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Ops 2: Code-pre-gfx Black

From reverse-engineering BO2 (console/PC), this zone typically includes:

| Category | Examples | |----------|----------| | Core engine code | Memory managers, command system, Dvar (CVar) system | | Script VM (GSC) | GSC compiler, interpreter stub, built-in functions | | Asset loader stubs | Loader logic for sounds, collision maps, but not actual GFX | | UI code (minimal) | Text console, error handling UI | | String tables | Localization pre-load (for console messages) | | Critical game logic | Game state (menu, lobby, loading screen controller) | code-pre-gfx black ops 2

Note: No models, textures, shaders, or material files exist in code_pre_gfx. Those are in separate GFX zones (e.g., ui, common, mapname_load, etc.). Surprisingly, a common trigger is the physical cable


Surprisingly, a common trigger is the physical cable connecting your monitor. High-refresh-rate monitors using DisplayPort (especially at 144Hz or higher) confuse the game's "pre-gfx" handshake. The game tries to query monitor capabilities, gets an unexpected refresh rate, and aborts. gets an unexpected refresh rate

In Black Ops 2 mod tools (or the older WaW/BO1 tools ported forward), CODE refers to the GSC (Game Script Compiler) scripts.