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

Comment History  (60 - 90 of 584)
MacBradley
MacBradley Jul 18 2011, 6:06pm says:

haha!

+1 vote   media: Lol...bored
MacBradley
MacBradley Jul 14 2011, 2:50am replied:

Thanks, I appreciate that you understand the need for a break once in a while. :)

+3 votes   article: RCOM July 2011 Update
MacBradley
MacBradley Jun 7 2011, 8:19pm says:

Justin checked out Dustin Moore's website; quite talented! Good to see more talent joining the project. :)

+1 vote   article: June 6th Update! (2011)
MacBradley
MacBradley Jun 4 2011, 6:20am replied:

That's definitely possible. I think I'll try it out. :)

+1 vote   media: Dynamic Hud Effects
MacBradley
MacBradley Jun 3 2011, 3:26pm replied:

I like it a lot as well. The inventory is actually a more appropriate color for a backpack.

+2 votes   media: Test invertory
MacBradley
MacBradley May 17 2011, 5:50pm says:

Loving the amount of "unfamiliar" areas. :)

+2 votes   media: Return to the Shadows Trailer
MacBradley
MacBradley May 4 2011, 6:17am replied:

Mac and Predator_828 :)

+3 votes   media: RCOM Teaser Trailer
MacBradley
MacBradley Apr 29 2011, 3:20am replied:

Its the CS Cordon.

+1 vote   article: RCOM Update: The Cordon
MacBradley
MacBradley Apr 27 2011, 3:50am says:

I did not mean to upload this yet, as I'm still writing it. Oops!

+5 votes   article: RCOM Final Feature List
MacBradley
MacBradley Apr 27 2011, 12:31am says:

The Logo looks great.

+4 votes   article: S.T.A.L.K.E.R.: Way of the Wolf - Status Update 3
MacBradley
MacBradley Apr 24 2011, 6:34pm says:

Awesome. :)

+1 vote   media: Sawmill Boat 1
MacBradley
MacBradley Apr 22 2011, 1:49pm says:

Good news about the CryEngine SDK. Good to see progress is still happening. :)

+1 vote   article: Snatcher Mod Update!
MacBradley
MacBradley Mar 22 2011, 4:37pm says:

I love the Snatcher color palette.

+1 vote   media: New March Images!
MacBradley
MacBradley Mar 22 2011, 4:07pm says:

Looking good. :)

The MkII model looks great. I can't wait to see it textured!

+1 vote   media: Snatcher Mod - Gillian + Metal (wip)
MacBradley
MacBradley Mar 20 2011, 5:30am replied:

Predator_828 made some black semi-transparent textures doing what you said around the outside, but so far they haven't been used, and may not be necessary IMO. If you check out the HUD video, you'll see that the health fx transparency levels flash in and out, giving the impression that the red is coming from the outwards in.

+1 vote   media: Dynamic Hud Effects
MacBradley
MacBradley Mar 18 2011, 6:50pm says:

Hello :)

+1 vote   mod: Kaplan's Weapon Mod
MacBradley
MacBradley Mar 15 2011, 5:35pm says:

Another good one.

+1 vote   media: Faction Fronts Wallpaper #2
MacBradley
MacBradley Mar 15 2011, 5:34pm says:

Wow I love it! Very nice. :)

+2 votes   media: CoP: Faction Fronts Wallpaper #1
MacBradley
MacBradley Mar 15 2011, 1:58am says:

I guess this is the first video of RCOM with a new map as well. Just realized that after uploading. Crazy.

+1 vote   media: Dynamic Hud Alpha Preview
MacBradley
MacBradley Mar 13 2011, 9:19am says:

Looks good with the HUD as well!

+1 vote   media: Dynamic Hud
MacBradley
MacBradley Mar 9 2011, 5:18pm says:

You know, these details you're adding is one thing that really seemed missing from ShoC and CS. Both of those games, the levels had different characteristics that made different architectures unique. In CoP, a lot of the levels had a bit of that "cloned" feel that larger games sometimes suffer from.

Nice work!

+1 vote   media: TGZ Construction Site
MacBradley
MacBradley Mar 5 2011, 6:19pm replied:

I've been thinking about whether to include gasmasks textures or not.

I like the idea of them, as its good immersion, but also they take up a lot of screen space, which is already limited in FOV compared to the peripheral vision one has in real life.

