haloman30

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Everything posted by haloman30

  1. 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
  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. 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
  4. 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).
  5. 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.
  6. 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.
  7. + Enabled Gallery * Fixed some theme issues with Midnight 7.1 - Removed Killerteddy
  8. haloman30

    Project: Infinity Screenshots

    Any screenshots taken of Project: Infinity can be found here.
  9. From the album: Project: Infinity Screenshots

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

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

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

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

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

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

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

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

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

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

    a thing2

    From the album: Galactiminer Screenshots

    Some cobblestone stairs.
  20. haloman30

    a thing

    From the album: Galactiminer Screenshots

    A cobblestone platform with a bridge.
  21. haloman30

    Early Banner Image

    From the album: Galactiminer Screenshots

    An early version of the banner image made for Galactiminer Evolved.