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  1. Last week
  2. haloman30

    5/13/2021 Update

    + Added icons to navigation menu for the following items: Blamite Homepage, Blamite FAQ, Blamite Documentation, Blamite Guides, Developer Hub, Nextcloud - Removed Killerteddy
  3. Earlier
  4. haloman30

    5/8/2021 Update

    + Added group: COO (Chief Operating Officer) + Added group: +Senior Members * All forum groups can now store an unlimited number of private conversations * All groups can now view display name history for any user * Updated group badge designs for all groups * (Non-Premium) Members who reach 500 total posts will be automatically promoted to Senior Member * Fixed some groups being unable to set signatures * Fixed some groups being unable to attach files to editor fields within application forms * Fixed some groups being unable to change their display name * Renamed group 'Members' to 'Member' - Removed total uploaded attachment size limit for all forum groups - Removed Killerteddy
  5. The game engine has various configuration settings available that tweak how the engine functions. Many of these are unimplemented and will be introduced at a later date. Implemented Settings Directories and Paths (paths) Setting Name Description Valid Values Default Value Type game_data_root The root of any game files (levels, tags, movies, etc.) any valid relative path {$APPDIR} string user_data_root The path for any user files (game/map variants, config files, savegames, etc.) any valid relative path {$DOCUMENTS}\My Games\Project Infinity string user_mods_dir The folder to store any user-installed mods any valid relative path {#user_data_root}\mods string raw_data_dir The folder to store any miscellaneous loose files. any valid relative path {#game_data_root}\content string raw_data_images_dir The folder to store any loose images (.PNG, .GIF, .BMP, .JPG) any valid relative path {#raw_data_dir}\Gallery string screenshots_dir The folder to store any user-captured screenshots any valid relative path {#user_data_root}\screenshots\ string levels_dir The folder to store game cache files (.maps) any valid relative path {$APPDIR}\maps string fonts_dir The folder to store any game fonts any valid relative path {#levels_dir}\fonts string tags_dir The folder to store any individual tag files that aren't part of any given cache file any valid relative path {$APPDIR}\tags string plugins_dir The folder that XML plugins will be saved to upon being generated any valid relative path {$APPDIR}\plugins string engine_resource_dir The folder to store any miscellaneous engine resources any valid relative path {$APPDIR}\data string Resource Settings (resources) Setting Name Description Valid Values Default Value Type force_regenerate_game_engine_text Whether or not to forcibly re-create the default game engine text file, overwriting any user changes true or false true bool force_regenerate_globals Whether or not to forcibly re-create the default globals file, overwriting any user changes true or false true bool Logger Settings (logging) Setting Name Description Valid Values Default Value Type clear_log_first Whether or not to clear the log file at startup (only applies for standard logs and reports) true or false true bool enable_multi_log Whether or not to enable "multi-logging", which creates a new log file for each run true or false true bool log_format The log format to use, HTML has the option to have stylized logs html, txt, or both html string multi_log_dir The directory to store multi-logs any valid relative path logs string reports_dir The directory to store reports any valid relative path reports string use_reports Whether or not to use reports instead of just debug.txt/debug.html. true or false true bool stylized_html_logs Whether or not to enable CSS styling for HTML logs true or false true bool console_color_set The color set to use for the console classic, new, or custom new string show_header_in_stylized_reports If enabled, the log header will be included even in stylized reports. The header was originally only visible in plain HTML or text logs. true or false true bool include_extras_in_stylized_reports If enabled, the additional blank line and Ώ ∞ messages will be printed after the header. These serve no purpose other than as a cosmetic feature. true or false false bool bypass_queue If enabled, the logger queue will not be used outside of initial startup. May cause increased IO usage, but can be used to ensure that no log messages are lost in the event of an exception. true or false false bool ImGUI Display Settings (imgui) Setting Name Description Valid Values Default Value Type Notes sys_font The font package to load for ImGUI name of any TTF format file in /maps/fonts font_package_dbg string Fonts should be placed in /maps/fonts. If sys_font_force_extension is set to true, the file extension must be set to .bin extension, and this config option should be the font name without the extension. Ex: if the font file is "font-package-en.bin", then this value should be "font-package-en". sys_font_force_extension Whether or not to force a .bin file extension for fonts true or false true bool sys_font_size The font size to use for ImGUI any float or int 15.0f float Debug Settings (debug) Setting Name Description Valid Values Default Value Type hsc_debug Whether or not to print HaloScript parsing details to console true or false false bool csc_debug Whether or not to print CommandScript parsing details to console true or false false bool screenshot_debug Whether or not to print screenshot debugging details to console true or false false bool debugMode Whether or not debug mode is enabled true or false true bool placeholder_debug Whether or not to print extra placeholder info to console at