Call of Duty 4: Modern Warfare (Windows)
Call of Duty 4: Modern Warfare |
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Developer: Infinity Ward This game has unused areas. This game has a prototype article |
The fourth (technically seventh) game in the series, Call of Duty 4: Modern Warfare replaces World War II combat stuff with modern (well, modern back in 2007) combat stuff. The intense depiction of modern combat, coupled with a slick framerate and polished multiplayer, made the game a massive hit for future Call of Dutys to come.
Of course, this also meant it was more susceptible to being pried open for unused stuff.
To do:
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Contents
- 1 Sub-Pages
- 2 Alternate Camo
- 3 Unseen Weapon Content
- 4 Unused Weapon Content
- 5 Hidden Level Select
- 6 Unused Campaign Content
- 7 Unused Cutscene
- 8 Michael Carver
- 9 Failsafes
- 10 Unused Miscellaneous Campaign Content
- 11 Unused Perk
- 12 Unused Graphics
- 13 Unused Gamemode
- 14 Debugging Material
- 14.1 Configuration Files
- 14.1.1 avatar_dev.cfg (August 28, 2007)
- 14.1.2 avatar_dev.cfg (September 7, 2007)
- 14.1.3 autoexec_dev.cfg
- 14.1.4 autoexec_dev_mp.cfg
- 14.1.5 brent_dev.cfg
- 14.1.6 devgui_main.cfg
- 14.1.7 devgui_visibility.cfg
- 14.1.8 stevefu.cfg
- 14.1.9 stevefu_dev.cfg
- 14.1.10 test.cfg (May 2, 2007)
- 14.1.11 test.cfg (August 28, 2007)
- 14.1.12 zach.cfg
- 14.1.13 zied.cfg
- 14.2 debug_start
- 14.1 Configuration Files
- 15 Oddities
- 16 Regional Differences
- 17 Call of Duty: Modern Warfare Reflex Edition
Sub-Pages
Prototype Info |
Unused Mission Objectives and special controls There's a lot in here... |
Unused Audio Things that were said, but can't be heard in normal gameplay. |
Unused Prefabs Unused or old level building assets. |
Missing Audio Audio that can be found referenced in the soundaliases but is missing from the files. |
Unused Ordnance A lot of unused ordnance. |
Removed Areas These are war-free zones, thank you very much! |
Unused Strings COD2 dialog and a handful of unused text. Fun! |
Alternate Camo
To do: Unused olive finish P90. |
In the mission The Bog, it is possible to acquire an M21 with a unique camouflage through console commands. Upon further inspection, it appears to be an early version of the Desert camo.
Unseen Weapon Content
- When the Desert Eagle and M9 are hip fired, their slides move back and reveal their ejector slots, which cannot normally be seen due to the speed at which their slides move.
- The MP5's normal magazine has a 2D bullet on it that cannot normally be seen due to the speed of the reload animation.
- The P90 has engraved on the side below the rail "P90 cal 5.7x28", which can only be seen during the first raise animation and empty reload animation but cannot be read due to its placement and the animation being so short.
Unused Weapon Content
While the M249 SAW and RPD do not have any damage drop off in multiplayer, their weapon files still specify damage drop off ranges. Both weapons' damage would start to decrease after 1500 units and hit their minimum damage at 2000 units. These drop off values are different from their values in single player, which are used.
Hidden Level Select
By going into the console and typing /set developer 1
, you can access a hidden menu that allows you to select every level in the game regardless of how far you have progressed in the game. In this menu, it shows every level and the build dates for each level.
Select Mission | Game Levels |
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Unused Campaign Content
To do: "All In" apparently has an M16A4 that can only be obtained through the "giveall" console command. Verify. |
Longer F.N.G.
The original version of F.N.G. was considerably longer, going through the controls and all the game's features. Sadly, it was truncated late in development, but there's a mod that reinstates the original level.
Among the cut content was one part that would have had Sgt. Newcastle teach you how to use grenades, grenade launchers, and C4 - and because F.N.G. was forcibly made shorter, he remains complete and fully functional. A second part would have Mac teach you the basic moving controls in the obstacle course. All of the associated dialogue is still present.
