I've been a PC gamer since the 90's with classics such as C&C:RA and Unreal. These days I spend most my time developing mods for various games with my most recent project being 'FUEL: REFUELED' for the game FUEL. I'm primarily a programmer, but occasionally partake in minor texture and mapping work also. You can see some of my active and past projects via links from this profile.

Comment History  (0 - 30 of 223)
Vetron Dec 14 2014, 5:44am replied:

Unfortunately with the long unknown regarding GFWL and since the game itself no longer being sold in a lot of places I haven't been focusing on this mod. With such a bleak outlook it was hard for me to continue working on the project. But its certainly not dead to the point where it will never receive support or updates :)

With the last 2 releases of REFUELED I was transitioning the mod to the state of where it could be considered close to an unofficial patch. I would hope it still stands that it is stable and there are no glaring issues, and it is generally regarded as a straight improvement to the game. With the assistance in translating the mod into nearly all language editions I was able to really achieve this to the point where it stood out amongst other mods :)

If I were to develop future versions of the mod, the changes would primarily be adding of Vista Points, tuning up the external tool set I provided and so on; game wise itself there was nothing I had planned - I had developed the mod to where I wanted it :) So in a way this does make this mod a done mod, not because it proved unsuccessful or never got finished, but rather because it did meet the goals I set out to achieve. I would like to release another update someday most definitely, but someday - but this mod is certainly not underdeveloped or lacking refinement :)

+1 vote   mod: FUEL: REFUELED
Vetron Nov 13 2013, 1:33am says:

For anyone who reads this, I just uploaded a minor revision to the FUEL: REFUELED 2013.1 [R2] download (now version R2.9). Firstly corrected a few things with the Free Ride Extreme Editor BETA - set basic mode and background by default in the config. Secondly I added a PDF guide which talks about how to work the editor at a basic level. Its an early write-up, so feedback is appreciated.

I wont put this out in a news post as the change is so minor.

+1 vote   mod: FUEL: REFUELED
Vetron Nov 10 2013, 11:50pm replied:

I am concerned about the shutdown of GFWL. GFWL obviously handles multi-player, but also the saved-game / player progress.
But I expect GFWL to be forced into an offline mode, so while multiplayer will be gone, the game will be playable hopefully.

I really wish this game could get some love and be given Steamworks. Even if they didn't want to waste their time on it, there is so much I could do with this game if I were able and had the source (and permission), but cannot. Its tied up with Codemasters and Asobo Studio's who are going to just let it die and be forgotten about, what a waste.

Codemasters wont do it because they only care for money, and theres no money in FUEL right now (besides the copies that sell because of this mod -_-). Which is a shame because I know if I had control its possible to turn FUEL around and make money from it, plus maybe even make it popular again (at the very least keep it alive for those of us who love it). Basically I'd make it free-to-play, be based around Steamworks exclusively. Instead of a base purchase (which is next to nothing now)- players would pay for new liveries, gear, maybe even vehicle variations. Could run cross-promotions with other games, to get limited items etc. There's a lot that could be done with micro-transactions to make it profitable I think.

Anyway back to your original question, eventually when GFWL does shut off completely there will be loss of multiplayer, but the game should still run.

+7 votes   mod: FUEL: REFUELED
Vetron Oct 15 2013, 6:47am replied:

I've not known of this sound bug before, something I'm unable to replicate as-well (then again, this mod makes no changes at all towards sounds). If you are able to reproduce it or provide more information then I'd be happy to look into it.

+2 votes   mod: FUEL: REFUELED
Vetron Oct 15 2013, 6:44am replied:

Thanks :D Even though I can't beat that 10 star rating, if you have any suggestions on how to make any aspect of the mod better then by all means say as I take note of any and all suggestions :)

+2 votes   mod: FUEL: REFUELED
Vetron Oct 15 2013, 6:41am replied:

Noted. I will look into this, but I can say already its probably a bug either with the interface theme or one of the unlock optional mods.

+2 votes   mod: FUEL: REFUELED
Vetron Oct 15 2013, 6:38am replied:

To create a free ride extreme scenario with the current release version:

- After running the free ride extreme editor program select the Zone and then Vista Point you wish the Free Ride Extreme to start from.

