Steam has really been swinging for the fences as of late, some swings have been homeruns (Summer sales, linux & mac support, family sharing) while some have been long flyers that eventually foul out (I’m looking squarely at you, Early Access,) and some are still in beta and have yet to be fully realized such as SteamOS and In-home Steaming. Since I don’t want to bother wiping one of my computers to install SteamOS, which in and of itself is limited to what games it supports I decided to give the In-home Streaming a shot. Continue reading Steam In-Home Streaming Preview→
Hello all again. So, this isn’t anything really.. but since the server is coming down I figured I would do a little walk around of the everything that every has built over the course of the server being online. Just a little memento and to show off what everything looks like with some sweet shaders running too. Everything is pretty, isn’t it?
I apologize for some weird loading problems, those are not on the server and were something having to do with my run around, a restart of the program fixed it but since I was recording I couldn’t really just stop and start again.
Just want to throw out a reminder to anyone who might be putting off playing on the server, you have a finite amount of time to do so or ask for your schematics as the server will be coming offline in just a few weeks, probably June 10th.
I realize it never had a large population and that was something I was never going for. I tried to keep it to people I physically knew, trusted, and to keep griefers out and away.
So, if you want to jump on, now is the time. The server is running 1.7.9, which accepts 1.7.4-1.7.9 clients. Pictured above is an older shot of PRE5TON’s massive castle, it’s pretty impressive in detail and scale and ya’ll should check it out. As a reminder, a final reminder, the server address is 188.8.131.52 on port 25566
It’s been a while, I think, so I decided to change up the design of the site a bit. Nothing particularly huge, as it is keeping the style, but things have moved around and the mobile version should be a much better experience now, not to mention being much easier to manipulate. On the left you’ll see a cycling list of “Featured Articles,” a list of members who have recently been active, and at the bottom you’ll see a twitter feed of mostly deals that I’ve posted to the Facebook Page, which automatically posts to twitter as well.
Aside from just needing a touch up, the more streamlined presentation should allow for faster loading on my below-average service provider, the theme is also very dynamic and easily adjusts to all screen sizes fluidly. So, hopefully you guys enjoy it.
Well, I was able to snag a Titanfall beta code…about a day before they just opened it up to everybody. But, that is usually how it goes now doesn’t it? I figured I would give my initial impressions as a level 7, indicating I’ve played for a few hours at least. It’s hard to cram all the time I want into the game given my life schedule, but I’m trying. The first thing I’m reminded of while playing this is Call of Duty, which is fitting given the studio behind this game was started by the former head of Infinity Ward, the studio that arguably brought CoD into the forefront with the first Modern Warfare. But enough about that, let’s dig into Titanfall and how it feel on the PC?
Well, after a few weeks of down time the IH-MC server is back up. The latest update (1.7.2/.4) really did a number on a lot of plugins, many of which were already not updated even for 1.6.x when it was released. After about an hour of up time the server just sort of shit on itself and crashed.
But no more. While many plugins are still beyond old they are still functioning without error. A couple did have to be disabled though, the biggest of which is the Economy system until I’m able to hack together a working version. Since no economy is present the Towny taxes and upkeep features have been disabled as well. These are likely to stay off even after the economy is fixed unless we get a sudden surge of players. So for now, it’s up and working and a SkyBlock map will be added soon.
On a sadder note, the server itself is on borrowed time as I will be moving in June/July to a location with sparse internet and a complete lack of room to have a server setup for a long while. It may be over a year before I am even in a place were I’ll be able to have a dedicated desktop, let alone enough room to have a separate server like we have now. So, if you are/were a regular and don’t want to see your work possibly lost comment and ask for a schematic of your buildings. I’ll gladly get one to you before the plug is pulled in about 5 months.
UPDATE: OK, still experiencing technical difficulties keeping the server online. Still on console errors and it will just crash unexpectedly. Continuing to troubleshoot and keep it up when I see it’s down. Doing my best.
With the explosive popularity in smartphones a new arena was born for gaming to spread out onto and show new innovations in areas such as play-style, look, and most disturbingly, new pay models. While you can still just buy a game right out and play until it’s done, that seems to be the shrinking minority of how publishers are deciding to release their mobile games. More often these days a game is released in 2 variations, a paid-version which is just the usual method of play. Buy, play and that is about it, or you can download a free version that is riddled with pop-up ads or or few things that cripple the game such as a slower means of advancing or a limit on advancement. More like an extended demo then a free version with ads. The other, more disheartening means of getting a game is called “Freemium” and you essentially get the game for free. No ads and it’s the full game, most the time there isn’t even any other means of having the game, it’s Freemium or nothing and this is a huge problem that I believe is hurting the very foundation of gaming. Continue reading N4L: The Freemium Conundrum→
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