Repo ↗ · 原始 README ↗ · 文件包(Markdown/授權)

封面參考(原作): Call of Duty: Modern Warfare 2 · 原作宣傳圖,由 IGDB 提供。圖片版權屬原權利人,供辨識原作使用,不代表此重寫/模組專案的實際畫面。

來源維護者: vladtrc · 版本: efe6db6981e8 · 整理日期: 2026-10-12

文件授權: Apache-2.0 · LICENSE · 本文形式: README 翻譯

下文為來源 README 的繁中翻譯,由 Kirikirin 使用 AI 輔助整理;功能、完成度與測試結果均為原作者描述,本站未逐項實機驗證。圖片改為來源連結,指令與技術識別保留原文。


IW4L

IW4L 是《決勝時刻:現代戰爭 2》(2009)的開源執行階段,以 Rust 搭配 Bevy 撰寫。將它指向你已擁有的 MW2 副本,它就會把該安裝的地圖、模型、材質和武器載入自己的引擎。你可以在多人地圖上試玩已實作的移動與戰鬥,然後檢視或修改這些系統的運作方式。

README 圖片:IW4L 中的炸彈安裝
README 圖片:IW4L 中的油輪爆炸

你可以試玩的內容

探索地圖、與機器人對戰,以及錄製和重播 demo。遊戲玩法仍不完整;預期會有缺失的行為、錯誤和不同步。素材讀取器也涵蓋 MW3 和 Black Ops。

API、設定、快取和網路協定會在不同提交之間變動;多人連線的對等端必須執行相同的組建。

Windows:預先建置的發行版

  1. 從 Releases 下載 iw4l-windows.zip,並解壓縮到一個空的可寫入資料夾。壓縮檔密碼是 t.me/contextrot。
  2. 啟動 iw4l.exe。它會在你的 Steam 媒體庫中找到 MW2,並在自身旁邊建立一個 Modern Warfare 2.lnk 捷徑。若安裝位置不在 Steam 中,請自行建立指向你 MW2 資料夾的該捷徑。

若要進行線上遊玩,請將你從伺服器營運者取得的 .iw4l-server 檔案放在 iw4l.exe 旁邊。有了它,遊戲就能找到該 master,並在啟動時自行更新。詳情:Windows 指南。

建置與執行

透過 rustup 和 GNU Make 安裝 Rust。建置相依項目 涵蓋 Linux 的 C/C++ 工具鏈與系統函式庫,以及 macOS 的 Xcode 命令列工具。Windows 指示 涵蓋建置與整理可攜式資料夾。

你需要自己安裝的 MW2 多人遊戲資料。IW4L 不散布任何遊戲素材,並且讀取安裝時不會修補或取代其檔案。快取、demo 和日誌會放在 iw4l-artifacts/ 底下;Linux 設定使用 執行指南 中所述的獨立設定目錄。

從儲存庫根目錄:

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'

這會建置最佳化的 play 設定檔,並以三個機器人啟動本機對戰。force_match_start 會跳過否則會凍結移動的暖身階段。

引擎內部

領域 實作
素材 原生 FastFile 讀取器會將遊戲資料轉換為共享的中介表示。
著色器 零售版 Direct3D 9 Shader Model 3 位元組碼會轉譯為 WGSL。
渲染 世界幾何、模型和效果會饋入單一排序的繪製表面清單。
模擬 伺服器權威、用戶端預測和重播會透過明確的 Bevy ECS 狀態共享同一個模擬步驟。
網路 自訂 UDP 流量;QUIC master 提供瀏覽與中繼。主機會模擬對戰。

接下來去哪裡

整個專案都是由 LLM 撰寫。

致謝與授權

感謝所有貢獻者提供程式碼、錯誤回報、測試和意見回饋。
特別感謝 ju1cedr1nker 和 silvernote03 對武器、地圖、配件和其他遊戲玩法功能進行 QA 測試。

OpenAssetTools 及其 iw4x-x64 分支 提供了素材配置的參考;
IW4x 提供了素材與協定行為的參考;
KisakCOD 提供了引擎結構的參考。
Ghidra 用於檢視原始二進位檔。

移動實作的歷史與原始碼界線記錄在其來源沿革註記 中。

IW4L 的原始碼依 Apache 2.0 授權。重新散布時請保留必要的姓名標示與隨附字型授權文本;請參閱 NOTICE。原始遊戲素材與商標屬於其各自擁有者。IW4L 與他們無任何關聯。


授權與來源聲明

原始 README 與翻譯沿用 Apache-2.0 授權;本次修改為繁中翻譯、連結與排版調整。可修改的 Markdown、原始 README、LICENSE 與 NOTICE 收錄於頂部文件包。原作遊戲內容與商標不因此獲得授權。

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NOTICE

IW4L

Copyright 2026 vladtrc

IW4L was originally developed by vladtrc.
https://github.com/vladtrc/iw4L

IW4L is licensed under the Apache License, Version 2.0; see LICENSE.

