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Comment History  (210 - 240 of 422)
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 Mar 22 2011, 2:50am says:

Just a small notice, not worth a news post yet, but I will probably be cleaning up some of the video and images so if you see anything you really like you should grab a copy for now.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 17 2011, 4:37am replied:

*If* we end up adding aircraft anytime soon, and *if* we give them to the Allies, I believe we had discussed giving them a Mirage.

We've got things that are a lot more important that we want to tighten up first.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 17 2011, 4:34am says:

If you can't get Renegade to run, that's too bad, but you don't need it to play A Path Beyond... so don't worry!

Anyhow, APB is primarily developed on 64 bit Windows 7.

+1 vote   article: "We're pretty much wrapping things up."
Chronojam
Chronojam Mar 17 2011, 4:33am replied:

To help with the sense of scale, look at the rectangular green missile silo hatch towards the bottom of the image.

If you look closely, there is a grey hutch immediately next to it (northwest corner of the silo). That will safely allow two infantry to walk inside while standing shoulder to shoulder.

Besides, you'll be too busy shooting people to stare at the ground.

+1 vote   article: "We're pretty much wrapping things up."
Chronojam
Chronojam Mar 16 2011, 11:29pm replied:

It looked a little bit out of place, we wanted to cut back the performance concerns, and that one did not look as big once we sized it down a little bit more.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 5 2011, 4:53pm says:

We've played around with adding aircraft like that, some older videos here at ModDB can show tests from a while ago. They were put on the back burner for a while though because we wanted to solidify the rest of our gameplay first.

We've pulled out most of the naval warfare maps for the next release actually, so that we can overhaul it entirely. After we get that how we want it, aircraft would be a logical next step again.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 5 2011, 4:51pm replied:

I own surprisingly few games suitable for modding.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 2 2011, 7:20pm replied:

No

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Mar 1 2011, 1:24am replied:

Alternate fire, it helps judge distance and denote targets.

+2 votes   media: North by Northwest
Chronojam
Chronojam Mar 1 2011, 1:23am replied:

At some point, yes, but specific code revisions that are deemed "required for naval" have been pushed back a bit.

Basically, some more-important stuff came up, so we had to take the focus off naval, although we have a good idea how the new naval play will end up feeling.

Straight answer: Not on release day.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Feb 24 2011, 4:49am says:

Remember that the Gap Generator itself can't hurt you, it relies on defenders alone.

+1 vote   media: RA_Complex Mammoth Push
Chronojam
Chronojam Feb 21 2011, 3:05am replied:

Try asking in our technical help section on the forum if your buddies can't help you figure it out, there isn't a lot of info here to go off of.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Feb 21 2011, 3:03am replied:

You're right.

One of the aims for the new version we're working on was to make infantry combat more fun, and we've tried several things along the way; we tried adding a basic sense of inertia so that tapping A/D leaves you nearly at a standstill, adjusted ammo counts and reload speeds, gave many of the instant-hit weapons downsides or adjusted the unit's own stats, and played with base speeds and gravity.

The inertia stuff and walking slower backwards than forwards was cut in the end, but most of the other stuff stuck. Heavier weapons like the M60 and PKM now are carried by slower infantry, and a lot of the maps have been redesigned to offer far more cover for infantry and vehicles :)

+2 votes   article: New Videos, Full Seamist Playthrough, And Pillbox!
Chronojam
Chronojam Feb 21 2011, 2:57am replied:

Yeah. There are some tree clusters that *never* get detailed, designed so that we can put them up on hills in the distance without impacting performance.

If you look very closely in some of the recent videos, now and then you will see detailed trees in the background deteriorate into a lower detailed version automatically. There's a slider in the configuration options that lets you have a rough control over this automated process. It's great for thicker forests like on The Woods Today, because trees further back are obscured anyways.

+1 vote   media: Demolition Strike
Chronojam
Chronojam Feb 21 2011, 2:55am replied:

Yep, it's less wide, but taller because much of it will be sunk into the ground. And like you found out, it'll be in Gamma.

+1 vote   media: Allied Pillbox
Chronojam
Chronojam Feb 20 2011, 6:33pm says:

The leafy ones were sort of an experiment in style to try to go for an appealing low-poly option that we could spam everywhere.

You can see them in a more lively version at:
Moddb.com
Moddb.com

+1 vote   media: Demolition Strike
Chronojam
Chronojam Feb 20 2011, 6:33pm says:

Rest assured it plays well :)

+1 vote   media: North by Northwest
Chronojam
Chronojam Feb 20 2011, 1:21am replied:

Do you get any specific errors?

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Feb 17 2011, 1:51am replied:

I'm not going to just steal the game :(

+1 vote   game: Red Alert: A Path Beyond
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 Feb 15 2011, 10:34pm replied:

"Red Alert: A Path Beyond is an exciting, free first person shooter based on Westwood's classic real time strategy, Command & Conquer: Red Alert."

We did tell you, in the first sentence :)

0 votes   article: New Testers Selected!
Chronojam
Chronojam Feb 15 2011, 1:09pm replied:

Ah, you don't need Renegade installed to play :)

0 votes   article: New Testers Selected!
Chronojam
Chronojam Feb 8 2011, 1:08pm says:

Probably not, I don't know much about that game and I'm not sure if any of the team owns it.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Feb 8 2011, 1:08pm replied:

I don't think we have those alternate textures anymore.

+1 vote   game: Red Alert: A Path Beyond
Chronojam
Chronojam Jan 17 2011, 7:14am says:

Youtube.com

Here's a video from today's test, to tide you over while I work on some other stuff.

+1 vote   game: Red Alert: A Path Beyond
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 11 2011, 7:08pm replied:

That's the rough part; we didn't actually screw up, and it's been ready to release well over ten times. It's more frustrating for us than it is for you.

The libraries *you* need to play, unfortunately, aren't public yet; and there is little we can do will speed that up significantly.

+1 vote   article: New Year, Same Sandbag
Chronojam
Chronojam Dec 2 2010, 11:25pm replied:

We're hesitant to adjust the name of the PKM to PK Machine Gun because so many people are used to PKM, and PKM Machine Gun is like ATM Machine.

+1 vote   game: Red Alert: A Path Beyond
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