Releases: xoxor4d/iw3xo-dev
Remix Competition Release
Features and a proper description for this release can be found over on ModDB:
https://www.moddb.com/mods/codename-atlantis-rtx
Install Instructions
- Download:
- cod4_iw3xo_rtx.7z which contains iw3xo (compatibility mod - this repo)
- cod4_rtxcomp_mod.7z which includes an actual cod4 game mod created for the competition
- Extract the contents of both zip files into your Call of Duty 4 folder where
iw3mp.exeis located.
See File / Directory Tree at the bottom
- Download the remix 1.1 release from here: https://github.com/NVIDIAGameWorks/rtx-remix/releases/tag/remix-1.1.0
-- Extract the contents into the Call of Duty 4 folder whereiw3mp.exeis located.
-
Download the actual remix mod that from ModDB:
-- https://www.moddb.com/mods/codename-atlantis-rtx
-- The zip should include artx-remixfolder. Simply drag it into your Call of Duty 4 folder whereiw3mp.exeis located. -
Download Patch 1 of the remix mod from ModDB:
-- https://www.moddb.com/mods/codename-atlantis-rtx/downloads/codename-atlantis-rtx-patch-1
-- The zip should include artx-remixfolder. Simply drag it into your Call of Duty 4 folder whereiw3mp.exeis located and overwrite all files when prompted.
- Run
cod4-remix-comp_release.batfrom the Call of Duty 4 folder.
- If you want to run the game in fullscreen mode, edit the bat and set
r_fullscreento 1.- Borderless fullscreen is also supported if you add
+set r_noborder 1
- If you want to play in ultrawide mode, add:
+set r_aspectRatio 4 +set r_aspectRatio_custom 2.33(21/9 = 2.33)- You can change the resolution by using
+set r_mode 1920x1080- you may as well do that in-game but you have to go to the main menu to do so. Please restart the game after you've changed the resolution to prevent any potential issues that may arise from resolution changes
Game-Mod Commands and Usage:
- Hit ESC to open the in-game menu and press Play at any time to restart the Suzanne minigame
/devmap mp_crashto start completely from scratch (devmap also enables cheats like/noclip)/give deserteagle_rtx_mp- weapon firing physics-enabled objects/give rain_blaster_mp- weapon firing physics-enabled objects (4th "button")/give ak47_octo_mp- underwater ak47 with mesh from Beylerbey/give ak47_mp- my version of the above before Beylerbey send over his art piece (please don't judge :D)/devguito open a menu that can be used to change the skybox, time of day and other things -/bind F5 devguito toggle with F5- Debug Light -> Light 0 (used as Distant Light) can be tweaked by enabling
Spawn Light
- Debug Light -> Light 0 (used as Distant Light) can be tweaked by enabling
Troubleshooting / Issues:
Important
You might run into Invalid Call error messages on startup -> re-start until you are in the game
I'm not sure what causes it but the more replacements I add, the more frequent the error gets -- something the remix devs have to look into probably
-
Make sure that you have the following installed:
- DirectX End-User Runtimes (June 2010) (https://www.microsoft.com/en-us/download/details.aspx?id=8109)
- Microsoft Visual C++ Redistributable (2022) (https://aka.ms/vs/17/release/vc_redist.x86.exe)
-
If you run into a DirectX error on startup, please make sure that
D3DX9_43.dllinC:\Windows\SysWOW64\is actually a x86 dll and not a x64 variant. I had people where this was the case. Copying a 32-bitD3DX9_43.dllinto the CoD4 root folder should fix the startup issue. -
You may need to disable the onboard GPU in device manager because CoD games try to use the onboard GPU when paired with Remix.
-
I've developed my mod on
rtx-remix-for-x86-games-e2f8119-845-release: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/15737350404 - should anything go wrong, please try withe2f8119(I've tested 1.1 and found no issues, will still leave this note here just in-case) -
Make sure that you have a microphone plugged in (usb is fine), the game will not start otherwise (actual game bug)
-
Please make sure to set Texture Quality to Manual and Texture Resolution to Extra if materials don't seem to be remixed. You need to go to the main menu to do that.
File / Directory Tree
.
