Repo ↗ · Source README ↗ · Markdown & license bundle
Image reference (original game): Call of Duty: Black Ops II · original-game artwork, provided by IGDB. Image rights remain with their respective owners. This illustrates the referenced original game, not the actual visuals of this rewrite or mod.
Source maintainer: DaffyDabz · Revision: 2e0c2f271ce0 · Catalogued: 2026-10-12
Source license: Apache-2.0 · LICENSE · Article: Source README (format adapted)
The source README follows, with formatting adapted for this site and images replaced by source links. Feature, completion and testing claims belong to its authors and have not been independently playtested here. The Traditional Chinese translation was prepared with AI assistance.
BO2 Zombies Rebuild
A fan rebuild that plays Call of Duty: Black Ops II Zombies from your own PC copy of the game, in an engine written
in Rust. It is a fork of IW4L, an open-source Call of Duty runtime built on
Bevy and wgpu. The fork teaches it Black Ops II’s file formats,
compiled game scripts, zombie AI and menu scripts, so every Zombies map starts from the game’s own globe and runs by
the game’s own rules, without ever starting the original executable.
No game files are included. This repository holds no Black Ops II (or any other Call of Duty) files: no maps,
models, textures, sounds, scripts or executables. You need your own legally owned copy of Black Ops II for PC with
Zombies installed (and the DLC packs you own for their maps). The engine reads that install read-only at run time and
never patches, copies or redistributes it. Unofficial fan project, not affiliated with or endorsed by Activision,
Treyarch or Infinity Ward.
Contents
- Map completion
- Features
- Screenshots
- Video
- Install
- Controls
- How it works
- Status
- Recent changes
- Coming soon
- Credits and license
Map completion
How far along each map is, scored item by item against Black Ops II. Mechanics counts the map’s systems and
modes working by the game’s rules (rounds, buys, the box, perks, power, Pack-a-Punch, the map’s own bosses and
gadgets, each mode). Visuals counts set spots on the map (spawn, box, Pack-a-Punch, power and four landmarks)
compared side by side with the original: geometry, textures, lighting, fog and sky, effects and HUD.
The Black Ops II side is the real game running on PC, shot at the same spot; spots are compared a few at a time,
and a map reads “not compared yet” until its first one is.
Mechanics Visuals
Nuketown ██████████ 100% █░░░░░░░░░ 7%
TranZit ██████████ 100% ░░░░░░░░░░ 0%
Die Rise ██████████ 100% █████████░ 89%
Mob of the Dead ██████████ 100% █░░░░░░░░░ 6%
Buried ██████████ 98% ██░░░░░░░░ 19%
Origins █████████░ 94% █░░░░░░░░░ 6%
Nacht der Untoten ███░░░░░░░ 27% not compared yet
Verrückt ██░░░░░░░░ 15% not compared yet
Shi No Numa ██░░░░░░░░ 17% not compared yet
Der Riese ████░░░░░░ 36% not compared yet
Kino der Toten █░░░░░░░░░ 14% not compared yet
Five █░░░░░░░░░ 14% not compared yet
Ascension ████░░░░░░ 43% not compared yet
Shangri-La █░░░░░░░░░ 14% not compared yet
Moon █░░░░░░░░░ 14% not compared yet
All maps ██████░░░░ 60% █░░░░░░░░░ 14%
Mechanics: each map’s systems and modes work by Black Ops II’s rules. Visuals: set spots compared side by side with Black Ops II. Scored in docs/maps.json (pass or match 1, part or close half, not yet 0), last updated 2026-10-10; drawn by docs/make_bars.py.
