haloman30

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  1. Version 1.0.0

    1 download

    This is a pre-alpha release of our Untitled Sandbox Project. It currently includes basic terrain modification, chunk generation, and movement mechanics. For a list of all controls, you can press F1 in-game. Stripper Run..? Stripper run was a planned project that was briefly considered in early 2023, with the primary purpose of being a simple, easy-to-develop project that could help bring in revenue to Elaztek. It was later cancelled for a variety of reasons, but its project files were used as a base for the Sandbox project. The current UI aesthetic is also carried forward from Stripper Run. In future builds, this will be properly updated - but for now, these things have been left as-is. For more information on Stripper Run, and the Sandbox project itself, check this announcement post.
  2. Howdy, folks - it's been a long time since we've last had a proper development update on the Blamite Game Engine. Nearly 3 years, in fact - yikes. Let's fix that. Switching to OGRE The most significant feature in terms of technical significance was the switch to a new graphics engine - OGRE. More specifically we're using Ogre-Next 2.3. For those of you who have been lurking or chatting on our Discord server, you might have caught wind of some of our adventures in switching graphics libraries over the past while. From plain old DirectX, to Vulkan, to OpenGL, to bgfx, to trying some other more capable libraries such as OpenSceneGraph, The Forge, Diligent Engine, Filament, then giving up and going back to bgfx, and now finally starting to settle into Ogre. It's been quite the journey - one that we hope will finally come to a close now that we're starting to make real headway with Ogre. If you'd like to read about the journey we took to get here, check the spoiler below. Otherwise, keep reading. While we don't have anything too fancy to show yet, we hope to change that sooner rather than later. Ogre has support for PBR, lighting, particles, and more out of the box. It's built entirely around scenes and objects, which should make it much easier for us to start to get some real visuals going within the engine - and we hope to share some of that with our next development update. Thus far, our efforts have been centered less so on that, and moreso on building our all of the systems needed to support everything going forward. Editing Kit Blamite's Editing Kit (which includes Guerilla, Sapien, Tool, Foundry, and FontTool as of right now) is our toolset used for working with the game engine and creating content. Since our last major update, a lot of changes have been made. All of the tools now use Qt 5.15 for their GUIs, rather than Windows Forms - and as such, are all written in C++ instead of C#. To achieve this, we've introduced a new library - Keystone. This library contains all of the Qt GUI code (along with all of the stuff needed to drive that UI). Mind you, this library includes all of the GUI code for all of the tools within the Editing Kit. Additionally, all of the backend code that's specific to each tool is contained within a separate library from the executable. The result of these changes is that sharing code within each of the editing tools is painless. It means that in theory, you could edit tags within Sapien, and fly a camera around the engine in Guerilla. However, the more practical implementation that we'll be going for - this allows code for Guerilla and Sapien to be easily reused within Foundry, which will become the unified editor for Blamite - acting as a complete alternative to the original Editing Kit. Having things set up this way means that we don't have to reinvent the wheel twice over, and also means that changes can go the other way, too - if we make improvements to Foundry, the legacy tools will get those improvements, too. It also allows us to actually do things like open a game viewport from Sapien within Guerilla - which can be used for previewing render models, textures, materials, and more. Additionally, Keystone has support for themes - which can be authored both by us, but also by you! We've set things up to allow for users to create their own themes, and we've even got documentation already available if you'd like to take a crack at it. Beyond technical changes though, several tools have received new features compared to their C# versions - which are outlined below: Guerilla - Tag Designer Something that I had discussed as a sort of "nice-to-have" later on ended up finding its way in much sooner - largely out of necessity. Previously, creating tag classes within the game engine required that developers create both a data structure, and a separate field list containing metadata about those fields. Both of these had to exactly match, and both had different purposes. The data structure is used for the tag data itself - as it allows for tag data to have minimal overhead. No need to parse through a ton of hashmaps or anything - just read the data as a tag struct and use it like any other C++ structure. The field list is part of a BlamTagClass class, and this is used to generate plugin files directly from the game engine, as well as provide things such as an in-engine tag editor. The problem is, these two structures have to EXACTLY match - or else you can run into issues such as read access violations or memory corruption, and by extension, crashes - if you're lucky. You might not get a crash outright, and instead just get weird unexpected behavior. After a few (thankfully brief) instances of this, we decided that there was only one ideal fix: we needed a way to author a tag class one time, and then somehow have those two things