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Code monkey by choice. Currently working with Team Jolly Roger on the game Interplanetary.

Comment History
riksteri
riksteri - - 11 comments @ Get Lost

Very likely not. I assume Dylan's Mod wants to overwrite same files that this mod does.

Good karma+1 vote
riksteri
riksteri - - 11 comments @ Get Lost

Now there is a separate download that works with the Fortunes Pack DLC.

Good karma+1 vote
riksteri
riksteri - - 11 comments @ Get Lost

This crash was probably because of the Fortunes Pack DLC was installed, the mod used to not support that. Now there is a separate version for playing with the Fortunes Pack.

Good karma+1 vote
riksteri
riksteri - - 11 comments @ Get Lost

No. I don't really even notice that effect when playing myself, so I didn't think of it. I recall the street signs pointing to your next mission objective are coloured differently, right, that's what you mean?

Good karma+1 vote
riksteri
riksteri - - 11 comments @ Get Lost

Hello!

I don't actually remember in detail anymore, but I think searching the web for modding instructions should get results.

There are modding tools that let you unpack the game files so that you can access the image file where the map icons are. I recall there is one image file that has many icons in a grid pattern, the mod that removes the marker probably just deleted the icon from the spot where it used to be in the image file. You can edit the image file in any regular image editor; you could copy the map marker from an unmodded game and paste it back to the mod where you want to add it. Then you would use the modding tools to pack the image file back into .dat/.fat files.

Good karma+1 vote
riksteri
riksteri - - 11 comments @ Get Lost

I double checked it, and the uploaded files do work for my own installation of non-Steam Far Cry 2 without Fortune's Pack DLC installed.

From what I have learned, it seems the mod indeed would need a separate version built with Fortune's Pack. The Steam version of the game also might or might not work with the current version of the mod. I only have a boxed retail copy of the game.

To get the mod working with Fortune's Pack, I would need the unmodded patch.fat and patch.dat files from a Fortune's Pack installation. I don't have access to those, so there is not much I can do currently.

Good karma+1 vote
riksteri
riksteri - - 11 comments @ Get Lost

Ah, my bad for not mentioning it in the description! I don't have the Fortune's Pack myself, and thus the mod is developed and tested with just the vanilla Far Cry 2. I would not be surprised at all if the mod just cannot work with Fortune's Pack.

So in short, I don't know for sure that the Fortune's Pack is the reason for the mod not working, but I think it's a strong possibility. I don't think there's much I can do, but I'll take a look to see if there's some way for me to make the mod compatible with the DLC somehow without owning the DLC myself.

I also have not heard from anyone else if the mod works at all on any other machine than my own. For all we know, maybe I accidentally uploaded the wrong files or something! I'll double check for all this as soon as I can.

Good karma+1 vote
riksteri
riksteri - - 11 comments @ Code of Interplanetary: Can I see some ID, please?

The basic principle you have there seems good and would likely have been a simpler (and thus better) way to do things. Thank you! We'll learn from this and do better next time!

Good karma+2 votes
riksteri
riksteri - - 11 comments @ Unity Games

Hi, I'm Riku and I have a problem. I'm a Unity developer. Currently working on an issue called "alpha deadline closing in" with our turn-based strategy-artillery game Interplanetary: Indiedb.com

Good karma+2 votes
riksteri
riksteri - - 11 comments @ Indie Devs

Go go matching avatars! Interplanetary programmer reporting in.

Good karma+3 votes
riksteri
riksteri - - 11 comments @ Developing Interplanetary GUI: Thoughts on Unity

If I understand your suggestion correctly, it is a very similar solution. In the post above instead of booleans the system just makes the assumption that the container containing the GUI elements is sorted by depth. It can then iterate through the elements in order without having to compare booleans. Other than that, it works on a similar principle. When the topmost element that should handle an event is found, a simple break statement then ensures that all elements after that don't receive the event.

It also indeed is sort of manhandling the Unity engine, as it bypasses all the mechanisms Unity offers and requires a custom made system. In theory the engine does include features to incorporate GUI elements nicely. For instance, after an event has been handled, it can be marked as "used", so everything receiving that event afterwards knows to ignore it. In practice, that doesn't work quite as well as advertised, and is only one of the shortcomings we encountered when developing the GUI.

The point is, such manhandling shouldn't be required, and isn't if one is using some of the third party libraries available. As time is of the essence, something being slow, tedious and not elegant very much is a concern to us. We can then spend that effort elsewhere where outsourcing the solutions isn't as easily done.

Our intention isn't to blow the issue out of proprotions, though. This was just something simple I figured would suitable for testing the waters for people's interest in hearing about our adventures in Unityland. We're paying close attention to what kind of response this piece of content receives.

Good karma+2 votes