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Comment History  (180 - 210 of 420)
Chronojam
Chronojam Nov 19 2011, 5:36pm replied:

Eventually it will be approved.

0 votes   game: Tiberian Sun Reborn
Chronojam
Chronojam Nov 18 2011, 9:13pm replied:

Just hang on while I wait for it to be authorized.

+1 vote   game: Tiberian Sun Reborn
Chronojam
Chronojam Nov 18 2011, 12:49pm says:

I made a news post last night as well as edits to the page. Needs to wait for authorization first, though.

+1 vote   game: Tiberian Sun Reborn
Chronojam
Chronojam Nov 17 2011, 9:36pm replied:

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.

+1 vote   game: Tiberian Sun Reborn
Chronojam
Chronojam Sep 2 2011, 4:19am replied:

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.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Aug 24 2011, 1:03pm replied:

GDI_Commander I'd ask for some help in the Fan Projects section of our forum (www.bluehellproductions.com/forum)

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Jul 17 2011, 3:45pm says:

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.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Jul 17 2011, 3:43pm replied:

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.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Jul 9 2011, 7:06am replied:

Join a server

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Jun 6 2011, 7:53pm replied:

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

+1 vote   article: APB 2.1 Changes & Building Work
Chronojam
Chronojam May 26 2011, 10:55pm replied:

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.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam May 26 2011, 10:54pm replied:

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.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam May 19 2011, 3:35am replied:

Red Alert: A Path Beyond - Gamma (2.0.0) (Fixed)
Moddb.com

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam May 18 2011, 12:55am replied:

We moved our site to a new server

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam May 3 2011, 1:48pm replied:

Nope

+1 vote   download: Obsolete - 2.0.0 Client
Chronojam
Chronojam Apr 29 2011, 5:24pm replied:

Glad to hear you got it all working

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 24 2011, 7:53pm replied:

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.

+2 votes   game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 23 2011, 6:06pm replied:

No *public-announced* work, no. But there has definitely been work. It's not particularly my role to announce these things, though :)

+2 votes   game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 16 2011, 9:15pm replied:

Get a better antivirus I guess

+1 vote   download: Obsolete - 2.0.0 Client
Chronojam
Chronojam Apr 13 2011, 9:34pm replied:

Sure.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 13 2011, 4:18am replied:

The installer on ModDB has been fixed

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 13 2011, 3:53am replied:

Yes

+1 vote   article: RA: APB Gamma version released
Chronojam
Chronojam Apr 12 2011, 10:17pm says:

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.

+1 vote   game: Red Alert: A Path Beyond
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 Apr 12 2011, 9:40pm replied:

Multiplayer Practice is not actually implemented; play a LAN game but set the player count to "1"

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Apr 12 2011, 1:19am replied:

Good question! Try downloading it again. You weren't silly and decided to install it OVER an older version, were you?

+1 vote   game: Red Alert: A Path Beyond
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 Apr 5 2011, 5:36am replied:

It is possible and we've set it up, but we're not sure we like it. They were tried earlier but removed.

+1 vote   article: Allied Pillbox Updated
Chronojam
Chronojam Mar 31 2011, 6:19am replied:

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.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 30 2011, 2:42am replied:

We had planned to release terribly soon, but something came up. It's being delayed a tiny, tiny bit longer.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 27 2011, 10:20pm replied:

Exactly.

+2 votes   media: Pillbox Destruction Animation
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 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 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
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