Neon Ninjas and Knights

Its A Voxel World

Trove 2014-09-25 21-00-16-293 Yesterday something pretty awesome happened…  Trove Beta launched and overall everything went pretty smoothly.  I have been a fan of the game since I got into the very first Alpha wave.  You can check out my first video from November of last year and see just how much the game has changed.  This is one of those titles that has changed at an almost staggering pace.  I would pop my head in about once a month… only to find that the framework of the game was in a massively different place than when I last left it.  I have to say during the Alpha this became a bit of an impediment to me playing it.  I would want to just pop in and do something interesting and essentially have to relearn how to do anything at all.  That said my friend Rae showed interest in the game early this week, and oddly enough we happened to both log in together on the very last night of Closed Alpha.

Trove 2014-09-22 23-56-16-632 We had such a good time running around and smashing things, that we decided last night when the Beta launched to skip playing Final Fantasy XIV at least for a bit and dive straight into leveling up in Trove.  The above mounts we found during the final hours of closed alpha, and they are essentially rainbow piñatas that shoot rainbows and confetti out of their butts as you ride along.  Basically it is my goal to manage to get this mount again during beta.  Nothing says Trove quite like leaving a trail of sprinkles everywhere you go.  Unfortunately the mount comes from their version of a lootbox.  I have no clue what the drop rate is for one of the piñata mounts but I know I purchased 10 of them last night and Rae purchased 5 with the points we were given going into the beta… and all we managed to get were a few crafting recipes.

Neon Ninjas and Knights

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One of the brand new things for Beta was the introduction of the Neon Knight class.  For most of the night this is what Rae ran around as while I played my Knight.  The class is a bit of a stealthy melee in that your right mouse click causes you to drop a decoy and shift into stealth.  From there you can throw shuriken at your target for a fairly devastating effect.  The purple rings around you seem to be some sort of a charging up mechanic that indicates when you are ready to throw shuriken.  Other than that if you attack from stealth you do a significant amount more damage.  I personally found the class a little frustrating, since I like to rush headlong into combat and bash all the things in the face.  For someone who wants more tactical game play however this might be the ideal option.

Fortunately or unfortunately I feel like the most “Bel” class in existence is still the Knight, which is essentially your default.  For starters it is a melee class with pretty high survival in up close confrontations.  The secondary attack is this impressive weapon slam that can knock back enemies and deal a cone of damage.  The first ability you get is a charge and god knows I love charge attacks, but this one also doubles as a movement ability and a way to dash across gaps to get to places more easily.  Finally the last attack is this shield that you can put up that causes you to take no damage for a period of time.  The last one is on a long cooldown, but it serves nicely as an “oh shit” button for doing some of the harder content.

Content Density

Trove 2014-09-25 19-18-34-398 One of the coolest things about late Alpha and now Beta is just how diverse and dense the content is.  Early on in the game each biome section would have a single objective be it a castle or a tower or something of the sort.  This time around you would be hard pressed to go for very long before discovering something that has a boss or a challenge or something of the sort.  Granted by the time I came back later in the night, the world was getting more than a bit picked over…  so I am hoping that the world reset happens pretty frequently.  In any case we were able to roll around the map going to areas that had not been touched and doing the challenges we encountered along the way.  The above shot is from this insane rainbow dungeon in the clouds that you get to by climbing up through the hollowed out tree pictured in the back.  Each biome has its own challenges with is own mob types which make the gameplay feel fairly fresh.

Essentially the challenges that I have encountered break down into a few themes.  The first involves triggering an event.  These tend to say that there is something dangerous inside in the upper right hand corner of the screen.  When you trigger the event you have to survive a few waves of enemies, and if you do so a chest appears.  The negative is that both you and the mobs you are fighting have to stay inside a blue ring that spawns when the event starts.  We had issues when fighting mobs up in the air, that they would fall off the edges.  The positive is you can retry the event over and over by simply moving out of the ring and waiting for it to reset.  The part that makes these challenging is that generally the area with the totem that triggers the event is covered in spikes or surrounded by these pillars that shoot fireballs in a Castlevania fashion.  So while the half dozen mobs really isn’t a huge problem… keeping them from knocking you back into environment obstacles totally is.

