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Comment History  (60 - 90 of 422)
Chronojam
Chronojam Oct 6 2014, 12:20pm replied:

Good catch. It's not going to be a big deal since this one is temporary due to the new model.

+3 votes   media: Medium Tank armor allocation
Chronojam
Chronojam Sep 28 2014, 3:12am replied:

Well, we've always got the option to revise it, but after an internal discussion with the test team we decided we were creeping closer and closer to getting maybe too simmy, with increasingly specific hit locations, shell drop, talking of making shell damage change based on range, etc.

We were starting to make damage change based on things like shooting the engines vs the different rotors of a helicopter, and thought, maybe we should step back for a moment :)

+2 votes   media: Light Tank armor allocation
Chronojam
Chronojam Sep 28 2014, 1:33am replied:

Snipers are coming back in a larger update we're working on! Basically, the older version of the engine had a hard cap on projectile speeds -- 399 meters per second. Anything faster instantly hit. That made it really hard to balance snipers, we wanted them to have to lead their target but 399m/s was way too slow.

The new changes we're working on mean that snipers now fire a really fast (but not instant-hit) bullet instead. We've broken the 399m/s speed limit we once had.

Tank camera views have been overhauled again, I should post some pictures. We now have better camera control options (before they had to orbit a model's origin point) and can add several alternate cameras to vehicles, sort of how soldiers can use third or first person.

+1 vote   article: New Update, New Site!
Chronojam
Chronojam Aug 15 2014, 1:15pm replied:

Tech levels helped address a number of concerns, for sure, but we'll see how this plays out. They could return in a limited capacity, or in another form.

+1 vote   article: New Update, New Site!
Chronojam
Chronojam Feb 12 2014, 8:46pm replied:

We've actually got a newer installer available that was intended for use by those with .NET4 problems. Try this slightly different one out:
Bluehellproductions.com

+2 votes   article: More Coastal Influence
Chronojam
Chronojam Jun 21 2013, 7:47pm replied:

People who love to bunnyhop are going to be very, very disappointed and will probably slam the "disagree" button hard when they see next week's update :)

+1 vote   article: Exploding Things
Chronojam
Chronojam Jun 21 2013, 7:45pm replied:

It's OK for people to agree/disagree, but unfortunately the ModDB system hides posts by default if they are disagreed with enough. Since not everybody wants to make a post to say they agree/disagree they just use the +/- buttons.

+2 votes   article: Exploding Things
Chronojam
Chronojam May 31 2013, 8:45pm replied:

What is the nature of the error? Was there a message, or did the program not start, or were you unable to launch the game? Did your browser not allow you to execute the application? Do you lack admin privileges on your machine?

Basically "Doesn't work" is not a helpful statement since we have hundreds of people who've had it work.

+1 vote   download: Obsolete - BHP Launcher 0.0.2.16
Chronojam
Chronojam May 30 2013, 7:15pm replied:

Look at the smoke, too :V

+1 vote   media: Blog Images
Chronojam
Chronojam Mar 17 2013, 2:00pm replied:

Mostly for special circumstances, not something you'll build and put out.

+1 vote   media: Ubiquitous Explosive Barrels
Chronojam
Chronojam Mar 17 2013, 6:10am replied:

If it doesn't play well, we'll make adjustments accordingly. One thing that all the post-RA1 real time strategy titles had was the ability for your veteran forces to self-heal, which became important for taking small retreats to heal up and avoid losing all your momentum (and investment) after combat. By RA2, cultivating and protecting elite units (with their self-healing and superior weaponry) could be vital to surviving the mission. We'd like to capture some of that.

+9 votes   article: Buildings, Part 1
Chronojam
Chronojam Mar 12 2013, 2:34am replied:

I've just posted a news update; in addition to not being able to see infantry coming from the sides, they'll be able to hide off radar to ambush after you pass.

+4 votes   media: Medium Tank view
Chronojam
Chronojam Jun 6 2012, 3:21am replied:

That is 2.2.0

+2 votes   article: APB 2.1.2 Open Testing
Chronojam
Chronojam May 15 2012, 2:58am replied:

Right now in testing, four

+2 votes   article: News from the Front
Chronojam
Chronojam Mar 27 2012, 1:27am replied:

It'll take a couple minutes, the original file's around 570mb. Definitely worth the wait though. Actually, it just finished.

