An update!!! Minecraft 1.6


Hi everyone!!! I would like to present you minecraft 1.6 without adding or cuting these eare the copy & pasted(from notch’s blog) new features of minecraft 1.6:
Minecraft Beta 1.6
This update requires both a client and a server update.
Changelist:
1.6:

New features:
+ Added Nether support to multiplayer
+ The client will ask minecraft.net if the current login is valid. If the server says “no”, a warning message appears in the client. You can still play the game even if this happens.
+ Added craftable maps
+ Added hatches
+ Added tall grass in some biomes
+ Mushrooms now spreads (very) slowly
+ Added server property view-distance. Sets the radius of terrain updates (in chunks) to send to the players. Range 3-15, default 10.
+ Added dead shrubs in deserts
+ Added allow-nether (set to true or false) in server.properties
+ Blocks destroyed by other players in multiplayer now shows the breaking block particle effect
+ Doors make sound for other players in multiplayer
+ The record player now supports more than 15 different songs (you can’t get the records yet, though)
+ Activated dispensers make sounds and trigger particles in multiplayer
+ Players stuck in walls will slide towards the nearest gap if there is one

Changes:
* Disabled Advanced OpenGL until we can fix some bugs with it
* It’s no longer possible to build solid blocks on the top layer of the maps (sorry!)
* Made booster tracks speedier
* Severely nerfed fire so it spread slower, and doesn’t spread infinitely
* Seeds are now found in tall grass, using a hoe on the ground no longer works
* Compressed network traffic more agressively
* Blocks that don’t change appearance when the data changes don’t send block updates when their data changes now
* Arrows shot by players can now be picked up by all players
* Nothing riding anything or being ridden by anything can enter portals