- Adjust time values - the start time, and then the end time, which the scenario will progress to as you play it. E.g. A start time of 12:00 and end time of 13:00, by the time you reach the finish - the in-game time would have progressed from 12:00 to 13:00.

- Adjust weather values for clouds, fog, rain, snow and wind - which are all percentages so range from 0 to 100%. There is both a start and end value, which has same effect as start and end times as I mentioned above.

- Choose whether you want a tornado - 1 for yes, 0 for no. The tornado spawns near the start point and will progress in a path towards the finish.

- After naming the scenario something recognizable or taking note of the default name, press save button and it will be exported to the MODS folder.

- Open JSGME.exe and after ensuring Patch #5 is activated, also activate the mod which you just named in the previous step. You can activate multiple Free Ride Extremes at once, but only 1 per vista point location.

- Launch FUEL and go to the specific vista point in-game. It will then ask you whether you wish to start a race - do so and the Free Ride Extreme scenario will begin. It will end when you eventually drive to the zone camp or manually exit it.

The newer version in development will be a lot easier to use and will work a lot better, I know the current version isn't great and is far from how I'd want it to be. Still unknown when the new version will release, but it is of course in development :D

(BTW If you or anyone needs help with anything then please send me a private message, I don't get notifications on comments etc. so can only reply when I can :P)

+2 votes   mod: FUEL: REFUELED
Vetron Oct 15 2013, 6:35am replied:

The problem with developing new vehicles and other assets lies within the lack of access to several file archives (the .dpc's). It needs someone with knowledge in file compression/decompression to come up with some unpacker/packer. Not where my expertise lies sadly so unable to do it myself (i've reach out in the past to varying individuals but no luck).

If we had that, then that would open a whole new set of options for modding FUEL.

+1 vote   mod: FUEL: REFUELED
Vetron Jul 1 2013, 7:45pm replied:

Well I have a race editor in development which will allow you to select what opponents you face and change all the environmental settings. It will also let you run with 'all' vehicle types in one race for complete chaos if you so choose.

When I have completed the long list of things I already have planned or am working on (its a big list including race expansion pack, the race editor i mentioned, vista point packs and more - easily enough to keep me going well into 2014 at this rate :D) I shall give the hoods a look into I think perhaps again. It really is just a painfully slow set of changes to implement given the work it would take and why its 'lower' priority compared to other things right now - but one day perhaps i hope :P

Well I welcome the thought of wanting to make a donation, but I do not have a donation link as it's never really something I've considered before. However as long as REFUELED is well received and useful to people then I will continue to work on it :)

I've just posted a screenshot of the new vehicle color palette editor, or at least the current version of it. REFUELED is very much alive :D

+1 vote   mod: FUEL: REFUELED
Vetron Jun 16 2013, 7:28am replied:

I replied to your PM. But for anyone else reading this, essentially I don't have access to the PS3 version so I cannot support it personally. However if anyone wants to look into this and help with providing all the relevant information then I would do my best to work with and get this working (I should state I don't even know if it would work).

+1 vote   mod: FUEL: REFUELED
Vetron Jun 6 2013, 4:38pm replied:

I will look into this for next update, any more info you can provide (e.g. which ones you are using) would be helpful. Thanks for bringing it to my attention.

+2 votes   download: FUEL: REFUELED 2013.1 [R2]
Vetron Jun 6 2013, 4:36pm replied:

I'll look into this, thanks for bringing it to my attention both of you. Some things like this occasionally break as I update / fix other things. I will have it fixed though, either with next update or with a hot-fix to the current version.

Anyone aware of any other bugs? :D

What I'm working on right now is getting those updated dev apps finished (e.g. free ride extreme editor) and the two additional vista point packs implemented. Some of it is quite tedious data entry, so why its taking me a while.

+1 vote   news: What next for FUEL: REFUELED?
Vetron May 9 2013, 10:33pm replied:

Apologies for missing your PM - I've just replied, hopefully with a fix to your issue.