generated from that. But how? Well, the Tag Designer is how. It's a visual, drag and drop tag class editor, available right within Guerilla. It can export to the standard plugin XML format, as well as to C++ header and source code ready for use within the game engine. Not only that, but it introduces the ability for tag fields to have default values - so you don't have to populate a ton of fields with a default value when creating a new tag. Additionally, tag classes can now include both a short and long description - which will eventually be used within the tools to provide a more user-friendly tag creation experience. Down the road, we plan to also allow tag classes to be registered by engine extensions - the idea being that if you're creating a game with Blamite, you can create your own tag classes with the designer, and while the game engine itself won't do much to them out of the box, you'll be able to use them in your own code and scripts. We believe this will become key in allowing Blamite to be used in a more general capacity than the original Halo engine - which was designed purely for first-person shooters and little else. Tag Field Changes Additionally, we've introduced a few new tag fields, and improved some existing ones. We've introduced vector2, vector3, and vector4 fields - which allow for 2D, 3D, and 4D vectors respectively. Along with that, we've introduced a new type of reference field: field references. These allow for fields to store a reference to another field - which we make use of currently within the material tag to allow for things such as material input parameters. Additionally, most tag fields have support for "input hints" - which are a small piece of text displayed on the right edge of a field, providing additional context for what kind of data is expected. This could be a range of values, such as [0,1], or a unit indicator such as world units or decibels, or really anything you'd like! Sapien Sapien is still a bit rougher around the edges for now - however, it's got the basics of the Hierarchy View and Properties Palette. It also now uses its own configuration file for settings, and it's received a few bugfixes. You'll also now see a loading dialog as a scenario is loaded - rather than things just freezing for a moment until it shows up. One somewhat significant change that will likely find its way to the rest of the editing kit is that it does not allow you to open a scenario tag directly. Instead, you are prompted to choose an available project, and then load a scenario within that project. This was done because, without the editor having the context of a project, it doesn't know how to resolve tag references - as it can't know where the relative tag root is. While Blamite is set up by default to follow the usual /levels/multi/whatever/whatever.scenario format, it isn't enforced by the engine - and you could in theory structure your content however you like. As such, we can't make any real assumptions about where the tag root is without having the existing context of a project. For now, though, we'll leave you with a screenshot of Sapien with its default Midnight theme: FontTool 2.0 For those unaware, FontTool (originally FontExtractor) is our tool used to create font packages and export fonts for use within the engine. It was originally written in C# and only had the ability to export TrueType and OpenType fonts - and it would export each character as its own image. As we started rebuilding our UI systems under Ogre, we realized that we needed to clean this up a fair bit - as while it can support loading textures this way, it is slow. So, for 2.0, one of the highlight features is the ability to export to a font atlas - a single texture with all your characters. It's even got handy guidelines that you can toggle, so you can see just how your atlas gets split up. Along with support for font atlases, it has an improved preview UI that is much more accurate to what you'd see in-game, and it properly respects the various export settings listed in the top part of the window. And of course - since it now uses C++ and Qt5, it should be a little bit faster too. Other Changes With all those changes to the Editing Kit, out of the way, let's look over some of the other less significant, but still exciting changes: Tag Classes Several new tag classes are now supported within the engine. These include: [bitm] bitmap - Used to store texture information [cusc] cui_screen - These store UI widgets that generally encompass an entire viewport, currently supports basic primitives, text, and groups [ligh] light - These allow for lights to be created and used within a level, though are currently unused [mat] material - These store material settings, and are used to define the appearance of a 2D sprite or 3D model - currently these support PBR and Unlit material information [matg] globals - These store global settings and data shared across an entire project, and currently store default materials and bitmaps, as well as the default fallback bitmap [scnr] scenario - These are the "entry point" for a level, and currently include blocks for primitives and project folders Console and Debug Menu The console and debug menu have also received some improvements. The console now supports column display in special circumstances (such as the help guide when pressing Tab), and both the console and debug menu are now noticeably faster. The debug menu now also has additional hotkey support, similar to what you'd find in later versions of the Halo engine. What's taken so long? Why is progress so slow? No doubt, while there's a decent number of changes described here - it may at first glance seem absurd that it's taken this long for these