Post: [theory] mw2 gsc mods on 1.13+ :)
12-24-2011, 05:09 AM #1
Source Code
Bounty hunter
(adsbygoogle = window.adsbygoogle || []).push({}); Requirments:
    [B]1)[/B]MW2 1.13 Files
[B]2)[/B]Unself Program (Any Suggestions??)
[B]3)[/B]Your .GSCs From Your Desired Patch
[B]4)[/B]Default_mp.self (1.13)


Theory
(UPDATE BY ITheFallenI)

    [B]1)[/B] We will need to decrypt the default_mp.self located
inside of the 1.13 retail update
[B]2)[/B]Locate the Pre-Compiled .GSC files in the default_mp.self
[B]2)[/B]Uncompile those files, then edit them to your liking
[B]4)[/B]When done recompile the .GSCs back
[B]5)[/B]Re-Pack the default_mp.self file and replace it in hdd_0/game/30377/USDIR
[B]6)[/B]Start MW2 with no bypass on 1.13 using modded .GSCs


***Thanks to ITheFallenI for this updated thread***

Result:

    
When Starting MW2_MP, the Edited/Recompiled GSC files
would overide your patch and use itself as the patch

...

Or if you had the same patch on that contained the same GSC files as the ones you recompiled
into the default_mp.self it would just use your patch, either way its the same


This is probably the easiest and possibly on way to defeat IW once again!
:p

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Blackstorm
12-24-2011, 07:12 PM #11
TheFallen
Former Dark Night
Originally posted by NBAking91 View Post
So the default CFG files that are loaded from the compiler are located on the hard disk of the game and not the default_mp.self?

In other words the only way to replace the GSCs that are loaded by the compiler would be to mod the gscs located on the actual disk itself?

... Damnit stare

The compiler for .cfg files is still in the default_mp.self. And if you read what I stated above, the .gsc compiler was removed therefor, no .gscs from any fast file (including the ones on the disk) are being loaded. They are all precompiled in the default_mp.self so to edit them, we would need to decrypt the default_mp.self, figure out where and how the .gscs are compiled, uncompile them, edit them, recompile them, then encrypt the default_mp.self and hope you didn't **** up. Or you can just rebuild the compiler, but like virus said, it's unique so you would have to reverse engineer it to learn how to make it.
12-24-2011, 07:20 PM #12
Source Code
Bounty hunter
Originally posted by ITheFallenI View Post
The compiler for .cfg files is still in the default_mp.self. And if you read what I stated above, the .gsc compiler was removed therefor, no .gscs from any fast file (including the ones on the disk) are being loaded. They are all precompiled in the default_mp.self so to edit them, we would need to decrypt the default_mp.self, figure out where and how the .gscs are compiled, uncompile them, edit them, recompile them, then encrypt the default_mp.self and hope you didn't **** up. Or you can just rebuild the compiler, but like virus said, it's unique so you would have to reverse engineer it to learn how to make it.


Thank you so much for helping me understand! Happy

Ill will get to work ASAP

O and btw i meant GSC not CFG in my last post lol

thank you ITheFallenI

I will update the thread thx to you!

The following user groaned Source Code for this awful post:

Blackstorm
12-24-2011, 08:01 PM #13
Choco
Respect my authoritah!!
Originally posted by NBAking91 View Post
Requirments:
    [B]1)[/B]MW2 1.13 Files
[B]2)[/B]Unself Program (Any Suggestions??)
[B]3)[/B]Your .GSCs From Your Desired Patch
[B]4)[/B]Default_mp.self (1.13)


Theory
(UPDATE BY ITheFallenI)

    [B]1)[/B] We will need to decrypt the default_mp.self located
inside of the 1.13 retail update
[B]2)[/B]Locate the Pre-Compiled .GSC files in the default_mp.self
[B]2)[/B]Uncompile those files, then edit them to your liking
[B]4)[/B]When done recompile the .GSCs back
[B]5)[/B]Re-Pack the default_mp.self file and replace it in hdd_0/game/30377/USDIR
[B]6)[/B]Start MW2 with no bypass on 1.13 using modded .GSCs


***Thanks to ITheFallenI for this updated thread***

Result:

    
When Starting MW2_MP, the Edited/Recompiled GSC files
would overide your patch and use itself as the patch

...

Or if you had the same patch on that contained the same GSC files as the ones you recompiled
into the default_mp.self it would just use your patch, either way its the same


This is probably the easiest and possibly on way to defeat IW once again!
:p

Suggestions, Comments, Concerns? Please Give FEEDBACK!