└── 📁 Call of Duty 4
├── 📜 iw3mp.exe
├── 📜 iw3xo.exe
├── 📜 iw3x.dll
├── 📜 d3d9.dll
├── 📜 rtx.conf
├── 📜 cod4-remix-comp_release.bat
├── 📜 ...
│
├── 📁 iw3xo
└── 📁 rtx
└── 📁 map_configs
.
├── 📁 mods
└── 📁 rtxcomp_release
.
├── 📁 rtx-remix
└─📁 mods
└─📁 cod4rtxcomp
├── 📜 _update01.usda
├── 📜 cod4rtxcomp.usda
├── 📜 mod.usda
└── ...
.
├── 📁 ...
├── 📁 players
└── 📁 zone
Edits:
14.07.25:
- updated
cod4_rtxcomp_mod.7zbecause I forgot to include.trex/bridge.conf
17.07.25:
- Added sounds when moving through or underwater
- Added water droplet effects to the camera when going into and out of water (refracting)
- Tweaked rising water time and increased final water height
- Water now reduces movement speed, decreases gravity and increases jump height (amount depends on the water depth)
- Decreased Suzanne timer on first round
- Each death now increases the Suzanne timer by 15 seconds
18.07.25: (9 hours until Deadline)
- added
+set cg_fov 80tocod4-remix-comp_release.bat
3537
Edit 6th May 2025:
- added an updated
rtx.confto the release which can be used with the 1.0 release of the remix runtime
This release comes in two variants: default and rtx. If you want to use nvidia's rtx-remix, download the rtx variant.
rtx variant includes:
- remix-bridge nightly: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/9323467036
- dxvk-remix nightly: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/9394429223
- all required iw3xo - rtx assets
iw3xo specific changes:
- code maintenance
- added dvar
r_showModelNamesto show names of static models (3d text) - automatically enable no-border mode if game resolution == native resolution
- moved ocean tab into the shader tab
- added all
cg_gun_offsets to the devgui visuals tab - added dvar
bg_bobIdleto stop viewmodel idle animations (visuals tab)
rtx-remix related changes:
- code maintenance
- devgui: various tweaks, fixes and additions
- skies can now be spawned and changed in demos
- player shadow now works in demos as well (also renamed the startup arg to
no_playershadow) - player shadow now works on dedicated servers and in killcams
- added default cod4 skies
- enabled remix effect light (add light to texture) -> muzzleflashes
- allow 4k/6k iwi files
- improved effect performance
- fixed effect alpha
- added
r_showTess,r_showTessSkin,r_showTessDistto visualize materials and texture names - mapsettings.ini refactor
- sun direction
- sun color
- sun intensity
- unique anchor mesh spawning (100 markers)
- better anti culling system with more options and manual culling overrides per portal/cell via
mapsettings.ini
- added dvar:
rtx_culling_plane_dist(distance of frustum culling planes - larger = less culling)- added dvar:
rtx_culling_tweak_mins- added dvar:
rtx_culling_tweak_maxs- added dvar:
rtx_culling_tweak_frustum- added dvar:
rtx_culling_tweak_smodel- added dvar:
r_showCellIndexthat draws the current cell index as 2D/3D text + enablesr_showPortals
- fixed debug polygon drawing (debug collision / show portals)
- the game now automatically sets remix-required dvars ->
main/rtx.cfgwas removed - increased maximum number of static models visible on-screen (shipment was having a stroke)
- fixed sky jitter
- fixed culling distance of cargoship wall lights
- gun impact marks are now rendered using fixed-function
- added dvar
rtx_fx_alpha_scalarto globally scale effect alpha - added dvar
rtx_fx_cull_elem_draw_radiusto not cull effects within a set radius around the player
3495/rtx
This release comes in two variants: default and rtx. If you want to use nvidia's rtx-remix, download the rtx variant.
rtx variant includes:
- remix-bridge nightly: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/7835937549
- dxvk-remix nightly: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/7837829106
- all required iw3xo - rtx assets
iw3xo specific changes:
- general code cleanup
- disable devgui hotkeys on debug builds
- fixed an issue with custom fastfile loading
rtx-remix related changes:
- disabled loading of specular and normal maps to declutter the rtx-remix gui
- added commandline argument
-load_normal_specto re-enable specular and normal map loading - devgui no longer shows features that are not supported when in rtx mode
- debug visualization can now be rendered when in rtx mode
- main menu :>
3490/rtx - code and imgui fixes, better sky handling, flashlight
This release comes in two variants: default and rtx. If you want to use nvidia's rtx-remix, download the rtx variant.
rtx variant includes:
- remix-bridge nightly: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/7835937549
- dxvk-remix nightly: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/7837829106
- all required iw3xo - rtx assets
iw3xo specific changes:
- general code cleanup
- game input is now getting blocked when an ImGui widget that wants text input is active
rtx-remix related changes:
- changed commandline argument
-no_rtxto-rtx.
