Web Server Migration

For the purpose of security, connectivity and just so I don't need to bog down my gaming bandwidth to put up with the troubles of hosting a domain from my home connection, I have been working toward putting the group's web presence onto a legitimate host server. There is a little bit of learning how they do things versus how I have historically done them, there are some limitations to what can be done that I hope to triumph over and there is opportunity to explore new ways of doing things. At the core, I want to try and leave much of our content still on the site if I can, but I am looking at trying to be more integrated between platforms especially with a single login. I will be testing over the next few months so keep in mind things may change on different areas of the site. One thing I am sure I have settled on is the use of WordPress which has been the primary front end for a while now. I would suggest that anything you wish to share should be published through the blog since I will try to leave that content alone. If you have anything for the forum, I would suggest holding off for now.

Keep in mind, with the migration, it appears none of the logins have carried over and you will be required to re-apply to the site.

 

Thanks for your understanding.

Minecraft changes

I've been working on some updates to the Minecraft server by implementing McMyAdmin to assist in managing the server. Mojang and team have been putting out regular updates and I would like to keep up better with the official releases especially so that those users with official accounts or play on other servers and have updated their clients already will not need to try and downgrade just to play on ours. My goal is to make the server available to as many users as I can even tho the process of updating a client for offline mode can be painful, the official client is much easier.

Along with the server updates, i am introducing a new world scheme where the primary world is using the latest biome seed and will serve as the junction between worlds. I have been able to find a fairly efficient way to move world to world using a portal room and will implement this across the server.

Plan is that the primary world is a build world open to both survival or creative. I would suggest that near spawn only class A projects be put up since this will be the primary exposure that new users will be exposed to.

In the secondary worlds, there will be two strictly creative and another that is strictly survival. Those will be based on existing worlds Spud, Smooth and Monkey.

The old server maps will also exist like Rusty, Palm as well as at times downloaded maps from other servers such as ZackScottGames Scotland and Nova or Fyre UK 100,000 user map.

I am open for suggestions and welcome all to the changes and hope to increase participation on the server.

 

Offline client resource:

http://www.di-gaming.org/forum/showthread.php?tid=35

Diablo III released tonight!

Tonight is the long awaited release of Diablo III. Considering the time waited for this title, some of our group are going to brave the lines while others have taken advantage of the pre-download all to be on the start line by the 12am PST (3am EST) and even taking the day from work. Looks like participation is high for DI and at last check most of our regular group has indeed committed to obtaining their copy and being part of this monumental release. Let's hope it's all been worth the wait.

Watch the forum for details related to the group's experience and information.

Minecraft server updated 1.2.3

I ran through and updated our Minecraft server last night to the latest build, 1.2.3. Everything appears to have transitioned well. Most plugins are still present and functioning as they were with exception of the SignLift and unfortunately the DeathChest ones. I'll look for a replacement if it seems the author isn't going to update it. I have yet to run a thorough test given my traveling but I hope to this weekend.

So far, I did see a funny bug where the new way Minecraft generates maps has changed since there are new biomes and such. This causes the edges of an existing explored map to suddenly change to the new style map. So where a desert existed might suddenly end into the sheer wall of a cut in half mountain. Some of our maps this may not be an issue, but it suggests that we could possibly look to start a new map to take full advantage of the new map system in a flawless way. This will be up for discussion.

Keep in mind, a client update is required to enter the server. You can get that here.

Thanks for playing.

Minecraft Server Latest

So, Bukkit came through and put out an update for the server to migrate to 1.2 and I reviewed the plugins and found the majority had done so or testing updates including WorldEdit (apparently the rumors weren't as true). So over the next week I will be trying to bring up the server and updating the plugins to the new versions, keeping in mind that some of the plugins are still in a testing phase and may have bugs. I never realized how many plugins we had on the server until I looked at this, so far we have 17 or so add-ons to bring the best possible experience to players, some of them needed an update anyways so this is a good refresh on the content.

Client has also updated, so if the server reports a version change, check the forum for the link to the latest update for the client.

Check back for more news

Note to software makers

So, a random rant for all those who develop software for our computers and mobile phones... MAKE A BETTER PRODUCT THEN ROLLOUT UPDATES LESS FREQUENTLY. I love that my devices are so well connected that I can keep everything up to date and not have to go out to some developers site and find it on my own only after the patch was out for over a month and it took word of mouth for me to find out about it. It's very convenient, but the nice thing about doing it myself, I did it once every few months and did just fine. Even before then, stuff came on discs and the chance to get and update out meant publishing and distributing cost the developer money, so they had better quality control on the initial release and any subsequent updates. Anything that was insignificant was held off for the next major rewritten version.

