Call of Duty 2
Call of Duty 2 |
---|
Developers: Infinity Ward[1],
Pi Studios[1],
i5works[2] (Mac) This game has unused areas. This game has a prerelease article |
This page is loooong... Consider grouping related content into additional subpages to ease readability. |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
To do:
|
Before people were telling Ramirez what to do, there was a time where Call of Duty was unknown to most of the gaming world and Call of Duty 2 is that time.
Contents
- 1 Sub-Pages
- 2 Unused Map
- 3 Unused Weapons
- 4 Removed Characters
- 5 Unused Strings
- 6 Leftover Decoy Files
- 7 Unused/Unfinished Models
- 8 Missing Models
- 9 Unused/Unfinished Textures
- 10 Missing Textures
- 11 Missing Textures (ingame)
- 12 Demo Files
- 13 Crusader Player Model
- 14 Regional Differences
- 15 References
Sub-Pages
Unused Prefabs Unused or old level building assets. |
Missing Audio Audio that can be found referenced in the soundaliases but is missing from the files (apart from stuff found in the debugs). |
Unused Audio |
Cut Maps |
Unused Images |
Unused Map
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.
Unused Weapons
Default Weapon
A weapon found in most Call of Duty games. It can be spawned and used by modding.
FG42
A German LMG that was cut. HUD icon and textures still remain.
Panzerfaust
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
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 , Newvilles 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
Unused Strings
Multiplayer
REFERENCE | LANG_ENGLISH |
---|---|
BOCAGE_OBJ_ATTACKER | Capture the Beacon (Yellow Star) and take it to the country manor. (Blue Box) |
BOCAGE_OBJ_DEFENDER | Defend the Beacon (Yellow Star) from the Axis. Keep it from the country manor. (Blue Box) |
BOCAGE_OBJ_SPECTATOR | Axis: Capture the Beacon (Yellow Star) and take it to the country manor. (Blue Box)\nAllies: Defend the Beacon (Yellow Star) from the Axis. Keep it from the country manor. (Blue Box) |
HIGHLIGHT_REEL | Highlight Reel |
RE_OBJ_NEUVILLE_OBJ_ATTACKER | Capture the Artillery Map (Yellow Star) and take it back to the wooden farm gate. (Blue Box) |
RE_OBJ_NEUVILLE_OBJ_DEFENDER | Defend the Artillery Map (Yellow Star). Keep the Allies from taking it to the wooden farm gate. (Blue Box) |
RE_OBJ_NEUVILLE_OBJ_SPECTATOR | Allies: Capture the Artillery Map (Yellow Star) and take it to the wooden farm gate. (Blue Box)\nAxis: Defend the Artillery Map (Yellow Star) and keep the Allies from taking it to the wooden farm gate. (Blue Box) |
RE_OBJ_NEUVILLE_SPAWN_ATTACKER | Take the Artillery Map from the Germans.\nBring it back to the wooden farm gate.\nThe Artillery Map is the Yellow Star on your compass.\nThe wooden farm gate is the Blue Square on your compass. |
