possible problems

Discussion about modding Halo 3.
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CompKronos




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possible problems

Post by CompKronos »

Well for those who haven't looked at the recent update on bungie.net there is one section of particular interest TU2.
Bungie wrote: Title Update 2

Like we’ve said previously, there’s a bunch of under-the-hood changes in TU2 that will be largely invisible to players. Things like rare occurrences of crashes, server-side support for data collection, making more data available and consumable for internal use – you know, the sort of bullet points that warm engineering loins and sing the rest of us a lullaby.

There are also some “peace of mind” changes that should improve player experiences online in Halo 3. We’ve done a bunch of work to increase our ability to detect cheating. The numbers of bans on the banhammer threads ebb and flow, but not a day goes by sans bans. These changes will make that science even more exact than it already is.

Title Update 2 will also introduce a brand new type of ban. This is one Shishka and I are super excited for. It’s harsh, it’s metered fairly and most of all, when it hits you, it hurts so bad. This new spike on the banhammer will soon drip wet with the blood of jerks and the innards of sinners.
Do you guys think that this will inhibit offline usermap modding or something else?
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Post by xbox »

Until anyone attempts to do matchmaking mods I think Bungie will leave us alone.
But once someone does attempt matchmaking mods they will probably do everything they can to halt any form of modding.
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Post by Eaton »

xbox wrote:Until anyone attempts to do matchmaking mods I think Bungie will leave us alone.
But once someone does attempt matchmaking mods they will probably do everything they can to halt any form of modding.
Matchmaking mods are impossible. Unless someone acquires Bungie's private key.
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Post by xbox »

exactly, so they have no reason to stop modding as of now. It is bettering the game experience rather than deteriorating it.
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Post by unknownv2 »

By cheating, they are most likely referring to network manipulation.
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Post by CompKronos »

thanks, i had the same thought but when bungie uses unspecific threats like that, i have a tendency to worry.

PS: Also never thought about the possibility of them catching network manipulators
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Post by TheEazyB »

It shouldnt be too hard to catch network cheaters, i mean what are the chances the opposite team experiences severe enough lag to remove all but one from the game every single time :roll:
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Post by Gruntlord5 »

didnt someone hack the game disc and get prosecuted?
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Post by xbox »

Wut?
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Post by CompKronos »

uh retail copies have been modified by those who have devkits, but they were not openly persecuted as far as my understanding goes, because it was offline. Keep it Offline and Ur Fine :D
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Post by Themandyou »

Wait, can devkits even be used to play online, and is it at all dectetable?

Or can devkits just allow you to create a modded disc that would be used on a retail?
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Post by Tural »

Devkits cannot be used on Live servers.
They can be used on internal Microsoft servers to an extent.
Devkits cannot create anything that will be usable on retail. The use of devkits is to allow the game to run with a modified executable which bypasses the map signature check, allowing modified map files to be run without resigning them.
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Post by Themandyou »

Tural wrote:Devkits cannot be used on Live servers.
They can be used on internal Microsoft servers to an extent.
Devkits cannot create anything that will be usable on retail. The use of devkits is to allow the game to run with a modified executable which bypasses the map signature check, allowing modified map files to be run without resigning them.
So what is with the physical difference on a dev box?

And, can 2 people with dev boxes, who aren't supposed to have them, play a custom game together through "internal" servers"?

Thanks for answering my questions
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Post by Tural »

Those I'll have to leave to someone that owns one, I'm not certain about either.
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Post by DarkShallFall »

The "Internal server" is just like Xbox Live but isn't connected to the public Xbox Live that a retail Xbox 360 connects to.
Also you can connect to other gamers/modders on partner net.

A Dev Kit, Reviewer Kit and a Demo Kit all have a different kernal, bios, flash then the normal Xbox 360 and other hardware if I remember correctly.
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Post by ManBearPig_06 »

TheEazyB wrote:It shouldnt be too hard to catch network cheaters, i mean what are the chances the opposite team experiences severe enough lag to remove all but one from the game every single time :roll:
I get standbyers in matchmaking every once in a while, and thats the only time I do any kind of network 'manipulation', although technically it's only one person I'm doing anything to (dos the standbyer). I don't think there is any way they could detect that though, as I don't do it to/through their system.
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Post by -DeToX- »

Themandyou wrote:So what is with the physical difference on a dev box?

And, can 2 people with dev boxes, who aren't supposed to have them, play a custom game together through "internal" servers"?

Thanks for answering my questions
Some look the exact same, it depends on the revision. It's what is actually written though to the flash and such that is the biggest difference. Some reviewer kits inside I know say Reviewer on the mobo, and small things like that, but nothing too big.

and Yes, but that's wrong, and you shouldn't EVER think of using their servers or having a devkit if you're not a licensed developer/press/reviewer/etc. >_>

Let's just leave it at that.
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