Features
- Every Black Ops II Zombies map from the globe. Nuketown, TranZit (TranZit, Bus Depot, Town and Farm), Die
Rise, Mob of the Dead (its story and Cell Block), Buried (Buried and Borough) and Origins are picked on the game’s
own spinning globe, then the mode and Start Match, as on the original. - The game’s own rules. Black Ops II’s compiled server scripts run inside the engine’s script VM: zombies rise
from the ground and climb in, rounds speed up from walking to sprinting, points, wall buys, doors, a Mystery Box
that moves, perks, Pack-a-Punch, power-ups, going down and game over, then back to the lobby. - Zombie AI rebuilt. Zombies with the game’s animation states, path-finding over the map’s path nodes with jump
and climb links, crowds that block each other, doors and debris that cut paths, and the game’s fallback when a
zombie cannot reach you. - Looks and sounds like Black Ops II. Each map with its textures, baked lighting, sky, fog, glass, bloom and
effects; the game’s sound banks, room echo and footsteps by surface; every gun in first person with flashes,
brass, tracers, grenades, the knife, dual wield and Pack-a-Punch camos. - The game’s own menus and HUD. A reader and VM for HavokScript (Black Ops II’s menu Lua) runs the game’s own
main menu, lobby, globe, Custom Games, HUD and pause menu. Options cover key binds, field of view, resolution,
display mode (borderless only), shadows, volume and mouse. Keyboard, mouse and controller (with aim assist) all
work in the menus. - Nuketown in full. The moving washing lines and shutters, breakable mannequins, the song eggs, the clock and
population sign, the Monkey Bomb, falling perks, Fire Sale and the game-over rocket ride. - Moves like Black Ops II. Its run and sprint rules, footstep and head-bob rhythm, dive to prone, a flinch when
hit, hard falls that hurt and slow you, the gun swaying with the gun in hand, and dual-wield kicks. - Black Ops 1’s maps on the globe, each by its own name. Nacht der Untoten, Verrückt, Shi No Numa, Der Riese,
Kino der Toten, “Five”, Ascension, Shangri-La and Moon each have their own place on the globe and their own story
mode, read in Black Ops II’s zone format from a map pack in your own folder (see Install). All nine are
checked to start a match from the globe; their play is next. - From IW4L: walking, sprinting, prone and dive, mantling, collision, a fixed-step simulation, and settings and
logs kept next to the program.
Screenshots
Taken in this engine on 2026-10-11 (build zm-b41). The art is Black Ops II’s own, read from the player’s install at
run time.
Recent fixes. A living zombie’s eyes glow; a dead one’s go dark, as in Black Ops II. Holding F at a window the
zombies are tearing down rebuilds it, board by board, for 10 points each.
| README image:A living zombie’s eyes glow | README image:A dead zombie’s eyes go dark |
| TranZit: a living zombie, eyes glowing | TranZit: a dead one, eyes dark (fixed 2026-10-11) |
| README image:Hold F to rebuild Barrier | |
| TranZit: “Hold F to rebuild Barrier” at a torn window (fixed 2026-10-11) |
The maps, at the start of a game, as you see them while playing:
| README image:Nuketown | README image:TranZit |
| Nuketown: the bus, the welcome sign and the red garage | TranZit: the bus depot, a zombie at the map board |
| README image:Die Rise | README image:Mob of the Dead |
| Die Rise: the wrecked rooftops at the spawn | Mob of the Dead: the cell block, in Afterlife |
| README image:Buried | README image:Origins |
| Buried: the catwalk over the town | Origins: the ruins by the spawn |
| README image:Nacht der Untoten | |
| Nacht der Untoten (map pack): the bunker, toward the stairs |
Video
[README image:Gameplay: Die Rise, Origins and Mob of the Dead’s Afterlife](https://github.com/DaffyDabz/bo2-zombies-rebuild/releases/tag/v2026.10.09)
A short preview. The full 6-minute play-through (the menus and the globe, Shi No Numa, Die Rise, Origins and Mob of the
Dead with Afterlife), recorded in this engine on 2026-10-09, is attached to the
2026-10-09 release as
bo2-zombies-gameplay.mp4 (no sound).
Install
There are no release downloads: you build it from this source tree. These steps were checked on 2026-10-09 from a
fresh download of this repository into an empty folder, on the author’s Windows 11 PC; they have not been tried on
another PC yet.
