and its smaller screen gives you a great overview of both the big and the small aspects of the battle.

Switching to First Person View puts you in the heat of the battle and is visually reminiscent of actually playing Battlefield 4 yourself. Third Person View also follows one specific player, but from an overhead perspective. This gives the Spectator a wider view of the surroundings, and captures the chaos of all-out war in a more cinematic way. Finally we have Freecam View, where you have five different cameras that you can switch between. These cameras are placed on the map by us from the beginning, but you can move them anywhere you want – an ideal setup if you are creating your own Battlefield 4 movies. You can capture all the action from different angles to get that cinematic feel, like the one you see in our own Battlefield 4 trailers. One cool thing is that the video team here at DICE actually use the Spectator Mode themselves to capture those cinematic camera angles.

Battlefield 4 Spectator Mode First Person View

Spectating in First Person View throws you right in the chaos of all-out war and lets you analyze in detail how other players take on the Battlefield.

We looked at having just one Freecam but quickly realized that it wouldn’t cover the entire Battlefield. So one criteria for making a great Spectator Mode for Battlefield 4 was to have several Freecams, since you need the ability to fly around and switch positions quickly. This is also true for the competitive world, where having just one Freecam can easily make you miss parts of the action. If you look at shoutcasting of competitive gaming, you can’t always see where the action is. Sure, you get information based on the kill feed, but you can’t always see what’s going on around the corner. So in the Battlefield 4 Spectator Mode, you will get a combination of many different view modes and camera angles – making it great for competitive games.

See What You Want to See: Spectator Display Options

At the top of your screen you will find the controls for moving between players, and switching between the four camera modes. You can see every player in the squad you are currently spectating. You can also see where the five cameras are, the score for the two teams, the remaining time, and the objectives (like flags in Conquest mode). There are squad bars on the two sides of the screen to keep track of the squad member’s health and classes. In addition to that, the Player Card shows the player’s current weapons, attachments, gadgets and vehicle customizations (if you are spectating a vehicle).

Battlefield 4 Spectator Mode Free Cam

Navigation with the Freecam is done with the same basic controls that are used for your soldier in-game. An adjustable speed of the camera enables you to move around both fast and precise.

We want to give you as much information as possible in the Spectator Mode interface, like squad bars, ticket count, objectives and team names. But you should also be to toggle the different layers on and off, because let’s face it: Battlefield 4 is a beautiful game, and sometimes you want to view it without distractions.

Another thing that was important to us when designing the third person camera is that it should never clip through buildings and walls, because that takes you out of the experience. Our programmers worked hard on making it look great in third person, even in narrow situations like crawling through a tunnel. You don’t have to be that “active” in the Spectator Mode’s third person view; it should take care of itself and not wind up in weird places.

Spectator Mode and Competitive Gaming

Spectator Mode will tie into competitive gaming in many ways. There’s been a lot of buzz in the pro league world since we revealed Spectator Mode at E3, and we hope to see Battlefield 4 played at more competitive events in the future. The broadcasting-friendly features of Spectator mode, along with the depth of gameplay and improved teamplay mechanics, will allow BF4 to take a big step into the competitive gaming scene.

To make a game interesting in the world of competitive gaming, you have to be able to have spectators. We want to give people a chance to view players that are really good at Battlefield 4, and for anyone to share their experiences. While no one can say exactly when, we at DICE are convinced that e-sports will someday become the most popular sport on the planet, and we’d like Battlefield to be one of the games that makes that happen. That’s another reason why we need a Spectator Mode, and a really good one as well.

Battlefield 4 Spectator Mode Third-Person View

Third-Person View gives you a wider view on the surrondings, and lets you follow the selected player in a more cinematic fashion.

All the game modes are great to spectate, but we’re really excited about Obliteration. By design, this game mode focuses the action into a single point of interest – namely where the bomb is and what’s happening to it – which makes for exciting and easy to follow spectator experiences, not to mention plenty of crazy Battlefield moments.