changes to finally happen. And, yeah - you're right. Progress has been kind of slow for some time, in no small part due to the consistently mentioned lack of other team members. Thus far, it's essentially just been me - slowly chipping away at this thing over years. However, even beyond that - in a lot of ways, we've actually been somewhat spinning in place for a little while now. Migrating our toolset from Windows Forms to Qt5, switching rendering libraries several times, and then migrating all of our old systems over to these new systems - it's a process. And while there are certainly new features and enhancements that have come from this, it's not entirely inaccurate to say that a lot of the work done has been retracing old steps. There's more to it than that from a technical standpoint of course, but from an end user standpoint - it's easy to see the project as making poor progress - even with the consideration that it's just one guy behind it. You might even compare some screenshots of the engine now to some of the first ones from 2016 - and things at first glance look almost the exact same: the default blue ImGUI background color with a menu bar. There's more to things if you dig for them, and of course there's editing tools now, but it's easy to write things off as "wow, 4 years from when active development started, and no 3D yet - what a joke". And perhaps that's not even an unfair assessment However, unlike the past while, today marks a real turning point - as today, all of the old functionality from DirectX and bgfx have been rebuilt using Ogre, and we've even gone so far as to drop those renderers from the game engine - leaving Ogre as our only one. Going forward, our plan is to first do a bit of housekeeping - making sure everything is well-documented (which shouldn't take too long, as most stuff is already documented), getting rid of any old and unnecessary code, and making sure performance is at a reasonable spot. From there, we're going to be focused exclusively on new features - which hasn't been the case for a long time. But that finally changes now - we are finally past the point of having to perform major code migrations, and going forward - it's all about new stuff. This leads us into the last part of this update - another development build. With this last build, the old DirectX 11 and bgfx renderers are all in working order. As such, we thought it'd be fun to keep them around for this next development build - so that they can live on in at least some form, even if limited. You can switch rendering engines by changing the rendering_engine configuration setting (located under the rendering section) within either the configuration editor or directly in engine.cfg. The valid values to try out each renderer are as follows: DirectX 11 - directx11 BGFX - bgfx OGRE - ogre This marks the last build that will ever utilize these renderers - as by the time you're reading this, we've already dropped them from the codebase. As per usual, you can expect to find plenty of bugs, errors, and even crashes - run these builds at your own risk. It should also go without saying, but the engine is currently not in a state where it could be feasibly used for game development. These builds are mostly for historical preservation for the future, and also to allow those of you interested in the project to toy around with things and get a taste of what's to come. Our hope is that the next development update will show real meaningful progress, and that we can even include a proper tech demo to showcase what the engine can do. Is that ambitious? Perhaps - but I suppose time will tell. For now, though - that's all we've got. If you'd like to follow development more closely in the meantime, you've actually got several options: Stratagem - Our trello-like board where we keep track of bugs, features, and so on Commits - A page where you can view every commit made to the Blamite repository, going back to 2017 when Blamite was first tracked using Git Discord - Our community Discord server, within which you'll find the #blamite channel, where you can effectively see progress in real-time as I type and showcase features and fixes as I work on them As per usual, we're always looking for more folks to join our team - the more the merrier! If you're interested in joining the development team for the Blamite Game Engine, feel free to apply using the button below! You'll also find a button to take you to the download page for the mentioned Blamite development build. Join the Team Download the Latest Development Build
  3. Version 00399.09.23.23.1048.blamite

    26 downloads

    This is an early build of the Blamite Game Engine. Please be aware that there WILL be bugs, crashes, inconsistencies, and other weird things as this build is extremely early in development. Everything shown is subject to change at any time. This particular build contains a variety of new features from the previous build, including: Early implementation of the OGRE rendering system Editing Kit improvements Initial implementation of the Tag Designer, accessible within Guerilla Switching Renderers This build is the final build that contains the original DirectX 11 and bgfx renderers. To switch between these renderers, open the engine settings by starting the engine (either from Sapien or blamite_tag_test.exe) and choosing Settings > Configuration Editor from the menu bar. From there, switch to the engine.cfg tab and find the rendering section, and expand it. You will find the rendering_engine setting. You can set it to the following options to change the renderer: DirectX 11 - directx11 bgfx - bgfx OGRE - ogre This build originates from the Elaztek Jenkins, and is tracked in version control.