Bugfixes:
* Fixed running out of memory corrupting the current level
* Fixed the side textures of grass getting extra dark when mining them
* Fixed anaglyph 3d rendering mode having severe visual bugs
* Fixed the crash screen vanishing immediately
* Fixed not being able to target blocks when at x or z pos 1000
* Fixed the achievements screen messing up the sky color
* Fixed saving while sneaking dropping the player through the ground
* Fixed a system clock change messing up the game speed
* Fixed rain sounds not playing with fast graphics enabled
* Fixed hair and cloaks being rendered in the wrong locations on sneaking players
* Fixed the attack/swing animation not being applied to the armor layer
* Fixed player rotation not being loaded correctly when loading a saved game
* Fixed arrow physics, making them not get stuck midair when you open a door
* Fixed arrows hitting reeds, portals, and other non-solid blocks
* Fixed keybindings not getting saved properly under certain conditions
* Fixed the player not being able to sneak off lowered blocks like cacti
* Fixed a bug where the player could mine without swinging their arm
* Fixed boats placed on snow being placed too far up
* Fixed submerged boats rising very very fast 
* Fixed sand dropping onto boats getting stuck in a falling animation
* Fixed a game crash when riding a vehicle or animal into the nether
* Fixed falling while riding not dealing damage to the rider
* Fixed buttons and levers too close to the player being impossible to use
* Fixed dispensers shooting through walls
* Fixed fire hurting through wall corners
* Fixed entities reaching water through wall corners
* Fixed placing doors next to cacti creating half-doors
* Fixed buttons and levers being placeable on leaves in “fast graphics” mode
* Fixed furnaces and dispensers not dropping their contents when destroyed
* Fixed dispensers biasing later slots
* Fixed farmland taking too long to dig
* Fixed tilling below some blocks being possible
* Fixed tilling the underside of blocks somehow working
* Fixed fences and stairs sometimes becoming invisible
* Fixed walking on top of fences not producing step sounds
* Fixed fire sometimes existing mid-air as an invisible block of pain
* Fixed fences and wooden stairs not being flammable
* Fixed fire effect on burning entities sometimes getting rendered in the wrong location
* Fixed fishing rod rendering being a bit lacking
* Fixed fishing rods being stackable
* Fixed mining glass hiding the clouds behind the glass
* Fixed rain falling through liquids
* Fixed items in glass blocks not getting ejected properly
* Fixed water interacting strangely with glass
* Fixed glass not blocking rain sound
* Fixed fences and signs preventing grass from growing
* Fixed rain and snow being incorrectly lit
* Fixed grass staying alive below stair blocks
* Fixed the achievement screen not pausing the game
* Fixed some screens breaking the sky tint color
* Fixed fullscreen mode switching causing mouse issues and screen closes
* Fixed chat messages surviving through game switches
* Fixed ice so it regenerates regardless of whether it’s snowing or not
* Fixed rain falling too slowly
* Fixed levers being placeable on weird locations
* Fixed floor levers sometimes not delivering a signal downwards
* Fixed floor levers sometimes not being removed when the floor is removed
* Fixed rail tiles sometimes not properly connecting to a new neighbor
* Fixed minecarts next to each other causing extreme velocities (sorry!)
* Fixed wolves not following their owner if the name has different caps
* Fixed creepers retaining charge level when they can’t see their target
* Fixed dying in the nether spawning new portals
* “Fixed” beds in the nether
* Fixed inventory acting weird when portaling by making the portal close all screens
* Fixed wooden pressure plates being mined with pickaxes
* Fixed redstone repeaters having the wrong particles
* Fixed saplings being plantable through snow onto non-grass blocks
* Fixed ore density varying per quadrant from the center of the world
* Fixed dispenser graphics being one pixel off. ONE PIXEL!!!
* Fixed mushrooms spawning everywhere during nights
* Fixed animals only spawning near light during the night
* Fixed the multiplayer join screen input field being too short
* Fixed IPv6 addresses being parsed wrongly. To connect to a specific port in IPv6, use the format [1234:567::1]:25565
* Fixed network packets being sent unbuffered, causing huge amounts of packets being sent
* Fixed entity positions going out of synch sometimes. They get re-synched every 20 seconds now.
* Fixed inventory icons not animating after being picked up in multiplayer
* Fixed mushroom soup not leaving a bowl in multiplayer
* Fixed entities above the map height limit becoming invisible
* Fixed healing not flashing the health bar in multiplayer
* Fixed arrows being animated really strangely in multiplayer
* Fixed arrows triggering too many entity move updates in multiplayer
* Fixed the compass not pointing at the spawn location in multiplayer
* Fixed fires being impossible to put out in multiplayer
* Fixed record players spawning client-side fake records in multiplayer
* Fixed records not playing for other players in multiplayer
* Fixed players spawning in the wrong location and quickly lerping to the correct location
* Fixed monsters not being visible for players with their difficulty set to peaceful
* Fixed pigs getting hit by lightning in multiplayer spawning client-side zombie pigmen
* Fixed loads of exploding tnt generating way too many particles, possibly crashing the client
* Fixed bonemeal use in multiplayer sometimes spawning fake client-side trees
* Fixed saplings sometimes spawning trees client-side in multiplayer
* Fixed weather sometimes changing client-side in multiplayer
* Fixed grasscolor.png and foliagecolor.png not being read from texture packs
* Fixed stats getting saved to different files in offline mode if the caps in the player name differ from the true spelling
* Fixed fireballs not being visible in multiplayer
* Fixed ghasts’ fireing animation not being visible in multiplayer
* Fixed receiving more items than the maximum stack size sometimes causing an oversized stack in the inventory

An update!!! Minecraft 1.6

Hi everyone!!! I would like to present you minecraft 1.6 without adding or cuting these eare the copy & pasted(from notch’s blog) new features of minecraft 1.6:
Minecraft Beta 1.6
This update requires both a client and a server update.
Changelist:
1.6:

New features:
+ Added Nether support to multiplayer
+ The client will ask minecraft.net if the current login is valid. If the server says “no”, a warning message appears in the client. You can still play the game even if this happens.
+ Added craftable maps
+ Added hatches
+ Added tall grass in some biomes
+ Mushrooms now spreads (very) slowly
+ Added server property view-distance. Sets the radius of terrain updates (in chunks) to send to the players. Range 3-15, default 10.
+ Added dead shrubs in deserts
+ Added allow-nether (set to true or false) in server.properties
+ Blocks destroyed by other players in multiplayer now shows the breaking block particle effect
+ Doors make sound for other players in multiplayer
+ The record player now supports more than 15 different songs (you can’t get the records yet, though)
+ Activated dispensers make sounds and trigger particles in multiplayer
+ Players stuck in walls will slide towards the nearest gap if there is one