RE_OBJ_NEUVILLE_SPAWN_DEFENDER | Defend the Artillery Map from the Allies.\nDon't let the Allies take it to the wooden farm gate.\nThe Artillery Map is the Yellow Star on your compass.\nThe wooden farm gate is the Blue Square on your compass. |
PANZERFAUST_IS_A_RESTRICTED | Panzerfaust is a restricted weapon. |
PANZERSCHRECK_IS_A_RESTRICTED | Panzerschreck is a restricted weapon. |
M9_BAZOOKA_IS_A_RESTRICTED | M9 Bazooka is a restricted weapon. |
30CAL_IS_A_RESTRICTED | Browning .30 Cal is a restricted weapon. |
DP28_IS_A_RESTRICTED | DP is a restricted weapon. |
REFERENCE | LANG_ENGLISH | REFERENCE | LANG_ENGLISH | |
---|---|---|---|---|
YOU_ALLIED_PLATOON_LEADER | You are the Allied platoon leader! | YOU_AXIS_PLATOON_LEADER | You are the Axis platoon leader! | |
IS_PLATOON_LEADER | %s is your team's platoon leader. | LEFT_PLAYS | Left Plays | |
MIDDLE_PLAYS | Middle Plays | RIGHT_PLAYS | Right Plays | |
ALL_PLAYS | All Plays | PREV_PLAY | Previous Play | |
NEXT_PLAY | Next Play | THIS_PLAY | Pick This Play | |
EDIT_PLAY | Edit Play | NEW_PLAY | New Play | |
NEW_LEFT_PLAY | New Left Play | NEW_MIDDLE_PLAY | New Middle Play | |
NEW_RIGHT_PLAY | New Right Play | CANCEL_NEW_PLAY | Cancel New Play | |
NEXT_SQUAD | Next Squad | PREV_SQAUD | Previous Squad | |
ADD_SQUAD | Add Sqaud | DELETE_SQUAD | Delete Squad | |
DELETE_YES | Confirm Delete | DELETE_NO | Cancel Delete | |
SAVE_PLAY | Save Play | PLACE_WAYPOINTS | Place Waypoints | |
1_PLACE_WAYPOINT | 1. Place Move Waypoint | 2_PLACE_WAYPOINT_RALLY_POINT | 2. Place Rally Waypoint | |
2_PLACE_WAYPOINT_DEFEND_POINT | 2. Place Defend Waypoint | 3_DELETE_LAST_WAYPOINT | 3. Delete Last Waypoint | |
4_PREV_SQUAD | 4. Previous Squad | 5_NEXT_SQUAD | 5. Next Squad | |
6_DISCARD_PLAY_CHANGES | 6. Discard Play Changes | 7_SAVE_PLAY_CHANGES | 7. Save Play Changes | |
RETURN_EDITOR | Back to Mission List | PLAY_TYPE | Choose Play Type | |
ATTACK_PLAY | Attack Play | DEFEND_PLAY | Defend Play | |
TEAM_TYPE | Choose Team Type | UPTEAM | Allies | |
DOWNTEAM | Axis | CHOOSE_OBJ | Choose Objective | |
PREV_OBJ | Previous Objective | NEXT_OBJ | Next Objective | |
THIS_OBJ | This Objective | NO_DEFEND_PLAYS_FOUND | No defensive plays found | |
NO_ATTACK_PLAYS_FOUND | No offensive plays found | LEFT_SQUAD | Left Flank | |
MIDDLE_SQUAD | Frontal Attack | RIGHT_SQUAD | Right Flank | |
ONE_SQUAD | One Squad | TWO_SQUADS | Two Squad | |
THREE_SQUADS | Three Squad | LEFT_MIDDLE | Left Middle | |
PINCER | Pincer | RIGHT_MIDDLE | Right Middle | |
RALLY_REACHED | Rally Point Reached | DEFEND_AREA | Defend This Area | |
JOINED_AUTO | %s Will Be Assigned A Squad At Mission Start | YOU_WILL_JOIN_SQUAD_ONE_NEXT_ROUND | You Will Join Squad One Next Round | |
