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

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MacBradley Feb 19 2011, 7:02pm replied:

1) The weapon bar's shouldn't be broke, they are actually customized to work for RCOM's weapon values, because vanilla ones are way off with RCOM. Smurth has made an improvement to the forumla as well for the current build; one that is logarithmic instead of linear.

2) Shotguns are brutal in RCOM. Their spread was increased after one of the older betas when a very frequent complaint was them being too accurate over range, and becoming the ultimate rifle replacement. There's no way to increase their air resistance like in CS, so I had to increase their spread to take away power at range. If shotgun spread is reduced it will be a mild to moderate change at most; nothing drastic.

3) I didn't change anything involving the circles. More show up as you progress in the story, depending on what info you get from NPC's. In that respect, RCOM is the same as vanilla.

+2 votes   mod: RCOM
MacBradley Feb 19 2011, 6:54pm replied:

This mod is about the most opposite from dead that it could possibly be. We've been busy working hard are some things that I feel are very much worth waiting a little bit longer before showing them off. :)

+2 votes   mod: RCOM
MacBradley Feb 18 2011, 3:58pm replied:

It is difficult to do, because the models don't allow for it. For example, the lr300 has no hole on the rear sight, so it has to be treated like an open sight. It would require new models, unfortunately, I don't model. :(

+1 vote   mod: RCOM
MacBradley Feb 18 2011, 12:42am replied:

Thanks for the feedback!

1) Yes, the shotguns are pretty bad without sights. In fact, all the guns are. I'll test them out and see if they seem too loose without using the sights, like you said.

2) RCOM Final will have HUD options that are selectable with an installer. What other original features were you referring too?

3) The lr300 should fire at about 900 rpm. All rpm values are set according to their real life counterparts, via the internet. AK74 should be right as well, maybe you're thinking of the AK47 that has a slower rpm? Regardless, I'll look through the files and make sure I didn't make any errors when writing the rpm values.

+2 votes   download: RCOM v.1.0.6 Beta Patch 1
MacBradley Feb 18 2011, 12:35am replied:

I'm not familiar with how the Russian voice acting mod you're using works. I do know that in RCOM both the eng and rus text files have english in them, however. For text to appear in Russian with RCOM, you'll need to delete the "rus" folder and also have the language set to Russian (in system.ltx, if I recall correctly? idk.).

+1 vote   download: RCOM Beta v.1.0.6
MacBradley Feb 17 2011, 8:51pm says:

I haven't had the chance to DL this yet, but once again the screenshots look beautiful!

+1 vote   news: Call of Pripyat Reloaded 0.7 released
MacBradley Feb 16 2011, 5:26pm replied:

Thanks for the feedback! Glad you're enjoying RCOM so far.

The AI being too unaware is by far the largest bug remaining that I'm aware of, and it is being worked on.

I'll have either an ATMOSFEAR patch for the next version, or an optional version with it merged in already (Cromm Cruac already said it was OK).

The crosshairs were left on with iron sights by accident. It was for testing sight alignment, but I forgot to turn it off since I play with cross-hairs off altogether.

+1 vote   mod: RCOM
MacBradley Feb 15 2011, 4:50am replied:

Thank you, I do put a lot of work into RCOM. There are other modders work (details in readme) in RCOM as well though, who also are extremely dedicated. :)

And no, I don't work in the game industry. Would be a better job than my current though! Haha, maybe after I finally finish my degree one of these years. :P

+1 vote   mod: RCOM
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 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 Feb 13 2011, 4:49am replied:

Sorry, but I can't help you with crashes relating to your merge attempt. I haven't even downloaded "I work alone" mod, and can't be spending my time making patches to merge with other mods that already have many different mods that I don't know all the ins and outs of.

+1 vote   mod: RCOM
MacBradley Feb 11 2011, 7:19pm replied:

The Desert Eagle can use .45 rounds or .50 rounds, but to use .50 rounds it needs brought to a tech. The one at the beginning of the game can't use the ammo in your inventory, because those are just left over from me testing the different ammo types to make sure they both worked when they should and shouldn't.

+1 vote   download: RCOM Beta v.1.0.6
MacBradley Feb 11 2011, 7:17pm replied:

Good question, because its not the most simple thing to understand what the releases of RCOM contain unless you've been tracking the mod or read through all the comments/pics.