  4. + Added monthly commit count chart to commits page + Added daily commit count graph to commits page - Removed Killerteddy
  5. + Added a "View all Announcements" button to homepage, directly below the recent news section - Removed Killerteddy
  6. * Fixed an issue where the rank displayed on other user's profile page would always display the rank of the viewer * Fixed an issue where some profile backgrounds would not display properly - Removed Killerteddy
  7. + Added new commits page, with support for pagination - allowing for all commits to be viewed, not just the latest 20 * Fixed tooltips not displaying properly within Blamite Game Engine pages - Removed Killerteddy
  8. + Added links to Blamite Game Engine Stratagem page to navigation menu and Blamite homepage * Fixed improperly written PHP on /legacy/index-v2.html * Blamite Game Engine stratagem project is now public * Minor visual improvements to Blamite homepage - Removed Killerteddy
  9. + Added Donation Store banner to homepage * Fixed an issue where the navigation menu would sometimes (still) not display correctly on Midnight 7.2 and Midnight 7.3 * Fixed an issue where the active side menu item would use its light mode display even with dark mode active * Updated placeholer dates on Brands, Timeline, and Active Projects pages to reflect actual Donation Store purchase dates - Removed Killerteddy
  10. Hey, everyone - today is a quite exciting day for us! We've made our very first software acquisition: DonationStore. What's a DonationStore? DonationStore is a Minecraft-focused webstore, platform - very similar to things like BuyCraft, CraftingStore, and MinecraftMarket if you remember that from back in the day. However, unlike virtually all of these platforms, it has one huge perk: the ability to self-host. Most Minecraft webstores are SaaS solutions - you're reliant on other services to host your store. And while this can have some perks, it also means that if that platform ever goes away abruptly - much like MinecraftMarket did a number of years back - you're screwed. With DonationStore, however, this is not the case - since you can run it yourself, you'll be able to keep running it for as long as you like, even if the developers behind it decide they're done working on it. Speaking of which... How did this acquisition take place? DonationStore's creator and lead developer until now, Mark Barrett, reached a point where he simply wasn't interested in continuing the project himself anymore. It's not that he didn't have any love for the project - but he just didn't have much time personally to work on it any longer. As such, he announced to the DonationStore Discord server that he was open to offers for a sale. A couple months later, he ended up shutting down all of DonationStore's cloud-hosted stores and formally wound everything down, with only the primary DonationStore website remaining. A little bit later is where we came in. Myself and @Rikez went back and forth a few times and eventually decided that we would reach out to him and see where things could go. Now, several months later, we've at long last closed the deal - and we will now be carrying the torch forward. What are your plans for DonationStore? Initially, our focus will be on just becoming accustomed to the codebase, figuring out how it's all put together - in order to effectively continue providing updates down the line. We'll also be exploring options for reintroducing the DonationStore Cloud offering, though this will be happening a bit more down the line. However, it's not just us by ourselves doing this - as some of you may know, we don't exactly have a large team of developers. On top of that, I don't exactly know much Python - the language which DonationStore is written in. As such, Michael (Rikez) will be leveraging his own company, Errite Softworks, to lead the charge when it comes to the nitty-gritty development work. I'll be doing more frontend work and focusing more on the user experience. For those of you familiar with some of Errite's current work and are concerned with the news that Errite is taking on a new project, fear not - their current project, DeviantCord v4, will be completed and released well in advance of any active DonationStore development. What does this mean for Blamite? Not much, currently. In terms of the amount of time I have to work on the project, the introduction of DonationStore into the Elaztek family won't really change much - as again, I won't be doing much of the deep backend development for the platform. As such, most of my efforts will remain on Blamite and on Chaotic United - just as it always has. In the long term, however, if DonationStore performs exceedingly well, who knows - maybe it could someday lead to being able to start hiring some part-time folks to work with us? We're quite a ways off from that being the case, and it may indeed never be the case - but regardless, the worst case scenario is that Blamite continues as it always has. Where can I learn more about DonationStore? The two best places to learn about DonationStore is on the DonationStore website, and on their Discord server as well - both linked down below. For the most part, most announcements and communications will continue happening on those channels, rather than over here (save for any particularly significant announcements). For now, though, that's all we've got. If you've got any questions, feel free to ask in the comments below, the forums, or Discord! DonationStore Discord: https://discord.gg/yJAT93zZCy DonationStore Website: https://donationstore.net/