YOU_WILL_JOIN_SQUAD_TWO_NEXT_ROUND | You Will Join Squad Two Next Round | YOU_WILL_BE_AUTOASSIGNED_NEXT_ROUND | You Will Be Autoassigned A Squad Next Round | |
JOINED_ONE | %s Joined Squad One | JOINED_TWO | %s Joined Squad Two | |
RANK_REQUIRED | That Weapon Requires A Rank Of %s | FIRSTSQUAD | 1st Squad | |
SECONDSQUAD | 2nd Squad | HLR_CRUSH_KILL | Crush | |
HLR_PISTOL_KILL | Pistol Kill | HLR_MELEE_KILL | Hand-to-Hand Kill | |
HLR_LONG_RANGE_KILL | Ranged Shot | HLR_HEADSHOT | Head Shot | |
HLR_FINAL_KILL | Final Kill | HLR_MULTI_KILL | Multi Kill | |
PRIVATE | Private | CORPORAL | Corporal | |
SERGEANT | Sergeant | LIEUTENANT | lieutenant | |
CAPTAIN | Captain | MAJOR | Major | |
COLONEL | Colonel | GENERAL | General | |
UNKNOWN | Unknown |
Multiplayer UI
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
SQUADWARFARE | Squad Warfare | Cut game mode similar to Rush from Battlefield. |
Hill 400 Defend
REFERENCE | LANG_ENGLISH |
---|---|
HEAD_BACK_DOWN_THE_HILL | Head back down the hill to report in at the HQ in Bergstein. |
Auto Save
REFERENCE | LANG_ENGLISH | Notes | REFERENCE | LANG_ENGLISH | Notes | |
---|---|---|---|---|---|---|
TRAINING | Explosives Training | Cod1 Leftover | PATHFINDER | Ready to go | Cod1 Leftover | |
BURNVILLE | In the House | Cod1 Leftover | BURNVILLE2 | The Halftrack | Cod1 Leftover | |
BURNVILLE3 | Cutting through Houses | Cod1 Leftover | BURNVILLE4 | Church | Cod1 Leftover | |
BURNVILLE5 | Flak Attack | Cod1 Leftover | BURNVILLE6 | The Final Run | Cod1 Leftover | |
TRUCKRIDE | Truck Ride | Cod1 Leftover | TRUCKRIDE1 | Bridge | Cod1 Leftover | |
TRUCKRIDE2 | Motorcycles | Cod1 Leftover | AIRFIELD | Airfield | Cod1 Leftover | |
AIRFIELD1 | Distraction | Cod1 Leftover | CARRIDE | Past the Road Block | Cod1 Leftover | |
CARRIDE1 | Entering the Town | Cod1 Leftover | CARRIDE2 | Free Kubelwagen | Cod1 Leftover | |
CARRDIDE3 | Kubelwagen Escape to HQ | Cod1 Leftover | BRECOURT | Flank Right | Cod1 Leftover | |
BRECOURT1 | In the Trenches | Cod1 Leftover | BRECOURT2 | German Bunkers | Cod1 Leftover | |
BRECOURT3 | Got the Explosives | Cod1 Leftover | BRECOURT4 | German Retreat | Cod1 Leftover | |
CHATEAU | Chateau | Cod1 Leftover | POWOUTSKIRTS | Heading Out | Cod1 Leftover | |
PNIGHT | After the Landing | Cod1 Leftover | PNIGHT1 | Bunker Captured | Cod1 Leftover | |
PNIGHT2 | New Orders | Cod1 Leftover | PDAY | Defending the Bridge | Cod1 Leftover | |
PDAY2 | Bridge Skirmish | Cod1 Leftover | PDAY3 | Stopping the Tanks | Cod1 Leftover | |
PDAY4 | Tank Destroyed | Cod1 Leftover | PDAY5 | Tank Eliminated | Cod1 Leftover | |
DAM | On the Dam | Cod1 Leftover | DAM2 | Entering the Dam | Cod1 Leftover | |
DAM3 | The Control Room | Cod1 Leftover | DAM4 | Below the Turbines | Cod1 Leftover | |
DAM5 | At the Base of the Dam | Cod1 Leftover | DAM6 | Starting the Return | Cod1 Leftover | |
