Halo 2 Xbox: https://halo.fandom.com/wiki/Halo_2_Auto-Updates
Halo 2 Vista: https://halo.fandom.com/wiki/Halo_2_Vista_Patches
FIXME: not sure where 1.1a and 1.1b sit on H2X.
Halo 2 Xbox 1.0:
Halo 2 Xbox 1.0 (Autoupdate 1):
Halo 2 Xbox 1.0 (Autoupdate 2):
Halo 2 Xbox 1.1 (Autoupdate 3):
Halo 2 Xbox 1.1 (Autoupdate 4):
Halo 2 Xbox 1.5 (Autoupdate 5):
Major changes from Halo 2 Xbox 1.5 to Halo 2 Vista 11081:
Specific changes from Halo 2 Xbox 1.5 to Halo 2 Vista
Halo 2 Vista: https://halo.fandom.com/wiki/Halo_2_Vista_Patches
FIXME: not sure where 1.1a and 1.1b sit on H2X.
Halo 2 Xbox 1.0:
Halo 2 Xbox 1.0 (Autoupdate 1):
Halo 2 Xbox 1.0 (Autoupdate 2):
Halo 2 Xbox 1.1 (Autoupdate 3):
Halo 2 Xbox 1.1 (Autoupdate 4):
Halo 2 Xbox 1.5 (Autoupdate 5):
Major changes from Halo 2 Xbox 1.5 to Halo 2 Vista 11081:
- Removed split-screen.
- Removed co-op lobby type.
- Removed multiple user sign in
- Removed Xbox LIVE UI elements (y Menu, messaging system)
- Removed system link
- Removed Optimatch matchmaking
- Removed ranking and nameplates (linking account to bungie)
- Removed 480p support
- Added mouse and keyboard support
- Added dedicated server support
- Added Local Area Network support
- Added custom map support
- Updated the Halo Editing Kit to support Halo 2 (from Halo Custom Edition)
- Reworked entire UI
- Increased game visually to 1080p
- Recompiled shaders
- Increased texture size on various textures
- Increased game engine iteration rate to 60
- Introduced play and tray feature
Specific changes from Halo 2 Xbox 1.5 to Halo 2 Vista
- Added bitmap alpha_white to text_bump_alpha_single_pass
- This breaks many aesthetic features in Halo 2 on various NVIDIA graphic cards.
- sound\sound_classes is different in Halo 2 Vista than in Halo 2 Xbox
- sound_classes provides the default values for many sounds and Halo 2 Vista appears to have been made louder.
- sound\global_fx is different in Halo 2 Vista than it is in Halo 2 Xbox.
- Radar shader was broken during porting and fade does not work properly.
- Hud_sweeper bitmap was changed. This was changed because Hired Gun broke the radar shader and made a new bitmap with a workaround in mind.
- Missing sounds in Halo 2 Vista: elite_dogmatic, elite_loose, specops_com
-
sound\dialog\combat\specops_com\22_roar\melee
sound\dialog\combat\specops_com\13_player\look_pstcmbt_hrd
sound\dialog\combat\specops_com\09_order\newordr_retreat
sound\dialog\combat\specops_com\08_judge\scld_plr
sound\dialog\combat\specops_com\07_exclaim\chr_kllfoe
sound\dialog\combat\specops_com\01_alert\foundfoe
sound\dialog\combat\elite_dogmatic\22_roar\dodge
sound\dialog\combat\elite_dogmatic\22_roar\melee
sound\dialog\combat\elite_dogmatic\21_yelp\srprs
sound\dialog\combat\elite_dogmatic\21_yelp\panic
sound\dialog\combat\elite_dogmatic\15_curse\crs_re
sound\dialog\combat\elite_dogmatic\14_vehicle\grt_intovcl_imdvr
sound\dialog\combat\elite_dogmatic\13_player\look_plr
- Note: Does not exist in either H2V or H2X. Existence only hinted by existing tag path in udlg
sound\dialog\combat\elite_dogmatic\11_group\joinme_emrg
sound\dialog\combat\elite_dogmatic\09_order\newordr_arrival
sound\dialog\combat\elite_dogmatic\09_order\newordr_entervcl
sound\dialog\combat\elite_dogmatic\07_exclaim\chr
sound\dialog\combat\elite_dogmatic\06_outburst\fear
sound\dialog\combat\elite_dogmatic\06_outburst\fear_rtrt
sound\dialog\combat\elite_dogmatic\05_postcombat\endcmbt
sound\dialog\combat\elite_dogmatic\05_postcombat\shotfoebdy
sound\dialog\combat\elite_dogmatic\03_strike\strk_re
sound\dialog\combat\elite_loose\21_yelp\panic
sound\dialog\combat\elite_loose\19_gloat\glt_brt
sound\dialog\combat\elite_loose\14_vehicle\entervcl_gnr
sound\dialog\combat\elite_loose\14_vehicle\entervcl_psngr
sound\dialog\combat\elite_loose\14_vehicle\entervcl_trrt
sound\dialog\combat\elite_loose\14_vehicle\grt_plr_vcl
sound\dialog\combat\elite_loose\14_vehicle\ok_plr_trdst_dvr
sound\dialog\combat\elite_loose\13_player\grt
sound\dialog\combat\elite_loose\13_player\grt_plr_cmbt
sound\dialog\combat\elite_loose\13_player\grt_plr_tim
sound\dialog\combat\elite_loose\13_player\look_pstcmbt
sound\dialog\combat\elite_loose\11_group\hlpme_re
sound\dialog\combat\elite_loose\11_group\joinme_emrg_re
