Changes (dd/mm/yyyy)

24/08/03  (summary cause I'm too lazy )
================
Increased beretta accuracy slightly to adjust it to
akimbo colts/akimbo saa ( inbetween both difference of 0.66)

5 more days to my annual lan.
And the girlfriend of my sister offered me a hot lapdance.
ye...she is a real manga girl..hopefully I have some hentai after the Lan
Oh honey...Im a tentacle..please be my schoolgirl


23/08/03  (summary cause I'm too lazy )
================
Decreased dmg of akimbo berettas to b5.6 value
Decreased damage of akimbo saa (they were overpowered and killed you in 2 shots)
increased accuracy of akimbo colts 


just wanted to say... that Glitter with Mariah Carey was a pretty good movie
after beta testing I realized what kind of quality move it is



21/08/03  (summary cause I'm too lazy )
================
Decreased accuracy akimbo berettas by 5 % (b5.6 value)

Recently seen in a Welsh Pub:
Honey...I love you..do you love me ?
Mhh




18/08/03  (summary cause I'm too lazy )
================
Increased 1911 akimbo accuracy by 5%

btw I'm getting laid tomorrow..just wanted to inform you all

11/08/03  (summary cause I'm too lazy )
================
akimsaa and single saa have now DE Headshot Damage

oh god..please take me now

09/08/03  (summary cause I'm too lazy )
================
increased:
1911 akimbo accuracy 
SAA  akimbo damage 

SAA akimbo damage can't be increased anymore since the modfier for 
SAA works like this  value-> dmg vs vest has effect on dmg vs vest twice.

So the last test build had 25 dmg vs vest and 50 (!) vs non vest users.
Which makes the Akim Saa a 2 shot kill weapon which is way too much.
So right now we are using this build.


i'm ready for Ayslum
hahahahahaha
maniac laughter

a horse comes into the pub
oi mate..whats up with the long face 
hahahahaha

shit Im going insane

btw..I love you


04/00/03  (summary cause I'm too lazy )
================
Increased 1911 akimbo damage
Probably no more stamina

01/00/03  (summary cause I'm too lazy )
================
Slight change on m4 balance


30/07/03  (summary cause I'm too lazy )
================
Weapon balance change on colts


28/07/03  (summary cause I'm too lazy )
================
Weapon balance change on m4, mp5, berettas, colts
Fixed stamina crouch bug
Increased Stamina
hm..I think that's it or so



16/07/2003
==========
Fixed the weapon + dropitem server crash
Removed the crouch + shoot = instant accuracy bug
decreased stamina recharge rate
Weapon balance change on m4, mp5 and berettas


04/01/2003
==========
Long break :D
Put nvg effects in
Got rain + snow working again
linux .so file created from this build


14/11/2002
==========
Back to the old spectator menu coz the amount of hassle the new one causes
Akimbo colt accuracy lowered slightly
Added flashlight effect back in to see if that was causing the crashes
Hopefully crashes were because of dead bodies and logging errors

05/11/2002
==========

The health appearing seemed to cause problems with guns
Changed it to use a different variable when passing it to clients.

03/11/2002
==========
Finally found a way of getting health to appear in spectator mode
Increased m4 accuracy
Decreased m4 damage.

29/11/2002
==========
Its my birthday and Im giving out dlls \(^_^)/
Missed the changes.txt in the last one so heres both...
Added all particle effects back in
Increased accuracy on colts
Added the headshot detection code on mp5 only
Spectator cam should now remember what view you last used
Spectator cam wont go to the last view if its not possible (everyone is dead, no teammates, etc)

15/11/2002
==========
Fully working spectator menu
Shrunk top bar so it doesnt obscure deaths
Made it so if you are watching a dead player it finds a new player for you
Fixed the 3 crash bugs found during testing last Sunday
New titles.txt and delta.lst.  MAKE SURE YOU ADD THEM

05/11/2002
==========

Merged with latest valve sdk
All logging data updated to use method shown in valve code.
Removed calls to snow/rain effects

22/10/2002
==========

Removed all references to particle effects and flashlight/nvg
Thats it.  Trying to figure out whats causing the group crashes.

