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!


You must login or register to view this content.

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!

You must login or register to view this content.

You must login or register to view this content.

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
(adsbygoogle = window.adsbygoogle || []).push({});

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, 08:36 PM #74
yes ino you can call the same string more than 1 time and it only counts as 1 string but if a second player calls the same string that your useing it will count as a new string, thats why if people dont use \n it will overflow still in a online game
02-14-2012, 08:39 PM #75
Karoolus
I'm the W@W Menu Guy !
Originally posted by nZxMikeeeyx View Post
I'm so glad W@W zombies has none of this shit Happy


oh but it does :p

when i wrote my typewriter thingy, i managed to overflow it a couple of times Winky Winky
02-14-2012, 08:40 PM #76
Originally posted by Karoolus View Post
oh but it does :p

when i wrote my typewriter thingy, i managed to overflow it a couple of times Winky Winky


only if you spam the screen with alot of numbers then it will overflow on waw
02-14-2012, 08:48 PM #77
Amanda
Can’t trickshot me!
The level.string is global array and it monitors every string that is called in the game from every client. If 2 or more players make the same string appear it will count as ONLY ONE STRING.
The reason why a patch crashes when more clients use it is because the different welcome messages exceed the maximum string limit... If all these messages appeared to the same client in an offline game and the client also opened all Menus and called in all the functions inside them then it would still overflow...
02-14-2012, 08:51 PM #78
iReset Nigga
2Fresshh!!
Originally posted by Amanda View Post
The level.string is global array and it monitors every string in the that is called in the game from every client. If 2 or more players make the same string appear it will count as ONLY ONE STRING.
The reason why a patch crashes when more clients use it is because the different welcome messages exceed the maximum string limit... If all these messages appeared to the same client in an offline game and the client also opened all Menus and called in all the functions inside them then it would still overflow...


To Solve All this we Need a Tester a big patch with Alot of people every1 verified and see how fast it overflows on PS3 lol
02-14-2012, 08:54 PM #79
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by Amanda View Post
The level.string is global array and it monitors every string in the that is called in the game from every client. If 2 or more players make the same string appear it will count as ONLY ONE STRING.
The reason why a patch crashes when more clients use it is because the different welcome messages exceed the maximum string limit... If all these messages appeared to the same client in an offline game and the client also opened all Menus and called in all the functions inside them then it would still overflow...


Use a menu without 'overflow fix' of any type and let it have 20 options. Take it online let 1 person in the game see the menu and all the options and then you go into the menu it will overflow trust me i know your like one of the best COD4 coders around but i'm going on past experience.

The game don't care how many people are in the game and using unique strings, the game counts each string from each player as 1 unique string so if it goes over the limit it will overflow you get what i mean?

Once again going on past experience, every menu overflows as far as i know (except yours i dunno) if more than a few people are verified (well they use to but maybe not now).
02-14-2012, 08:58 PM #80
Amanda
Can’t trickshot me!
Yes we need someone on PS3 to test. Think about that! It does make sense! Game precaches all challenges names from the patch file from Host.
Let's suppose we play a match with 18 players and all 18 players achieve the exact same challenge in game. Then if this could happen 2-3 times in the game it should overflow, but it does NOT. This is what I mean saying it stores the strings into a global array, refering to the whole level...
And here is the most simple test. Make the same message to appear many times in all clients. It will not overflow!
02-14-2012, 09:01 PM #81
Originally posted by Amanda View Post
The level.string is global array and it monitors every string that is called in the game from every client. If 2 or more players make the same string appear it will count as ONLY ONE STRING.
The reason why a patch crashes when more clients use it is because the different welcome messages exceed the maximum string limit... If all these messages appeared to the same client in an offline game and the client also opened all Menus and called in all the functions inside them then it would still overflow...


if you go online and host a lobby you will see im right.
02-14-2012, 09:09 PM #82
Originally posted by Karoolus View Post
oh but it does :p

when i wrote my typewriter thingy, i managed to overflow it a couple of times Winky Winky


Ok, so I just skimmed through this thread because I find menu talk quite boring, but, isn't the best thing to just keep your menu base with the \n fix, and add a full settext player menu to solve that particular problem?

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo