the cutting room mirror

Call of Duty 2

Film Grain#

A film grain effect that goes unused for unknown reasons. It is showcased in this video (note that it was turned up for demonstration purposes): Watch on YouTube

Unused Maps#

EffectsEd_box#

A map named "EffectsEd_box" can be played by typing "devmap" in the console commands. Upon spawning you will have no weapons but typing in "give all" in the console commands will give you four Stielhandgranate grenades and the Default Weapon.

t2616t10#

An unused multiplayer map that can be found in the iw_04.iwd file. It can only be loaded in-game if you rename the file from t2616t10.tmp to mp_t2616t10.d3dbsp. The map itself is an early version of Railyard from August 2005, and has a few differences from the final map.

Unused Weapons#

Default Weapon#

Default_weapon_CoD2.png

A weapon found in most Call of Duty games. It can be spawned and used by modding.

FG42#

FG42_pickup_CoD2_Unused.png

A German LMG that was cut. HUD icon and textures from Call of Duty still remain.

Panzerfaust#

Panzerfaust_pickup_CoD2_Unused.png

A German rocket launcher. A HUD icon and texture sheet remains, and the coding string "panzerfaust_mp" implies that it was going to be used in multiplayer.

PTRS-41#

COD2_Hud_antitank.png

A Russian anti-tank rifle. HUD icon remains. Maybe a leftover from Call of Duty.

Molotov Cocktails#

While there doesn't seem to be an image for the Molotovs, they are mentioned several times in unused audio files.

Removed Characters#

  • Tank Commander of Ripper Jack - Originally in at least El Daba , Newvillers and Toujane
  • Sgt. Nixon - Was Originally at the start of Hill 400 Assault
  • Pvt. McAllister - Was Originally at the start of Hill 400 Assault
  • Gurewicz - Was originally at the end of Moscow
  • Major V. S. Zubov - Was originally mentioned at the end of Demolition
  • Medic Wells - Was originally in at least Duhoc Assault , The Silo , Hill 400 Defend

Leftover Decoy Files#

In iw_07.iwd remains 4 leftover files from the original Decoy level before being remade into Decoy Trenches.

decoy.gsc

Level:      DECOY
Campaign:   British
Objectives:
        1. ?
        
============================================================================*/

#include maps\_utility;
#include maps\_fx;
#include maps\_anim;

main()
{   
    setExpFog (0.0001,  0.0667, 0.0941, 0.1412, 0);
    
    //// Load External Scripts
    maps\_load::main();
    maps\decoy_fx::main();
    maps\decoy_anim::main();
}

decoy_amb.gsc

#include maps\_ambient;
main()
{
    // Set the underlying ambient track
    level.ambient_track ["exterior"] = "ambient_toujane";
    thread maps\_utility::set_ambient("exterior");
        
    ambientDelay("exterior", 6.0, 10.0); // Trackname, min and max delay between ambient events
    ambientEvent("exterior", "elm_windgust1",   1.0);
    ambientEvent("exterior", "elm_windgust2",   1.0);
    ambientEvent("exterior", "elm_windgust3",   1.0);
    ambientEvent("exterior", "null",            0.3);
        

    ambientEventStart("exterior");

    level waittill ("action moment");

    ambientEventStart("action ambient");
}   
    

decoy_fx.gsc

main()
{
    level._effect["mortar"]                 = loadfx ("fx/impacts/dirthit_mortar.efx");
    level._effectType["mortar"]             = "mortar";
    
    level._effect["artillery"]              = loadfx ("fx/impacts/largemortar_dirt3.efx");
    level._effectType["artillery"]          = "artillery";
    
    level._effect["bomb"]                   = loadfx ("fx/impacts/largemortar_dirt3.efx");
    level._effectType["bomb"]               = "bomb";

    level.mortar                            = level._effect["mortar"];   

    level._effect["mortar_impact"]          = level._effect["mortar"];
    level._effectType["mortar_impact"]      = level._effectType["mortar"];

    level._effect["german flare"]           = loadfx ("fx/smoke/flare.efx");
    level._effectDuration["german flare"]   = 20;   
}

decoy_anim.gsc - This contains the original subtitles for the cut voice lines which can be found sorted below.

Subtitles#

REFERENCE

LANG_ENGLISH

Notes

decoy_prc_allrightlads

All right lads, time to wake up the Jerries. Come on, Rommel is waiting!

decoy_prc_rememberboys

Remember boys, these are unmanned decoy tanks! Every last one of them! Nothing more than a wooden shell over a measly jeep, without anyone inside, so don’t count on them to save you!

decoy_mac_pompous

Pompous git.

decoy_prc_

Flare! Get down!

