Post: How To Get More Space For CFG Mods
03-14-2011, 05:12 AM #1
pcfreak30
>> PCFreak30.com Happy<<
(adsbygoogle = window.adsbygoogle || []).push({}); Well A few friends and I have tested this and it does work. To those skilled in the Mw2 game engine, you will think this is obvious.

To the rest you don't know much unless someone tells you. So here it is. Like GSC scripts, you can rename any file in the 1.11 patch to a cfg file and use it for more mods.

This means we could potentially make the whole FF file full of CFG's and make a huge kick-ass mod menu!

It also means we can potentially mod every single dvar period.

I tested by renaming _events.gsc and _missions.gsc and it works perfectly.

So hopefully that now that you realize that you can have basically unlimited space, get creative.

Oh and if your curious on how to run one CFg from another, heres a example. If you wanted to run test.cfg the command is:

    
exec test.cfg


Also something else I know. If you go into the options menu and re-select your button layout, thats basically the same as the game running exec internally Smile.


Credits to:

  • mvieyra -- Tester
  • Blackstorm. We shared the idea and he tested too.
  • Me for coming up with the idea as well.


Enjoy!
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The following 11 users say thank you to pcfreak30 for this useful post:

.DeadlyMoDz25, add_me, anddrew, egoDream, Grandad Trotter, lynch_96, malik-ramires, Ninja, richiebanker, smd
03-14-2011, 07:03 AM #11
BuC-ShoTz
TeamMvKâ?¢
no credits for me
03-14-2011, 07:10 AM #12
DiJiTaLNiCk
BaLLiN' STaTuS
Originally posted by ShoTz View Post
no credits for me


nup Winky Winky
\to short/
03-14-2011, 07:42 PM #13
Wait if you added files to the patch wouldn't that make the patch_mp.ff larger than 227 kb? So it would result in blackscreen??
03-14-2011, 07:44 PM #14
pcfreak30
>> PCFreak30.com Happy<<
Originally posted by GooFy View Post
Wait if you added files to the patch wouldn't that make the patch_mp.ff larger than 227 kb? So it would result in blackscreen??


Yes, but we never did that. We renamed files to non-standard names of the same length as the original, didn't add new files.
03-14-2011, 07:56 PM #15
Originally posted by pcfreak30 View Post
Yes, but we never did that. We renamed files to non-standard names of the same length as the original, didn't add new files.


Whats the point of renaming them? Does it allow you to use mods on missions.gsc again or still only CFG mods?
03-14-2011, 08:10 PM #16
pcfreak30
>> PCFreak30.com Happy<<
Originally posted by GooFy View Post
Whats the point of renaming them? Does it allow you to use mods on missions.gsc again or still only CFG mods?



I take you don't know much about fast files. Well heres a summary. If you rename a script, then the game falls back to a copy on disc. Since 1.12 has MD5 hash checks, they won't add up, and the game uses the internal one in the SELF itself. buttons_default.cfg is a standard name in the game, as its a config for a button layout. It is not standard to be in the patch, but is still a standard name.

If you rename a script to that, then it will fall back on a older version, and it will take priority over the buttons_default.cfg in the patch to the one on disc, thus allowing mods to be loaded.

We won't be able to use GSC mods again if ever on 1.12+ due to the MD5 hash checks..
03-14-2011, 08:14 PM #17
Default Avatar
Gizmo
Guest
Originally posted by pcfreak30 View Post
I take you don't know much about fast files. Well heres a summary. If you rename a script, then the game falls back to a copy on disc. Since 1.12 has MD5 hash checks, they won't add up, and the game uses the internal one in the SELF itself. buttons_default.cfg is a standard name in the game, as its a config for a button layout. It is not standard to be in the patch, but is still a standard name.

If you rename a script to that, then it will fall back on a older version, and it will take priority over the buttons_default.cfg in the patch to the one on disc, thus allowing mods to be loaded.

We won't be able to use GSC mods again if ever on 1.12+ due to the MD5 hash checks..


What would be the result if I attempted to launch a GSC file from a .cfg ?
Would it just error ? Gasp
03-14-2011, 08:49 PM #18
pcfreak30
>> PCFreak30.com Happy<<
Originally posted by 95 View Post
What would be the result if I attempted to launch a GSC file from a .cfg ?
Would it just error ? Gasp


Not possible to do so.
03-14-2011, 09:09 PM #19
Got-Hackx
[][][][][][][][][][]
Originally posted by pcfreak30 View Post
Well A few friends and I have tested this and it does work. To those skilled in the Mw2 game engine, you will think this is obvious.

To the rest you don't know much unless someone tells you. So here it is. Like GSC scripts, you can rename any file in the 1.11 patch to a cfg file and use it for more mods.

This means we could potentially make the whole FF file full of CFG's and make a huge kick-ass mod menu!

It also means we can potentially mod every single dvar period.

I tested by renaming _events.gsc and _missions.gsc and it works perfectly.

So hopefully that now that you realize that you can have basically unlimited space, get creative.

Oh and if your curious on how to run one CFg from another, heres a example. If you wanted to run test.cfg the command is:

    
exec test.cfg


Also something else I know. If you go into the options menu and re-select your button layout, thats basically the same as the game running exec internally Smile.


Credits to:

  • mvieyra -- Tester
  • Blackstorm. We shared the idea and he tested too.
  • Me for coming up with the idea as well.


Enjoy!

Hey do you know what the regular scale number for this is?
doRecoil()
{
self player_recoilScaleOn(0);
}

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