Challenges and Color Coding

The biggest challenge with creating Spectator Mode was to make sense of developing it for such a vast game. We struggled with that a lot: how do we support having both a big overview and a detailed view – and make it work well? This required a lot of thought, and we had to hammer out many edge cases. How would we support Squad Deathmatch that has 4 different teams, for instance? The Battlefield 4 mentality of “all game modes, all maps” was something we felt was needed for Spectator Mode too. Early on though, we considered whether to just not allow Spectators on servers with 64 players, due to all the challenges that would mean for developing it. But we realized we had to support it – and it had to be a good experience.

The color coding was another challenge. Initially, there was some confusion at E3 and gamescom when we used the same colors as the active players see in-game. For instance, one of our producers had this “moment” on the gamescom live stream where he thought the player was shooting at his team mate. That made us realize we weren’t there yet. We knew we had to distance ourselves from the colors in-game since the spectator is supposed to be a neutral entity on the Battlefield. We finally decided on what the team colors in Spectator Mode should be: deep red and deep blue.

An Exciting New Feature

To round off, we asked our Spectator Mode developers what part of the new feature they are most excited about.

DM: — I want to see how people will shoutcast Battlefield 4 with the help of Spectator Mode. Will they use the first person view fusioned with a real-time strategy point of view, or will they use third person only? It’s going to be very interesting to see how our tool is going to be used.

DB: — Spectating a 64-player Conquest match lets you fully appreciate all the different multiplayer narratives that our game consist of. You get the awesome vistas when all the vehicles come rolling out of the HQ’s, you get the close quarters infantry fighting, the pesky snipers on top of a roof and then the helicopters that take them out. And it all happens at the same time, and you’re able to capture it all as a spectator. That’s when I’m the most happy that we didn’t scale down or compromise – Spectator is an awesome feature and I can’t wait to hand it off to our very capable fans and see what they make of it.

We hope you have enjoyed this post. Spectator Mode will be available on PC and next-gen consoles, but you can try it out now in the on-going Battlefield 4 Beta. Remember to give us your comments and thoughts on this blog post. Let us also know what you think about Spectator Mode in our poll below and stay tuned for more The Road to Battlefield 4!

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Minecraft snapshot 13w41b (Updated!)

snapshot_13w41a
Update: Snapshot 13w41b has been released to fix the following bugs. You can grab the client in your launcher, or the server using the links below.

  • Bug [MC-14865] – Carpets Are Not Flammable
  • Bug [MC-29588] – Hopper: java.lang.NullPointerException – Invalid Biome id
  • Bug [MC-30811] – TellRaw – Tab Complete
  • Bug [MC-32880] – Crash with falling blocks / when giving technical/invalid blocks
  • Bug [MC-34641] – Pausing the game not working correctly
  • Bug [MC-34642] – Typo “White Stained Glass Pane Pane”
  • Bug [MC-34645] – Maximum render distance at 8 chunks
  • Bug [MC-34647] – Hopper: java.lang.NullPointerException / Crash when selecting Resourcepack
  • Bug [MC-34650] – Hopper: java.lang.NullPointerException / Collision of entities
  • Bug [MC-34676] – Iron bars render oddly
  • Bug [MC-34679] – Stained Glass Pane recipe only yields 6 panes as opposed to 16
  • Bug [MC-34705] – NullPointerException thrown on server login

I could write a big changelog with all the new features, all the fixed bugs and all the reworked code… but I could also go spend that time making some more new features, fix some bugs and rework some code. Brb coding!

To get snapshots, open your launcher and press the “New Profile” button. Call it “snapshots” and check the box saying “Enable experimental development snapshots” and save. To switch to the normal version, you can select it in the dropdown at the bottom left corner of the launcher.

Server files:

Report bugs here:

// The Minecraft and Minecraft Realms teams


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