Apart from playing games, being heavily inspired by them I enjoy doing a bit of fanart and other types of digital artwork when I can in my spare time :)

Comment History  (90 - 120 of 154)
Bfox Mar 18 2009, 2:22pm says:

Hey, about "IWBTFG" did you try pressing ALT+F4 to exit it?

+2 votes   article: Modcast S02 E17
Bfox Jul 30 2005, 9:51am says:

Great! that was a really nifty idea...

+1 vote   mod: Zy-El: Trial by Fire
Bfox Feb 9 2009, 2:25pm replied:

Nuu!! Digital paintball must live!!

+1 vote   mod: Digital Paintball Source
Bfox Jan 14 2009, 6:27pm says:

Awsome man, great to see you have your eyes on Crysis already, hope this mod will be as good as your last :)

+1 vote   mod: Assault Coop Crysis
Bfox Oct 21 2008, 3:59pm says:

I'm so hyped for this mod, is that a good thing?

+1 vote   media: Variation of Classic Mechs
Bfox Oct 14 2008, 12:13pm says:

Wow, for a second there that almost brought a tear to my eye, awsome work guys!

+1 vote   media: Puma's on Patrol
Bfox Oct 6 2008, 6:30pm says:

Am I the only one seeing the GIANT combine in the background?

+3 votes   media: HL2 SP
Bfox Sep 13 2008, 11:42am says:

Impressive, man they really know there modding stuff :)

+2 votes   media: Sven Co-op 4.0 Trailer 1
Bfox Dec 18 2007, 3:45pm says:

Looks like some kind of wrestling match going on the ground there.. even there cars are joining in..

+4 votes   media: Lasciviously Faded
Bfox Oct 13 2007, 11:53pm says:

If changes were made to the support class from my last post I guess I wouldn't mind having one life to increase the realism, but what would dead players do then? Spectate for the rest of the game? Be kicked out?

+1 vote   mod: Assault Coop
Bfox Oct 13 2007, 2:08am says:

Well finished playing LAN coop with 2 friends on two of the maps and had a blast, they really think the mod has been really improved.
Worst issue at the moment was having to activate the AI in spectator mode as I always missed more than half of the AI and it's tough sticking together with other players all the time...
I really really think the medkit should have a secondary fire which heals other players in contact with the support without draining ammo - This means the support wouldn't need to run back for more medkits when other players do something silly or go rambo, I think the wrenchs secondary should be changed to building the bombs so the "explosive" weapon doesn't need to take a slot, with this in mind the support classes weapons could look like this:
1st slot - Wrench
2nd - Desert Eagle
3rd - MP5 or M4
4th - Medkit
For the way respawning works I think it's fine as it is. Perhaps give players one life on "realistic" difficulty?
Also what about the idea of allowing the sniper to carry a sniper rifle and RPG launcher? That too overkill?
Other than that, the mod has really come along and can't wait to play the other maps and any more in the future!

Btw: this is a minor issue to me, but why is the secondary grenade fire mode for rifles start with the gun empty?

+1 vote   mod: Assault Coop
Bfox Oct 7 2007, 11:27am says:

Hmm, that respawn after flag capture would put off alot of players, any chance to make it an option instead? If not I really think it would be better keeping it off..

About the "zombies", what direction you going for? Are they slow and take tons of bullets I guess?
I wonder if the wrench's second ability would be best creating ammo packs or fixing up the players some armour..
Any chance it could create man-able turrets like the mortar or minigun? That'd be an intresting incentive to become the support class..

+1 vote   mod: Assault Coop
Bfox Oct 5 2007, 3:14pm says:

This is the only patch you need to play the FC coop LAN mr.Oomphstein

I don't mind changing the map manually, especially for the massive - MASSIVE lag improvement that i've played with so far.

+1 vote   mod: Assault Coop
Bfox Oct 4 2007, 7:28pm says:

Seriously Dert, you are hardcore.

"Oomphstein" - This mod doesn't allow you to play through the single player with coop, unless you want to remake every map for this mod minus alot of the original features. (Am I right on that flamey?)

Personally from what I've played this is real hard, without going a sniper to have binoculars to spot enemy I found this impossible playing alone..
Would there be any chance for a "buy" menu? Just thinking so players aren't stuck to a certain class but can take what they need when working with lower player count numbers..

+1 vote   mod: Assault Coop
Bfox Oct 5 2007, 3:51pm says:

Just needing to adress the topic of difficulty, what level are you playing at? And its not just that, how much foliage do you play with aka "e_vegetation_min_size"? Also what resolution is your monitor?
What do you find gives you best gameplay results?

