I do coding/scripting/configs/ect. Right now I'm working on the 'STALKER: Call of Pripyat' mods RCOM and Faction Fronts.

Comment History  (0 - 30 of 584)
MacBradley
MacBradley Sep 19 2014, 2:17pm says:

Respect for Trojanuch, such a huge contributor to the continued modding support still going on for the STALKER series.

+1 vote   media: Congratulations
MacBradley
MacBradley Jul 11 2014, 5:08pm says:

I probably should put a version of this out. It works well enough for a beta at least.

+3 votes   mod: RCOM
MacBradley
MacBradley Jun 30 2014, 2:17pm says:

Love it!

+2 votes   media: CoC global map
MacBradley
MacBradley Apr 16 2014, 5:19pm says:

awesome work!

+2 votes   media: AI reaction to Bullet/Grenades
MacBradley
MacBradley Apr 10 2014, 2:59pm says:

This is the only mod outside Lost Alpha I care to see. Looks like you're doing awesome work Alundaio (and whoever else works on this).

+2 votes   mod: S.T.A.L.K.E.R.: Call of Chernobyl
MacBradley
MacBradley Oct 15 2013, 1:59pm says:

Waiting a few days to get more work done...I needed some more RAM and a new GPU to be able to test the mod without out of memory crashes and to run smoothly enough to enjoy working on this mod again, haha.

+2 votes   mod: RCOM
MacBradley
MacBradley Oct 12 2013, 7:47pm replied:

send me a message :-)

+1 vote   mod: RCOM
MacBradley
MacBradley Oct 12 2013, 3:33pm says:

I just looked at Misery's weapon configs because I figured if any mod out there had done what I planned, you guys would have haha. It looks like you guys (Trojan I assume) did something similar to RCOM, where you use very VERY low values for k_ap on all rounds, armor piercing or not. The problem with that, is that something that has a lower AP value is sent to a different algorithm than ammo with k_ap higher than the individual body armor sections. This causes those specific regions to be bypassed all together, instead taking hit_fraction as a multiplier in damage creation. Like I said, mine was setup similar to Misery in the older versions of RCOM. I didn't realized just why things didn't work how I thought they would until I found a thread a while back where some Russian modder figured out the algorithms used.

AAAAAND....I sent you an email regarding the beta! I'll have more details on exactly what I need for testing soon.

+2 votes   article: Armor Penetration Overhaul
MacBradley
MacBradley Oct 11 2013, 4:49pm says:

I'm gonna need a few beta testers really soon here. Message me if you're interested!

+1 vote   mod: RCOM
MacBradley
MacBradley Oct 6 2013, 3:35pm says:

This is such a great mod idea. Many people (myself included) have tried to add maps AND add a bunch of other concepts all in one, not allowing time to finish our goals. This leaves a lot of room for people to focus on story/gameplay/content mods without worrying about a completely different aspect of adding maps.

+4 votes   mod: S.T.A.L.K.E.R.: Call of Chernobyl
MacBradley
MacBradley Oct 5 2013, 10:55pm says:

Thanks for the welcome back guys! I'd be VERY surprised if the release isn't done this year. Most the work I have to do is sorting through files and merging some things.

+3 votes   article: RCOM: Past. Present. Future
MacBradley
MacBradley Aug 9 2013, 1:11pm replied:

Alive, but not working on RCOM anymore.

+1 vote   member: MacBradley
MacBradley
MacBradley May 14 2013, 6:40pm says:

I was wondering if you guys were able to get the death effects running fine without problems and are using them? Since I don't mod anymore, I'm really hoping to see them pop up in Misery!!

+5 votes   mod: MISERY
MacBradley
MacBradley Apr 21 2012, 4:17pm replied:

Gonna talk to Predator_828 and then we'll let ya know, but the mod ain't dead!

+2 votes   mod: RCOM
MacBradley
MacBradley Jan 31 2012, 11:33pm says:

I still wanna see this finished one day. Keep up the work!

+2 votes   article: Snatcher Mod Update! (Jan 2012)
MacBradley
MacBradley Jan 18 2012, 9:03pm says:

Good news!

+5 votes   media: S.T.A.L.K.E.R. Lost Alpha - Happy New Year 2012!
MacBradley
MacBradley Dec 19 2011, 3:02pm says:

I'll just say I agree with what N.Aaroe said. Sounding great Sclera! :)

+1 vote   media: Audio Comparison
MacBradley
MacBradley Dec 14 2011, 11:13pm says:

Looks really good!

+2 votes   media: Death at your feet
MacBradley
MacBradley Dec 14 2011, 11:11pm says:

HAAAAAAAAAAWT!!

+2 votes   media: Scar-H Complete
MacBradley
MacBradley Dec 12 2011, 11:36pm says:

I would like to take a run through the beta. I'd love to run through it and see all you guys have been working on!

