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Releases: xoxor4d/iw3xo-dev

Remix Competition Release

13 Jul 14:57

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Features and a proper description for this release can be found over on ModDB:

https://www.moddb.com/mods/codename-atlantis-rtx


Install Instructions

  1. Download:
  1. Extract the contents of both zip files into your Call of Duty 4 folder where iw3mp.exe is located.
    See File / Directory Tree at the bottom

  1. 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 where iw3mp.exe is located.

  1. Download the actual remix mod that from ModDB:
    -- https://www.moddb.com/mods/codename-atlantis-rtx
    -- The zip should include a rtx-remix folder. Simply drag it into your Call of Duty 4 folder where iw3mp.exe is located.

  2. 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 a rtx-remix folder. Simply drag it into your Call of Duty 4 folder where iw3mp.exe is located and overwrite all files when prompted.


  1. Run cod4-remix-comp_release.bat from the Call of Duty 4 folder.
  • If you want to run the game in fullscreen mode, edit the bat and set r_fullscreen to 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_crash to 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)
  • /devgui to open a menu that can be used to change the skybox, time of day and other things - /bind F5 devgui to toggle with F5
    • Debug Light -> Light 0 (used as Distant Light) can be tweaked by enabling Spawn Light

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:

  • If you run into a DirectX error on startup, please make sure that D3DX9_43.dll in C:\Windows\SysWOW64\ is actually a x86 dll and not a x64 variant. I had people where this was the case. Copying a 32-bit D3DX9_43.dll into 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 with e2f8119 (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.7z because 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 80 to cod4-remix-comp_release.bat

3537

14 Jun 18:11

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Edit 6th May 2025:

  • added an updated rtx.conf to 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:

iw3xo specific changes:

  • code maintenance
  • added dvar r_showModelNames to 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_bobIdle to 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_showTessDist to 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_showCellIndex that draws the current cell index as 2D/3D text + enables r_showPortals
  • fixed debug polygon drawing (debug collision / show portals)
  • the game now automatically sets remix-required dvars -> main/rtx.cfg was 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_scalar to globally scale effect alpha
  • added dvar rtx_fx_cull_elem_draw_radius to not cull effects within a set radius around the player

Screenshot 2024-06-02 234249
Screenshot 2024-06-14 183059
Screenshot 2024-06-06 003706
Screenshot 2024-06-06 003723
Screenshot 2024-06-06 004926
Screenshot 2024-05-02 015430

3495/rtx

18 Feb 14:21

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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:

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_spec to 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 :>

Screenshot 2024-02-18 154053

3490/rtx - code and imgui fixes, better sky handling, flashlight

16 Feb 21:52

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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:

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_rtx to -rtx.
    It's now required to run iw3xo with the -rtx arg in order to activate rtx-remix modules (use the provided run_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 dvar rtx_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

Screenshot 2024-02-11 190925

3483/rtx: merged rtx branch (rtx-remix v0.4.1)

08 Feb 11:24

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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:

Changelog:

Added commandline arguments:

  • -no_rtx :: disable all rtx modules (useful if you are using a d3d9.dll that 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.ff should now work

3480-rtx: first full release (rtx-remix v0.4)

03 Feb 22:28

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This release comes with all required files including:

edit 4th Feb. 2024: added the correct version of iw3x.dll ;)

01
02

3430: small fixes

21 Aug 20:30

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  • updated xcommon_iw3xo.ff (was missing the latest SSAO shader)

[General]

  • fix load_iw3mvm dvar
  • 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

11 Feb 21:20

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[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_testclients now 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

10 Feb 21:25

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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

14 Jul 10:00

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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