Your chance to own a BF4 hoodie: Share your passion for Battlefield 4


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Share your passion for Battlefield 4 for a chance to receive one of fifty Battlefield 4 hoodies!

With the new Social Sharing feature, your Facebook friends will be able to see your progression in Battlefield 4 multiplayer. Ranking up, earning new medals, or winning a game of explosive Obliteration, are some examples of occurrences that can be made visible in these Facebook posts. Your Facebook friends can also see when you join a server, so they in turn can join you on the Battlefield.

Not only does Social Sharing let your friends find you in the game, it also enables Facebook friends who doesn’t own Battlefield 4 to discover what the game is all about. These people can navigate to Battlefield 4 Boot Camp through your Facebook post, to learn the ropes of Battlefield 4.

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Brag about your wins, make people find you in the game, or just let your Facebook friends learn the basics of Battlefield 4 – all thanks to the Social Sharing feature.

If you activate Social Sharing before December 1, 2013 you may be selected to receive 1 of 50 available Battlefield 4 hoodies over at the new DICE Store, courtesy of Jinx. All you need to do for a chance to own a Battlefield 4 hoodie is to activate Social Sharing on Battlelog and have it active on December 1, 2013.

Head to Battlelog for full instructions on how to activate Social Sharing in Battlefield 4.

 


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BF4 Double XP Weekend – times for eligible consumers


We would like to remind eligble players that they can look forward to a weekend of double XP in Battlefield 4. Players who participated in the Double XP Pre-Order Campaign will get double XP playing Battlefield 4 on PC, PS3, and Xbox 360, during the time periods listed below.

Double XP Weekend Times:

Starts at: 2AM GMT on November 2 / 7PM PDT on November 1

Ends at: 8AM GMT / 1AM PDT on November 4

Those who used the campaign to pre-order next-gen versions of Battlefield 4 will be able to participate in a Double XP Weekend on December 25-26  - stay tuned for the exact times for that.

Battlefield 4 - Operation Locker TDM_WM


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Inside Battlefield 4: Touring the Ten Multiplayer Maps


With the release of Battlefield 4, millions of players are throwing themselves into the all-out war of multiplayer, exploring the variety of environments on offer. As you may know, Battlefield 4 features 10 distinct maps with support for all 7 game modes, with every map custom-tailored for the gameplay characteristics of each game mode. Below, you can find descriptions of all multiplayer maps and some of their distinguishing features. Enjoy the tour!

ZAVOD
Zavod 311
Zavod 311 is the home of an abandoned Russian tank factory, where players are met with a mix of vehicular and infantry combat. With an autumn shroud backdrop, you will be fighting next to rusty train tracks, abandoned buildings, and the aforementioned factory at the center of the map. Zavod 311 features a tall chimney that can be brought down by detonating a warhead, blocking the central path for vehicles and challenging you to re-think your strategy. There is also Levolution of lesser scale; some of the factory’s hazardous machinery can for instance be activated to function as deadly traps for careless infantry soldiers.

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Flood Zone
Set in a Chinese town in the direct vicinity of a large levee, Flood Zone is a versatile Battlefield 4 map with suppport for many different multiplayer tactics. If the levee is destroyed, the map will get flooded and the circumstances will change drastically. Suddenly, light naval units have a great advantage, and infantry can swim to reach the rooftops thanks to the raised water level.

GOLMUD
Golmud Railway
Those looking for vast fighting grounds and vehicular warfare will probably spend a lot of time by the fields and mountains of Golmud Railway. This is the biggest multiplayer map in Battlefield 4, and players will have access to a huge variety of vehicles (excluding boats). One of the control points is located at a train rolling around the level, and the team holding this point will see the train moving closer to the deployment zone at home base. There is also the possibility to detonate a number of IED’s (improvised explosive devices) on the map, creating huge craters in the ground.

