Old AHL players head to the facebook group. Find old gits to kill from days past.
Old AHL players head to the facebook group. Find old gits to kill from days past.
Look for the Action halflife group on facebook. Plenty of old (and very ****) players :)
Bots are on the list for a later update to v3. Almost needless to say that coding hasn't started for it and that there's no estimated release date for that update. Even if there was, you'd know that we most likely won't meet it.
The Colt SAA makes a return as a single and akimbo weapon in v3, but sniper-wise we'll stick with the one we already got in the game.
Yes, it's fixed, you don't have to opt into the beta anymore (actually, the beta is gone here) - I have updated the news post accordingly. And yes to 2013 based mods, the development version of AHL2v3 worked just fine yesterday.
Since we're a small team with limited time (real life strikes again!) it is better for us to be "just a mod". You may know our development cycles, they are rather long ;)
\ is an escape character on both Linux and Windows. In this particular case I was talking about file references in #include statements and I'd be surprised if anyone uses escape sequences here. So it'd be perfectly fine if g++ would treat \ here as / just as MSC does, as it's just plainly annoying having to correct every single \ in #includes, especially when it's code written by someone else.
Still, I do agree that it's a good thing that g++ enforces for example correct references. I came across some constants which were defined in non-referenced header files which MSC found due to the additional include directories or whatelse. This can easily lead to problems, but when it comes to the #include stuff it's just ridiculous to whine about every backslash - a coder's life is hard enough at times without this behavior ;)
Well, will still have to see if it's all good for AHL2 anyway. But I do think so. Will post news once we're done checking.
Thanks for your reply, SolidSnake27. Just tested this out with the dedicated server on my machine. Once I set sv_master_legacy_mode to 0 it works. During early testing of v2 we noticed that servers weren't set up properly, so when you first start a server it actually sends a heartbeat and restarts itself to fix that. I'll spread the word to the server admins.
There's actually two songs. The one used in the intro and outro and ("I Diafanoidi Attaccano Da Marte" by "GALLARA") and the one used in the actual game scenes ("La Terrible Maldicion De Tutankamon" by "The Dead Rocks).
Yup, we need the spread the word, at least by the time we're approaching the v3 release in a few months. There's also an official Steam group, just search for AHL_2.
Yup. But hey, why shouldn't we?
Thanks for your comments, we'll compile a list of player suggestions that'll make it into the next release and publish it once it's finalized.
The screenshots have not been updated and show the game's state from version 1. The weapon models (and some character models) do look different now, but the arsenal is still the same.
By the way, just like the name says this is the second incarnation of Action Half-Life. AHL2 is the successor to the Half-Life 1 mod Action Half-Life - and that one went public way before "The Opera" appeared. AHL1 itself is the follow-up to Action Quake 2, which was the first one in the Action series of modifications.
What I want to say is that we've been around for a long time now and always kept AHL as much as a unique experience as possible and therefore we wouldn't like to copy other team's efforts.
The 50cal is in already. And the one with bullet-time is The Specialists iirc.
And yes, there'll be some bug ironing going on as well.
Well, we're not letting this die again ;)
The weapon balance is not final and subject to change in the next release, based on the experience with the values in the current release. First up is fixing those server crashes.
The problem while joining is actually the known "worldmodel not yet setup" problem. Looks like this is more map-related than code related as people get it with custom TF2 maps as well.
We'll be setting up some servers located in Europe soon.
Yes, from the next generation coders. We all got old so we handed the baton onto the next generation :)
You should have kept watching the video..... *sigh*
er, they didnt have any different alpha models. They did try a new barretta, but they didnt like it. Sure you not getting yourself mixed up with another mod?
3. Alter direction mid-dive.
You can alter where your gonna look/shoot mid dive, but altering your actual direction would be rather silly as only superman or Kung masters on wires do that.
No it was due to be released on an unsuspecting AHL community on the 1st April. They would never believe it was being done, so we played on that....
We have a few old skool AHL mappers on the case (kidnapped, shackled and locked in a dark cellar).
This was a joke for all the old AHL'ers really. The fact that they would never believe it. Advertising wasn't a major concern at that time.
We found that some of the beta testers died while playing it. So while we dump the bodies and try to figure out the cause of the fatalities you will just have to bear with us I'm afraid.
Most players yes. It always was a bit fast n furious.
Well alot of people might start with maps or skinning. I managed to push out a map for AHL1. My one an only map, took me a while though.
AHL:DC RC 2 was the last of that generation.
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