Post: iReset's Private Patch v1 { Preview}
10-03-2011, 10:53 PM #1
iReset Nigga
2Fresshh!!
(adsbygoogle = window.adsbygoogle || []).push({}); ok Guys This is A Patch i started on Today so Much isnt Done But it does have a few new Features so Watch the Video :p
This is 1 of my old menu bases in my v2 i will be adding my CF3 menu base but it will have this look so please Enjoy :love:
This Patch is no where near Done so Just wait....1ce i get alot more mods in it i will Update the video

***Heres The Video***
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The following 10 users say thank you to iReset Nigga for this useful post:

cadpimp1289, Correy, Diddles2Fresshh, Dingus98, Jeremy, Mr.Hannu, Rea, Threatz2Fresshh, xBRz_fri3dL, xShowtime32x
10-04-2011, 06:30 AM #11
Originally posted by iReset View Post
Yes it is Pretty Stable and my v2 will be 10xs more Stable because im using a new menu base
It should come with an epilepsy warning .....

And because of the way the string overflow works, ps3 patches are either stable or not, there is no degree of stability....
your cf3 will crash online by the way. Look at Amanda's or Karoolus's menu bases, they are the only ones that I know of that have fixed the problem..
10-04-2011, 09:47 AM #12
Amanda
Can’t trickshot me!
Here are the rules apply to COD4:

1. HUD Elements(shaders, scrollbars, progress bars, lines & everything you Draw) never overflow. This is why we use scrollbar in a Menu.
2. Regarding Font Strings
*COD4 PS3 supports up to 25 different SetText() total in a Game. If you exceed this limit there will be an overflow.
*Colorful Text counts as an extra SetText() This is logical since you type ("^1Option") & ("^2Option") = 2 Different SetText()
*Even if you Destroy() the SetText() that means nothing... There is still the 25 limit. The game has already bound space in memory in order to create the text. Even if you destroy it only the user sees it disappear. But it is still in cache.
*HUD Messages (The green welcome messages) still count as a SetText()
*Lower Messages (ex: Press Button To Capture Care Package) count as a SetText()
*Progress Bar Messages ( Custom Or Buit In Game [Capturing..., Planting..., Defusing... etc] ) count as a SetText()] This is why the Menus overflow more often in S&Awesome face!
*If you Destroy() & then appear the same text for unlimited number of times this will never cause overflow!

    Examples:
Normal Text
1. for(;Winky Winky{SetText("Text"); wait .1;} // <-This never overflows

2. Status Verification
list = "VIP|ADMIN|HOST";
status = strtok(list, "|");
for(i=0;i<status.size;i++) SetText( "Access Level" + status[i] ); // 3 SetText

3. Colorful Text!
while(1) SetText("^" + Randomintrange(0,100) + "Text"); // <-Never Use This... It will overflow in about 2 seconds when the 25 limit is reached...


The conclusion is that doesn't matter how many times you call the SetText but how meny different texts you use... In PS3 you can use up to 25 different texts!
So try to make a menu base that uses less than 25 different strings maximum & try not to have many welcome messages because they count too...
My Menu uses only one string. This allowed me to use strings in other functions too. And they never overflow because they never reach the number 25 Winky Winky
Using a Base like this will allow you to make up to 24 Different Sub-Menus that will never crash if you don't use Hud Messages or SetText somewhere else in your patch...

The following 6 users say thank you to Amanda for this useful post:

Baby-panama, Correy, iReset Nigga, Jeremy, lovebros, xBRz_fri3dL
10-04-2011, 01:15 PM #13
iReset Nigga
2Fresshh!!
Originally posted by Amanda View Post
Here are the rules apply to COD4:

1. HUD Elements(shaders, scrollbars, progress bars, lines & everything you Draw) never overflow. This is why we use scrollbar in a Menu.
2. Regarding Font Strings
*COD4 PS3 supports up to 25 different SetText() total in a Game. If you exceed this limit there will be an overflow.
*Colorful Text counts as an extra SetText() This is logical since you type ("^1Option") & ("^2Option") = 2 Different SetText()
*Even if you Destroy() the SetText() that means nothing... There is still the 25 limit. The game has already bound space in memory in order to create the text. Even if you destroy it only the user sees it disappear. But it is still in cache.
*HUD Messages (The green welcome messages) still count as a SetText()
*Lower Messages (ex: Press Button To Capture Care Package) count as a SetText()
*Progress Bar Messages ( Custom Or Buit In Game [Capturing..., Planting..., Defusing... etc] ) count as a SetText()] This is why the Menus overflow more often in S&Awesome face!
*If you Destroy() & then appear the same text for unlimited number of times this will never cause overflow!