startup true or false true bool config_colors_debug If enabled, will print a series of dummy messages for each warning severity. Useful for ensuring messages are displaying properly. true or false true bool Debugging UI (blam_ui) Settings (debug_ui) Setting Name Description Valid Values Default Value Type ui_default_font The default font package to use for rendering debug text. Name of any font package (.bin) or folder with fontinfo.xml within its root fixedsys_ttf string Rendering Settings (rendering) Setting Name Description Valid Values Default Value Type rendering_engine -- vulkan, directx, opengl, bgfx opengl string vulkan_log_level Minimum severity for Vulkan log messages to be printed to console. verbose, info, warning, error warning string vulkan_device -- auto, first, any valid device index auto string Sentry Settings (sentry) Setting Name Description Valid Values Default Value Type enable_sentry Whether or not to enable Sentry support. true or false true bool sentry_host The URL for Sentry to use to send diagnostics data. Any valid Sentry ingest URL. https://[email protected]/5259190 string Font Settings (fonts) Setting Name Description Valid Values Default Value Type use_font_table Whether or not to use font_table.txt to retrieve the list of available fonts. true or false true bool draw_shadow_separately Whether or not to draw text shadow as a separate text object. (?) true or false true bool Console Settings (console) Setting Name Description Valid Values Default Value Type extraConsoleOutputPadding Whether or not to keep some space between console output (equal to 1 line) or not. (original games did not have extra spacing) true or false true bool useEnhancedBooleanCommands Whether or not to use enhanced boolean command handling true or false false bool useEnhancedGvarMessages Whether or not to use more informative messages for setting script gvars from console. When disabled, messages will display as they did in the official Bungie games. true or false false bool Debug Menu Settings (debug menu) Setting Name Description Valid Values Default Value Type useAlternateDebugMenuUnknownGlobalDisplay Whether or not use an alternative display mode for missing globals in the debug menu. Defaults to `false` which uses the classic display style seen in Halo 2 true or false false bool autoGenerateNewDebugMenuFile If disabled, the engine will not generate the default `debug_menu_init.xml` file if it isn't found. As such, it will attempt to load `debug_menu_init.txt` but this will almost certainly fail. true or false true bool Engine Features (features) Setting Name Description Valid Values Default Value Type use_discord_rpc Whether or not to enable Discord Rich Presence true or false true bool show_firstboot Whether or not to show the firstboot dialog true or false true bool show_windows_menubar Whether or not to show the standard Windows menu bar true or false true bool use_custom_cursor Whether or not to use the game's custom cursor true or false true bool enable_imgui_gamepad_nav Whether or not to allow ImGUI to be used with gamepad navigation true or false true bool Networking Settings (network) Setting Name Description Valid Values Default Value Type use_netcode Whether or not to enable networking true or false true bool Multithreading Settings (threading) Setting Name Description Valid Values Default Value Type use_separate_render_thread Whether or not to run rendering on it's own thread. Changing may have undesirable consequences. true or false true bool Appearance Settings (`appearance`) Setting Name Description Valid Values Default Value Type use_themed_windows Whether or not to use visual themes on dialogs true or false true bool use_themed_controls Whether or not to use visual themes on dialog controls true or false false bool Miscellaneous Options (miscellaneous) Setting Name Description Valid Values Default Value Type screenshot_format The format to use for saving screenshots TBA PNG string Special Settings - Don't touch these (special - don't touch these) Setting Name Description Valid Values Default Value Type conf-ver The configuration version, used for upgrading if need be any int 1 int Placeholders Information on placeholders has been moved [here](Placeholders). Referencing other Config Options A configuration value can include the value of another option by using the following format: {#config_option_id} Example Take the following configuration settings: raw_data_dir=content raw_data_images_dir={#raw_data_dir}\Gallery raw_data_images_dir would evaluate to: content/Gallery Unimplemented Settings Many of these settings may not get implemented for reasons that will soon seem obvious. Many of these were conceptualized by a young boy who had little knowledge at the time of how any of this shit works. They describe ambiguous and random features that, in some cases, flat out don't make any sense. They remain here as a reference only in the event that some of these get implemented in the future - just to satisfy that young boy's visions and make them into reality (or something like that).
  6. This page contains details on planned (or currently implemented) command line arguments and switches. The table columns contain the following values: Switch - The name of the switch or argument Flags - Used for arguments, provides additional information for the argument Description - Information about the given switch or argument Switch Flags Description -autogenplugins Automatically generate XML plugins for Guerilla at startup. -dpi_unaware Instructs the program to run in a DPI-unaware mode. Will only have an effect when used with the game executable. -sdl_single_buffer Instructs SDL to run in single-buffer mode. Will only have an effect when used with the game executable.
  7. haloman30

