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About Jarno Mikkola
![](http://content.invisioncic.com/u284679/team_g3member.png)
- Birthday 07/25/1982
Profile Information
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Gender
Male
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Location
Right next to the Ultra High Temperature manufacturing factory.
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Interests
Making ass of himself, on a daily bases.
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http://
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Jarno Mikkola's Achievements
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anyone knows of a good samurai kit?
Jarno Mikkola replied to MarciusVetrack's topic in General Mod Discussion
Technically it is not in Github that is responsiple, it's the macOS, or more precisely Finder -application. Just go and look for the file wiki entry: https://en.wikipedia.org/wiki/.DS_Store That is if the article is to be believed. I used a picture editing program that left similar invisible files, and so I know where those things come from. -
anyone knows of a good samurai kit?
Jarno Mikkola replied to MarciusVetrack's topic in General Mod Discussion
You will want to remove the usually invisible ".DS_STORE" -files from the archive. It's usual sign that you have a program that scans all your folders and makes a file that is convinient for it... but everyone that hates such programs will hate all of that. And in the macosx folders it's "._.DS_Store". -
Future tweak ideas - post 'em here
Jarno Mikkola replied to CamDawg's topic in Tweaks Anthology Forum
That's a level 1 spell. It needs to have a drawback, or it's overpowered as cheese. -
Things that prevent WeiDU successor or alternative?
Jarno Mikkola replied to AL|EN's topic in Modding Q&A
And multiple mods have the "lib" folder that have assortments of parts that the they themselves use. But the greatest: "Things that prevent WeiDU successor or alternative?" is weidu itself. It's better than anything any one has consistently been updating. And the other thing is that dabus burned out. -
The flail heads might be critical items until the quest is done. Which would drop/move them to the player characters inventory.
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I checked ANIMATE.IDS in both BG2 and BG2EE and it seems that in the original game the entry is IC_CORNUGONSKI as you reported while BG2:EE shows CORNUGON. I have a simple question though: both entries are preceded by an address (correct me if I'm mistaken) which is the same for both: 0xE0E0. Wouldn't it be possible to reference the address rather than the text in order to avoid compatibility issues? Technically it can. Thing is those are dynamic libraries... and they can be extended by Infinity Animations mod for example, and so it could be possible that the hexadecimal number that eventually would result from making such a change could eventually be unmade ... after all, if they would use the same library, the id NAME would be the exact match. So this is more about the mismatch of old library references than just simply what SCS does to the BG2 game (alone). And then there could be terrible things that the old BWS does to the .ids files themselves that could cheese the whole thing. Yes, that's a known thing and there was multiple tried fixes ... but without actually Guest Newb's logs, we have no idea what spagettimonsters tangets it's pulling things with. Yes, understand that one of the ways the BWS(or BWP, and thus BWFixpack) kept it's .ids files in sync was it kept overwriting them with a master versions of them from an archive. At least that was in the old days. And yes, I understand how irresponsiple that was.
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Yes, I realize this is off-topic, sorry for that DavidW: From my stand point this would seem extreamly usefull... until I saw what the code does. And that's because you try to fix a problem that might not be relavent(this it self is good)... and it gives no information of what was wrong and so on. Now, it's a good effort... but I believe we could do better. You code checks for .itm's, .cre's and .spl's. This is good. But it gives no log information of anykind... from what I could understand. It fixes it by removing it. I would say that cathegorizing error prone opcodes could be very useful in installs. So first a tool I would like you or anyone willing, would be to make is a one that checks what type of the game is currently under and print that out. (BG1, BG2, BG1EE, BG2EE, EET the works, like EEex intergration etc. there's a lot of things that can be intergrated, eventually). Then it would check each file cathegory what opcodes each of those won't accept or that can cause problems with ... the iesdp has a very extensive list of those per game type. And if those are detected, print out a debug file that states possible cause of crash and each opcode and in what file it's used in. Now yes, that tool would do less than yours, and it would likely be far more install time consuming.. but it would be useful in debugging a lot of installs at install time, and ive the player the ability to know for sure that the install is stable or NOT. EDIT, erhm we also need projectiles .pro -files, tile .pvrz -files, and so on.
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I'll note, that the spell in question will have very strong effect with this. If the for example the primary color is while, black will likely be a good visual aid. But what if the primary color is red and now we need to use out imagination to create a perfect scenario for the 2 000 000+ million colors, and the magic missile being obsured by a GUI element we accidentally picked from another mod. And then black might not be the best idea... especially for some people that have different eye color vision.
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weidu.log's content (open the file with Notepad and copy paste it to a post.) ?
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I am willing to bet there's a few problems with that... that definitely could be solved if the results were looked at and fixed within reasonable time. But maybe CamDawg's skill were better with PhotoSpot scripts than weidu's image handling ones. This of course doesn't exclude you from trying to do this in weidu and parse the code to CamDawg when you have looked at (and taken pictures of) the results. If you want that is. Yes, it's likely that the files made by weidu are likely smaller than with attached files, but the size doesn't matter these days any longer, so much..
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Immutability and encapsulation in mod design
Jarno Mikkola replied to DavidW's topic in Modding How-Tos and Tutorials
Wouldn't you rather extract an archive than copy ? Cause yes, extracting data from a smaller source file is FASTER than copying a files form one folder to another, at least in todays computers(multi core) .. I don't know the details, but I know it's true.