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Frequently Asked Questions

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Why won't my map compile correctly when I use terrain blending?
For an alpha blend on your terrain to work properly you need to have a solid ground texture (No white box around texture image and "@" in the name), im going to call this the primary ground texture, and a non-solid ground texture (White box around texture image and "_" in name), im going to call this the secondary ground texture. The primary gives you a solid surface and the secondary allows the blend to take place with out z-fighting (Both textures "fighting" to render at the same time).
How do I cancel my account subscription?

Make sure that you are logged into the website. Then visit the subscriptions page and scroll down near the bottom of the accounts features list. You should find a red "Cancel my Subscription" button.

Alternatively, you can cancel your subscriptions by logging into your paypal account and following the directions listed there.

If you still have difficulty unsubscribing from our site, contact us with your membership details and we will take care of it asap.

COD Radiant crashes when I try to run it.

Some people are seeing COD Radiant crash when launched. By deleting CoDRadiant under HKEY_CURRENT_USER\software

Then reset your Preferences.

I want to know about the FX in COD and what they do? List by StrYdeR

Cannon (fx/cannon/…)

brick.efx // A single-column medium to large explosion with fire and smoke and a random # of small to medium grey brick gibs that dissolve quickly

buildingpop.efx // A single-column medium explosion with black smoke only (no fire) and a random # of small to medium grey concrete? gibs

demolition_1.efx // A single-column very large & powerful explosion with fire and smoke and a random # of medium to large grey concrete gibs that linger

demolition_1sml.efx // A single-column medium explosion with fire and oily black smoke (fire disappears quickly – smoke lingers a bit) with a random # of small to medium grey concrete gibs that slowly dissolve

demolition_2sml.efx // A single-column medium explosion with fire and oily black smoke (more smoke than fire) with a random # of medium grey concrete gibs that ??swell?? then disappear

demolition_2sml_tame.efx // A single-column small (tame) explosion with fire and smoke with random # of small to medium grey concrete gibs that disappear before they hit the ground

dirt2.efx // A small column of grey dust with a few small gibs that disappear before reaching the ground

dirt.efx // A very small poof of dust with a small column extending through it with a few small dark gibs that disappear before reaching the ground

dust.efx // A column of black (smokelike) dust

fire_emready.efx // A medium ball of fire that doesn’t follow the origin path – just appears then dissolves or fades (orange-red in color)

glass.efx // Resembles a whole window exploding c/w smoky glass gibs that disappear quickly [picture a bomb exploding in a room and the window blowing out from the pressure] dust cloud present as well

glass_nolight.efx // Resembles a whole window exploding c/w smoky glass gibs that disappear quickly [picture a bomb exploding in a room and the window blowing out from the pressure] dust cloud present as well (*not sure of the difference between the glass & glass_nolight)

glass_tame.efx // Resembles a whole window exploding c/w smoky glass gibs that disappear quickly [picture a bomb exploding in a room and the window blowing out from the pressure] dust cloud present as well (tamer than the above 2 as the name suggests)

missile_flash.efx // A large orange/red/yellow flash that would resemble a missle impact no fire, no smoke – just a flash

missile_launch.efx // A flash accompanied with smoke and a projectile (missile) launched along target path [like a shell leaving an 88]

missile_launcha.efx // Same as above but with a larger flash effect

missile_launchrunner.efx // A flash accompanied with smoke and a missile projectile that trails smoke along its target path

missile_launchtst.efx // A large flash accompanied with smoke and a very fast missile trailing smoke

stone.efx // A column of smoke/dust with 2 or 3 medium to large dark stone gibs that move fast and disappear before touching the ground

stone_rocket1.efx // A column of smoke/dust that skips along the ground ??trailing a stone rocket?? (I couldn’t catch it – so it might not even be there)

wood.efx // A burst of flame and lots of smoke – random # of gibs flying (looks like rock and wood chunks) [nice effect – rather large]

wood_close.efx // A large burst of flame and a couple of wood plank gibs flipping through the air – they disappear before hitting the ground

woodcrate.efx // 4 or 5 small gibs of broken crate like material that tumble through the air – dissolving in the air

woodplank.efx // A column of flame and very little smoke with 2 or 3 medium gibs of plank that disappear in the air

Explosions (fx/explosions/…)

aircraft_down.efx // A slowly expanding ball of flame and smoke

berlin_explosion.efx // A column of smoke/dirt with rock gibs that disappear slowly on the ground – leaves a scorch-mark at the origin that very slowly fades

boom_dirt.efx // 4 columns of dirt spreading in a direction towards the target and away from the origin (outward) with a single column of smoke and fire in the middle towards the origin

darksmoke_rnr2.efx // 2 or 3 thin streamers of dark smoke – doesn’t travel very far

darksmoke_rnr3.efx // 2 or 3 thin streamers of grey/white smoke – doesn’t travel very far

darksmoke_rnr.efx // 3 or 4 streamers of fast dissipating black smoke – gravity seems to really affect this one

dirt_column1.efx // 4 columns of dirt spreading in a direction towards the target and away from the origin (outward) with a single column of smoke and fire in the middle towards the origin

dirt_column2.efx // 4 columns of dirt spreading in a direction towards the target and away from the origin (outward) – NO FIRE OR SMOKE

dirt_em.efx // A single lob of dirt particles (like a shovel full) that neither travels far or is large in size

em_exsmoke2.efx // A small little poof of white smoke

em_exsmoke.efx // A small little poof of light grey smoke

em_fire2.efx // A small little poof of fire

em_gravel.efx // A small little poof of gravel

emsmoke_fill.efx // A quick full thick column of dark grey smoke

exp_fill1.efx // A slow explosion effect with fire and oily black smoke

exp_fill1_tame.efx // Same as above – but as the name suggests TAMER

exp_fill1lite.efx // A slow explosion effect with lots of fire and smoke

exp_fill1nl.efx // A slow – almost lazy – explosion effect with fire and smoke

exp_fill2.efx // A small poof type explosion with fire and smoke – not large by any means

exp_fill2lite.efx // A large smoke only explosion with dark grey/black smoke

exploder1.efx // A large and fast explosion with a dusty yellow main effect and a thin smoke – has some fast moving gibs that disappear in the effect

exploder_brick.efx // A large and fast explosion with black smoke (no fire) and some fast moving red brick gibs that disappear in the air