Changes:
* Disabled Advanced OpenGL until we can fix some bugs with it
* It’s no longer possible to build solid blocks on the top layer of the maps (sorry!)
* Made booster tracks speedier
* Severely nerfed fire so it spread slower, and doesn’t spread infinitely
* Seeds are now found in tall grass, using a hoe on the ground no longer works
* Compressed network traffic more agressively
* Blocks that don’t change appearance when the data changes don’t send block updates when their data changes now
* Arrows shot by players can now be picked up by all players
* Nothing riding anything or being ridden by anything can enter portals

Bugfixes:
* Fixed running out of memory corrupting the current level
* Fixed the side textures of grass getting extra dark when mining them
* Fixed anaglyph 3d rendering mode having severe visual bugs
* Fixed the crash screen vanishing immediately
* Fixed not being able to target blocks when at x or z pos 1000
* Fixed the achievements screen messing up the sky color
* Fixed saving while sneaking dropping the player through the ground
* Fixed a system clock change messing up the game speed
* Fixed rain sounds not playing with fast graphics enabled
* Fixed hair and cloaks being rendered in the wrong locations on sneaking players
* Fixed the attack/swing animation not being applied to the armor layer
* Fixed player rotation not being loaded correctly when loading a saved game
* Fixed arrow physics, making them not get stuck midair when you open a door
* Fixed arrows hitting reeds, portals, and other non-solid blocks
* Fixed keybindings not getting saved properly under certain conditions
* Fixed the player not being able to sneak off lowered blocks like cacti
* Fixed a bug where the player could mine without swinging their arm
* Fixed boats placed on snow being placed too far up
* Fixed submerged boats rising very very fast 
* Fixed sand dropping onto boats getting stuck in a falling animation
* Fixed a game crash when riding a vehicle or animal into the nether
* Fixed falling while riding not dealing damage to the rider
* Fixed buttons and levers too close to the player being impossible to use
* Fixed dispensers shooting through walls
* Fixed fire hurting through wall corners
* Fixed entities reaching water through wall corners
* Fixed placing doors next to cacti creating half-doors
* Fixed buttons and levers being placeable on leaves in “fast graphics” mode
* Fixed furnaces and dispensers not dropping their contents when destroyed
* Fixed dispensers biasing later slots
* Fixed farmland taking too long to dig
* Fixed tilling below some blocks being possible
* Fixed tilling the underside of blocks somehow working
* Fixed fences and stairs sometimes becoming invisible
* Fixed walking on top of fences not producing step sounds
* Fixed fire sometimes existing mid-air as an invisible block of pain
* Fixed fences and wooden stairs not being flammable
* Fixed fire effect on burning entities sometimes getting rendered in the wrong location
* Fixed fishing rod rendering being a bit lacking
* Fixed fishing rods being stackable
* Fixed mining glass hiding the clouds behind the glass
* Fixed rain falling through liquids
* Fixed items in glass blocks not getting ejected properly
* Fixed water interacting strangely with glass
* Fixed glass not blocking rain sound
* Fixed fences and signs preventing grass from growing
* Fixed rain and snow being incorrectly lit
* Fixed grass staying alive below stair blocks
* Fixed the achievement screen not pausing the game
* Fixed some screens breaking the sky tint color
* Fixed fullscreen mode switching causing mouse issues and screen closes
* Fixed chat messages surviving through game switches
* Fixed ice so it regenerates regardless of whether it’s snowing or not
* Fixed rain falling too slowly
* Fixed levers being placeable on weird locations
* Fixed floor levers sometimes not delivering a signal downwards
* Fixed floor levers sometimes not being removed when the floor is removed
* Fixed rail tiles sometimes not properly connecting to a new neighbor
* Fixed minecarts next to each other causing extreme velocities (sorry!)
* Fixed wolves not following their owner if the name has different caps
* Fixed creepers retaining charge level when they can’t see their target
* Fixed dying in the nether spawning new portals
* “Fixed” beds in the nether
* Fixed inventory acting weird when portaling by making the portal close all screens
* Fixed wooden pressure plates being mined with pickaxes
* Fixed redstone repeaters having the wrong particles
* Fixed saplings being plantable through snow onto non-grass blocks
* Fixed ore density varying per quadrant from the center of the world
* Fixed dispenser graphics being one pixel off. ONE PIXEL!!!
* Fixed mushrooms spawning everywhere during nights
* Fixed animals only spawning near light during the night
* Fixed the multiplayer join screen input field being too short
* Fixed IPv6 addresses being parsed wrongly. To connect to a specific port in IPv6, use the format [1234:567::1]:25565
* Fixed network packets being sent unbuffered, causing huge amounts of packets being sent
* Fixed entity positions going out of synch sometimes. They get re-synched every 20 seconds now.
* Fixed inventory icons not animating after being picked up in multiplayer
* Fixed mushroom soup not leaving a bowl in multiplayer
* Fixed entities above the map height limit becoming invisible
* Fixed healing not flashing the health bar in multiplayer
* Fixed arrows being animated really strangely in multiplayer
* Fixed arrows triggering too many entity move updates in multiplayer
* Fixed the compass not pointing at the spawn location in multiplayer
* Fixed fires being impossible to put out in multiplayer
* Fixed record players spawning client-side fake records in multiplayer
* Fixed records not playing for other players in multiplayer
* Fixed players spawning in the wrong location and quickly lerping to the correct location
* Fixed monsters not being visible for players with their difficulty set to peaceful
* Fixed pigs getting hit by lightning in multiplayer spawning client-side zombie pigmen
* Fixed loads of exploding tnt generating way too many particles, possibly crashing the client
* Fixed bonemeal use in multiplayer sometimes spawning fake client-side trees
* Fixed saplings sometimes spawning trees client-side in multiplayer
* Fixed weather sometimes changing client-side in multiplayer
* Fixed grasscolor.png and foliagecolor.png not being read from texture packs
* Fixed stats getting saved to different files in offline mode if the caps in the player name differ from the true spelling
* Fixed fireballs not being visible in multiplayer
* Fixed ghasts’ fireing animation not being visible in multiplayer
* Fixed receiving more items than the maximum stack size sometimes causing an oversized stack in the inventory