Something Minecraft Doesn’t Give Me

Trove 2014-09-22 22-31-52-013 At it’s core the gameplay of Trove is similar enough to Minecraft that you cannot talk about it without at least mentioning that game.  You could call Trove Minecraft with more meaningful combat and MMO style loot, but the game itself feels richer than that might denote.  One of the aspects of the game that I like the most is the existence of my Cornerstone.  This is basically a plot of land that I control and can build permanent structures upon… but that also moves with me around the world.  I can walk up to any plot that is presently unclaimed and the  game will rebuild my cornerstone before my eyes.  So I can have crafting machines travel around with me, and each time I do this it resets my spawn point.  This gives me some permanence that I crave in an otherwise very flexible world.  This however does not make for a great community, as folks are constantly picking up their home like a hermit crab and moving it with them.

What is more interesting is the fact that players can create clubs, which in essence give you guild like functionality.  I’ve created a Club for the Alliance of Awesome, and as such we have a “Club World”.  This is a fully instanced biome where we can control everything in it.  This means you can build super intricate guild houses and give other players the ability to teleport into them.  This is the more permanent structure from the looks of it, and gives folks a way to link up and meet in user created worlds.  While ours does not really do much of anything at the moment, I have plunked down a few machines and will likely keep adding to it as we go along.  You are given only the smallest of islands to start building on, but it looks like more or less you can freely build out over the ocean for quite some ways.  There are a number of websites giving away beta keys right now, so I highly suggest you track one down and give this game a shot.

Minecraft and Microsoft

Of Minecraft and Microsoft

minecraft-xbox-one Monday the news broke that Microsoft would be buying Mojang, the company behind Minecraft for 2.5 billion dollars.  Since then I’ve seen a lot of varied reactions on this, but I had not quite formulated my own thoughts yesterday morning so I didn’t mention it.  I admit I am a bit scared for Minecraft as a game to be in the often ham fisted hands of Microsoft.  The thing is this is my own personal biases showing through.  While I make my living supporting Microsoft products, in truth I have not been a huge fan of the company since Bill Gates ejected himself from the picture.  I’ve felt that they’ve made a significant number of missteps on a many fronts, more importantly to the topic of this conversation on the gaming front.  In a way I feel like this makes Microsoft look like they are making a desperate grab at relevance by purchasing the juggernaut that “all the kids are playing”.

From the standpoint of Notch I completely understand why he did this, and I support his decision.  Notch has always been one of those figures for which the spotlight has burned a little too much.  He blew up his own blog Notch.net when he posted this statement, so it made its way over to Paste Bin.  In the statement he explains how he feels like he had become this symbol, and not a person and for those of you who haven’t not watched the This is Phil Fish video Notch mentions you should really check it out.  It talks about the weird relationship we have to developers, especially in the indie world.  I honestly feel like Notch has always wanted to be this guy who worked on interesting projects, and just had the fortune or misfortune depending on your point of view of one of those projects going viral behind his wildest fevered imaginings.

So we have this odd marriage.  Microsoft desperately needs to claw its way to relevance, and Notch needs a company with the infrastructure to support his creation.  The Minecraft community can be extremely awesome, but they can also turn on a dime into an unruly mob as they did over supposed terms of service changes.  I highly suggest you check out Notch’s “Literally Worse than EA” post to see the point at which I think he decided he was getting out.  As an avid player of Minecraft since the early days of beta, my only hope in all of this is that Microsoft can keep from fucking it up.  They have this golden opportunity to prove to the world that they are not these clumsy and confused overlords.  Do right by this game and you might have just won yourself a lifetime of supporters.  Do wrong by this game and you likely caused the next few generations to hate you.  Ultimately this is not about me or my generation, but the children growing up with Minecraft as their generations Lego.