explosion1.efx // A large and fast explosion with fire and black smoke and odd shaped small white gibs thrown from the source at random angles

explosion1_beach.efx // A medium slow explosion with a column of flame developing out of a fireball and smoke at the source

explosion1_heavy.efx // A medium to large slow explosion with a light column of flame developing out of a large and bright fireball and smoke at the source

explosion1_nl.efx // A medium to large explosion with a traveling poof of flame that develops out of a bright and large ball of flame at the source (no smoke)

explosion1_nolight.efx // A medium to large explosion that develops out of a ball of smoke and flame and produces a random number of white pieces that fly outward randomly from the source

explosionstart2.efx // A fast single bright fire column from the source (no smoke)

explosionstart.efx // A 2 stage explosion effect where the first stage shoots 3 to 4 columns of fire out from the source in a random direction and the second stage does it again but smaller and less powerful

explosive_fire1.efx // A small 2 stage explosion with 2 poofs of flame (no smoke)

fire_hit.efx // A medium 2 stage explosion with 2 poofs of flame – the second traveling outward and through the first (no smoke)

fireball1_em.efx // A small to medium slow fireball (no smoke)

fireball2_em.efx // A small to medium fireball – slightly faster than the above (no smoke)

fireball2_gren.efx // A small to medium poof fireball (?grenade?) – no smoke

fireball3_em.efx // A small to medium slow and lazy fireball – no smoke

fireball4_em.efx // A small to medium slow and lazy fireball – no smoke – at the source

firestraight1.efx // A thin column of flame – no smoke

firethrow1.efx // A thick column of flame – no smoke – very bright

firethrow_fu.efx // 2 thick columns of flame – no smoke – very bright like a fuel tank explosion then disappears

flakkcannon_exploder.efx // A 3 stage explosion with a fireball and black smoke – then a column of flame through that – (random trailers or offshoots) – fading column then fireball fading

flameless.efx // A single column of hokey looking flame – no smoke

flameout_part1.efx // A double stage explosion that starts with a slow fireball and heavy black smoke with the fire ball fading – then another smaller fireball and then the smoke dissipates

flameout_part2.efx // A delayed explosion with a fireball at the source and 3 – 4 columns of flame traveling rapidly outward towards the origin and outwards – very fast and bright

fueltank_ned.efx // A small flash bang explosion – has a rapidly fading fireball at the source and a small cloud of smoke that spreads away from the source and fades

glass_shatter.efx // A random number of glass gibs that fly away from the source towards the origin – what else would you expect?

grenade1.efx // A quick flash-bang type of effect – random small grey gibs - very slight fireball with a random number of light grey poofs of smoke at the source and a cloud of darker smoke that extends towards the origin – leaves a burn mark on the brush that slowly fades (think of a grenade exploding on a sidewalk)

grenade2.efx // Same as above less the fireball effect

grenade3.efx // Same as above but smaller

grenade_molotov.efx // A quick flash-bang type of effect – random number small grey gibs – very slight fireball with a dark cloud of smoke – does not leave a mark at the source

grenade_snow.efx // A quick flash-bang type of effect – random numbers of small snow white gibs – slight fireball with 1 or 2 columns of snow

grenade_water.efx // A quick flash-bang type of effect – slight fireball at the source with black smoke and a water spray effect

ground.efx // Looks like a shovel full of dirt getting thrown from the source towards the origin – does not travel far

metal_b.efx // A large 4 stage explosion – first 2 or 3 columns of fire in random directions from the source with small gibs – then four columns of fire with black smoke that extend from the source to the origin and outwards – more smoke – then a fireball flash at the source that fades

metal_bbackup.efx // Very akin to the above

moltov_hit.efx // A slow lazy fireball effect with random outshoots of flame from the source

mp_bomb.efx // A small flash-bang effect with a random number of grey gibs – a small fireball flash and dark smoke – has smaller grey poofs of smoke around the source and leaves a fading black scorch mark on the brush – also Complete with sound

mutha1.efx // A very large explosion – has a thick column of fire and smoke emerging from a large fireball with columns of dirt erupting from the source towards the origin

mutha1_nl.efx // A very large and fast explosion – slight fireball at the source with dark smoke extending outwards to the origin – four columns of dirt and light smoke near the source of the fx

mutha2.efx // Same as above with lighter smoke extending outwards

new_emsmokerunner.efx // A single thin runner of black smoke that travels towards the origin

new_explosions1.efx // 5+ thin smoke runners that spread out quickly followed by 1 or 2 fire columns that dissipate into a fireball at the source

new_explosions2.efx // 4 columns of fire that spread rapidly from the source then a secondary flash as smaller columns erupt from a fireball at the source – no smoke

newmetal_b.efx // 4 columns of fire that extend outward from the source followed by 3 – 5 columns of fire extending outwards from the source towards the origin flanking a thick column of smoke – a ball of fire at the source with random dark gibs

newmetal_c.efx // 4 columns of fire that extend outward from the source followed by 3-5 columns of fire extending outwards toward the origin – a ball of fire with random small dark gibs and then a cloud of grey smoke towards the origin

pathfinder_explosion.efx // A slow fireball at the source moving towards the origin – flanked by a poof cloud of black smoke – medium sized explosion complete with sound

****2.efx // A small fireball at the source

****.efx // A small fireball at the source that is also a light source

shock.efx // A small and quick shockwave effect

smokerunner1.efx // A small thin column of gravity affected black smoke

tank_explosion.efx // A fireball at the source then 2 columns of flame extending outwards to the origin and spreading slightly

test1_emit1.efx // 2-4 columns of fire traveling a medium distance from the source then expanding into fireballs that waft through the air – no smoke

v2_explosion.efx // A hokey column of ?fire? extending from the source to the origin

waterhit_barge.efx // A massive explosion from the russian level where the barge gets exploded. Starts with shockwaves and fire from the source towards the origin and gibs of wood flying – then has 2 clouds of water droplets and black smoke – ends with ?rain drops?

whitesmoke_rnr.efx // A thin runner of white/grey smoke

Explosions --> Newstages (fx/explosions/newstages/…)

heavy.efx // A small double fireball at the source

heavy_stream.efx // A medium explosion with expanding columns of fire (no smoke)



What are the player dimensions in a map?
The unit scale in CoD seems to be about 1 unit : 1 inch. (roughly)

1 unit = 1 inch in CoD.
1 foot = 12 units in CoD.

