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 @ 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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MacBradley
MacBradley @ RCOM

I probably should put a version of this out. It works well enough for a beta at least.

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MacBradley
MacBradley @ CoC global map

Love it!

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MacBradley
MacBradley @ AI reaction to Bullet/Grenades

awesome work!

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MacBradley
MacBradley @ S.T.A.L.K.E.R.: Call of Chernobyl

This is the only mod outside Lost Alpha I care to see. Looks like you're doing awesome work Alundaio (and whoever else works on this).

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MacBradley
MacBradley @ RCOM

Waiting a few days to get more work done...I needed some more RAM and a new GPU to be able to test the mod without out of memory crashes and to run smoothly enough to enjoy working on this mod again, haha.

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MacBradley
MacBradley @ RCOM

send me a message :-)

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MacBradley
MacBradley @ Armor Penetration Overhaul

I just looked at Misery's weapon configs because I figured if any mod out there had done what I planned, you guys would have haha. It looks like you guys (Trojan I assume) did something similar to RCOM, where you use very VERY low values for k_ap on all rounds, armor piercing or not. The problem with that, is that something that has a lower AP value is sent to a different algorithm than ammo with k_ap higher than the individual body armor sections. This causes those specific regions to be bypassed all together, instead taking hit_fraction as a multiplier in damage creation. Like I said, mine was setup similar to Misery in the older versions of RCOM. I didn't realized just why things didn't work how I thought they would until I found a thread a while back where some Russian modder figured out the algorithms used.

AAAAAND....I sent you an email regarding the beta! I'll have more details on exactly what I need for testing soon.

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MacBradley
MacBradley @ RCOM

I'm gonna need a few beta testers really soon here. Message me if you're interested!

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MacBradley
MacBradley @ S.T.A.L.K.E.R.: Call of Chernobyl

This is such a great mod idea. Many people (myself included) have tried to add maps AND add a bunch of other concepts all in one, not allowing time to finish our goals. This leaves a lot of room for people to focus on story/gameplay/content mods without worrying about a completely different aspect of adding maps.

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MacBradley
MacBradley @ RCOM: Past. Present. Future

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.

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MacBradley
MacBradley @ MacBradley

Alive, but not working on RCOM anymore.

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MacBradley
MacBradley @ MISERY

I was wondering if you guys were able to get the death effects running fine without problems and are using them? Since I don't mod anymore, I'm really hoping to see them pop up in Misery!!

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MacBradley
MacBradley @ RCOM

Gonna talk to Predator_828 and then we'll let ya know, but the mod ain't dead!

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MacBradley
MacBradley @ Snatcher Update! (Jan 2012)

I still wanna see this finished one day. Keep up the work!

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MacBradley
MacBradley @ Audio Comparison

I'll just say I agree with what N.Aaroe said. Sounding great Sclera! :)

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MacBradley
MacBradley @ Death at your feet

Looks really good!

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MacBradley
MacBradley @ Scar-H Complete

HAAAAAAAAAAWT!!

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