Post: [Release] All gsc files...
11-09-2010, 01:54 AM #1
Gendjisan
A.k.a. Bushigan
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Enjoy :rolleyes:
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11-09-2010, 05:04 AM #29
HtD
Dark Knight
Lol wow gf treyarch.
11-09-2010, 05:14 AM #30
what do u do with this
11-09-2010, 07:07 AM #31
A_Fast_Black_Guy
A.K.A BigDaddyMagnum
This game is waiting to get abused already
11-09-2010, 07:08 AM #32
The-Don
I defeated!
Originally posted by hunter12 View Post
For the clueless people that DONT understand my sarcasm
take a look here.

CODWaW SDK RAW:

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COD4 SDK RAW:

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Has NOTHING to do with hacking, he simply got his hands on the SDK thats going
to be released shortly after release date. What the SDK is, it allows you to build your
own version of the game, you can build your own maps, gametypes, ANYTHING. (PC)


I'm glad someone has a brain Smile

And for all of you people who are asking these .gsc files are for the PC, as that is where the SDK will work. The SDK, commonly known as mod tools, is as Hunter said, is a (Quoted from the COD4 mod tools release, so ignore the size):
Originally posted by https
603mb download includes everything required to make levels, models and mods for the game.

It's how custom zombie maps were made for the PC on World At War, and the reason a lot of developers favour the PC release of Call Of Duty games, as they have the ability to create and modify various aspects of the game with ease. So, if you haven't understood so far, this is just the OP using a somehow leaked Black Ops SDK to extract the PC versions .gsc files, and has nothing to do with any consoles .gsc file extraction. For those wanting the SDK, an actual release of the SDK should be about a month or two. I'm not speaking definitely there, I'm just going by how long it took in the past Happy

The following 3 users say thank you to The-Don for this useful post:

DiJiTaLNiCk, hunter12, ZoneTw0
11-09-2010, 07:12 AM #33
gola
OVER 9000!
Originally posted by hunter12 View Post
Ok LZO thats great it doesnt explain how you got radiant,
rumble files.? These are compiled into the fast files theres no
way you could have gotten them perfectly decompiled out.

i mean theres vision, xmodel, ATR files. Theres no way you
could have gotten half the games engine decompiled out like
that. Also do you have the compilar, or WHOLE /bin/ folder?



ok its definatly the SDK

    Local debugging
---------------

In the game console or bound to a key:
scriptDebugger

Remote debugging
----------------

In the debugger console:
net_listen
scriptDebugger

In the game console:
net_connect <optional game ip address>

Global
------

F1 display help
1 display script window
2 display watch window
3 display scripts list
4 display call stack
5 display open scripts list
pause pause game
F3 find next in script window
shift-F3 find previous in script window
F5 continue
F10 step over
F11 step into
shift-F11 step out
ctrl-tab cycle script forward
ctrl-shift-tab cycle script back
left mouse select, move scroll bars, move center divider up and down
escape exit debugger
ctrl-f find next text in script window

All windows
-----------

page up page up
page down page down
mousewheel up scroll 3 lines up
mousewheel down scroll 3 lines down
ctrl-up scroll 1 line up
ctrl-down scroll 1 line down
ctrl-left scroll 1 character left
ctrl-right scroll 1 character right
ctrl-page up go to top of page
ctrl-page down go to bottom of page
ctrl-home go to top
ctrl-end go to bottom
ctrl-g go to line
up up 1 line
down down 1 line

Script window
-------------

F7 add builtin command breakpoint
F9 toggle breakpoint
ctrl-F7 add disabled builtin command breakpoint
ctrl-F9 toggle enable breakpoint
ctrl-F10 run to cursor
enter go to function (and leave a breakpoint marker)
left mouse dbl go to function (and leave a breakpoint marker)

Script list window
------------------

enter add script file to open scripts list
left mouse dbl add script file to open scripts list

Watch window
------------

enter clone element, go to breakpoint
left mouse dbl clone element, go to breakpoint
left collapse element
right expand element
ins insert element
backspace delete element
del delete element
F8 toggle conditional breakpoint
F7 enable builtin command breakpoint
F9 toggle breakpoint
~ edit element (change name or value)
ctrl-F7 disable builtin command breakpoint
ctrl-F9 toggle enable breakpoint
ctrl-x cut element
ctrl-c copy element
ctrl-v paste element
shift-del cut element
ctrl-ins copy element
shift-ins paste element

Console
-------

enter commit choice
~ cancel choice
escape cancel choice

Open scripts list
-----------------

backspace delete entry
del delete entry
ctrl-x cut entry
ctrl-c copy entry
ctrl-v paste entry
shift-del cut entry
ctrl-ins copy entry
shift-ins paste entry


Watch window notes
------------------

1) Changed variable values turn yellow and fade to white over a second when not at a breakpoint.
2) When script location hits a disabled line breakpoint, it turns yellow and fades to white over a second when not at a breakpoint.

Watch window special expression key
-----------------------------------

$t thread
$a builtin command argument
$e entity
$h hudelem
$p pathnode
$v vehiclenode
<entity> breakon( <string> ) Current hit count of specified notify - set breakpoint on this.


Ofcourse you beg him when you don't know yet when you knew how to hack PS3 months ago instead of just not saying anything you actually gave false info lol...

The following user thanked gola for this useful post:

riotmost
11-09-2010, 08:50 AM #34
Bien jouer Winky Winky
Great job^^
11-09-2010, 10:48 AM #35
Spiral
Do a barrel roll!
Good stuff man
11-09-2010, 10:51 AM #36
Assassin
Easter Egg!
HAHAHA , Im posting all this bs to Treyarchs website IDK LOLZ
11-09-2010, 11:18 AM #37
eddydiep
Can’t trickshot me!
That's cool mate, insane work again Bushi, hehe.

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