Lead Artist of the Traction Wars team

Comment History  (0 - 30 of 37)
[TWDEV]Brrr Apr 2 2013, 7:59am replied:

No we are not related to Festung Europa in any way. Totally separate entities. We were the first team to start a world war 2 game on the engine (Festung switched from unreal to cry engine 3). Yes its inevitable that we will be competing with each other, but it will motivate us even more than before to create the best game possible. Although the two games share the same time period and setting it doesn't necessarily mean the games will be identical.

+7 votes   game: Traction Wars
[TWDEV]Brrr Mar 22 2013, 8:53am replied:

Yes,as Apple says we are still very active. The vast majority of our site is developer only boards, which are invisible to guests and non developer members. Keep checking this page for more updates soon. We have some nice surprises in store!

+6 votes   game: Traction Wars
[TWDEV]Brrr Dec 22 2012, 6:30am replied:

As Apple says two Piats are in the scene, but this image is just a teaser for what is to come in the future.

+4 votes   media: British Ambush
[TWDEV]Brrr Dec 22 2012, 6:23am replied:

Yes were already working on the scaling issue, we have a problem where by the scales of the weapons check out correctly in terms of length but look small in-game when compared to the character - naturally the only way to counter this is to artificially scale up the weapons a tad, which we are in the process of doing.

+1 vote   news: A Christmas Treat
[TWDEV]Brrr Dec 15 2012, 4:27pm replied:

Glad you like it! We plan on incorporating most Commonwealth and Wehrmacht tanks - such as the Sherman, Churchill, Tiger, Panther, Jagdpanther. Its more than likely that we will not be incorporating super heavy tanks into the build due to balancing issues that will arise.

+2 votes   news: Dev Blog #11: Achtung Panzer
[TWDEV]Brrr Sep 14 2012, 1:02pm replied:

What tracker you using snake? Mines at 32kb on the 'Tracker.openbittorrent.com:80' tracker

+3 votes   mod: Black Mesa
[TWDEV]Brrr Sep 14 2012, 1:00pm says:

Torrents back at snail pace again, so many people are not seeding at all.

If we all upload a little tiny bit between us this whole thing will run a lot more smoothly.

+2 votes   mod: Black Mesa
[TWDEV]Brrr Sep 14 2012, 12:17pm replied:

Not sure how that's possible, are you even running the bit torrent software?

Also if you are in the software, try altering the url. Make sure the 'udp://' is inserted at the urls start and get rid of the capital letters.

+1 vote   mod: Black Mesa
[TWDEV]Brrr Sep 14 2012, 12:08pm replied:

Open up the regular torrent file as you normally would. should be a tab called 'trackers'. Delete the existing one by right clicking, and add a new one by right clicking and pasting the url.

Remember to remove the '(' from teh url.

+1 vote   mod: Black Mesa
[TWDEV]Brrr Sep 14 2012, 12:00pm says:

Torrent with the (udp: //tracker(.)openbittorrent(.)com:80) tends to be working nicely now. I'm getting 200+kb now.

Though if anyone wants to join the torrent, don't for common sense sake set your upload limit to '0' - we all need to do our part to help everyone download the file.

+4 votes   mod: Black Mesa
[TWDEV]Brrr Jul 15 2012, 12:28pm says:

Very cool, I'm loving the latest images and trailers and info but the download sizes are very daunting.

Are you guys planning on a 2.4 to 2.45 patch so we don't have to re-download and reinstall the mod?

+4 votes   news: Road to Forgotten Hope 2.45: Part 4
[TWDEV]Brrr Mar 18 2012, 8:10am replied:

Very interesting information, that I hadn't know about cows until now :). Indeed it is rather clean, but often the exit wound is more significant and noticeable than the entry, naturally in this model the exit wound is obscured from view. Also we will extensively be using blood and gore decals to further bring the model to life (even though its dead). We might even have some flies swarming around to add a bit of extra atmosphere.

+2 votes   media: Dead Cow In-game
[TWDEV]Brrr Mar 9 2012, 10:49am replied:

I didn't use desura, I don't even have that software. I also start the game using the launcher already - to make the mod work though I had to copy the opengl file from windows to the cry of fear directory.

+1 vote   game: Cry of Fear
[TWDEV]Brrr Mar 9 2012, 4:15am says:

great mod, I'm really enjoying it but I've run into a bug, that seemingly no one else has ran into. The flash light on my phone does not work, the screen isn't even lit up. I tried pressing every button, and consulting the game controls panel but nothing works - is this a confliction with my graphics card or graphics driver?

I cant really get very far in to the mod because I cant see the syringes on the floor because I have no light source, as a result I always die because I cant heal.

Help Please

+1 vote   game: Cry of Fear
[TWDEV]Brrr Feb 7 2012, 4:14pm replied:

Thanks for the comment. Indeed its final position on maps will be next to other buildings and statics, but for the purposes of this update we isolated here so full attention could be focussed on it.