    Tools Overview

    Several tools are available to create content for the Blamite Game Engine. Foundry Foundry is Blamite's unified editing environment. In order to aid in making the engine easier to use, welcoming to newcomers, and in the spirit of making Blamite usable as a modern game engine, you can use Foundry as a complete alternative to the legacy editing tools. It is designed from the ground up to be easy to use, and familiar to those who are more accustomed to other engines like Unity or Unreal. All of the features listed below for the legacy tools exist as part of Foundry as well. Legacy Editing Kit For those who are more familiar with and prefer the legacy editing tools, the legacy editing tools also exist and are fully usable. The classic tools act as libraries for Foundry, and as such will often receive new features alongside Foundry. Guerilla Guerilla is Blamite's tag editor. This is where you'll be creating engine-specific content, as well as importing external assets into a format that the engine can use. Sapien Sapien is Blamite's level editor. This is where you'll be populating levels with weapons, objects, vehicles, and more. Tool Tool is the program used to compile tags into cache files, as well as perform other tag/content maintenance operations. To learn more about Cache Files, visit this page. Specialized Utilities A series of specialized, purpose-built utilities also exist. Over time, these will be folded into Foundry. But for now, they remain as standalone utilities. FontTool FontTool (formerly FontPackager) is a program used to create Blamite font packages. Font packages are used to make fonts available to the game engine. To learn more about Font Packages, visit this page.
  8. + Enabled Gallery * Fixed some theme issues with Midnight 7.1 - Removed Killerteddy
  9. haloman30

    Project: Infinity Screenshots

    Any screenshots taken of Project: Infinity can be found here.
  10. haloman30

    Galactiminer Screenshots

    Screenshots of Galactiminer can be found here.
  11. haloman30

    Blamite Screenshots

    Any screenshots of the Blamite Game Engine can be found here. Screenshots of the various tools within the engine can be found in separate albums.
  12. A quick follow-up: We've also gone ahead and launched the Gallery! We would've done it before, but the Gallery addon was causing pretty serious issues on our old host. Running our own hardware seems to result in the Gallery working a lot nicer. We've added a gallery for any current and future screenshots of our own projects, as well as a category for you guys to create your own albums. I've put a couple in that category containing the old avatars and cover photos from halo.bungie.net - if you're interested. Check it out at https://elaztek.com/gallery/!
  13. haloman30

    halo.bungie.net Profile Photos

    An archive of the default profile photos that were available on halo.bungie.net.
  14. haloman30

