Post: Sacrifice a GSC, Save up to 263 Unique Strings!
02-13-2012, 08:28 PM #1
Amanda
Can’t trickshot me!
(adsbygoogle = window.adsbygoogle || []).push({}); Note: All these things below have been tested and work perfectly on PC. I need someone to test them on PS3 too. If it works, then we will have endless posibilities for Mods and MW2 style Menus Smile

With 263 more strings available we can create over 200 sub-menus, with unlimited options in the same patch, or use a MW2 style menu with over 200 options!

The only limitation to this method is that we need the rank.gsc intact in the patch. This means that if we rename it in order to clear it and write our own scripts in it, then the game will read it from the disc and the trick will not work.

The method to save strings is simple! We just make the game not to read and precache all the challenge names from the .csv file, but we give all challenges a name of our choice, the same name! For example if someone in the game achieves 100 Headshots with the M40A3 the following message would appear: CHALLENGE COMPLETED. M40A3 EXPERT. ACHIEVE 100 HEADSHOTS WITH THIS WEAPON. Now with the modified data this message will appear when the player completes the same challenge or any other challenge: CHALLENGE COMPLETED. HIDDEN CHALLENGE!


Here is the only change you should do in rank.gsc
Find the function BuildChallengeInfo() and modify it as shown in the picture!


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Here is some proof that actually works on PC! I believe that it works on a PS3 too because they both read the strings from the .csv file and then precache them, but need someone to test for sure!

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Function used for the test:

    StringTest() {
display = createFontString("default",1.5 ,self);
display setPoint("CENTER","CENTER",0,0);
i=0;
for(;Winky Winky
{
display setText("^6We love Patty " + i + " <3");
i++;
wait 1;
}
}


as a sub thread on PlayerSpawned();



Results:
PC originally supports up to 90 extra strings!
By removing the challenges names, it supports 353 custom strings such as Menu Options etc.
So we saved 353 - 90 = 263 more strings!
263 is almost the number of challenges that exist in the game!
PS3 supports near 30 strings, 60 less than PC.
But it shares the same 263 challenges...
So what if we remove their names?
If this works the same way, that means that we will have 233 free strings to use on a PS3 without worrying for an overflow anymore!

The only limitation we will have is the size of the rawfiles Winky Winky
Last edited by x_DaftVader_x ; 04-21-2012 at 02:45 PM. Reason: updated tinypic link for you..

The following 37 users say thank you to Amanda for this useful post:

aerosoul94, Baby-panama, BossamBemass, Choco, codybenti, Correy, d7w7z, DlBSY993, EpiiiCxDGx, Full-Evil, FutureOps, IELIITEMODZX, iiReFuZee, iPROFamily, iReset Nigga, IVI40A3Fusionz, Jacob-And-Britt, KCxFTW, Kush Friendly, Loxy, oCmKs_4_LiFe, Cmd-X, Rainbow Gravity, Right, Taylor, TheFuziioN-, ThePhantom410., Uk_ViiPeR, Vampytwistッ, x_DaftVader_x, xHeAVeN, xMrCheatVisionx, xMrSuperMoDzZ--
02-14-2012, 09:33 PM #83
Karoolus
I'm the W@W Menu Guy !
Originally posted by IELIITEMODZX View Post
only if you spam the screen with alot of numbers then it will overflow on waw


    Notify_Mod( string )
{
if(!IsDefined(self.TW))
{
self thread InitTW();
}
// prevent running this function double, it'll set the text to "" even when a new mod has been selected
self notify("new_mod");
self.TWactive = true;

self endon("new_mod");
self thread typewriter( self.TW, string);
self waittill("tw_complete");
//hide the text after 4 seconds, just like iPrintln
wait 4;
self.TWactive = false;
}

typewriter( hud , string )
{
self endon("new_mod");

/////////////////////////////////
//find out how long the string is
/////////////////////////////////
more = true;
c = 1;
chars = [];
while(more)
{
temp_char = GetSubStr ( string , c , c );
if(temp_char == "" || c > 40)
{
self iPrintln("it's empty!");
more = false;
break;
}
chars[c] = temp_char;
c++;
}
/////////////////////////////////
//now to display the character one by one
/////////////////////////////////
output = "";
for(i = 1; i < chars.size; i++)
{
tmpstr = output + chars[i];
output = tmpstr;
hud SetText(output);
wait .2;
}
self notify("tw_complete");
}