Im currentally playing:
Difficulty - easy (otherwise im getting smoked constantly)
"e_vegetation_min_size" - 0
Resolution - 1280x1024 with 4AA

Been playing a bit more too with the LAN coop, some lil things that think would be cool to put in:

The support classes medpacks should gain ammo over time back to 5 so he wont need to leave the frontline because he's out of medpacks from other people getting hit.
When picking up extra ammo from those ammo crates it would be cool if they gave you ammo for every weapon incase you picked one up from an enemy (or found on the field) you want to refill.


Does the support class secondary fire with the wrench do anything in the maps in this version?

+1 vote   mod: Assault Coop
Bfox Oct 2 2007, 8:26pm says:

woops, nevermind, forgot you can just spectate about the place..
look really good and stable from what i've palyed so far, great to see the stealth meter back in action!

+1 vote   mod: Assault Coop
Bfox Oct 2 2007, 6:41pm says:

Hmm, in the readme for the assault coop lan you say
"you have the server or host first scan through the map to activate the AI"
How do I? just look around the map when I first go in or fly about in noclip or something?
If so, how do I?

+1 vote   mod: Assault Coop
Bfox Sep 30 2007, 2:40pm says:

"Assault Coop LAN can handle more than 200 AI mercs on a map without the clients going out of sync."
Wow, that sounds pritty cool, I got to give this a shot with the lads later, I don't see why you don't just work with that version of Farcry only :P

+1 vote   mod: Assault Coop
Bfox Sep 17 2007, 8:42pm says:

Been a while since I commented here, much happened to the mod in my absence?

+1 vote   mod: Assault Coop
Bfox Aug 2 2007, 6:21pm says:

I love this mod :D played with some freinds, even though its an alpha it's still great fun!

Really looking forward to any updates!

+1 vote   mod: Digital Paintball Source
Bfox Dec 19 2006, 12:56pm says:

this is a great unit to use with the deployable bombs :D only problem is when I used a few of them at once they blew one another up >.o'

+3 votes   media: Demo Battle-bus Render
Bfox Dec 19 2006, 12:53pm says:

Yup, this mod got my vote too, its one of the better working and fun ZeroHour mods and finally makes the GLA a decent urmy! 10 thumbs up!

+1 vote   mod: C&C: ShockWave
Bfox Dec 18 2006, 11:15am says:

zeeky boogy doog to you too.

+1 vote   member: Cycerin
Bfox Dec 16 2006, 9:44am says:

Awsome, the mod is looking very impressive, no doubt theres going to be some "ooomph!" factor to those weapons :D

+1 vote   mod: C&C: ShockWave
Bfox Dec 15 2006, 10:03pm says:

but will bots work okay with this?

+1 vote   mod: C&C: ShockWave
Bfox Oct 27 2006, 8:59am says:

hmm, I had the same problem too, but that was when I was making a lan over a local area network, but just using my internets network it works fine

+1 vote   mod: Assault Coop
Bfox Aug 13 2006, 12:37pm says:

Downloaded, played and finished map with 2 players.

Good map, glad to see the lag is down a good notch, heres my thoughts..

The mod itself:
More acess to ammo is needed, in other maps too, perhaps something the assault class could do? Drop ammo crates?
The engineer's Medic kits, plus assault class's ammo crates (if put in) should refill overtime.
Ammo crates should refill every type of ammo, no matter what class you are or what start weapons you choose.
Viechles should respawn over time after there destroyed (To help travel mostly)
Zombies are pritty tough but that would be fine if assault could get more ammo.
Headshots should be more effective with certain weapons perhaps? (1 or 2 desert eagle or m4 shots should take out a grunt, and 1 fullon shotgun shot or sniper to a zombie should be able to kill it?)
I like the idea of grunts dropping some armour as would be a good reward to players and is the only thing they cant make themselves
Alot of the explosive weapons still feel too weak, mostly the assault rifles secondary fires

The map itself:
Got a weird error showing when shooting at sharks, you getting it?
after coming off the "platform" there was a bunch of zombies that where glowing blue and skelitons where invinsible to a client player, not sure if this was cause by a night vision somehow

Assault coop still rocks though! keep it up : D

+1 vote   mod: Assault Coop
Bfox Aug 10 2006, 10:56pm says:

sure I'll test ^^' if you need to email it send to bfox2k@hotmail.com

+1 vote   mod: Assault Coop
Bfox Aug 12 2006, 11:17am says:

I got the new "pc zone" mag today and your in it! I havent read what it says about your mod as Im a little busy right now ^^' but tell me if you need a scan...

+1 vote   mod: Assault Coop
Bfox Aug 12 2006, 2:29pm says:

could you upload it somewhere or here to allow access to it? ... im sure you wont mind if the general public sneak peak as well eh?

+1 vote   mod: Assault Coop
Bfox Aug 12 2006, 11:19am says:

hotmail wont let me download the zip of "Undead_Massacre" you sent as it says its a virus, a resend or over msn or something?

+1 vote   mod: Assault Coop
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