DAM7 | End of the Long Tunnel | Cod1 Leftover | DAM8 | Back up the Second Elevator | Cod1 Leftover | |
DAM9 | Return to the Control Room | Cod1 Leftover | DAM10 | Back to the Top of the Dam | Cod1 Leftover | |
SHIP | Welcome Aboard | Cod1 Leftover | SHIP1 | The Armory | Cod1 Leftover | |
SHIP2 | Leaving Lower Decks | Cod1 Leftover | SHIP3 | Escape | Cod1 Leftover | |
STALINGRAD | On the Boat | Cod1 Leftover | REDS | Suicide Run | Cod1 Leftover | |
REDS1 | Room to Room | Cod1 Leftover | RED2 | Sniper Roost | Cod1 Leftover | |
RED3 | To the Train Station | Cod1 Leftover | RED4 | Ruins of Stalingrad | Cod1 Leftover | |
PAVLOV | Sniper Baiting | Cod1 Leftover | PAVLOV1 | At the Wall | Cod1 Leftover | |
PAVLOV2 | Storming Pavlov's House | Cod1 Leftover | PAVLOV3 | Final Defense | Cod1 Leftover | |
PAVLOV4 | Staying Alive | Cod1 Leftover | FACTORY | Entering the Factory | Cod1 Leftover | |
FACTORY1 | Above the Tanks | Cod1 Leftover | FACTORY2 | Outside the Factory | Cod1 Leftover | |
RAIL | Near the Trains | Cod1 Leftover | RAIL1 | Radio Room | Cod1 Leftover | |
TCOUNTRY | T34 Assault | Cod1 Leftover | TCOUNTRY1 | T34 Assault | Cod1 Leftover | |
TCOUNTRY2 | Tanks Destroyed | Cod1 Leftover | TTOWN | Entering the Town | Cod1 Leftover | |
TTOWN1 | Entering the Town | Cod1 Leftover | TTOWN2 | At the Overpass | Cod1 Leftover | |
ROCKET | First AA Gun Destroyed | Cod1 Leftover | ROCKET1 | Second AA Gun Destroyed | Cod1 Leftover | |
ROCKET2 | Convoy Destroyed | Cod1 Leftover | ROCKET3 | V-2 Rockets Found | Cod1 Leftover | |
ROCKET4 | V-2 Rockets Fueled | Cod1 Leftover | BERLIN | First Flak88 Destroyed | Cod1 Leftover | |
BERLIN1 | Hold the Line | Cod1 Leftover | BERLIN2 | Storm The Reichstag | Cod1 Leftover | |
BERLIN3 | To the Roof | Cod1 Leftover | GAME | Begin Game Autosave | Cod1 Leftover | |
NOGAME | No Name Specified | Cod1 Leftover | BRECOURT5 | 3 Flaks Detroyed | Cod1 Leftover | |
BRECOURT6 | Approaching the Manor | Cod1 Leftover | TRAININGWEAP | Weapons Training | Cod1 Leftover | |
BRECOURT7 | Second Documents Captured | Cod1 Leftover | BRECOURT8 | The Last Gun | Cod1 Leftover | |
BURNVILLE1 | Sweeping the MG42s | Cod1 Leftover | DAWNVILLE | Finding a Safe Haven | Cod1 Leftover | |
DAWNVILLE1 | Following Foley | Cod1 Leftover | DAWNVILLE2 | Acquiring Panzerfaust | Cod1 Leftover | |
DAWNVILLE3 | Defending the Church | Cod1 Leftover | DAWNVILLE4 | On to the Northern Approach | Cod1 Leftover | |
DAWNVILLE5 | Defending the Northern Approach | Cod1 Leftover | DAWVILLE6 | Pushing them Back | Cod1 Leftover | |
DAWNVILLE7 | On to the Mortar Teams | Cod1 Leftover | DAWNVILLE8 | In the Trenches | Cod1 Leftover | |
POWCAMP | Entering Camp | Cod1 Leftover | POWCAMP1 | Approaching Tower | Cod1 Leftover | |
