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

Comment History  (120 - 150 of 584)
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 Aug 31 2011, 7:43am says:

Sounds good! Seems more like something you'd expect a STALKER to play than some of the vanilla songs. This is more "lonely camper," whereas some of the vanilla songs can get a slight bit too"technical and composed" sounding IMO.

+1 vote   media: Guitar music
MacBradley
MacBradley Jun 7 2011, 8:14pm says:

Awesome :)

+1 vote   media: NEW TurboCycle WIP (Dustin Moore)
MacBradley
MacBradley Mar 31 2011, 7:23pm says:

L33T 5n1p3Rz, its JUST LIKE Crysis 2!!! OMGZZZZ CAN I HAVE ANOTHER!?!?!?

Please tell me that you've actually regressed in gameplay, graphics, and artistic integrity as well; just like the 3rd iteration of the Crysis series!!!

Can we have corridor shooter sequences in New York with alien invasions so we can own hordes of them with L33T explosions as a one man army??? OMG FANGASM!>!??!?

+6 votes   media: Lost Alpha April Foolz 2011
MacBradley
MacBradley Mar 20 2011, 5:05am replied:

Starting at night is a good idea. I wonder if Major D. is going to have a quest involving information about his identity being linked, and having to...oh wait sorry, I'm trying not to leave spoilers. :)

+1 vote   article: RCOM Update: The Cordon
MacBradley
MacBradley Feb 14 2011, 4:15am replied:

Because I changed it, haha. It is left over from me testing some things with the Deagle.

+1 vote   download: RCOM v.1.0.6 Beta Patch 1
MacBradley
MacBradley Nov 25 2010, 4:34am replied:

Haha, thanks.

+2 votes   member: MacBradley
MacBradley
MacBradley Jul 10 2010, 12:31am replied:

Good to hear that you might get some help. I'm familiar with C++ and would offer to help with programming/scripting, but I would have to spend time learning how to mod the Crytek engine, and I'm busy working on a STALKER mod right now. There's also the part where I haven't played the original Snatcher (just a huge MGS fan, Kojima's got serious talent) and don't want it spoiled. :)

BTW, I've been tracking this mod long before I had a moddb account...

+1 vote   media: JHQ - TT
MacBradley
MacBradley Apr 28 2010, 6:02pm replied:

.

+1 vote   mod: Call of Pripyat Complete
MacBradley
MacBradley Apr 24 2010, 5:10am says:

New Version in the downloads section! :)

+1 vote   mod: RCOM
MacBradley
MacBradley Mar 31 2011, 4:05pm replied:

ETA is late may or June, but that's rough. It's hard to tell as some weeks I get tons of work done, while other weeks I get almost nothing done. It just depends on if I hit any snags that slow progress, and also how much time I have for modding.

+1 vote   mod: RCOM
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 28 2011, 1:10am replied:

Exact space limitations haven't been balanced yet. They'll be different for every suit, and there will still be room to gather some loot as well.

+1 vote   mod: RCOM
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 27 2011, 3:19am says:

Thanks for all the input/feedback/compliments/criticism/ect on the new features I've been posting. :)

Even to those I don't directly reply to, its very much appreciated!

+1 vote   mod: RCOM
MacBradley
MacBradley Mar 27 2011, 3:18am replied:

I'm still sorting through what UI scripting is possible to due within engine limitations. I do plan on adding a space counter next to the weight counter, as I'm pretty sure that's possible. I don't think I can have the inventory fill from the bottom up, but I do think I can have only the fill-able grids display, and put other UI information in the newly created space.

I'll do an actual news update on this once it is done, just like I plan to do with the Dynamic HUD. First I'm going to try and get another 2 or 3 map updates done this next week though.

+2 votes   media: Inventory Space Script Demonstration Screenshots
MacBradley
MacBradley Mar 27 2011, 2:00am replied:

Even though ammo stacks on top of each other, each box counts towards the space limit. I can adjust the amount of bullets in a box, and/or make the boxes not stack on each other as well. I've actually been trying to decide if I should make all items unstackable; the reason being so that it is easier to visually see how much inventory space is used.

+3 votes   media: Inventory Space Script Demonstration Screenshots
MacBradley
MacBradley Mar 26 2011, 6:04pm replied:

Thanks for patience! We're trying to get it out ASAP!!! :)

+1 vote   mod: RCOM
MacBradley
MacBradley Mar 26 2011, 5:46pm replied:

The problem with changing icon sizes, is that they have to be able to fit properly in the equipable "spots" in the top left of the inventory interface. For example, if the suit icons are different size than what's shown in the screen, they will crash the game when equipment because they don't fit in the slot where this screenshot has the military suit equipped.