Players are 72 units or 6 feet high.
Players are 32 units wide.

Stairs in CoD are 8-12 units high.
Doors are 52x96 units in CoD (dawnville). Door thickness is 4-6 units.

Ladder rungs on a ladder that is in Dawnville are 24 units appart.It looks kind of silly. In real life this would be more like 12 units.

Outter walls are 8 units thick. I made inner walls 6.

Sidewalks 64 units wide and 8 units high

Height to ceiling is normally 128, but then again it all depends if its a anormal room, warehouse or what your creating.

Player Height Clearance =< 71 units
Player Crouch Clearance =< 51 units
Player Prone Clearance =< 31 units
Player Max Jump =< 39 units
Player Width Clearance =< 31 units

The unit scale o­n this game seems to be about 1 unit : 1 inch. Most of the models I look best when scaled to 75%.

*To change the size of a model, add the modelscale key with a decimal value - 0.75 for 75% - in the entity box for the model.

Thanks to n00bCODmapper and the forums here.
What are the console commands available for Call of Duty?

Note:? Some of these can or cannot be used when a map is running.

cg_hudObjectiveMinAlpha "1"???
cg_hudObjectiveMinHeight "-70"???
cg_hudStanceHintPrints "1"???
cg_lagometer "0"???
cg_marks "1"???
cg_noTaunt "0"???
cg_noVoiceChats "0"???
cg_noVoiceText "0"
cg_predictItems "1"???
cg_railTrailTime "400"???
cg_scoreboardScrollStep "3"???
cg_selectedPlayer "0"???
cg_shadows "0"???????
cg_skybox "1"???
cg_stereoSeparation "0.4"???
cg_subtitleMinTime "3"???
cg_subtitles "1"???
cg_subtitleWidth "80"???
cg_teamChatsOnly "0"???
cg_viewsize "100"???
cg_voiceSpriteTime "6000"???
cg_weaponCycleDelay "0"???
cl_allowDownload "0"???????
cl_anglespeedkey "1.5"
cl_anonymous "0"???????
cl_avidemo "0"??????
cl_bypassMouseInput "0"???????
cl_conXOffset "0"???????
cl_debugMove "0"???????
cl_forceavidemo "0"???
cl_freelook "1"???????
cl_freezeDemo "0"???
cl_goStandJumpTime "0"?
cl_ingame "0"???
cl_language "0"???????
cl_languagesavailable "1"????
cl_languagetranslate "1"???????
cl_languagewarnings "0"???????
cl_languagewarningsaserrors "0"???
cl_maxpackets "30"???
cl_maxPing "800"???????
cl_motd "1"
cl_motdString ""???
cl_mouseAccel "0"???????
cl_nodelta "0"???????
cl_noprint "0"???
cl_packetdup "1"?
cl_paused "0"???
cl_pitchspeed "140"???????
cl_run "1"????
cl_running "1"????
cl_serverloadgametype ""?
cl_serverloadmap ""?
cl_serverloadwaiting "0"???????
cl_serverStatusResendTime "750"???????
cl_showmouserate "0"???????
cl_shownet "0"???????
cl_shownuments "0"???????
cl_showSend "0"???????
cl_showServerCommands "0"???????
cl_showTimeDelta "0"???????
cl_stance "0"???????
cl_stanceTemp "0"???????
cl_timeout "200"?????
cl_updateavailable "0"
cl_updatefiles ""???
cl_updateoldversion ""?
cl_updateversion ""?
cl_viewPitchCompensate "0"?
cl_viewYawCompensate "0"???????
cl_visibleClients "0"?
cl_waitForFire "0"???
cl_xmodelcheck "0"???
cl_yawspeed "140"???
cm_playerCurveClip "1"???????
com_animCheck "0"???
com_hunkmegs "128"???
com_introplayed "1"???
com_maxfps "85"???
com_recommendedSet "1"???????
com_speeds "0"???????
com_statmon "0"???????
con_boldgamemessagetime "8"???
con_debug "0"
con_gamemessagetime "5"???
con_minicon "0"??
con_miniconlines "5"???
con_minicontime "4"??
con_restricted "0"???????
debug_protocol ""?????
debuggraph "0"????
dedicated "0"???????
developer "0"???????
developer_script "0"?????
fixedtime "0"???
fs_basegame ""???
fs_basepath "C:\PROGRA~1\CALLOF~1"??
fs_cdpath ""??
fs_copyfiles "0"???????
fs_debug "0"??
fs_game ""???
fs_homepath "C:\PROGRA~1\CALLOF~1"????
fs_ignoreLozalized "0"??
fs_restrict ""?????
fx_count "0"???????
fx_cull "1"?????
fx_debug "0"?????
fx_debugBolt "0"?????
fx_draw "1"?????
fx_enable "1"?????
fx_freeze "0"???
g_allowvote "1"?
g_arenasFile ""??
g_banIPs ""???
g_complaintlimit "3"
g_gametype "dm"???
g_log "games_mp.log"??
g_logSync "0"???
g_useGear "1"???
g_voiceChatsAllowed "4"?????
graphheight "32"?????
graphscale "1"?????
graphshift "0"
handicap "100"
head ""???????
in_debugjoystick "0"?
in_joyBallScale "0.02"???
in_joystick "0"???
in_midi "0"???
in_midichannel "1"???
in_mididevice "0"???
in_midiport "1"???
in_mouse "1"??
journal "0"???
joy_threshold "0.15"???????
logfile "0"???
m_filter "0"???
m_forward "0.25"???
m_pitch "0.022"??
m_side "0.25"???
m_yaw "0.022"????
mapname "nomap"
model ""???
mss_3d_provider "Miles Fast 2D Positional Audio"??? mss_bits "16"???
mss_errorOnMissing "1"???
mss_khz "44"????
mss_q3fs "1"?????
mss_roomtype "0"???
mss_stereo "1"???
mss_volume "0.8"?????
mss_wetlevel "0"
name "Unknown Soldier"????
net_ip "localhost"???????
net_lanauthorize "0"???
net_noipx "0"???
net_noudp "0"????
net_port "28960"???????
net_profile "0"??
net_qport "42763"???????
net_showprofile "0"???
net_socksEnabled "0"???
net_socksPassword ""???
net_socksPort "1080"???
net_socksServer ""
net_socksUsername ""???????
nextmap ""
outsideMapEnts "0"
password ""
protocol "2"????
r_allowSoftwareGL "0"????
r_arb_texture_cube_map "1"????
r_arb_texture_env_add "1"??????
r_arb_texture_env_combine "1"????
r_arb_texture_env_dot3 "1"????
r_arb_vertex_buffer_object "1"????
r_arb_vertex_program "1"????
r_ati_element_array "1"????
r_ati_fragment_shader "1"???
r_ati_fsaa_samples "1"???
r_ati_pntriangles "0"???
r_ati_truform_normalmode "QUADRATIC"???
r_ati_truform_pointmode "CUBIC"???
r_ati_truform_tess "1"????
r_ati_vertex_array_object "0"???????
r_clear "0"
r_colorbits "32"????
r_colorMipLevels "0"???????
r_cullBModels "1"??????
r_cullXModels "1"???
r_customaspect "1"???
r_customheight "1024"???
r_customwidth "1600"?????
r_debugEntLight "0"???????
r_debugGLErrors "0"???????
r_debugOptTex "0"?????
r_debugSort "0"???
r_depthbits "0"???
r_detailtextures "1"???
r_diffuseSunQuality "2"???
r_diffuseSunSteps "3"????
r_displayRefresh "0"???
r_dlightQuality "1"???????
r_dlightRadius "0.1124278"???????
r_dlightShift "0.3162278"?????
r_drawBModels "1"?????
r_drawBuffer "GL_BACK"?????
r_drawentities "1"?????
r_drawSModels "1"???
r_drawSun "1"?????
r_drawworld "1"?????
r_drawXModels "1"???
r_dynamiclight "1"?????
r_entFullbright "0"???
r_entLightCutoff "0.2"?????
r_entMinLight ".15"???????