You can also contact me here:

    Youtube >> [URL="https://youtube.com/user/H00K3DonF0N1X"]H00K3DonF0N1X[/URL]
Twitter >> @TheyCallMePerm
PSN >> H00K3D_on_F0N1X



BIG Thanks to ITheFallenI

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Few problems with your theory:

-The 1.13 self is encrypted with 3.6+ keys so it can't be decrypted at the minute (the 1.12 self can, in fact my friend has done it Winky Winky)
-Once decrypted and decompiled, the GSC can't be edited anyway because if the size changes at all the self will not boot.
-Even if you got past the above obstacles, the self can only be signed to run on 3.55 so it's pointless to do, unless you just want LAN infections which are nothing you can't do with cfg patches.

I'm sorry, but this will not work. Thank you for posting your theory though Smile
12-24-2011, 09:13 PM #14
T_m_b07
I defeated!
Originally posted by NBAking91 View Post
But i thought that the GSC Compiler for MP was decrypted in the default_mp.self?? Infact i know thats where its at because if you delete the default_mp.self
you can use your own patch just like before.. Thats where the compiler is located, if it wasnt then you wouldnt be able to bypass by deleting the default_mp.self

Winky Winky

---------- Post added at 12:28 PM ---------- Previous post was at 12:25 PM ----------



Thanks for your feedback man it will help me on this project..


by deleting the default_mp.self it simply loads the files from the disk.. thus allowing you to use gscs... just like others have said.. they removed the compiler from the self.... its just like bypassing using Resistance Fall Of Man... (when n if that still works... but yeah.. :y: its completely possible to do this method BUT will take a TON of work..
12-24-2011, 09:25 PM #15
Blackstorm
Veni. Vidi. Vici.
Originally posted by NBAking91 View Post
But i thought that the GSC Compiler for MP was decrypted in the default_mp.self?? Infact i know thats where its at because if you delete the default_mp.self
you can use your own patch just like before.. Thats where the compiler is located, if it wasnt then you wouldnt be able to bypass by deleting the default_mp.self

Winky Winky

---------- Post added at 12:28 PM ---------- Previous post was at 12:25 PM ----------



Thanks for your feedback man it will help me on this project..


Okay look... The GSC compiler is what allows scripts to run from the patch_mp.ff. In TU7 they completely removed the GSC MP compiler, and they put the pre-compiled scripts from all the FF's in the executable (default_mp.self). So decrypting the self wouldn't mean much unless you could re-code the compiler back in the executable. Also, the reason you can run a patch when you delete the default_mp.self is because there's still the default files on disc. So when the game checks for the update self and doesn't find it, it reverts back to the original default_mp.self which still has the GSC MP compiler, therefore allowing you to run custom scripts in the patch_mp.ff. I've done my research, I'm not a noob, bruh. Winky Winky
12-24-2011, 10:00 PM #16
Source Code
Bounty hunter
Originally posted by another user
Blackstorm;4076347]Okay look... The GSC compiler is what allows scripts to run from the patch_mp.ff. In TU7 they completely removed the GSC MP compiler, and they put the pre-compiled scripts from all the FF's in the executable (default_mp.self). So decrypting the self wouldn't mean much unless you could re-code the compiler back in the executable. Also, the reason you can run a patch when you delete the default_mp.self is because there's still the default files on disc. So when the game checks for the update self and doesn't find it, it reverts back to the original default_mp.self which still has the GSC MP compiler, therefore allowing you to run custom scripts in the patch_mp.ff. I've done my research, I'm not a noob, bruh. Winky Winky

I dont think youre a noob, I just wasnt clear on the setup and structure but thanks for your input
Smile
01-15-2012, 03:21 AM #17
could be helpful for me thanks will use and will rep
01-22-2012, 07:06 PM #18
hey forget all of that does anyone know how to:

1)unpack a 1.13 official retail pkg for mw2

2)add the patch_mp.ff in the USRDIR.

3)repack the entire package and install it on ps3

(it doesn't have to be retail signed, i have 3.55 with bad blu ray, so no homebrew and ftp)

someone please private message me with this info, i will donate $10 immediately as soon as i get it to work!!!
01-22-2012, 07:19 PM #19
Choco
Respect my authoritah!!
This isn't going to work.

-1.13 is encrypted with 3.6+ keys which are not publicly available at the moment, so the self files cannot be decrypted.
-Modding the GSCs in the default_mp.self would result in changing the filesize, immediately corrupting the file and making it unable to boot.
-EVEN IF you somehow overcame the above obstacles, it wouldn't matter because you can only sign a self file to run on systems firmware 3.55 or lower.

It sounds good in theory and it is the most plausible theory I've heard yet, but it's just not possible right now.

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