File name not complete

decoy_mac_

Aw, bloody hell, the Leftenant’s dead!

File name not complete

decoy_bs1_

The Jerries have us zeroed! What the hell do we do now?

File name not complete

decoy_mac_

We STAY, and we FINISH THE MISSION!

File name not complete

decoy_bs2_

You’re mad! We’ll never get past those guns

File name not complete

decoy_bs3_

Or those mortars! We must fall back!

File name not complete

decoy_prc_

Keep it together lads! MacGregor’s right! We KEEP FIGHTING!

File name not complete

decoy_bs1_

Smoke grenades! Use your smoke grenades!

Sound file name is missing from the file but It should be British 1 based on the level.scrsound reference.

decoy_prc_

Bollocks to that! Get down from the ridge, lads! Back down from the ridge!

File name not complete

decoy_prc_

Corporal! Flanking mission! We’ll take the men around that hill to the north and flank Jerry on the right! Let’s go!

File name not complete

decoy_prc_

Everybody, let’s go! Move move move! Come on!

File name not complete

decoy_prc_

Corporal! Get over here! You’ll get yourself killed!

File name not complete

decoy_bs1_

Corporal! Get back here! Stay in cover! We’ve got to break through their right flank!

Sound file name is missing from the file but It should be British 1 based on the level.scrsound reference.

decoy_bs2_

Where the bloody hell are you going Corporal? You’ll get yourself killed nodding off like that!

File name not complete

decoy_bs3_

Corporal! You’re going to get yourself killed! The Germans have the area zeroed in!

File name not complete

decoy_prc_smokegrenades

Smoke grenades! Get some smoke out there!

decoy_bs2_throwsmoke

Throw out smoke grenades!

decoy_bs1_chucksmoke

Chuck Smoke Grenades Lads!

decoy_bs3_smokebombs

Smoke bombs!

decoy_prc_suppresspillboxes

Suppress those pillboxes!

decoy_prc_brengun

Bren gun! On that pillbox! Now!

decoy_prc_rogersbase

Rogers! Base of fire on you!

decoy_bs2_baseoffire

Base of fire! Base of fire!

decoy_prc_staylow

Stay Low!

decoy_mac_keepmoving

Keep moving!

decoy_bs3_keepdown

Keep your head down!

decoy_prc_stayintrenches

Stay in the trenches!

decoy_prc_grabthatmap

PLAYERNAME! Grab that map!

decoy_prc_checkbunker

PLAYERNAME! Check this bunker for enemy intelligence!

decoy_prc_getthatmap

Get that map, hurry!

decoy_mac_stupidmaps

We haven’t got time to collect a load of stupid maps!

decoy_prc_shutitmac

Shut it MacGregor!

decoy_mac_but

But!

decoy_prc_keepmouthshut

I said keep your bloody mouth shut Private!

decoy_prc_searchpillbox

Search this pillbox!

decoy_prc_checkinside

PLAYERNAME check inside!

decoy_prc_gotsomething

Got something? Fine, let’s go.

decoy_prc_goodnicefind

Good. Nice find.

decoy_mac_comeon

Come on, we’ve got to move on.

decoy_prc_ammodump

PLAYERNAME, here’s the ammo dump!

decoy_prc_watchperimeter

MacGregor! Watch the perimeter!

decoy_mac_bloodyhell

What the bloody hell do you think I’m doing?

decoy_prc_armexplosives

PLAYERNAME, arm the explosives, we need to destroy this place, quickly!

decoy_prc_whatstherumble

What’s that rumble?

decoy_mac_panzers

Sir! Panzers on the way!

decoy_bs3_enemytanks

Enemy tanks!

decoy_prc_fallback

Fall back!

decoy_prc_manguns

Man the field guns!

decoy_prc_backtoline

Get back to the line!

decoy_mac_fallback

Fall back!

decoy_prc_comeonlads

Come on lads! Back to our lines!

decoy_prc_backtotrenches

Back to the trenches!

decoy_prc_brenguncarrier

Let's go, everybody get on the Bren Gun carrier! Move!

decoy_mac_decoys

They’re firing at the decoys!

decoy_prc_planisworking

That’s good! The plan is working! When we get back to our lines, we use the anti tank guns to destroy them.

decoy_mac_lovely

Sounds lovely!

decoy_bs1_antitank

Corporal! Corporal PLAYERNAME! There are some anti tank weapons just behind me!

decoy_bs2_pillboxsouth

Corporal, get in that pillbox to the south and grab an anti tank gun!

decoy_prc_illumination

Illumination!

decoy_prc_sendupflare

Send up a flare!

decoy_prc_getreadylads

Get ready lads!

decoy_prc_anotherflare

Another flare! Send up another flare!