There are other small details I might script in though, for example making binoculars, flashlight, 1 knife, PDA's, ect not count against inventory space. I don't want quest PDA's dropped due to size and people reporting broken quests because they didn't notice it.

+1 vote   media: Inventory Space Script Demonstration Screenshots
MacBradley
MacBradley Mar 26 2011, 1:14am replied:

Yes the space restriction I feel will give an actual purpose to having a handgun around as a backup instead of another rifle, for those who would rather have some extra supplies/ammo/ect.

There's no engine limit or anything on the amount of levels added. The limits are the amount of time spent both porting them and populating them. The download size of the mod is something to consider as well.

+1 vote   mod: RCOM
MacBradley
MacBradley Mar 25 2011, 3:52pm replied:

Bloodsucker quest is fixed for the next release.

The artifact guns replace Nimble's guns, and the special Groza from Nimble was replaced with the Artifact AK74. There's quite a few different weapons/variants going into the next version though, given the much larger game world.

+1 vote   mod: RCOM
MacBradley
MacBradley Mar 25 2011, 1:33am says:

I'm currently working on an inventory space script for RCOM. It is to make it so the number of "squares" that are occupied in the inventory space limited to a user defined variable.

Why you ask?

So that realistic high carry weights for outfits can be used for ergonomic military style outfits, but physical space still limited. An exaggerated example:

Say you're wearing an Exo, and you can carry 400kg of weight on you. Normally that would mean you could easily hold 10+ RPG's and 10+ PKM's, right? Well with the new script those will take up far more space than allowed, and only allow one of them to be in the inventory at a time.

I'm making this because it will make decisions on items not just about weight, but also their size and how awkward they are to carry around. You can't stuff your backpack with 3 AK74s and 10 boxes of ammo without clearing you're bag of essentially everything else in your possession.

I feel this script will work well for RCOM because it is both realistic AND creates an interesting RPG style gameplay dynamic for inventory management. What's everyone else think?

+1 vote   mod: RCOM
MacBradley
MacBradley Mar 24 2011, 8:55pm says:

Sounding good so far! How are you planning music? Will you have constant loops, scenario dependent, or loops with overdubs depending on scenario?

+1 vote   media: Ambient Track Demonstration #1
MacBradley
MacBradley Mar 24 2011, 8:51pm replied:

I was going to answer your question sensibly cinco, but after looking at the comments on your profile page I saw everyone bashing you for trolling, so I won't waste my time.

+2 votes   mod: RCOM
MacBradley
MacBradley Mar 24 2011, 8:43pm replied:

Maybe I should wait on the 3rd then...so I don't ruin your week? Haha.

I was sick right before a couple days off, and when I was sick I felt good enough to do articles but not enough to think for scripting or anything like that.

+2 votes   article: RCOM Update: Flashlights
MacBradley
MacBradley Mar 24 2011, 3:35pm replied:

I meant in he next newsupdate. Next version of RCOM won't be released until all maps are ready to go.

+1 vote   mod: RCOM
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 22 2011, 3:36am says:

BTW, which map out of the following 3 would you like to see in the next update?

- Agropromn
- Garbage
- Dark Valley

+1 vote   mod: RCOM
MacBradley
MacBradley Mar 22 2011, 3:26am replied:

I really need to post a features list or FAQ or something, don't I? Haha.

Everything will be released at the same time. The episodic updates give a way to release information constantly, and also posting news is a nice break from development, as opposed to doing all the news/features at once before release.

+1 vote   mod: RCOM
MacBradley
MacBradley Mar 22 2011, 12:30am replied:

The military so far is only present in the same way as as in Vanilla RCOM, outside of the Cordon base, and possible quests. They aren't roaming around like other a-life are; so you don't run into random military squads of 2-3 camping at fires and such like you see stalkers/bandits/freedom/duty doing.

+1 vote   article: RCOM Update: The Cordon
MacBradley
MacBradley Mar 21 2011, 7:57pm replied:

I've actually played through the 1935 maps of CoP engine and really love that version of Yantar.