+1 vote   mod: FUEL: REFUELED
Vetron May 5 2013, 9:16am replied:

It's something that others have requested - I currently do not have a way to disable it however; but its on the 'to do' list and when a method is known to me it will no doubt be included in the mod.

+1 vote   mod: FUEL: REFUELED
Vetron Apr 16 2013, 7:59am replied:

I think marketing FUEL as a racing game was a poor choice in its condition.

They made this really good free roaming game however. Not just the world size but the vehicle selection and weather system also. Plus you can enjoy it with up-to 15 of your friends online. Its what keeps me playing and modding FUEL.

+1 vote   mod: FUEL: REFUELED
Vetron Apr 3 2013, 1:14am replied:

Yes. When you install this Patch #5 you must ensure all previous patches are removed as it is stand-alone. All previous accompanying optional mods should also be removed as they will have been updated within this new Patch (nothing is removed).

Apologies for the delay in reply, I am not notified of comments on downloads and media (and I have more than a few to keep track of :P). If you or anyone has any questions and I don't reply quickly then by all means PM me and get my attention :)

+1 vote   download: FUEL - Patch #5 (Unofficial)
Vetron Apr 2 2013, 12:16am replied:

As far as I'm aware there is nothing to adjust the dead zone regarding FUEL in-game (or otherwise through modding that I'm aware of). A suggestion would be try an external emulator app such as xpadder or some alternative and try mapping the wheel axis's to mimic a 360 pad thumbstick. Other than that your stuck with whatever software Logitech provides to adjust the dead-zone.

I know I replied to your PM, but posting here in case anyone else wishes to know.

+1 vote   mod: FUEL: REFUELED
Vetron Mar 31 2013, 12:04am replied:

Thanks! Oh you can count on there being many more FUEL: REFUELED releases in the future... :P

+1 vote   mod: FUEL: REFUELED
Vetron Mar 31 2013, 12:00am replied:

Yes it is indeed a great offer, this weekend only for £2.37 - Greenmangaming.com

But the standard price of £6.99 (Also available on Store.steampowered.com) is still worth it for the game-play longevity that can be had from FUEL, I think I racked up over a hundred hours even before I even started modding the game!

Anyone who's new to the game or just tried my mod because of that deal I'd be glad to get some fresh feedback and any suggestions from on what could be done better (in your opinion)!

See you all in the Wastelands!

+1 vote   mod: FUEL: REFUELED
Vetron Mar 30 2013, 11:52pm replied:

Don't forget to leave feedback on what you think, such as if you think something could be improved or just general suggestions etc. - I do listen too user feedback!

+3 votes   download: FUEL: REFUELED 2013.1 [R2]
Vetron Mar 30 2013, 11:49pm replied:

If you or anyone else experiences these issues again please can someone PM me directly - as these comments are not monitored, i.e. I don't a notification. However I may be able to provide alternative temporary hosting quickly should sites be down.

If anyone has suggestions for alternate download mirrors then please do suggest them.

+2 votes   download: FUEL: REFUELED 2013.1 [R2]
Vetron Mar 30 2013, 11:44pm replied:

These sorts of issues are beyond my control sadly - if you know of more reputable modding sites that will host the file then by all means suggest it.

I am aware of past issues with the download - quite a few of you have brought it to my attention, it would be useful if anyone else experiences issues again lets me know as-well. (I may be able to forward these complains on en mass to the site manager(s) in question and get something done about it).

It will be a very rare occurrence that both sites happen to be offline or under maintenance, but should it ever happen again just PM me and I will host the file temporarily somewhere else (like drop box of skydrive etc.).

+2 votes   download: FUEL: REFUELED 2013.1 [R2]
Vetron Mar 30 2013, 11:37pm replied:

Yes the optional custom menu mods do remove the bonus codes menu, as I deemed the menu not required once you've had them entered once etc. Just make sure any UI mods aren't active, then the menu will appear - enter the codes, then you may continue to use which ever theme you like again.