    halo.bungie.net Cover Photos

    An archive of the default cover photos that were available on halo.bungie.net.
  15. Here, you can find a list of any old pages which have been replaced, removed, or are otherwise no longer being updated. It is entirely possible that these links will break over time. If any of the links below fail to work for any reason, you are encouraged to submit a bug report. Chances are, the page still exists somewhere - we just moved it during some mass organization effort. Please keep in mind that these pages are NOT being updated. Many of them WILL contain outdated or inaccurate information. They were removed/replaced for a reason. Homepages Initial Temporary Homepage (v0): https://elaztek.com/legacy/index-v0.html/ Homepage v1: https://elaztek.com/legacy/index-v2.html/ Homepage v2: https://elaztek.com/legacy/home_2019/ Homepage v3: https://elaztek.com/legacy/index.html/ Error Pages 404: https://elaztek.com/legacy/404_legacy/ 404 (Alternate, never finished): https://elaztek.com/error_pages/404/ Soon™: https://elaztek.com/error_pages/soon/ Policies and Documents Community Guidelines: https://elaztek.com/legacy/community-guidelines/ Raven Runner Privacy Policy: https://elaztek.com/legacy/rr_privacy/ Raven Runner Terms of Service: https://elaztek.com/legacy/rr_tos/ File Submission Guidelines: https://elaztek.com/legacy/submission-rules/ Rank Information: https://elaztek.com/legacy/rankinfo/ Informational Pages About Elaztek Studios: https://elaztek.com/legacy/about-us/ Early About Section About Elaztek: https://elaztek.com/legacy/about/about_elaztek/ Careers: https://elaztek.com/legacy/about/careers/ Game History: https://elaztek.com/legacy/about/game_history/ Publications: https://elaztek.com/legacy/about/publications/ Style Guide: https://elaztek.com/legacy/about/style_guide/ Company Pages Projects: https://elaztek.com/legacy/elaztek/projects/ Redeem Code: https://elaztek.com/legacy/elaztek/redeem/ Trademarks: https://elaztek.com/legacy/elaztek/trademarks/ Games and Projects Project: Infinity Nameplates: https://elaztek.com/legacy/infinity/nameplates/ Elaztek Launcher Data Collection & Logging: https://elaztek.com/legacy/products/launcher/launcher_telemetry/ Blamite Game Engine Material Website Homepage: https://elaztek.com/projects/blamite/blamite_legacy/index.html/ Homepage (weird business license page thing): https://elaztek.com/projects/blamite/blamite_legacy/index-business-unused.html/ Team Application: https://elaztek.com/projects/blamite/blamite_legacy/team-join/ Version History: https://elaztek.com/projects/blamite/blamite_legacy/versions/ About/Overview: https://elaztek.com/projects/blamite/blamite_legacy/about/overview/ Databases Helpcenter Under Maintenance Page: https://elaztek.com/legacy/helpcenter_ve/ Old Wrapper (now empty, made using Visual Editor): https://elaztek.com/legacy/helpcenter_new_ve/ Old Wrapper (now empty, has sidebar): https://elaztek.com/legacy/helpcenter/ Product DB Product Page Test: https://elaztek.com/legacy/products/generic/ Product List Test: https://elaztek.com/legacy/products/generic_list/ Product DB: https://elaztek.com/legacy/products/pdb/ Forms Blamite Team Application: https://elaztek.com/legacy/team-join-blamite/ Application Portal: https://elaztek.com/legacy/team-join-hub/ Project: Infinity Team Application: https://elaztek.com/legacy/team-join/ Miscellaneous Pages Official Downloads: https://elaztek.com/legacy/official_downloads/ Chaotic United Landing Page: https://elaztek.com/legacy/cu_landing/ Game History: https://elaztek.com/legacy/game_history/ Test Pages 404 Random Phrase JS Test: https://elaztek.com/legacy/test/404_jstest.html/ Answers DB (broken): https://elaztek.com/legacy/test/answers/ Articles (default with Pages/IP.Content): https://elaztek.com/legacy/test/articles.html/ IP.Chat Unavailable Page: https://elaztek.com/legacy/test/ipc-err/ IP.Chat Test Page: https://elaztek.com/legacy/test/ipc-test/ Music Test: https://elaztek.com/legacy/test/musictest/ Release Notes: https://elaztek.com/legacy/test/release-notes/ UI Demo: https://elaztek.com/legacy/test/ui_demo/ Data Files Launcher (NTClient) Changelog (ntclient_versions.json): https://elaztek.com/external/launcher_helpers/ntclient_versions.json Latest News Post Data (update.html): https://elaztek.com/external/launcher_helpers/update.html Foundation Mod Manager Source Info (fmm_src_info.json): https://elaztek.com/external/platform_data/fmm_src_info.json Mod List (mods.json): https://elaztek.com/external/platform_data/mods.json Forum Archives: https://elaztek.com/forums/forum/63-archive/
  16. + Added new Favicon image + Added new website section: News & Announcements + Added final notice page to Galactiminer website + Added new About page(s) * Redesigned homepage * News is now its own separate database, rather than being part of forums * Moved News from news_beta page to final news page * Redesigned default error page - Removed 'Feeds' submenu from Team menu - Removed Killerteddy
  17. Boy, this is different, huh? As you can probably already tell, we've done some work on the Elaztek website - some of which is long overdue. Let's jump right into it. New News First and most obvious at this point, our News & Announcements section has gotten a major overhaul. Up until now, all announcements were done through just a subforum, much like how it's has been (and will continue to be) done on Chaotic United. However, for Elaztek we wanted to do something a bit more. In order to make the News-reading experience just a bit nicer, we've made the font size larger than the normal font size you'll find on Forums. You'll also be able to view all the thumbnail images for each announcement when browsing through the archives. For any announcement posted before this one, you'll find a purple book icon in the bottom right of the article when viewing articles in the list, as well as a big block at the