A possibility might be to have the mask textures only slightly visible at the edges of the screen. Hmm...

If included, masks would probably be an option at install.

+1 vote   media: Dynamic Hud Effects
MacBradley
MacBradley Feb 25 2011, 2:50pm says:

nice!

+1 vote   media: ShoC NPC conversion
MacBradley
MacBradley Feb 24 2011, 10:53pm replied:

Agreed, looking good! Some in game screens soon maybe?

+1 vote   media: Default Game\FF Texture Comparison
MacBradley
MacBradley Feb 24 2011, 2:30am says:

Great shot!

+1 vote   media: Duty outpost
MacBradley
MacBradley Feb 22 2011, 4:28pm says:

Looks good. :)

+2 votes   media: Snatcher Mod - Sky Traffic Test #4
MacBradley
MacBradley Feb 22 2011, 4:24pm says:

The screen of this bloodsucker's mannerisms and shading highlights remind me of Psycho Mantis from Metal Gear Solid. Weird.

+4 votes   media: cloaked bloodsucker
MacBradley
MacBradley Feb 21 2011, 1:32am says:

Good idea. Good execution.

+1 vote   media: Dirty Asphalt
MacBradley
MacBradley Feb 13 2011, 8:47pm says:

It great you cleared up what the mod is about; it'll definitely decrease confusion and get more people to check out PP.

+3 votes   media: Frontpage
MacBradley
MacBradley Feb 8 2011, 4:20am replied:

Yes, me. :)

Currently I'm having issues with pretty bad FPS loss though; hopefully I'll get to the bottom of the problem so I can give Predator_828 a copy of the script for FF.

+1 vote   media: Work in Progress v2 - Overlays
MacBradley
MacBradley Feb 6 2011, 12:52am says:

Nice model! Are you doing the textures Predator_828?

+3 votes   media: New weapon models
MacBradley
MacBradley Feb 4 2011, 4:58am says:

Looking good!

+1 vote   media: FAMAS Render
MacBradley
MacBradley Feb 3 2011, 9:03pm replied:

I agree that many won't notice the differences, but the subtle changes already make it look more "organic" and like something stalkers would build, as opposed to a level designer.

+3 votes   media: Reworking Skadovsk
MacBradley
MacBradley Jan 28 2011, 5:59am says:

No one probably noticed, but there is a flame here without the campfire sticks...left over from a recent test on making the old CS campfires operate dynamically with CoP's new scripting for camps and campfires.

+1 vote   media: RCOM Update: HUD Gunshot and Grenade Screens
MacBradley
MacBradley Jan 23 2011, 2:21am replied:

Read the blog as well as looked at the concepts you've come up with. Sounds like a promising game concept, original as well. Concepts are great as always. Good luck with your efforts amongst your busy schedule!

+1 vote   media: Mindworld Concept Art II
MacBradley
MacBradley Jan 20 2011, 1:23am replied:

You'll get more and more details about RCOM with each update, although I don't want to give too much of the game away.

+1 vote   article: RCOM Weekly Update: The Marshes
MacBradley
MacBradley Jan 19 2011, 1:59pm replied:

An internal BETA should be pretty soon. No date for public release of final version yet though.

+2 votes   media: Pre Update Screens 2
MacBradley
MacBradley Jan 18 2011, 10:24pm replied:

Would you be at least ego-centric enough to be called a "texturing devil" then? heh.

+2 votes   media: Asphalt 1
MacBradley
MacBradley Jan 13 2011, 10:34pm replied:

RCOM takes place during CoP, which is after both ShoC and CS. Having CS maps doesn't mean anything about the timeline in RCOM. Anyone left alive after ShoC (since CS was prequel) is a potentially present NPC in RCOM.

+1 vote   media: 1st screens of Clear Sky Faction's new Leader!
MacBradley
MacBradley Dec 7 2010, 12:21am says:

Looking awesome!

+2 votes   media: Absolute Nature Texture Pack 1.3 update
MacBradley
MacBradley Dec 2 2010, 4:44am replied:

Maybe...or maybe not!? :0 HAHA. :)

Seriously though, I probably won't ever say so people can find out in game. There might be a few more mystery characters showing up soon as well, hehe. :)

+3 votes   media: 1st screens of Clear Sky Faction's new Leader!
MacBradley
MacBradley Nov 23 2010, 12:16am replied:

They will. WIP.