Interestingly, 2016's Modern Warfare: Remastered brings all this back, for some reason.
In addition, Hangar 2, pictured above, contains an unused training course which can only be seen using noclip. This area is never used in the uncut version, and most of the course has no collision.
Here is a restored version of the second CQB course (6:00).
Crew Expendable Enemy Placement
On Crew Expendable, the first group of Russian soldiers encountered after going inside the ship have unseen behavior. While they are normally encountered all clustered together at the end of a hallway, prior to being encountered one soldier will idly walk around farther up the hallway. This behavior cannot normally be seen as by the time Soap reaches them they are situated at the end of the hallway. This can be seen at 2:20 in this video.
Hunted Helicopter Gunner
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
On "Hunted", one segment of the level has a searchlight helicopter that fires on Soap's squad. While it appears that the gunfire comes from a machine gun mounted outside the helicopter, it actually comes from a Russian soldier inside the helicopter firing from an opening on the helicopter. This soldier cannot normally be seen due to the helicopter's distance from the ground.
Safehouse Desert Eagle
To do: COD Wiki mentions some other unused weapons in this level here. Check to make sure they are actually unused. |
Using the "giveall" console command on "Safehouse" will give the player a Desert Eagle, which does not appear in the level.
Unused Cutscene
An unused soundless video called dog_vs_player_load, showing a USMC player being killed by a dog at an unknown (possibly unused) location. In the final game, the USMC never encounter dogs in the campaign.
The video also shows an unused USMC first-person model that is completely gone from the game. The blood and gore effects are also very low-quality, likely putting this at an early point in development.
Michael Carver
A name that appears in the unused mission strings for the cut levels "Descent", "Training", "Designated Training", and "Designated Marksman". It is possible that he was the US Marine protagonist before Paul Jackson, but he was scrapped along with said missions.
Failsafes
In some levels of the campaign, if the player fails to complete a designated task sometimes an event will happen that will complete the task for them. While most of these "failsafes" can normally be encountered, some normally cannot be encountered at all, often times because they are tied to a task that is virtually impossible to fail.
- On the training level, if the player takes longer than 2 minutes to complete the CQB test, they will get mission failed text saying "You were too slow." This won't normally be encountered as test takes around 20 seconds to complete. A video of this can be seen here.
Unused Miscellaneous Campaign Content
Hidden Water Texture
In various missions, increasing the brightness through console commands reveals that the water texture consists of a texture with numbers in it.
Normal | Brightened |
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Helicopter Damage
To do: What level is this (see Youtube video)? |
An enemy helicopter on a certain level can be destroyed via a grenade. While this can be done in-game, it won't normally be encountered as it is very difficult to do. This can be seen here.
Unused Perk
A scrapped perk where only its icon remains, code name "specialty_exposeenemy".
Unused Graphics
Unused Create-A-Class Icons
It would seem that the developers originally planned to have the Create-a-Class weapon icons change based on the attachment that the player equipped on it, as the game's files contain a large number of unused Create-a-Class icons for every weapon, each showing the weapon with the attachment connected to it. Some icons have files, but upon opening them the image is blank, indicating that the developers never finished creating these individual icons.
Unused Scopes
Due to a programming error, all Sniper Rifles use the M40A3's scope reticle, which leaves several unused scopes in the files.
Also present are all of the faction-specific rifle scope overlay textures from Call of Duty 2 (for the Lee-Enfield, Kar98k, Mosin-Nagant, and Springfield rifles), as well as an unused overlay version of the ACOG scope.
Unused Multiplayer Ranks
Present in the files are 10 unused rank icons for multiplayer.
The first three seem to be early versions of the rank icons.
The next five appear to be lower-quality versions of the respective existing rank icons. It seems that there were going to be gold versions of the Eagle, Star and Double Bar rank icons.
The last two are highly similar in style to the used rank icons.
Most of these are also present in Call of Duty: World at War, but aren't used there either.
Unused Gamemode
Capture the Flag was a gamemode present in the Multiplayer beta but was cut from the final game for unknown reasons. It can be restored in the final via modding.
