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

Comment History  (0 - 30 of 600)
MacBradley
MacBradley - - 600 comments @ RCOM Public Beta 1.02

I actually have a version with Smurth's dynamic HUD and OWR. I just need to upload it. It's been public Beta ready for almost a year, I just haven't bothered to upload it because there doesn't seem to be interest.

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ RCOM Public Beta 1.02

Sorry for the late reply. It is not.

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ RCOM Public Beta 1.02

Sorry for the copy/paste, but someone else asked the same thing...

What the devs have done with Anomaly is amazing work, but they took the CoC foundation in a direction that isn't necessarily the direction that suits RCOM's style.

I prefer to add features (quests, weapons, dynamic HUD, ect) individually that are included with Anamoly added individually, while leaving out ones that don't fit with RCOM.

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ RCOM Public Beta 1.02

What the devs have done with Anomaly is amazing work, but they took the CoC foundation in a direction that isn't necessarily the direction that suits RCOM's style.

I prefer to add features (quests, weapons, dynamic HUD, ect) individually that are included with Anamoly added individually, while leaving out ones that don't fit with RCOM.

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ RCOM Public Beta 1.02

I appreciate that. I started modding STALKER games over a decade ago, and would not be updating RCOM if I felt there was nothing unique and worthwhile to offer to the Stalker modding world.

What the devs have done with Anomaly is amazing work, but they took the CoC foundation in a direction that isn't necessarily the direction that suits RCOM's style.

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ RCOM Public Beta 1.02

No, it will not.

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ 🌺[1.5.0] More accurate NPCs v3🌺

AI turn rate and shot leading are controlled by the values in the user.ltx that are changed by the "hardcore aim" option that was introduced in CoC.

ai_aim_max_angle 30.75
ai_aim_min_angle 0.96
ai_aim_min_speed 2.48
ai_aim_predict_time 0.36

Those values are from a different mod, so yours won't look the same. Try altering them. You can adjust them via the console to test their in game effects more easily.

Good karma+3 votes
MacBradley
MacBradley - - 600 comments @ Call of Chernobyl: Mutants Uprising (Mod Diary #3)

This looks pretty badass.

Good karma+5 votes
MacBradley
MacBradley - - 600 comments @ Call of Chernobyl: Mutants Uprising (Mod Diary #1)

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

Good karma+2 votes
MacBradley
MacBradley - - 600 comments @ 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?

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ First Person Death [2.4 - 3.0]

Glad to hear!

Good karma+2 votes
MacBradley
MacBradley - - 600 comments @ VietDoom

This looks badass.

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ 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?

Good karma+3 votes
MacBradley
MacBradley - - 600 comments @ 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.

Good karma+4 votes
MacBradley
MacBradley - - 600 comments @ 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.

Good karma+3 votes
MacBradley
MacBradley - - 600 comments @ 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.

Good karma+3 votes
MacBradley
MacBradley - - 600 comments @ 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.

Good karma+3 votes
MacBradley
MacBradley - - 600 comments @ 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"?

Good karma+3 votes
MacBradley
MacBradley - - 600 comments @ 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.

Good karma+2 votes
MacBradley
MacBradley - - 600 comments @ "The Zone Revisited" 2.06 - Compilation Pack - 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!

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ "The Zone Revisited" 2.06 - Compilation Pack - 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.

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ RCOM Public Beta 1.02

Right?

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ 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.

Good karma+2 votes
MacBradley
MacBradley - - 600 comments @ 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.

Good karma+6 votes
MacBradley
MacBradley - - 600 comments @ The RCOM Returns

Extremely soon.

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ 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.

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ 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.

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ 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.

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ 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.

Good karma+1 vote
MacBradley
MacBradley - - 600 comments @ Closed Beta Testers Needed

Sounds great! Less than a week to go.

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