+1 vote   media: Soviet Assault - RA_ToTheCore
Chronojam
Chronojam Mar 23 2012, 2:29pm replied:

Same for Apocalypse Rising, if that wasn't evident.

+2 votes   download: Mapping & Mod SDK - RA:APB Gamma
Chronojam
Chronojam Mar 23 2012, 1:46pm replied:

When it's time for the Reborn client release, it will say "Reborn" at the top instead :)

This SDK is sufficient to get started on designing maps and custom content for TS:Reborn however! It's what I use internally, just with a different set of data files.

+2 votes   download: Mapping & Mod SDK - RA:APB Gamma
Chronojam
Chronojam Mar 12 2012, 2:27am replied:

Correct, we've made several adjustments based on feedback (including yours). There's no good place on the front for the star, so we compromised.

+2 votes   media: New Heavy, Adjusted
Chronojam
Chronojam Dec 7 2011, 5:28am replied:

What the ****, all of the links were stripped somehow into dummy "nofollow" links? I've got no idea how long it's been like that, I've fixed the download link in the post. Thanks for calling this to our attention.

+1 vote   article: Red Alert: A Path Beyond Launches 2.1.0 Version
Chronojam
Chronojam Nov 20 2011, 12:42am replied:

We'll be more interested in talking timing once we kick the new APB build out; we're doing some final internal testing there but APB 2.1 is essentially ready for mirrors.

The next copy of TSR you'll see will have vehicles :) And many of those new features we've talked about are already done. I'll post more news within a week with some of the new modelwork for things.

+1 vote   article: Under New Management!
Chronojam
Chronojam Apr 11 2011, 6:06pm replied:

I guess there can be bots if we add them, but aren't humans more interesting to play against?

+3 votes   download: Obsolete - 2.0.0 Client
Chronojam
Chronojam Mar 27 2011, 10:20pm replied:

Exactly.

+2 votes   media: Pillbox Destruction Animation
Chronojam
Chronojam Feb 16 2011, 12:28am replied:

That bridge begins the round fully intact :)

+3 votes   media: RA:APB Guard Duty skirmishing
Chronojam
Chronojam Nov 23 2010, 1:26am replied:

They were all removed so that they could be re-added differently on a per-map basis.

+1 vote   media: Heads Up Display
Chronojam
Chronojam Oct 23 2010, 5:23pm replied:

This is for servers, so please do not think of putting it in your APB 1.4.0 client data folder.

+2 votes   download: Obsolete - SSAPB 2.1 UPDATE 1
Chronojam
Chronojam Oct 22 2010, 11:34pm replied:

Airborne unit lost :)

+2 votes   media: Seamist Revised
Chronojam
Chronojam Aug 20 2010, 12:49am replied:

Do you mean Android? Both, and it's amazing if you have access deeper down. You could grab the SDK and give it a go.

+1 vote   article: Running on a real IPhone device
Chronojam
Chronojam Mar 23 2010, 8:39pm replied:

They do if you hit dirt, the sand effect is not ready yet.

+1 vote   media: River Raid early combat
Chronojam
Chronojam Jan 19 2010, 1:07pm replied:

Well that's how RA1 was so we're aiming for that.

-1 votes   media: Building Destruction
Chronojam
Chronojam Jan 15 2010, 8:07pm replied:

So download it :)

+1 vote   download: Obsolete - APB 1.3.1 Server Package w/ SSAPB 1.4
Chronojam
Chronojam Dec 24 2009, 7:09pm replied:

It really is worth it. The tank shells are modeled out and textured too, from time to time you get a view of a huge Mammoth shell flying past you with a big ol' red star stamped on it. And it's impressive :)

+1 vote   media: Allied Pillbox Attacks!
Chronojam
Chronojam Dec 24 2009, 7:06pm replied:

Exactly. We've got another one we're working on, too, that will completely fall apart.

+1 vote   media: Bridge
Chronojam
Chronojam Dec 24 2009, 7:06pm replied:

It's not entirely final yet; we actually want to make sure the bases for all the defenses are "thick" or otherwise set for placing on slopes.

+1 vote   media: Sam Site
Chronojam
Chronojam Dec 24 2009, 7:05pm replied:

You got it.

+1 vote   media: AGM-114 Hellfire missile
Chronojam
Chronojam Dec 24 2009, 7:04pm replied:

Absolutely. There are also two internal access hatches if you own the War Factory, so you can easily get in and out without being shot at the entire time.

