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Releases: k8se10/MW32011NCP

v0.1.1 — pre-alpha

v0.1.1 — pre-alpha Pre-release
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@k8se10 k8se10 released this 16 Jul 06:15

Experimental pre-alpha software. Hooks directly into a live game process. Expect bugs, rough edges, and the occasional need to fall back to keyboard/mouse. Not affiliated with, endorsed by, or sponsored by Activision, Infinity Ward, or any of their affiliates.

Supported right now: Campaign and Survival only (iw5sp.exe). Multiplayer (iw5mp.exe) is not supported — do not use with it.

Fixed

  • Keyboard/mouse sprint regression. The controller Sprint hooks were wired directly into a real per-tick engine entry point and ran unconditionally, so with no controller engaging sprint they silently cleared the real sprint bit every tick — breaking vanilla keyboard Shift-to-sprint. Fixed with bit-ownership tracking, correct regardless of whether a controller is connected or idle.

Added

  • B backs out of menus like ESC — forwards a real ESC keypress to whatever menu is active (main menu, pause menu, etc.), on top of its normal crouch/prone role in gameplay.
  • 106 controller button-glyph icons extracted (Xbox 360/One/Series X|S, PS3/4/5, D-pad/stick directions, shared buttons) as source-art groundwork for future native controller-glyph UI prompts. Not yet wired into in-game rendering.
  • tools/memdiff dev diagnostic tool gained poke (live write-testing) and rangewatch (targeted static-range correlation) modes.

Changed

  • Keyboard/mouse is now a secondary-priority input path, not removed. Still functionally required for menu navigation, Back, and most killstreak call-ins — just no longer verified to the same bar as controller input going forward.

Investigated, not resolved

  • Sprint's real native engage-kbutton was searched for via three independent techniques; all came back negative. Parked — controller Sprint keeps its existing working implementation.

Full details in PATCHNOTES.md.

Installation

  1. Copy d3d9.dll from this release into your MW3 install folder (next to iw5sp.exe).
  2. Launch the game and start a Campaign or Survival session.
  3. proxy_d3d9.log will appear in the same folder — check it first if something goes wrong.

Uninstall by deleting d3d9.dll. Nothing else is modified.

You will still need a keyboard/mouse nearby — full controller menu/UI navigation isn't implemented yet. See the included README.txt for the full known-limitations list.

NCP v0.1 pre-alpha

NCP v0.1 pre-alpha Pre-release
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@k8se10 k8se10 released this 15 Jul 21:59

MW3 Native Controller Project — Pre-Alpha v0.1.0

⚠️ Experimental, pre-alpha software. This hooks directly into a live game process. Expect bugs, rough edges, and unfinished features. Use at your own risk. Not affiliated with, endorsed by, or sponsored by Activision, Infinity Ward, or any of their affiliates.

A from-scratch native controller mod for Call of Duty: Modern Warfare 3 (2011, IW5 engine). Analog movement, look, and most buttons are driven directly through the game's own real engine calls — not a keyboard/mouse-emulation mapper.

Supported right now: Campaign and Survival only (iw5sp.exe). Multiplayer (iw5mp.exe) is not supported — see the warning in the zip's README.

You will still need a keyboard/mouse nearby

Full controller-native menu/UI navigation isn't implemented yet — no controller cursor, no button glyphs, no in-game controller options screen. Keyboard/mouse is still required for the main menu, buy stations, and other menus. This list isn't guaranteed exhaustive — if you hit an unresponsive screen not mentioned here, that's an undiscovered gap, not a contradiction of this notice. Keep keyboard/mouse within reach at all times.

What works (confirmed live)

  • Analog movement (left stick) and analog look (right stick), own sensitivity curve
  • Fire (RT), ADS (LT, true hold), Melee (R3), Tactical (LB) / Lethal (RB), Jump (A)
  • Crouch/Prone 3-state stance ladder (B) — tap vs. hold, like console
  • Interact + Reload (X, context-sensitive)
  • Sprint (L3) with a real 4s-deplete / 2s-cooldown stamina model
  • Weapon switch (Y)
  • Start: opens and closes the real pause menu
  • D-pad (all 4 directions): killstreaks/attachments, loadout-dependent
  • Survival's between-wave ready-up (hold Y ~740ms) — see caveat below

Known limitations / open bugs

  • Back button: unassigned, does nothing (a first attempt regressed live and was reverted)
  • Killstreaks: only partially working — Predator missile partially confirmed, everything else untested
  • Sprint stamina overrides incomplete: unlimited-sprint bypass only confirmed for a couple of specific missions; Extreme Conditioning perk (+8s duration) not accounted for yet
  • Survival ready-up is the one non-native shortcut in the whole mod: after an extensive native RE search came up empty, holding Y sends a real synthetic F5 keypress. Depends on F5 still being your default ready-up key — if you've personally rebound it, this breaks
  • No controller menu/UI navigation — see above
  • No aim assist yet — only deadzone + response curve, no rotational friction/magnetism
  • Not exhaustively tested — single-developer, from-scratch RE project; crashes or stuck states are possible
  • Multiplayer not supported/tested
  • Windows only, 32-bit (x86) target

Installation

  1. Copy d3d9.dll from the zip into your MW3 install folder (same folder as iw5sp.exe)
  2. Launch the game, start Campaign or Survival as normal
  3. A proxy_d3d9.log will appear in that folder — check it first if something goes wrong, and attach it to any bug report

Uninstall: delete d3d9.dll. Nothing else is touched.

Full details, the complete control map, and the reverse-engineering writeup are in the repo's README.md and re_notes/.

License

Mod source is free to use, modify, and fork — but neither this project nor any fork/derivative may ever be sold or charged for. See LICENSE for full terms (including the MinHook/HDE third-party credits).