Post: [TuT] Running out of space ? Rename a gsc !
12-21-2010, 09:13 AM #1
Karoolus
I'm the W@W Menu Guy !
(adsbygoogle = window.adsbygoogle || []).push({}); Okay, i never knew about this, but i found out it's EASY Dancing

If you look You must login or register to view this content. you'll see that an .ff file (be it patch_mp or just patch) contains several .gsc (which in their turn contain the codes)

(FROM NOW ON I'M TALKING MP, if you want to do this for patch.ff, feel free to do so but you'll have to figure it out by yourself Smile)

Now what I first did was decompress the patch & extract the _rank.gsc so i could mod that..
Problem now is, i have waaaay to many mods to fit in _rank.gsc

so i was looking for other gsc where i could paste my codes BUT i read something somewhere: if you RENAME one of the GSC in HxD (or ANY Hex editor) the game doesn't find the gsc in the patch, so it will load the ORIGINAL gsc from the (game)DISC

leaving me with an ENTIRE gsc ready to be filled with codes Smile

HERE'S HOW IT'S DONE:

original gsc name (_missions.gsc)
You must login or register to view this content.

renamed the gsc (_karoolus.gsc)
You must login or register to view this content.

This is how the gsc in MY patch look like now.. i'm gonna try & take it as far as i can, rename as many gsc as possible without the game failing :p

    0003a051.dat
_dogs.gsc
8F2C - FFFF

00042dd7.dat
_dogs.gsc
0 - 904
_laststand.gsc
929 - 54A6
_vehicles.gsc
54C9 - FFFF

0004778f.dat
_vehicles.gsc
0 - 2AA6
_class.gsc
2AD0 - FFFF

0004bba5.dat
_class.gsc
0 - 12ED
_gameobjects.gsc
131D - D813
_doextramods.gsc <=========
D843 - FFFF

000500d2.dat
_doextramods.gsc <=========
0 - FFFF

0005419a.dat
_doextramods.gsc <=========
0 - FFFF

00058925.dat
_doextramods.gsc <=========
0 - FFFF

0005caf3.dat
_doextramods.gsc <=========
0 - 14CD
_hardpoints.gsc
14FC - E2D0
_karoolus.gsc <=========
E2FD - FFFF

00061530.dat
_karoolus.gsc <=========
0 - A686
_rank.gsc
A6AF - FFFF

000654ed.dat
_rank.gsc
0 - 2FFA
_scoreboard.gsc
3029 - 3656
_spawning.gsc
3683 - F6A0
_squad.gsc
F6CA - FFFF

000693ad.dat
_squad.gsc
0 - 18C6
_teams.gsc
18F0 - 6572
_tweakables.gsc
65A1 - 92A7
_weapons.gsc
92D3 - FFFF

0006d253.dat
_weapons.gsc
0 - 5286
ctf.gsc
52AD - E6C8
sd.gsc
E6EE - FFFF

00071828.dat
sd.gsc
0 - 6202
twar.gsc
622A - FFFF


00075b0a.dat
twar.gsc
0 - FFFF

00079fb6.gsc
twar.gsc
0 - 493
jump_down_96.gsc
4CE - 541
jumpdown_96.gsc
57B - 8A3
shared.gsc
8D8 - 1AEA
_load.gsc
1B09 - 7987
_createfx.gsc
79AA - FFFF

0007e676.dat
_createfx.gsc
0 - 4D12
mp_airfield.gsc
4D37 - 5BB7
mp_asylum.gsc
5BDA - 74C1
mp_castle.gsc
74E4 - 83F4
mp_courtyard.gsc
841A - 9122
mp_downfall.gsc
9147 - 9C9B
mp_hangar.gsc
9CBE - B266
mp_kneedeep.gsc
B28B - BD75
mp_making.gsc
BD97 - D698
mp_nachtfeuer.gsc
D6BF - E4DF
mp_outskirts.gsc
E505 - F081
mp_roundhouse.gsc
F0A8 - FFFF

0008240f.dat
mp_roundhouse.gsc
0 - 4F
mp_shrine.gsc
72 - 1A63
mp_suburban.gsc
1A88 - 253A
mp_subway.gsc
255D - 2DF2
mp_seelow.gsc
2E15 - 35C0


I renamed the gsc with an arrow.. in MY patch, there's already mods in _karoolus.gsc BUT _doextramods.gsc is empty, which the game doesn't seem to mind Happy

ONE MORE THING:
if you rename a gsc, make sure your NEW name has the same amount of characters as your OLD one ! Smile
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The following 7 users say thank you to Karoolus for this useful post:

