JohnM 8d93a3102e Play a body's death animation once instead of restarting it as it falls
The client kept a corpse's animation tree only while the corpse's tr_time
stayed the same. The server changes tr_time whenever a body's fall changes:
when it goes over an edge, when it slides down a wall, and when it lands.
Each change copied the tree again from the victim, whose tree is already
gone because a dead player is not posed, so the corpse got a fresh tree
with the death clip back at its first frame. Bodies flew off standing
upright in the clip's first 50 ms, stood against walls, and then played
the whole fall again where they stopped.

The server now stamps each corpse slot with the level time of the death
(spawn_time_ms, sent with the corpse pool), and the client keys the tree
on that time and the victim. Both stay the same for one body's life and
change when the slot holds another body. When there is no victim tree to
copy (a body first seen late, or an entity number that now holds another
body), the fresh tree starts as far into the death clip as the body is
old, so an old body shows the pose it already lies in instead of dying
again.

The corpse pool's wire format changes, so PROTOCOL_VERSION is 117.

Seen on the Mac (mp_favela, point-blank SPAS-12 kills of a bot on an open
terrace, with temporary logging): every body copies its tree once and its
death clip plays once, from the victim's pose to the end. Before, the same
kill copied it 18 times and drew the body upright in the clip's first
50 ms for about 0.8 s. On an iPhone build, point-blank shotgun kills on
mp_favela no longer glided off upright, stood pinned to walls or replayed
their fall.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 20:20:48 +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.

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