You need:
- Your own Call of Duty: Black Ops II for PC (Steam) with Zombies installed, plus the DLC packs for the maps you
want (Die Rise, Mob of the Dead, Buried and Origins come with the season pass). - Windows x64 (built and played on Windows 11 only so far).
- Rust (stable, via rustup; the code uses the 2024 edition) and Visual Studio 2022 Build
Tools with the C++ workload (MSVC). - A GPU with DirectX 12 or Vulkan.
- Tens of GB of free disk space for the Rust build output.
Steps:
-
Install Rust and the Visual Studio 2022 Build Tools (C++ workload).
-
Clone this repository and build the game (about 12 minutes the first time):
cargo build -p launcher --profile playThe program is
target\play\iw4l.exe. -
Make a play folder anywhere and copy
iw4l.exeinto it. Next to it, create a file named.envthat points at
your Black Ops II folder itself (quoted, with forward slashes):IW4L_GAMES="C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops II"The engine finds the game’s zone files inside that folder. Point it at the Black Ops II folder, not at the
whole Steam library: it looks through every file under the folder it is given, which takes many minutes on a
big library. The game folder is only read. -
Start it from the play folder:
.\iw4l.exe frontend t6:zm_nukedThis opens on Black Ops II’s own main menu. Online > Solo Play opens the globe: turn it with Left/Right, press
Enter on a map, pick a start and a mode, then Start Match (or Custom Games for the starting round and
difficulty). After a game it goes back to the lobby..\iw4l.exe map t6:zm_nukedskips the menus and goes
straight into Nuketown.The first start after a reboot is slow: it reads the game’s image packs from disk, which took about 3 minutes
with Black Ops II on a hard drive. Later starts are much quicker.Map on the globe Starts and modes TranZit TranZit (story), Bus Depot (Survival), Town (Grief, Survival), Farm (Grief, Survival), Diner (Turned) Nuketown Survival Die Rise Die Rise (story) Mob of the Dead Mob of the Dead (story), Cell Block (Grief) Buried Buried (story), Borough (Grief, Turned) Origins Origins (story) Nacht der Untoten, Verrückt, Shi No Numa, Der Riese, Kino der Toten, “Five”, Ascension, Shangri-La, Moon each its own story mode, under the map’s name (needs the map pack below)
Optional, for the Black Ops 1 maps (each starts a match from the globe; their play past the start is not checked yet). They come from Zombies
Declassified BETA 1 by Logo2K, a fan-made PC port of the cancelled Black Ops II DLC5 zombies maps. Use your own
copy; it is not included. Add its folder to .env next to iw4l.exe; the engine only reads it:
IW4L_T6_EXTRA="D:/Games/zombies-declassified"
Settings, caches and logs go to iw4l-artifacts\ next to iw4l.exe. Optional switches are listed in
docs/BO2ZM.md.
Controls
Black Ops II’s PC defaults. Change any of them in Esc > Options.
| Key | Action |
|---|---|
| W A S D | move |
| Mouse | look; left button fires, right button aims down the sights |
| Space | jump; mantle over low walls; stand up |
| Shift | sprint |
| C | crouch |
| Ctrl | prone (dive while sprinting) |
| R | reload |
| E | use: buy, open doors, the box, perks, revive |
| V | melee (knife) |
| 1 / mouse wheel | switch weapon |
| F / G | throw a grenade |
| 4 | Monkey Bomb (or the map’s special grenade) |
| 2 / 3 / 5 | the d-pad slots (equipment) |
| Tab | scoreboard |
| Esc | pause menu |
A controller works with Black Ops II’s default layout, with aim assist on zombies.
