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

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MacBradley
MacBradley @ Call of Chernobyl: Mutants Uprising (Mod Diary #3)

This looks pretty badass.

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MacBradley
MacBradley @ Call of Chernobyl: Mutants Uprising (Mod Diary #1)

This is a pretty neat idea. It should be fun!

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MacBradley
MacBradley @ First Person Death [2.4 - 3.0]

No, but I haven't seen the crash log or looked into it. Can you post the crash log here?

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MacBradley
MacBradley @ First Person Death [2.4 - 3.0]

Glad to hear!

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MacBradley
MacBradley @ VietDoom

This looks badass.

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MacBradley
MacBradley @ First Person Death [2.4 - 3.0]

That was probably just trojanuch then. We used to share a lot of findings on how X-Ray ran before the source code was released.

Did misery even have death effects? I we AWOL for a looooong time.

Trojanuch, I know you were communicating with Alundaio a lot back then. Did you end up working on CoC?

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MacBradley
MacBradley @ First Person Death [2.4 - 3.0]

Well, since I'm here and in the file, lol...

Removing these lines in "ayykyu_fp_death.script" should do it.

_G.mus_vol = get_console():get_float("snd_volume_music")
G.amb_vol = get_console():get_float("snd_volume_eff")

get_console():execute("snd_volume_eff 0")
get_console():execute("snd_volume_music 0")

You can remove them by deleting them or by putting "--" in front of each line. I'd suggest the latter, in case you want to quickly add them back in.

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MacBradley
MacBradley @ First Person Death [2.4 - 3.0]

I'm not seeing it in CoC 1.4.22.

I don't have a copy of 1.5 downloaded.

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MacBradley
MacBradley @ First Person Death [2.4 - 3.0]

It makes no sense to me why some modders do that. It's so easy to just mention any mods used in the credits.

I scanned through Anomaly, and I honestly have no idea why that RCOM file is in there. They don't use it, and they don't appear to be using a single thing from RCOM otherwise.

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MacBradley
MacBradley @ First Person Death [2.4 - 3.0]

I just checked, and you're right. Sorry for snapping at you, it's a sensitive subject.

One huge reason I quit modding Stalker for almost a decade was because someone used RCOM in their own mod and instead of giving me credit when I brought it up, they changed all the values a super small insignificant fraction so it wouldn't "technically" be using RCOM, instead of just asking to use it (which I would have 100% said yes to).

It looks like Anamoly is the mod with RCOM assets in their mod.

They don't even use that particle effect, so why is it in there? I wonder if they merged RCOM in for weapon stats (mostly configs) and never got rid of that part. Or maybe they used it but decided to pull the feature. IDK.

I know it didn't magically appear in there on it's own.

And since you don't know what RCOM is, you should check out the moddb page. It's been around for about 10 years, and over the next couple of months a significantly expanded version is coming out.

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MacBradley
MacBradley @ First Person Death [2.4 - 3.0]

Dude, really? I'm pretty sure you didn't decide to name and use a particle effect asset "rcom" if you wrote everything from scratch.

level.add_pp_effector("rcom_actor_death_quick.ppe",446,false)

...

"rcom_actor_death_quick.ppe"

...

"rcom"

I don't care if you use it, or anything RCOM. It's one thing to forget to mention mods you used, but to outright deny they exist when you're using assets and code with their mod name and claim them as entirely your own from "scratch"?

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MacBradley
MacBradley @ First Person Death [2.4 - 3.0]

I'm 100% down with modders using other's work and building upon it, but you should probably mention that you pulled this from my RCOM mod.

I could have helped you with the ironman issues before you released it.

Also, I was wondering when someone else would do a death effects mod. I first released it almost a decade ago! Virtually everything else has been added or improved upon since CoC came out.

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MacBradley
MacBradley @ "The Zone Revisited" - Version 2.05 - COC 1.4.22

No problem. I've been modding Stalker since Clear Sky came out. I got a lot of practicing breaking things and figuring out crash logs!