+1 vote   media: NATO Special Forces
MacBradley
MacBradley Nov 17 2010, 7:04am replied:

Bandits are the same as in CoP with the exception of a possible robbery at entry/exit points to maps, which means they won't rob on any of the vanilla CoP maps, just the CS ones. Robbery will be the same as in CS garbage.

+2 votes   media: Renegades Faction Overhaul
MacBradley
MacBradley Nov 10 2010, 9:22pm replied:

No, not unless you know how to properly merge shared files. This patch is to fix bugs/crashes. I'll make an optional installation of RCOM with Atmosfear 2 merged in for the final RCOM release.

+2 votes   download: RCOM v.1.0.6 Beta Patch 1
MacBradley
MacBradley Nov 2 2010, 11:15pm replied:

Possibly, but not a priority right now.

+1 vote   media: Clear Sky in Marsh
MacBradley
MacBradley Oct 21 2010, 1:34am replied:

Clear Sky is still the same Clear Sky from Clear Sky.

(WTF kind of sentence is that anyway!??! haha)

I didn't turn Clear Sky into a bunch of mercenary bad ***** or anything; their inclusion isn't meant to break them game's lore.

+5 votes   media: Clear Sky in RCOM
MacBradley
MacBradley Oct 21 2010, 1:27am replied:

I put a lot of work into RCOM and I know that. I just don't like to lead people on as to what RCOM is about, and what I can/will/might add or change for RCOM.

Thanks though, compliment accepted, haha. :)

+1 vote   article: RCOM Progress Update
MacBradley
MacBradley Oct 20 2010, 3:43am replied:

Speaking of which, I wonder what happened to that one man? Clear Sky might know something. :)

+4 votes   media: Clear Sky in RCOM
MacBradley
MacBradley Oct 16 2010, 12:27am replied:

Filter is after effect on the screen shot, and won't be in game. These are meant to look like pictures of the RCOM zone...you can go there and see it in person (figuratively) yourself once RCOM is released. :)

+2 votes   media: The Marshes have become a wildlife preserve
MacBradley
MacBradley Oct 14 2010, 3:20am replied:

Not all me actually. The maps come from a demonstration by the Russian community, although they are empty outside of scenery objects. I'm filling them with content, which doesn't require as much talent as getting the maps in IMO, but is extremely tedious.

+1 vote   article: RCOM Progress Update
MacBradley
MacBradley Oct 12 2010, 4:40pm replied:

It's going to take some testing before I know exactly what is going to be in the NPP map. I have an idea for artifacts that I think will be awesome, but I'm not sure on NPC's and mutants. The NPP map has a very peculiar layout for a STALKER map, and that will partially determine what I include there. I'm pretty sure I won't have ANY friendly units around the NPP though. :)

+2 votes   media: Deja Vu
MacBradley
MacBradley Oct 12 2010, 4:56am replied:

Well hopefully haha!

+1 vote   article: RCOM Progress Update
MacBradley
MacBradley Oct 12 2010, 2:07am replied:

Just northeast of the Renegade base, right by the 2nd entrance to Cordon in Clear Sky.

+1 vote   media: Deja Vu
MacBradley
MacBradley Oct 12 2010, 2:06am replied:

There might be a few mysterious snipers around the NPP...if they aren't killed by stronger and even more frightening creatures! :)

+2 votes   media: Deja Vu
MacBradley
MacBradley Oct 12 2010, 2:03am replied:

It is the NPP map, or 'stancia_2' map from Clear Sky. However instead of a scripted sequence like the end of Clear Sky, you'll be able to browse anywhere in the map's limits at anytime (once you know how to get to the NPP of course).

You won't be able to get right under the domes though, and you can't enter the NPP like in ShoC.

+2 votes   media: Deja Vu
MacBradley
MacBradley Oct 12 2010, 1:59am replied:

Settings are almost vanilla actually, with a few lighting tweaks and some old school photo film grain from photoshop. GSC really does have an engine that is GREAT for creating some good atmospheres.

+2 votes   media: Deja Vu
MacBradley
MacBradley Sep 18 2010, 6:57pm replied:

As a modder myself, I can say that the FF probably isn't thinking that way. Modder's dedicate a lot of time to modding because it's something they enjoy doing and for some they are building portfolios for other mod teams and employers to see.