How it works
On top of IW4L’s engine, this fork adds the crates that read and run Black Ops II:
| Part | What it does |
|---|---|
fastfile_t6 |
Black Ops II zone files: the envelope, compressed streams and a generated walk over all 60 asset types |
ipak_t6, sab_t6 |
the game’s image packs and sound banks |
asset_t6 |
the world, materials, models, weapons, effects and fonts captured into the engine’s form |
gsc_t6 |
the game’s compiled scripts, translated into IW4L’s script VM |
hks_t6 |
the HavokScript reader and VM, and the widgets for the HUD and menus |
sim (t6 modules) |
zombie actors, path nodes and A*, risers, the Mystery Box, last stand, the game’s engine functions |
bo2zm_tools |
t6zone (zone checker), t6census and other probes |
IW4L’s own design is unchanged: one sorted draw list, shaders translated to WGSL so no DirectX is needed at run
time, a fixed 17 ms physics step, and one input-to-snapshot simulation path for server, prediction and replay. The
fork’s notes are in docs/BO2ZM.md; upstream’s start at docs/INDEX.md.
Developers: cargo test -p fastfile_t6 (and cargo test -p <crate> for the others); t6zone --walk --nuketown "" checks that the zones read to the byte. crates/fastfile_t6/src/walk_gen.rs is generated
by crates/fastfile_t6/gen/t6gen.py; do not edit it by hand.
Status
Work in progress. Nuketown is the most complete map: it plays solo from the menus to game over with the game’s
rules, HUD, sounds and its own eggs. Every other map loads and starts from the globe with its zombies, rounds, buys
and box; their own systems (the TranZit bus, Die Rise’s elevators, Mob of the Dead’s Afterlife, Buried’s ghosts,
Origins’ generators and staffs) are being finished one at a time, and the bars above show where each one stands.
The Black Ops 1 maps all start a match from the globe; their play is not checked yet. Known issues: Grief shows “You
have been given another chance” at the start (on Town with a large ghost copy of the text), and Afterlife shows “0/0”
ammo where Black Ops II has its meter. It has been run on one
Windows 11 PC (RTX 4070 Ti class GPU, 1920x1080) only. Like upstream IW4L, much of this code was written by an LLM
(Claude), directed and play-tested by the author.
Recent changes
- 2026-10-11: Barricades: the hold-to-rebuild prompt shows at a window zombies are tearing down (checked on TranZit,
started from the game’s own menus). Repair speed and repair points were checked against Black Ops II and already
match (points stop at the round’s cap: 50 per round, at most 500). - 2026-10-11: A dead zombie’s eyes go dark, as in Black Ops II: the glow goes off and the eyes dim to Black Ops II’s
value (checked on TranZit; living zombies keep their map’s eye colour). - 2026-10-10: Test games cost less: a no-graphics test mode (no window, no graphics card, no sound), a lighter
quality setting for hidden test windows, and a game window in the background draws 30 frames a second. - 2026-10-10: Movement: Black Ops II’s rules checked line by line: aiming while walking is slower, less steering in
a dive, no jumping on slick ground, a wall graze after landing keeps your speed, stairs slow you, landing sounds by
fall height, aiming lying down holds you still, knifing while aiming keeps the sights. - 2026-10-10: Buried: knifing a model or switch counts as the knife, as in Black Ops II; the Paralyzer fires on the
amplifiers. - 2026-10-10: Movement: Black Ops II’s dolphin dive step for step, Black Ops II’s PC keys (F use, G grenade,
4 tactical, C stance, CTRL prone) and walk speeds; Omni movement is off by default, with a switch in Controls > Move. - 2026-10-10: Buried: the Time Bomb and the Paralyzer work, a stuck Claymore arms, the turbine works.
- 2026-10-10: Perk machine lights: at most four effect lights at once, the most important first, as in Black Ops II.
- 2026-10-10: Wall buys: the Claymore and every other wall item (grenades, the Bowie Knife, the Galvaknuckles,
guns) slide straight out of the wall when bought, as in Black Ops II, instead of in from the side. - 2026-10-10: Perk machines light the walls and floor around them in their own colour once the power is on (Speed
Cola green, Jugger-Nog red), matched side by side with Black Ops II on Die Rise. - 2026-10-10: Mob of the Dead: Brutus finds you by his real route, locks perk machines and swings.
- 2026-10-10: Buried: zombies keep to the floor on straight walks, the ballistic knife sets off what it passes
through, step 3 of the lantern quest. - 2026-10-10: Die Rise: the easter egg’s reward flies to the player’s waist, as in Black Ops II.