Here is a video demonstrating the Capture the Flag mode (note that the "Capture the objective!" lines were added in as stand-ins):
Debugging Material
To do: There's a lot more than this. Document them. |
Configuration Files
A bunch of development-related configuration files can be found in 'iw_00.iwd.
avatar_dev.cfg (August 28, 2007)
//unbindall exec developer seta minicon "1" bind x "ragdoll_enable 0; set debug_nuke on; wait 3; ragdoll_enable 1" //unbind alt set createfx "" seta fs_debug 0 seta r_clearcolor 0 0 0 seta r_clearcolor2 0 0 0 set com_statmon 0 con_hidechannel gfx set cg_drawfps 0 set r_fullbright 0 set r_showmissinglightgrid 0 //bind mouse3 +stance //bind mouse2 +gostand //bind mouse1 +attack bind mouse3 +speed bind mouse2 +attack bind d "+back" bind e "+forward" bind w "+moveright" bind r "+moveleft" set con_minicon 1 set con_miniconlines 8 set r_filmsharpen 0.45 set debug_badpath off set gpad_rumble 0 bind 1 snd_volume 0 bind 2 snd_volume 0.333 bind 3 snd_volume 0.666 bind 4 snd_volume 1 bind f1 toggle r_filmUseTweaks 1 0 bind ctrl +usereload bind space +actionslot 2 bind a +speed //set safe_start "alley" bind s " bind f +attack bind s "bind MOUSE1 +attack; bind MOUSE2 +gostand; bind MOUSE3 +stance" bind f "unbind MOUSE1; bind MOUSE2 +leanright; bind MOUSE3 +leanleft" bind uparrow +actionslot 1 bind leftarrow +actionslot 2 bind rightarrow +actionslot 3 bind downarrow +actionslot 4 set cg_drawfps 1 exec scripter
avatar_dev.cfg (September 7, 2007)
// generated by RTCW, do not modify unbindall bind TAB "+scores" bind ESCAPE "togglemenu" bind SPACE "+moveup;wait 3;ufo;wait 10;ufo;-moveup" bind 1 "+melee_breath" bind 2 "+binoculars" bind 3 "weapnext" bind 4 "+frag" bind 5 "+smoke" bind ` "toggleconsole" bind a "+speed" bind b "+movedown" bind c "god" bind d "+back" bind e "+forward" bind f "timescale 10" bind g "toggle g_entinfo 0 5 4" bind r "+moveleft" bind s "timescale 1" bind v "ufo" bind w "+moveright" bind x "+useitem" bind MOUSE1 "+attack" bind MWHEELDOWN "weapnext" bind MWHEELUP "weapprev" seta minicon "1" seta s_ambientvolume "1.0" seta logfile "2" seta cg_instantAction "0" seta cl_freelook "1" seta cl_mouseAccel "0" bind shift +prone bind \ map_restart bind ctrl "+reload" bind q "+melee" bind alt "weapalt" bind space "+activate" seta sensitivity "8.854167" seta sensitivity "4.5" seta sv_framerate_smoothing "1" bind - lastcamera 1 bind = nextcamera 1 bind s +leanleft bind f +leanright bind x toggle cg_fov 20 80 bind x debug_nuke on bind q toggle timescale 1 0.3 g_useholdtime 25 bind shift goprone bind MOUSE3 gocrouch bind MOUSE2 "+moveup;wait 3;toggleads" bind a toggleads seta name "[IW]^5Avatar" unbind alt bind pause toggle cl_paused 0 1 bind / scriptdebugger bind . toggle r_fullbright 0 1 bind 7 "enemygen n" bind 8 "enemygen s" bind 9 "enemygen w" bind 0 "enemygen e" bind MOUSE2 "+moveup" bind n "UFO; bind MOUSE3 +leanleft; bind MOUSE2 +leanright" bind b toggle cl_paused 0 2 bind b "cg_ufo; toggleads; bind MOUSE3 +leanleft; bind MOUSE2 +leanright" bind v "bind MOUSE2 +moveup; bind MOUSE3 gocrouch" bind t toggle timescale 15 1 // bind ' exec createfx.cfg bind backspace "set g_entinfo 1; wait 3; set g_entinfo 0; wait 2; set g_entinfo 