This member has provided no bio about themself...
Eventually it will be approved.
Just hang on while I wait for it to be authorized.
I made a news post last night as well as edits to the page. Needs to wait for authorization first, though.
Just got access today at lunch. I've been at work all day but will post an update once I get home. There have been significant changes but I've been unable to update this page until just now.
Thanks for your kind words. We actually keep the draw distance around 800 meters or less. Some maps are just stormy or foggy, but generally you can see pretty far.
GDI_Commander I'd ask for some help in the Fan Projects section of our forum (www.bluehellproductions.com/forum)
You sound surprised and appalled that we'd let players sidestep a ban by something so trivial as changing their name.
You also sound skeptical that we've got Mammoth Tanks in the game when you can see not one, but *two* in the banner at the top.
What are you talking about? I've never heard of this before. You may be thinking of the defunct "A1Game Server" from 2006 which has been long gone, and nobody played in that one either.
Join a server
If you are playing 1.4 you will not find anybody to play with because everybody else is playing 2.0 and we've got no incentive to support the older version. We supported the older version by releasing a new version :V
We aren't doing singleplayer but the rest is pretty much planned. Naval will be returning when the new buildings appear... which is not for a while.
Yeah. We're discussing the buildings, the new ones, this weekend internally. Some of the sizing may be adjusted as we go forward of course.
Red Alert: A Path Beyond - Gamma (2.0.0) (Fixed)
We moved our site to a new server
Glad to hear you got it all working
That's fixed in the next version, it's an artifact of the engine. Basically, if there is a configuration error (usually an incorrect graphics card configuration.. try running windowed, changing resolution, or picking a different card to render with) it will fail to initialize and set a flag that forces the game to display the old (worthless) configurator.
Instead, run the apblauncher again and change your display settings. We started running into this when people tried putting silly resolutions in that their hardware wouldn't support.
No *public-announced* work, no. But there has definitely been work. It's not particularly my role to announce these things, though :)
Get a better antivirus I guess
The installer on ModDB has been fixed
Hey guys, I am working on getting the moddb upload fixed. It may have originally been either corrupted, or pointed to an earlier build; hence version mismatches.
I need to wait for the new file to be approved. I'll post a news article with some more information once it's ready, although there is lag time waiting on the news post to be approved.
In the mean time you can download from an alternate mirror.
I have fixed the file, but am waiting for it to be authorized by ModDB staff.
The upload looked bad, I've fixed it
Multiplayer Practice is not actually implemented; play a LAN game but set the player count to "1"
Good question! Try downloading it again. You weren't silly and decided to install it OVER an older version, were you?
I guess there can be bots if we add them, but aren't humans more interesting to play against?
It is possible and we've set it up, but we're not sure we like it. They were tried earlier but removed.
We had a couple issues crop up in the final internal build. We're currently reviewing another build that just went up to ensure every issue that turned up has been stamped out appropriately.
Some of the problems, luckily, may have been caused by accidentally using the wrong versions of certain assets. A few are scripts related it seems.
We had planned to release terribly soon, but something came up. It's being delayed a tiny, tiny bit longer.
Good catch. It's not going to be a big deal since this one is temporary due to the new model.
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 :)
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.
We've actually got a newer installer available that was intended for use by those with .NET4 problems. Try this slightly different one out:
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 :)
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.
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.
Look at the smoke, too :V
Mostly for special circumstances, not something you'll build and put out.
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.
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.
That is 2.2.0
Right now in testing, four
It'll take a couple minutes, the original file's around 570mb. Definitely worth the wait though. Actually, it just finished.
Same for Apocalypse Rising, if that wasn't evident.
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.
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.
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.
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.
That bridge begins the round fully intact :)
They were all removed so that they could be re-added differently on a per-map basis.
This is for servers, so please do not think of putting it in your APB 1.4.0 client data folder.
Airborne unit lost :)
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.
They do if you hit dirt, the sand effect is not ready yet.
Well that's how RA1 was so we're aiming for that.
So download it :)
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 :)
Exactly. We've got another one we're working on, too, that will completely fall apart.
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.
You got it.
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.
Not really, there is no recoil from firing longer; it's all built into the static cone of fire.
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.
Yep, we're redoing a lot of the stuff related to unit health.
I think those have already been fixed; good eye though!
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!
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.