What you're saying is kind of like this:

Just because I go play a game of basketball with some friends, it must mean I'm in a fight against Kobe Bryant. Haha.

+2 votes   mod: Faction Fronts: Call of Pripyat
MacBradley
MacBradley Sep 12 2010, 10:50pm says:

Once again, another ace.

+1 vote   media: MP5 Final *promo*
MacBradley
MacBradley Jul 10 2010, 12:26am says:

Once again, looks great and keep up the good/hard work!

+1 vote   media: JHQ TT
MacBradley
MacBradley Jun 30 2010, 4:42am replied:

No problem. I just hope that there aren't any crashes left. Until this week I didn't have much time for modding, and much of the crash fixing was spread out and I didn't properly write down all the fixes as I went; I did it by memory, which isn't always perfect hehe.

+1 vote   download: RCOM Beta v.1.0.6
MacBradley
MacBradley Jun 27 2010, 4:49am replied:

Well, later versions will include variations of Alundaio's AI mod, but for now you can try merging:

- Check RCOM script files for any occurance of "Mac" as I use tags (usually, hopefully didn't forget anything) to keep track of things I added to vanilla files.

- Copy what is inbewteen these start and end comments.

- Paste it into the same file contained in Allundaio's AI mod.

- Paste these new versions of Alundaio's mod into RCOM and overwrite what's needed.

- Hopefully it works!

Sorry, I can't offer further support for merging at this point.

+1 vote   article: New RCOM Beta v.1.0.5 released!
MacBradley
MacBradley May 18 2010, 6:58pm replied:

Right now I'm working on getting a single map in, instead of the whole set of CS maps that I used for the demo (someone else compiled ai maps and the such, levels just needed added). Once I get the tools sorted out (their in Russian, instructions and version take a while to figure out) and make sure everything compiles in nicely, doesn't crash without A-life added, then I will start filling the map.

SMRTER mod (not on moddb) for CoP has a bunch of weapons added. They come from various sources. Check that out if you're curious, although know ahead of time that it is in "alpha" stage. The creator of it also is very prompt on answer questions. I believe that is the most downloaded CoP on filefront.

If I add any weapons, it won't be many. There are some Russian mods with weapons added, but many of them have improper or no animations. Another problem is iron sight alignment as well. In ShoC the weapon was part of the player's hands, but in CS and CoP it isn't, so iron sights can't be aligned using the SDK like they were for Arsenal mod in ShoC. They can be done via guess & check, although it is EXTREMELY tedious, and getting them even as close as the vanilla ones can take months, let alone getting them as accurate as the fixed alignments that I use for RCOM.

Last reason I'm not too keen on adding more guns, is because most of them would be repetitive gameplay-wise. With the exception of a few classes of weapons (eg. bolt actions, semi-auto rifles, revolvers) they wouldn't add to the gameplay.

I am, however, redistributing weapons amongst stalkers. Most Stalker's will have Eastern Bloc weapons, Military will have higher end stuff, Mercs will have NATO weapons, ect. Sometimes stalkers will cary upgraded variants of their weapons as well, mostly at higher ranks.

+1 vote   article: Planning Ahead -> Expanding the Zone
MacBradley
MacBradley May 16 2010, 11:35pm replied:

gamedata/scripts/modules.script contains the different AI schemes. The are the different xr_*.script files. They are written in the LUA programming language. You can change what conditions stalker's require to call functions from other the schemes, change the functions, make your own functions, or if you're really brave you can even write your own scheme, or if you're REALLY brave you can rewrite all of the schemes.

If you need to know what all you can call for setting and checking conditions about NPC's, you can find a list a functions exported to LUA in gamedata/scripts/lua_help.script under the game object (includes ALL game object functions, but the ones applicable to NPC's should be farily obvious most of the time). There are also functions you can use in a handful of other .script files; off the top of my head I only recall utils.script having not only a list of many function headers, but the function body's as well.

Simply changing values for different AI parameters you can modify gamedata/configs/creatures/m_stalker.ltx where most stuff is named appropriately. If it isn't, translating the Russian comments using Google translate usually explains well enough.

Anything you can't find between all that is hard-coded, except AI prediction times, distances, and angles.

Hope that helps! :)

+6 votes   article: Creating your first S.T.A.L.K.E.R.: Call of Pripyat mod!
MacBradley
MacBradley May 1 2010, 3:12am says:

This Beta is out of date. It is only still here for referencing purposes. If you're just wanting to play the newest version, this is not it.