--------------------------------------------------------------------------------
Third-party material bundled with this repository
--------------------------------------------------------------------------------

Both fonts below are compiled into the IW4L binary with `include_bytes!`, so
they are redistributed with every build. The binary also embeds this NOTICE,
LICENSE, both licence texts and THIRD-PARTY-LICENSES.txt; `iw4l licenses`
prints them.

Oxanium (crates/ui/assets/Oxanium-Regular.ttf)
  Copyright 2019 The Oxanium Project Authors
  https://github.com/sevmeyer/oxanium
  SIL Open Font License 1.1 — full text in crates/ui/assets/OFL-Oxanium.txt

Fira Mono (crates/console/assets/FiraMono-Regular.ttf)
  Digitized data copyright (c) 2012-2015, The Mozilla Foundation and Telefonica S.A.
  https://github.com/mozilla/Fira
  Unmodified ttf/FiraMono-Regular.ttf from revision
  fd8c8c0a3d353cd99e8ca1662942d165e6961407.
  SIL Open Font License 1.1 — full text in crates/console/assets/OFL-FiraMono.txt

--------------------------------------------------------------------------------
Third-party source code
--------------------------------------------------------------------------------

No third-party source code is vendored in this repository, and the build links
no third-party project named below. The Rust crates compiled into the IW4L
binary, with their licence and copyright texts, are listed in
THIRD-PARTY-LICENSES.txt; the binary embeds that file and `iw4l licenses`
prints it. `cargo xtask licenses` regenerates it from Cargo.lock.

--------------------------------------------------------------------------------
References consulted during development
--------------------------------------------------------------------------------

These projects were read while working out how the original games behave. They
are named here because the reading happened, not because anything of theirs is
distributed: none of them is vendored, linked, bundled or otherwise shipped.

OpenAssetTools — https://github.com/Laupetin/OpenAssetTools
  Open-source modding tools for older Call of Duty games. Its asset-structure
  headers document the on-disk layouts IW4L reads. Licensed under GPLv3.

oat (iw4x-x64 fork of OpenAssetTools) — https://github.com/iw4x-x64/oat
  The x64 fork, at revision 3a7442dee5ce040cfdb8da23fdb9fb525b5f743e, is the
  tree whose IW4MS headers were read for the 64-bit FastFile layouts.
  Licensed under GPLv3, like its upstream. No file in this repository is
  compiled against, generated from or distributed with those headers.

IW4x — https://github.com/iw4x/iw4x-client
  A custom client for Call of Duty: Modern Warfare 2 (2009), with dedicated
  servers, security fixes and modding support. Read as a cross-reference for
  asset and protocol behaviour. Licensed under GPLv3.

KisakCOD — https://github.com/SwagSoftware/KisakCOD
  A Call of Duty 4 open-source reimplementation. Read as a cross-reference for
  engine structure. IW4L targets IW4, so this is a neighbouring generation of
  the same engine family, not the same codebase.

t6-scripts (Plutonium) — https://github.com/plutoniummod/t6-scripts
  Decompiled Black Ops II multiplayer scripts. Read for how Black Ops II
  equipment behaves (Bouncing Betty, Shock Charge, Trophy System, Sensor
  Grenade, EMP Grenade, C4, Tactical Insertion) and for its constants. IW4L's
  `crates/assets/src/t6_equipment.gsc.txt` is written for IW4L, not copied
  from it.

Ghidra — https://github.com/NationalSecurityAgency/ghidra
  The software reverse engineering framework the original game binaries were
  read with. A development tool: none of it, and none of its output, is
  committed here or distributed with IW4L. Licensed under Apache 2.0.

FFmpeg — https://ffmpeg.org/
  Read and queried during development of the native T5 WMA2 decoder.
  Wire codeword mappings and exponent band grids were measured by submitting
  decoder queries. No FFmpeg source or executable is distributed or linked.

OxideAV WMA — https://github.com/OxideAV/oxideav-wma
  Evaluated and read as a reference for WMA2 decoding. No source is vendored
  or compiled into IW4L.

--------------------------------------------------------------------------------
Game content
--------------------------------------------------------------------------------

No Call of Duty game data is contained in this repository or in any IW4L
release archive. IW4L reads game data from a copy of the game the user already
owns and has installed. Call of Duty, Modern Warfare, Black Ops, related
trademarks and all original game assets belong to their respective owners.
IW4L is not affiliated with, endorsed by or supported by them.