+4 votes   media: French store - Pre-Alpha
[TWDEV]Brrr Feb 7 2012, 5:49am replied:

I tend not to agree Kommisar, by that logic WW2 didn't start until the point in which Hitler invaded Russia in 1941. And as Volcol said the Brits often do get unfairly overlooked, which is one of the many reasons we chose to concentrate on the common-wealth forces.

Other factions are a possibility in the future, but its too far off to tell. At the moment were placing all our efforts in bringing the common wealth faction to fruition.

+6 votes   game: Traction Wars
[TWDEV]Brrr Aug 27 2011, 6:38am says:

This is what I was hoping CS Go would look like. The Animations, models/textures, particle effects are so much superior on firearms source.

+1 vote   news: Basics of Effects Design
[TWDEV]Brrr Jun 25 2011, 6:26am says:

Wooot, cant wait for monday. I shall be there.

+1 vote   news: ModPlay Monday - Resistance and Liberation
[TWDEV]Brrr Jun 18 2011, 5:28am replied:

I've just been made aware were not going to have the 3rd person view in the final iteration. At the moment for testing the vehicle in game there is currently a third person view.

Everyone make mistakes and misinform on occasion, so sorry. I hope you liked the update none the less.

+3 votes   news: News Update #20: Ironside
[TWDEV]Brrr Jun 17 2011, 10:23am replied:

No interior as of yet is made, other than the main gun sight and machine gun sights. Were going to have a fixed position 3d model of the drivers hatch/viewing slit though as an optional driving view along with the top of the turret and third person views.

+1 vote   news: News Update #20: Ironside
[TWDEV]Brrr Jun 17 2011, 10:15am replied:

'When it’s done' is a little contrived. But that basically is the case, if we can muster support and more members the mods first release will naturally be sooner. We do have a healthy dedicated amount of devs at the moment however, all pushing towards the objective of preparing everything for the first release.

Thanks for the comment btw, I hope you liked the update.

+3 votes   news: News Update #20: Ironside
[TWDEV]Brrr Apr 19 2011, 5:02pm says:

Ive always admired the modeling and texture work of Rad. R.I.P.

+2 votes   news: 18-Wheeler
[TWDEV]Brrr Mar 28 2011, 8:35am replied:

It would be great if you could sign up, there's never a need to work permanently on the mod. Sign up when you have the time - naturally there's a small trial task before becoming a developer.

Were relatively close to having in game content; weapons and vehicles are in the game and currently being tested, as soon as there to a finished standard we will show them in an update.

+3 votes   news: News Update #19: Stone by Stone
[TWDEV]Brrr Feb 24 2011, 6:16am replied:

To be fair men of war is a very popular game with a lot of mods attached to its name. Personally I don't like men of war as a game but i could see a halo style genre working well with the existing game mechanics.

However don't Halo mods usually get taken down by bungee on copyright grounds?, so changing the name might be a good idea.

+1 vote   news: Just a quicky
[TWDEV]Brrr Feb 23 2011, 4:28pm replied:

I wasn't trolling, if I'm not allowed to voice my opinion then I won't comment further. I wasn't down talking the mod btw, it's one of my favourite ww2 era modifications.

0 votes   mod: Resistance & Liberation
[TWDEV]Brrr Feb 23 2011, 3:00pm says:

I love this mod but clans totally destroyed the activity of this mod. People got bored of being locked out of servers all the time and just left. Now clans hardly even play the mod either.

On the final release this problem should be tackled in some way, I'm sure I and countless others want to start playing this game again on highly populated public servers.

+9 votes   mod: Resistance & Liberation
[TWDEV]Brrr Nov 26 2010, 7:50am replied:

Dude how can you be that ignorant? A. the character models and animations aren't that bad considering their a mod team without access to a motion capture studio. And B. there not gonna change every character model and animation file just to get you to vote for them in mod of the year.

+8 votes   mod: Resistance & Liberation
[TWDEV]Brrr Nov 23 2010, 3:32pm says:

Just complted the main quest on the mod, was blown away by the atmpsphere, story and gameplay. I will now go back and do the alternative ending :).

+1 vote   mod: Nehrim: At Fate's Edge
[TWDEV]Brrr Nov 22 2010, 5:04am says:

Voted for best mod :). Totally deserves to be mod of the year due to all the hard work and time that has been put into its creation (or recreation in this case lol).

+5 votes   mod: Dear Esther
[TWDEV]Brrr Nov 22 2010, 5:01am says:

Not many available servers to join on this mod now, they all require clan passwords. I think a lot of people have been disillusioned to play this due to too many clan based servers.

One on my all time favourite ww2 mods, just annoyed I hardly ever get to play it.

+4 votes   mod: Resistance & Liberation
Offline Since
Apr 2, 2013
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