1; wait 3; set g_entinfo 0" bind f1 devgui bind f6 savegame hoopla bind f9 "press f8" bind f8 loadgame hoopla bind u toggle r_normalmap flat unchanged bind y con_echo bind h toggle g_entinfo 0 1 2 set m_pitch "0.022" set g_entinfo_aionly 1 set createfx "" bind m "cg_draw2d 0; cg_drawgun 0; mapname; cg_drawfps 0; wait 3; screenshot; wait 3; cg_draw2d 1; cg_drawgun 1; cg_drawfps 2" bind z "mapname; viewpos; wait 3; screenshotJpeg" bind , toggle r_showtris 0 2 bind j set debug_unlink on bind k set debug_unlink off seta r_grainfilter 0 seta fs_debug 0 seta con_conspeed 10 bind - replay_back 10 bind 6 replay_mark bind 7 replay_goto bind 8 replay_live bind 0 replay_back 3 bind [ replay_restart bind / scriptdebugger exec avatar_map set r_fullbright 1 set modern on // CoD4 changes! bind CTRL "+reload" bind q "+melee" bind g "+actionslot 4" bind V "+actionslot 1" bind 2 "+actionslot 3" bind SPACE "+activate" bind b "+breath_sprint" bind p toggle cl_paused
autoexec_dev.cfg
According to the file itself, it is a file used to execute development and debug-related commands automatically, but only in development builds.
// development debug config // automatically executes in development builds /////////////////////////////////////////////////////////////// // Development settings - Add dev settings below this /////////////////////////////////////////////////////////////// set developer 2 set developer_script 1 set logfile 1 set com_statmon 1 set monkeytoy 0 bind f2 "exec developer" /////////////////////////////////////////////////////////////// // Shipping settings - Add non-development settings below this ///////////////////////////////////////////////////////////////
autoexec_dev_mp.cfg
Similar to autoexec_dev.cfg, but now for the Multiplayer section of the game.
// development debug config // automatically executes in development builds /////////////////////////////////////////////////////////////// // Development settings - Add dev settings below this /////////////////////////////////////////////////////////////// set developer 1 set developer_script 1 set logfile 1 set com_statmon 1 set monkeytoy 0 //bind f2 "exec developer_mp" /////////////////////////////////////////////////////////////// // Shipping settings - Add non-development settings below this ///////////////////////////////////////////////////////////////
brent_dev.cfg
seta con_minicon 1 seta cg_drawfps 0 seta replay_time 1 seta replay_autosave 15 seta fs_debug 0 seta con_conspeed 10 seta r_clearcolor 0 0 0 seta r_clearcolor2 0 0 0 seta com_statmon 0 seta con_hidechannel gfx seta con_outputwindowcolor 0.35 0.35 0.35 1 seta minicon "1" seta createfx "" bind g "god" bind u "cg_ufo" bind n "cg_noclip" bind e "toggle g_entinfo 0 1 2 3 4 5" bind \ map_restart bind [ "toggle timescale 1 0.3" bind ] "toggle timescale 1 15" bind f "toggle cg_fov 20 80" bind pause "toggle cl_paused 0 1" bind p "toggle cl_paused 0 1" bind l "toggle r_fullbright 0 1" bind z "mapname; viewpos; wait 3; screenshotJpeg" bind INS replay_mark bind HOME replay_restart bind END replay_live bind PGUP replay_goto bind PGDN replay_back 5 bind DEL replay_live
devgui_main.cfg
This is the config file that makes the other devgui config files run.