+2 votes   download: FUEL: REFUELED 2013.1 [R2]
Vetron Mar 24 2013, 1:51pm replied:

You only need that download, no previous version. The download size reduced because I removed some template and other unnecessary files, however everything to run and use the mod in all languages is still included.

You wont miss out on anything by not installing previous versions.

+1 vote   mod: FUEL: REFUELED
Vetron Mar 23 2013, 6:32am replied:

Even Windows itself can be a problem for that sort of thing - a simple 'clean disk' will often reveal gigabytes of wasted disk space due to these dumps.

I don't know if its possible for me to write in some sort of file size or line count detection and overwrite - I think it would be quite a complicated function given the nature of the language the program is written in (external input is limited at best). If I was using a better language then it would be pretty easy - so these big time devs certainly have no excuse.

Here's the API I'm working with: Smallbasic.com
Simple isn't always simple xD

An idea just thinking off the top of my head would be to force a counter in the configuration file - so every time the program is executed a write to the counter is made. When it exceeds maybe 25 program executions a new log file is created (log2) and counter reset (so there is now log1 and log2). When the counter exceeds 25 again, the same will repeat, but log1 will be cleared and the program will being logging there again.
The pattern would repeat itself so you would keep a log of what the program did at-least 25 executions ago and nothing more.

+1 vote   media: Free Ride Extreme Editor [Rev.5]
Vetron Mar 17 2013, 11:16am replied:

There are mirrors available (listed on the twitter feed displayed on the right side of the main page). If for whatever reason this download is not working, you can download from strategy informer here: Strategyinformer.com

+2 votes   download: FUEL: REFUELED 2013.1 [R2]
Vetron Mar 7 2013, 3:36pm replied:

If you just enter the values in the editor and click save, then the weather settings should be saved when you spawn at that vista point.

Are you running the latest version?

If you have further problems, copy and paste the contents of the file
\fuel\MODS\[O] - Other - FRA Grand Hill (<name>)\FUEL_PATCH\Events\Z01\FRA_Z01_01_HUB.java (open with notepad) to send me via private message and i'll take a look at what went wrong.

I've made changes in the version I'm currently working on to make the program easier to use, such as by including both simplified and command-line modes. I've started somewhat writing a guide for the next version, soon as I release I'll publish. I'll maybe add a video tutorial as-well.

0 votes   mod: FUEL: REFUELED
Vetron Mar 7 2013, 3:21pm replied:

I'll be writing one soon as soon I finish currently updating the tools, so maybe in a week or so.

+2 votes   mod: FUEL: REFUELED
Vetron Mar 6 2013, 9:49am replied:

(1) - There will be a save button added.
(2) - Already covered.
(3) + (4) - The language doesn't support the launching of external applications without me having to look into writing an extension. I chose MSSB because I wanted to encourage people to maybe look at the source code and maybe make something of their own from it as its so simply written.

Tabs is something I considered, however while they're simple apps, the free ride extreme editor is already pushing past 4,000 lines of code, and to merge the race and palette editors aswell might cause slow loading times as its quite taxing for the language.

If I am to merge them then I will do it once the race editor is complete, as by far that will be the largest application of them all in terms of lines of code and resource usage.


Couple of other recent changes I've made is to re-write and re-order the formatting file to make things much for efficient to create themes with. It's been simplified down to:
Background Color
5 Font Colors (first, second, selected (green), error (red), blue)
Symbol Border and Symbol Background.

An idea I've had is to take some of the code from the vehicle color palette editor and inject it to this app so that the user would be able to adjust the UI theme for all apps. But low priority for now.

+1 vote   media: Configurator [Rev.2]
Vetron Mar 4 2013, 5:11am says:

I've updated the package; now included in the .zip is a step-by-step installation guide with screenshots, a copy of the change-log and a preview of some of the optional UI mods contained within the package. The instructions on the "read more +" section has also been reworked to make things clearer too.

Also a few more lingering bugs have been fixed and this package has been brought up-to-date with the latest REFUELED mod version.

+2 votes   download: FUEL - Patch #5 (Unofficial)
Offline Since
May 29, 2015
United Kingdom United Kingdom
Member Watch
Track this member
Comment Statistics
Posts per day