If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Call of Duty (Windows, Mac OS X)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Call of Duty

Developer: Infinity Ward
Publishers: Activision, Aspyr Media (Mac OS X), MediaQuest (JP)
Platforms: Windows, Mac OS X
Released in JP: December 18, 2003
Released in US: October 29, 2003, May 2004 (Mac OS X)
Released in EU: November 7, 2003


GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

The game that started it all, the one and only Call of Duty. Code-named during development as MoH Killer, with MoH standing for Medal of Honor, it sure did kill it.

Hmmm...
To do:
Document the multiplayer version of the PTRS-41 and the ungodly amount of debugging material.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info

Unseen Areas

Some missions have areas that can't be seen in normal gameplay. Areas the player is never meant to see and go to are given special textures to let the map compiler ignore these areas to save up on memory and speed up the compiling process, yet these areas are fully mapped and have proper collision. It's possible these unseen areas were once related to scrapped objectives.

Dulag IIIA

  • Just behind the player's starting location is a river with water that is fully animated to flow realistically.
  • Escorting Major Ingram back to truck, the player faces from afar an office of sorts, just before heading right to the pool. Said office has a heap of black grenades boxes stacked and typical Nazi paraphernalia.

Festung Recogne

  • The Bunker at the mission starting location has a fully rendered interior with proper furniture, minus badly textured beds.

Swimming

The game has an unused underwater vision effect that can be seen by going under any body of water, which can be done via noclip. This effect gives the player's vision a wobbly, expanding-contracting effect akin to that of other video games when the player character goes underwater. This effect suggests that swimming, or at least the ability to go under water briefly, was considered at one point. Swimming would later appear in Call of Duty: World at War.

Unused Textures

A small amount of unused textures can be found in the game.

Snow Gloves

CallOfDutyUnusedGloves.png

A texture that was obviously made for the last American mission, which is set in snow. Pvt. Martin, the playable character in the mission, is the only soldier not wearing the outfits his teammates don, opting to wear the same outfit from the missions set in Normandy.

.30 Cal

CallOfDuty30Cal.png

The .30 Cal machine gun is a weapon partially included in the game, using the BAR model as a placeholder. It was to have its own unique model as evidenced by this texture. It's very accurate even when firing from the hip and can kill enemies with one hit. In the mission Brecourt Manor, Sgt. Moody instructs third squad to provide covering fire with the .30 Cal but the weapon they use is actually the BAR.

Unused Models

Parachute & Other Equipment

Cod1parachute.png

A parachute model in the Camp Toccoa paratrooper area that can only be accessed via noclip. It seems to be missing its textures.

Unused Audio

Music

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: I think this is used by the game, or maybe the game uses a similar sounding track.

An unused track in the 'music' folder of 'pak2' can be found titled 'pf_frantic.mp3'.

Charge

Characters like Elder, Foley, Moody, and some Russians had reserved sounds for 'charging'. This suggests that at some point, friendly or enemy AI would have been able to perform a charge on the enemy. Here are some files as examples:

Character Sound
Elder
Foley
Moody
Russian

Missing Audio

Audio that can be found referenced in the soundaliases but is missing from the files.

Burnville

Character Voice line
cheerleader(Redshirt)

cheerleader_die

cheerleader_shot

Educated(Redshirt)

educated_die

educated_shot

Fearless(Redshirt)

fearless_die

fearless_shot

Friendly(Redshirt)

friendly_die

friendly_shot

Smartass(Redshirt)

smartass_die

smartass_shot

Trained(Redshirt)

trained_die

trained_shot

German(Generic) german_random_chatter_34

Chateau

Character Voice line
US(Generic)

allied_enemy_sighted

allied_fire_in_the_hole

allied_random_chatter

allied_melee_charge

allied_melee_attack

Training

Character Voice line
Moody training_moody_grenade03

Pegasus Night

Character Voice line
German(?)

pegasusnight_enemy_alerted

pegasusnight_enemy_openfire

pegasusnight_enemy_sighted

Debugging Material

The game features a bunch of hidden debugging options that can be enabled using the developer console. By default, said console is disabled but can be re-enabled by launching the game with the command-line parameters +set thereisacow 1337 +set monkeytoy 0. To activate it, you must press the ~ key. Some options are cheat-protected, and thus can only be enabled when cheats are enabled.

cg_drawFPS

cg_drawFPS applies an overlay to the in-game HUD containing details about the game's performance. It has different modes:

  • If set to less than or equal to 0, the overlay is disabled.
  • If set to 1 or a value less than 0, it only displays the framerate.
  • If set to a value greater than or equal to 2, it displays the framerate and also additional information like rendered geometry and memory usage.

