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  • rr2

  1. This would happen to me all the time in Halo PC. This is obviously some timing/syncing issue between the client and server.
  2. Ohh I see what your saying. Turns out I was wrong in my assumption of your assumption. Ugh.
  3. Just because there P2P matches, it does not follow that there using P2P(lock step/deterministic) game networking to play those P2P matches. I think you're confusing how the games are organized with how there networked. In the case of a P2P/custom match, one of those peers becomes the server and acts just like a dedicated server would.
  4. I see absolutely no reason why lag compensation(rewinding time) couldn't be done. Lag compensation will not fix all the problems in H1 MCC, but it will fix, what I think is the main issue, latency based shot leading, and some of the fall damage issues.
  5. The hitsounds, in that video, seem to only appear when you get a kill.
  6. This is exactly what I think they did. It seems the only thing they did to the netcode was change some tick rate constant from 10 to 60 and called it a day.
  7. Thanks Mintograde for the links and sic for all the videos. I was wrong about the no lead mod, it doesn't work how I thought it did. According to the link you provided Mintograde, it works exactly like the lag compensation I've been harping on and on about.
  8. I don't think that Bungie guy knows what he is talking about. If I remember correctly, the no lead mod detects your ping, and using that value it fast forwards game state, moving players and vehicles ahead based on the current vector. This is a weird hack and I'm surprised it works. The problem with this approach are obvious, it makes a huge assumption that players and vehicles won't ever change direction. Once they do, the no lead mod becomes less consistent. I think this is why most of the videos displaying the no lead mod use sniper gameplay. Still it's better than the netcode we currently have in MCC. Still I'm repeating myself, Halo 1 needs lag compensation, described in the links below. This is the technique used by every other Halo game, Call of Duty, and counterstrike. Without lag compensation Halo 1 will always lag, even on lan. http://en.m.wikipedia.org/wiki/Lag#Rewind_time https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation http://www.gabrielgambetta.com/fpm4.html
  9. I maybe wrong, but I don't see anything in that clip that can't be explained away by crappy netcode. I remember these same observations, over fall damage, splash damage, and even hitbox sizes, when Halo PC was released 11 years ago. In the end, it was all about the netcode.
  10. I don't think we want more of the do nothing technique, as that is what is currently being done in MCC. Also OG Halo CE used a sort of peer to peer model. I don't think this technique is discussed in that wiki article. A peer to peer model means each Xbox had synchronized input, to do this your game would delay changes until it got a response from the server. This is why input felt delayed especially during offhost XBC games. As an example, you'd jump, 100ms later you'd get response from server and then and only then would you jump on screen. Here's an OK doc mentioning peer to peer and the client/server model used by Halo PC and MCC. http://udn.epicgames.com/Three/NetworkingOverview.html#Peer-to-Peer%20model
  11. From my experience as a Halo PC player, I think this is likely just the poor netcode.
  12. Then you want netcode with latency compensation, which is a technique first introduced by Valve back in 2000, that simulates client side detection, and is in one form or another how all modern FPS's work. The same wiki article mentions the technique but calls it rewinding time: http://en.m.wikipedia.org/wiki/Lag#Rewind_time
  13. Client-side hit detection is a bad idea for shooters and is simply never done. When the client can decide whether a shot hit or not, or whether you'll take fall damage or not, the client can lie and that opens the cheating floodgates. More info: http://en.m.wikipedia.org/wiki/Lag#Trust_clients
  14. Good point. That is why I added that preface, but there are a few reasons why I think there not currently using latency compensation code in Halo 1 MCC. 1. Those beeps aren't needed if using lag compensation. Quake 3 used them before lag compensation was a thing. 2. All the offhost shield flickering. 3. Halo PC didn't have it and MCC is based of Halo PC. 4. And the offhost leading I've seen required. It isn't projectile leading.
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