+1 vote   download: RCOM (Realistic Combat Overhaul Mod) Beta v1.0.3
MacBradley
MacBradley Apr 28 2010, 1:17am says:

I thought it would be good to let people know about my STALKER:CoP mod, RCOM. It is primarily a ballistics/realism/AI/damage modeling/ect mod, but as that has started to come together other features/content are being added. Feedback is always encouraged! :)

Moddb.com

Regards,
MacBradley

+1 vote   group: Italian S.T.A.L.K.E.R.S
MacBradley
MacBradley Apr 26 2010, 2:50am says:

Be sure to watch this mod if you like it. Now that the realism and balance is coming closer to final, I'm going to start adding content as well!

Regards,
MacBradley

+1 vote   download: RCOM Beta v.1.0.5
MacBradley
MacBradley Apr 26 2010, 2:33am says:

Hi me!

+2 votes   member: MacBradley
MacBradley
MacBradley Apr 25 2010, 10:47pm 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: Legartius
MacBradley
MacBradley Apr 25 2010, 10:47pm 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: MattyDienhoff
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: jefequeso
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

PS: Great name "NPC"

+1 vote   member: NPC
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: Jokuouto
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

+2 votes   member: Yse
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: commella
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: djibe89
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

+3 votes   member: Kukicha
MacBradley
MacBradley Apr 25 2010, 10:43pm 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

+2 votes   member: Topzombie
MacBradley
MacBradley Apr 25 2010, 10:43pm 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: Dries
MacBradley
MacBradley Apr 25 2010, 10:43pm 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: rogness
MacBradley
MacBradley Apr 25 2010, 10:42pm 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: gizardbag
MacBradley
MacBradley Apr 25 2010, 10:42pm 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: geksz
MacBradley
MacBradley Apr 25 2010, 10:42pm 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

+2 votes   member: Scriabin
MacBradley
MacBradley Apr 25 2010, 10:42pm 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: Misterpinky
MacBradley
MacBradley Apr 25 2010, 10:39pm 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: destroy3r3
MacBradley
MacBradley Apr 25 2010, 10:39pm 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: Kidmystik101
MacBradley
MacBradley Apr 25 2010, 10:38pm 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

+2 votes   member: Sutoka
MacBradley
MacBradley Apr 25 2010, 10:38pm 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: SPTX
MacBradley
MacBradley Apr 25 2010, 10:38pm 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: Sharkken
MacBradley
MacBradley Apr 25 2010, 10:37pm 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: gati
MacBradley
MacBradley Apr 25 2010, 10:37pm 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: Tyrell
MacBradley
MacBradley Apr 25 2010, 10:36pm 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: stormbringer_951
MacBradley
MacBradley Apr 25 2010, 10:36pm 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: and_elmo
MacBradley
MacBradley Apr 25 2010, 10:36pm 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: Maddin1313
MacBradley
MacBradley Apr 25 2010, 10:36pm 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: niildotz
MacBradley
MacBradley Mar 30 2010, 9:15pm replied:

The thing is ALL the assault rifles are really good, so the order you get them in shouldn't matter very much outside of sniper rifles. It won't matter if you have a L85 or an AK-74 with a scope on it, you still can kill just as effectively.

+1 vote   mod: RCOM
MacBradley
MacBradley Jul 13 2011, 12:58am replied:

For the next version, there won't be much of a point to merge with complete. Most of the mods merged into Complete are also being merged into RCOM, or are features that are completely redone; one or the other kind of stuff.

+1 vote   download: RCOM v.1.0.6 Beta Patch 1
MacBradley
MacBradley Jul 13 2011, 12:55am replied:

Ok, the update has been posted; just awaiting authorization. :)

+3 votes   mod: RCOM
MacBradley
MacBradley Jul 10 2011, 4:13pm replied:

It's going. :)

+4 votes   mod: RCOM
MacBradley
MacBradley Jul 8 2011, 9:40pm says:

This looks great!

+1 vote   media: NanoHud
MacBradley
MacBradley Jun 24 2011, 9:01pm replied:

Predator_828 or HeavyVanilla would be able to say more about new/replacement weapon models than I would. Sorry.

