JohnM 21ffe30b74 Keep the Predator view on the missile from impact until the static
On every Predator impact the screen showed about 83 ms of black world under
the Predator HUD, then about 50 ms of the player's own first-person laptop
view, and only then the static.

The black frames came from the camera running past the snapshot. The
missile camera evaluated the trajectory at the presentation clock with no
limit, and that clock runs up to a tick ahead of the newest snapshot, so on
the last frames of the flight the eye went through the ground. Up to the
newest snapshot the trajectory is now exact. Past it, the eye extrapolates
for one tick at most and stops at the first world surface (a camera-sized
box trace), which is where the missile detonates.

The camera also follows the presentation's trajectory time rather than the
live clock. The same camera draws the killcam replay of a Predator kill,
which has no killcam entity, and a killcam seat shows an archived snapshot
held back by the proxy delay. At the live clock the replayed eye sat a tick
past every snapshot and moved only when a new one arrived, 20 times a
second.

The first-person frames came from dropping the camera too early. The
missile leaves the snapshot on impact and the controls unlink a tick later,
but the script keeps the camera linked until after the static. The last
missile pose is now held for as long as the player's remote missile link
exists, and cleared when the link goes, on a new life, or when a different
missile is linked. The view counts as third person for the whole link, so
the laptop viewmodel stays hidden under the hold.

Checked on our iPhone build in a Sub Base match: Predators steered into
the ground cut straight from the missile view to the static, with no black
frame and no glimpse of the arms and laptop.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 20:17:15 +10:00
2026-09-13 13:52:33 +03:00
2026-09-13 13:52:33 +03:00
2026-10-08 12:33:49 +08:00
2026-09-13 13:52:33 +03:00
2026-10-08 12:33:49 +08:00
2026-10-08 12:33:49 +08:00
2026-09-13 13:52:33 +03:00
2026-09-13 13:52:33 +03:00
2026-09-13 13:52:33 +03:00
2026-09-13 13:52:33 +03:00

IW4L

IW4L is an open-source runtime for Call of Duty: Modern Warfare 2 (2009), written in Rust with Bevy. Point it at a copy of MW2 you already own and it loads that installation's maps, models, textures and weapons into its own engine. You can try implemented movement and combat on multiplayer maps, then inspect or change how those systems work.

Bomb planting in IW4L Tanker explosion in IW4L

What you can try

Explore maps, fight bots, and record and replay demos. Gameplay remains incomplete; expect missing behavior, bugs and desyncs. The asset readers also cover MW3 and Black Ops.

APIs, configuration, caches and the wire protocol change between commits; multiplayer peers must run the same build.

Windows: prebuilt release

  1. Download iw4l-windows.zip from Releases and extract it into an empty writable folder. The archive password is t.me/contextrot.
  2. Launch iw4l.exe. It finds MW2 in your Steam libraries and creates a Modern Warfare 2.lnk shortcut next to itself. For an install outside Steam, create that shortcut to your MW2 folder yourself.

For online play, put the .iw4l-server file you received from a server operator next to iw4l.exe. With it the game finds that master and updates itself on launch. Details: Windows guide.

Build and run

Install Rust through rustup and GNU Make. Build dependencies cover Linux's C/C++ toolchain and system libraries, and macOS's Xcode command line tools. Windows instructions cover building and arranging a portable folder.

You need your own installed MW2 Multiplayer data. IW4L distributes no game assets and reads installations without patching or replacing their files. Caches, demos and logs go under iw4l-artifacts/; Linux settings use a separate configuration directory described in the run guide.

From the repository root:

cp .env.example .env
# Edit .env: set IW4L_GAMES to the folder containing your game installations.
make map mp_boneyard CMDS='wait world; spawn 0; force_match_start; bot add 3'

This builds the optimized play profile and starts a local match with three bots. force_match_start skips the warmup that otherwise freezes movement.

Inside the engine

Area Implementation
Assets Native FastFile readers convert game data into a shared intermediate representation.
Shaders Retail Direct3D 9 Shader Model 3 bytecode is translated to WGSL.
Rendering World geometry, models and effects feed one sorted draw-surface list.
Simulation Server authority, client prediction and replay share one simulation step over explicit Bevy ECS state.
Networking Custom UDP traffic; a QUIC master provides browsing and relaying. The host simulates the match.

Where to go next

This whole project is written by an LLM.

Acknowledgements and license

Thank you to all contributors for code, bug reports, testing and feedback. Special thanks to ju1cedr1nker and silvernote03 for QA testing weapons, maps, attachments and other gameplay features.

OpenAssetTools and its iw4x-x64 fork informed asset layouts; IW4x informed asset and protocol behavior; KisakCOD informed engine structure. Ghidra was used to inspect the original binaries.

Movement implementation history and source boundaries are recorded in its provenance note.

IW4L's source is licensed under Apache 2.0. Preserve required attribution and bundled font license texts when redistributing; see NOTICE. Original game assets and trademarks belong to their owners. IW4L is unaffiliated with them.

S
Description
No description provided
Readme Apache-2.0 21 MiB
Languages
Rust 99.3%
Common Lisp 0.5%
Makefile 0.1%