  11. Howdy, folks! We've been hard at work doing some upgrades to the Elaztek website! What started as a theme refresh gradually ended up evolving into a collection of fairly significant updates - so if you're interested to hear about what's new, keep on reading. Our New Logo You may not have noticed, but don't worry - that's on purpose. We somewhat recently received some feedback about our logo being a bit... difficult to read. Those unfamiliar with it would read it as "Egaztev", or "Egaztek", or were even unsure if the Z was a letter or just some fancy design stuff, leaving the name to be "Egatek". You may not have had this issue - however odds are, you're already probably familiar enough with us. Regardless, we felt it a worthy enough issue to address - however we weren't gonna just scrap the old logo. After all - our logo actually has been basically the same design from day one, with incremental evolutions and tweaks over the years. And this one is no exception. For convenience, here's a direct comparison of the two logos - with the previous being on top, and the new one below: First, the Es both have some additional detailing to make them a bit more obviously Es. The little serif at the end of the L has been shortened, and the line connecting the L and A was removed. A small serif was actually added to the A on the right side, just to make it look a bit more A-like. From there, the lines extruding from the Z that went above/below the other letters was split a bit, to help make it more clear that the Z is in fact a Z. Lastly, the "STUDIOS" subtitle was shifted over a bit to account for that new gap. And... that's pretty much it. All the letters have the same spacing, the footprint/size is identical, and the general design itself is basically unchanged. It's some subtle changes, but we think it's a good balance between the original design, while ensuring that it's not difficult for newcomers to read. We've been gradually rolling the new logo out across our different websites, and with its introduction here on the website, that job is pretty much done. We hope you like it! If not, though - you can still relive the old days by switching back to Midnight 7.2 or an older theme. Oh yeah, speaking of themes... Midnight 7.3 One of the goals of this new theme update was to help add a bit of differentiation from the earlier iterations of the style - or more accurately, the design that the very first Midnight 7 theme was based on. If you've been around the block in terms of Halo fan projects, you've likely heard of Installation 01. If not, go check them out! In either case, you might notice some similarities between our site and theirs, in terms of the general look and feel of things. The homepage in particular is likely the most obvious example in terms of page layout, but the entire style was largely based on their site's design - which itself, was virtually a carbon copy of the Bungie.net website at the time. We opted for this design since, in some sense, we do sort of want to evoke that general look and feel. Additionally, back then, we had the vague goal of being a sort of Bungie 2.0 - and you can still find little easter eggs, secrets, and a number of other things that pay homage to Bungie, especially old-school Bungie. And while that general vision isn't too different today, we do believe that we can and should do a bit more to differentiate ourselves. Not just for legal reasons, but just because we have to have some sort of unique identity of our own if we want to stick around long-term. Installation 01's website leans heavily into this, since they're focused exclusively on their Halo project - however, for us, we've got broader goals - and while Halo will likely always be an influence on who we are and what we do, it's not the only thing we want to do. Gradually, we've taken steps to do this over the years - the homepage was redesigned to its current iteration, the about section was redesigned once before, and today, we take another small step towards that - with Midnight 7.3. This isn't a super-significant redesign - instead, it's all about details. We feel it's a better blend of the old look - while still giving it a bit of a visual refresh that makes things not feel quite so much like a knockoff Bungie website. Some of the changes you can expect to find throughout the theme include, but are not limited to: More glowing effects - Because why not? Redesigned Accent Color Picker - The accent color picker no longer looks like it was ripped straight out of 2010, but don't worry - it behaves just as it did before Better Scrollbars - The resize grip now has an icon indicating as such, and scrollbars now have their arrows Improved Navigation Menu - The navigation menu now properly resizes for different screen resolutions. If there's not enough space on the navigation bar to fit everything, then any excess items will be placed into a "More" submenu. This fix was also backported to Midnight 7.2 as well Altered Form Fields - Form fields now display a bit nicer, with the description (if present) displaying on top of the field input, just under the title - rather than below the field input itself Better Reaction Menu - The mini reaction menu (used on the Status Updates block on the forums page) has been redesigned to be a grid, rather than a long row of reactions (which happened to be cut off entirely in some cases) New Font - The previous font we used, Montserrat, was something we borrowed from Installation 01. However, as time went on, we felt it wasn't the most readable in a lot of cases. As such, we've introduced a new font for most text - Nunito Sans. The old Montserrat font isn't gone though - it's doing the job we feel it does great this time: being a good heading/title font Revamped Daylight Theme - In previous versions of our theme, we offered a light mode option (named Daylight). However, while this worked fine, it resulted in a fair bit of duplicate work having to be done for the theme - and for users, wasn't as snappy as the more favorable light/dark mode button. As such - we've made it so that you can switch between Midnight and Daylight with a single button - and no need for reloading the page. You can find this button both on the bottom of the page right next to the Theme button, and you can also find it in the Customize Theme menu in the user bar A variety of other minor visual enhancements and bugfixes As per usual - if the new theme isn't your cup of tea, you're more than welcome to revert back to