+1 vote   media: Upload Commencing
MacBradley
MacBradley Dec 8 2011, 2:17am replied:

I'd like to add that I personally did some RCOM work for the first time in a while this last week :)

+5 votes   mod: RCOM
MacBradley
MacBradley Nov 11 2011, 5:47pm replied:

The easiest way to merge levels is to use the SDK now that it is released. The biggest piece of work, however, is adding something to do in those levels. Tasks, NPC's, mutants, what the Alife does where, ect.

+1 vote   mod: RCOM
MacBradley
MacBradley Nov 10 2011, 4:18pm replied:

This will be updated with more details. Just got back to working on some stuff. :) The gun count will be similar to that of what is going into 'Faction Fronts' for 'STALKER: Clear Sky' since its largely the same team working on both.

+1 vote   article: RCOM Final Feature List
MacBradley
MacBradley Oct 29 2011, 4:24pm replied:

Glad you're enjoying the non-broken parts, lol! Using the RCOM forums here on Moddb is a good place for the bug reports, so they don't get lost :)

+1 vote   mod: RCOM
MacBradley
MacBradley Oct 29 2011, 4:52am replied:

Thanks for the bug report. Many AI bugs like this have been sorted out or have a plan to be sorted out and just need to finish being implemented. Most the remaining RCOM tasks are planned, just still in the process of being put together.

+1 vote   mod: RCOM
MacBradley
MacBradley Oct 29 2011, 4:51am replied:

Definitely not dead, work has just been slow for the last 2 months.

+2 votes   mod: RCOM
MacBradley
MacBradley Oct 10 2011, 12:51am replied:

Yes it is. Life is busy, so when I do get time for RCOM I put it into working on it instead of wasting time with updates. You'll get more specific info and news throughout this fall, don't worry. :)

+2 votes   mod: RCOM
MacBradley
MacBradley Oct 3 2011, 9:26pm replied:

The dots are red to show they are offline, not because they are hostile, like in Clear Sky. It's that way for debugging purposes.

+1 vote   media: Marshes A-Life PDA Shot
MacBradley
MacBradley Sep 28 2011, 6:04pm replied:

You'll see a lot more updates this fall. I've been working on another project and have been cramming work on that to get done before October 7th.

+1 vote   mod: RCOM
MacBradley
MacBradley Sep 11 2011, 6:01am replied:

This mod is far from dead :)

+1 vote   article: RCOM July 2011 Update
MacBradley
MacBradley May 10 2011, 4:02pm says:

Very cool.

+2 votes   media: Big or Small?
MacBradley
MacBradley Mar 27 2011, 9:05pm replied:

Possible, but I probably won't include it. Most of the suits in STALKER are some sort of military derivative, and much of the carrying space in done through carrying space compartments on the suit itself.

Different suits, however, I plan on giving different carrying spaces to as well, just like how the have different carry weights in vanilla.

+2 votes   media: Inventory Space Script Demonstration Screenshots
MacBradley
MacBradley Mar 20 2011, 8:05pm says:

Its great that you've got a team you're working together with on WotW now.

Trying to do everything yourself is just an insane amount of work, and in order to actually get the mod done sacrifices probably would have had to been made; whereas now each development aspect gets more detail and quality from the specific skill sets of everyone.

+1 vote   article: S.T.A.L.K.E.R.: Way of the Wolf - Status Update 2
MacBradley
MacBradley Mar 15 2011, 4:02pm replied:

For graphics mods, idk, haha! I've installed ATMOSFEAR before, but removed everything from the gamedata folder. I believe I left the uesr.ltx settings from ATMOSFEAR, although I made a bunch of edits to them. So its probably more of a 'Frankenstein' graphics mod, haha.

I'll sort it out once everything non-graphics is done for RCOM. I got the OK from Cromm Cruac to upload an optional version of RCOM with ATMOSFEAR already merged in. The reason is because the amount of comments and messages I've gotten on merging the two is quite high.

+2 votes   media: Dynamic Hud Alpha Preview
MacBradley
MacBradley Mar 11 2011, 7:12pm replied:

No I don't remember the suits. It just another example that adds to the reason why artifact gun's aren't outside the game's suspension of disbelief.

+1 vote   media: Artifact AK-74 Headshot
MacBradley
MacBradley Mar 10 2011, 4:48pm replied:

I forgot about that .Clash, that's a VERY good point, haha.

I kept thinking of either a "coil gun" or "rail gun," both of which are already a bit far fetched to be believable for any hand held firearms to be created from such technology.

+1 vote   media: Artifact AK-74 Headshot
MacBradley
MacBradley Mar 7 2011, 3:33am replied:

Performance is WAY better than my first scripting attempt from a couple weeks ago, haha! I've a couple different algorithms and need to test them against a FPS counter, but so far I can't notice a noticeable FPS drop without seeing the FPS counter, which is a good sign!