LANCANG-DAM
Lancang Dam
Both land, air, and sea vehicles will battle it out on the mighty Lancang Dam, based on the real-life Xiaowan Dam in the Lancang area, China. There are five control points on main land and one located on a small island. Overlooking the riverside, with a research building and power station as some of the key areas, lies the huge dam – destroyable by planting explosive charges. The result is a devastating avalanche of concrete blocks.

PARACEL
Paracel Storm
With its many islands and dynamic waves, Paracel Storm is a perfect choice for fans of naval warfare. Water-based vehicles dominate the scene, but there’s also plenty of room for dog fights and infantry action, as evidenced in the Paracel Storm Multiplayer Trailer. When the dynamic weather changes stirs up a storm, players are given the possibility to untether a destroyer at sea, which then comes crashing into shore. This in turn gives access to the ship’s AA guns and alters the conditions of the island the ship crashes into.

OPERATION-LOCKER
Operation Locker
Tight level design makes Operation Locker ideal for intense, close-quarter infantry combat. In this mountain prison environment, the cell area located in the middle of the map becomes a war-ridden hot spot. Prison doors can be opened and closed, granting a possibility of trapping soldiers inside – an extra devious action if you also blow up the nearby tower. Operation Locker features both in- and outdoor enviroments and the snowstorm outside will dynamically intensify during matches.

HAINAN-RESORT
Hainan Resort
A luxiorous hotel facility at the centre of the map is the focus of the seemingly idyllic Hainan Resort. Here, the focus is primarily on infantry combat, but there will also be lighter vehicles and air units fighting among the palm trees and bungalows. As for massive Levolution moments, the hotel can catch fire and collapse with the help of oil spills set ablaze by the players.

SHANGHAI
Siege of Shanghai
The intense urban warfare of downtown Shanghai was the first Battlefield 4 map ever shown. Making its debut at E3 2013, Siege of Shanghai features all-out war at sea, air, and land, with a great focus on vertical combat. The player-triggered Levolution moment of a falling skyscraper will change the face of the battle, making you continue the fight on the rubble at street level.

TheDish_Slindy800
Rogue Transmission
Aptly nicknamed “Silver Sun” during development, Rogue Transmission provides a memorable battleground thanks to the huge satellite dish dominating the vista. Players can battle both on top of the dish and under it, but if someone sends the huge radio telescope receiver crashing down, it is fatal to stay around for too long. Taking all game modes into account, all kinds of vehicles except naval units are available on Rogue Transmission.

DAWNBREAKER
Dawnbreaker
The Dawnbreaker map, featured in the BF4 Multiplayer Launch Trailer, throws you into battle in a metropolitan environment, set at dawn. While Dawnbreaker takes place in an urban setting, vehicles such as jets are still available. In this darker setting, three gas line stations can be overheated by players, causing a chain of explosions along a gas line. This will leave a huge scar in one of the roads and also make it possible to destroy one of Dawnbreaker’s bridges.

Thank you for reading! It’s our hope that you will enjoy the variety and quality of the Battlefield 4 multiplayer maps, and that you find your own particular favorites. Make your voice heard in the poll below, and make sure to buy Battlefield 4 if you haven’t already done so. New to the world of Battlefield 4? Go to Boot Camp and learn the ropes of single and multiplayer.

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The Launch of Battlefield 4: A Personal Message from DICE VP & GM Karl Magnus


The massive launch of Battlefield 4 has begun. DICE GM Karl Magnus Troedsson reflects upon the past two years of development and what this launch means for him personally, and for DICE as a studio.

A Message from DICE VP & GM Karl Magnus Troedsson

“As we reach the end of a two-year long journey the entire team at DICE is filled with emotions. All the hard work by the team, the shared creative tension by everyone in the studio being hell-bent on building something majestic with Battlefield 4… It feels a bit empty now that all those ideas, thoughts, designs, and discussions from the development of the base game suddenly are about to end. I almost wish we never had to ship — but ultimately, we are of course very excited to get the game into your hands.