The 1935 levels are a lot of work to fix up though, and I'm not about to put off RCOM for that long. Fortunately for us, the Lost Alpha Team is doing just that. :)

+1 vote   mod: RCOM
MacBradley
MacBradley Mar 21 2011, 12:45am replied:

So far all Clear Sky levels except for Yantar has been added. Any of the following may also still be added from ShoC:

- The Bar
- Wild Territory
- NPP frontside
- Radar,
- Pripyat from ShoC

+2 votes   mod: RCOM
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 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 20 2011, 5:21am replied:

The Cordon news article I just posted addresses the military's relation with Major D. :)

+1 vote   media: RCOM Update: The Cordon
MacBradley
MacBradley Mar 20 2011, 5:08am replied:

What about the hud don't you like?

+1 vote   article: RCOM Update: The Cordon
MacBradley
MacBradley Mar 20 2011, 5:08am replied:

The whole toolkit/upgrade system is so much different in RCOM that it is hard to answer that directly. The new maps means the whole economy needed built from the ground up, to insure all maps had proper gameplay purpose and balance.

+1 vote   article: RCOM Update: The Cordon
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 Jul 26 2011, 8:58pm replied:

Maybe it is, maybe it isn't.

+1 vote   media: Military Warehouses PDA Shot
MacBradley
MacBradley Jul 23 2011, 9:17pm says:

Nope, not Monolith. I'm not saying who or what though.

+1 vote   media: Military Warehouses PDA Shot
MacBradley
MacBradley Jul 15 2011, 9:12pm replied:

Too much time has already been invested in it for it to die. I'd feel like all that time was wasted if RCOM died!!!

+2 votes   article: RCOM July 2011 Update
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 4 2011, 3:53pm replied:

Combat is still about the same difficulty wise, other than some fixes to make unique NPC's not die as easily. What you're probably seeing is how after hp hits 0, in one of the deaths shown I am still able to fire for a few seconds before I start to drop to the ground. I'm dead at that point anyway, so it doesn't matter if combat is hard.

+1 vote   media: RCOM Teaser Trailer
MacBradley
MacBradley Apr 29 2011, 8:05pm says:

Looking great! Can't wait to see it in game.

+1 vote   media: Redux Weapon Reskins
MacBradley
MacBradley Apr 15 2011, 6:33pm says:

Awesome idea Fluffy! Sometimes the greatest ideas are right there in front of us, but no one thinks of it; here you thought of one of those ideas. :)

+1 vote   media: Development Screenshots - Robbing Loners
MacBradley
MacBradley Mar 31 2011, 8:05pm says:

Really like this one! I've also have a couple suggestions/opinions as well:

- I feel the synthetic/electronic hats are a somewhat misfit with the rest of the instrument choices in the track. Maybe something more organic and powerful could be used like a timpani, or if that's too over-the-top some "boomy" tombs.

- The strings playing the staccato-esque parts could use some more attack. You could set a compressor with a hard knee and enough attack time to give some nice punch when they come in.

+2 votes   media: 'Under A Torn Sky'
MacBradley
MacBradley Mar 15 2011, 3:49pm replied:

It came out better than I thought it would as well. After seeing other CoP HUD mods I didn't personally like, I figured that making one in CoP wasn't worth the time. I'm glad Predator_828 kept pushing for us to finally work on the HUD. Makes for better videos than be debugging stalker camping logic, testing campfire activation, following NPC's to make sure they go where they should, ect.

What were your ideas for a HUD? I can probably tell you quickly if they are possible or not with CoP. I ran into coding problems myself as well...certain functions available in ShoC weren't in CoP. If they were, I'd be able to dynamically change the colors of the HUD, and also have 255 possible levels of transparency, instead of being restricted to whatever the 10 textures are pre-set to.

Fortunately the flashing animations ended up looking great and restoring vision. Limited vision was a big concern of mine originally and I don't feel its a problem when playing with the HUD on.

+1 vote   media: Dynamic Hud Alpha Preview
MacBradley
MacBradley Mar 10 2011, 2:43am says:

That's good to hear! Especially the FAMAS, as it has such visually unique sights.

BTW, I'm sending you a message on dev stuff Heavy Vanilla. :)

+1 vote   media: M4 mesh - Untextured
MacBradley
MacBradley Mar 9 2011, 5:57pm replied:

See, I just don't get how artifact guns would scare someone away from trying the mod, when the game already contains WAY WAY WAY more far fetched things already.

Artifact guns are present in CS as well, fyi. There's a modifications that has a gravi artifact piece installed in the gun to increase bullet velocity. That is where I got the idea in the first place for artifact guns.

Artifact guns are STRAIT FROM STALKER LORE as is, so like I said; If I remove them for the sake of realism, then I have to remove every other unrealistic/sci-fi aspect of STALKER, all of which make STALKER the unique hybrid of gritty realism and suspension of belief.