The Story Barrier

ffxiv 2014-09-16 21-43-56-381 Last night we had the intention to go do the next few parts of the Coil of Bahamut raid.  We did not however have the necessary well geared bodies to pull this off, so instead we opted to do the two instances that come at the end of the main story of the game.  Castrum Meridianum and The Praetorium are both 8 man dungeons that are extremely story and cut scene heavy.  They often act as the bottle neck for players who have just finished leveling to 50, since so much of the end game content cannot be completed until you have finished this step in the main story quest.  This is one of my biggest complaints about the flow of the game, is that you have this massive gulf to cross when you think you are nearing the end.  You can of course queue for these two through the Duty system, but there is a significant problem with that.

Folks have figured out tricks to run these dungeons extremely quickly, and if you do so they are worth are lot of Tomestones of Mythology for limited work.  As such folks tend to power pull these dungeons and anyone who stops to watch the story gets lost in the mix, often times missing entire boss fights because they are locked in a cut scene.  This is extremely frustrating since so much of the final act of the story gets played out in these two dungeons.  As such we try and wait until we have several 50s that need these before running them, since to run the two dungeons while watching waiting on cut scenes is around a two hour long Endeavour.  Last night we had a block of time when we had a bunch of individuals online at the same time so we knocked them out for Thalen.

It had been a long while since I had watched all of the cut scenes and I have to say I am still impressed with the events at the end of this game.  I don’t want to go into spoilers but the conclusion of the main story sequence is so satisfyingly “Final Fantasy”.  It has all of the elements that make a game like this feel epic.  Big boss fights, orchestral music with the requisite choral requirement, huge spell effects and large scale devastation.  You cannot come out of The Praetorium without feeling like the big effing hero of the day.  This is the way the ending of every video game should feel.  The awesome thing here is that the story just keeps going, and in fact I feel like we are building to just as big and exciting of a conclusion somewhere down the line.  I find myself actually waiting with baited breath on the next segment of the storyline coming with 2.4.

Recruitment and Games

I had a situation happen last night when two of my friends officially declared that Final Fantasy XIV was the worse.  In truth I think they were referring to the hassle that is the Square Enix account management process, and in that I absolute agree with them.  Square seriously needs to rethink the number of hoops you have to jump through to be able to play their game.  Someone has to be pretty damned committed to giving them money to suffer through that bullshit.  That said it did bring up a slightly different point, that I thought I would talk a bit this morning.  I get super excited about video games, and in my enthusiasm I feel like I need to share that experience with others.  As such through a series of posts on my blog I gush about various features of a game, and some of my friends have taken to calling me the “games pusher”.  At its core, I want to share the enjoyment I am having with my friends… because I want them to feel awesome about things too.

The thing is this doesn’t always work, and that is completely okay if it doesn’t.  People enjoy games differently, and as such the things that might be perfect for me are not going to be perfect for everyone.  So if you see me gushing about a game, it does not mean that I expect you to like it just as much as I do.  Hell I find it awesome that people have even tried to play whatever it is that I am playing.  Of the folks who have taken the “FFXIV challenge”, a few of them have tried and decided they loved it.  Still others have decided this game is not for them at all and walked away from it.  I still love both camps equally, and for the folks who fought through the struggle that is account management to try it…  I am especially appreciative that they push so much effort into it.  Ultimately not every game has to be just right for everyone.  We can play different games and still be awesome friends.  That said I don’t think I will ever stop trying to get folks playing the game I am playing and on the same server I am playing.  That is just too deeply ingrained in my nature.

#FFXIV #Minecraft

Shaders in Minecraft

Modding State of Mind

The other day I decided to try and mod Fallout 3 to look like a series of images that I had seen… and it seems to have opened up a rabbit hole that I am still falling down.  Yesterday I decided to try and get shaders working in Minecraft.  For some time I have seen videos of minecraft that just look insanely detailed for what is essentially the blockiest of games.  I would do a small bit of research and pretty much halt when I heard that it involved a modification to the game.  Granted I have applied a ton of mods to minecraft, primarily adding in a minimap to make connecting tunnels up easier.  Ultimately this involved me configuring something called the “Magic Launcher” to mod my game JAR file on the fly.

Once upon a time you used to have to open the JAR file in 7zip and manually replace individual files inside of the archive.  This was tedious and also involved a lot of trial and error as you were ever quite certain what order you had to load the files in with.  When I started down the path of trying to figure out shaders a long while back… this was still the method of getting them to work.  However a wonderful invention seems to have sprung up in the Minecraft world called Forge.  Once installed it essentially allows you to fiddle with mods on the fly from within the game itself, and gives you a “Mods” directory to dump things in.

