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 583)
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!

+1 vote     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 Sep 6 2011, 4:53am replied:

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

+2 votes     mod: RCOM
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