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  1. Last week
  2. * Changed CAPTCHA type from reCAPTCHA v2 to hCaptcha - Removed Killerteddy
  3. * Fixed an issue where the detailed loading wheel would sometimes display with an invalid white character on top of the intended icon - Removed Killerteddy
  4. Earlier
  5. * Fixed an issue with the Job Portal where the "Apply Now" button would say that applications were disabled if a user was not logged in * The "View Submitted Applications" link on the Job Portal home now links to the Sign-In page if a user is not logged in * Fixed missing link to Team Member Expectations page when viewing a volunteer job posting in Job Portal (and added link to Team Member Guidelines) - Removed Killerteddy
  6. Progony4

    bLOG

  7. * Fixed Blamite and Sandbox commits pages not displaying properly - Removed Killerteddy
  8. Hey, everyone! As you can see, our website is back online! Some of you may (or may not) have noticed that the website was offline for a couple days - all kicked off by an attempted hardware upgrade on the server. If you're interested in the details, keep on reading. How it Started The hardware upgrade in question was a graphics card - this was intended to allow for the Jenkins server to have more flexibility when it comes to building certain projects - namely, Sandbox. Godot 3.x requires that a GPU be present when building under Windows - and so, unless we wanted to upgrade to Godot 4, we needed graphics acceleration. Part of this process was migrating the Jenkins from its own dedicated server, to a virtual machine (VM) under our hypervisor - which in our case is a separate server running Proxmox. The existing server install was migrated from the original server to its new VM without any issue - but upon shutting everything down to install the graphics card, it was clear that the card was a bit too large, and would not physically fit within the server. As such, it was closed up - with plans to add a new graphics card later on down the line. Ideally, that would've been the end of it - just a brief, 30ish minute outage, and nothing more. Unfortunately, while all other VMs booted up without issue, one of them didn't - and you can probably guess which one it was. Upon realizing the website wasn't accessible, we checked into the VM - and realized it was failing to boot from its virtual hard disk. Further investigation showed that the partition table on the disk was seemingly corrupted - all software believed the disk was completely unallocated. The Recovery Process The process first began by trying to restore the original installation of CentOS 7, avoiding any need to reconfigure or reinstall anything. After several attempts, and even some degree of success in restoring the partition table - we got somewhat close, it just wasn't quite enough. We were able to get some partitions to be readable again, but we couldn't get it bootable. We also tried restoring two different Proxmox VM backups - both to no avail. Whatever had happened, it wasn't right on that day - it happened at least a few days ago, and potentially longer ago than that. Given this, and given that CentOS 7 reaches end-of-life in June 2024, we decided instead to try a different approach - which was simply reinstalling the OS entirely. Even if we managed to get the original install back, it wasn't a guarantee that we'd get it working entirely correctly. And considering we had no real idea what caused this issue to begin with - it was also possible that the issue could repeat itself again. And to top it all off - we'd still have to ultimately reinstall the OS regardless in around 6 months time anyways. This in itself was not a simple task either - as it took a few different attempted combinations of operating system and cPanel/WHM version before we found a combination that would work properly. Last night, we finally got things up and running as desired - and overnight, we reimported the automatic backup that WHM created of the cPanel account - which worked almost perfectly out of the box. The Result After some further reconfiguration, almost everything is exactly as it was - there should be essentially zero data loss - as the backup was from the same day that we performed the original hardware maintenance. Maybe a few hours of lost registrations or logs - but that's it. However, there is one thing that some of you will notice won't work anymore - some of our older archives, primarily on Chaotic United. Any archives of the CU main website or forums are no longer functional - as they require PHP 5.6 - which has been end-of-life for nearly 5 years. The old main website ran under IP.Board 3.4.x, same with the old forum archives - and a few other things here and there. Everything that required an older version of PHP will now display a 403 page, and it will likely remain this way for some time. In the future, we plan to set up a dedicated server, fully isolated from everything else, specifically to run these older websites and keep them up and running. We don't have a timeframe on when this will happen - as currently, I'm quite busy with work and preoccupied with other projects (primarily Sandbox and Blamite) - but you can be rest assured that we've got all of the data perfectly intact still, and that at some point down the line, we'll be bringing this stuff back online. In terms of non-archival stuff, however - you shouldn't notice any issues, and everything should be exactly as it was before this whole mess. To wrap up - if you happen to find anything that doesn't seem quite right, be sure to report it on our bug tracker, or let us know on our Discord server - and we'll investigate as soon as we're able. For now, though, that's all we've got. We apologize for this downtime, and we hope that getting things up and running on a fresh VM, with a newer OS, will prevent something like this from happening again.
  9. Version 1.0.0