bottom of the page content. That allows you to view the original forum topic that the announcement linked to. There usually won't be much real reason to need to do that - since all the announcements are already migrated into the News system anyway, but hey. Previously, we had a really hacky system for getting news to work with our homepage. And it all has to do with those little brief text descriptions. You know - that little quick half-sentence below the announcement title. For this announcement, it's "New year, new website.". You see, there is no system to add arbitrary fields and data to a specific forum topic (or any forum topic, for that matter). But if you recall, our news has had those little blurbs even before this change. So how does that work? Well, this news system you're currently reading this on is a custom database, a feature of our forum software called IPS Community Suite. Through the Pages application, we can use these Databases for virtually anything we want - and we'd been using this one as an intermediary layer between the homepage and the News & Announcements subforum. Without getting too technical, the process for posting a new Announcement was this: Post the announcement on Forums Go to the Beta News page and post an announcement, with a link to the topic, the blurb, and the announcement image Go to the list of announcements in the Beta News page, and unfeature the 2nd most recent announcement Feature the new announcement It may not seem like much, but compared to just posting the announcement and having it be a one-step process? That was absurd. This also neatly leads into the next focus of the redesign (which actually happened before we overhauled the News section). Homepage Redesign Yes, the homepage has a brand new look (mostly). In addition to adding the new Blamite banner underneath the Recent News section, we've removed the old Calendar and Releases sections. But why, you may ask? Well, the reason they were added was because, at the time, we really liked Bungie/Installation 01's website. Our current forums theme is still largely modeled after that design, and the homepage was made to look extremely similar to theirs as well. Since then, however... our tastes have changed a bit. Along with that, we just didn't like how the homepage was sort of forced into mimicking that look no matter what, even though it really didn't fit our needs. We had no real use for the weird calendar thing, nor did we have any need for the Releases section. So, with our new homepage, we just dropped them. The content they reference all still exists (and if you visit the old homepage, those will still work), but they don't serve much real purpose on our new homepage. As implied above, the earlier News setup was also part of that. However, instead of moving News entirely back to Forums, we instead opted to make the News system its own thing - and giving it some healthy improvements to help it stand out. New About Page(s) Another thing that we somehow went this long without creating is a proper About page. Fret not, as we've now introduced one. On the about page, you can find a list of all current and previous projects (most of which were just ideas that never got off the ground, but y'know), some history of Elaztek, and other neat information. You can find that page by clicking here. Dust and Echoes For those of you who were around in 2018, you might recall a project we had called Galactiminer Evolved. For those unaware, this was a dusted-off version of an older project called Galactiminer. Among other things, we actually launched a Kickstarter campaign, which unsurprisingly didn't even come close to succeeding. As of 2019, we formally placed it on indefinite hold and have been focused entirely on Blamite ever since. Thing is, it seems that we forgot to add a proper notice on Galactiminer's own website - whoops. As of now, that's been fixed. The Galactiminer website will remain online for the foreseeable future, although account creation has been disabled on that site - making it read-only. Additionally, while this isn't related to anything Elaztek - since Bungie announced that they were taking down http://halo.bungie.net, we took it upon ourselves to make a mostly-complete archive of that website. It doesn't include stats, and some dynamic content won't work. But the bulk of the website itself is there, with care taken to ensure that their old news posts were fully preserved. You can browse our archive at http://bnetarchive.elaztek.com, today and for as long as we exist (unless Bungie lawyers come to complain). Signing Off That's all we've got for now, folks. I'll leave you with a couple screenshots of the current state of the Guerilla rewrite - be sure to join our Discord to see updates as they happen.
  18. Small update: The rest of the site now has banner images! Along with that, we fixed an issue with embed links and replaced the banner image for the Store. Check the full changelog here:
  19. Official Update as of 4/25/2018 at 1:09 AM CDT: The ElDewrito team has made an update on the situation. This is what they had to say: Just as was seemingly the case from the post above, it appears that the full game assets are the real issue here. They have been asked to temporarily stop development for the time being, but it is unclear what the future of ElDewrito truly holds as of yet. In either case, this is confirmation that the game will NOT be getting shut down.