r_errorOnConflicts "1"????
r_ext_compiled_vertex_array "1"????
r_ext_draw_range_elements "1"????
r_ext_rescale_normal "1"???
r_ext_texture_filter_anisotropic "0"???
r_fastsky "0"???
r_finish "0"?????
r_flareFadeIn ".2"?????
r_flareFadeOut ".2"?????
r_flares "1"?????
r_flareSize "96"?????
r_fog "1"????
r_fullbright "0"???
r_fullscreen "1"???
r_gamma "1.0"????
r_graymap "0"?????
r_highLodDist "-1"???????
r_ignore "1"???
r_ignoreGLErrors "1"??
r_ignorehwgamma "0"???
r_inGameVideo "1"????
r_intensity "1"???
r_lastValidRenderer "GeForce4 Ti 4400/AGP/SSE2"?????
r_lightmap "0"?????
r_lockpvs "0"???
r_lodbias "0"???
r_lodscale "1"?????
r_lodViewDist "0"???????
r_logFile "0"?????
r_lowLodDist "0"????
r_maxActiveTextures "0"???
r_maxEntLights "8"???????
r_maxpolys "4096"???????
r_maxpolyverts "8192"????
r_maxTextureSize "0"?????
r_measureOverdraw "0"?????
r_mediumLodDist "0"???
r_mem_agp "10"???
r_mem_backend "1"???
r_mem_manual "0"???
r_mem_video "0"???
r_minEntLightIntensity "0.02"???
r_mode "6"?????
r_nobind "0"?????
r_nocull "0"?????
r_noportals "0"?????
r_norefresh "0"????
r_nv_fence "1"????
r_nv_fog_available "1"?
r_nv_fog_dist "1"???
r_nv_fogdist_mode "GL_EYE_RADIAL_NV"?
r_nv_register_combiners "2"?
r_nv_texture_shader "1"????
r_nv_vertex_array_range "2"
r_offsetfactor "-1"
r_offsetunits "-2"?
r_optimize "1"????
r_optimizeBackend "1"?
r_optimizeSModels "1"?
r_optimizeTextures "2"?
r_optimizeWorld "1"????
r_optimizeXModels "100"?
r_overBrightBits "1"?
r_picmip "1"
r_picmip2 "1"???
r_portalbevels "0.7"
r_portalOnly "0"??
r_primitives "0"??????
r_printShaders "0"?????
r_profileDrawElements "0"??
r_railCoreWidth "1"??
r_railSegmentLength "32"?
r_railWidth "16"???????
r_saveFontData "0"
r_showaabbtrees "0"
r_showCullBModels "0"
r_showCullSModels "0"????
r_showCullXModels "0"???????
r_showImages "0"
r_showLeafLights "0"
r_shownormals ""?????
r_showportals "0"
r_showsky "0"
r_showsurfcounts "0"
r_showtricounts "0"
r_showtris "0"?
r_simpleMipMaps "1"
r_singlecell "0"
r_singleShader "0"
r_skip_auto_config "0"?????
r_skipBackEnd "0"???????
r_smc_enable "1"
r_speeds "0"?
r_stencilbits "8"???????
r_sunblind_fadein ".5"???????
r_sunblind_fadeout "3"???????
r_sunblind_max_angle "5"???????
r_sunblind_max_darken ".75"???????
r_sunblind_min_angle "30"???????
r_sunflare_fadein "1"???????
r_sunflare_fadeout "1"???????
r_sunflare_max_alpha "1"???????
r_sunflare_max_angle "2"???????
r_sunflare_max_size "2500"???????
r_sunflare_min_angle "45"???????
r_sunflare_min_size "0"???????
r_sunflare_shader "sunFlareShader"???????
r_sunglare_fadein ".5"???????
r_sunglare_fadeout "3"???????
r_sunglare_max_angle "5"???????
r_sunglare_max_lighten ".75"???????
r_sunglare_min_angle "30"???????
r_sunsprite_shader "sun"???????
r_sunsprite_size "16"
r_suntest "0"?
r_swapDelay "0"
r_swapInterval "1"???
r_texturebits "0"???
r_textureMode "GL_LINEAR_MIPMAP_NEAREST"???????
r_uiFullScreen "1"
r_vbo_interleave "0"?
r_vbo_paranoia "1"???
r_vbo_smc_static_draw "1"
r_vbo_stream_draw "1"?
r_vc_compile "0"?
r_vc_makelog "0"???????
r_vc_showlog "0"???????
r_verbose "0"?
r_weightMipMaps "0"
r_xdebug ""
r_zfar "0"
r_znear "4"
r_znear_depthhack "0.1"?
rate "5000"???????
rconAddress ""???????
rconPassword ""???????
scr_allow_bar "1"???????
scr_allow_bren "1"???????
scr_allow_enfield "1"???????
scr_allow_fg42 "0"???????
scr_allow_kar98k "1"???????
scr_allow_kar98ksniper "1"???????
scr_allow_m1carbine "1"???????
scr_allow_m1garand "1"???????
scr_allow_mp40 "1"???????
scr_allow_mp44 "1"???????
scr_allow_nagant "1"???????
scr_allow_nagantsniper "1"???????
scr_allow_panzerfaust "1"???????
scr_allow_ppsh "1"???????
scr_allow_springfield "1"???????
scr_allow_sten "1"???????
scr_allow_thompson "1"???????
scr_bel_alivepointtime "10"???????
scr_bel_scorelimit "50"???????
scr_bel_timelimit "30"???????
scr_conspeed "3"???????
scr_dm_scorelimit "50"???????
scr_dm_timelimit "30"???????
scr_drawfriend "0"???????
scr_forcerespawn "0"???????
scr_freelook "1"???????
scr_friendlyfire "0"???????
scr_hq_scorelimit "450"???????
scr_hq_timelimit "30"???????
scr_killcam "1"???????
scr_re_graceperiod "15"???????
scr_re_roundlength "4"???????
scr_re_roundlimit "0"???????
scr_re_scorelimit "10"???????
scr_re_showcarrier "0"???????
scr_re_timelimit "0"???????
scr_sd_graceperiod "15"???????
scr_sd_roundlength "4"???????
scr_sd_roundlimit "0"???????
scr_sd_scorelimit "10"???????
scr_sd_timelimit "0"???????
scr_spectateenemy "1"???????
scr_tdm_scorelimit "100"???????
scr_tdm_timelimit "30"???????
scr_teambalance "0"?
sensitivity "5"?
server1 ""?
server10 ""
server11 ""?
server12 ""?
server13 ""??
server14 ""?
server15 ""?
server16 ""
server2 ""?
server3 ""?
server4 ""?
server5 ""??
server6 ""??
server7 ""??
server8 ""??
server9 ""???
shortversion "1.2"??????
showdrop "0"???????
showpackets "0"??
snaps "20"??????
sv_allowAnonymous "0"?
sv_allowDownload "1"???
sv_cheats "0"?
sv_floodProtect "1"???????
sv_fps "20"?
sv_hostname "CoDHost"?????
sv_keywords ""???????
sv_kickBanTime "300"???????
sv_killserver "0"???????
sv_mapRotation ""???????
sv_mapRotationCurrent ""?
sv_master2 ""?
sv_master3 ""???
sv_master4 ""
sv_master5 ""
sv_maxclients "20"?
sv_maxPing "0"?
sv_maxRate "0"?
sv_minPing "0"???????
sv_onlyVisibleClients "0"???????
sv_packet_info "0"???????
sv_padPackets "0"???
sv_pakNames ""???
sv_paks ""????
sv_paused "0"?????
sv_privateClients "0"???????
sv_privatePassword ""??????
sv_pure "0"???????
sv_reconnectlimit "3"????
sv_referencedPakNames ""????
sv_referencedPaks ""????
sv_running "0"???
sv_serverid "0"???????
sv_showAverageBPS "0"???????
sv_showCommands "0"???????
sv_showloss "0"???????
sv_timeout "240"???????
sv_zombietime "2"
ui_allow_sniperrifles "1"?
ui_bigFont "0.4"
ui_browserFriendlyfire "-1"?
ui_browserGameType "0"?
ui_browserKillcam "-1"?
ui_browserMaster "0"?
ui_browserMod "-1"
ui_browserShowDedicated "0"
ui_browserShowEmpty "1"?
ui_browserShowFull "1"
ui_browserShowNoPassword "1"
ui_browserShowPassword "1"?
ui_browserShowPure "1"
ui_browserSortKey "4"???
ui_cdkeychecked "0"??????
ui_cmd ""?
ui_currentMap "16"
ui_currentNetMap "16"?
ui_dedicated "0"??