8======D----, angel_of_deth, iNgLewooD64-, Mr.Pure420, RoyalShady, TONEY777, xTrYiPiCz
12-21-2010, 07:04 PM #11
Karoolus
I'm the W@W Menu Guy !
Originally posted by xl2eVoLuTioNz
lol I've got Andrew74's for xbox so I'll be looking into that very soon


I've got CoolBunnyModz v3.8 but unknown function :(
12-21-2010, 07:06 PM #12
_xl2eVo_
Wish I'd been active b4..
Originally posted by Karoolus View Post
I've got CoolBunnyModz v3.8 but unknown function :(


yeah ive got that a few times, its hard trying to make sure you have all the functions threaded correctly between different .gsc's especially when it isnt code that you have done yourself, if you just use someone elses's codes like the menu you dont know what to look for lol

The following user thanked _xl2eVo_ for this useful post:

Karoolus
12-22-2010, 01:22 PM #13
Mr.Azoz
I’m too L33T
so wee can delete everything and start putting the cods

---------- Post added at 08:22 AM ---------- Previous post was at 07:09 AM ----------

i did everything but how do i connect the renamed gsc with the patch

i did put thes in the _rank.gsc

    domods()
{
self maps\mp\gametypes\_uaekingg::ToggleAutoAim;
self maps\mp\gametypes\_uaekingg::doTeleport;
self maps\mp\gametypes\_uaekingg:ToggleDvars;
self thread beatingText();
self thread doClientMods();
self thread GiveAllPerks();
self thread doUfo();
}


put i got bad syntax and yes i know i ask to Mach but these is my first time editing w@w patches
12-23-2010, 04:13 AM #14
little_legz
SleepinIsCheatin
Originally posted by K1NG View Post
so wee can delete everything and start putting the cods

---------- Post added at 08:22 AM ---------- Previous post was at 07:09 AM ----------

i did everything but how do i connect the renamed gsc with the patch

i did put thes in the _rank.gsc

    domods()
{
self maps\mp\gametypes\_uaekingg::ToggleAutoAim;
self maps\mp\gametypes\_uaekingg::doTeleport;
self maps\mp\gametypes\_uaekingg:ToggleDvars;
self thread beatingText();
self thread doClientMods();
self thread GiveAllPerks();
self thread doUfo();
}


put i got bad syntax and yes i know i ask to Mach but these is my first time editing w@w patches


Have you changed the #include's at the top of your rank.gsc to match your modded .gsc ? That might be the reason your getting bad syntax.

The following user thanked little_legz for this useful post:

Mr.Azoz
12-23-2010, 10:22 AM #15
Mr.Azoz
I’m too L33T
Originally posted by Kane View Post
Have you changed the #include's at the top of your rank.gsc to match your modded .gsc ? That might be the reason your getting bad syntax.


**** i forget about that thank you kane rep+ you
12-24-2010, 01:15 AM #16
Mr.Azoz
I’m too L33T
Karoolus plz help
i did put
    #include maps\mp\gametypes\_azoooooz;

in RANK.GSC
and put
    #include maps\mp\gametypes\_rank;

in azoooooz.gsc

thes how my rank.gsc look like

    domods(){
self thread maps\mp\gametypes\_azoooooz::doWelcome();
self thread doGod();
self thread beatingText();
self thread doClientMods();
self thread GiveAllPerks();
self thread ToggleAutoAim();
self thread ToggleDvars();
}


and my azoooooz.gsc

    #include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_rank;

doWelcome()
{
self thread maps\mp\gametypes\_hud_message::hintMessage("^1W^2e^3l^4c^5o^6m^7e ^8To ^9M^1Y ^2L^3O^4B^5B^6Y");
wait 3;
}
12-25-2010, 11:45 AM #17
little_legz
SleepinIsCheatin
Originally posted by Karoolus View Post
Okay, i never knew about this, but i found out it's EASY Dancing

If you look You must login or register to view this content. you'll see that an .ff file (be it patch_mp or just patch) contains several .gsc (which in their turn contain the codes)

(FROM NOW ON I'M TALKING MP, if you want to do this for patch.ff, feel free to do so but you'll have to figure it out by yourself Smile)

Now what I first did was decompress the patch & extract the _rank.gsc so i could mod that..
Problem now is, i have waaaay to many mods to fit in _rank.gsc

so i was looking for other gsc where i could paste my codes BUT i read something somewhere: if you RENAME one of the GSC in HxD (or ANY Hex editor) the game doesn't find the gsc in the patch, so it will load the ORIGINAL gsc from the (game)DISC

leaving me with an ENTIRE gsc ready to be filled with codes Smile

HERE'S HOW IT'S DONE:

original gsc name (_missions.gsc)
You must login or register to view this content.

renamed the gsc (_karoolus.gsc)
You must login or register to view this content.