POWCAMP2 | Entering Common Area | Cod1 Leftover | POWCAMP3 | Entering Kitchen | Cod1 Leftover | |
POWCAMP4 | Escorting Ingram | Cod1 Leftover | POWCAMP5 | Exiting Kitchen | Cod1 Leftover | |
POWCAMP6 | Returning to Tower | Cod1 Leftover | POWCAMP7 | Returning to Truck | Cod1 Leftover | |
SEWER | Entering Hall | Cod1 Leftover | SEWER1 | Past Snipers | Cod1 Leftover | |
SEWER2 | Entering Lower Level | Cod1 Leftover | SEWER3 | Approaching Hardpoint | Cod1 Leftover | |
SEWER4 | After Bombed Section | Cod1 Leftover | SEWER5 | End Battle | Cod1 Leftover | |
TRAINSTATION | Approaching Catwalks | Cod1 Leftover | TRAINSTATION1 | Stairwell | Cod1 Leftover | |
TRAINSTATION2 | Entering Building | Cod1 Leftover | TRAINSTATION3 | Exitting Trenches | Cod1 Leftover | |
HURTGEN | Regroup With Allies | Cod1 Leftover | HURTGEN1 | Retrieving Documents | Cod1 Leftover | |
HURTGEN2 | Documents Acquired | Cod1 Leftover | STALINGRAD1 | Stalingrad Docks | Cod1 Leftover | |
STALINGRAD2 | Into Battle | Cod1 Leftover | STALINGRAD3 | The Sniper Leads | Cod1 Leftover | |
PATHFINDER1 | Calling in the Cavalry | Cod1 Leftover | PATHFINDER2 | Cutting Through the Opposition | Cod1 Leftover |
Menu
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
TRAINING | Training | Cod1 Leftover |
GREENHORN | Greenhorn | Cod1 Leftover |
STARTTRAINING | Start training? | Cod1 Leftover |
SAVEGAMELIST | Save Game List | |
ALLOW_PANZERFAUSTS | Allow Panzerfausts: | |
ALLOW_FG42S | Allow FG42s: | |
COMPLETED_GREENHORN | Completed Greenhorn | Cod1 Leftover |
XBOX_LIVE | Xbox Live | Unused on PC |
XBOX_LIVE_LOBBY | Xbox Live Lobby | Unused on PC |
QUICK_MATCH_STANDARD | Quick Match: Standard | Unused on PC |
PLAY_A_QUICK_MATCH_WHICH_WILL_NOT_AFFECT_YOUR_RANK | Play a Quick Match which will not affect your Rank | Unused on PC |
QUICK_MATCH_RANKED | Quick Match: Ranked | Unused on PC |
PLAY_A_QUICK_MATCH_WHICH_WILL_AFFECT_YOUR_RANK | Play a Quick Match which will affect your Rank | Unused on PC |
CUSTOM_MATCH_STANDARD | Custom Match: Standard | Unused on PC |
PLAY_A_CUSTOM_MATCH_WHICH_WILL_NOT_AFFECT_YOUR_RANK | Play a Custom Match which will not affect your Rank | Unused on PC |
CUSTOM_MATCH_RANKED | Custom Match: Ranked | Unused on PC |
PLAY_A_CUSTOM_MATCH_WHICH_WILL_AFFECT_YOUR_RANK | Play a Custom Match which will affect your Rank | Unused on PC |
Subtitle
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
DECOYTRENCH_BS4_PLANTEXP3 | "Davis! Disable that 88 with your explosives!" | Objective Cut |
DECOYTRENCH_BS4_PLANTEXP | "Davis! Plant your explosives on that flak gun!" | Objective Cut |
DECOYTRENCH_BS4_PLANTEXP2 | "Take out that flak gun! Use your explosives!" | Objective Cut |
ALAMEIN_BS1_BATTALIONHELP | Battalion said you guys could use some help. | |
ALAMEIN_BS2_KNOCKOUTMOTARS | Knock out those mortar teams! | |