- 2026-10-10: TranZit: every mechanic on its list passes for one player; the bus (its loop, the stop at each
station, riding on the roof, the roof hatch, the plow) was the last one. - 2026-10-10: Die Rise: the Mystery Box and the elevator shafts match Black Ops II side by side; the cloud floor
under the rooftops is the one spot still wrong. - 2026-10-10: Co-op: the host can remove a player from the Custom Games lobby as in Black Ops II (click the player,
KICK, Yes); that player goes back to the main menu with the game’s own notice. When the host leaves a Custom
Games lobby, it ends for everyone else with the game’s “The party is no longer active” notice. The joining
player’s game clock catches up the way Black Ops II’s does (it only jumps after falling a full second behind). - 2026-10-10: TranZit: Richtofen’s side of the easter egg works end to end (overheat the Jet Gun in the tower,
explosive kills around it, EMP the four safety lights, then his reward), and the Denizen portals at the lamp
posts carry you to another lamp post. - 2026-10-10: Die Rise: the start spot matches Black Ops II side by side (desk, chairs, pillar and tower line up).
- 2026-10-10: Co-op: the player who joins a friend’s Custom Games lobby sees it as a guest, as in Black Ops II
(only the host has START MATCH, the map and the difficulty); the Friends list keeps the picked friend
highlighted when it refreshes. - 2026-10-10: Die Rise: Pack-a-Punch and the dragon rooftop compared side by side with Black Ops II and match;
an object attached to a moving one keeps its own turn, as in Black Ops II. - 2026-10-10: TranZit: players riding the bus (inside and on the roof) stay with it; the Galvaknuckles; the
Navcomputer is built from its four parts and takes the navcard; an empty gun switches to the next one. - 2026-10-10: Co-op: Custom Games and Friends over the relay: one player hosts from CUSTOM GAMES, the other
presses F (Friends), sees that game and joins it, and START MATCH takes both into the map (two players tested
together in Die Rise on one PC). A big map’s first snapshot no longer stops the second player joining. - 2026-10-10: Game scripts: lists walk in Black Ops II’s own order (oldest first); Die Rise’s and Buried’s
easter eggs rely on it. Die Rise: the Sliquifier’s puddles dry up on their own. - 2026-10-10: Die Rise: Who’s Who, the Sliquifier, easter egg step 2 (the lion balls), the dragon’s sparks
and fireball, the moving props, Maxis’s voice from the nearest speakers; the revive text names the player. - 2026-10-10: Game scripts: a deleted object now behaves as in Black Ops II: a script waiting on it stops,
a script that only watched it keeps going (Die Rise’s easter egg ball and Buried’s lantern pickup rely on it). - 2026-10-10: Public Match: ONLINE > PUBLIC MATCH looks for a game on the relay with the same map and mode and
joins it, or hosts its own; the players who join fill the lobby rows and the countdown starts the match for
everyone (two players tested together in Nuketown). - 2026-10-10: Black Ops II movement: the game’s own numbers for jumps, falls, dives and climbing; steer in a dive,
slides keep their speed off a ledge, Stamin-Up and PhD Flopper work, slick ground and shellshock slow you as in
Black Ops II, and hits kick the view by how much health they take. - 2026-10-10: TranZit: walking and collision checked against Black Ops II (open ground and real walls), and Grief
at the Bus Depot. - 2026-10-10: Co-op: a player who bleeds out watches a teammate through their eyes, with the teammate’s ammo
and grenades on the HUD, and comes back at the next round. - 2026-10-10: Die Rise’s systems all checked against Black Ops II, the Mystery Box last; zombies climb between