Midnight 7.2 - or any of our other previous themes - by using the Theme button near the bottom-left of page. About Section Next, let's go over the updates to our About section. If you recall our previous section, it was decent enough - but it was a bit of a pain to work with, and was also fairly barebones. There was a decent bit of information that we wanted to make easily available, that just wasn't gonna fit. Additionally, the entire thing was 100% manual HTML - no easy editors or anything. However, with the recent update to IPB 4.7.10, both Elaztek and Chaotic United's website were on the same version - which meant that, among other things, we could more easily transfer content between the two without having to fix a bunch of stuff first. And it just so happens that Chaotic United's very own About section recently got an overhaul - itself based on the one we used here at Elaztek - and so we figured it just made sense to bring that one over here. And so, after some additions and changes, our About section has been fully updated. Additionally, a good bit of content was rewritten entirely - such as the initial About page and the "Our Vision" page. There's also plenty of new stuff, too - such as the Story and Timeline pages. It's also got details of the logo history for both Elaztek itself as well as the various projects we own - overall, a ton of new goodies if you're interested in learning more about us and/or our history. Helpcenter Similar to the About section, our Helpcenter was similarly given the CU treatment - though in this case it's a lot less significant. The main change is that the Helpcenter's homepage no longer just dumps a bunch of recent pages on you, but instead presents you with a clear list of categories - as well as quick links to both our suggestions tracker and bug tracker if you feel like there's something we should cover in there, or if you happen to head there dealing with a bug. Just below all that, though, you'll still find the list of recent articles - just displayed in a grid instead of a big list. If the new design isn't your cup of tea, though, we've included a handy dandy button to let you go back to the old design. Simply hit the "Switch to Classic View" button and you'll be presented with the helpcenter as it looked before. Additionally, the category structure has been updated as well, similarly based on the one found on CU. You'll also notice that a lot of the old articles are no longer present - as many of them are in desperate need of being rewritten, as they were written many years ago and are at this point either out of date, or in some cases, were never even finished. Job Portal Another big change is the complete rethinking of how we handle staff applications. Thus far, we've largely been using the same system as Chaotic United - a single Staff Application form that you can fill out, and that's it. And over in CU, this works pretty well. However, here at Elaztek, we felt we needed to do a bit more. Not just for our volunteer staff, but for future paid employees, once we end up making that transition down the line. We also took a good hard look at the old Staff Application format, and decided that, if we're being honest - it's quite a lengthy application. Too long, in fact. There's also zero indication as to what it is we're actually looking for - no information in terms of positions, requirements, expectations, or anything. Today, however, that all changes with the introduction of our Job Portal. It's got a full list of what positions we're currently looking for, and each position details what it is we expect and are looking for. Along with this, we've introduced revised Team Guidelines and Team Member Expectations documents that you'll want to read over and agree to if you're looking to join us. The Team Guidelines outlines specifics on how our games are to be made, and how team members are expected to act and behave, and how they are expected interact with the community. The Team Member Expectations outlines general expectations for volunteer team members - in terms of time and work investments made as part of the team. Another thing we've done is loosened the described requirements for each of our positions. While our requirements have generally been on the looser side for a while, this was not communicated very well - in fact, the opposite was communicated, with the big banner at the top of the Staff Application form instructing those applying that they must meet these really high requirements. Thing is, we just aren't in a position to demand super high skillsets - and beyond that, we believe in giving people chances now and again who might otherwise be ignored by employers. We of course aren't an employer at this stage - but the idea is that down the line, we'll be able to do so, once we get some real revenue coming in. Along with those changes, however, you can also actually track the status of your application directly. Before, you just sent in an application and just hoped to maybe hear back. Now, however you've got a proper page showing both your active and previous applications directly. Even previous applications submitted through the old system have been migrated forward for your reference. We've also designed the system to be transparent - with jobs being able to be given star ratings as well as reviews (though we'll remove reviews if they aren't from someone who's been in a position). Additionally, once we transition to become an actual honest-to-goodness employer, you'll see pay rates (either hourly or yearly) directly in the job list. Right now, everything will display as "Volunteer" - but we hope to change that down the line. We believe being straight and upfront with things like pay and job ratings are important - and for myself personally, I've always hated when jobs simply refuse to list the pay - and so I have to sit and wonder if I should even bother applying at all. As such, ours is designed to be as transparent and fair to candidates as possible - both for those applying today, and for those