Clear Sky maps/mart terrains/ect are in the working copy of RCOM that isn't released. RCOM Beta v.1.0.6 does not contain the new maps.

New maps are completely repopulated and involve different quests; mostly like the ShoC and CS repeatable and somewhat random freeplay quests.

+1 vote   mod: RCOM
MacBradley Feb 11 2011, 7:13pm says:

Awesome, its looking great!

+1 vote   media: Skadovsk interior *game shot*
MacBradley Feb 9 2011, 4:46pm replied:

While editing some values is easy, balancing the game for realistic weapons is a whole different animal!

The AI in vanilla CoP doesn't even engage targets outside of a 30 meter range, so with realistic weapons you'll just be target practice shooting helpless NPC's from afar. That's just one of VERY VERY MANY game breaking issues that need modified for any resemblance of balance with more realistic weapons in STALKER.

+1 vote   mod: Call of Pripyat Complete
MacBradley Feb 9 2011, 4:36pm says:

Awesome! Looks good so far. From the angle it looks like his head might be scaled slightly too large. clothes look great, but I must say I really like the full coat design like in your artwork in the previous image. I'm glad you wrote no trenchcoat "yet." :)

+1 vote   media: Gillian "Test" Rigged (low poly)
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 Feb 8 2011, 4:13am replied:

Wow, I'm glad someone was mature enough to minus my post!

+1 vote   news: Announcing S.T.A.L.K.E.R.: Way of the Wolf
MacBradley Feb 6 2011, 4:40pm says:

Regardless, I believe mods are only supposed to be filed under game's that they actually run on. You might be surprised how many people would get the wrong idea and think this isn't for CoP if they saw it on the CS game page.

+1 vote   news: Announcing S.T.A.L.K.E.R.: Way of the Wolf
MacBradley Feb 6 2011, 12:52am says:

Nice model! Are you doing the textures Predator_828?

+3 votes   media: New weapon models
MacBradley Feb 5 2011, 2:26am replied:

No, there's mutant parts again. Only thing, is that they aren't found in monster's inventory anymore; GSC removed that functionality from the game engine. Now they drop from mutants on death. I think I'll try and incorporated a timer though, so it doesn't look like they poop out a mutant part RIGHT when they die, but instead it spawns after they fall and you have to move the mutant's dead body to get their "loot."

+1 vote   mod: RCOM
MacBradley Feb 5 2011, 2:23am says:

Great! You'd think a map would have been an obvious inclusion for the "Stalker Nexus" of CoP. Wanted sign a good addition as well, it adds character/atmosphere.

+1 vote   media: Skadovsk Wall
MacBradley Feb 4 2011, 4:58am says:

Looking good!

+1 vote   media: FAMAS Render
MacBradley Feb 3 2011, 9:11pm replied:

Glad you're enjoying the combat and AI, as I've spent a lot of time working on both of those. :)

Yes, I am currently working on quests for the new maps. A small handful will be specific, one time quests, that effect the storyline. The majority however, will be repeatable with randomized elements; hunting legendary mutants, gathering loot, assassinating stalkers, retrieving stolen goods for NPC's, finding artifacts for NPC's, ect. I figured vanilla CoP has plenty of scripted elements, so I'd return freeplay style quests like ShoC and CS had.

Artifacts will still be invisible and require detectors, but I've got some tricks up my sleeve (for artifacts) I'm not ready to disclose yet. :) There IS now about 3x the artifacts and their stats/locations are now different.

Ammo prices was a band-aid economy fix. I've been reworking the whole economy for every separate map/faction/trader as I fill the maps out. :)

+2 votes   mod: RCOM
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 Feb 2 2011, 7:40pm says:

I'm curious to see the feature list for CoP: Complete.

+3 votes   mod: Call of Pripyat Complete
MacBradley Feb 2 2011, 7:38pm says:

Great looking vegetation! These textures makes the grass blend into the terrain at the no grass draw distance SOOOO much better than vanilla. Nice work; I can't wait to check this out in game.

+1 vote   media: Absolute Nature 2
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 Feb 2 2011, 7:33pm says:

I'm gathering some screens of another level right now. Hopefully news update posted today. :)

+1 vote   mod: RCOM
MacBradley Feb 2 2011, 4:03pm replied:

I'm not sure, but it would be nice. Dialogs maybe? Those are easy to add once they're written.

+1 vote   mod: RCOM
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