dvar_int debug_start 0 0 1 devgui_cmd "Main:1/Development:2/Map Restart:1" map_restart devgui_cmd "Main:1/Development:2/Toggle God Mode:2" god devgui_cmd "Main:1/Development:2/Toggle UFO Mode:3" ufo devgui_cmd "Main:1/Development:2/Toggle CG UFO Mode:4" cg_ufo devgui_cmd "Main:1/Development:2/Toggle No Clip Mode:5" noclip devgui_cmd "Main:1/Development:2/Toggle Ignored By AI:6" notarget devgui_cmd "Main:1/Development:2/Exec Demo:7" "exec demo" devgui_cmd "Main:1/Development:2/Shell Shock:8" "cg_shellshock 10" devgui_dvar "Main:1/Development:2/Time Scale:9" timescale devgui_cmd "Main:1/Development:2/Give All:10" "give all" devgui_dvar "Main:1/Development:2/No Joy:11" g_player_maxhealth devgui_cmd "Main:1/Development:2/Toggle Ammo Counter:12" "toggle ammoCounterHide" devgui_dvar "Main:1/Development:2/Debug Overlays:13" debugOverlay devgui_cmd "Main:1/Development:2/Jump to Start:14" "debug_start 1;devgui" devgui_dvar "Main:1/Game Pad:3/Button Deadzone:1" gpad_button_deadzone devgui_dvar "Main:1/Game Pad:3/Stick Deadzone Min:2" gpad_stick_deadzone_min devgui_dvar "Main:1/Game Pad:3/Stick Deadzone Max:3" gpad_stick_deadzone_max devgui_dvar "Main:1/Game Pad:3/Stick Pressed Deflection:4" gpad_stick_pressed devgui_dvar "Main:1/Game Pad:3/L3 Deflect Max:5" gpad_button_lstick_deflect_max devgui_dvar "Main:1/Game Pad:3/R3 Deflect Max:6" gpad_button_rstick_deflect_max devgui_dvar "Main:1/Game Pad:3/Analog Attack Threshold:7" cl_analog_attack_threshold devgui_dvar "Main:1/Game Pad:3/Rumble:8" gpad_rumble devgui_dvar "Main:1/Player Settings:4/View:1/Pitch Up Cap:1" player_view_pitch_up devgui_dvar "Main:1/Player Settings:4/View:1/Pitch Down Cap:2" player_view_pitch_down devgui_dvar "Main:1/Player Settings:4/Breath:2/Hold Time:1" player_breath_hold_time devgui_dvar "Main:1/Player Settings:4/Breath:2/Gasp Time:2" player_breath_gasp_time devgui_dvar "Main:1/Player Settings:4/Breath:2/Fire Delay:3" player_breath_fire_delay devgui_dvar "Main:1/Player Settings:4/Breath:2/Gasp Scale:4" player_breath_gasp_scale devgui_dvar "Main:1/Player Settings:4/Breath:2/Hold Lerp:5" player_breath_hold_lerp devgui_dvar "Main:1/Player Settings:4/Breath:2/Gasp Lerp:6" player_breath_gasp_lerp devgui_dvar "Main:1/Player Settings:4/Breath:2/Sound Lerp:7" player_breath_snd_lerp devgui_dvar "Main:1/Player Settings:4/Breath:2/Sound Delay:8" player_breath_snd_delay devgui_dvar "Main:1/Player Settings:4/Melee:3/Range:1" player_meleeRange devgui_dvar "Main:1/Player Settings:4/Melee:3/Width:2" player_meleeWidth devgui_dvar "Main:1/Player Settings:4/Melee:3/Height:3" player_meleeHeight devgui_dvar "Main:1/Player Settings:4/Melee:3/Charge Scale:3" player_meleeChargeScale devgui_dvar "Main:1/Player Settings:4/Mantle:4/Enable:1" mantle_enable; devgui_dvar "Main:1/Player Settings:4/Mantle:4/Debug:2" mantle_debug; devgui_dvar "Main:1/Player Settings:4/Mantle:4/Check Range:3" mantle_check_range devgui_dvar "Main:1/Player Settings:4/Mantle:4/Check Radius:4" mantle_check_radius devgui_dvar "Main:1/Player Settings:4/Mantle:4/Check Angle:5" mantle_check_angle devgui_dvar "Main:1/Player Settings:4/Mantle:4/View Yaw Cap:6" mantle_view_yawcap devgui_dvar "Main:1/Player Settings:4/Jump:5/Height:1" jump_height devgui_dvar "Main:1/Player Settings:4/Jump:5/Step Size:2" jump_stepSize devgui_dvar "Main:1/Player Settings:4/Jump:5/Slowdown Enabled:3" jump_slowdownEnable devgui_dvar "Main:1/Player Settings:4/Jump:5/Ladder