Suddenly someone walks past my office, proudly showing off what could possibly be the first retail copy of Battlefield 4 in the world. We laugh, take pictures with it and share them on social networks. Internet high-fives all around, and then it’s back to work! We know that we’re never really ‘done’, and that Battlefield is more than just a game; it’s a service and a promise to every fan that we’ll take care of their experience long after the game has launched. Almost immediately we change strides, onwards toward more great content and updates.

I’m immensely proud of what the team has created, and as we end one journey another begins. We have prepared for the millions of gamers who are going to to play Battlefield 4. Now, we put our creation out there and wait with bated breath for fans around the world to tell us what they think.

It’s time to lock and load once more. See you on the Battlefield, my friends.”

Karl Magnus Troedsson
DICE VP and GM

Get Battlefield 4 now.


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The Road to Battlefield 4: Sounds of the Battlefield


Responsible for the all-out war soundscape of Battlefield, the award-winning audio team at DICE has had its hands full for the past two years making Battlefield 4 sound just right. In this installment of “The Road to Battlefield 4”, our audio experts discuss everything from field recordings of naval units to metaphorical Spaghetti Bolognese.

Try imagining Battlefield without its collective soundscape. You quickly realise how crucial the shouts of squad members, the bullet cracks, jets roaring, or just the sound of your soldier vaulting over a concrete slab, are for the overall Battlefield experience. With several BAFTA, GANG and AIAS awards under their belt, the DICE audio team was confident in taking on Battlefield 4 – but there were many new challenges along the way.

The Battlefield audio team consists of many different divisions. Voice-overs, the sounds of your soldier, Levolution moments, and map ambience all play a part in the soundscape. To shed light on the many elements of Battlefield 4’s sound design, we hand over to Ben Minto (Audio Director), Mari Saastamoinen Minto (Lead Sound Designer), Andreas Almström (Lead Sound Designer), Viktor Israelsson (VO Designer) and Ludvig Kullberg (VO Producer).

Approaching the Sounds of Battlefield 4

As an audio team, we have accumulated great experience in sound design by working on DICE’s previous titles. When a new project comes along, we know we have to evolve but we are confident we are up to the task thanks to our experience. Approaching Battlefield 4 however, many new challenges have presented themselves with features like Levolution, Commander Mode, and Naval Warfare.

Take the falling skyscraper in Siege of Shanghai for example: to achieve something like that, we can’t just get a sound of a collapsing building and add that to the level. We have to find out what it sounds like from different distances. What does it sound like if you’re hundreds of metres away, or actually on top of it? We also need to figure out how the entire map sounds before the building goes down, and what the aftermath sounds like. You can actually tell whether the skyscraper is still there or not, just by listening to the overall character of the soundscape.

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The team responsible for the sounds of Battlefield 4, just days away from the launch of the game.

Another vital part of the new audio is the recording of water-based sounds, these have to be up to the same level of quality as those we already have for air and land combat. We needed to gather new sounds for swimming, diving, drowning, water-based combat and much more connected to water. The drowning sounds took a bit of experimenting. Many audio designers make the mistake of using too much to simulate drowning, which produces a cartoonish sound that just makes you laugh. Our audio director, Ben Minto, was convinced that in order to accurately capture the sound of drowning he needed to fill his mouth, nose and throat with water and then cover the mouth and nose to stop the breathing. It was quite painful to force water around in your system like that, as though you are gasping for non-existent air. It took some time but it was worth it. Those sounds really felt right in the end.

Playing Better Thanks to Sound

One of the most important parts of sound in Battlefield 4 is the information it gives you as a player. Your line of sight in the game can only gives you 60-70 degrees of the panorama, but sound is all around you. So it’s our job to fill in the gaps of information. If you can hear a tank behind you, you can decide to run into a building to hide or run to find more ammo for your RPG. It’s about giving players information so they can make decisions.

We don’t want to make it like a pinball game with effects like “DING! You got 10 000 points!”, though. You should have to work a little bit for the information. By making people listen for sounds like enemies running up stairs or deploying a tripod, they engage more, they take part, they listen and filter for information. The Battlefield should be readable through the sound that is happening.