+2 votes   mod: RCOM
MacBradley
MacBradley Jun 21 2011, 7:44am says:

Some updates coming soon. :)

+2 votes   mod: RCOM
MacBradley
MacBradley Jun 11 2011, 6:23am replied:

Yes there will.

+1 vote   mod: RCOM
MacBradley
MacBradley Jun 7 2011, 8:14pm says:

Awesome :)

+1 vote   media: NEW TurboCycle WIP (Dustin Moore)
MacBradley
MacBradley Jun 7 2011, 8:12pm replied:

The CoP maps aren't right next to each other, so you have travel through CS maps to finish all of the vanilla CoP quests. We'll upload the global map eventually.

+1 vote   mod: RCOM
MacBradley
MacBradley Jun 6 2011, 3:12pm says:

You're really strong with creating the finding the right "shots" when making environments.

+1 vote   media: Environmental Painting Practice
MacBradley
MacBradley Jun 1 2011, 12:22am replied:

Internal Beta isn't released yet. Unsure on the date right now. Progress is mostly dependent on my free time and whether I am in the mood to mod or not.

0 votes   mod: RCOM
MacBradley
MacBradley May 23 2011, 3:28pm replied:

I've been working on balancing out the medkits and bleeding a bit, and artifacts have been in the process of being reworked for awhile as well.

+1 vote   mod: RCOM
MacBradley
MacBradley May 19 2011, 4:23pm says:

The FAMAS is such a awesome looking design.

+1 vote   media: BAR,FAMAS
MacBradley
MacBradley May 17 2011, 8:50pm replied:

Gnomus made the current scopes used in RCOM, and I'm not sure if he is even modding anymore. I doubt there will be new types of scopes for future RCOM releases.

+1 vote   mod: RCOM
MacBradley
MacBradley May 16 2011, 8:47pm replied:

These features are part of the next version of the mod. Thanks for reporting the ammo problem, however it has already been fixed.

+1 vote   media: RCOM Teaser Trailer
MacBradley
MacBradley May 16 2011, 8:30pm replied:

No worries, that's normal with RCOM. The lack of map and ammo counter is meant to be missing, somewhat akin to Call of Duty or Bad Company 2's "hardcore" modes.

+1 vote   mod: RCOM
MacBradley
MacBradley May 16 2011, 8:29pm replied:

Aludaio: I'll check out epicstalker, since you probably mentioned it there. I've been busy the last several days.

+1 vote   mod: RCOM
MacBradley
MacBradley May 13 2011, 5:03pm replied:

Plenty, haha.

+1 vote   mod: RCOM
MacBradley
MacBradley May 13 2011, 3:25pm replied:

Ballpark release date for final version would be Summer 2011.

+1 vote   mod: RCOM
MacBradley
MacBradley May 12 2011, 7:23pm says:

VERY good work, wow.

+1 vote   media: New March Images!
MacBradley
MacBradley May 12 2011, 7:21pm says:

Great feature idea! Digging the German accent too!

+1 vote   article: The Summer of TGZ
MacBradley
MacBradley May 10 2011, 4:02pm says:

Very cool.

+2 votes   media: Big or Small?
MacBradley
MacBradley May 7 2011, 6:17pm says:

Awesome, as I've long come to expect from you Cromm. :)

+1 vote   media: AtmosFear 3 - Developer's Diary Part 1
MacBradley
MacBradley May 6 2011, 10:20pm replied:

Glad people like you have given good feedback and ideas since the start. ;)

No, the bloodsucker quest isn't fixed in 1.06. Next release it will be fixed, as a fix has been found by a modder named Aludaio.

+1 vote   article: RCOM Final Feature List
MacBradley
MacBradley May 6 2011, 3:17am says:

Awesome, new helicopters are being added! :)

+1 vote   media: Apache
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 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 Aug 10 2011, 12:06am says:

Looking really awesome!! I can't wait to see it in action.

+1 vote   media: FAMAS F1
MacBradley
MacBradley May 1 2011, 4:17am says:

NicolaiAaroe, did you do these textures yourself? They are absolultely beautiful and I give you (or whoever made them if not you) mad props!!! Great work! :)

+1 vote   media: Complete weapon retexture 2
MacBradley
MacBradley Mar 29 2011, 6:12pm replied:

The screenshot isn't final, I posted it the night I wrote the script. It still needs balancing from scratch, which will be further be tuned through the internal beta.