Push Vel:4" jump_ladderPushVel devgui_dvar "Main:1/Player Settings:4/Jump:5/Weapon Spread Add:5" jump_spreadAdd devgui_dvar "Main:1/Status Overlays:5/Draw FPS:1" cg_drawFps devgui_dvar "Main:1/Status Overlays:5/Draw Material:2" cg_drawMaterial devgui_dvar "Main:1/Status Overlays:5/Draw 2D:3" cg_draw2D devgui_dvar "Main:1/Status Overlays:5/Draw Gun:4" cg_drawGun devgui_dvar "Main:1/Status Overlays:5/Status Monitor:5" com_statmon devgui_dvar "Main:1/Snd:6/snd_volume:1" snd_volume devgui_dvar "Main:1/Snd:6/snd_enable2D:2" snd_enable2D devgui_dvar "Main:1/Snd:6/snd_enable3D:3" snd_enable3D devgui_dvar "Main:1/Snd:6/snd_enableStream:4" snd_enableStream devgui_dvar "Main:1/Snd:6/snd_enableReverb:5" snd_enableReverb devgui_dvar "Main:1/Camera:7/FOV" cg_fov devgui_dvar "Main:1/Entities:8/Entity Info" g_entinfo devgui_cmd "Main:1/AI:9/Delete Axis:1" "ai axis delete" devgui_cmd "Main:1/AI:9/Delete Allies:2" "ai allies delete" devgui_dvar "Main:1/AI:9/Show Paths:3" ai_showPaths devgui_dvar "Main:1/AI:9/Show Nodes:4" ai_showNodes devgui_dvar "Main:1/AI:9/Show Nearest Node:5" ai_showNearestNode devgui_dvar "Main:1/AI:9/Show Chains:6" ai_showFriendlyChains devgui_cmd "Main:1/AI:9/Toggle Bad Path Spam:7" "toggle ai_badPathSpam" devgui_cmd "Main:1/AI:9/Toggle Ragdoll Deaths:8" "toggle ragdoll_enable" devgui_cmd "Main:1/HUD:10/Safe Area - Show:1" "set ui_safearea 1" devgui_cmd "Main:1/HUD:10/Safe Area - Hide:2" "set ui_safearea 0" devgui_dvar "Main:1/HUD:10/Horizontal Safe Area:3" safeArea_horizontal devgui_dvar "Main:1/HUD:10/Vertical Safe Area:4" safeArea_vertical devgui_cmd "Main:1/Disconnect:11" "disconnect" devgui_cmd "Main:1/Quit:12" "quit" //sorry I don't know where to properly place this but I want it in the menu's -Nate exec devgui_scriptart
devgui_visibility.cfg
devgui_cmd "Visibility/Toggle Lock PVS:1" "toggle r_lockPvs" devgui_cmd "Visibility/Toggle Single Cell:2" "toggle r_singleCell" devgui_cmd "Visibility/Toggle Cull Brush Models:3" "toggle r_cullBModels" devgui_cmd "Visibility/Toggle Cull XModels:4" "toggle r_cullXModels" devgui_dvar "Visibility/Show Cull Brush Models:5" r_showCullBModels devgui_dvar "Visibility/Show Cull Static Models:6" r_showCullSModels devgui_dvar "Visibility/Show Cull XModels:7" r_showCullXModels devgui_dvar "Visibility/Show Portals:8" r_showPortals devgui_dvar "Visibility/Show AABB Trees:9" r_showAabbTrees devgui_dvar "Visibility/Portal Walk Limit:12" r_portalWalkLimit devgui_dvar "Visibility/Portal Min Clip Area:13" r_portalMinClipArea devgui_dvar "Visibility/Portal Bevel Cutoff:14" r_portalBevels
stevefu.cfg
// generated by Call of Duty, do not modify unbindall bind TAB "+scores" bind ESCAPE "togglemenu" bind SPACE "+back" bind \ "weapalt" bind ` "toggleconsole" bind A "+moveup" bind G "gocrouch" bind D "+moveright" bind E "+leanleft" bind C "cycleoffhand" bind M "weapalt" bind Q "+activate" bind R "+leanright" bind S "+moveleft" bind F "+offhand" bind W "+melee" bind B "+binoculars" bind Z "lowerstance" bind ~ "toggleconsole" bind PAUSE "pause" bind ALT "+holdbreath" bind CTRL "goprone" bind SHIFT "+speed" bind F1 "devgui" bind F5 "savegame quicksave" bind F9 "loadgame quicksave" bind F12 "screenshotJPEG" bind MOUSE1 "+attack" bind MOUSE2 "+forward" bind MOUSE3 "+reload" bind MWHEELDOWN "weapnext" bind MWHEELUP "weapprev"
stevefu_dev.cfg
