Halo v1.5.1 Patch [Macintosh]

This patch will update any previous version of Macintosh...

Halo v1.5.1 Patch [Macintosh]

This patch will update any previous version of Macintosh Halo to v1.5.1. Read below for more information!

Halo: Combat Evolved by Bungie & Gearbox - Mac retail v1.5.1 full patch

This application will update all previous versions of Mac Halo to version

1.5.1. This Updater is for the U.S. (ie, English) retail version of Halo only.

Version 1.5.1 - 29 December 2004

- Fixed a Software rasterizer model animation bug on ATI 8500/9000/9200


- Fixed a Pixel Shaders bug where drop shadows were not being rendered for text


- Fixed a Vertex Shaders bug where decals would display with the wrong colors

on ATI 8500/9000/9200 hardware.

Version 1.5 - 1 December 2004

- The Mac code is now in sync with version 1.06 of the PC code (Build 612).

- An "Advanced Pixel Shaders" option has been added to the Graphics Options

window. This new rasterizer may be used on ATI 9600/9700/9800 and NVIDIA 6800

level hardware.

- Support for USB gamepads and joysticks has been added. NOTE: If you have

multiple USB game controllers attached to your Mac and you experience control

problems, remove all game controllers except the one you wish to play with

before starting Halo.

- GameRanger support has been added (special thanks to Scott Kevill!).

- The Hardware Shaders menu in the Graphics Options window has been simplified

("Pixel + Vertex Shaders" and "NV Shaders" are now a single option).

- A change in the OpenGL description string for the NVIDIA 5200 fx was

preventing Pixel Shaders from running optimally on the new G5 iMacs. This has

been corrected.

- Model Reflections are now always active when using Pixel Shaders on ATI

9600/9700/9800 and NVIDIA 6800 level hardware. This prevents performance loss

and graphics bugs.

- Lens flare effects have been greatly optimized for gamers using Mac OS X

10.3.5 or later.

- A bug with decal textures has been fixed on NVIDIA 5200 fx, 4 Ti, and 3 Ti


- A bug with night vision has been fixed on NVIDIA 5200 fx, 4 Ti, and 3 Ti


- The plasma shield effect has been fixed on ATI 9600/9700/9800 level hardware.

- Optimizations to the Vertex Shaders rasterizer have been made for ATI

8500/9000/9200 hardware.

- Minor optimizations have been made to the blur and warp screen effects on

NVIDIA 5200 fx, 4 Ti, and 3 Ti hardware.

- A problem in the Pixel Shaders where 2D overlays (menus, health & shield

indicator, ammo indicator, etc) would turn bright blue has been fixed.

- The rasterizer_fps console command is working again.

- Added a check to make sure the path to the Users/user name/Documents folder

was valid.

- A memory calculation bug in Macs with greater than 4GB of RAM has been fixed.

Version 1.05.3 - 8 September 2004

- The Mac code has been synchronized with version 1.05 of the PC code (Build

610). The PC code had been updated with a GameSpy Security Hot-Fix to prevent a

malicious user from being able to shut down the game on the server.

- Gamers with the new NVIDIA 6800 video hardware may play Halo using either the

NV Shaders or ATI Pixel Shaders modes.

Version 1.05.2 - 10 June 2004

- Gamers with video cards equipped with 128 MB or more VRAM may now set Halo's

game resolution to greater than 1600x1200 if their monitor supports it.

Version 1.05.1 - 7 June 2004

- Active camo no longer causes a hang when using the NV Shaders, and the effect

works correctly even with model reflections off.

- Halo now checks to make sure the main display is set to Millions of colors

before trying to play in windowed mode. Previously, the game would

spontaneously quit at launch on a monitor set to Thousands of colors if

Windowed Mode and NV Shaders were active.

Version 1.05 - 9 April 2004

- Additional functionality which provides reflective surfaces for objects and

vehicles on some NVIDIA hardware has been added to the NV Shaders rasterizer.

- A Model Reflections option has been added to the Halo Graphics Settings

window. This option is only available in the ATI Pixel Shader and NVIDIA NV

shader modes. We strongly recommend disabling this new option on lower-end

video hardware.

- A PC game bug which prevented eMacs and other analog monitors with high

refresh rates from syncing to 640x480 resolution has been fixed.

- Some issues with hardware fogging when using the Vertex Shaders rasterizer

have been addressed.

