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, 07:32 AM #20
Originally posted by TheFallen View Post
First one won't work because each default_mp.self (update) runs on a different server so you would need all of the server addresses ect. And the second one wouldn't work because fs_game is read only plus the engine no longer runs .gsc files as .gsc.


well i managed to get a script compile error on 1.13 and if memory serves that's normally a gsc error but idk...
06-26-2012, 07:44 AM #21
TheFallen
Former Dark Night
Originally posted by XtensionModz View Post
well i managed to get a script compile error on 1.13 and if memory serves that's normally a gsc error but idk...

Check your default_mp.self :P make sure it is on the actual 1.13 servers. Otherwise we will talk later Winky Winky
06-26-2012, 08:15 AM #22
Strike Venom
Top Down Siad Barre
Needa 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.

The following user thanked Strike Venom for this useful post:

zxz0O0
06-26-2012, 09:19 AM #23
Originally posted by Strike
Needa 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:


:y: It would work like this, but it's hard to get this """version""".



:n: fs_game / vid_restart doesn't work on console.



:n: Look at the NPD element of the default***.self's it says '(...)113(...)' + look into the elf - build date/build version.


That's cool that the default_mp.self says that it was build on 9.99, but however, it connects as a 1.0 client. So basicaly it's useless. Unless you want to bypass with the 1.13 EBOOT.BIN but with the 1.0 default_mp.self 4 teh lulz.

P.S : I tried it. It connects as a 1.0 client, so you'll meet people who are bypassing and not 1.13 users.
06-26-2012, 12:17 PM #24
Originally posted by Roy944 View Post
Nope, it didn't freezed...
I tried it like 5 times, and it only load the map.
i tried =>
devmap mp_rust
devmap mp_brecourt
devmap mp_afghan
devmap mp_nightshift
devmap mp_terminal


well,i never got it to work on console, did you do it on any REBUG Fw`s? because that also allows bots.
06-26-2012, 01:15 PM #25
Newelly
Can’t trickshot me!
Originally posted by TheFallen View Post
First one won't work because each default_mp.self (update) runs on a different server so you would need all of the server addresses ect. And the second one wouldn't work because fs_game is read only plus the engine no longer runs .gsc files as .gsc.

I have gotten into the default_mp.self - decrypted to .elf of course!
The .GSC files are auto generated now.
06-26-2012, 02:17 PM #26
TheJaRniBoi
Why So Serious?
just a thought but since 3.55 consoles can go online thanks to rebug wouldn't decrypting the 1.13 default_mp.self and replacing the pre-compiled gscs in their with our modded ones allow you to have gsc mods on 1.13?
06-26-2012, 05:49 PM #27
Originally posted by TheFallen View Post
Check your default_mp.self :P make sure it is on the actual 1.13 servers. Otherwise we will talk later Winky Winky


well i got it on the 1.13 on 3.55 thing that was released by e3 and as far as i am aware that was the 1.13 self wasn't it? ill test it on my next data transfer see if i get same results :y:

on a little side note i didnt modify any gscs so i 'm not sure how exactly i would get a compiler error but there we are.

EDIT:just tryed it on a 1.13 on bypass and got compiler error again so idk whats going on
06-26-2012, 08:02 PM #28
Originally posted by XtensionModz View Post
well i got it on the 1.13 on 3.55 thing that was released by e3 and as far as i am aware that was the 1.13 self wasn't it? ill test it on my next data transfer see if i get same results :y:

on a little side note i didnt modify any gscs so i 'm not sure how exactly i would get a compiler error but there we are.

EDIT:just tryed it on a 1.13 on bypass and got compiler error again so idk whats going on


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 ----------

Originally posted by CODGlitcha
just a thought but since 3.55 consoles can go online thanks to rebug wouldn't decrypting the 1.13 default_mp.self and replacing the pre-compiled gscs in their with our modded ones allow you to have gsc mods on 1.13?


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 :/

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