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dandman999 Feb 25 2014, 11:04am says:

"little" bit of feedback based on play in 0.4 vs 0.3:

The game really seems a lot easier in 0.4, which I'm not sure I like or not. It means I can get a lot further, but also means I can fully unlock and explore maps quite easily. (Not sure I like that - also, that's based on Havoc and Diehard, which are by far the best maps in the mod ;D - I know certain maps like Harbor are much smaller and, well, worse...)

The combo reward from a boss probably shouldn't be due to the boss counting as 4 regular zombies. As much as it works, it also makes the kill count be a little off - but that's kinda to be expected, surely bosses should count as multiple zombies. (I'm OK with it, except my OCD kinda hates the fact it's 4 and not a nice number like 5.)

Also, the combo reward from bosses often runs out - if it's something like instakill, 2x or fire ammo - before the next wave starts.

I'd like to see a light_spot above workbench's in maps, because it is actually quite hard to see them, what with most maps being quite dark - zombies == nighttime, so...
(Was there one on Diehard before? I swear, I've never seen it before, and it really annoyed me when I saw it right in plain sight.)

Oh, and the batch files in the tools section are really well made, great work! :D

(And I'd love some additions to mapping such as a new logic_auto output for OnZSWaveStart, allowing maps to use a math_counter to find what wave the game is on and dynamically change the map - say, deactivating close spawns and activating far ones on wave 7, where they become fast zombies.)

Sorry about this massive wall of text. Still, I think it's better to have 1 large comment than 8 smaller ones saying the same thing. :P
(I mean, I actually hit the 2000 char limit at one point and had to cut this down...)

+1 vote   article: Aftermath 0.4a Release
dandman999 Feb 18 2014, 2:14pm replied:

10 days? OMG, it's almost as if he's been busy doing work / programming rather than looking on this page! We can't stand for that! ("Offline Since Feb 17, 2014" - aka. yesterday)

+1 vote   mod: Aftermath:Source
dandman999 Feb 14 2014, 12:07pm says:

How to get Hammer on Aftermath actually working now:

1. Use the method above, but replace 'your_name' with 'common'.
2. Go to the Aftermath folder and open up gameinfo.txt.
3. Change the line 'SteamAppId 217' to 'SteamAppId 215'.
4. Change the line 'Game |all_source_engine_paths|hl2' to 'Game hl2'.

+1 vote   article: Hammer setup for ZS
dandman999 May 31 2013, 6:32am says:

Update this please? It kind of sucks that I have to install the latest version through my browser rather than updating from Desura.

Also, the Desura version appears to have broken source code, or at least, when I try to run any game through a client rebuilt using the provided source code, Sauerbraten throws up a fatal error that I can only see and close the game by Ctrl-Alt-Deleting. D:

+3 votes   game: Cube 2: Sauerbraten
dandman999 Apr 12 2013, 2:44pm replied:

He means which of the download links in the Downloads section on here.
I can't find it myself...

Oh, you don't download it there. You use the Steam link at the top of the message.

+3 votes   mod: Zombie Panic: Source
dandman999 Apr 12 2013, 11:28am replied:

Mac's can't run Source mods as of yet. Valve never released the engine branch that does to the community... D:

+3 votes   mod: Zombie Panic: Source
dandman999 Apr 3 2013, 2:02pm says:

So, downloaded this after looking at it for a while, and I get:
MountFilesystem(421) failed:
SteamMountFilesystem( 2828,421,0x1350fb68=,0x1350fa58 ) failed with error 5: No Steam Content Servers are available

Now, I've got the error before with GE:S (and fixed it), but no matter what I do to screw around with Modular Combat's gameinfo.txt, it always brings up this error.
All my other mods (Fortress Forever, Hidden: Source & Goldeneye: Source) work (Hidden and FF is 06 engine, GE:S is 07 engine), I've tried with 5 different download regions, and have reinstalled 3 times. Help?

+2 votes   mod: Modular Combat
dandman999 Mar 3 2013, 11:22am replied:

There's not even Mac support for mods yet. Mods currently either run on Source 2006 (Ep1) or Source 2007 (Orange Box), whereas Mac support is 2009, and Linux support is 2012 (MP).

GE:S runs on 2007, the newer of the engines released to be modded by Valve.

+1 vote   mod: GoldenEye: Source
dandman999 Jul 13 2012, 2:02pm says:

When I run the game, my server browser is empty?

+4 votes   mod: Zombie Master Black Edition
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Jul 29, 2014
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