Post: Building modded patch from scratch
08-11-2011, 08:43 PM #1
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I'm looking at modding my own 1.12 patch for ps3. I have experience in making mod menus, coding and editing patches but I don't believe in taking credit for someone elses hard work, hence the reason I want to start from a clean patch.

I'm needing some guidance in which patch(xbox or ps3) to use and how to rename loads of gscs to cfg like pcfreak30 super patch as I have created my own menu and created some new infections but want to mod my own patch like the other great modders on this forum. I have tried to rename gscs with bucs editor and ff viewer but i always end up with no buttons working when entering a game but they work ok on an edited patch.

I hear some modders say their patch cannot be edited without original xbox patch and this is what I want to do. Please can someone give me some pointers and hopefully I can give back what this forum has given me.
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08-12-2011, 08:42 PM #2
Choco
Respect my authoritah!!
Originally posted by theinvicta View Post
Hi guys,
I'm looking at modding my own 1.12 patch for ps3. I have experience in making mod menus, coding and editing patches but I don't believe in taking credit for someone elses hard work, hence the reason I want to start from a clean patch.

I'm needing some guidance in which patch(xbox or ps3) to use and how to rename loads of gscs to cfg like pcfreak30 super patch as I have created my own menu and created some new infections but want to mod my own patch like the other great modders on this forum. I have tried to rename gscs with bucs editor and ff viewer but i always end up with no buttons working when entering a game but they work ok on an edited patch.

I hear some modders say their patch cannot be edited without original xbox patch and this is what I want to do. Please can someone give me some pointers and hopefully I can give back what this forum has given me.


Start with a clean 1.11 XBOX patch so it's FF viewer compatible. Once you have that get the latest version of FF Viewer and open the patch. Find maps/mp/_events.gsc and rename it to buttons_default.cfg. Delete everything inside it, and put this:
    bind dpad_up vstr menu //Put the vstr here that opens your menu
bind dpad_down +actionslot 2
bind dpad_left +actionslot 3
bind dpad_right +actionslot 4
bind button_a +gostand
bind button_b +stance
bind button_y weapnext
bind button_x +usereload
bind button_ltrig +smoke
bind button_rtrig +frag
bind button_rshldr +attack
bind button_lshldr +speed_throw
bind button_lstick +breath_sprint
bind button_rstick +melee


And change the binds as you wish. Add DVAR's and vstr's under the binds. Once done convert to PS3 and test Smile

Oh, and no patch can be un-editable. You can do it using the oldschool method of packzip/offzip Winky Winky
08-12-2011, 10:28 PM #3
Originally posted by chocomonkey321 View Post
Start with a clean 1.11 XBOX patch so it's FF viewer compatible. Once you have that get the latest version of FF Viewer and open the patch. Find maps/mp/_events.gsc and rename it to buttons_default.cfg. Delete everything inside it, and put this:
    bind dpad_up vstr menu //Put the vstr here that opens your menu
bind dpad_down +actionslot 2
bind dpad_left +actionslot 3
bind dpad_right +actionslot 4
bind button_a +gostand
bind button_b +stance
bind button_y weapnext
bind button_x +usereload
bind button_ltrig +smoke
bind button_rtrig +frag
bind button_rshldr +attack
bind button_lshldr +speed_throw
bind button_lstick +breath_sprint
bind button_rstick +melee


And change the binds as you wish. Add DVAR's and vstr's under the binds. Once done convert to PS3 and test Smile

Oh, and no patch can be un-editable. You can do it using the oldschool method of packzip/offzip Winky Winky



Thanks for that but if im editing a 1.11 xbox then wont i be on 1.11 servers or is this not the case with the 1.11 patch edited for cfg mods. When i offzip pc`s patch i do see the 0000b4a0.dat file from a 1.11 patch so my question is, will a 1.11 work on 1.12 servers with all the info in the gsc files striped out, renamed and edited to match my exec command from buttons_default etc.

Thanks for your reply m8 as all info is much appreciated.
08-13-2011, 03:34 AM #4
Choco
Respect my authoritah!!
Originally posted by theinvicta View Post
Thanks for that but if im editing a 1.11 xbox then wont i be on 1.11 servers or is this not the case with the 1.11 patch edited for cfg mods. When i offzip pc`s patch i do see the 0000b4a0.dat file from a 1.11 patch so my question is, will a 1.11 work on 1.12 servers with all the info in the gsc files striped out, renamed and edited to match my exec command from buttons_default etc.

Thanks for your reply m8 as all info is much appreciated.


The patch version doesn't matter because all the server info is stored in the default_mp.self. You don't need to strip any GSC's from the patch to make it work, just rename maps/mp/_events.gsc to buttons_default.cfg. The reason cfg mods work but GSC mods don't is because the 1.12 default_mp has all the .gsc files stored in it and if any of the .gsc's from the patch don't match up it ignores it and loads it from the default_mp. Hope I'm making sense :p
08-13-2011, 01:01 PM #5
Originally posted by chocomonkey321 View Post
The patch version doesn't matter because all the server info is stored in the default_mp.self. You don't need to strip any GSC's from the patch to make it work, just rename maps/mp/_events.gsc to buttons_default.cfg. The reason cfg mods work but GSC mods don't is because the 1.12 default_mp has all the .gsc files stored in it and if any of the .gsc's from the patch don't match up it ignores it and loads it from the default_mp. Hope I'm making sense :p


Thanks for that m8, not everyone on here wants to tell all. Ive trolled these forums for months reading and learning and having a laugh at some smart arsed replys by some people with the know and not willing to help people learn, Ive been building computers for longer than the age of most guys on this forum and im still willing to learn some new stuff.
Thanks again.

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