    7 downloads

    This is a pre-alpha release of our Untitled Sandbox Project. To view the changelog for this update (and other updates), check the associated update notes blog entry:
  10. + Added Settings UI + Added "Human" character type + Added "debug_char" character type + Added an additional easter egg world feature (currently not generated anywhere) + Added item: Torch + Added in-game chat (opened with T or /) + Added support for in-game commands, accessible from chat - type /help for a list of commands + Added commands: /help, /time, /update_lights, /version + Added tile-based lighting system + Added support for digging/breaking most tiles + Added font: Munro - used in several places where Silkscreen used to be used, such as item tooltips, username tags, text input fields, etc. * Buttons now shift their text down when pressed * Character editor now supports character type, and several character appearance settings * Character editor now allows for the preview to be rotated and previewed with different animations * Shovel no longer breaks cliffs instantly, and requires cliffs be dug for a moment * Various improvements and bugfixes - Shovel can no longer be used to place cliffs
  11. Halo you should add egg rolls into your game
  12. + Added "Projects" menu to navbar (replaces Blamite dropdown item) + Added Sandbox and Donation Store to Projects dropdown in navbar + Added Sandbox homepage + Added Sandbox commit history page - Removed Killerteddy
  13. Hey, everyone! Despite it only being less than a couple months since we first started on Sandbox, it's managed to come a long way from what we've shown previously. Those of you on our Discord server are already well aware of most of this - but for the rest of you, you might be surprised at what's happened since the project began. So, without any further delay, let's dive right in. World Generation First and foremost, world generation has been greatly improved and expanded from our earliest screenshots. Biomes are now supported, along with various ground details (which we refer to as decorators) such as small grass tufts, rocks, flowers, and things of that nature. Additionally, tile entities are implemented as well - which currently only includes a basic placeholder tree. However, these can be generated per-biome, and so you'll only find trees generating in forest biomes. The last major improvement to world generation comes in the form of what we refer to as world features - these are any sort of developer-designed structure, land formation, or otherwise that can generate within a world. Currently, the only world feature generated is in the form of an easter egg at a specific location on a specific seed - see if you can find it (hint: check the Discord chat history). With all of these changes also brings with it support for multiple worlds. We've also added a couple of comfort features relating to this - for instance, when creating a world, if you provide a string of text as a seed - that original text will be stored along with the parsed-out seed, so you can still keep track of it later on if you'd like. Additionally, worlds will keep track of the version they were last played on, as well as first created on - so you can not only see if a world was played on an older (or newer) version, but you can also see how far back a particular world goes if you were to keep playing on a particularly old one for many years on end. Inventory/UI Additionally, we've made some changes and additions to the user interface. The F3/debug screen shows a great deal more information now, for starters. But of course, we've also introduced a fully functional inventory - with items and everything! It works exactly as you'd expect. You can pick up items dropped in the world, and you can drop your own items in the world if you don't want them anymore. In the future, you'll of course be able to stash your items away in chests and containers. More broadly, a great deal of UI across the board has been introduced and enhanced. The old placeholder UI from the days of Stripper Run have all been either replaced, removed, or updated to better match the aesthetic of Sandbox. It's not perfect - and we no doubt expect to make some tweaks later on as time goes on, but you can get a sense of the sort of aesthetic we're currently leaning towards. We've also introduced new UI for things such as world creation and selection, game settings, pause menu, and the join server screen. Speaking of which... Multiplayer That's right - we've introduced multiplayer support, already! It's got some kinks that need to be ironed out - as it doesn't take much to strain the connections over the internet - but overall, it works relatively well for being in Pre-Alpha. You can either host a server locally by starting a server while in a singleplayer world, or you can download and run a standalone dedicated server executable - which you can run wherever you like. In the future, we'd love to introduce a Bukkit-like plugin API for servers - allowing server owners to have a great deal of ability to customize and tweak the experience players can have on their servers - though in this early stage, it's more of an idea - rather than a commitment we're going to stand by for sure. Character Editor A more recent development that's still very much a work-in-progress is the character editor. It's exactly what it sounds like - it allows you create and edit any number of characters that you can switch between. These can each have their own name and customized appearance. This is currently still very early on, but you can get a sense of where we intend to take it - we want to make this editor as in-depth as possible to give you a great deal of control over how your character looks. In worlds and servers, each character has its own position, inventory, and other data stored separately - effectively, each character is treated as its own separate player, allowing you to easily progress in different ways within the same world, if you like. Mind you, however - this data is still stored per-world. You won't be able to bring your inventory from one world to another, or from singleplayer to multiplayer, or vice versa. This could've been done in theory, but from experience hosting both Minecraft and Valheim servers over at Chaotic United, we've found that Valheim's inventory system - which does allow for stats and items to be brought from singleplayer to multiplayer - makes cheating in illegitimate items trivial. As such, we've opted to keep it more like Minecraft - where your data is tied to the world, rather than the character. Keep up with Development Most recently, we've been working on setting up ways for those of you interested in the development process to keep a closer eye on things - similar to what we have for Blamite. As such, you can now view the commit history and Stratagem pages for Sandbox. For those already familiar with the equivalent pages for Blamite, the Sandbox pages work identically to their Blamite counterparts. For the rest of you - our commits page allows you to view the full commit history of our Git repository for Sandbox. This will include author information, the commit hash, and a title/description detailing the changes. Meanwhile, Stratagem is a Trello/Kanban-style board system built directly into the website - which is what we use internally to keep track of development. We'll have cards for various bugs, new features, ideas that may or may not make their way in, and more. And, of course, the best way to keep up with development in almost-real-time is to join our Discord! We routinely post in the #sandbox channel over there as we work on the project - so you can see things as they happen, often before they're even commited to our Git repository. Wrapping Up For now, though - that's all we've got. As per usual, though - we are still in fact looking for folks to join the Blamite development team! You didn't think we were done with that, did you? While we (or more accurately, I) have been focusing more on Sandbox, we still very much intend to return to working on Blamite at some point. If you're up for joining our team - you can make that happen sooner rather than later. If you're interested in applying, check for our current openings here. You might also be wondering if we're looking for folks to join the Sandbox development team. Currently, we aren't actively looking for folks to join the Sandbox development team. However, if you think you have something to offer - feel free to drop in a general application! Depending on what you can offer, we might be able to make use of the help. In either case, be sure to hop into our Discord to keep up with both Blamite and Sandbox - and we plan to have another update to share with you in the not-too-distant future.
  14. haloman30