COD2003-cg drawFPS-2-Overlay.png

If cg_drawSnapshot (documented below) is also enabled, then this overlay will be shifted down a line to make room for it.

cg_drawShader

cg_drawShader applies an overlay to the in-game HUD containing details about shaders of various objects such as their path, their flags, and their solidity. It is cheat-protected.

cg_drawSnapshot

cg_drawSnapshot applies an overlay to the in-game HUD containing details about the server's tick count, snapshot count, and number of commands executed. It can be enabled by setting it to 1.

COD2003-cg drawSnapshot-Overlay.png

cg_drawSoundOverlay

Hmmm...
To do:
Figure out what the third mode is for, if anything.

cg_drawSoundOverlay applies an overlay to the in-game HUD containing details about the game's sound system. The first line is reserved for system level information such as CPU usage, the currently set sound provider, and the sound quality currently being used. The lines that follow are slots for sounds that are currently being played including the file path, volume, relative volume, and pitch of the sound.

COD2003-cg drawSoundOverlay-Overlay.png

It has different modes:

  • If set to 1, it displays information about in-game sounds such as weapons being fired or player movements.
  • If set to 2, it displays information about ambient sounds or music.
  • If set to 3, it displays information for another type of sound effects.
  • If set to anything else, the overlay is disabled.

cl_debugMove

cl_debugMove applies an overlay to the bottom of the screen containing a graph of how much the first-person camera has moved per frame. It can be enabled by setting it to 1

developer

developer applies an overlay to the in-game HUD at the top left corner containing up to 5 developer console messages at a time during gameplay. It can be enabled by setting the value to a number other than 0.

COD2003-Developer-Overlay.png

g_debugDamage

g_debugDamage controls whether to send a formatted message to the developer console every time a player or NPC takes damage. If set to a value greater than or equal to 1, a message is sent to the developer console containing the affected entity's client ID, their health before taking damage, the damage they took, and the armor they had before taking damage.

An example of such a message can be seen below.

client:0 health:600 damage:111 armor:0

g_debugMove

g_debugMove controls whether to send information about the player's movement to the developer console.

The amount of information sent to the developer console depends on the value it's set to:

  • If set to 0, nothing gets sent to the developer console.
  • If set to a value greater than or equal to 1, whenever the player jumps it will send several formatted messages (containing details such as tick number and velocity) to the console like the following:
112036:jump base=-90.9 top=-51.9 vel=249.8
112072:jump step to:-51.87 jump peak at:-51.87
112073:jump step to:-51.87 jump peak at:-51.87
112191:Land
landing vel: 249.4 fall height: 38.9
  • If set to a value greater than or equal to 2, the developer console gets spammed with several formatted messages every time the player moves at all like the following:
136507:didn't use step results
136507:did down step after not using step results
136508:recollided with plane normal (-0.03, 0.00, 1.00)


g_drawEntBBoxes

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Modes 3 and 4 seem to demonstrate different bounding boxes entirely.

g_drawEntBBoxes applies an overlay to all entities such as enemies, weapons and hidden triggers showing their bounding boxes. It is cheat protected.

It has several modes:

  • If set to 1, it displays the bounding boxes for all visible entities.
  • If set to 2, it displays the bounding boxes for all entities, even ones that aren't visible through walls.
  • If set to 3, it displays slightly different bounding boxes for all visible entities.
  • If set to 4, it displays slightly different bounding boxes for all entities, even ones that aren't visible through walls.
  • If set to anything else, the overlay is disabled.

COD2003-g drawEntBBoxes-4-Overlay.png

r_xdebug

r_xdebug applies an overlay to interactive objects such as enemies, weapons, and the player's viewmodel. It is cheat protected.

It has multiple modes:

  • If set to boxes, it shows the objects' collision boxes.
  • If set to axes, it shows the objects' axes.
  • If set to both it shows the objects' collision boxes and axes.
  • If set to anything else, the overlay is disabled.

COD2003-r xdebug-Both-Overlay.png

Regional Differences

Some weapons in the Russian version have a different name. In the case of the Mosin-Nagant, it's mistakenly named such in the West.

English Russian Translation
MP40 MP-40 N/A
PPSh ППШ-41 PPSh-41
Mosin-Nagant Винтовка Мосина Mosin's Rifle