+2 votes   media: War Factory Exterior
Chronojam
Chronojam Sep 21 2009, 4:28pm replied:

Not really, there is no recoil from firing longer; it's all built into the static cone of fire.

+1 vote   media: M16
Chronojam
Chronojam Jul 8 2009, 5:29pm replied:

We're not really trying for "FPS shotguns" like you have in every other game with five-foot-range 00buckshot in a double barreled gun. Instead, both of our pump-action single-barrel shotguns have two uncommon ammunition types that serve a good purpose.

The primary mode for each is an incendiary round, good out to 40 meters. It is useful against people, light vehicles, the internal (no-armor) structure of heavier vehicles, and most buildings. The damage is based on how many pellets hit, but as long as at least one strikes you have about a 90% chance to cause a set amount of lasting burn damage.

The Allied secondary mode is a very accurate single slug that is effective out to around the range of the M60 & PKM, and it will one-shot-kill any soldier with a headshot, and it's reasonable against vehicles still.

The Soviet secondary mode is a cloud of death for rather close ranges, with a large cone of fire but no incendiary effects. It is useless against vehicles and buildings, but at closer ranges it will do a one-shot-kill as long as you hit the torso with most of the pellets.

+1 vote   media: Red Alert: A Path Beyond Gamma Footage
Chronojam
Chronojam May 27 2009, 3:35pm replied:

Yep, we're redoing a lot of the stuff related to unit health.

+1 vote   media: New Gap Generator Effect
Chronojam
Chronojam Feb 4 2009, 5:24pm replied:

I think those have already been fixed; good eye though!

+1 vote   media: Soviet Chinook - Work in Progress
Chronojam
Chronojam Jun 20 2008, 2:06am replied:

Aye, that's why it's very important to us to have these stats over a long period of time. Otherwise it can be hard to tell.

On the most imbalanced map, Bunkers, the Allies still win a solid third of the time. They WILL lose 99% of the time that they don't destroy the Soviet Ore Truck; too many players are of this mindset that they can just sit back and relax!

+1 vote   article: Mid-June Update
Chronojam
Chronojam Jan 29 2008, 2:24am says:

This is the ancient video from November 2006, a fact that should be quite obvious from the straight-trajectory V2 rockets that have popcorn for smoke :) For some reason Moddb has been unable to properly display the newer video we had ready in November 2007, but we have word they're trying to solve this issue.

Please download the new, November 2007 trailer at Moddb.com if you are actually at all interested in seeing what the game looks like. A lot of the vehicle handling, graphics, and gameplay enhancements that were not present in the 2006 version are visible in the newer trailer.

If you are interested in previewing a lower-quality version of the November 2007 trailer, please get it at Youtube.com but we highly encourage you to check out the full-quality version.

+1 vote   media: Red Alert a Path Beyond Trailer
Chronojam
Chronojam May 30 2013, 1:44pm replied:

Still working on it, but something else is coming out very soon to hold you over.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam May 30 2013, 1:43pm replied:

The original draft of this was red, but the decision was made to have him a little more unique visually.

+1 vote   media: Toxin Trooper
Chronojam
Chronojam May 30 2013, 1:08am replied:

We've batted such an idea around, but it wouldn't be in our first release.

+3 votes   game: Tiberian Sun Reborn
Chronojam
Chronojam May 18 2013, 6:39pm replied:

It was probably warning you since our HTTPS certificate had expired a few days ago, although we already have a new one.

+2 votes   game: Red Alert: A Path Beyond
Chronojam
Chronojam May 18 2013, 6:38pm replied:

Please swing by our forum for technical help

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 25 2013, 4:30pm replied:

Probably not

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 25 2013, 4:30pm replied:

Please visit our forum for technical support, but a possible cause is a bad resolution or shader support while trying to play fullscreen; attempt to play in a window. But, swing by our forum for more detailed help.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 15 2013, 9:29pm replied:

We've got some long term plans that we're filling out. We're testing some of the gameplay changes on the W3D side of things to see how players react and how it works in practice.

+1 vote   article: Technical & Backend Stuff (pt2)
Chronojam
Chronojam Apr 15 2013, 9:26pm replied:

They won't be *defending* exactly, but base structures will be auto-repaired by a crew of AI controlled Technicians. That should free players up to defend and counterattack instead of spending time fixing buildings.

Check this out for thoughts on repairing:
Moddb.com

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 11 2013, 2:55pm replied:

Not as far as I can tell. Swing by our technical help section on the forum and we'll try to figure out why you can't connect.

