![]() All that's different is the way things look on his computer. The cheater's game will also play normally. Everyone else will see and play the game normally. Or you can make the heads of the player models huge so you can see players coming around corners or hiding behind hills.ĭoes this actually affect online gameplay? No. For example you can make the active camo texture bright green so you can spot them easily. Basically all it allows you to do is improve the visibility of your enemy. These cheats only allow you to manipulate the textures and models of your copy of Halo. It's not as bad as you think, but it's still considered cheating. I've seen the screenshots and I can safely say that cheats do exist for Halo. Some of those topics included screenshots of people cheating. #Halo for mac os x softwareA total rewrite of the netcode would be necessary if there are any hopes of fixing it.ĭuring the winter season when Halo made it on Mac I occasionally read through some of the posts in the Gearbox Software forums. It was their decision to make the game use server side netcode only that ultimately lead to the warptacular experience that we experience today. #Halo for mac os x codeWhile Gearbox claims to have improved the hit prediction code of Halo CE, I have strong doubts that it would ever cure the warping problem that plagues the game. There's no excuse for compromising online performance when there are already viable alternatives like this available. They probably would've been better off in using the typical combination of both client side and server side netcode, and then investing some time with the developers of Punkbuster to incorporate anti-cheat measures. With the simple manipulation of client-side textures and models, one can easily bypass active camo or locate enemies easily. True to some extent, with aimbots for example, but certainly not a cheat-free environment by any means. Gearbox Software made the argument that having server side netcode would reduce cheating dramatically. That's the reason you'll see most 3D FPS games use a combination of client side and server side netcode to help reduce lag and improve hit prediction. I mean it's fine for RTS games, but fast-paced 3D FPS games demand more. Then again it didn't help to make the game run on netcode that is heavily dependent on the server side. I can understand why the game is so demanding, considering how much stuff has to be calculated with vehicle and player movements etc. Forget dialup, the game would be downright unplayable. Halo is the only multiplayer game I've played so far which is rather choppy even on broadband.
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