+2 votes   media: Artifact AK-74 Headshot
MacBradley
MacBradley Mar 7 2011, 3:34am replied:

Sorry v.1.0.6 is having issues for you. :( Did you send me a crash report? I can't remember.

Were working hard to make sure RCOM Final will be as bug/crash free as possible, as well. :)

+1 vote   media: Dynamic Hud Effects
MacBradley
MacBradley Feb 25 2011, 2:57pm replied:

Cool. I twas curious. :)

+1 vote   media: Godray Test 1
MacBradley
MacBradley Feb 24 2011, 10:58pm says:

What changes did you doing to the Rays that you're testing here?

+1 vote   media: Godray Test 1
MacBradley
MacBradley Feb 24 2011, 10:55pm says:

Someone's been going around Stalker moddb pages and giving out a bunch of random '-' votes, so I gave you all a '+' to make up for the stoopid troll! :)

+3 votes   media: Mainmenu (Final)
MacBradley
MacBradley Feb 2 2011, 7:36pm says:

I've still been too busy to check out ATMOSFEAR 2, heh. Can't wait to see 3 in action!

+1 vote   media: AtmosFear 3
MacBradley
MacBradley Jan 31 2011, 7:43pm says:

Looks great as always! I love the "fuzzy" grass on the Arcs. Makes it look like the generators haven't been producing blowouts for awhile...hmmm.

+4 votes   media: Lost Alpha Calendars - 2011 February
MacBradley
MacBradley Jan 19 2011, 1:43pm replied:

Keep in mind Loner, that Complete's focus is largely focused around the visuals. I'm sure there'll be plenty of action, shooting, and fire, heh!

Colors are looking great in this shot! Keep up the work, and have fun while doing it! :)

+6 votes   media: Call of Pripyat Complete
MacBradley
MacBradley Jan 10 2011, 2:58am says:

Hey, glad you like the idea! Most people don't seem to notice or comment on the artifact guns, which came as a surprise to me. I figured they'd be one of the more popular additions in RCOM.

+1 vote   media: Artifact SVD in game
MacBradley
MacBradley Jan 6 2011, 1:58am replied:

I think he's referring to leaving out things like ATMOSFEAR, Gnomus Scopes, MAIO, ect, and just using solely Redux features, like the NPC stories, stronger mutants, stronger radiation, Redux HUD, ect.

I don't agree with it, but I think that is what Bastante is saying.

+1 vote   article: The way forward for Redux, Part One!
MacBradley
MacBradley Jan 3 2011, 9:39pm says:

What would be awesome, is if similar filters could be ran as post process effects in engine. :) Algorithms like the ones used for many of Photoshop's filters, though, I'm sure would make the engine run like a slide show on downers.

+1 vote   media: Gillian, Metal and Harry WIP!
MacBradley
MacBradley Dec 6 2010, 8:04am replied:

Oh yea, I would name it appropriately, of course! :)

Don't know if you've looked at CoP's scripts much yet, but if walkers and guards have their way points named appropriately, a basic default logic is applied and one doesn't need to be manually defined. I don't know if ShoC has this (I never knew if so), but it sure is convenient for quickly creating non-exclusive alife jobs for simulation smart terrains.

+1 vote   article: Smart Terrains
MacBradley
MacBradley Dec 6 2010, 5:08am says:

I've read this in the past on the STALKER wiki, and it was very helpful, so thank you for taking the time to write it!

Since I've been doing a lot of spawning on empty maps for RCOM, I was thinking about updating the wiki eventually and making an article more relevant to Call of Pripyat, since there aren't many articles on it and I spent a lot of time figuring figuring out the particulars of it. I know how much time can be saved having the process explained in a tutorial versus figuring it out, and the tutorials you guys have wrote have saved me much time in the past so I hope to do the same soon!

+2 votes   article: Smart Terrains
MacBradley
MacBradley Dec 4 2010, 7:21am replied:

Yes I thought about the American accents after I replied. Hmmm...I'll have to think about what to do.

+1 vote   media: NATO Special Forces
MacBradley
MacBradley Dec 2 2010, 11:44pm replied:

Hehe, it IS very similar. Funny thing is I took this screen, not Predator_828, although maybe I subconsciously mentioned him because the similarities? Heh.

PS: YES the mod is going well. I just figured out the way around a HUGE engine parsing roadblock yesterday that had basically stopped progress for a week or two. Should be pretty smooth sailing as I know how to do everything else left and have done it in the past.