ALAMEIN_BS3_PANZERTANK | Panzer tank! | |
ALAMEIN_BS3_REPLACEMENTS | Replacements coming up! | |
ALAMEIN_HQR_BLOODYFINDWORKEND | (radio) Prepare to receive new orders at 0900 on this frequency. Until then, get your men to brew up and get some rest while you can. Division out. | |
ALAMEIN_PRC_DESTROYLORRY | Destroy that lorry! | |
ALAMEIN_PRC_ENEMYPANZERS | Enemy panzers on the ridge! | |
ALAMEIN_PRC_FIREONVEHICLE | Fire on that vehicle! | |
ALAMEIN_PRC_HEREREPLACEMENTS | Here are the replacements! | |
ALAMEIN_PRC_MORTARS | Mortars! Don't stop! Keep moving! | |
ALAMEIN_PRC_PANZERTANK | Panzer tank! Use that field gun in the pit over there! | |
ALAMEIN_PRC_SENTYOUGUYS | So they sent you guys? | |
ALAMEIN_PRC_SHOWSOVER | So they sent you guys? | |
ALAMEIN_PRC_SUPPRESSLORRY | Suppress that lorry! | |
ALAMEIN_PRC_USEANTITANK | Use that anti-tank gun! | |
ALAMEIN_PRI_SCHRECKTRENCH1 | Davis! There's panzerschrecks in the trenches! Use them to take out the tanks! | |
ALAMEIN_PRI_SCHRECKTRENCH2 | Davis! Grab a panzerschreck from the trenches and take out those tanks! | |
ALAMEIN_PRI_USEFLAKNORTH1 | Sergeant Davis! Get on the flak gun to the north and take out those tanks! | |
ALAMEIN_PRI_USEFLAKSOUTH2 | Sergeant Davis! Get on the flak gun to the south and take out those tanks! | |
DEMOLITION_RS1_FINALORDERS | Viktor, go with Vasili and report to Major Zubov! The rest of us will secure this area against a counterattack. | |
MOSCOW_GUREWICZ_IAM | (prisoner speaking in German) | |
MOSCOW_GUREWICZ_IAMCOMMISSAR | (prisoner speaking in German) | |
MOSCOW_RS4_PANZERTANKPANZER TANK! | PANZER TANK! |
Script
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
OBJ_FOLEYDEBRIEF | Debrief with Captain Foley at the crossroads. | Cod1 Leftover |
HINT_CANT_OPEN_DOORS | This door cannot be opened. You never need to try to open closed doors. | Cod1 Leftover |
Script Platform
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
HINT_TRAINING_SWITCHTOGRENADE | Press [&&1] to switch to your grenades. | Cod1 Leftover |
HINT_USECINDERBLOCKWALL | Approach the cinder block wall and press your USE key [&&1] to plant the explosives. | Cod1 Leftover |
HINT_SWITCHTOGRENADE | Press [&&1] to switch to grenades | Cod1 Leftover |
Weapon
REFERENCE | LANG_ENGLISH |
---|---|
FG42 | FG42 |
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_anim.gsc - This contains the original subtitles for the cut voice lines which can be found sorted below.
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; }
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/Unfinished Models
"Gully" models
Signs
Domes
Windows
Cliffs
Vehicles
Misc
Missing Models
Several of the cut maps have models which aren't leftovers from the original Call Of Duty and were completely cut from Call Of Duty 2.
