AHL: Directors Cut is a project started by the Ministry of Action. The ministry is a group of people who still enjoy AHL and think that it has a life ahead of it. In our opinion AHL is a wonderful formula for online play, but a few bad design decisions spoiled the brew. Thus we have been busy making improvements to AHL v1, which was meant to be the final one. We have tried to improve overall accessibility, weapon behavior and content. At release we will put up a big changes list that shows all new features and changes. We hope that this new version will get some people playing again. We also aim to maintain a flow of new players coming in and trying out AHL. Maybe people will even be inspired again to make new content. We are realistic and do not expect 200 players by tomorrow; but AHL still has plenty to offer!
Changelist Features ------------------------------------------------------------------------------------- New map added: ahl_beemer Some maps readded and revised mapcycle + teams Dynamic crosshair added (multiple!) CVAR's: crosshair_dynamic, crosshair_dynamic_color, crosshair_dynamic_alpha Akimbo
Posted by Ma!ak on Jan 16th, 2005 digg this super bookmark
Changelist
Tweaks / Bugfixes
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Tweaked bullet wizz sounds and made them occur less often
Smokepuffs code optimized and more transparancy added
Disabled the screentilt by default
Prone roll speed reduced
Clientside weapon events sync'ed with serverside
Big overall accuracy increase
Lots of weapon accuracy prediction fixes
New recoil system with more natural accuracy modifiers
Lasersight and silencer accuracy increase is now predicted
Made silencer accuracy increase work
Fixed no accuracy difference between run/walk/stand
Cvar: sv_maxspeed set back to 280 by default
Deathmatch spawn code put back to HLDM code
Tolerable menu screen sounds
New menu splash screen (credits go to Rogue as it's an old wallpaper of his)
A few new weapon sounds
Server net rates are much higher by default to ensure smooth and consistent gameplay.
M4: Fixed lasersight not having any effect on accuracy
M4: Fixed no muzzleflash showing when you had a silencer
Akimbo SAA: Fixed not being able to reload to 6 bullets
Weapon Changes
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Beretta:
Accuracy is now the same as the akimbo berettas
Added a bit more recoil
Colt 1911:
Accuracy is now the same as the akimbo 1911s
Fixed first shot being inaccurate
Added a bit more recoil
Colt SAA:
Accuracy is now the same as the akimbo SAAs
Removed huge recoil
Changed recoil system to match other guns
Faster firing with primary attack
Secondary fire now sustains a pretty good accuracy
Desert Eagle:
Added a bit more recoil
Allowed a little faster firing
Magnum:
Changed recoil system to match other guns
Increased recoil
Secondary fire is less accurate
Akimbo guns:
Slower secondary attack
Secondary attack sustains good accuracy
Mp5k:
Single shot firerate is less limited
Firemode alters accuracy now
Single shot and 3 round burst are much more accurate
Full-auto is more accurate
Increased recoil
You now get 3 spare clips with a bandolier
M4:
24 bullets per magazine
Less movement slowdown when firing
Events sent reliably now
Single shot firerate is less limited
Firemode alters accuracy now
Single shot and 3 round burst are much more accurate
Full-auto is more accurate
Increased recoil
You now get 3 spare clips with a bandolier
Hand Cannon:
Now 12 shells spare instead of 16
Decal spread now true to real spread
Shotgun:
Now holds 6 shells instead of 8
Now 12 shells spare instead of 16
Less pellets, more damage
Shotgun pellets are now predicted
Increased accuracy
Increased range
Different range damage falloff calculation
New effects for shotgun pellets
Removed short range damage multiplier
50Cal:
The following tweaks were done but temporarily removed.
There is no suitable weapon model and animations (yet).
Increased reload time
6 bullets, 6 spare
No more clip but manual reloading for each bullet
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