sound\dialog\combat\elite_loose\10_command\ordrme_emrg
sound\dialog\combat\elite_loose\10_command\ordrme_re
sound\dialog\combat\elite_loose\09_order\newordr_retreat
sound\dialog\combat\elite_loose\09_order\foeordr_fallback
sound\dialog\combat\elite_loose\09_order\foeordr_retreat
sound\dialog\combat\elite_loose\08_judge\prs_plr_kll
sound\dialog\combat\elite_loose\08_judge\prs_plr_kll_bm
sound\dialog\combat\elite_loose\08_judge\scld
sound\dialog\combat\elite_loose\07_exclaim\chr
sound\dialog\combat\elite_loose\07_exclaim\chr_kllfoe_mjrfoe
sound\dialog\combat\elite_loose\07_exclaim\chr_kllfoe_vclbmp
sound\dialog\combat\elite_loose\07_exclaim\chr_deadchief
sound\dialog\combat\elite_loose\07_exclaim\lmnt
sound\dialog\combat\elite_loose\07_exclaim\lmnt_deadplr
sound\dialog\combat\elite_loose\06_outburst\whn_hrtblt
sound\dialog\combat\elite_loose\05_postcombat\pstcmbt_agg
sound\dialog\combat\elite_loose\05_postcombat\pstcmbt_tim
sound\dialog\combat\elite_loose\04_search\srchstart
sound\dialog\combat\elite_loose\04_search\prstfail_nopts_tim
sound\dialog\combat\elite_loose\04_search\keepwatch
sound\dialog\combat\elite_loose\03_strike\strk
sound\dialog\combat\elite_loose\02_danger\warn_incmn_grnd
sound\dialog\combat\elite_loose\02_danger\warn_vcl_hog
sound\dialog\combat\elite_loose\02_danger\rmd
sound\dialog\combat\elite_loose\02_danger\rmd_trrt
sound\dialog\combat\elite_loose\02_danger\rmd_vcl_spctr
sound\dialog\combat\elite_loose\02_danger\dwn_vcl_wrth
sound\dialog\combat\elite_loose\01_alert\seefoe
sound\dialog\combat\elite_loose\01_alert\seefoe_mjr_chief
sound\dialog\combat\elite_loose\01_alert\seefoe_agg
sound\dialog\combat\elite_loose\01_alert\foundfoe_mjr_chief
-
- The entire HUD was remade to scale well in 16:9 but the sniper reticle deviated from it's original design
- Tick rate changes from 30 to 60 caused unintended changes like...
- Weapon fire rates changed
- This in turn made AI fire rates change in campaign as well.
- Fall damage timer seems to be affected
- Super bouncing needs more fall distance to trigger
- Blank melees occur more frequently
- Sleeping Grunts do not die instantly when meleed from the front
- Timings to preform a button combo were affected.
- Certain speedrun starts do not work anymore
- Causes a wraith at the end of 08b_deltacontrol to flip over due to it being inside level geometry.
- Can be fixed by changing the z value of e11_pro_wraith1_1/wraith from 1.322321 to 1.7
- Weapon fire rates changed
- Manual sleep timers in game scripts were affected
- See following link for more details. https://github.com/Nibre/BlamScript-Research/blob/master/h2v/Bugs/ScriptIterationTiming.md
- Dynamic lights do not cast shadows on objects as they should.
- Letterbox effect in cinematic cut scenes only appear when the game is rendered in a 4:3 resolution.
- Though if the game is set to a 4:3 resolution and then the resolution is increased through external means then the bars will still function just fine while having a higher resolution.
- Many illumination shaders have a glitch where they can be seen through walls. This is caused by an issue with the depth bias tag property in postprocess propterties tag block within the shader tag. This bug includes the following and more...
- Lights on vehicles
- Banners on bases (coag, waterworks)
- Lights on bases
- Battle rifle ammo counter
- White label on rocket launcher
- Boost effects on covenant vehicles
- Lights in sentinals
- If the deph bias value is set to 0 to attempt to fix this issue massive z fighting issue occur on all the affected objects.
- LOD world units of many objects were increased.
- Texture resolution of some weapons have been increased from 256x256 to 512x512 such as the battle rifle and the SMG
- The visor shaders on masterchief and Pilot Marines use different shader templates
-
Halo 2 Xbox: shaders\shader_template\opaque\tex_bump_env
Halo 2 Vista: shaders\shader_template\opaque\tex_bump_env_dbl_spec
Affected shaders
- Masterchief: objects\characters\masterchief\shaders\helmet_pilot_visor.shad
- Marine Pilot: objects\characters\marine\shaders\masterchief_visor.shad
-
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