ai_badPathSpam "0"
ai_corpseCount "10"
ai_debugAnimDeltas "0"
ai_debugCoverEntityNum "-6969"
ai_debugFindPath "0"
ai_debugMayMove "0"
ai_debugThreat "0"
ai_disableSpawn "0"
ai_nocriticalsections "1"
ai_noDodge "0"
ai_playerFarAccuracy "0.1"
ai_playerFarDamage "20"
ai_playerFarRange "2000"
ai_playerNearAccuracy "0.5"
ai_playerNearDamage "200"
ai_playerNearRange "800"
ai_showBadPlaces "0"
ai_ShowCanshootChecks "0"
ai_showDodge "0"
ai_ShowFailedPaths "100"
ai_showFriendlyChains "0"
ai_showNearestNode "0"
ai_showNodes "0"
ai_showNodesDist "384"
ai_showPaths "0"
ai_showVisData "0"
ai_showVisDataDist "1000"
angles "0"
animscriptent "-1"
arch "winnt"
bg_debugWeaponAnim "0"
bg_debugWeaponState "0"
bg_duck2prone_time "400"
bg_fallDamageMaxHeight "480"
bg_fallDamageMinHeight "256"
bg_foliagesnd_fastinterval "500"
bg_foliagesnd_maxspeed "180"
bg_foliagesnd_minspeed "40"
bg_foliagesnd_resetinterval "500"
bg_foliagesnd_slowinterval "1500"
bg_ladder_yawcap "100"
bg_physicsFix "1"
bg_prone2duck_time "400"
bg_prone_softyawedge "1"
bg_prone_yawcap "85"
bg_viewheight_crouched "40"
bg_viewheight_prone "11"
bg_viewheight_standing "60"
camera "off"
cg_blood "1"
cg_bobAmplitudeDucked "0.015"
cg_bobAmplitudeProne "0.03"
cg_bobamplitudestanding ".008"
cg_bobMax "8"
cg_bobWeaponAmplitude "0.16"
cg_bobWeaponLag "0.25"
cg_bobWeaponMax "10"
cg_bobWeaponRollAmplitude "1.5"
cg_brass "1"
cg_centertime "3"
cg_crosshairalpha "1.0"
cg_crosshairalphamin "0.7"
cg_crosshairDynamic "0"
cg_crosshairNoGun "gfx/reticle/hud@center_ads.tga"
cg_cursorHints "3"
cg_deadscreen_backdrop "levelshots/deadscreen/defeat_american.tga"
cg_deadscreen_levelname "levelshots/level_name_text/hud@Ste_Mere_Eglise.tga"
cg_debugevents "0"
cg_debugHUDDraw "0"
cg_draw2d "1"
cg_drawCrosshair "1"
cg_drawFPS "0"
cg_drawgun "1"
cg_drawpaused "1"
cg_drawScriptUsage "0"
cg_drawShader "0"
cg_drawSnapshot "0"
cg_drawSoundOverlay "0"
cg_drawStatus "1"
cg_drawTimer "0"
cg_drawVersion "1"
cg_dumpAnims "-1"
cg_errordecay "100"
cg_footsteps "1"
C cg_fov "80"
cg_gameBoldMessageWidth "60"
cg_gameMessageWidth "70"
cg_gun_move_f "0"
cg_gun_move_minspeed "0"
cg_gun_move_r "0"
cg_gun_move_rate "0"
cg_gun_move_u "0"
cg_gun_ofs_f "0"
cg_gun_ofs_r "0"
cg_gun_ofs_u "0"
cg_gun_rot_minspeed "0"
cg_gun_rot_p "0"
cg_gun_rot_r "0"
cg_gun_rot_rate "0"
cg_gun_rot_y "0"
cg_gunX "0"
cg_gunY "0"
cg_gunZ "0"
cg_hintFadeTime "100"
cg_hudAlpha "1.0"
cg_hudCompassMaxRange "1024"
cg_hudCompassMinRadius "0.1"
cg_hudCompassMinRange "64"
cg_hudCompassSize "1.0"
cg_hudCompassSpringyPointers "0"
cg_hudDamageIconHeight "64"
cg_hudDamageIconOffset "32"
cg_hudDamageIconTime "2000"
cg_hudDamageIconWidth "128"
cg_hudFiles "ui/hud.txt"
cg_hudObjectiveMaxHeight "60"
cg_hudObjectiveMaxRange "2048"
cg_hudObjectiveMinAlpha "1"
cg_hudObjectiveMinHeight "-68"
cg_hudObjectiveNumRings "10"
cg_hudObjectiveRingSize "64"
cg_hudObjectiveRingTime "10000"
cg_hudStanceFlash_b "0.3"
cg_hudStanceFlash_g "1.0"
cg_hudStanceFlash_r "1.0"
cg_hudStanceHintPrints "1"
cg_ignore "0"
cg_letterbox "0"
cg_marks "1"
cg_nopredict "0"
cg_norender "0"
cg_railTrailTime "400"
cg_runpitch "0.002"
cg_runroll "0.005"
cg_selectedPlayer "0"
cg_shadows "0"
cg_shock_mouse "1"
cg_shock_mouse_fadeTime "2"
cg_shock_mouse_maxpitchspeed "90"
cg_shock_mouse_maxyawspeed "90"
cg_shock_mouse_sensitivityscale "0.5"
cg_shock_screenBlendFadeTime "1"
cg_shock_screenBlendTime "0.4"
cg_shock_sound "1"
cg_shock_soundFadeInTime "0.25"
cg_shock_soundFadeOutTime "2.5"
cg_shock_soundLoopEndDelay "-3.0"
cg_shock_soundLoopFadeTime "1.5"
cg_shock_soundModEndDelay "2"
cg_shock_soundRoomType "underwater"
cg_shock_soundWetLevel "0.5"
cg_shock_viewKickFadeTime "3"
cg_shock_viewKickPeriod ".75"
cg_shock_viewKickRadius ".05"
cg_shock_volume_announcer "1.0"
cg_shock_volume_auto "0.1"
cg_shock_volume_body "0.1"
cg_shock_volume_item "0.1"
cg_shock_volume_local "1.0"
cg_shock_volume_menu "1.0"
cg_shock_volume_music "1.0"
cg_shock_volume_voice "0.2"
cg_shock_volume_weapon "0.5"
cg_showmiss "0"
cg_skybox "1"
cg_stats "0"
cg_stereoSeparation "0.4"
cg_subtitleMinTime "1.5"
cg_subtitles "1"
cg_subtitleWidth "60"
cg_switchbackWeapon "0"
cg_thirdPerson "0"
cg_thirdPersonAngle "0"
cg_thirdPersonRange "40"
cg_tracerchance "0.4"
cg_tracerlength "160"
cg_tracerspeed "4500"
cg_tracerwidth "0.8"
cg_victoryscreen_backdrop "levelshots/victoryscreen/victory_american.jpg"