(11:53:28) (BHPAPB) Host: (Chronojam@IRC): Test
(11:53:33) (BHPAPB) @ChopBam: Fail.
(11:53:33) (BHPAPB) Host: (Chronojam@IRC): Server seems up, yeah?
(11:53:39) (BHPAPB) @ChopBam: Server is up.
(11:53:42) (BHPAPB) Host: (Chronojam@IRC): Somebody was just saying on ModDB that it's down

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 10 2013, 1:17pm replied:

Yes, the goofy map that never seemed to be much use.

+1 vote   article: Technical & Backend Stuff (pt1)
Chronojam
Chronojam Mar 23 2013, 7:09pm replied:

Please check out our forums at Bluehellproductions.com for technical help

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 12 2013, 4:36pm replied:

Nice shots indeed

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 12 2013, 4:36pm replied:

I've sketched out a couple, with AI machine gun fire to keep you from running across the top too long. For right now, the closest you will come is something like Antlion, but it's not quite trench warfare.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 9 2013, 6:27pm replied:

Correct, it was fine how it was in past circumstances. But, we're aiming to make some significant changes to the tanks, icluding making them more vulnerable to infantry and with less built-in situational awareness.

+4 votes   media: Medium Tank view
Chronojam
Chronojam Feb 1 2013, 11:52pm replied:

It's being physically shipped, it's not a virtual machine

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Jan 5 2013, 11:37pm replied:

Yep, we decided to leave that in there instead of yanking it away. If I'm not mistaken we left it rigged up so that it "works" to a certain extent. Its tracks/wheels had some issues that we started fixing up last night.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Jan 5 2013, 2:09am replied:

A nice retrospective :P The team's been busy over the holidays and such so we haven't posted much but we actually have a pile of naval-related work that got done before the break. We would like to get it back in, with more fun and less imbalance this time.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Sep 30 2012, 11:13pm replied:

That won't help you then, the game itself requires a pair of EXE files to launch and requires two EXE files to install.

+2 votes   game: Red Alert: A Path Beyond
Chronojam
Chronojam Sep 24 2012, 7:57pm replied:

Servers are ready and stable.

+3 votes   download: Obsolete - v 2.1.2 Full Client - RA:APB Gamma
Chronojam
Chronojam Sep 24 2012, 7:04pm replied:

All set.

+2 votes   game: Red Alert: A Path Beyond
Chronojam
Chronojam Sep 24 2012, 2:24pm says:

Quick note, our server hosts (all of whom live in another time zone than I) are still working on getting the servers updated. Huge props to ModDB for authorizing the 2.1.2 Full so quickly, they've become quite fast and it caught us off guard.

+2 votes   game: Red Alert: A Path Beyond
Chronojam
Chronojam Sep 24 2012, 2:22pm says:

I didn't expect this to get authorized so quickly. Standby while we migrate the servers to the new version.

+2 votes   download: Obsolete - v 2.1.2 Full Client - RA:APB Gamma
Chronojam
Chronojam Jul 30 2012, 11:10pm replied:

Finally resolved!

+2 votes   game: Red Alert: A Path Beyond
Chronojam
Chronojam Jul 24 2012, 7:13pm says:

Just a quick update, the build system and SVN used by the engine guys have been down for around a week. Without that, we can't really produce new internal versions.

+2 votes   game: Red Alert: A Path Beyond
Chronojam
Chronojam Jul 24 2012, 6:23pm says:

Very impressive. I remember the hunt for the steel crates back in elementary school, so we could get that final bonus as Nod.

+3 votes   article: A look under the hood: special mission behaviour
Chronojam
Chronojam Feb 12 2014, 8:49pm replied:

It's a unified launcher shared by all of our projects. If you're trying to download Apocalypse Rising, I'm sorry to say that it is still only available to our internal testing team.

+1 vote   download: BHP Launcher 0.2.0.1 - Downloads the games!
Chronojam
Chronojam Jun 24 2013, 9:01pm replied:

Yes.

+1 vote   article: Exploding Things
Chronojam
Chronojam Jun 17 2013, 5:40pm replied:

This is not necessarily representative of the ease at which you can destroy a Heavy Tank.

+2 votes   media: Tank Locational Damage
Chronojam
Chronojam Mar 17 2012, 2:06pm replied:

That's a good way of putting it. Don't expect a "Renegade reskin," there will be some fresher ideas at work. There are some neat things we wanted to try in APB or AR that wouldn't fit there but would make sense in this setting, too.