Shaders in Minecraft

javaw 2014-07-15 22-45-12-519 So while this process is a bit of a pain still… as you can see from the above photo the end result is very worth it.  It feels like a bit of an understatement, but this completely changes the feel of the minecraft experience.  So many things just feel better from the way fire reacts, to the way spider eyes glow out in the instance of the night… to the fact that the day night cycle actually feels like something that is more predictable.  When you get close to evening it starts to feel like maybe you better duck in for the night as the light begins to significantly dim as the sun nears the horizon.  Granted you can install shaders without the use of a custom resource pack, but I decided to take the advice of SonicEther the creator of the shader preset I am using and go with the ChromaHills texture pack.

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I mean everything about Minecraft is still very much a blocky game, but for some reason adding realistic lighting makes everything immediately feel that more real.  There are little touches that I think are adorable like the fact that at this moment I had just gotten into a fight with a skeleton.  You can see the shadow of all of the arrows sticking out of my head as I prepare to fight a zombie that has caught fire and is still lumbering towards me. But I have to say the place where it gets most impressive is underground, giving an entirely different feel to moving about in the long tunnels I am prone to build.  When you are down there it feels like you are playing some updated version of Doom or Wolfenstein 3D and not really a building game.  I would imagine that bow sniping in this mode would be extremely fun.

Faffing about with Blocks

Last night I streamed some Minecraft for roughly an hour mostly to show off the shaders in action.  The true effect really only hits you when you see it in motion, with the depth of field and the way the shadows and lights work.  My primary project of the night was to work on my tunnel system and try and burrow out far enough to get somewhere interesting.  Legdur one of the other users on the server at some point during the night came over and gifted me an insane silk touch diamond pick and thats when the construction really kicked into overdrive.  I go over this in the video but basically I started out in a small cave and then built out from there over top of the water forming my first “base”.  Instead of abandoning the cave I opted to simply connect it to the tower.

javaw 2014-07-15 22-42-53-996 One of the things I have learned about myself thanks to Minecraft, is that I am most comfortable when underground.  As a result instead of building pathways on the surface or roads… I end up building deep tunnel systems that get me where I want to be.  Primarily I think it is that when I am underground I have more control and am ultimately safer because I can control my surroundings.  As a result I have three main tunnels that lead out of my initial base.  One of which leads back to the spawn point and I have crafted a little hut of sorts to mark the entrance to my territory.  Think of it almost like a subway terminal or the Dragon Age deeproads.  Another tunnel I simply dug until I broke ground in what is a nice secluded valley.  I have not actually done anything with this path but I intend to have it be another intended place of expansion.

javaw 2014-07-15 23-01-03-563 The tunnel that I built last night, or completed last night connects up to this building that I am currently working on.  Ultimately it will be significantly larger than the island tower I initially built primarily because I have a hell of a lot more resources stockpiled right now.  It is nothing terribly special yet but I am working on it slowly.  Essentially right now it is spider proof and generally monster proof and hopefully I can use it as a way to lure some chickens down into my complex.  Animal husbandry is one of the things I dig about Minecraft and sooner or later I always develop an underground farm that allows me to harvest and breed animals for food.  I try to generally place said farm as far away from my main area as humanly possible… because the looped sounds of chickens, cows and sheep will drive you to drinking.

Installing the Shaders

javaw 2014-07-15 23-39-11-272At this point you may want to follow me down the rabbithole that is modding Minecraft and installing these spiffy shaderpacks.  Like I said yesterday one of the things that has always frustrated me about the modding community is how arcane the directions can be, and how it is generally a fairly exclusionary group by nature.  You have to have a certain level of knowledge of the inner workings of a game before anything that folks are saying on the forums will make any sense at all.  Here goes my attempt to explain how the installation process works so that my readers can follow along in this journey.