cg_victoryscreen_levelname "levelshots/level_name_text/hud@Ste_Mere_Eglise.tga"
cg_viewKickMax "90"
cg_viewKickScale "0.8"
cg_viewsize "100"
cg_weaponCycleDelay "0"
cg_weaponSelect "18"
cg_weaponSelectTime "250"
chain "0"
cl_anglespeedkey "1.5"
cl_avidemo "0"
cl_conXOffset "0"
cl_debugMove "0"
cl_forceavidemo "0"
cl_freelook "1"
cl_goStandJumpTime "0"
cl_language "0"
cl_languagesavailable "1"
cl_languagetranslate "1"
cl_languagewarnings "0"
cl_maxpackets "30"
cl_mouseAccel "0"
cl_nodelta "0"
cl_noprint "0"
cl_paused "0"
cl_pitchspeed "140"
cl_run "1"
cl_running "1"
cl_serverStatusResendTime "750"
cl_showmouserate "0"
cl_shownet "0"
cl_showSend "0"
cl_showTimeDelta "0"
cl_stance "0"
cl_stanceTemp "0"
cl_testAnimWeight "0"
cl_viewPitchCompensate "0"
cl_viewYawCompensate "0"
cl_xmodelcheck "0"
cl_yawspeed "140"
cm_noCurves "0"
cm_playerCurveClip "1"
com_animCheck "0"
com_cameraMode "0"
com_dropsim "0"
com_dumpingdxf "0"
com_expectedhunkusage "31600034"
com_hunkMegs "80"
com_introplayed "0"
com_maxfps "0"
com_recommendedSet "1"
com_speeds "0"
com_statmon "0"
con_boldgamemessagetime "8"
con_debug "0"
con_gamemessagetime "5"
con_minicon "0"
con_miniconlines "5"
con_minicontime "4"
debug "0"
debug_drawcone "off"
debug_protocol ""
debug_stundraw "off"
debug_tankall "off"
debug_tanknone "off"
debug_tankque "off"
debug_tanksamples "off"
debuggraph "0"
developer "1"
dmflags "0"
dollycamera ""
fallback "0"
fixedtime "0"
fraglimit "20"
fs_basegame ""
fs_basepath "C:\Program Files\Call of Duty Single Player Demo"
fs_cdpath ""
fs_copyfiles "0"
fs_debug "0"
fs_game ""
I fs_homepath "C:\Program Files\Call of Duty Single Player Demo"
fs_ignoreLozalized "0"
fs_restrict ""
fx_count "0"
fx_cull "1"
fx_debug "0"
fx_draw "1"
fx_enable "1"
fx_freeze "0"
g_accuracyStanceCrouchMod "0.75"
g_accuracyStanceProneMod "0.5"
g_ai "1"
g_bounds_height_standing "70"
g_bounds_width "30"
g_changelevel_time "4"
g_connectpaths "0"
g_debugBullets "0"
g_debugDamage "0"
g_debugMove "0"
g_debugProneCheck "0"
g_debugProneCheckDepthCheck "1"
g_debugShowHit "0"
g_drawEntBBoxes "0"
g_dumpAnims "-1"
g_entinfo "0"
g_entinfo_maxdist "2048"
g_entinfo_scale "1"
g_friendlyfireDist "256"
g_friendlyfireUseDist "256"
g_friendlyfireUseTime "500"
g_gameskill "0"
g_gametype "0"
g_gravity "800"
g_ignorePathErrors "0"
g_internalSaveGame ""
g_knockback "1000"
g_lastSaveGame "save\autosave\burnville.svg"
g_listEntity "0"
g_log "games.log"
g_logSync "0"
g_maxGameClients "0"
g_no_script_spam "0"
g_player_maxhealth "1200"
g_playerTrailTime "500"
g_rankings "0"
g_reloading "0"
g_spawnai "1"
g_speed "190"
g_spSkill "2"
g_useGear "1"
g_useholdtime "100"
g_vehicleDebug "0"
g_vehicleDrawPath "0"
g_vehicleTexScrollScale "0"
g_weaponAmmoPools "0"
g_weaponrespawn "5"
gamedate "Aug 19 2003"
gamename "main"
graphheight "32"
graphscale "1"
graphshift "0"
in_debugjoystick "0"
in_joyBallScale "0.02"
in_joystick "0"
in_midi "0"
in_midichannel "1"
in_mididevice "0"
in_midiport "1"
in_mouse "1"
journal "0"
joy_threshold "0.15"
lastcamera "on"
logfile "2"
m_filter "0"
m_forward "0.25"
m_pitch "0.022"
m_side "0.25"
m_yaw "0.022"
mapname "burnville"
monkeytoy "0"
mss_3d_provider "Miles Fast 2D Positional Audio"
mss_bits "16"
mss_errorOnMissing "1"
mss_hunkmegs "32"
mss_khz "44"
mss_musicvolume "1"
mss_q3fs "1"
mss_roomtype "0"
mss_stereo "1"
mss_volume "0.8"
mss_wetlevel "0"
nextcamera "on"
nextdemo ""
nextmap "map_restart"
outsideMapEnts "0"
pmove_fixed "0"
pmove_msec "8"
r_allowSoftwareGL "0"
r_arb_texture_cube_map "1"
r_arb_texture_env_add "1"
r_arb_texture_env_combine "1"
r_arb_texture_env_dot3 "1"
r_arb_vertex_buffer_object "1"
r_arb_vertex_program "1"
r_ati_element_array "1"
r_ati_fragment_shader "1"
r_ati_fsaa_samples "1"
r_ati_pntriangles "0"
r_ati_truform_normalmode "QUADRATIC"
r_ati_truform_pointmode "CUBIC"
r_ati_truform_tess "1"
r_ati_vertex_array_object "1"
r_clear "0"
r_colorbits "32"
r_colorMipLevels "0"
r_cullBModels "1"
r_cullXModels "1"
r_customaspect "1"
r_customheight "1024"
r_customwidth "1600"
r_debugEntLight "0"
r_debugGLErrors "0"
r_debugOptTex "0"
r_debugSort "0"
r_depthbits "0"
r_detailtextures "1"
r_diffuseSunQuality "2"
r_diffuseSunSteps "3"
r_displayRefresh "0"
r_dlightQuality "1"
r_dlightRadius "0.1124278"
r_dlightShift "0.3162278"
r_drawBModels "1"
r_drawBuffer "GL_BACK"
r_drawentities "1"
r_drawSModels "1"
r_drawSun "1"
