Post: [THEORYS] GSC Mods on 1.13+
06-25-2012, 12:49 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hi everybody i have some theorys to bring back 1.11 Mods on 1.13+ and above.

1 :
    
1) Have a default_mp.self on 1.0
2) Have a default_mp.self on 1.13
3) Decrypt 1.13 SELF and find the "version"
4) Copy the version of the SELF and past it on 1.0
5) Now you can connect with 1.0 SELF with 1.13 clients and USE player_sustainammo; GSC Mods etc...
6) Enjoy


2 :
    
1) Create a CFG Patch
2) Add command "fs_game "/dev_hdd0/mods/";
3) Add your scripts on /dev_hdd0/mods/
4) Add vid_restart or devmap command to recompile scripts
5) Enjoy.


I saw that E3 Team patched the EBOOT.BIN of 1.13 MW2. Wich means that they can patch 3.60+ apps.
But ... i saw that they ONLY patched the EBOOT.BIN; the default_mp.self is basically the retail version (1.0)
Basically it does nothing ... anyone could patch this that way because, you just take the 1.12 eboot and 1.0 default_mp.self and add 1.13 on the SFO.

I know that E3 are not noobs, but they did it wrong.
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The following 2 users groaned at Roy944 for this awful post:

SCR34M
06-26-2012, 09:04 PM #29
Originally posted by Roy944 View Post
Nope i'm sorry to deceive you. But it's not a 1.13 self. I'm EXTREMELY sure that it is a 1.0 SELF (1.0.1255 or something like that on top right corner).
And that's why player_sustainAmmo 1 worked for the first time. Then i was HOLY SHIT ! Then i data transfered to my 4.11 with the official 1.13 default_mp.self and only devmap worked.

---------- Post added at 03:02 PM ---------- Previous post was at 02:52 PM ----------



That's what i was thinking about.... Doing this for us would be TOTALY AWESOME ! Bringing back 1.11 lobbies to 1.13 but...
You know, i don't want to see these kids again on the PSN Deranking people and doing 720° in the air and shit with unfair aimbot :/


read the edit thing it gave compile error on 1.13 on my 4.11 when I data transfered
06-29-2012, 06:52 AM #30
jimmboy66
Save Point
ohh well... good try
07-02-2012, 08:40 AM #31
Originally posted by Roy944 View Post
Hi everybody i have some theorys to bring back 1.11 Mods on 1.13+ and above.

1 :
    
1) Have a default_mp.self on 1.0
2) Have a default_mp.self on 1.13
3) Decrypt 1.13 SELF and find the "version"
4) Copy the version of the SELF and past it on 1.0
5) Now you can connect with 1.0 SELF with 1.13 clients and USE player_sustainammo; GSC Mods etc...
6) Enjoy


2 :
    
1) Create a CFG Patch
2) Add command "fs_game "/dev_hdd0/mods/";
3) Add your scripts on /dev_hdd0/mods/
4) Add vid_restart or devmap command to recompile scripts
5) Enjoy.


I saw that E3 Team patched the EBOOT.BIN of 1.13 MW2. Wich means that they can patch 3.60+ apps.
But ... i saw that they ONLY patched the EBOOT.BIN; the default_mp.self is basically the retail version (1.0)
Basically it does nothing ... anyone could patch this that way because, you just take the 1.12 eboot and 1.0 default_mp.self and add 1.13 on the SFO.

I know that E3 are not noobs, but they did it wrong.

Attempted both these theories but sorry to say they do not work, i suggest asking a moderator to remove this thread.

The following user groaned ArchonAlready for this awful post:

Strike Venom
07-02-2012, 09:45 AM #32
Blackstorm
Veni. Vidi. Vici.
Originally posted by 247Yamato View Post
Theories.... I simply think that if you link the USB 3.0 to the PS3 pad and stick the controller to the tv receptor, you could easily mod in 1.13, put be sure to bypass with the jailbreak mod unless you want the xbox to break. A ps3 broken is a lot of money for repairing ftw so load the PaTcH carefully or crash the screen with black screen which is annoying. In conclussion, load the mod fast and use a class with scar-h and usp45, if not console bypass will fail.


lol wut lmfao
07-02-2012, 06:33 PM #33
xFresshhh
Do a barrel roll!
anyways good luck on this :p

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