28/07/2002
==========

Fixed silencer preventing muzzle flashes appearing on magnum etc

25/07/2002
==========

Better bot routefinding. 
Green line shows bot route, check it!!!
Rain does not rotate when you look straight up.
Fog should appear correctly on all PCs now.

15/07/2002
==========

Can no longer longjump whilst bandaging, (fixes the other half of the bug)
monster_hostage working more
Rain changed to fall at all angles
Fog changed to use entity again (or cl_fog 2 to force it on)

13/07/2002
==========

Can no longer bandage whilst longjumping (fixes a bug)
monster_hostage semi working
CTF stuff appears to be working (the map I have works as it should)
Admin mod fix added.  Should not crash at round start now.
Added fog in again (to test).  To turn it on and off, use cl_fog 1/0
Tell me if this works for those ppl that had problems with fog before


06/07/2002
==========

Made bandage anim start immediatly
Made bullets have a smaller radius before wizz and 50/50 chance of the wizz happening anyway
Added extra checks for the flashlight lighting up players.

30/06/2002
==========

Removed backdive firing restriction
Increased side roll speed
Removed bonus on handcannon during dives
Put some of the prediction for weapons back in

29/06/2002
==========

Went back to the code from 6th May, and merged with latest code leaving anything related to 
weapon prediction out.
So, it should be exactly like the last dll, only without weapon prediction I guess.

20/06/2002
==========

Removed visible bullets
Turned off player ID system in non-spectator mode
Added a custom sprite var to the weather effect (add "sprite" to the entity, and give the path from the hl dir)
If it cant find the sprite, the default sprite will be loaded.


19/06/2002
==========

Mp5 accuracy increased
Single 1911 accuracy increased
Forward dive time increased
Call to equip menu made clientside, may help with joinbug
Semi-auto sniper rifle fire time increased
Fixed client crash caused by flashlight


12/06/2002
==========

Found out what was causing the funky single pistol stuff and fixed it
Made the flashlight hit players instead of going through them and hitting the wall
Added some extra checks to the damage flash thingy...

09/06/2002
==========

Fixed the knife + grenade not resetting after longjump (needs new delta.lst)
Fixed red damage splash on round start
Added code to check each weapon does not exceed its max ammo amount
Added a bullet model to the fire code

06/06/2002
==========

MORE knife prediction
MORE grenade prediction
Fixed muzzleflash problems.  Im amazed it worked the way it did....
First person mode on fists.  cl_kungfudist = distance 1-150.  0 = off
Cant reload before round starts now
Flashlight blind now almost completely white. Duration is very short so the effect is
still useful if you keep your torch aimed at them, but allows the nvg user to recover
if you arent aiming at them
Bleed damage now flashes the screen a faint red
Player ident view dist reduced
bullets appearing in world again
All tracers removed except for m4 + mp5 ( :( I liked that, but apparently I am star wars today )
Wiz noise added if bullets are close...  Need to set it up so own bullets dont wiz.
Fixed rain not being rendered correctly, may help with ppl that couldnt see rain before.
Flashlight from you and others now lights a person up if the beam hits a point within 200 units of the player
Throwing + immediatly grabbing your last knife making p_model disappear fixed.



25/05/2002
==========

Knife anims now predicted
Grenade ammo now predicted
Some grenade anims working, others stutter.

18/05/2002
==========

Fix for strafing giving walking accuracy
Knife now predicted.  Animations are messed up because of this.
Ammo should work though...

15/05/2002
==========

NVG now has green + lit players rather than the glow
More changes to the knife ammo prediction.  Didnt work :(

13/05/2002
==========

NVG now has glowing shell around players
fixes valves "wallhack"

10/05/2002
==========
All ammo types are now predicted correctly
Knives now have ammo prediction (ammo prediction only)
Changed nvg to not use sprite, have a greener tint, have players glow, and decrease lit distance.