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Waves crashing, engines roaring, and guns blazing. All these sound sources are mixed in real-time to give the player an immersive and informative soundscape.

Bullet sounds also give you information of the Battlefield, and we can honestly say that those impress us almost daily, even though we’ve worked with them for several years. The impact of the bullets, the sound of the ricochets… being in a gunfight still seems fresh when we play the game thanks to the quality of the recordings, and all the variations.

Personal, Varied and Close

If there’s one major difference in the audio for Battlefield 4, it’s the fact that it’s more personal and close to the soldier than ever before. We’ve worked a lot with sounds related to the soldier’s clothes, helmet and other gear. The sound of rain, for example, has been expanded this time around. Now you will hear rain, or water from indoor sprinklers, actually dripping on your helmet. To achieve these sounds, we’ve done everything from standing with a helmet in the shower to walking around in real rain with microphones tucked in our hoods.

Recording the “soldier” in Battlefield 4 – basically the sounds of us wearing a military vest – was done from scratch by running around with the vest in different environments. A lot of time was spent just on choosing the right kind of fabric for the vest, to get that modern, rustling sound. There are also a ton of variations of sounds like these. Take the sound of the solider vaulting, for example. There is around ten variations of vault, and these in turn have their own pitch variations. And variety is one of the mantras for Battlefield 4. Every time something happens in-game, it should sound as unique as possible.

The maps themselves also have sounds of their own and we try to give all the Battlefield 4 maps their own unique and realistic tone, based on their environments. Right now we’re working together with the audio team at DICE LA on the new Caspian Border in Second Assault, the upcoming Battlefield 4 expansion, and we need some fitting bird sounds. For Caspian Border in Battlefield 3, we used sounds from swallows that exist in the real Caspian area. But in Second Assault it’s autumn, so we want birds with a more autumn-like sound. We’ve found a bird called Caspian Snowcook, but we’ve already used that in the Alborz Mountain map, so the bird hunt goes on… You can really immerse yourself in things like these as a sound designer.

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The sound of a rocket launcher being fired differs a lot in characteristic depending on where you are on the map, and what other sounds exist in your vicinity.

There are also a lot of personal sounds in Battlefield. If there’s an elevator or an alarm in the game, we use the sounds of the elevators and alarms here at DICE for the recordings. When we go on holiday, like when DICE went to Dubai, we record sounds to get exotic birds or the sounds of the desert. That makes it more unique for the player, and more personal for the sound designers who work here.

All these kinds of details may feel like small steps forward, and there’s often a lot of work behind a small step. But they all take you closer to sound that’s really believable.

Real-Time Mixing and Spaghetti Bolognese

It’s hard do give an exact number of how many sounds we have in total, but there are easily over a million files in the DICE sound library: anything from a piece of metal hitting the floor to hour-long recordings of tanks. But the number of audio files isn’t really that relevant. Since we’re using real-time mixing with the help of the Frostbite Engine, the variations of each sound become even greater. The sound of a pistol being fired varies depending on where you are on the map, and the game engine helps us calculate this. An analogy would be that we don’t serve spaghetti bolognese, we create the basic ingredients – pasta, tomatoes, minced meat etc. – and then inside Frostbite we create the recipe, but with an built-in chance for there to be lots of variations in how they are combined.

Different sound variations of one weapon being fired on the Battlefield.

This requires a lot of play testing since there are many combinations of sounds appearing in multiplayer that we can’t predict. As we said, we give players all the basic ingredients, we give them a map and release 64 players into it – and they create mayhem. We can’t test every possible sound permutation beforehand, so we are sometimes surprised how some sounds in multiplayer turn out.

In these playtests we need to ask ourselves a lot of questions. What does it sound like when I’m indoors and a tank drives across and smashes a building across the street? Was there too much glass? Was the bass level too high? Did it feel scary? Is my pistol louder than the tank driving through that building – and should it be? Can I still hear the person that’s sneaking up behind to stab me? Checking things like this takes time, and that’s why many of the sound designers here have over 200 hours of Battlefield 4 playtime.