Today, every time I turn on a device, it want's to update. I turn on my PC and it's Microsoft, Adobe, some game developer, file transfer client, etc wanting to nag me about some insignifacnt updates or something they forgot to add when they made the program. I turn on my phone and find daily it wants to update anywhere from 5 to 25 apps a DAY! Same with my tablet. Even my PlayStation wants to update at least once a month lately. I'm even sure if I looked, even my TV wants to update but at least it doesn't nag me or keep me from using it just because some lazy programmer forgot that the program shouldn't of been released before testing it for security flaws or was too excited and had to push out the update that added a button for you to like their program on Google+ even though you despise and refuse to give in to using Google+. I pay enough for my data plans and every year the providers want to implement some limit on my connection while making me pay more for less, all while developers are pushing out more and more to eat up that connection. Tell you what, providers should charge the developers that way it's like it used to be and they start being more cautious on what they push out to the world without regard to how annoying it is or how if the trend continues, how expensive it may become.

Skyrim, expansive and lonely

I've started to play Skyrim and I have definitely felt this game engine before. Bethesda, creators of Fallout 3, an older favorite, reusing it in a new format. Overall, game play is is just as fun and addicting as Fallout was, the content feels larger, the maps are less dreary and there are twists on how things that worked in Fallout have changed in the new iteration but behind the scenes still feels very familiar. Not that familiar is bad in this instance, it stands that the game has it's own story to tell and the adventures are all very unique (much of the charm of the game by the way), but familiarity has offered experience that can be take from a previous title and applied here. For instance, knowing that at times, wrong decisions can lead to closing of story threads or that in order to maximize the number of followers, you should not always accept the first follower you can take on. It worked this way in Fallout and it appears to be the same here. It's got to be handed to Bethesda, they write a mean game and it's unbelievable the content that is offered without feeling repetitive.

On a more negative note, back when I was playing Fallout 3, online multiplayer games were starting to come of age and most that weren't FPS shooters were not highly played, but knowing they existed and seeing how big the game was, it felt that if you had followers in the game, why not be able to invite a friend to help with eachother's quests. The game didn't support it and after all but conquering the game completely after months of gameplay, Borderlands came to fill the void of a multiplayer quest based game. Borderlands has now passed on for newer titles and this being one of the latest additions, I again feel the longing for playing with friends and wonder why in the hell it wasn't added yet. If Borderlands had it why can't Bethesda add a similar feature? After all this time, popularity in online gameplay with friends has exploded and I feel Bethesda has fallen on their asses to take advantage of this. I don't think they will continue to be as popular, even though they make awesome games, if they do not include an online aspect to their next game.

As a side note.... Intro, Fallout MMO..... Who knows when this will ever come out with all the legal battles that just seem to have been settled. Bethesda is now in full control of the Fallout brand and I have yet to hear who they might bring on to continue the development since they have basically fired the last team that started on it. With any hope they don't ruin it either. Part of the greatness of the game engine that is in both Fallout and Skyrim is feeling the vastness of the map and how alone you are as well as how much your fate is in your own hands, adding a limited number to your party doesn't dimish that much as long as you leave the ability to quest alone or with friends, but if Fallout MMO turns into a crowded meat market where every turn you are frustrated by a random noob or a hacked his pants off to get the highest possible unemployed life is nothing but this game looser, I will not be pleased with the product. Perhaps I am hoping for a merger of Fallout 3/Skyrim with Borderlands, but i feel that is the prefect possible end for this next significant step for Bethesda.

Minecraft 1.2 is out today!!!

Lots to be excited about and some to be leery about, I have been following this release closely and evaluating it for our own server. Be warned, it will not be immediately available anyways until Bukkit updates their side of the server files anyways, but aside from that, I struggle over the possible longer term loss of WorldEdit, one of our most flexible tools for large scale creative builds, along with quite possibly other plugins that no longer have or will have support behind them to create updates for this major change to the game world engine. WorldEdit, for example, is rumored that the developer will not be updating the plugin himself and rather is making it open source for others to do so, and that may cause significant delay in any updates.

Stay tuned for any news as the latest in relation to this update unfolds.