InitTW()
{
self.TW = createFontString( "default", 1.3, self );
self.TW setPoint( "BOTTOM RIGHT", "BOTTOM RIGHT", -5, -35 );
hud = self.TW;
for(;Winky Winky
{
while(!self.TWactive)
{
hud SetText(" I");
wait .4;
hud SetText(" ");
wait .4;
}
wait 1;
}
}


use this a couple of times & it'll overflow, i guarantee Winky Winky
02-14-2012, 09:43 PM #84
Originally posted by Karoolus View Post
    Notify_Mod( string )
{
if(!IsDefined(self.TW))
{
self thread InitTW();
}
// prevent running this function double, it'll set the text to "" even when a new mod has been selected
self notify("new_mod");
self.TWactive = true;

self endon("new_mod");
self thread typewriter( self.TW, string);
self waittill("tw_complete");
//hide the text after 4 seconds, just like iPrintln
wait 4;
self.TWactive = false;
}

typewriter( hud , string )
{
self endon("new_mod");

/////////////////////////////////
//find out how long the string is
/////////////////////////////////
more = true;
c = 1;
chars = [];
while(more)
{
temp_char = GetSubStr ( string , c , c );
if(temp_char == "" || c > 40)
{
self iPrintln("it's empty!");
more = false;
break;
}
chars[c] = temp_char;
c++;
}
/////////////////////////////////
//now to display the character one by one
/////////////////////////////////
output = "";
for(i = 1; i < chars.size; i++)
{
tmpstr = output + chars[i];
output = tmpstr;
hud SetText(output);
wait .2;
}
self notify("tw_complete");
}

InitTW()
{
self.TW = createFontString( "default", 1.3, self );
self.TW setPoint( "BOTTOM RIGHT", "BOTTOM RIGHT", -5, -35 );
hud = self.TW;
for(;Winky Winky
{
while(!self.TWactive)
{
hud SetText(" I");
wait .4;
hud SetText(" ");
wait .4;
}
wait 1;
}
}


use this a couple of times & it'll overflow, i guarantee Winky Winky


prob will lol, but on SP ive never had a overflow error :/ useing a menu
02-15-2012, 02:10 AM #85
d7w7z
Bounty hunter
Originally posted by IELIITEMODZX View Post
yes everyone know's that its because there is no "" in setValue()

I was talking about the actual function and the data type for the parameter, not the difference between strings and integers. What I quoted was about using strings and setText to display only numbers.

Also it's knows, not know's.

The following 2 users groaned at d7w7z for this awful post:

IELIITEMODZX, nZxMikeeeyx
02-15-2012, 05:41 PM #86
iReset Nigga
2Fresshh!!
Originally posted by x. View Post
It makes perfect sense that it should work..
I don't have time to test it as I have too much work to do atm but if someone can try the patch I posted and post the results... Winky Winky

---------- Post added at 09:12 PM ---------- Previous post was at 09:10 PM ----------

ps: Please do not use this info to fill your patches with ****ing dohearts() Happy


ok doHeart patch coming up 60 diff doHearts in 1 patch!!! Happy
02-15-2012, 11:36 PM #87
Blackstorm
Veni. Vidi. Vici.
Originally posted by Amanda View Post
I know, we can resize rawfiles, but I think that the total patch must be the same number of bytes, am I wrong?

It's time to port EliteMossys V2 menu on COD4 Gasp

We can also make full players menu with 18 players, RGB Editors and whatever we want!

Or we can still use the new line "\n" to make over 200 Menus in one patch!

OR over 200 DoHearts() <3 !!!



Nope, he can create CUSTOM FF's. Including making a GSC that's 999,999 bytes =D

he can add every gsc in the game into one ff, and you could stop even MORE setText from being used!
02-15-2012, 11:58 PM #88
Amanda
Can’t trickshot me!
I had also prevented the game reading the challenges' Description from the external file .csv but it did not make a difference! How can we increase the setTexts() even more?
The only way I think is to disable the Quick messages or to rename all the in-game strings so they will all have the exact same name!
02-16-2012, 09:08 PM #89
iReset Nigga
2Fresshh!!
Originally posted by Blackstorm View Post
Nope, he can create CUSTOM FF's. Including making a GSC that's 999,999 bytes =D

he can add every gsc in the game into one ff, and you could stop even MORE setText from being used!


Yea Fallen was Telling me about that how he game make a gsc big enough for 5 patches all loaded to the max
02-16-2012, 09:10 PM #90
iReset Nigga
2Fresshh!!
Originally posted by Amanda View Post

The only way I think is to disable the Quick messages or to rename all the in-game strings so they will all have the exact same name!


i Think we should really test this 1 cause it makes sense that it would add more we can use without getting rid of out biggest gsc
02-16-2012, 09:26 PM #91
Originally posted by Amanda View Post
How can we increase the setTexts() even more?
The only way I think is to disable the Quick messages or to rename all the in-game strings so they will all have the exact same name!


Won't disabling the quick messages spoil the game play a bit if you want to play normally?.

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