+3 votes   media: Nod Portable Terminal
Chronojam
Chronojam Feb 2 2012, 10:07pm says:

The M24 fits the bill in terms of size, firepower, role, movement, and general shape. The Pattons were actually medium tanks (around three times the Chaffee's weight) with much more powerful main guns, and much more armor.

+2 votes   media: Allied Light Tank
Chronojam
Chronojam Nov 28 2011, 5:30pm replied:

After very careful deliberation, a decision was made to allow Nod to keep the higher-tier plasma-shooting footsoldier they had in earlier releases (with minor redesigns). This will allow them to fend off heavily armored GDI units when their single final-tier Cyborg Commando is unavailable. Otherwise, they would need several veteran Rocket Soldiers available. He's been renamed the Confessor instead of his old name, Kerubim.

+1 vote   article: Reborn: Rooms, Robots, Rosters, Ranks
Chronojam
Chronojam Nov 21 2011, 2:34am says:

Have fun!

+5 votes   download: Obsolete - RA:APB 2.1 Client
Chronojam
Chronojam Apr 13 2011, 3:53am replied:

Yes

+1 vote   article: RA: APB Gamma version released
Chronojam
Chronojam Apr 12 2011, 9:42pm replied:

I have fixed the file, but am waiting for it to be authorized by ModDB staff.

+2 votes   download: Obsolete - 2.0.0 Client
Chronojam
Chronojam Apr 12 2011, 9:41pm replied:

The upload looked bad, I've fixed it

+1 vote   article: RA: APB Gamma version released
Chronojam
Chronojam Jan 11 2011, 7:12pm says:

As a consolation prize so that you can play Gamma vicariously, I've instructed the testers to start gathering some extra video during their testing. In a couple weeks we can put together a new video montage so that you'll have a better feeling for how Gamma plays out, even if we are currently not allowed to give you a copy of the game itself.

Sorry to be such a tease.

+1 vote   article: New Year, Same Sandbag
Chronojam
Chronojam Jan 22 2010, 5:05am says:

I'm not being sarcastic, if any of you have access to a recording studio and are willing to read just a couple hundred lines --or know somebody else who fits the bill-- just toss me a PM and we'll discuss getting you started.

+1 vote   media: RA1 EVA / APB EVA
Chronojam
Chronojam Jan 19 2010, 1:09pm says:

If you're not keen on hearing invisible tanks driving around and don't mind never finding a sniper again, sure. If announcements bother you, there is a toggle for just those, just as there is a slider for music and in-game sounds. It's really, really dumb to mute your game.

-1 votes   media: Building Destruction
Chronojam
Chronojam Dec 10 2009, 2:26am says:

Camos Crossing is being tested with the addition of three Artillery and three V2 Launchers and possibly AI or respawning ore trucks. If it does not work out to be fun, it will be scrapped.

The click-per-shot mode will likely not be in CF.

+1 vote   article: November News (Also October!)
Chronojam
Chronojam Sep 21 2009, 4:29pm says:

It is big, and animated too.

+1 vote   media: Gap Field
Chronojam
Chronojam Sep 21 2009, 4:28pm says:

It's sort of a silly map we're trying just for fun, inspired by the silly expansion "lunar" map. RA_Luna has you jumping around in low gravity, collecting your crates back before the Soviets can get them.

+1 vote   media: NACA Crate
Chronojam
Chronojam Mar 5 2009, 2:43am replied:

Crank up the 16x antialiasing and whatnot then =P The next version has widescreen support, if part of your $4k is the screen itself.

+1 vote   article: Look and Feel Update
Chronojam
Chronojam Nov 5 2008, 6:03am says:

I unfortunately got less of the attack than I had hoped recorded there, but yes, I already had taken a few shells and was at critical health when the final shots whizzed up and lit me on fire, giving quite a kick to the screen.

These might seem little minor features, but they add a lot of feel and personality to the fights that was definitely missing.

+1 vote   media: Heavy Tank Kill
Chronojam
Chronojam Jan 29 2008, 4:19pm replied:

Although I wish they wouldn't label our 2006 video "fresh" XD

+3 votes   article: Player's Choice Winners Showcase
Chronojam
Chronojam Jan 29 2008, 1:12am says:

Congratulations to all our fellow winners and runners-up!

+6 votes   article: Player's Choice Winners Showcase
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