Gsc Studio 1.19
Black Ops 2 - GSC Studio For PS3/XBOX/PC Today i show you my old project now finished for the public with a video: The xbox part begin at 1:05 History: I started to create this project 6 months ago, when i saw dtx12’s compiler for the first time. I decided to convert it to console (Just Little Endian to Big Endian), it worked, but the compiler was not finished (some code wasn’t working, like the return of a ‘waittill’ for a player) but i started to make an editor for myself, and test some stuff. During these months, when i had the time i worked on it, but not everyday.
Recently, i saw the compiler finished and converted to console, then i said « Why not release my editor finally? » and it’s done, in a BETA version.
Black Ops 2 - GSC Studio For PS3/XBOX/PC Today i show you my old project now finished for the public with a video: History: I started to create this.
Some bugs can occur, if you find a bug, tell me. This program was a bit hard to do, because i had to join 4 differents API for be able to connect on each targets. The app is crypted, i need to think yet if i release the source or not, then i’ve obfuscated it for the moment. If someone reverses it, it’s not a problem i don’t care because when i’m programming c#, it’s not to keep the code secret, then if someone needs help (offsets ect) just ask me. This application should have been published 1 months ago, but i didn’t have the time, and i tried to find the maximum of bugs before a release.
I hope this program will help people to doing research much easier for GSC’s. Features: – Add/Rename/Delete a GSC from a project. – Auto updater to know when an update come out. – Create projects with the possibility to create multiple virtual GSC’s to have your code clean and organized. – Edits GSC’s with the editor and with the syntax of the ‘GSC’. – Export your project to a compiled GSC. – Inject an external GSC already compiled.
– Inject your GSC projects directly to the selected target. – Load the last project on startup. (can be disabled) – Popup completion helper on key pressed, available for each variable using ‘self’ and ‘level’, it works also for functions. (can be disabled) – Predefined functions (like iprintln ect) for completion, will be updated the next time, it’s just in BETA. – Setting menu to change the font of the editor, the font size, and enable/disable some functions like the popup completion. – Setup to use the application more easily. – Syntax checker for your project.
– Themes are available in ‘White’ (unfinished) and ‘Black’ (Initial) – Works on Multiplayer and Zombies. – Works on PS3 (TMAPI/CCAPI), XBOX (JTAG/RGH/XDK), PC (Steam/Redacted) and offline (for edits). How to use it?: – Connect to your desired target. – Create a new project (ctrl+o), select the mode multiplayer or zombie. – Save the entire project (ctrl+maj+s), and inject (ctrl+i). – Start a game, that’s all. Combat wings battle of the pacific. – Look the video (or just the part ‘Overview’ at 4:23) for more examples.
Important: – If you have a problem (crash or something else) screenshot the error, and tell me exactly when happens the error to fix it quickly. – Don’t inject a project if you are in-game, inject it in pre-game, else the game will be frozen. – If you want inject a compiled gsc create the same folder than the gsc, like this: maps/mp/art.gsc, and drop the « maps » to the popup, that’s just an exemple.
– To give the project easily, select the options « Export the project to share » and give the file, people need to click on « Inject a.gscr file ». Latest build: 16.2.15.0 Latest changelog: – Support CCAPI 2.60+ – Support any steam/redacted updates.
– Some internal changes. Report all bugs and leave your suggestions here:. Credit(s): dtx12 (compiler), Kokole and Nukem. Thanks: FM T ZoRo, FM T Capetlevrai, FM T Enstone (Testing/Suggestions) Note: If the installation fail, disable your antivirus, the program is a bit protected to hide the code source. Note 2: If the app won’t run, install the.NET Framework 4.5.
If anyone was wondering how to inject an asset. (BTW I did not reverse this from you thing, I tried to take a mw2 tu6 compiled gsc and put it on tu8, sadly no work) You call DBFindXAssetHeader (mw2 tu8 0x8219BBD8) with r3 being xassettype (different for different assets, of course) then r4 being the name of the asset It returns the head, look on cod research for the struct. But basicly you just allocate your own block of memory and fill it with your compiled gsc bytes, then take that pointer and replace it in the struct, you also need to change the size. Thats basicly it.
If anyone was wondering how to inject an asset. (BTW I did not reverse this from you thing, I tried to take a mw2 tu6 compiled gsc and put it on tu8, sadly no work) You call DBFindXAssetHeader (mw2 tu8 0x8219BBD8) with r3 being xassettype (different for different assets, of course) then r4 being the name of the asset It returns the head, look on cod research for the struct.
But basicly you just allocate your own block of memory and fill it with your compiled gsc bytes, then take that pointer and replace it in the struct, you also need to change the size. Thats basicly it.
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