Repo ↗ · Source README ↗ · Markdown & license bundle
Image reference (original game): Call of Duty 4: Modern Warfare · 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: Nilbong · Revision: bd03eb07f2b2 · Catalogued: 2026-10-12
Source license: Documentation license not confirmed · Article: Independent introduction
This is an independently written project introduction, not a reproduction or translation of the README. Documentation permission is unconfirmed or limited in scope. Read the linked repository for the full instructions. Feature and progress claims come from the source documentation and have not been independently playtested here.
This project reimplements Call of Duty 4: Modern Warfare multiplayer in Rust on Bevy 0.19. The repository ships no game data: maps, models and sounds are read at runtime from the user’s own CoD4 installation, in a manner comparable to how OpenMW handles Morrowind. According to the README, it requires Windows, a Vulkan-capable GPU and a Steam or retail copy of CoD4 patched to 1.7; Black Ops, Modern Warfare 2 and World at War are optional and, when found, contribute their weapons, maps and characters.
Technically, the project parses IW3 Fastfile zones and asset streams, mounts iwd archives, uploads DXT-compressed textures, and runs the game’s original menus through an interpreter. The README lists implemented areas such as Create a Class, Combat Record, progression and challenges, several game modes, bots, killcam, killstreaks, supply drops, bullet penetration, perks and equipment. Rendering combines baked lightmaps with a real-time sun, reflection probes and per-map film grading, with optional ray-traced lighting.
These feature claims are the developer’s own and have not been independently verified. The README also states that parts remain unfinished: multiplayer is only groundwork with a server browser and nothing to join, some perks and equipment do nothing, and the learned bot models need hours of recordings before they approach the hand-built behaviour. The project is therefore best understood as an in-progress rewrite rather than a complete, playable product.

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