Downloads Needed

So after collecting all these bits you should have a handful of files…

  • forge-1.7.10-10.13.0.1180-installer.jar
  • ShadersModCore-v2.3.18-mc1.7.10-f1179.jar
  • SEUS-v10.1-Ultra-DOF.rar
  • ChromaHills-64×1.7_1.0.8.rar

Creating the File System

So for this part of the tutorial… I will admit I am a windows user.  I realize that Minecraft can run on a Macintosh, but I have no clue how that works.  I have a Macbook 1440 sitting in the closet, and that is the last time I have used anything vaguely resembling the Mac operating system.  So if you are not a windows user you are pretty much shit out of luck.  My steps might make sense to you, and if so hopefully you can follow along enough to make sense of what you actually have to do in your file system.

First we need to make sure we have the directories that we are going to need for this to work.  We have to navigate to our minecraft directory, and to get there the easiest way is to use the hotkey [Windows Button] and [r key] at the same time.  This should bring up the run prompt.  I pretty much do all filesystem navigation by typing in directories that I want to go to in the run prompt.  As my friend points out regularly I am a “power user” but quite honestly I have no clue how to get to this directory through the file system without typing it in.  Basically in the run prompt you want to type “%appdata%” without the quotes.  This is a windows shortcut that gets you to the application data roaming directory.  Inside of there you should see a “.minecraft” directory.  This is where your system actually has minecraft installed.

We will need to make sure your folder has three directories.  If they are not there then you need to create them.  All of these directories are lowercase names, and I am not sure if that matters but since Java is a language capable of case sensitivity…  I would suggest you just save yourself some hassle and name them lowercase as well.  Create/verify that you have the following directories…

  • resourcepacks
  • shaderpacks
  • mods

Setting Things Up

Now we get to the point where we actually have to do some things.  First you need to install forge-1.7.10-10.13.0.1180-installer.jar and if Java is configured correctly on your system… you should just need to double click this file to install it.  Accept the defaults and this will install forge and create a profile called Forge under your Minecraft installation.  Next we are going to need to copy the appropriate files into the right directories.

  • Copy “ShadersModCore-v2.3.18-mc1.7.10-f1179.jar” to the “mods” directory
  • Copy “ChromaHills-64×1.7_1.0.8.rar” to the “resourcepacks” directory
  • Unzip “SEUS-v10.1-Ultra-DOF.rar” to the “shaderpacks” directory

If you do not have a way of unzipping a RAR file, then I highly suggest you check out 7zip for all your archiving needs.

image

If you open the Minecraft launcher you should now have a profile in the drop down called “Forge” go ahead and log into Minecraft and hit the play button for that profile.  If everything went correctly with the installation of Forge, you should now see a [Mods] button on the front menu for Minecraft that looks a little something like this.

javaw 2014-07-16 07-03-37-476 Now we need to turn on the shader which should be possible if the Mods button is showing up.  To get there you click [Options] and you should see a new option called [Shaders] appearing there in Options Menu.

javaw 2014-07-16 07-05-02-861 When you click shaders you get a menu system that looks a little something like this.  Make sure you have selected the SEUS-v10.1-Ultra-DOF option.  I have a few more things in my menu than you will have if you have followed this guide.  There are lots of different shader packs out there that you can play with, but that is for another day.

javaw 2014-07-16 07-06-05-677 Finally we want to turn on our resource pack.  At this point your menus will look a little different because I have the ChromaHills pack already turned on when I am recording these screenshots.  But to get there you want to back out to the Options menu and select [Resource Packs].

javaw 2014-07-16 07-08-37-326 Again I have another resourcepack in my list that you will not have if you are following the guide to the letter, but the important thing here is that you want to make sure ChromaHills is on the right hand side of the screen meaning that it will be used.  When you hit done, your system might freeze for a bit but this is completely normal.  The game is essentially unloading all of the textures and reloading the ones from the resource pack which includes the various menu textures as well.

If Everything Went Right

javaw 2014-07-16 07-12-00-259 Then BAM! You’ve got shaders.  If you have any pointed questions about the process let me know, but I tried to make this as straight forward as possible.  If you have specific questions about the various items, I posted both the webpage link and the actual download link.  It is possible that at a later date some of the download links I posted may not work.  If that is the case refer back to the webpage link because they have probably iterated the version of whatever the item is.  So far I am loving Minecraft with more realistic lighting, and hopefully you will too.  Happy digging!