I didn't say the strap was a gimmick. I said it was a slippery slope to start adding more micro management features, and it going too far down that path could lead to tedious tasks such as the can opener example. Extreme example to make my point easy to see. I'm not calling anything a gimmick or making fun of your idea or anything; I think you're taking it the wrong way.

+1 vote   media: Inventory Space Script Demonstration Screenshots
MacBradley
MacBradley Mar 28 2011, 4:53pm replied:

Doubtful I'll add straps. Id imagine ever stalker would have means of trapping their weapons, and managing straps would start to get too tedious IMO. It's a slippery slope that could turn into needig to use a can opener or knife to open rations before eating them. Also, t would involve too much work considering how much work I still have to do. Thanks for the idea though.

+1 vote   media: Inventory Space Script Demonstration Screenshots
MacBradley
MacBradley Mar 19 2011, 12:06am replied:

Someone also suggested artifact guns have separate artifact ammo, that is rare.

+1 vote   media: Artifact AK-74 Headshot
MacBradley
MacBradley Mar 7 2011, 3:39am replied:

Have you been hacking into my computer, sgt.davis44? Haha!

That's how the health HUD works, in addition to transparency increases. Bleeding has a separate overlay than this; the one in the screen is for health.

There's Dynamic HUDs stamina and radiation as well. There is going to be no visible HUD outside of a couple small things, such as the fire mode indicator. Immersion is the goal, and its looking like it might work out better than I initially thought.

+1 vote   media: Dynamic Hud Effects
MacBradley
MacBradley Jan 23 2011, 2:38am replied:

678 by the time I checked, phew! There seems to be a big spike in downloads since last Marsh update. I hope the update didn't give the impression that v.1.0.6 contains the new maps...

+1 vote   download: RCOM v.1.0.6 Beta Patch 1
MacBradley
MacBradley Jan 13 2011, 10:35pm replied:

Yes, the names will be changed. They will have much more appropriate gear as well.

+1 vote   media: NATO Special Forces
MacBradley
MacBradley Jan 3 2011, 9:36pm says:

Just noticed the minimap in the top left for the first time. Love it! I'm a fan of transparency in HUD's.

+1 vote   media: Mini Co2
MacBradley
MacBradley Dec 19 2010, 5:43am replied:

Well I'm sure you will. :)

+2 votes   media: Dreamscape
MacBradley
MacBradley Dec 17 2010, 7:19am says:

This is absolutely wonderful! I've been tracking you for a while, but not commented on anything you've posted yet. I'll say that you are a great artist and I wish you the best future with what you do. :)

+1 vote   media: Dreamscape
MacBradley
MacBradley Jul 7 2010, 4:22am says:

Looking good like usual. Hopefully this gets finished one day, but I somehow doubt it consider the amount of work you have ahead of yourself; unless more talent starts contributing to this project.

+1 vote   media: JHQ - TT
MacBradley
MacBradley May 18 2010, 6:40pm says:

Things are looking great! I haven't played ShoC in quite a while, but I can't wait to play LA.

+1 vote   media: Lost Alpha DX9 Tests
MacBradley
MacBradley Apr 27 2010, 12:19am says:

Not to sure what to say about the crash. If you press ctrl-V after a crash in stalker it pastes the bug report, so you could always send that to me if it happens again. What were you doing when it crashed? I've had crashes before running RCOM, but none since. They're rare in CoP, but there are occasional crashes from vanilla.

BTW I didn't make the sounds, those are from a mod by Darius6. Hopefully you get a chance to play a little further; some of the missions are pretty intense when you suddenly need to be thinking cover in game areas where you never thought of it before. :)

+1 vote   download: RCOM Beta v.1.0.5
MacBradley
MacBradley Apr 25 2010, 10:41pm 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: striker121
MacBradley
MacBradley Apr 25 2010, 10:37pm 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

+2 votes   member: Hoizen
MacBradley
MacBradley Apr 25 2010, 7:45pm replied:

FYI this is no longer part of Redux. RCOM upgrades are exclusive to RCOM for now.

+1 vote   mod: RCOM
MacBradley
MacBradley Apr 11 2010, 11:08pm replied:

Yes, Redux uses the weapons and ammo portions of this mod, but not other things such as the hit effects, artifact guns, and AI. Redux uses v.1.0.3 Beta. Upgrades will be in the next release, which should be very soon.

+1 vote   mod: RCOM
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