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 580)
MacBradley
MacBradley @ Congratulations

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

Good karma+1 vote
MacBradley
MacBradley @ RCOM

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

Good karma+3 votes
MacBradley
MacBradley @ CoC global map

Love it!

Good karma+3 votes
MacBradley
MacBradley @ AI reaction to Bullet/Grenades

awesome work!

Good karma+2 votes
MacBradley
MacBradley @ S.T.A.L.K.E.R.: Call of Chernobyl

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).

Good karma+2 votes
MacBradley
MacBradley @ RCOM

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.

Good karma+2 votes
MacBradley
MacBradley @ RCOM

send me a message :-)

Good karma+1 vote
MacBradley
MacBradley @ Armor Penetration Overhaul

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.

Good karma+2 votes
MacBradley
MacBradley @ RCOM

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

Good karma+1 vote
MacBradley
MacBradley @ S.T.A.L.K.E.R.: Call of Chernobyl

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.

Good karma+4 votes
MacBradley
MacBradley @ RCOM: Past. Present. Future

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.

Good karma+3 votes
MacBradley
MacBradley @ MacBradley

Alive, but not working on RCOM anymore.

Good karma+1 vote
MacBradley
MacBradley @ MISERY

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!!

Good karma+5 votes
MacBradley
MacBradley @ RCOM

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

Good karma+2 votes
MacBradley
MacBradley @ Snatcher Update! (Jan 2012)

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

Good karma+2 votes
MacBradley
MacBradley @ Audio Comparison

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

Good karma+1 vote
MacBradley
MacBradley @ Death at your feet

Looks really good!

Good karma+2 votes
MacBradley
MacBradley @ Scar-H Complete

HAAAAAAAAAAWT!!

Good karma+2 votes
MacBradley
MacBradley @ Upload Commencing

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!

Good karma+1 vote
MacBradley
MacBradley @ RCOM

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

Good karma+5 votes
MacBradley
MacBradley @ RCOM Final Feature List

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.

Good karma+1 vote
MacBradley
MacBradley @ RCOM

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 :)

Good karma+1 vote
MacBradley
MacBradley @ RCOM

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.

Good karma+1 vote
MacBradley
MacBradley @ RCOM

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

Good karma+2 votes
MacBradley
MacBradley @ RCOM

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. :)

Good karma+2 votes
MacBradley
MacBradley @ Marshes A-Life PDA Shot

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.

Good karma+1 vote
MacBradley
MacBradley @ RCOM

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.

Good karma+1 vote
MacBradley
MacBradley @ RCOM July 2011 Update

This mod is far from dead :)

Good karma+1 vote
MacBradley
MacBradley @ RCOM

The RCOM forums here on moddb is a good place :)

Good karma+2 votes
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