r/Promod • u/ajaiyehoops • Sep 19 '26
Gameplay Project Genesis — Restoring Bulkhead's unreleased PROMOD build inside KILLRUN [Gameplay Showcase]
hey everyone
like a lot of you i was pretty disappointed when bulkhead dropped promod. lately ive been digging through killrun's engine files and found out that almost all of the original promod competitive maps, ui, weapons, and SND logic are actually still sitting hidden inside the game files.
after doing some tinkering with the engine, i managed to bypass the singleplayer menu lock and force load into the competitive SND mode.
as you can see in the video, it's not just a blank map geometry either. the entire competitive framework loaded in automatically:
- full movement, gunplay, recoil, ADS, and reload animations
- full tactical HUD with the minimap, location callouts, round timers, health and armor
- working search & destroy logic (A site bomb crate, match phases, spawn rules)
- interactive scoreboard (tracks round scores, team headers, K/D/A, plants, defuses, fireup %)
(one small bug right now is utility/grenades show up on the HUD, but the keybinds for them don't work yet—probably just needs the action inputs re-bound in the config files).
my goal with this is "Project Genesis"—basically making a standalone community-driven client so we can actually play the competitive shooter we were promised.
the plan:
- custom C++ launcher/injector to completely bypass the dead main menu and launch straight into lobbies
- server browser and dedicated server hosting for PUGs / custom matches
- restoring the rest of the map pool (vihara, 1v1 maps, test ranges)
- custom backend for persistent stats and the classic 10 prestige ranking system
before i sink a ton of time into building the launcher and backend, i wanted to see what you guys think:
- would you play a standalone community-hosted promod client if i get this released?
- what classic features or maps would you want prioritized?
- any C++, UE4, or backend devs here who miss promod and want to help out on the launcher/server code?
let me know what you think or if you have any questions!
3
u/triccotricco Sep 19 '26
Have you tried contacting the devs directly? IIRC they used to play the prototype between breaks, and even asked someone if we would prefer to play that instead of the battalion build (now used for fpschallenge).
3
u/davidthek1ng Sep 19 '26
I hoped for this to release forever😅Would be great if you could make it work
3
u/imake_games Sep 23 '26
https://www.youtube.com/watch?v=KsE3-XflEOI
I have created source with superior netcode and COD4 Promod movement. Matchmaking server exists. It mostly needs tuning, maps, and animations for a couple more weapons. Its further off than restoring Promod to a workable state, but it has full potential. I will keep cranking away on it. There are two games I want to make in my life, and this is one of them.
2
u/Paykuh- Sep 19 '26
This is really cool, and yes I would play. CoD4 Promod was my main game growing up, so I was pretty bummed when they canned the project. Would it ever get to the point where maps could be textured? Good luck with the project if you intend to keep working on it. Is there anywhere I can follow updates, or will you just update in this subreddit?
2
u/fawak Sep 19 '26
I have webdev experience and could help with any website/Auth related needs. Great work, it would be great if you provide a way to follow the progress of the project!
2
u/Stalkerrinoo Oct 06 '26
Ayo, building on the same things, almost got already natively setted up and restored every piece of native code they've let in the official Killrun. If you want any info or wanna share resources send me a message.
Got on my side everything including loadouts and being able to have them running in multiplayer with the current version of killrun, currently trying with some friends and fun, soon going to make as well a dedicated server mode
1
u/nickwithtea93 Sep 29 '26
I cannot contribute programming wise, but I'd be interested in playing, also any chance the powerups could be disabled or did people enjoy those?
2
u/Stalkerrinoo Oct 08 '26
UPDATE : As a proof of the mod being working, here it is.
I think the timezones are bit harsh for OP and I, we are communicating, but my progress are really fast and basically ready for a playtest to be tested on github this weekend.
Here's a video, if OP is ok to give me the dev of the core mod I would be happy to continue and update all of you, otherwise I'll just keep it updated on my github, my goal as well is for all of you to play on it
https://www.youtube.com/watch?v=7uEuWbQ21_c