+1 vote   media: Dynamic Hud Effects
MacBradley
MacBradley Mar 1 2011, 7:25pm replied:

You can do it in the SDK as well. If you'd rather do it manually, there's some threads on the subject on the GSC forums. Look for threads started by Beacon.

+1 vote   media: Conquering Smart-Terrains and Smart-Covers!
MacBradley
MacBradley Feb 24 2011, 10:59pm says:

Haha! Perfect.

+1 vote   media: the Mininuke
MacBradley
MacBradley Feb 11 2011, 7:13pm says:

Awesome, its looking great!

+1 vote   media: Skadovsk interior *game shot*
MacBradley
MacBradley Dec 17 2010, 7:10am replied:

The AN94 I've been using in the pics is just an alternate skin; the stock AN-94 is still the same one from vanilla. :)

Guns will still be mirrored, unfortunately. It's a bit weird, but requires reanimating all of the weapons if they were flipped. That's a huge job for even a talented animator, and I don't due animation at all.

If you're curious about bullet physics in RCOM, they are very similar in my working build as they are in RCOM Beta v.1.0.6 from the downloads section.

Bullet drop still exists, but is much closer to a realistic value. This means that most stock guns won't have much drop in the combat ranges found in STALKER. For the most part, you usually don't need to worry about bullet drop in RCOM anymore than, say, hitting an NPC just below the neck when you were aiming for his jaw at the longest ranges you'll fight in STALKER. RCOM isn't vanilla, the combat system focuses on different gameplay designs to create challenges in gun fights.

+2 votes   media: Renegades Faction Overhaul
MacBradley
MacBradley Dec 5 2010, 6:42pm replied:

Honestly, I don't know. I'm guessing it aids leveling up, which makes votes worth more in MOTY voting, but I'm not sure what level up is for other than that.

+5 votes   media: 1st screens of Clear Sky Faction's new Leader!
MacBradley
MacBradley Dec 4 2010, 6:54pm replied:

As long as you +1 ever time I reply to comments, NEVER stop! Haha.

+6 votes   media: 1st screens of Clear Sky Faction's new Leader!
MacBradley
MacBradley Dec 4 2010, 7:20am replied:

You've all made me proud, that's what I've done. :) Nothing like the feeling of starting an army of repeating sarcastic spam troll comments!

+2 votes   media: 1st screens of Clear Sky Faction's new Leader!
MacBradley
MacBradley Nov 25 2010, 11:33pm replied:

Thanks for detailing the problems.

Day/Night cycle is strange, and shouldn't be something from RCOM specifically.

I'll search for the broken private cut scene and guide. I think I have an idea what might have caused that.

+2 votes   download: RCOM v.1.0.6 Beta Patch 1
MacBradley
MacBradley Nov 22 2010, 8:55pm replied:

Hehe, witty one there. :)

+2 votes   media: More Swamps Screenshots
MacBradley
MacBradley Jul 1 2010, 2:21pm replied:

*!&$! really? I started a new game right before uploading it to make sure. Could you guys get it to crash, and then the crash report will be one your clipboard so you can paste it in a comment. That would help a ton.

+1 vote   download: RCOM Beta v.1.0.6
MacBradley
MacBradley Apr 25 2010, 10:45pm says:

Hi. I saw that you took interest in Redux, so I figured I would mention the mod that Redux took its weapons configs from. In the meantime, I suggest you look at my RCOM mod, which Redux took the weapons configs from. There has recently been a big update to RCOM, and I feel confident in advertising for it at this point. It is mainly a weapons/ballistics/AI/armor/mutant/balancing mod with a strong focus on realism, with some cool anamoly/artifact guns thrown in for good measure.

Moddb.com

It would be very much appreaciated if you'd try RCOM out and leave feedback/ideas/bugs!

Regards,
MacBradley

+1 vote   member: grinder
MacBradley
MacBradley Apr 25 2010, 10:44pm says:

Hi. I saw that you took interest in Redux, so I figured I would mention the mod that Redux took its weapons configs from. In the meantime, I suggest you look at my RCOM mod, which Redux took the weapons configs from. There has recently been a big update to RCOM, and I feel confident in advertising for it at this point. It is mainly a weapons/ballistics/AI/armor/mutant/balancing mod with a strong focus on realism, with some cool anamoly/artifact guns thrown in for good measure.

Moddb.com

It would be very much appreaciated if you'd try RCOM out and leave feedback/ideas/bugs!

Regards,
MacBradley

+1 vote   member: lonewolf807
MacBradley
MacBradley Apr 8 2010, 2:17am says:

Next version should be out in the next few days. The most changes done in any update yet:

- Weapons Upgrades
- Darius6's Sound Overhaul
- Different AI for different level stalkers and different factions
- A TON of other stuff I'll mention on release

+1 vote   mod: RCOM
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