r_drawworld "1"
r_drawXModels "1"
r_dynamiclight "1"
r_entFullbright "0"
r_entLightCutoff "0.2"
r_entMinLight ".15"
r_errorOnConflicts "1"
r_ext_compiled_vertex_array "1"
r_ext_draw_range_elements "1"
r_ext_rescale_normal "1"
r_ext_texture_filter_anisotropic "0"
r_fastsky "0"
r_finish "0"
r_flareFadeIn ".25"
r_flareFadeOut "1"
r_flares "1"
r_flareSize "96"
r_fog "1"
r_fullbright "0"
r_fullscreen "0"
r_gamma "1.0"
r_graymap "0"
r_highLodDist "-1"
r_ignore "1"
r_ignoreGLErrors "1"
r_ignorehwgamma "0"
r_inGameVideo "1"
r_intensity "1"
r_lastValidRenderer "Radeon 9000 DDR x86/SSE2"
r_lightmap "0"
r_lockpvs "0"
r_lodbias "0"
r_lodscale "1"
r_lodViewDist "0"
r_logFile "0"
r_lowLodDist "0"
r_maxActiveTextures "0"
r_maxEntLights "8"
r_maxpolys "4096"
r_maxpolyverts "8192"
r_maxTextureSize "0"
r_measureOverdraw "0"
r_mediumLodDist "0"
r_mem_agp "8"
r_mem_backend "0.5"
r_mem_manual "0"
r_mem_video "2"
r_minEntLightIntensity "0.02"
r_mode "4"
r_nobind "0"
r_nocull "0"
r_noportals "0"
r_norefresh "0"
r_nv_fence "1"
r_nv_fog_available "0"
r_nv_fog_dist "0"
r_nv_fogdist_mode "GL_EYE_RADIAL_NV"
r_nv_register_combiners "2"
r_nv_texture_shader "1"
r_nv_vertex_array_range "2"
r_offsetfactor "-1"
r_offsetunits "-2"
r_optimize "1"
r_optimizeBackend "1"
r_optimizeSModels "1"
r_optimizeTextures "2"
r_optimizeWorld "1"
r_optimizeXModels "100"
r_overBrightBits "1"
r_picmip "1"
r_picmip2 "2"
r_portalbevels "0.7"
r_portalOnly "0"
r_primitives "0"
r_printShaders "0"
r_profileDrawElements "0"
r_railCoreWidth "1"
r_railSegmentLength "32"
r_railWidth "16"
r_saveFontData "0"
r_showCullBModels "0"
r_showCullSModels "0"
r_showCullXModels "0"
r_showImages "0"
r_showLeafLights "0"
r_shownormals ""
r_showportals "0"
r_showsky "0"
r_showsurfcounts "0"
r_showtricounts "0"
r_showtris "0"
r_simpleMipMaps "1"
r_singlecell "0"
r_singleShader "0"
r_skipBackEnd "0"
r_smc_enable "1"
r_speeds "0"
r_stencilbits "8"
r_sunblind_fadein ".9"
r_sunblind_fadeout "3"
r_sunblind_max_angle "5"
r_sunblind_max_darken ".01"
r_sunblind_min_angle "1"
r_sunflare_fadein "1"
r_sunflare_fadeout ".2"
r_sunflare_max_alpha "1"
r_sunflare_max_angle "2"
r_sunflare_max_size "120"
r_sunflare_min_angle "45"
r_sunflare_min_size "0"
r_sunflare_shader "gfx/sun/moon_flare"
r_sunglare_fadein ".1"
r_sunglare_fadeout ".1"
r_sunglare_max_angle "5"
r_sunglare_max_lighten ".005"
r_sunglare_min_angle "30"
r_sunsprite_shader "gfx/sun/moon_full"
r_sunsprite_size "32"
r_suntest "0"
r_swapDelay "0"
r_swapInterval "0"
r_texturebits "0"
r_texturemode "GL_LINEAR_MIPMAP_NEAREST"
r_uiFullScreen "0"
r_vbo_interleave "0"
r_vbo_manual "0"
r_vbo_smc_static_draw "1"
r_vbo_stream_draw "1"
r_vc_compile "0"
r_vc_makelog "0"
r_vc_showlog "0"
r_verbose "0"
r_weightMipMaps "0"
r_xdebug ""
r_zfar "0"
r_znear "4"
r_znear_depthhack "0.1"
rconAddress ""
rconPassword ""
scr_conspeed "3"
sensitivity "5"
server1 ""
server10 ""
server11 ""
server12 ""
server13 ""
server14 ""
server15 ""
server16 ""
server2 ""
server3 ""
server4 ""
server5 ""
server6 ""
server7 ""
server8 ""
server9 ""
showdrop "0"
showpackets "0"
start "start"
sv_allowAnonymous "0"
sv_cheats "0"
sv_framerate_smoothing "1"
sv_keywords ""
sv_killserver "0"
sv_mapname ""
sv_pakNames ""
sv_paks ""
sv_referencedPakNames "main/pak0"
sv_referencedPaks "-1122660197 "
sv_running "1"
sv_serverid "7153401"
sv_showCommands "0"
sys_configSum "34488330"
sys_cpuid "35"
sys_cpuMHz "1788.5"
sys_cpustring "Intel Pentium III"
sys_showconsole "1"
sys_sysMB "512"
sys_vidMB "64"
timedemo "0"
timegraph "0"
timelimit "0"
timescale "1"
ui_bigFont "0.4"
ui_campaign "american"
ui_cmd ""
ui_currentMap "0"
ui_currentNetMap "0"
ui_debug "0"
ui_dedicated "0"
ui_extraBigFont "0.55"
ui_initialized "0"
ui_menuFiles "ui/menus.txt"
ui_mousePitch "0"
ui_multiplayer "0"
ui_netSource "0"
ui_newScriptMenu ""
ui_newScriptMenuIndex "-1"
ui_prevClass "-1"
ui_prevTeam "-1"
ui_prevWeapon "-1"
ui_savegameName ""
ui_scriptMenu ""
ui_scriptMenuAllowResponse "1"
ui_scriptMenuIndex "-1"
ui_smallFont "0.25"
ui_victoryquote "@VICTORYQUOTE_IF_THE_OPPOSITION_DISARMS"
ui_waitingScriptMenu ""
ui_waitingScriptMenuIndex "-1"
ui_waitingScriptMenuNoMouse "0"
usedanim ""
username "Family Trees"
version "CoD Beta build 4082 Aug 19 2003 16:03:33 win-x86"
vid_xpos "3"
vid_ypos "22"
viewlog "0"
win_hinstance "4194304"
win_wndproc "4526560"
614 total cvars
614 cvar indexes