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MacBradley
MacBradley @ "The Zone Revisited" - Version 2.05 - COC 1.4.22

This means a reference from the fsgame.ltx file is missing. This file is easy to miss, since it's outside (and parallel to) the gamedata folder.

You'll find it in the CoC root directory.

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MacBradley
MacBradley @ RCOM Public Beta 1.02

Right?

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MacBradley
MacBradley @ RCOM Public Beta 1.02

Thanks for the feedback.

I looked into Anomaly, and my assumptions were correct. Don't get me wrong...it looks great! But it is still a Call of Chernobyl mod. The seperate installer is convenient but it is just that...CoC and Anomaly's changes pre modded onto it.

I'll post a massive detailed feature list soon, and hopefully that will clarify why RCOM can't be a mod of a mod...because it will be unmodding itself into another mod, or vice versa.

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MacBradley
MacBradley @ RCOM Public Beta 1.02

Interesting. Thanks for the update. I did most of this RCOM update a year ago. It looks like Anomaly has just been changed to a "stand alone" release instead of a "mod pack".

I tend to avoid making things compatible with "mod packs" as they usually have a ton of errors from merging and would also require constant intensive updates to RCOM every time they update.

Maybe mod packs are better these days, and I don't want to be insulting, but in past, "mod packs" don't tend to been ran by someone who really knows X-Ray engine thouroughly like Aludnaio with CoC, and they turn out a mess of several different misfitting components and ideas.

I'll take a look at Anomaly though, it looks interesting. I'm first going to look to see who's releasing it; veteran devs or a mod merger.

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MacBradley
MacBradley @ The RCOM Returns

Extremely soon.

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MacBradley
MacBradley @ RCOM for CoC Beta 1 0

AI detection is actually worse in most regards than CoC. Let me know if you're still having issues after playing some more. I'll take a look into it AI detection.

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MacBradley
MacBradley @ RCOM for CoC Beta 1 0

Thanks for the feedback. Do you feel like adding the stealth indicator bars back to the HUD help you analyze the AI detection better?

I'll look into the protection icons.

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MacBradley
MacBradley @ RCOM for CoC Beta 1 0

Yes, exactly. I don't think there will be many outright crashes, but the AI, economy, ect might need some slight tweaks before release.

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MacBradley
MacBradley @ RCOM for CoC Beta 1 0

I forgot to specify, but it’s for the lastesr ful elease of CoC, version 1.4x. I won’t make anything for 1.5 until it’s out fo beta.

install is just a copy and paste of the game data folder into the CoC folder.

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MacBradley
MacBradley @ Closed Beta Testers Needed

Sounds great! Less than a week to go.

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MacBradley
MacBradley @ The RCOM Returns

I was burnt out of modding from coding at my job. Once I noticed CoC (basically a new Stalker game) was released I figured I should come update RCOM.

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MacBradley
MacBradley @ Closed Beta Testers Needed

You've been added to the list, thank you.

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MacBradley
MacBradley @ Closed Beta Testers Needed

Will do, thanks you.

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MacBradley
MacBradley @ Closed Beta Testers Needed

That sounds great, thank you. Probably still a week or more before it's ready for beta testing.

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MacBradley
MacBradley @ The RCOM Returns

Well, you die a lot in RCOM...so I figured the deaths should be more interesting.

There are a handful of death animations. I'll post another soon.

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MacBradley
MacBradley @ The RCOM Returns

It plays very similar so far. The biggest change is how armor works.

- All armor calculations are now location specific. No suit gives generic protection to the whole body.

- Armor protection's are based on real world II,II,and IV classifications.

- Bullets that don't penetrate armor do significantly reduced damage.

- Bullets that do penetrate armor do damage proportional to how well they penetrate the armor. Anything that armor slows down reduces damage at least a slight bit.

- Armor only covers where it is shown on in game models. Hands, arms, legs, ect are exposed in most suits.

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MacBradley
MacBradley @ Congratulations

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

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