#Minecraft

Tunnel Works

Hurry Up and Blog

This mornings blog post is likely going to be a quick and abbreviated one as we need to get on the road soon.  The wife and I are going off to Oklahoma City today in search of the illusive Half Priced Books store and my mission for the day… lots and lots of Cash America pawn shops.  Last weekend I managed to pick up some amazing deals on used PS3 games at that chain, and there are far more of them in OKC than here in Tulsa.  Basically I am cheap, and I would love to pick up more PS3 and Xbox 360 games… but I only really want to pay $5-$10 for them.  I had a blast playing Fallout 3 on the PS3 even though I had played it countless times on the PC, so I would be interested in visiting lots of titles I had played on the PC as well.

In part because playing on a console is so easy… you pop the disc in and go.  The negative however is that you can never really improve the experience.  Example here is a modded up version of Fallout 3 that greatly improves the look and feel.  Seeing this yesterday pretty much guarantees that I will play through the game at least one more time on the PC as well.  Another prime example of better living through software is the whole Skywind project, where they are completely redoing  Morrowind using the Skyrim engine.  These things will never be able to function on a console, but I have to admit there is something nice about the simplicity of just pressing play.  My only complaint right now is that I wish the modern generation of consoles would allow me to install the disc to the hard drive and then not have to worry about having the disc any longer.  That is the thing I like the most about my PlayStation Plus titles, the ability to have lots of them “on tap”.

Tunnel Works

2014-07-12_07.52.34 Most of last night was spent working on my extensive tunnel network…  or what will soon BE an extensive tunnel network.  Across a bridge from my main building is the first area I started out that I am using as some what of a stone quarry.  At base floor I started a tunnel to see just what I might intercept digging in a straight line.  Generally speaking I dig 3×3 tunnels because they feel about right, not too closed in and not too open.  After quite a ways of torching every 7 blocks I came out on the other side in what appears to be a riverside valley.  There is a cobblestone wall there so I am not sure who has been building in the area.  Hopefully I am not impeding on someone else’s land too badly, but I like as many entrances and exits from my area as possible.

2014-07-12_07.54.35 I built up a really simple fenced in area so that hopefully I won’t end up with too many creepers lurking there.  One of the interesting things about the lockette mod we are using is that supposedly if you lock a wooden door it makes it so that zombies cannot beat it down.  Traditionally I have used fence gates to bar entrance into my areas, because villagers cannot open them and zombies cannot break them.  However I have started trying out the whole locked door thing to see if it works.  I am not purposefully really trying to keep people out of my stuff, but more that I don’t want to come home and find everything full of mob spawns.

Cactus Shield

2014-07-12_07.55.51 The other thing that I worked on last night was redoing the approach to my house.  I ended up extending the path to make it far less likely for me to kill myself trying to leave it by hitting lots of cactus.  This almost happened a few times as I seem to be unable to walk a straight line.  Essentially I started the dual tier row of cactus a block further out so I have a 3 block walkway to get in and out of my area.  I might add a third row of cactus because I actually managed to have a creeper make it through earlier.  Granted the creeper only took a single hit to kill after being chewed up pretty badly by the cactus to get to me…  but this in part was because some of the cactus has not fully grown to 3 block height yet.  The creeper was able to hop up onto a single block height one and use it to make his way in.

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Now that I feel like my base is fairly defensible, it is just about time for me to start back working on the “mine to bedrock” project.  Essentially in every build I have done in Minecraft I eventually create a tunnel network that goes all the way to bedrock and start branch mining for diamonds.  It is my hope that I picked a decent spot to mine, because so often you get down to bedrock and struggle with lava.  Right now the project has been derailed in that I hit a fully enclosed cave system, but I need to build my way through it and continue digging.  So far I am finding playing on the Alliance of Awesome server to be fun and refreshing, since more or less I am having to play legitimately again.  If you are interested ping Zelibeli and she can get you white listed… but of note this is open to existing members of the AofA community and its requisite groups.