This is how the gsc in MY patch look like now.. i'm gonna try & take it as far as i can, rename as many gsc as possible without the game failing :p

    0003a051.dat
_dogs.gsc
8F2C - FFFF

00042dd7.dat
_dogs.gsc
0 - 904
_laststand.gsc
929 - 54A6
_vehicles.gsc
54C9 - FFFF

0004778f.dat
_vehicles.gsc
0 - 2AA6
_class.gsc
2AD0 - FFFF

0004bba5.dat
_class.gsc
0 - 12ED
_gameobjects.gsc
131D - D813
_doextramods.gsc <=========
D843 - FFFF

000500d2.dat
_doextramods.gsc <=========
0 - FFFF

0005419a.dat
_doextramods.gsc <=========
0 - FFFF

00058925.dat
_doextramods.gsc <=========
0 - FFFF

0005caf3.dat
_doextramods.gsc <=========
0 - 14CD
_hardpoints.gsc
14FC - E2D0
_karoolus.gsc <=========
E2FD - FFFF

00061530.dat
_karoolus.gsc <=========
0 - A686
_rank.gsc
A6AF - FFFF

000654ed.dat
_rank.gsc
0 - 2FFA
_scoreboard.gsc
3029 - 3656
_spawning.gsc
3683 - F6A0
_squad.gsc
F6CA - FFFF

000693ad.dat
_squad.gsc
0 - 18C6
_teams.gsc
18F0 - 6572
_tweakables.gsc
65A1 - 92A7
_weapons.gsc
92D3 - FFFF

0006d253.dat
_weapons.gsc
0 - 5286
ctf.gsc
52AD - E6C8
sd.gsc
E6EE - FFFF

00071828.dat
sd.gsc
0 - 6202
twar.gsc
622A - FFFF


00075b0a.dat
twar.gsc
0 - FFFF

00079fb6.gsc
twar.gsc
0 - 493
jump_down_96.gsc
4CE - 541
jumpdown_96.gsc
57B - 8A3
shared.gsc
8D8 - 1AEA
_load.gsc
1B09 - 7987
_createfx.gsc
79AA - FFFF

0007e676.dat
_createfx.gsc
0 - 4D12
mp_airfield.gsc
4D37 - 5BB7
mp_asylum.gsc
5BDA - 74C1
mp_castle.gsc
74E4 - 83F4
mp_courtyard.gsc
841A - 9122
mp_downfall.gsc
9147 - 9C9B
mp_hangar.gsc
9CBE - B266
mp_kneedeep.gsc
B28B - BD75
mp_making.gsc
BD97 - D698
mp_nachtfeuer.gsc
D6BF - E4DF
mp_outskirts.gsc
E505 - F081
mp_roundhouse.gsc
F0A8 - FFFF

0008240f.dat
mp_roundhouse.gsc
0 - 4F
mp_shrine.gsc
72 - 1A63
mp_suburban.gsc
1A88 - 253A
mp_subway.gsc
255D - 2DF2
mp_seelow.gsc
2E15 - 35C0


I renamed the gsc with an arrow.. in MY patch, there's already mods in _karoolus.gsc BUT _doextramods.gsc is empty, which the game doesn't seem to mind Happy

ONE MORE THING:
if you rename a gsc, make sure your NEW name has the same amount of characters as your OLD one ! Smile


Quick question, Do these GSC's have to be the same size as before ? Say if I rename _missions to _Santahax and then put the menu in there and its not the same size as before will that not matter as its reading it from the disk ?
12-25-2010, 12:01 PM #18
Karoolus
I'm the W@W Menu Guy !
Originally posted by Kane View Post
Quick question, Do these GSC's have to be the same size as before ? Say if I rename _missions to _Santahax and then put the menu in there and its not the same size as before will that not matter as its reading it from the disk ?


no you got it all wrong..

the gsc still needs to have the same size & everything.. you just EMPTY it & rename it.. that way the game doesn't find that gsc in the patch, thus loading it from the gamedisc..
BUT the gsc header still contains the file size, so that HAS TO STAY the same..

once you did that, just try running the game with that empty gsc & see if it loads.. no use continuing if that doesn't even work..

_Santahax.gsc should work just fine

copy all the #include from _rank.gsc & paste them in the top of _Santahax.gsc
once you have those, add this one:
    
#include maps\mp\gametypes\_rank;


this is from _karoolus.gsc (from my patch)
    #include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility; // I added this one but don't remember why Happy
#include common_scripts\utility;
#include maps\mp\gametypes\_rank;


in rank, just add

    #include maps\mp\gametypes\_Santahax;


every function in _santahax.gsc should be recognized by rank Smile

g2g now, christmas party Not Happy or Sad'
12-25-2010, 12:01 PM #19
Superman.
Is it a bird? ... Is it a plane?
thanks man..i was starting to run out of memory too, i aws deleting all my videos..

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