// generated by Call of Duty, do not modify unbindall bind TAB "+scores" bind ESCAPE "togglemenu" bind SPACE "+back" bind ' "map_restart" bind + "replay_forward 10" bind , "toggle timescale 1 0.75 0.5 0.25" bind - "replay_back 10" bind / "scriptdebugger" bind 0 "replay_live" bind 3 "weapprev" bind 6 "replay_mark" bind 7 "replay_goto" bind 8 "replay_live" bind = "replay_forward 10" bind [ "replay_restart" bind \ "weapalt" bind ` "toggleconsole" bind A "+moveup" bind B "+binoculars" bind C "+smoke" bind D "+moveright" bind E "+leanleft" bind F "+frag" bind G "god" bind M "weapalt" bind N "noclip" bind O "notarget" bind Q "+activate" bind R "+leanright" bind S "+moveleft" bind U "cg_ufo" bind W "+melee" bind X "+binoculars" bind Z "lowerstance" bind ~ "toggleconsole" bind BACKSPACE "replay_live" bind PAUSE "pause" bind ALT "+holdbreath" bind CTRL "goprone" bind SHIFT "+speed" bind INS "toggle timescale 1 10" bind PGDN "toggle ai_shownodes 0 1" bind PGUP "toggle r_showtris 1 2 0" bind END "toggle g_entinfo 0 1 2 3 4 5" bind F1 "devgui" bind F5 "savegame quicksave" bind F9 "loadgame quicksave" bind F12 "screenshotJPEG" bind MOUSE1 "+attack" bind MOUSE2 "+forward" bind MOUSE3 "+reload" bind MWHEELDOWN "weapnext" bind MWHEELUP "weapprev"
test.cfg (May 2, 2007)
con_minicon 1 con_miniconlines 20 replay_autosave 15 com_maxfps 200 r_clearcolor 0 r_clearcolor2 0 bind 4 toggle replay_time 1 0 bind 5 replay_mark bind 6 replay_goto bind 7 replay_live bind 8 toggle replay_back 3 10 bind 9 toggle replay_forward 3 10 bind 0 replay_restart bind r toggle timescale 1 0.001 10 bind y say bind q "con_minicon 1; mapname; viewpos" bind w toggle con_miniconlines 5 20 bind e toggle g_entinfo 0 2 5 bind t toggle r_showtris bind u toggle cg_thirdperson bind i toggle cg_draw2d bind o toggle cg_fov 65 80 100 bind p kill bind b "noclip" bind n "god" bind m "ufo" bind space map_restart bind X pause
test.cfg (August 28, 2007)
unbindall exec default con_minicon 1 con_miniconlines 5 replay_autosave 15 com_maxfps 200 bind 5 set debug_grenadespam on bind 6 set debug_grenadespam off bind 7 replay_save test_replay bind 8 toggle replay_time 1 0 bind 9 replay_live bind - replay_back 10 bind = replay_forward 10 bind 0 replay_restart bind q "con_minicon 1; mapname; viewpos" bind w toggle con_miniconlines 5 20 bind e toggle g_entinfo 0 2 5 bind r "cg_ufo" bind t toggle timescale 0.1 10 1 bind u toggle ai_shownearestnode 0 64 bind i toggle ai_shownodes 0 1 bind o toggle ai_showpaths 0 1 bind p toggle g_entinfo_aionly 1 0 bind a debug_nuke on bind h toggle cg_drawmaterial bind j toggle r_ShowSModelNames bind l toggle r_showtris bind k toggle r_fullbright bind ; toggle r_fog bind ' "kill" bind b "noclip" bind n "god" bind m map_restart bind p toggle cl_paused bind / exec developer
zach.cfg
exec default bind v "god" bind x debug_nuke on bind g "toggle g_entinfo 0 4 5" bind \ map_restart bind / scriptdebugger bind F3 toggle timescale 1 10 bind MWHEELDOWN "weapnext" bind MWHEELUP "weapprev" bind n cg_ufo bind - toggle timescale 0.3 1 bind t toggle timescale 15 1 bind h toggle g_entinfo 0 2 1 set g_entinfo_aionly 1 seta fs_debug 0 seta con_conspeed 10 exec replay
zied.cfg
