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Comment History
Walrussel
Walrussel Oct 8 2012, 10:31pm says:

Cannot wait! Gonna kick *** :D

+2 votes     article: Primal Carnage Beta Launch & Pre-orders!
Walrussel
Walrussel Apr 17 2012, 8:30am says:

Is there a plan in doing any naval defensive structures? Like floating AA or standalone torpedo launchers?

+1 vote     mod: Revamp Expansion Mod (RVE)
Walrussel
Walrussel Jul 19 2011, 6:05am says:

Nice work! Very slick animations.
Though the first one shown could be sped up a little I think. Though It may be ok ingame.

+1 vote     media: MonsterPad - New model and animations
Walrussel
Walrussel May 24 2011, 1:39am says:

what's it do???

+2 votes     download: Killing Floor Upgrade [Broken - Do Not Download]
Walrussel
Walrussel May 18 2011, 5:14am says:

WOW! that looks better than I thought it would... too bad you guys decided to can it

+1 vote     article: The lost single player
Walrussel
Walrussel Apr 1 2011, 8:35am says:

yay :D

0 votes     media: WoP 1.5.2 beta
Walrussel
Walrussel Feb 5 2011, 7:03pm says:

Coming along extremely nicely.

Keep up the good work

+1 vote     article: Primal Carnage - Evga partnership, T-Rex Development Footage
Walrussel
Walrussel Jan 25 2011, 5:31am says:

Very good campaign. Very well done.

+1 vote     download: Paranoia
Walrussel
Walrussel Dec 26 2009, 3:23am says:

I downloaded it to try with my brother, he wanted to be the specimen, and every time he clicked to attack I would crash, the error was

Critical Error
Build UT2004_Build_[2004-11-11_10.48]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD Unknown processor @ 2811 MHz with 2047MB RAM
Video: NVIDIA GeForce GTX 260 (9062)

General protection fault!

History: UObject::ProcessEvent <- (zombiePlayerController KF-WestLondon.zombiePlayerController, Function awesomeclot.zombiePlayerController.fireZed) <- RemoteCall <- HandleStream <- UActorChannel::ReceivedBunch <- (Actor zombiePlayerController) <- UChannel::ReceivedSequencedBunch <- Direct <- UChannel::ReceivedRawBunch <- DispatchDataToChannel <- BunchData <- UNetConnection::ReceivedPacket <- UNetConnection::ReceivedRawPacket <- UTcpNetDriver::TickDispatch <- UpdatePreNet <- ULevel::Tick <- (NetMode=2) <- TickLevel <- UGameEngine::Tick <- Level KF-WestLondon <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 4C576C61 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

does anyone know why this is?

+1 vote     mod: Specimenation Versus
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