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Comment History  (90 - 120 of 412)
Chronojam
Chronojam Apr 23 2012, 8:15pm replied:

That is not trivial. By the way, we do have a Minecraft server now; check our site for mroe information.

+1 vote     game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 22 2012, 7:20pm replied:

Private testing. A lot of code was recently written for the new naval stuff (due in a future version) that will also allow us to more elegantly implement aircraft.

+3 votes     game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 20 2012, 1:25am says:

Hey guys, we've got a Mac version inbound. Hope you find it handy.

+2 votes     game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 17 2012, 4:53pm replied:

Apparently the server glitched out. Several naval units are in the game, just normaly unavailable.

+1 vote     game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 15 2012, 11:26pm replied:

He likes education

+3 votes     game: Red Alert 2: Apocalypse Rising
Chronojam
Chronojam Apr 15 2012, 1:22am replied:

That's what it's for!

+1 vote     media: Red Alert: A Path Beyond 2.1.1 trailer
Chronojam
Chronojam Apr 14 2012, 3:57am replied:

Well we've got some changes that'll likely reduce CPU use, too

+1 vote     game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 14 2012, 3:56am replied:

We've used Hell March in virtually every other trailer we've done, so we wanted a change of pace!

+1 vote     media: Red Alert: A Path Beyond 2.1.1 trailer
Chronojam
Chronojam Apr 12 2012, 3:16am replied:

It uses more and more memory over time, so slowdowns and instability.

+2 votes     game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 10 2012, 6:41pm replied:

There's a memory leak we need to address

+1 vote     game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 6 2012, 12:33am replied:

We're waiting for a few critical codefixes, and a smaller patch will be available soon. The one after that, we're still working out the features and timing for.

+1 vote     game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 4 2012, 1:32am replied:

Some of the required code (scripts 4) is incomplete, some of the required assets are also incomplete.

+1 vote     game: Tiberian Sun Reborn
Chronojam
Chronojam Apr 2 2012, 2:24pm replied:

What are your talents?

0 votes     game: Tiberian Sun Reborn
Chronojam
Chronojam Mar 31 2012, 7:40am replied:

It's available on our Youtube.com page as well.

+1 vote     media: Soviet Assault - RA_ToTheCore
Chronojam
Chronojam Mar 28 2012, 1:56pm replied:

We periodically do a call for new testers, there was one not too long ago.

+1 vote     game: Red Alert 2: Apocalypse Rising
Chronojam
Chronojam Mar 28 2012, 12:22am replied:

You saw that, huh? :) We've been testing it for a bit.

+1 vote     game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 27 2012, 1:39pm replied:

They've been removed for now, and will all be redone later.

+1 vote     game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 27 2012, 4:36am replied:

Please refer to this news post at Moddb.com to see the list of infantry planned. It's a little out of date but accurate for the most part.

+1 vote     game: Tiberian Sun Reborn
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 25 2012, 9:26am replied:

Nope.

+2 votes     game: Tiberian Sun Reborn
Chronojam
Chronojam Mar 25 2012, 9:25am replied:

He's pretty bad against infantry, especially at mid-range.

+2 votes     game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 25 2012, 9:25am replied:

Yeah, we could. Never really thought about it though.

+1 vote     game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 23 2012, 7:02pm replied:

No problem, I hope you have fun and enjoy the game.

+1 vote     game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 23 2012, 2:31pm says:

Hey guys, Red Alert: A Path Beyond 2.1.1 is out now! So is the fan project mapping-and-modding SDK, with all the tools and docs we use when we work on APB, Apocalypse Rising, and Reborn.

I've put them in the downloads section.

+3 votes     group: C&C Paradise
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 23 2012, 3:10am replied:

That sounds like the right installer. Looking at my own installation, it's 1.15 GB (1,239,464,315 bytes). The launcher constitutes 1.91 MB (2,007,040 bytes) of that. Could you check your folder properties and see how much space it's taking?

You aren't on some kind of restricted user account on your computer are you? The launcher contains some extra bits to request permission (UAC stuff) to check certain things. I wonder if it's being blocked somehow.

I've uploaded a copy for you to Bluehellproductions.com -- you'll have to rename it to apblauncher.exe (without the 211) if you want the shortcuts to work again.

+1 vote     game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 22 2012, 11:43pm replied:

Which mirror did you use? What was the filesize of the installer you downloaded? I've never heard of this happening but perhaps nobody else has mentioned it yet and there's a bad file out there somewhere.

Please check the main folder where the game is installed and see if the launcher's located there; the path will be similar to:
C:\Program Files\Bluehell Productions\Red Alert - A Path Beyond Gamma 2.1.1\

The file you are looking for is apblauncher.exe; note that if you have a 64 bit Windows, it'll be in Program Files (x86) because that is where 32 bit applications go.

+1 vote     game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 22 2012, 10:08pm replied:

Phase Tanks are very difficult to see, but not invisible and certainly not undetectable!

While you cannot see them until they are quite close, you can hear their engine rumbling as they approach, and they appear as a faint blip on your radar. If you sense a Phase Tank in the area, check your radar for a hint as to its heading, and start firing in that direction; when a Phase Tank is hit by weaponry it will glimmer, so don't hesitate to spray around with a rifle or machine gun if you're on foot.

Base defenses are merely much more alert than your average player who will let a Phase Tank drive right over them :)

+1 vote     game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 22 2012, 5:20pm replied:

Ah, alright. Yes, sounds like you just don't support it.

+1 vote     game: Red Alert: A Path Beyond
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