  20. This page is incomplete and not yet being enforced. As such, the policies outlined below are not yet in effect. In the interest of ensuring that users that enjoy our games can keep doing so tomorrow, next year, and decades from now, the following policy has been put in place and is effective for the duration of the lifetime of Elaztek Studios. Last modified: 1/20/2021 The TL;DR (for your everyday joe): Any official downloads should always be available. Users should always be able to choose what version of our games they play. They should always be able to tinker with them, create content for them, and modify them to their heart's content. If we decide that we want to move forward and leave a previous project behind, we must honor that project's legacy and history. Any downloads made for it must remain available, users must be able to keep submitting new content, and if the game requires online servers to function, those servers should be placed into the hands of the community to keep them going in our place. In the event that we are no longer able to do business (and we can't just revert to being a hobbyist group), everything we've ever made should be released to the public. If we cannot continue operation, we must take all steps possible to ensure that our work and legacy don't die with us - to ensure that the community can, if desired, carry the torch forward. Preserving the past is a key part of what we do, it's been a key part of the operation of Chaotic United for many years, and too many other studios neglect to maintain their legacy projects - eventually resulting in them fading away to time. We aren't about that. If you're just a member of the community scrolling by - hey there. Make sure you hold us accountable if we ever steer too far from these guidelines. If you're part of the company, the full detailed policy can be found below. The Nitty-Gritty (required reading for team members and applicants): Dedicated Multiplayer Servers Whenever possible, any games which contain a multiplayer component should include (either with the game content or as a free download on the website) user-operated dedicated server software. This software should be able to be used by any user to host a 24/7 private server. Whenever possible, any games which contain a multiplayer component should include a Server Browser, which allows the user to browse through these self-hosted servers. User-hosted servers shall not be blacklisted or removed from the server list, excluding only cases where the server host is in direct violation with any of our policies or any licenses that are part of the game (ie, the game's EULA). The user should be able to, at any time, download outdated server versions for use with outdated game clients. Post-Launch Updates and Patches Post launch updates should be offered through the game client and/or launcher, as well as a separate download on the website if possible. The user should be able to, at any time, choose to remove these patches or install an outdated game version. Outdated game versions should be blocked from public matchmaking, but should be allowed to connect to community-hosted servers of the equivalent version. Updates should, whenever possible, be minimal in filesize and be able to be applied as a patch on top of the previous game version. User Generated Content User submitted content must remain available, even if their account becomes suspended. Only user content which itself violates policy can be removed. Removed content should remain accessible to company and site administrators for potential future review and restoration if desired. In the event of user content removal, the user must be allowed to submit an appeal and have the appeal heard and considered. End-of-Life/End-of-Support All game or engine downloads must remain available for download. This includes the Blamite Editing Kit, patch/version history, server software, and any other software needed to play and create content for the game. All existing game or engine licenses should be honored indefinitely, or all downloads must become free to all registered users on the Elaztek Studios website. Any user content submitted that depends on a specific game or engine version must remain available for download, and new content must be able to be submitted. In the event of a version of Blamite reaching end-of-life: All engine documentation must remain available. At minimum, a download archive of the documentation must be available. Alternatively, a download can be omitted if Elaztek-hosted documentation remains online. In the event that Elaztek-hosted documentation becomes broken, unusable, or goes offline, a complete offline download must be made available. Online-Only Services Games which cannot operate without a connection to an online server should be avoided whenever possible. The following guidelines exist in the event that a creative vision requires the presence of an online-only component. No game content should be retroactively locked after its release. In the event that a game's content demands become too great, all possible efforts should be first made to remedy these technical burdens without removing content. In the event that content must be removed, it should be removed in such a way that allows for the user to re-download it separately in order to continue playing the content. Major content expansions should not be removed from any download or purchase mechanism. The following procedures should be followed towards the end of the game's life-cycle: Online servers should remain online as long as possible. If the need to terminate online servers becomes required, the server software must be released to the public. Additionally, a final update/patch must be released to allow the game to easily connect to 3rd-party servers. All game content must remain purchasable and/or downloadable. Content creation tools should be released to the community. In games developed with Blamite, the full Blamite Editing Kit should be released, with no restrictions on functionality and no crucial tools omitted. Contingency Plan The following is a fallback plan to try and execute as effectively as is feasible in the event that Elaztek Studios were to ever be unable to continue business operation. Unlike other parts of the policy, it does not need to be followed to the letter - because