looking for real employment down the line. And so, going forward, if you'd like to join the team, be sure to visit the Job Portal and see if anything interests you. Ranking System The last major change is the revamped ranking system. The website has actually had a ranking system this entire time - it just didn't go up at all, and was never really communicated to the user or highlighted whatsoever. But once again, this all changes today. Our previous ranking system only had 3 ranks - Newbie, Member (earned with 10 points), and Advanced Member (earned with 30 points) - and that's it. Now, however, we've got a whole collection of ranks, each being loosely military themed - and designed to loosely echo a certain video game series. You know the one. Points can be earned by both creating content and receiving positive reactions on your own content. You can track your progress by opening the user menu (found by clicking your profile photo in the top-right of the page). At the top, you'll see something like this: You can see your current rank, how far up the ladder you are, your total points, and the number of points you need to rank up again. You can also view another user's rank by visiting their profile, where it is now featured a bit more prominently. Additionally, the badge is no longer displayed next to the member title further down - since it didn't really fit in anyways. In terms of the new ranks themselves, most of them are brand new - with the highest current rank being 7,777 points (because of course). The previous ranks technically still exist, too - just renamed and with a new badge. Newbie has become Recruit, Member has become Private, and Advanced Member has become Corporal - each with the same requirements as before. Users who already meet the requirements for any rank beyond Corporal should have had their rank automatically updated - but if that didn't happen for you for some reason, do let us know and we'll get it sorted out for you! If you're interested in the full list of ranks, be sure to check the page below - and to see what all the pretty new badges look like! Wrapping Up Whew - that was quite a bit to go through! Seems like virtually every one of these I write ends up being a whole essay and a half. Regardless - if you've got any questions or comments, be sure to drop them below, or speak up in our Discord server! We've got a pretty big announcement coming within a few days or so (no, it's not Blamite related) that we've been itching to tell you. As such - be sure to keep an eye both here and on our Discord server for when we announce that. And of course, no announcement would be complete without the obligatory "if you'd like to help us work on Blamite, be sure to apply below" part - so here's that. If you're interested, go do that - at the brand new Job Portal! Join the Team
  12. + Added navigation menu icons for the following menu items on Midnight 7.2: API Documentation, Commits, Meet the Team (new), Partners (new), Brands, History, Story, Timeline, Credits, Extras + Added redesigned Helpcenter + Added Career/Job portal + Added new theme: Midnight 7.3 + Added new forum ranks: Sergeant, Master Sergeant, Warrant Officer, First Lieutenant, Captain, Lt. Colonel, Colonel, Brigadier, Major, General, Lt. Commander, Commander, Vice Admiral, Admiral, Field Marshall, Hero, Legend, Mythic * Changed default theme from Midnight 7.2 to Midnight 7.3 * Renamed rank 'Newbie' to 'Recruit' * Renamed rank 'Member' to 'Private' * Renamed rank 'Advanced Member' to 'Corporal' * Reorganized 'Help' navigation menu * Reorganized footer navigation menu - Disabled old Staff Application form - Archived old Staff Applications subforum - Removed Killerteddy
  13. What are Ranks? The Elaztek Studios website has a series of ranks you can unlock through participating in various ways in our community. Some great ways to rank up include: Creating new content, including forum topics, forum posts, comments, files, blog posts, and so on Receiving positive reactions on content Be wary, though - receiving negative ratings or having content deleted or hidden may cause you to lose points. What do these ranks do? Currently, they're just for bragging rights. However, in the future we'd like to offer more tangible rewards (both on the website and within our various games) as a reward for participating. What ranks are available? The full list of ranks, their badges, and the amount of points required to reach each one is detailed in the table just below. Rank Changes as of 6/4/2023 On June 4th, 2023, we significantly overhauled our ranking system, as well as made changes to display ranks more prominently. Previously, the only ranks available were Newbie, Member, and Advanced Member. These ranks were renamed to Recruit, Private, and Corporal respectively, in order to match the new military-inspired rank system. They were also given updated badges from the default badge used before - however, they are otherwise unchanged and have identical unlock requirements. Emblem Title Points Points from Previous Recruit (formerly Newbie) 0 + 0 Private (formerly Member) 10 + 10 Corporal (formerly Advanced Member) 30 + 20 Sergeant 60 + 30 Master Sergeant 100 + 40 Warrant Officer 150 + 50 First Lieutenant 250 + 100 Captain 400 + 150 Lt. Colonel 600 + 200 Colonel 800 + 200 Brigadier 1000 + 200 Major 1250 + 250 General 1500 + 250 Lt. Commander 1750 + 250 Commander 2000 + 250 Vice Admiral 2300 + 300 Admiral 2700 + 400 Field Marshall 3500 + 800 Hero 4500 + 1000 Legend 6000 + 1500 Mythic 7777 + 1777
  14. Overview Interested in joining the team, but not seeing any position which quite fits? Feel free to submit a general staff application! Responsibilities Varies Required Skills Varies
