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: ixbh · 版本: d0b849e2f8a8 · 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 + Apex (分支)

這是 vladtrc/iw4L(分支
apex-movement)的分支,將 MW2 的移動與槍械替換為來自
ApexRuntime 的 Apex 英雄移動與武器行為:以離線 R5Flowstate 為基準進行量測,並從零重新實作。選用的 Apex 模型、音效與 HUD 來自你個人的匯出檔;本儲存庫中不包含任何此類內容。

安裝: 將此儲存庫複製到 ApexRuntime 旁邊,並依照
ApexRuntime 的 INSTALL.md 操作。
建置完成後的快速開始:. un-apex.ps1。

與上游的差異大多位於 crates/sim/src/apex*.rs、
crates/render_anim/src/anim/apex_*.rs、crates/render_gpu/src/drawsurf/apex_*、
crates/audio/src/apex_weapon_sfx.rs、crates/console/src/apex_*.rs、
crates/asset_game/src/apex_weapons.rs 與 run-apex.ps1。與上游 IW4L 作者、Activision、EA 或 Respawn 均無關聯。

以下為原始 IW4L README。


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
就會將該安裝的地圖、模型、材質與武器載入自己的引擎。你可以
在多人遊戲地圖上試玩已實作的移動與戰鬥,然後檢視或變更這些
系統的運作方式。

README 圖片:IW4L 中的炸彈安裝
README 圖片:IW4L 中的油罐車爆炸

你可以試玩的內容

探索地圖、與機器人對戰,以及錄製與重播 demo。遊戲玩法仍不完整;
預期會有缺失的行為、錯誤與不同步。資源讀取器也涵蓋 MW3 與 Black
Ops。

從原始碼建置。API、設定、快取與網路協定會在不同
提交之間變動;多人遊戲的對等端必須執行相同的提交。

建置與執行

透過 rustup 與 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,包括 common_mp.ff。IW4L
不散布任何遊戲資源,並且讀取安裝時不會修補或取代其
檔案。快取、demo 與日誌會放在 iw4l-artifacts/ 之下;Linux 設定使用另外的
設定目錄,詳見執行指南。

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機。

引擎內部

領域 實作
資源 原生 FastFile 讀取器會將遊戲資料轉換為共用的中介表示。
著色器 零售版 Direct3D 9 Shader Model 3 位元碼會轉譯為 WGSL。
渲染 世界幾何、模型與特效會饋入單一排序的繪製表面清單。
模擬 伺服器權威、客戶端預測與重播會透過明確的 Bevy ECS 狀態共用同一個模擬步驟。
網路 自訂 UDP 流量;QUIC 主機會提供瀏覽與中繼。主機負責模擬對戰。

接下來去哪裡

整個專案都是由 LLM 撰寫。

致謝與授權

OpenAssetTools 及其 iw4x-x64
分支
提供了資源格式的參考;
IW4x 提供了資源與協定行為的參考;
KisakCOD 提供了引擎結構的參考。
Ghidra 用於檢視
原始二進位檔。

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
資源與商標屬於其各自所有者。IW4L 與他們無關。


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. Any archive that ships an IW4L binary
ships these two licence texts with it.

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

GNU FreeFont (crates/console/assets/FreeMono.otf)
  Copyright (C) 2002-2012 Free Software Foundation, Inc.
  https://www.gnu.org/software/freefont/
  GNU General Public License v3 or later, with the GNU font exception — full
  text in crates/console/assets/COPYING-FreeFont.txt. The exception is what
  makes embedding the font in an Apache-2.0 binary possible: a document or
  program that merely uses the font is not thereby covered by the GPL. The
  font itself is unmodified and remains under the GPL.

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

No third-party source code is vendored in this repository, and the build links
no third-party project named below. IW4L's own dependencies are the crates
declared in Cargo.toml, under their own licences.

--------------------------------------------------------------------------------
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.

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.

--------------------------------------------------------------------------------
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.

This fork (apex-movement branch) modifies IW4L to run Apex Legends-style
movement and weapons from ApexRuntime; modified and added files are listed
in the git history and README.