- window_warsaw_white_a
- window_warsaw_white_a_curtain2
- window_warsaw_white_a_tape2
- window_warsaw_white_b
- window_warsaw_white_b_curtain
- window_warsaw_white_b_tape
- window_warsaw_white_c
- window_warsaw_white_c_curtain
- window_warsaw_white_c_curtain2
- window_warsaw_white_c_tape
- egypt_rock_big_1
- egypt_rock_big_2
- egypt_rock_big_3
- egypt_rock_big_4
- egypt_rock_big_5
- egypt_rock_big_6
- egypt_rock_big_7
- egypt_rock_big_8
- egypt_rock_big_9
- egypt_rock_big_10
- egypt_rock_big_11
- egypt_rock_big_14
- caen_grasstuft_1
- caen_grasstuft_2
- caen_grasstuft_3
- caen_grasstuft_4
- mp_vehicle_m2
- mp_vehicle_m2_d
- mp_vehicle_american_sherman
- mp_vehicle_american_jeep
- mp_vehicle_kubelwagon_normandy
- seawall1
- seawall2
- vlog8
- vlog10
- vlog12
- vlog14
- pillbox1
- palmtree1
- palmtree2
- palmtree3
- palmtree4
- palmtree4_d
- palmtree5
- palmtree6
- seawall1_single
- seawall2_single
- trenchwall1
- trenchwall1_single
- trenchwall1_SINGLE
- trenchwall2
- trenchwall2_single
- tree_snow_river_birch_xl_a
- tree_snow_oak_destroy_a
- tree_caen_thicktrunk_01
- tree_caen_shortthicktrunk_01
- tree_winter1
- tree_oak_birch_tree_line_a
- tree_oak_birch_tree_line_b
- tree_snow_oak_lg_a
- furniture_officechair
- furniture_officechair_d
- furniture_couch
- furniture_chinacabinet
- furniture_chinacabinet_d
- weapon_mp_m9bazooka
- weapon_mp_degtyarev
- vehicle_tigertank_destroyed
- mp_conelight
- mp_wallcagelight
- mp_hanglight
- mp_8cmkurz
- caen_collapsedwall_1
- caen_collapsedwall_2
- vehicle_sdkfz
- grasstuft_test_01
- grasstuft_test_03
- tunisia_wall01
- tunisia_wall02
- tunisia_wall04
- tunisia_endcap02
- tunisia_wall06
- tunisia_twallu
- tunisia_corner01
- tunisia_endcap01
- tunisia_twallflat
- tunisia_wall05
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
Missing Textures
Several of the cut maps have textures which aren't leftovers from the original Call Of Duty and were completely cut from Call Of Duty 2.
- dirt_desert_farm1
- mp_oak_med_a
- mp_river_birch_lg_a
- hedgerowbackdrop_01_mp
- egypt_roughdirt_04_mp
- stalingradwinter_rubble_decal
- stalingradwinter_decal_windowborder03
- stalingradwinter_floor_stone01
- toujane_plasterwall_top_s
- toujane_rooftop1
- toujane_interior_wall2
- mtl_caen_rubble_blend_01
- mtl_caen_roof_05
- mtl_caen_trim_ext_foundation_01
- mtl_caen_core_floor_01
- mtl_caen_core_floor_02
- mtl_caen_wall_ext_stone_02
- mtl_caen_wall_ext_stone_03
Missing Textures (ingame)
mp_railyard
mp_harbor
Downtown Sniper
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 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.
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.
You can see a direct comparison of both versions of the game at this German-language website.
References
- Games developed by Infinity Ward
- Games developed by Pi Studios
- Games developed by i5works
- Games published by Activision
- Games published by Konami
- Games published by Aspyr Media
- Windows games
- Xbox 360 games
- Mac OS X games
- Pages missing date references
- Games released in 2005
- Games released in October
- Games released on October 25
- Games released in November
- Games released on November 17
- Games released on November 25
- Games with unused areas
- Games with unused code
- Games with unused graphics
- Games with unused items
- Games with unused sounds
- Games with regional differences
- Long pages to be condensed
- Stubs
- To do
- Call of Duty series
Cleanup > Long pages to be condensed
Cleanup > Pages missing date references
Cleanup > Stubs
Cleanup > To do
Games > Games by content > Games with regional differences
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Games > Games by publisher > Games published by THQ Nordic > Games published by Aspyr Media
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Games > Games by release date > Games released in November > Games released on November 17
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Games > Games by release date > Games released in October > Games released on October 25
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