the buildings along the map’s own routes, and the bank takes deposits and pays them back. - 2026-10-10: TranZit’s perks checked against Black Ops II (Juggernaut takes you to 250 health); on the bus you
jump under the hatch to climb onto the roof; the Jet Gun spins up, heats and overheats; the Zombie Shield is
raised and planted. - 2026-10-09: Co-op: a second player no longer drops out of the match, and things shown to one player only (Mob of
the Dead’s Afterlife doors and props) are drawn and solid for that player alone. - 2026-10-09: Mob of the Dead: as a ghost in Afterlife you walk through the ghost-only doors and alive they stop you;
Brutus throws his smoke grenades when his helmet comes off. - 2026-10-09: Die Rise checked against Black Ops II: power-ups, going down (revive and game over), the elevators,
Pack-a-Punch and falling off the buildings. - 2026-10-09: Origins’ Panzer Soldat checked: he uses his flamethrower, his faceplate comes off and head shots
finish him. - 2026-10-09: Buried’s ghosts checked against Black Ops II, and a ballistic knife comes to rest where it
lands. - 2026-10-09: After a revive you stand back up like Black Ops II even with a zombie or another player on top of
you: standing up, lying down and climbing check for room without counting bodies, as the game does. - 2026-10-09: Going down turns your screen grey like Black Ops II, and it clears when you are revived; after a solo
Quick Revive you stand back up instead of staying at crawling height. - 2026-10-09: Black Ops II movement, part two: sprint and dive in any direction, aim and fire through a dive, a
quicker get-up, the gun’s own dive, crawl and climb animations, and faster first shots on the HAMR, AN-94 and B23R. - 2026-10-09: Install steps checked from a fresh download into an empty folder.
.envnow points at the Black Ops
II folder itself: pointed at the whole Steam library, the game searched for many minutes before it started. - 2026-10-09: Turned on Diner is on the menus: you play the zombie, with both claws and the zombie’s own screen (no
points, ammo or blood splat). - 2026-10-09: Fixed: Nuketown’s sky no longer shows flat pale-blue patches, Bus Depot’s white glow blob is gone, and
Shi No Numa’s swamp water and Origins’ loading screen show properly. - 2026-10-09: All nine Black Ops 1 maps checked to start a match from the globe; gameplay video added.
- 2026-10-08: Black Ops II movement: its run and sprint rules, footstep and head-bob rhythm, dive to prone, a flinch
when hit, hard falls that hurt and slow you, gun sway and dual-wield kicks. - 2026-10-08: Mob of the Dead’s Afterlife looks like Black Ops II (the blue ghost screen, glowing ghost hands, sparks
at the wrists and its aiming mark), your body stays where you left it while you are in Afterlife, and its story
mode is on the globe next to Cell Block Grief. - 2026-10-08: TranZit’s area props are in, about 450 of them, including the Bus Depot route-map kiosk; Grief lobbies
show each start’s own picture. - 2026-10-08: The nine Black Ops 1 maps are on the globe, each at its own spot under its own name. Ascension no
longer starts you stuck inside the lander. - 2026-10-08: Every Black Ops II Zombies map is on the globe: TranZit (with Town, Farm and Bus Depot), Die Rise,
Mob of the Dead, Buried and Origins join Nuketown. Town’s burning zombies singe you and burst when they die. - 2026-10-08: Map completion bars in this README, scored per map in
docs/maps.json. - 2026-10-07: Nuketown’s lighting and fog follow the room you are in; rooms echo; the Monkey Bomb
works like the original. - 2026-10-05: Black Ops II’s own front end: main menu, Zombies lobby, the globe, Solo and Custom Games, loading
screen and menu music.