Halo Reach Review

Hi again i just wanna get rid of the other blog that i had but i wanted you to get the main information of it. This is the IGN's review of the Xbox 360 game called Halo Reach :


One final mission before the inevitable end, and one last push for this gifted team who have redefined the art of war; at the climax of Halo: Reach's campaign it's not just the planet that faces its downfall. It marks the end of one of the most lucrative partnerships of this generation as Bungie bids farewell to the universe it so spectacularly introduced in 2001.

There are no half measures or compromises here for either Bungie or the team of Spartan soldiers that lead the charge of its single player campaign. This is a full-blooded final effort that brings together the very best elements of the series' past while pushing those basics further forward than ever before, and there's none of the anti-climactic theatrics of the second game or failed experimentation of ODST. It is combat not only evolved but refined and perfected too, and the result is what's possibly the best in the series and subsequently stands as one of this generation's best shooters too.


So what has changed? For a series that's often accused of taking baby steps there's a surprising amount, though so well worked in have the new elements been that it all still feels familiar. Armor abilities certainly have the biggest impact, with all seven of them shaking up Halo's combat in their own unique ways. Jetpacks are the headline addition, and quite rightly so - they make some satisfying cameos in the campaign and are a neat new tool for multiplayer too, though their effectiveness is sensibly kept in check. New players overindulging their temptation to soar the skies provide easy pickings online, and it's clearly a toy that's best used with reserve.

Other new tricks are equally spectacular and perhaps even more effective. The holographic decoy can prove indispensable on some of the tighter maps - and it's always a pleasure to lure someone in before flanking them to indulge in one of the new assassination kills – and the ability to sprint brings an edge of dynamism to the battlefield. They're smart, cool and most importantly each one feels more integral to the game's make-up than Halo 3's equipment.


The iconic arsenal has also had a lick of paint. In keeping with Halo: Reach's more grounded tone, weaponry is more raw and more coarse; the assault and plasma rifle, the game's bread and butter, are both now so violent in their depiction they feel like they're about to tear your hands off, and even the pistols feel more ferocious than ever before. It's all helped along by some wonderful sound design; Marty O'Donnell's score again nails the mix of sombre and stirring, but it's the ripple, roar and pulsing of gunfire that's the real star of Reach.

New additions are just as well realised, and they're an explosive set. The Spartan's M319 Grenade Launcher is fun if a little messy as it sends its ammunition bouncing around the scenery, but with a touch of finesse it can pull off some of the most pleasing kills. It's met on the Covenant side by the Plasma Launcher which can fire off up to four sticky grenades, and like the Needler it can track the enemy. Needless to say, attaching the full allotment to an enemy is a very special pleasure. 