decoy_bs2_flareup

Flare up!

decoy_mac_needflare

Flare! We need a flare!

decoy_prc_fireupaflare

Fire up a flare, lads!

decoy_prc_dontlettanks

Don’t let the tanks get by!

decoy_prc_keeptheirarmor

Keep their armor from breaching the lines!

decoy_prc_takearmorout

Take that armor out!

decoy_bs3_reinforcements

Reinforcements are here

decoy_prc_montysenthelp

Monty sent us some help!

decoy_mac_bloodytime

‘Bout bloody time!

decoy_bs3_whatsproblem

Oi! Whats your problem Mac!

decoy_mac_buggeroff

Ah bugger off Willie.

decoy_bs2_jerrystopping

Look the Jerrys are stopping

decoy_prc_retreating

We’ve stopped them lads! They are retreating!

decoy_mac_giveemhell

Give em hell! Send em packing!

decoy_mac_tellrommel

Tell Rommel you’ve been beat by the boys of the 6th Armored!

decoy_prc_wirelessset

Corporal! Corporal Playername. Get to the bloody wireless set. Report in to Monty that we’ve out foxed the desert fox.

Unused Models#

"Gully" models#

These models were intended to be used in the cut "Gully Assault" mission.

Signs#

Domes#

Windows#

Cliffs#

Vehicles#

Misc#

Unused/Unfinished Textures#

These textures can be seen in the Mod Tools provided by Infinity Ward, they appear as a developer case texture in various colours.

  • dawnville2_brick_wall01
  • dawnville2_carpet_floor01
  • dawnville2_chimney_pipe01
  • dawnville2_clay_rooftiles01
  • dawnville2_concrete01
  • dawnville2_concrete_trim01
  • dawnville2_concrete_trim02
  • dawnville2_concrete_trim03
  • dawnville2_concrete_trim04
  • dawnville2_concrete_trim05
  • dawnville2_concrete_trim06
  • dawnville2_plaster_wall01
  • dawnville2_plaster_wall02
  • dawnville2_plaster_wall03
  • dawnville2_plaster_wall04
  • dawnville2_plaster_wall05
  • dawnville2_plaster_wall06
  • dawnville2_plaster_wall07
  • dawnville2_plaster_wall08
  • dawnville2_plaster_wall09
  • dawnville2_plaster_wall10
  • dawnville2_plaster_wall11
  • dawnville2_railroad_ties01
  • dawnville2_roof_trim01
  • dawnville2_rubble01
  • dawnville2_rubble01_blend
  • dawnville2_sidewalk01_face
  • dawnville2_sidewalk01_top
  • dawnville2_stone_wall01
  • dawnville2_tile_floor01
  • dawnville2_wall_paper02
  • dawnville2_wall_paper03
  • dawnville2_wartorn_brick01
  • dawnville2_wartorn_brick02
  • dawnville2_wartorn_brick03
  • dawnville2_wartorn_brick04
  • dawnville2_wartorn_brick05
  • dawnville2_wartorn_brick06
  • dawnville2_wartorn_brick08
  • dawnville2_wood_door01
  • dawnville2_wood_door02
  • dawnville2_wood_door03
  • dawnville2_wood_shingles01
  • dawnville2_wood_shingles02
  • dawnville2_wood_shingles03
  • dawnville2_wood_shutter01
  • dawnville2_wood_shutters01
  • dawnville2_wood_shutters02
  • dawnville2_wood_trim01
  • dawnville2_wood_trim02
  • dawnville2_wood_trim03
  • dawnville2_wood_trim04
  • dawnville2_wood_trim05
  • duhoc_brick_stepface1
  • duhoc_brick_steptop1
  • duhoc_bunker_beam1
  • duhoc_bunker_beamside1
  • duhoc_bunker_floortrim01
  • duhoc_farm_extwall1
  • duhoc_farm_extwall2
  • duhoc_farm_extwall3
  • duhoc_farm_intwall1
  • duhoc_farm_intwall2
  • duhoc_farm_intwall3
  • duhoc_wood_beam1
  • duhoc_wood_beam2
  • duhoc_wood_floor1
  • duhoc_wood_roof1
  • duhoc_wood_roof2
  • duhoc_wood_roof3
  • duhoc_wood_roofunderside1
  • duhoc_wood_shudder1
  • duhoc_wood_stepface1
  • duhoc_wood_steptop1
  • egypt_mosque_floor1
  • egypt_mosque_flr_cling_trim1
  • egypt_mosque_interiorwall2trim
  • egypt_mosque_pillar
  • egypt_mosque_stairside
  • egypt_mosque_stairtop
  • egypt_plaster_arch1trim
  • egypt_plaster_interiorwall1
  • egypt_plaster_interiorwall3
  • egypt_roughdirt_road
  • egypt_sandstone_towerwall
  • egypt_wood_tallarchdoor
  • egypt_wood_tallarchdoor2
  • hill400_bunker_beam01_side
  • hill400_bunker_ceiling01
  • hill400_bunker_door01
  • hill400_bunker_extfloor01
  • hill400_bunker_exttrim01
  • hill400_bunker_extwall02
  • hill400_bunker_floor01
  • hill400_bunker_floortrim01
  • hill400_bunker_intwall01
  • hill400_bunker_roof01
  • hill400_bunker_step01_side
  • mtl_hill400_door_02
  • mtl_hill400_roof_03
  • mtl_hill400_trim_ext_03
  • mtl_hill400_wall_ext_08
  • mtl_hill400_wall_ext_09
  • mtl_hill400_window_decal_01
  • mtl_hill400_window_decal_02
  • mtl_hill400_window_decal_03
  • stalingradwinter_door_metal01
  • stalingradwinter_door_metal02
  • stalingradwinter_door_wood01
  • stalingradwinter_door_wood02
  • stalingrad_brick_trim01
  • stalingrad_concrete03
  • stalingrad_concrete_base
  • stalingrad_dk_gravel
  • stalingrad_dk_wood
  • stalingrad_floor_core
  • stalingrad_floor_wood01
  • stalingrad_ground_dirt
  • stalingrad_ground_dirt_a
  • stalingrad_ground_mud
  • stalingrad_ground_rubble
  • stalingrad_ground_rubble_a
  • stalingrad_interiorwall01
  • stalingrad_mt_door
  • stalingrad_mt_pipe01
  • stalingrad_mt_pipetrim01
  • stalingrad_mt_pipetrim02
  • stalingrad_mt_pipetrim03
  • stalingrad_mt_pipe_interior
  • stalingrad_mt_roof01
  • stalingrad_mt_trim01
  • stalingrad_plank_core
  • stalingrad_plank_side
  • stalingrad_platform_trim
  • stalingrad_roof_inner
  • stalingrad_wd_door
  • stalingrad_wd_platform
  • stalingrad_wd_roof01
  • stalingrad_wood_core
  • tunisia_dirt_road

