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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BIG Thanks to ITheFallenI

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The following 3 users say thank you to Source Code for this useful post:

BvB-09r-_-N!c0, FAKA_ELITE, KCxFTW

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Blackstorm
12-24-2011, 09:27 AM #2
Originally posted by NBAking91 View Post
Requirments:

    1)MW2 1.13 UPDATE
2)Unself Program (Any Suggestions??)
3)Your .GSCs From Your Desired Patch
4)Default_mp.self (1.13)


Theory:

    If I could unself the default_mp.self (1.13),
then maybe i could decrypt the GSC Compiler
(with the help of some good coders) and replace
the desired GSC files into the compiler. I could then
put any patch on hdd_0/game/BLUS30377/USDIR/, re-pack
the default_mp.self and replace it in the USRDIR?

Result:

    When Starting MW2_MP, the edited GSC Compiler would overide 
your patch and use the modded GSC files that you replaced in the
compiler.. Or if you had the same patch on as the desired gsc files
it would just use your patch, either way its the same


This might work, but it would be extremely hard stare



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You can also contact me here:

    YT:   [SIZE=2][B][URL="https://youtube.com/user/H00K3DonF0N1X"]H00K3DonF0N1X[/URL]      << Takes you to my YT[/B][/SIZE]

PSN: [B]H00K3D_on_F0N1X

[/B]TW: [B]@TheyCallMePerm[/B]

This is exactly what you need to do Winky Winky
Like you said though, it's extremely hard
12-24-2011, 09:40 AM #3
Strike Venom
Top Down Siad Barre
Originally posted by NBAking91 View Post
Requirments:

    1)MW2 1.13 UPDATE
2)Unself Program (Any Suggestions??)
3)Your .GSCs From Your Desired Patch
4)Default_mp.self (1.13)


Theory:

    If I could unself the default_mp.self (1.13),
then maybe i could decrypt the GSC Compiler
(with the help of some good coders) and replace
the desired GSC files into the compiler. I could then
put any patch on hdd_0/game/BLUS30377/USDIR/, re-pack
the default_mp.self and replace it in the USRDIR?

Result:

    When Starting MW2_MP, the edited GSC Compiler would overide 
your patch and use the modded GSC files that you replaced in the
compiler.. Or if you had the same patch on as the desired gsc files
it would just use your patch, either way its the same


This might work, but it would be extremely hard stare



Suggestions, Comments, Concerns? Please Give FEEDBACK!




You can also contact me here:

    YT:   [SIZE=2][B][URL="https://youtube.com/user/H00K3DonF0N1X"]H00K3DonF0N1X[/URL]      << Takes you to my YT[/B][/SIZE]

PSN: [B]H00K3D_on_F0N1X

[/B]TW: [B]@TheyCallMePerm[/B]


1. You need to find first the 3.60 public keys and the chance to get them is nearly 0.
2. You need to know a "coder" who knows x64 ppc asm (chance ~0).
3. Infinity Ward uses a modified version of the gcc compiler sony distributes - you need to reverse it first (will take longer as reversing the self after decryption); and then you have to write one yourself :n00b:.
4. There's an easier method to host gsc mods on 1.12+.

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Blackstorm
12-24-2011, 04:18 PM #4
Blackstorm
Veni. Vidi. Vici.
They completely removed the MP GSC compiler from the executable.

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12-24-2011, 04:28 PM #5
Source Code
Bounty hunter
Originally posted by Blackstorm View Post
They completely removed the MP GSC compiler from the executable.


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 ----------

Originally posted by Strike
1. You need to find first the 3.60 public keys and the chance to get them is nearly 0.
2. You need to know a "coder" who knows x64 ppc asm (chance ~0).
3. Infinity Ward uses a modified version of the gcc compiler sony distributes - you need to reverse it first (will take longer as reversing the self after decryption); and then you have to write one yourself :n00b:.
4. There's an easier method to host gsc mods on 1.12+.


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

The following user groaned Source Code for this awful post:

Blackstorm
12-24-2011, 05:58 PM #6
CrEaTiiOn_BuRn
Can’t trickshot me!
Originally posted by Strike

4. There's an easier method to host gsc mods on 1.12+.


And that would be?
12-24-2011, 06:22 PM #7
TheFallen
Former Dark Night
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..

When you delete the default_mp.self the game resorts to the one on the disk, which has the gsc compiler. 1.12+ has all of the .gscs precompiled inside of it so it does not read the .gscs from any fast file. That's why modding the common_mp or any other fast file on the disk would not work. To get .gsc back we would need to rebuild the compiler completely or... Winky Winky
12-24-2011, 06:48 PM #8
Source Code
Bounty hunter
Originally posted by ITheFallenI View Post
When you delete the default_mp.self the game resorts to the one on the disk, which has the gsc compiler. 1.12+ has all of the .gscs precompiled inside of it so it does not read the .gscs from any fast file. That's why modding the common_mp or any other fast file on the disk would not work. To get .gsc back we would need to rebuild the compiler completely or... Winky Winky

If I could unself the default_mp.self then I could decrypt the compiler and rebuild it with modded GSCs then enrypt the new compiler, repack the default_mp.self and replace it in the USDIR and data transfer Winky Winky
12-24-2011, 06:58 PM #9
TheFallen
Former Dark Night
Originally posted by NBAking91 View Post
If I could unself the default_mp.self then I could decrypt the compiler and rebuild it with modded GSCs then enrypt the new compiler, repack the default_mp.self and replace it in the USDIR and data transfer Winky Winky

You don't decrypt the compiler, it simply no longer exists. And a compiler compiles things, so in other words it loads things. You cannot "rebuild it" with modded .gsc files. It is the loader, not the actual data for what it loads.
12-24-2011, 07:06 PM #10
Source Code
Bounty hunter
Originally posted by ITheFallenI View Post
You don't decrypt the compiler, it simply no longer exists. And a compiler compiles things, so in other words it loads things. You cannot "rebuild it" with modded .gsc files. It is the loader, not the actual data for what it loads.


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

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