// generated by Call of Duty, do not modify unbindall exec default.cfg bind - "replay_back 10" bind / "scriptdebugger" bind 0 "replay_back 3" bind 6 "replay_mark" bind 7 "replay_goto" bind 8 "replay_live" bind = "toggle cl_paused 0 2" bind [ "replay_restart" bind \ "toggle r_fullbright 1 0" bind I "toggle g_entinfo 3 2 1 0" bind J "toggle r_showtricounts" bind O "ai allies delete" bind L "toggle ai_shownearestnode 0 64" bind M "map_restart" bind N "noclip" bind K "ai axis delete" bind P "toggle r_showtris" bind T "toggle timescale 100 1" bind U "toggle cg_drawmaterial" bind Y "toggle timescale 1 .1" bind F1 "devgui" bind F5 "savegame quicksave" bind F12 "cg_drawshader 1;con_minicon 1;g_entinfo 2;fs_debug 0; mapname;viewpos;wait 6;screenshotJPEG;con_minicon 0; fs_debug 2; g_entinfo 0; cg_drawshader 0" bind F9 "loadgame quicksave"
debug_start
If you use console commands to set debug_start
to 1, upon restarting the level you will be able to interact with a menu that allows you to select certain checkpoints to start the level at.
Oddities
- For the multiplayer MP5, the model tag for the Red Dot Sight and ACOG Sight mount identify it as being the same as the AK-47's RDS and ACOG mount despite being mostly different from it.
Regional Differences
To do: Hi-res screenshots. |
For some reason, the German version not only removed the dramatic gore effect upon shooting Zakhaev's hand off in the "One Shot, One Kill" mission, but Arcade Mode is disabled and cannot be unlocked.
Call of Duty: Modern Warfare Reflex Edition
Released for the Wii on November 10, 2009 alongside Modern Warfare 2 and Call of Duty: Modern Warfare: Mobilized.
Cheat Differences
- The ragtime warfare cheat was replaced with a paintball cheat.
Wii | Other Platforms |
---|---|
- When using the "A Bad Year" cheat, you must get headshots for enemy corpses to turn into tires.
Misc. Differences
- There is no voice chat, and hence no Eavesdrop perk.
- Exclusive Squadmate mode for Campaign.
- Some weapons have different reload sounds.
- Variety Map Pack isn't available.
- The game was adapted to the Wii's motion controls, giving the player more control layout options. It also includes the addition of gestures.
- The multiplayer supports up to 10 players instead of 12 in other consoles/PC.
Layout Differences
Title Screen
Wii | Windows |
---|---|
- The font scale is much higher in the Wii version.
- The Wii version displays which profile is signed in at the top-left corner.
- Pages missing developer references
- Games developed by Infinity Ward
- Pages missing publisher references
- Games published by Activision
- Windows games
- Pages missing date references
- Games released in 2007
- Games released in November
- Games released on November 7
- Games released on November 9
- Games with unused areas
- Games with unused graphics
- Games with unused cinematics
- Games with unused items
- Games with unused sounds
- Games with debugging functions
- Games with hidden level selects
- Games with regional differences
- To do
- Needs more images
- Call of Duty series
Cleanup > Needs more images
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused cinematics
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Microsoft > Games developed by Activision Blizzard > Games developed by Activision > Games developed by Infinity Ward
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Microsoft > Games published by Activision Blizzard > Games published by Activision
Games > Games by release date > Games released in 2007
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 7
Games > Games by release date > Games released in November > Games released on November 9
Games > Games by series > Call of Duty series