haloman30

Owner
  • Posts

    1,252
  • Joined

  • Last visited

  • Days Won

    5

 Content Type 

Profiles

Bug Tracker [Legacy]

News & Announcements

Helpcenter

Products

Project: Infinity Issue Tracker

Blamite Game Engine Issue Tracker

Elaztek Launcher Issue Tracker

NTClient Version History

Suggestions Tracker [Legacy]

Blamite Documentation

Suggestions Tracker

Careers

Forums

Store

Gallery

Blogs

Downloads

Events

Stratagem

Everything posted by haloman30

  1. Hey, everyone! We've officially rolled out a (somewhat) brand new default theme! What started out as me doing some simple theme fixes on some staff-only stuff gradually turned into a full fledged theme upgrade that, while not a groundbreaking upgrade, did change enough that I felt branching it off into a separate theme was appropriate. Ladies and gentlemen, say hello to Midnight (and Daylight) 7.2! Let's go over what it has in store. Color Picker First and foremost, the theme introduces a color picker, allowing you to change the accent color to anything you want. Not a fan of the default bright blue? Change it on the fly by clicking the paintbrush icon near the top-right, next to the notification bell. You can change the color back to the default at any time, and your changes are done on a per-browser basis. The All-New Profile Page Once again, this is one of those areas where I got a little carried away. I originally wanted to take the cover photo and make it display in page banner style seen in most other pages. What ended up happening instead is that the entire page got shuffled around. What was formerly in the (often very tall) sidebar has since been moved to a new tab within the profile page, simply called 'Profile'. The sidebar itself was then removed outright - leaving the main profile content to take precedence. And, yes - your cover photo now displays in all its glory in the background of the page, and has a neat little parallax effect as you scroll down. There is one small limitation of this implementation, however, which is that it required that the ability to position the cover photo on this theme be disabled. In other words, if someone is using a different theme, the cover might not be in the ideal position - but for the vast majority of users sticking with the default theme, it'll look just fine. Page Banner Changes Next up, we've done some subtle changes to the page banners that are on most of those pages. First, we introduced support for the inclusion of a page subtitle. This way, if you're viewing a specific topic on forums, or looking at a specific category within the download center, you'll see that reflected in the header in the form of a subtitle. The other slightly less significant change is a change of font. Formerly, we were using a font called QType Pro, which came from Halo 5: Guarians' in-game UI. In the interest of being a bit more distinct, we've changed to a new font called Indoscreen - which is entirely free for personal and commercial use, and happens to still look quite close to the QType Pro font - while still looking a touch fresher. Bugfixes The least interesting part of the theme upgrade, is of course the fixing of several bugs from Midnight 7.1. Most notably, the blue information boxes fit in a bit better with the theme, and header images for clubs are now a bit easier to read. There's been a couple other tiny ones here or there, but those are the main fixes. And, as usual - if you aren't a fan of the new changes, Midnight 7.1 is still available - as with all of our other previous website themes. Just click the Theme menu in the bottom left and choose your desired theme. But... What About Blamite? Now, I know what you must be thinking - that website stuff is cool and all, but what about the game engine? Does it video game yet? Unfortunately, the answer is, and will likely continue to be for some time, no. However, that isn't to say no progress has been made. Guerilla is now fully usable for basic tag editing - including reading, writing, compiling, and decompiling. My hope is that here within a month or two, we'll be able to share a second development update video - and this time not having it be hours long and a big ramble-y mess. Development has been slower for the past month or two, as I've once again had to switch jobs. Additionally, I've been working to try and stop sleeping so long - as this alone is a major contributing factor to why progress slows to a crawl when I'm employed. I was formerly sleeping roughly 12 hours a night. Which of course meant that, if I had work the next few days, I'd be at work for 8-9 hours, plus an hour for transportation, which left me 2 hours left in the day to do something with - usually making dinner and getting ready for bed. This of course is ridiculous and a horrible way to live for a variety of reasons, and it made it so that a work day was just that - a day where I did basically nothing but work and get ready for work the next day. The good news is I've been able to mostly get on an ~8 hour sleep schedule, though I've been a bit groggier and tired than usual. Odds are my body is just so used to 12 hours a night that it's gonna take some time to adjust to losing 1/3rd of that. Another thing I've done recently is set up something called Stratagem - which, if you're familiar with Trello (or other Kanban-style boards), is basically that - except it's self hosted and lives right here within the Elaztek Website. Chaotic United has had one for a while, and it's been pretty great at keeping an ongoing list of stuff that needs to be worked on, rather than relying on people remembering or a crufty to-do list topic somewhere. If you aren't familiar with it, the basic premise is to be a digital version of writing down quick sticky notes and putting them on a wall or board. You can create a card with nothing other than a rough title of what you're wanting to do. Unlike real-world sticky notes, however, you can open up these cards and add additional information to them - including task lists, detailed descriptions, badges, and comments. You can also assign users to them and set due dates for cards as well. Blamite's Stratagem had all of its old Gitlab issues moved over, and a whole bunch of new stuff added - which should help keep things better organized and managed going forward. The effect will be fairly minimal this early on and with such a small team, but even with just myself I find it a big help being able to quickly write down a thought or idea on a card and not have to worry about remembering it days or weeks later. That's all we've got for now, folks - stay tuned, as we hope to share a second development update for Blamite sooner rather than later.
  2. haloman30

    5/19/2021 Update

    * Fixed a 500 error that was occurring with the default theme * Fixed Elaztek Studios, Midnight, and Midnight 7 themes not being accessible by normal users * Updated 'General Gaming' forum icon * Fixed a misconfiguration in outgoing email SMTP settings (hopefully this fixes the long-standing email issues?) * Fixed Shoutbox permissions - Removed Killerteddy
  3. 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
  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. From the album: Project: Infinity Screenshots

    The water looks nice, at least.
  11. From the album: Project: Infinity Screenshots

    A screenshot of some islands with Forerunner towers.
  12. From the album: Project: Infinity Screenshots

    A watermarked version of the Islands screenshot.
  13. From the album: Project: Infinity Screenshots

    A screenshot of the UE4 shader complexity overlay.
  14. From the album: Project: Infinity Screenshots

    Looking at some grass and gold-plated BSP model from 040_voi from Halo 3.
  15. From the album: Project: Infinity Screenshots

    Standing on what would be water in Forge World.
  16. From the album: Project: Infinity Screenshots

    This was the primary test level for the Unreal Engine 4 build of Project: Infinity.
  17. From the album: Project: Infinity Screenshots

    With a little more simplistic lighting/shading option apparently.
  18. From the album: Project: Infinity Screenshots

    A test level with an object modeled to look like one of the Halo 4 "Hopper DLC" BSPs.
  19. From the album: Project: Infinity Screenshots

    help ive fallen and i cant get up because ive been garbage collected send help
  20. haloman30

    a thing2

    From the album: Galactiminer Screenshots

    Some cobblestone stairs.
  21. haloman30

    a thing

    From the album: Galactiminer Screenshots

    A cobblestone platform with a bridge.