Version 1.04.1 - 14 February 2004

- Some users reported problems with keyboard movement after updating to 1.04,

though the bug could not be duplicated in testing. However, we did find and fix

a random memory trasher in Halo's input system which may have been causing this

problem. We apologize for any inconvenience this may have caused.

Version 1.04 - 12 February 2004

- The Mac code has been synchronized with version 1.04 of the PC code (Build

607). The PC code had been updated with a GameSpy Security Hot-Fix that

addresses a rare crash bug that could occur if a malicious individual (hacker)

purposely tries to exploit the GameSpy CDKey SDK on either Mac OS X or Windows.

Version 1.03 - 18 January 2004

- The Mac code is now in sync with version 1.031 of the PC code (Build 606).

Mac Halo is once again multiplayer compatible with PC Halo:-)

- Previous versions of Halo did not require you to have a CD inserted to play

the game. Unfortunately, due to heavy illegal online downloading of the

software, this and all future versions of Halo will require a CD to play.

- A new "NV Shaders" rasterizer path has been added for players with nVidia

GeForce 3 Ti, GeForce 4 Ti, or GeForce 5200 fx video hardware and Mac OS X 10.3

(Panther). Gamers with these configurations will notice a dramatic change in

image quality when using this new feature.

- Players with Mac OS 10.3.2 and a GeForce 3 Ti or 4 Ti video card may

encounter a few graphics glitches, particularly when zooming weapon sites with

NV Shaders active. A fix for this is in progress.

- Many FSAA glitches have been fixed by Mac OS 10.3.2.

- Fixed occasional black screen flash when hit by weapons fire on eMacs and

other Macs with ATI Radeon 1 or ATI Radeon 7500 AGP cards.

- In rare cases, gamers with Mac OS X 10.3.x (Panther) who click the

Multiplayer menu option may now see the error "Halo can't connect to the

network". This error occurs when Halo cannot retrieve the computer name

assigned to your Macintosh. While there is no firm fix for this problem, some

gamers have had success playing Multiplayer games by reseting their Mac's

"Parameter RAM". For more information on resetting your Mac's PRAM, visit

http://docs.info.apple.com/article.html?artnum=2238 and

http://docs.info.apple.com/article.html?artnum=86194 or go to

http://www.info.apple.com/ and enter "parameter ram" into the search field.

- Servers now have a complete team killing / banning system that should

significantly reduce team killing online. The concept is simple: team-kill a

number of time and you will automatically be banned from the server for a

period of time set by the server administrator. Because team kills can be

accidental, the concept of grief also exists: following a team-kill, if you

don't team-kill again for a period of time, you are forgiven for your

team-kill. These settings are customizable by the server administrator(s) using

server console commands.

- In addition to the system above, players are no longer penalized for being

killed by someone on their team and respawn time penalty for a team-killer is

multiplied by the number of teammates he killed, rapidly leading to very long

respawn times for team killers.

- We've made a number of updates and bug fixes to our networking architecture,

the most important one being specifically in how we transfer / predict player's

movement / position as well as the action of reloading your weapon. While going

into the details of these changes is beyond the scope of this document, the

result should be a smoother online game experience across the variety of

connections to the Internet.

- Servers name now supports 65 characters for dedicated servers and 32

characters for client-hosted servers and now accepts an extended character set.

- Chat text length has been extended to 64 characters.

- In-game scoreboard now displays every client's ping.

- In-game scoreboard now displays your # of assists.

- Server port numbers are displayed accurately throughout their range.

- Teams are now persisted for the next game when map cycling occurs.

- Map Reset: It's now possible to restart the current game without requiring

the server to map cycle.

- Assault: We now have a timer to keep track of how much time is left to your

offense / defense round.

- Assault: Alongside this timer, we also have an "Offense" and "Defense"

indicator to quickly inform you of your role.

- Online Multiplayer: Telefrag message is now appropriately replicated.

- Online Multiplayer: Minor fixes to switching teams in kill-in-order games

(score will now remain accurate).

- Online Multiplayer: Minor fixes to the end of the game state (new players now

have to wait for the game to be restarted before being admitted to the server).

- Online Multiplayer: Fix for client's flashlight states when joining games.

- Online Multiplayer: Vehicles won't respawn if they have a projectile (such as

a plasma grenade) attached to them. They will wait for the projectile to be


- Online Multiplayer: Minor fixes to using teleports for high-latency


Version 1.02 - 4 December 2003

- Initial US Release.

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