  15. Overview Do you like games and code? Does the idea of being part of a small independent team interest you? Are you excited by the idea of playing a key role in empowering game designers to create the best games they can? As a Scripting Engine Developer, you'll be a part of the team designing and building the scripting engine used by the Blamite Game Engine. Responsibilities Create and maintain high-quality C++ code Implement and test new scripting variables and functions, ensuring they function across all use cases Ensure that new introductions to the scripting engine maintain compatibility with existing scripts and extensions Other related responsibilities as needed (don't worry - we won't ask you to do anything outside of your job title) Required Skills Familiarity with C++ Knowledge of how game scripting engines work (Unity, Unreal Engine Blueprints, etc) Nice-to-haves These are not required by any means, but if you happen to check these boxes, it's a good bonus. Existing knowledge of HaloScript/BlamScript Existing knowledge of Megalo Scripts Familiarity with the Blam, Tiger, or Slipspace engines
  16. + Added redesigned About section + Added new pages to About section: Brands, Timeline, Story, Credits, Extras * Meet the Team page has been redesigned and now exists within the About section * Partners page now exists within the About section - Removed link to Trademarks page from navbar - Removed old Partners page link from navbar - Removed Killerteddy
  17. Overview Are you passionate about video games? Does the idea of working to help create a brand new game engine from the ground up excite you? Do you want to play a role in helping future game designers create the best work they can? Our tools developers work together with our designers to help build the rich toolset used by game designers and developers, as well as by the community for creating third-party modifications (mods) for our games. Responsibilities Building and maintaining high-quality C++ code Working with designers to create GUIs used throughout the Editing Kit Collaborating with other engine developers and designers Documenting any newly introduced functions, classes, methods, and other code Working together with content writers to aid in the creation of end-user guides Required Skills Moderate to proficient experience writing C++ code Ability to create basic GUIs using the Qt5 Designer Ability to work collaboratively with other developers and UI designers Nice-to-haves These are not required by any means, but if you happen to check these boxes, it's a good bonus. Prior experience using the Qt5 framework or other similar GUI frameworks Experience in UI design Familiarity with blam!, Tiger, or Slipspace engines Familiarity with any Halo Editing Kit (Guerilla, Sapien, Tool, Foundation/Bonobo, Faber)
  18. Overview Do you like games and code? Are you passionate about bringing new and exciting worlds to life on-screen? Does the idea of contributing to a unique game engine project excite you? As a 3D Graphics Developer at Elaztek Studios, you'll be working in the deep end - writing core game engine and shader code to help Blamite become capable of rendering highly-detailed and beautiful environments, characters, and beyond. Responsibilities Building and maintaining high-quality C++ code Developing and maintaining shader code Collaborating with other graphics and engine developers Documenting any newly introduced functions, classes, methods, and other code Required Skills Moderate to proficient experience writing C++ code Experience creating GLSL, HLSL or other similar shader code Ability to work collaboratively with other developers Nice-to-haves These are not required by any means, but if you happen to check these boxes, it's a good bonus. Familiarity with blam!, Tiger, or Slipspace game engines Familiarity with any official Halo Editing Kits (Guerilla, Sapien, Tool, Foundation/Bonobo, Faber)
  19. + Added addon: Birthdays Widget * Updated from PHP 7.3 to PHP 8.1 * Updated IP.Board from 4.4.10 to 4.7.10 * Updated addon: Forms * Updated plugin: Enhanced Status Updates Widget * New Topic display in #forums-feed on Discord (and other channels) now displays using embeds, as the old Discord integration addon no longer functions under PHP 8.1 * Fixed an issue where updating to 4.7.10 caused the mobile author pane to display on desktop when viewing topics on Elaztek Studios, Midnight, Midnight 7, Midnight 7.1, and Midnight 7.2 (including Daylight variants) * Fixed an issue where updating to 4.7.10 caused the shoutbox to fail to load shouts, as a result of the search UI template not being updated - this has been fixed on Elaztek Studios, Midnight, Midnight 7, Midnight 7.1, and Midnight 7.2 (including Daylight variants) - Birthdays are no longer displayed within the calendar (don't blame me, blame IPS for being lame) - Disabled addon: Discord Integration - Removed Killerteddy
  20. haloman30

    2/26/2023 Update

    * Redirected bnetarchive.elaztek.com to bnetarchive.haloman30.com - Removed Killerteddy
  21. + Added Recent Commits page for Blamite Game Engine + Added the recent commit description to build status on Blamite homepage - Removed Killerteddy
  22. * Fixed build status not reporting properly on Blamite project page - Removed Killerteddy
  23. An additional notice: The migration has currently been postponed, as we were once again running into issues with LFS data not being migrated over correctly. A follow-up announcement will be posted when we have a better idea of when the Gitlab will be properly moved.
  24. * Changed Inline Code toolbar button to use a <code> element instead of a <span> - Removed CKEditor extension: Context Menu (the CKEditor context menu can be access with Ctrl + Right Click if needed) - Removed Killerteddy
  25. * Redesigned Bug Tracker - Rather than relying on the old, needlessly-separated bug and issue trackers, the new bug tracker is lifted largely from the Chaotic United forums, with a single system for all bugs - whether they be for the website, Discord, or Blamite. * Redesigned Suggestions Tracker - Rather than the old system with one single category for all suggestions, this also is lifted from CU where each project/service has its own category. * Replaced old (sometimes broken) links to issue tracker with appropriate links to the new bug tracker - Removed Killerteddy