Battlefield 2: Unlimited Action is a Battlefield 2 modification which improves upon the base game by fixing many inconsistencies and glitches that were disregarded by EA/DICE, as well as adding new content that is based upon either new ideas, or cut content that never made it to the game's release back in 2005 and the subsequent releases of the three booster/expansion packs. Other goals of this modification are to modernise the game's visuals by adding various new effects, textures and lightmaps; to expand the co-op and singleplayer experience by adding bot support for all map layers, and lastly, to add new and innovative content that will improve upon the general gameplay and appearance of Battlefield 2, while staying true to the game in its vanilla state. - TheObscure

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Hi everybody. Thanks for sticking around to see what is up with this "little" project of mine.

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Version 1.0


Hi everybody. Thanks for sticking around to see what is up with this "little" project of mine. It grew to be quite a large undertaking, especially being the only active developer. My animator pretty much did his work and the rest is up to me now.

All in all, I am about 80% done with my first release called V1. You might wonder why I am jumping straight to V1 without having a beta or a version 0.5. Well, the answer is simple. I have pretty much tested the hell out of the project and always make sure what I implement is of a high quality. That is not to say there will be no bugs... those will show up and will be dealt with accordingly.

So all of this to say that soon I will have a detailed article that will outline all of the features of the first version. The list will be quite extensive since I have worked on this project on and off for the better part of 4 years now. So you can imagine the amount of content that has been accumulating thus far.

You might have seen me teasing an update in a few of my comments on this mod's page. I had planned releasing an update end of June, but real life always has its way of drawing my time and attention away. So this article's purpose is to let you know that more info is soon to come. I just need to finish up one key feature that will make my upcoming article a lot more interesting and revealing. But I will conclude this article with this: I will release on the 24th of December 2019.

-TheObscure


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LocustQ
LocustQ - - 488 comments

great mate!

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Menrva
Menrva - - 152 comments

Thank you very much for your continuous efforts on this mod, TheObscure!

BTW, have you added that little secret I told you about bot numbers for different map sizes? It was an old PM, I even had a different handle/nickname back then.

Now I'm really looking forward to this year's Christmas holidays ;)

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MariusMaximus Author
MariusMaximus - - 1,286 comments

Hi Menrva,

Yes, I have not forgotten one of my longest time fans! Yes, that idea hasn't slipped my mind. I will use that in the singleplayer variants of my maps. On Co-op I want the player to have full control over the bot count. Singleplayer must be more of a streamlined and tailored experience for each map size.

By the way, did nobody notice the screenshot with the woodland Tiger chopper on Fushe Pass? :P

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Menrva
Menrva - - 152 comments

I didn't notice, that's true! This reminds me how Euro Force was much incomplete, no woodland skins for the Tiger, no Euro skins for the re-used Bradley and so on!

As for the bot counts, that's exactly how it should be. Co-op only allows up to 48 bots, but the maximum could be changed I think.

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MariusMaximus Author
MariusMaximus - - 1,286 comments

Incomplete is somewhat of an understatement to be honest! But not to worry, much of the holes have been filled already. I will show some of the content off in the upcoming article. :)

Yes, however I will keep the bot count 48 for the 64 sized maps due to game performance. I don't want to stress the poor Refractor engine too much. Plus, having 16 fewer bots don't really affect gameplay that much.

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Menrva
Menrva - - 152 comments

That's reasonable, co-op requires more resources. However, 64 bots for singleplayer should work flawlessly. I never had issues with it (except for rare CTDs due to missing AI templates for vehicles etc., but that happened on other map sizes as well).

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MariusMaximus Author
MariusMaximus - - 1,286 comments

Correct, however my mod has HD textures like everywhere and with the greater view distance and other additions, you get some lag. I think it is better to sacrifice 16 bots for better performance overall. :)

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illicitSoul
illicitSoul - - 6,278 comments

Awesome

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MariusMaximus Author
MariusMaximus - - 1,286 comments

Thank you friend. :)

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Deine-Augen
Deine-Augen - - 41 comments

Hi TheObscure!
1.0 version includes HD lightmaps like in this article? Moddb.com

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MariusMaximus Author
MariusMaximus - - 1,286 comments

Hi,

Yes it does! That is actually the last thing to fully implement. I started with it in the beginning, but soon after I had realised that I should leave it as one of the last features to implement.

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Deine-Augen
Deine-Augen - - 41 comments

Glad to hear it, looking forward to release

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Shane!
Shane! - - 18 comments

and,where mod?)

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Guest
Guest - - 689,330 comments

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