06/05/2002
==========
Delta.lst changed to allow higher weapon amounts.
Fix for akimbo weapons ammo amounts changing when longjumping
Fix for handcannon having no ammo
Fix for infinite colt 1911 ammo bug
Changed code for rain effect to send less messages on map start (temporarily prevents it working in single player)
Rain speed increased to look more realistic.

05/05/2002
==========
All weapon info moved into player packet. Reduces number of messages + hopefully loss
Fixed radio command being used to crash servers
New delta.lst for weapon info stuff
Tried more on CTF still not working :(

04/05/2002
==========
Fixed grenade not appearing on menu
Fixed one variant of CTF (where flag respawns instantly) 
Looked into and (hopefully) fixed choke issue
Fixed "stealth slippers being turned off" bug
Changed number of team menu images to 64... Watch this get abused.

27/04/2002
==========
Bullet models removed - fixes hearing beretta sound everywhere
Cheat detection code removed
Created linux version
Fog removed from code - causes issues with non-nvidia cards

18/04/2002
==========
Muzzle flash added. Transparency removed in the hope it will improve fps
Debris added. Spin on debris slowed down. Debris will bounce (not working right yet)
Smoke added.
Rain added. Use env_rain entity
Snow added. Use env_snow entity
Fog added. Use env_fog entity
Mp5 accuracy increased by 8%
Delay on semi-auto sniper rifle re-added (roughly half of last used value)
cl_ cvars added again for particle effects 










[Fixes]

Duplicate grenade bug
Laser sight and flashlight are now client side
Several server crash hacks
Allows the use of % only if its followed by an ahl allowed command or another % (in order to let you do "100% health") 
Wall-dive camping
Wall running bug
Run whilst ducked bug
Ability to shoot whilst dead
Diving on downward slopes is now handled better (see "not perfect, but nice")
SAA, Akimbo SAA and Shotgun reloads are now predicted
Shotty is not an all whore weapon anymore \(^_^)/
Handcannon no longer randomly misses.
Admin-mod support (hopefully... those guys are great)
Dive anims no longer stick.
Flood prevention beefed up.  Now servers can determine the strength.
3 round burst now predicted correctly on MP5 and M4.
Spawn problems in LMS modes.
Improved weapon prediction
Specail item not appearing in HUD at round start fixed
Walking and crawling making no noise (eg, they now make a little noise)
MOTD size now increased to xxx characters
Akimbo reload system fixed.

[New]

Laser Beams
Bots, created by Rich Whitehouse <- (Supergenious)
P2FX, basic particle engine by Adrain Finol <- ( valve employee )
Bot communication system by Payback <- (dim-wit)
Particle based wall chippings (initial effect by Adrain Finol)
Particle based muzzle flashes
Particle based blood spray
BulletTime slow-down for single player by Adrain Finol <- ( That FLF guy )
Texture sensitive colour bullet decals
Weapon restriction (please be gentle with it, dont use it to ban the weapons you personally hate)
Materials file now loaded per map (so mappers can set all textures used in thier maps)
Headshots will now do 93 or 96 damage (apart from snipers and shotties).
Supports the hlstats logging standard
screen tilt - Must be turned on using cl_screentilt 1-8. Defaults to off coz its a love/hate thing
Force team balance - Only works on teamplay with rounds, but its nice :D
Weapons now click when they are empty.
sv_roundrestart - Resets the game, meant for clan matches and stuff.
sv_floodcount - Amount of sentences the player can send in x seconds
sv_floodtime - Deterimes the "x seconds" for sv_floodcount
HUD based weapon dropping system - Use mouse2 on the weapon menu to quickly drop a weapon.
AHL-TV - Spectator TV system
Voice-Comm - Voice communication system.
Dropping a pistol will also drop its akimbo version.
Roundless teamplay levels will now finish when a team reaches the score limit, not a player

[Tweaks]

Shotty toned WAY down.  Only has six shots now
Handcannon has more pellets, and a shorter range.
Snipers need to be stationary longer for fully accurate shots.
MP5 and M4 speeds increased. Single shot now has a delay.
berettas are now more powerful and more accurate
1911s are now more powerful and less accurate
SAA reload times increased.
SAAs are now more accurate
Desert Eagle speed and accuracy reduced.
New Desert Eagle model and anims.
New anaconda model to fix a problem with the new muzzle flash effects
Anaconda accuracy decreased
Better dive prediction (slide should not stick when you land now)
Slightly increased running speed.