Coming soon
Zombies, from the play-test of 2026-10-10 (each ships only once it matches Black Ops II side by side):
- [ ] Every map: zombies tearing boards off a window without glitching (the one-frame jump is removed; awaiting a
check against real Black Ops II) - [ ] Every map: zombie voices as loud as in Black Ops II
- [ ] Every map: box guns with their magazines in the right place
- [ ] Every map: standing up after a dive at Black Ops II’s speed
- [ ] Buried: the Ray Gun Mark II’s damage and blast; the box less bright (its question marks visible); patchy lighting;
the Ballistic Knife (the stab, its place in the hand, the reticle, the fired blade hurting zombies); zombies that find
their way to you from every spot - [ ] TranZit: zombies climbing onto the bus; the bus’s route, its barricades, its driving feel and turning wheels; parts in random spots each game
- [ ] Die Rise: sound cut-outs (to recheck on an idle PC); riding the lift smoothly; a doorway after the lift drop that
blocks only the player - [ ] Mob of the Dead: the Afterlife shock that keeps striking after a revive; knifing zombies through windows; zombie
heads drawn white; feeding Cerberus (its animation, zombies pulled in); the Afterlife time bar; colours - [ ] Origins, after a full side-by-side look at the map: planes moving in the sky, colours, the invisible wall at
Generator 2, the tank the player walks through, pipes and props out of place - [ ] Testing: the real Black Ops II capture rig cannot turn the view yet, so window shots wait for it
Also coming:
- Each map’s own systems finished and checked side by side: the TranZit bus, Die Rise’s elevators and Jumping
Jacks, Mob of the Dead’s Afterlife and Brutus, Buried’s ghosts and Leroy, Origins’ generators, staffs, giant
robots and Panzer Soldat. - The Black Ops 1 maps checked as playable, past the start.
- Afterlife’s own meter in place of the ammo count.
- Each map’s full fog, taken from the map’s own data, starting with Die Rise’s cloud layer under the rooftops
(thinner fog above the clouds, soft cloud edges, drifting clouds). - The heartbeat and low drone you hear in Black Ops II while you crawl, downed.
- Last, after everything above: co-op for 2 to 4 players between PCs on a home network (Public Match, Custom Games
with Friends; so far tested with two copies on one PC).
Credits and license
- IW4L by vladtrc and its contributors: the engine this fork is built on,
Apache License 2.0. - For Black Ops II, OpenAssetTools (GPL-3.0) was read for the zone
format facts only; none of its code is copied. Other projects read during development are listed in
NOTICE. - Black Ops II Zombies rebuild and the zone, script and menu work by DaffyDabz.
- The Black Ops 1 maps: Zombies Declassified BETA 1, the PC port by Logo2K; the original maps, art and audio by
Treyarch and Activision. Not included. - Bundled fonts (from upstream): Oxanium (SIL Open Font License 1.1) and GNU FreeFont (GPL-3.0 or later with the
font exception); seeNOTICE. - Call of Duty, Black Ops and their assets, trademarks and intellectual property belong to their owners
(Activision). No game files are included.
Licensed under the Apache License 2.0, like upstream; NOTICE holds the copyright notices and
the licenses of the bundled fonts. The license covers this source code only.
License and provenance
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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.
--------------------------------------------------------------------------------
bo2zm fork
--------------------------------------------------------------------------------
This tree is bo2zm, a local fork of IW4L taken at upstream commit
11514ea37d1e80d75bf2c1ba332bbd68fac5db4e (2026-09-30) and extended to read
Call of Duty: Black Ops II (T6) PC files. Where the fork changes an upstream
file the change is marked "bo2zm"; the crates fastfile_t6 and bo2zm_tools and
the file crates/assets/src/lane/t6.rs are new. The fork stays under the Apache
License, Version 2.0.
OpenAssetTools (above) was also read for the Black Ops II zone layout: the
TAff0100 envelope and auth header, the XChunk streams, the public Salsa20 key
and its IV chain, the XFile blocks and the T6 asset list. It was read for
facts only; none of its code is copied here. Salsa20 is written from
D. J. Bernstein's specification and SHA-1 from FIPS 180-4.
The T6 zone walk (crates/fastfile_t6/src/walk_gen.rs) is generated by
crates/fastfile_t6/gen/t6gen.py, a development tool that reads layout and
load-rule facts from an OpenAssetTools checkout on the developer's machine
(the T6 structure declarations and the T6 zone-load rules) and writes Rust of
its own form. The checkout is not part of this repository, nothing from it is
vendored or linked, and the computed layouts were verified against the 32-bit
MSVC compiler.
--------------------------------------------------------------------------------
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.

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