It's now required to run iw3xo with the-rtxarg in order to activate rtx-remix modules (use the providedrun_remix.bat) - removed commandline argument
-no_d3d9_check - added fixed function rendering of non-batched bsp surfaces (dvar
r_pretess 0) - added a feature to mark additional user-defined textures as sky (string dvar
rtx_sky_materials- iw3xo will replace these with a replacement sky texture - same logic as dvarrtx_hacks- can be useful for custom maps with custom skyboxes) - added a proper flashlight that is attached to the gun (
tag_flash) - can be enabled within the debug light gui category
3483/rtx: merged rtx branch (rtx-remix v0.4.1)
This release comes in two variants: default and rtx. If you want to use nvidia's rtx-remix, download the rtx variant.
rtx variant includes:
- remix-bridge nightly: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/7835937549
- dxvk-remix nightly: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/7837829106
- all required iw3xo - rtx assets
Changelog:
Added commandline arguments:
-no_rtx:: disable all rtx modules (useful if you are using ad3d9.dllthat is not rtx remix)-no_d3d9_check:: active rtx modules even if no d3d9.dll was found (eg: if you are loading remix using asi loader)
Fixes:
- fixed a bug that led to uppercase mod names -
fs_game - playing demos with a mod that has no
mod.ffshould now work
3480-rtx: first full release (rtx-remix v0.4)
This release comes with all required files including:
- the remix runtime (commit/action: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/7704430023)
- bridge (0.4 release)
- all required files of iw3xo (rtx-branch)
edit 4th Feb. 2024: added the correct version of iw3x.dll ;)
3430: small fixes
- updated
xcommon_iw3xo.ff(was missing the latest SSAO shader)
[General]
- fix
load_iw3mvmdvar- proper client versioning and github workflows (nightly builds)
- fixed mistakes in vector normalize3 & normalize3_glm (caused a lot of issues especially within movement functions)
- devgui tweaks
3428: custom sp mapents, crash fixes, bot support etc
[General]
- add custom mapEnts for each SP map to spmod (3 dm spawns, global intermission :: dynamically loaded)
- fix damage and respawn on SP maps
scr_testclientsnow works on SP maps- intercept and skip a entity visibility check on SP maps (caused a crash when spawning bots)
- move MP-SP logic to module "_Map"
- slightly modify the map-exporter to export original mapEnts and not the custom ones
3427: load SP maps in MP, devgui crash fix
Visit: https://github.com/xoxor4d/iw3xo-dev/wiki/Changelog for the latest changelog in case I missed something here.
[General]
- make SP maps loadable in MP
- add mod spmod (custom map gsc/createfx and globallogic tweaks)
- updated iw3xo_xcommon
- fix a crash when opening the config tab within the DayAndNight devgui tab
loading SP maps:
- load spmod
- use gametype
dm devmap coup(or any other sp map)
3424
Visit: https://github.com/xoxor4d/iw3xo-dev/wiki/Changelog for the latest changelog in case I missed something here.
[General]
- added "DayNightCycle" module
- fixed structures + general clean-up
[Rendering]
- increased main menu fps cap to 125 FPS
- fixed in-game fps getting stuck at 500 FPS (Windows 10)
- you can now tweak world and weapon fov separately ("cg_fov_tweaks" -> "cg_fov" (world) & "cg_fov_gun")
- you can now tweak framefog using "r_fogTweaks" dvars
[Menu / Gui]
- fixed a crash when loading a mod from the main menu (changelog related)
- refactored devgui tabs
- added fov settings to the visual tab
- added fog settings to the visual tab
- added DayNight cycle tab
[Moviemaking]
- dvar "cl_avidemo_streams_viewmodel" should now work as expected















