Clarification:
All Versions of MW2 connect to the
same servers, first the auth server (get your profile, rank..) , then the lobby servers (matchmaking, playlists); to identify the version of MW2, a version-
unique key (or something similar) is send. (so you always need to decrypt the latest default_mp.self to get the latest key). Furthermore, the build number and version are send, which first get verified by the PS3 itself through a NP-Ticket.
You
can't get the latest passphrase through packet sniffing, because the connections to the (demonware) servers are protected with ssl (certificate's in the default_mp.self) and parts of it are also encrypted with some PS3 related keys (Ca**.cert).
To the first post:
Originally posted by another user
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
:y: It would work like this, but it's hard to get this """version""".
Originally posted by another user
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.
:n: fs_game / vid_restart doesn't work on console.
Originally posted by another user
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.
:n: Look at the NPD element of the default***.self's it says '(...)113(...)' + look into the elf - build date/build version.