+2 votes   media: WIP Screenshots
MacBradley
MacBradley Dec 2 2010, 11:40pm replied:

This is a VERY VERY VERY good idea, holy crap why didn't this occur to me!? Thanks A LOT!? :)

I just need to get the sounds German/France versions, as I only have the English and Russian sounds. Actually, I'm not sure if I have the Russian sounds anymore, I'll have to see if I can find my Russian version of CoP.

+1 vote   media: NATO Special Forces
MacBradley
MacBradley Dec 2 2010, 11:37pm replied:

You STOLE my RESPONSE!??!!? haha :)

+3 votes   media: 1st screens of Clear Sky Faction's new Leader!
MacBradley
MacBradley Nov 25 2010, 8:57am replied:

Right now they just have the same voices as the Russian military. I don't really see an alternative.

+1 vote   media: NATO Special Forces
MacBradley
MacBradley Nov 24 2010, 8:52pm replied:

Which guide, and at what location?

Also, patch shouldn't have anything to do with it always being night. That's strange. The night cycles aren't change in RCOM; are you using other mods with it?

+1 vote   download: RCOM v.1.0.6 Beta Patch 1
MacBradley
MacBradley Nov 19 2010, 1:14am replied:

Actually, I'm getting plenty of "backup" from the STALKER modding community. Plenty of help, knowledge sharing, great mods by others merged with RCOM, ect. I'm just the only one filling the maps, so it that part takes awhile. :)

There still will be an option of having Atmosfear pre-installed with RCOM. For the CS maps, I will use just merge the relevant parts of the Atmosphere that was map for CS. Simple enough. :)

+2 votes   media: Renegades Faction Overhaul
MacBradley
MacBradley Nov 17 2010, 8:46pm replied:

Yes, me too! I'm happy to have Predator_828 on board now. :)

+1 vote   media: Renegades Faction Overhaul
MacBradley
MacBradley Oct 12 2010, 2:12am replied:

Burnt Farmstead You'll see soon, as well as more of the marshes. I doubt I'll be including Army Warehouses though, as 3 empty maps is already a lot to fill with content!

+1 vote   media: Deja Vu
MacBradley
MacBradley Sep 12 2010, 10:49pm says:

This gun is so awkwardly beautiful. :)

+1 vote   media: MP5 *WIP*
MacBradley
MacBradley Sep 5 2010, 3:16pm says:

Gorgeous. Wow. Nice work!

+1 vote   media: SIG550 Final *promo*
MacBradley
MacBradley Jul 23 2010, 4:06am says:

Can't wait to check it out!

+1 vote   article: AtmosFear 2 for CoP Released
MacBradley
MacBradley May 19 2010, 4:02pm says:

CS NPP works fine, I was just there. Its not really that great of a map for any sort of freeplay, its really made for a scripted sequence and to look cool.

Shoc NPP was great, but is somewhat linear as well for what I want to do. Same with Limansk and even ShoC Pripyat to a degree. There's enough structures, story, and NPC's in the CoP maps, and what I want is to use 1-3 maps as "wilderness" to cross. I want to make the going deeper into the zone and back a very dangerous trip again, similar to ShoC. So far I can't find any more suiting maps than CS's Marshes and Red Forest, without going to the 1935 build.

+1 vote   article: Planning Ahead -> Expanding the Zone
MacBradley
MacBradley Apr 26 2010, 11:04pm says:

What's buggy specifically? I'll look into the deagle right away.

+1 vote   download: RCOM Beta v.1.0.5
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: aamurs
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: ygat
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: El_Serpiente
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: Vartuoosi
MacBradley
MacBradley Apr 25 2010, 10:31pm 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: Messaged this to you as well, since I noticed you have a lot of STALKER interest and didn't want you to miss my RCOM mod! :)

+2 votes   member: strelok0017
MacBradley
MacBradley Apr 25 2010, 10:28pm 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: I am not a bot btw, I gave you a message and posted here because I noticed you are very much a stalker fan, and wanted to make sure you saw RCOM. :)

+3 votes   member: Genghis91
MacBradley
MacBradley Apr 3 2010, 6:06am says:

Redoing all the upgrades in the game is a fickle bitch, uhhhh. Glad I'm almost done with them. :)

+1 vote   mod: RCOM
Level
Avatar
Avatar
Offline Since
Sep 19, 2014
Country
United States United States
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.3
Members
59
Games
2
Mods
292
Articles
41
Media
171
Downloads
38
Groups
3