Demo Files#

Two demos made by Infinity Ward for the missions "El Daba" and "Duhoc" dated August 11th, 2005 can be found in iw_00.iwd, though neither of these can be played due to a version mismatch.

Crusader Player Model#

By using "noclip" in the mission Crusader Charge, you can see that the Crusader Tank you are in is a low-poly and low-detailed model.

Crusader Tank by Ms. Jill's kindergarten class.

Oddities#

Missing Textures#

The multiplayer maps Stalingrad and Rostov, as well as the mission Comrade Sniper contain some missing textures that can be seen in-game.

mp_railyard (Stalingrad)
Cod2_missing_texture_mp_railyard.jpg

mp_harbor (Rostov)
Cod2_missing_texture_mp_harbor.jpg

Comrade Sniper
Cod2_missing_texture_dowtown_sniper.jpg

Version Differences#

End credits scene in Build 5689 (Microsoft Store) is 8.5 seconds shorter than the vanilla one, but the background music and credit roll have remained the same.

  • Top: 1.3 Steam aka "Build pc_1.3_1_1 Thu Mar 30 2006 07:35:42PM"
  • Bottom: ~v1.4 Microsoft Store aka "Build 5689 Tue Oct 29 18:09:12 2024"

Watch on YouTube

The changes mainly relate to timing and some interactions between the characters (collision correction at 1:49, enemy mortar teams are no longer under fire at 3:08, etc).

To do:
What changed in these files, exactly?

Basically, the developers decided to replace the pre-release files used in the PC version with later ones from the Xbox 360 version. Files movie_victory.d3dbsp, trainyard.d3dbsp and some others have also been updated as part of the re-release on the Microsoft Store.

Regional Differences#

To do:
Hi-res screenshots of the alterations in the German version.

According to the German Strafgesetzbuch §86a, the usage of unconstitutional symbols (Nazi symbolism, basically) is forbidden outside of certain contexts such as research and teaching. As a result, the swastikas and other explicit references to the Nazi regime were removed from the German version of the game.

(Source: Schnittberichte)

The German version also includes an early introduction movie (cod2_attract). Compared to the final launch trailer (and the intro movie in other countries), this version has a different sequence of scenes, different music, some different camera angles, and a shorter duration by 6 seconds. The source music can be heard in the Call of Duty 2 OST promo album. Watch on YouTube

References#


  1. MobyGames↩︎
  2. i5works - games↩︎