    Examples:
Normal Text
1. for(;Winky Winky{SetText("Text"); wait .1;} // <-This never overflows

2. Status Verification
list = "VIP|ADMIN|HOST";
status = strtok(list, "|");
for(i=0;i<status.size;i++) SetText( "Access Level" + status[i] ); // 3 SetText

3. Colorful Text!
while(1) SetText("^" + Randomintrange(0,100) + "Text"); // <-Never Use This... It will overflow in about 2 seconds when the 25 limit is reached...


The conclusion is that doesn't matter how many times you call the SetText but how meny different texts you use... In PS3 you can use up to 25 different texts!
So try to make a menu base that uses less than 25 different strings maximum & try not to have many welcome messages because they count too...
My Menu uses only one string. This allowed me to use strings in other functions too. And they never overflow because they never reach the number 25 Winky Winky
Using a Base like this will allow you to make up to 24 Different Sub-Menus that will never crash if you don't use Hud Messages or SetText somewhere else in your patch...


oh i see thanks alot for this :p
10-04-2011, 01:50 PM #14
Originally posted by Amanda View Post
Here are the rules apply to COD4:

1. HUD Elements(shaders, scrollbars, progress bars, lines & everything you Draw) never overflow. This is why we use scrollbar in a Menu.
2. Regarding Font Strings
*COD4 PS3 supports up to 25 different SetText() total in a Game. If you exceed this limit there will be an overflow.
*Colorful Text counts as an extra SetText() This is logical since you type ("^1Option") & ("^2Option") = 2 Different SetText()
*Even if you Destroy() the SetText() that means nothing... There is still the 25 limit. The game has already bound space in memory in order to create the text. Even if you destroy it only the user sees it disappear. But it is still in cache.
*HUD Messages (The green welcome messages) still count as a SetText()
*Lower Messages (ex: Press Button To Capture Care Package) count as a SetText()
*Progress Bar Messages ( Custom Or Buit In Game [Capturing..., Planting..., Defusing... etc] ) count as a SetText()] This is why the Menus overflow more often in S&Awesome face!
*If you Destroy() & then appear the same text for unlimited number of times this will never cause overflow!

    Examples:
Normal Text
1. for(;Winky Winky{SetText("Text"); wait .1;} // <-This never overflows

2. Status Verification
list = "VIP|ADMIN|HOST";
status = strtok(list, "|");
for(i=0;i<status.size;i++) SetText( "Access Level" + status[i] ); // 3 SetText

3. Colorful Text!
while(1) SetText("^" + Randomintrange(0,100) + "Text"); // <-Never Use This... It will overflow in about 2 seconds when the 25 limit is reached...


The conclusion is that doesn't matter how many times you call the SetText but how meny different texts you use... In PS3 you can use up to 25 different texts!
So try to make a menu base that uses less than 25 different strings maximum & try not to have many welcome messages because they count too...
My Menu uses only one string. This allowed me to use strings in other functions too. And they never overflow because they never reach the number 25 Winky Winky
Using a Base like this will allow you to make up to 24 Different Sub-Menus that will never crash if you don't use Hud Messages or SetText somewhere else in your patch...


You should post your menu base for people to use as i have tried to explain this before but I don't think anyone has realised how the "\n" thing works...
10-04-2011, 07:13 PM #15
ikr, its BS
10-05-2011, 11:57 PM #16
BlazingDope
Can’t trickshot me!
Originally posted by iReset View Post
ok Guys This is A Patch i started on Today so Much isnt Done But it does have a few new Features so Watch the Video :p
This is 1 of my old menu bases in my v2 i will be adding my CF3 menu base but it will have this look so please Enjoy :love:
This Patch is no where near Done so Just wait....1ce i get alot more mods in it i will Update the video

***Heres The Video***


this is my menu shaders that I posted on W@W Exploits and hacks!! NO CREDITS?!
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10-06-2011, 01:10 PM #17
iReset Nigga
2Fresshh!!
Originally posted by KillaMaJic View Post
this is my menu shaders that I posted on W@W Exploits and hacks!! NO CREDITS?!
You must login or register to view this content.


its just a preview calm down....i will post all the credits on patch release
10-06-2011, 07:21 PM #18
can you tell me were i put the base?
10-06-2011, 09:29 PM #19
Jeremy
Former Staff
Originally posted by hacker View Post
ireset i know this will be most likely the best cod4 patch ever made looks nice have alot of options dammit i wish i was skilled with cfg. c++
Its gsc :p Winky Winky

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