The new features are well woven into a campaign that stands as one of Halo's best. Taking place near exclusively on the surface of Reach, it plays its action straighter than its predecessors. There's a fatalistic air handing over the story of Noble team, something that's told through to the muted palette of the planet itself. It's a more human place than Halo has been before, with artefacts of its civilisation strewn throughout the game, and it's host to a more human story as well.

Not that it's a particularly great one. While it's certainly more direct than the incoherent tangle of lore that was Halo 3 it's no more engaging. Noble 6, the campaign's lead, is a blank slate – no doubt to accommodate the customisable armour that can be kitted out in exchange for credits earned across the game – but the rest of Noble team are little better than a grab-bag of clichés, and while the inevitable tragedy that awaits Reach threatens to be affecting, it's ultimately sci-fi pulp that takes itself too seriously. The real concern is that some of the colourful vistas of Halos past have been sacrificed to serve this more po-faced tale as the skyboxes are darkened by the thrum of war, but it's still a more vibrant world than many of its peers.


But if you're playing Halo for a well-told story you're frankly in the wrong place, and there's much more to enjoy here besides. Through the nine or so hours that it'll take to crack the campaign on Heroic (a number that won't be dented by playing with partners, as the difficulty now scales up in co-op) there's an amazing array of set-pieces, and if Bungie is perhaps a little too keen on aping the highlights of its last nine years it does at least seem determined to bring its experience to make them shine like never before.

The level design is Bungie's best, and while the blend of open battlefields and labyrinth interiors may be superficially familiar it's never been as well executed as Reach's set. If you've a favourite moment from Halos gone it's likely to be referenced here; Halo 2's low-g opening is riffed on to joyous effect, and inevitably there's a nod to The Silent Cartographer – though here it's done with a scale that's unprecedented in the series. It's this scale that brings some gravitas to the climactic moments and makes the final few hours with Reach's campaign such a thrill.

And what grander scale can there be than the stars themselves? Halo: Reach's single space-bound mission is well-worked, and it's to Bungie's credit that it not only avoids outstaying its welcome but also leaves you desperate for more. The stand-out vehicle however, is the Falcon, a streamlined take on Halo 3's Hornet that's the star of one of Reach's later levels. It's one of several highlights of a campaign that ultimately satisfies.

But it's the multiplayer that qualifies Reach as truly exceptional. The armor abilities lend old classics fresh life and help make Invasion, an all-new mode, the cream of the bustling crop. It's an objective based game wherein the objectives are dynamic, and where rifle and plasma skirmishes escalate into full-on battles between Scorpions and Wraiths over the course of a match. The addition of such a mode in a Halo game is long overdue, introducing the kind of co-operative class based play that's well-suited to Reach's new feature set. Headhunter is another stand-out, a take on Oddball that's skewed towards creating truly anarchic play as people explode in showers of skulls when killed which can then be reaped for reward.

Elsewhere the sheer number of multiplayer modes included in Reach that Halo has accumulated since its inception is generous to the point of being overwhelming, and the addition of matchmaking to Firefight helps add to an already swollen list of online options. Bungie has provided a smart guide through it all, though, with its weekly challenges doling out credits for in-game achievements and helping direct players through the myriad options. That the credits can be used on upgrades that are aesthetic only may come across as retrograde to refugees from other popular online shooters, but in truth Halo's multiplayer has always been an exercise in perfect balance and weapon unlocks would only threaten that.


It's also excused by the amount of tinkering that Bungie has granted players who want to dive under the hood. Forge returns more powerful than ever, and now feels like a dedicated level editor. It's matched by a wealth of options with which players can create their own game variants, though for both it's a shame that they're not met with proper publishing tools that would allow the results to be truly seeded out to the Halo community at large.

But that's the only fault in an otherwise exemplary multiplayer suite that's served by the same features that have helped the enduring success of Halo 3's online. They've all been given that little extra polish too, be that in the file sharing of videos and screenshots or the enhanced matchmaking tools.

welcome everyone!!

Hi there i just want to give you a little sneak peak of what's to come and by that i mean that , if everything goes right what i'll try to do:
  • Commented Gameplays
  • Unboxings & Reviews
  • Live Streams
  • Fresh news
And the games i'll try to comment are:
  • Black Ops
  • World of warcraft
  • Minecraft
  • Halo reach
I'll give fresh/updated news from every product that comes out and also products that haven't been released yet.

I'll do my best to fullfil my goal to make the stuff before mentioned but i can't be shure when i'm going to start, and if i'll be doing all the things i'm  thinking of.

See you soon