*********************************

V1 Todo list

Read client death messages from a text file
Set up installer to show how to use dives.
Link AI to goal based monster entities.
In-game tutorial?
Find a way to get radio heard over a certain radius
Store pistols, unique weapons and unique items as cl_vars, that are remembered each time you load the game.
Set kicking pistols to only use fists unless the user has a holster, switching to a gun seems to really annoy ppl
Change scoring system to use damage
Add slide + wall dive stunt
Add ability to show users "status" in the ahl community.
Individual ignore mode
Add new map entities to use particle system.  Make it as customizable as possible.
re-do lastinv code to select better weapons. Always seems to go to beretta at the mo :(
New kung-fu stuff. Make traces client side

*********************************
CVARS 

clientside
----------

hud_fastswitch 1/0 - fast weapon switching
crosshair n - choose your crosshair
eyecandy n - how many effects happen on screen at once. Can cause "too many particles" if set too high
r_decals n - number of decal effects. Set it to 4096 if your system can handle it. AHL loves decals.
gore_level n - how much blood/gibs appear

cl_wallfx 1/0 - wall debris on/off
cl_wallfxscale n - size of the debris
cl_muzzlefx - First person muzzle flashes on/off
cl_externalmuzzlefx - 3rd person muzzle flashes on/off
cl_bloodfx - blood particles on/off

cl_forcefps 1/0 - force rush mode to stay in first person
cl_autotime 1/0 - automatic rush mode on/off
cl_slowsound 1/0 - slow sounds down when in rush mode
cl_norushmode 1/0 - never uses rush mode.  Use this if you have wierd things happening in multiplayer, or just dont like rush.

cl_bodystay  n - how long bodies stay on screen in seconds 0 = forever
cl_screentilt n - screentilt 0-8 0 = off 8 = max
cl_menubars 1/0 - removes the help bars from the top + bottom of the screen in spectator mode
hud_takeshots 1/0 - takes a screenshot of the scoreboard at the end of each level

serverside
----------

mp_tkdeal n - how to deal with TKers 2 = kick 1 or 0 = punish
mp_chasecam n - chase cam 0 = off 1 = on 2 = teammates only
mp_allowspectators 1/0 - allows free floating spectators
mp_allowpractice 1/0 - allows gun fights whilst waiting for the round to start
mp_tkbantime n - how long a TKer will be banned for
mp_balanceteams 1/0 - allows you to play with unbalanced teams
mp_forcebalance 1/0 - forces the player to join the team with fewest players
mp_fraglimit n - max kills before level change (DM + LMS Only)
mp_timelimit n - max time before a level change
mp_roundtimelimit n - max time a round can last
mp_forcerespawn 1/0 - whether a player is forced to respawn in DM/roundless TP
mp_gametype 1-5 - different game modes
mp_friendlyfire 1/0 - whether team mates can cause damage

sv_logdamage 1/0 - writes the damage caused to each player to the logs
sv_logchat 1/0 - writes conversations to the logs

sv_floodcount n - flood prevention, you can say x things in y seconds.  This is the x.
sv_floodtime n - flood prevention, you can say x things in y seconds.  This is the y.

bot_snipe 1/0 - when running bots
bot_wp_edit 1/0 - turns on bot editing mode
sv_wpedit 1/0 - allows the server/computer to edit bot waypoints
mp_bots n - adds bots.  Enter a number.
kickbot "name" - kicks the bot you name.  Using kick rather than kickbot will make ahl crash (dont know why :( )