Having problems with the PK3 creation?  Here is a list of the directory structure.

fx\misc (contains efx files)
levelshots\yourmap.dds
levelshots\layouts\hud@layout_yourmap.dds
maps\mp\gsc files
mp\arenafile
sound\misc\wavfiles
soundaliases\yourmap_sound.csv
textures\misc (example)
walls (example)
wood (example)

Is a PK4 file just a ZIP file?

Yes. You can rename it the file extension to ZIP and view the contents. Before modifying the PK4 always make a backup copy.
How come things disappear in the editor's 3D window/How do I increase the draw distance?

If objects are moved too far away from the camera, they are clipped and cut off. This speeds performance of the window at the cost of less visibility over distance.

To see objects far away, you need to toggle the Cubic Clipping icon. It is a rectangle split diagonally in half. The left half is a blue triange and the right half is a white triangle.

Why can't I edit my forum posts?

Forum posts are editable by the author for only 10 minutes after they are originally posted. After that time, only an administrator or moderator can edit your post.

The reason for this is to preserve the usefulness of the forums. We were finding starting posts that were deleted by the author probably because they were embarrassed by the questions asked. However, once the question is deleted, the answering posts become less useful to someone in the future who is looking for a solution to a similar problem.

If it is important to you to have a posted edited after the alotted time, contact an administrator or moderator for help.

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