there is the likelihood that, should the company reach this stage, it may simply be impossible to meet the requirements. However, if possible, as much of the following should be completed as possible. An incomplete execution of the following plan is better than having all of our hard work turn to dust and fade away. Should the company fall on hard times and be unable to continue business operations, efforts should first be made into downscaling into a volunteer operation, similar to how it started. This means that the CEO(s) or upper management at the time take it upon themselves to continue hosting services out-of-pocket, funding them through means such as an alternative job elsewhere. Every effort to preserve the company should be taken and pursued, except in cases which would compromise the company's integrity or core values. The ultimate determination on how to proceed in such a circumstance falls on the company Founder, or the highest ranking CEO at the time in the event the Founder is no longer overseeing the company. Feedback should be considered from all existing employees. In the event that the company is determined to be unable to continue operating in any capacity, business or otherwise, and the company is decided to be permanently shutting down: All possible efforts must be made to ensure that all intellectual property, software source code, software binaries (including outdated versions), documentation, and game content are released to the public under the most permissive licenses possible. All possible efforts must be made to ensure that any and all FREE community-created content is released to the public. In the case of PAID content, the decision on how this content is to be released should fall to the content author. In the event that the author cannot be contacted, their paid content should be treated as free content under the assumption that the author has stopped maintaining their content. A webpage providing access to all of the above should remain online for 1 year at minimum, with at least 90 days notice before permanent shutdown. Every effort should be made to instruct users on where to locate the content after that date. If a community operation arises with the goal of continuing to offer Elaztek software downloads and/or support, every effort should be made to ensure that they follow the guidelines specified within this document, and that they are in possession in all released materials before permanent shutdown. All existing forum and website content should be preserved using a read-only website for as long as possible. In the event that hosting existing web content can no longer be performed, existing topics, users, and polls must be preserved through one of the following two methods: A Specific Community Preservation Group In the event that you wish to exchange the data with a single, trusted, and respected member of the Elaztek community for the purposes of preserving forum content, the content may remain unaltered, including hidden and staff-only content, except as desired. All public content must remain unaltered and intact. The General Public In the event that data cannot be handed off to a specific group, the following content and SQL tables should be released to the public: Forum Topics Forum Posts Forums and Forum Categories Polls Downloads Categories Downloads Files Downloads Reviews and Comments Website Themes Pages Databases Pages Records Any other tables or data that is part of a public-facing webpage or content Before releasing the data to the public, care should be taken to ensure the following are REMOVED: IP addresses Email Addresses Payment and Billing Information (if applicable) Street Addresses (if applicable) Other personal information (if applicable) Hidden and Staff-only Content Failure to abide by this policy may result in termination from the company. Each and every policy listed does not have any limitation. Every policy listed should be considered as effective from the date of introduction for the duration of the company's lifespan.
  21. Hey, everyone! Not much to actually write here, but we've just uploaded a YouTube video going over the current state of the Blamite Game Engine. We plan to create more of these as time goes along and the engine continues to grow and evolve. We can't say how often they'll be produced, but we want to start showing off new features as they get developed. Sometimes they'll just be simpler stuff without too much visual flare, other times it might be something a bit more exciting. This first video was uploaded yesterday and was recorded by yours truly. It's a fairly in-depth one as I was both somewhat sleep-deprived, as well as the video being entirely unscripted. So, if you want to check it out, bundle up, grab some popcorn, and give it a watch.
  22. Hey, everyone! Not much to actually write here, but we've just uploaded a YouTube video going over the current state of the Blamite Game Engine. We plan to create more of these as time goes along and the engine continues to grow and evolve. We can't say how often they'll be produced, but we want to start showing off new features as they get developed. Sometimes they'll just be simpler stuff without too much visual flare, other times it might be something a bit more exciting. This first video was uploaded yesterday and was recorded by yours truly. It's a fairly in-depth one as I was both somewhat sleep-deprived, as well as the video being entirely unscripted. So, if you want to check it out, bundle up, grab some popcorn, and give it a watch.
  23. Grab yourself a digital license for the Blamite Game Engine - completely free!

     

    What do you mean the price is 77777.77? No it- oh, it is. Huh. Oh, I know why! This text is just a placeholder to make the store page not look empty! Silly me, how could I forget?

    $77,777.77

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