    Untitled Sandbox Project

    Screenshots taken of Untitled Sandbox Project.
  15. Version 1.0.0

    0 downloads

    This is a pre-alpha release of our Untitled Sandbox Project. To view the changelog for this update (and other updates), check the associated update notes blog entry:
  16. + Added support for local and dedicated server multiplayer + Biome, humidity, altitude, and temperature information can now be seen for the given chunk within the F3 screen + Chunk borders are now shown in the F3 screen + Added Tile Entity support (currently only includes trees) + Added support for Linux (32 and 64 bit) + Added support for player profiles + Added support for characters - characters are used to separate stats, inventories, etc. across worlds and servers + Added pause menu * Biome, humidity, altitude, and temperature information is now saved with chunk data * Improved dialog box appearance * Various bugfixes and improvements
  17. + Added links to Forums and Discord near the bottom of the homepage - Removed Killerteddy
  18. Version 1.0.0

    4 downloads

    This is a pre-alpha release of our Untitled Sandbox Project. To view the changelog for this update (and other updates), check the associated update notes blog entry:
  19. + Added swimming + Added day/night cycle + Added rain (can be toggled by pressing F5) + Added support for world loading/saving (some things do not save yet, however most things will save as expected) + Added world selection screen + Added world information screen * F3 screen now shows viewport resolution * F3 screen now shows the tile selected under the mouse cursor * F3 screen now displays the current world time * Tweaked soccer ball physics * Dropped items now have animations once idle * Dropped items are now thrown slightly in the direction the player is looking * Changed water texture to be more blue * Items can now have a maximum stack size (default limit is 999 currently) * Debug Hoe and Debug Shovel can now only be in a stack of 1 * Various technical improvements * Pressing the "Quit" button on the Main Menu now quits the game - The old "hello jon/hello phil" dialog can still be accessed by pressing Quit with a secret key combination
  20. * Changed viewport scaling mode from Viewport to 2D - the game now runs at the display/window native resolution, allowing for a smoother experience and more intricate details when needed
  21. + Added Dirt Cliffs, Grass, Snow, and Sand as inventory items + Added a new font that can be seen throughout the UI + Added Soccer Ball * Shovel can now raise terrain * Fixed an issue where mouse cursor detection over inventory slots would fail unless the player was standing at 0,0 * Improved item tooltip display * Improved look and feel of buttons and panel UI elements * Items can now be dropped on the ground * Cloud shadows now display in the main menu background
  22. Version 1.0.0

    1 download

    This is a pre-alpha release of our Untitled Sandbox Project. To view the changelog for this update (and other updates), check the associated update notes blog entry:
  23. Version 1.0.0

    0 downloads

    This is a pre-alpha release of our Untitled Sandbox Project. To view the changelog for this update (and other updates), check the associated update notes blog entry:
  24. Version 1.0.0

    5 downloads

    This is a pre-alpha release of our Untitled Sandbox Project. To view the changelog for this update (and other updates), check the associated update notes blog entry:
  25. + Added inventory and hotbar systems + Added weather status UI - displays altitude, humidity, and temperature + Added decorators to world generation - decorators refer to small ground details, such as flowers, pebbles, etc + Added resources to world generation - this currently only generates trees, but will generate other resources in the future + Added world features to world generation - this refers to any sort of premade structure which can generate within the world, with the only current feature being a fun little easter egg on one very special seed + Added cloud shadows - these are subtle shadows which pass overhead, giving the illusion of clouds + Player can now place/use items based on the selected hotbar item, rather than just raising/lowering terrain * Redesigned user interface appearance, removing most old Stripper Run UI leftovers * F3 screen now shows global mouse position
  26. Version 1.0.0

    0 downloads

    This is a pre-alpha release of our Untitled Sandbox Project. This build specifically represents version 0.0.2. To see the changelogs for this update (and other updates), check the update notes blog.
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