Recording on the Field

We’ve recorded a lot of the Battlefield 4 sounds in the studio, but of course there’s always the need for field recordings. In the most recent one, we recorded weapons here in Sweden, which became the base of the Battlefield 4 weapon sounds. It’s a huge plus to do your own recordings, since it gives us the control of all the microphones and such. There are recordings that you can buy, but they are recorded with a different mindset, and are mainly designed for movies. We know what versions of sounds will work in the game, that’s why we need the control that own recordings bring.

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Voice actors on our “Field of Screams”, working hard to perfect the tone of the Battlefield 4 battle cries.

All different kinds of people here in Sweden have been very helpful by letting us do our field recordings. We’ve been helped by both people with access to military hardware, but also by swimming pools that lend us their facilites and go “sure, we’ll close the pool down for the afternoon so you can practise drowning each other”. That’s been a pleasure.

The Voices Behind the Soldiers

The voice-over work is another huge part of the sound design in Battlefield 4 and the need for world-class, believable VO – both in single player and multiplayer – can’t be underestimated. We’ve been working with a great cast for Battlefield 4, and the actors have done loads of research on their characters. It’s impressive to see how the actors really become their characters; Michael K Williams is Irish, Andrew Lawrence is Pac, and so on. In multiplayer, it’s a different kind of drama. Even though we use voice-over actors here too, the drama is created by the players, since they often have the power of when the characters speak thanks to the Commo Rose.

It’s easy to think that all the voice-over lines consist of screams and hectic dialouge. Sure, since the lines are spoken on a battlefield, a lot of the voices are of course urgent and noisy. If someone’s throwing a grenade, when it’s a matter of life and death, the tone is going to be hectic. But if someone throws you a medkit or revives you, the tone is calmer. So there’s more variety than you might think.

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The cast of the Battlefield 4 single player campaign, doing voice-over and motion capture work.

To get that exact temperature and intensity of the actor’s lines is probably the most important part of voice-over work. For example, doing VO for Commander Mode was a real challenge. We wanted to find a tone of voice that wasn’t as intense as the tone of the soldiers fighting on the Battlefield. The sound of a Commander should of course be urgent, but at the same time controlled. The actors nailed it in the end, and by giving the Commander another type of radio sound characteristic, that audio really became distinctive.

The Birth Cry of the Battlefield

The absolute best thing of being part of the Battlefield 4 audio team is something that’s yet to come – and that’s the release of Battlefield 4. Just for the audio department, 12 to 15 people have been working their butts off and doing levels and levels of intricate work during the last couple of years. Even though we work close to each other, we haven’t heard everything that’s been done. To experience all the love, effort and little details that are in the final game – that will be a fantastic part of the process.

Experiencing Battlefield 4 going live with real players, and hearing all their combined actions, is also going to be very exciting. We’ve simulated that in playtests, and we’ve experienced a lot in the Beta. But to be there when the final version come alive with real people, that’s where the joy comes out. It will be like watching a child unwrap christmas presents – and hearing what that sounds like.


This article was automatically syndicated from the following publicly available RSS feed The Battlefield Blog.

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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.

Minecraft 1.7.2: The Update that Changed the World (Updated!)

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Update: Pre-release 1.7.2 has been released to address some serious crashes, including the inability to start on some Linux computers.

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.
    • Portals can be bigger sizes!
  • 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 with 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 technical 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/1.7.2/minecraft_server.1.7.2.jar
(On windows, right click -> open with -> java)

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 1.7.1: The Update that Changed the World (Updated!)

1.7

Update: Pre-release 1.7.1 has been released to address some serious crashes, including the inability to start on some Linux computers.

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.
    • Portals can be bigger sizes!
  • 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 with 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 technical 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/1.7.1/minecraft_server.1.7.1.jar
(On windows, right click -> open with -> java)

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 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


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.

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.


This article was automatically syndicated from the following publicly available RSS feed The Battlefield Blog.

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 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.

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