![]() Battlefield 2: Australian Forces is a singleplayer and multiplayer modification for the team-based modern warfare game Battlefield 2. The aim of the Australian Forces modification is to replace the United States forces with Australian forces; including new player, weapon and vehicles skins, HUD changes, and new weapons and vehicles. ![]() The 1.01 Wash-up » October 14th, 2007 11:00 am 1.01 has been out in the wild for the last few days, so we figured that it would be a good opportunity to give everyone a quick update. From the feedback from players so far, the 1.01 release achieved its goal - resolving a lot of the issues and niggles from the first release. The added 'realism' components have been well received and certainly haven't damaged the fast-paced nature of the BF2AUS gameplay. The red damage effect in vehicles has been raised as a slight annoyance, and while it is definitely a great addition on infantry, we will look into a way of turning it off (or reducing it) when piloting a vehicle. What's next for BF2AUS? We are definitely focused on the next release - 1.1. A lot of rumours have been doing the rounds, more than likely from people who have misinterpreted what we might have said on the forums. 1.01 is not the last version, and we are not actively porting the mod to any other game engines at this stage. We are still developing the mod for BF2, at least for one more major release, namely 1.1. What's going to be in 1.1? Internally we have a key set of deliverables we would like to have for 1.1, but these will not be made public. What we can say is that we are definitely looking at new Australian maps, vehicles and weapons (mainly for MEC/China), as well as Australian voices. It's also safe to say that the United States team will be returning for 1.1, as well as the possibility of a speciality Australian regiment (as far as we know, they have never been represented in a modification or game). We do listen to what the players have to say, and where possible, we do try and implement what we can given the manpower available and limitations of the engine. At the moment we only really have two full-time developers on Australian Forces, compared to about ten or twenty times that number on just about any other large BF2 mod. We do a bloody good job for a team as small as we have. Version 1.01 Released » October 10th, 2007 8:00 am The Battlefield 2: Australian Forces team is proud to announce the release of version 1.01 of the mod. Below is the final changelog: Version 1.01 --------------------------------- - Added: F89 Minimi - Added: Gsid's added for maps - Added: Highway Tampa map - Added: Intro video - Added: Kubaysah Cement Factory Night map - Added: Night Vision Goggles - Change: Ability to throw Ammo/Medipacks removed - Change: Australian soldier face textures changed - Change: Australian Spec Ops have M203 Grenade Launchers - Change: Autocannon removed from F111 - Change: Bushmaster armour increased - Change: Bushmaster less likely to roll - Change: Carl Gustav/RPG-7 rocket speed/damage increased slightly - Change: Client Overgrowth ViewDistance reduced on Battle for Termez - Change: Client Overgrowth ViewDistance reduced on Kubaysah Cement Factory - Change: Client Overgrowth ViewDistance reduced on Salh Al Abbah - Change: Crosshairs removed from handweapons - Change: Damage on Steyr F88 increased - Change: Enemy nametags removed - Change: F-111 handling improved - Change: Grenade reload times increased - Change: Hit direction replaced with red damage flash - Change: Improved handling on Civilian pickup - Change: Improved MRH-90 skin - Change: Improved Steyr F88 models - Change: Improved Stinger 3P Zoom animations - Change: Improvement to Heavy Woodlands camo - Change: In-vehicle ability radius decreased for Medics, Engineers and Support - Change: M1A1 texture change - Change: M1A1 turret turn speed increased - Change: M4A1 model changed - Change: M72/RPG-18 firing volume increased - Change: M72/RPG-18 rocket speed/damage increased slightly - Change: M72/RPG-18 rounds reduced to 1 - Change: Medikit and Ammo bag affect radius reduced - Change: Mod made more compatible with Linux servers - Change: MRH-90 rotor blur mesh raised - Change: New AK sounds - Change: New Browning HP sounds - Change: New Carl Gustav sounds - Change: New M4A1 sounds - Change: New Steyr F88 sounds - Change: New USP sounds - Change: Recoil on Minimi F89 reduced - Change: Recoil on Steyr F88 reduced - Change: Steyr F88 sounds consolidated to conserve memory - Change: Stinger/SA-7 rounds reduced to 1 - Change: Tiger-ARH rotor volume decreased - Change: Vehicle drop added to Gulf Of Oman - Change: Vehicle drop added to Kubra Dam - Change: Vehicle drop added to Mashtuur_City - Change: Vehicle drop added to Operation_Clean_Sweep - Change: Vehicle drop added to Road_To_Jalalabad - Change: Vehicles removed from Kubaysah Cement Factory map - Change: Weapon damage increased by approximately 25% - Change: Zoom readded to M72/RPG18 - Fix: ATV reverse speed lowered - Fix: Carl Gustav 3P reload sound - Fix: Change to M1A1 driver camera and HUD - Fix: F-111 Pilot 1P cockpit appeared black on low settings - Fix: Installer now creates shortcut on desktop - Fix: Resolved EnvMap issue with Al Asad Night - Fix: Resolved issue with Civilian Pickup appearing with 3 wheels - Fix: Resolved issue with 'dump and burn' on F111 - Fix: Resolved player exit issue on F-111 - Fix: Resolved player exit issue on MEC Technical - Fix: Resolved right rear wheel LOD displacement on Civilian pickup - Fix: Stock map files recompressed - Fix: Ticket bleed on Al Asad Airfield 32 player - Fix: Vehicle drop crash on Kubaysah Cement Factory - Fix: Vehicle drop crash on Salh Al Abbah - Fix: Wrong wreck texture on Civilian pickup Download mirrors: Server Files: » Internode Mirror Client Files: » Internode Mirror More server to be added as they become available. Version 1.01 Coming Soon » October 6th, 2007 8:00 am The 1.01 release of Australian Forces should be available in the coming days. the change log can be found below: Version 1.01 --------------------------------- - Added: F89 Minimi - Added: Gsid's added for maps - Added: Highway Tampa map - Added: Intro video - Added: Kubaysah Cement Factory Night map - Added: Night Vision Goggles - Change: Ability to throw Ammo/Medipacks removed - Change: Australian soldier face textures changed - Change: Bushmaster armour increased - Change: Carl Gustav/RPG-7 rocket speed/damage increased slightly - Change: Client Overgrowth ViewDistance reduced on Battle for Termez - Change: Client Overgrowth ViewDistance reduced on Kubaysah Cement Factory - Change: Client Overgrowth ViewDistance reduced on Salh Al Abbah - Change: Crosshairs removed from handweapons - Change: Damage on Steyr F88 increased - Change: Enemy nametags removed - Change: Grenade reload times increased - Change: Hit direction replaced with red damage flash - Change: Improved handling on Civilian pickup - Change: Improved Steyr F88 models - Change: Improved Stinger 3P Zoom animations - Change: Improvement to Heavy Woodlands camo - Change: In-vehicle ability radius decreased for Medics, Engineers and Support - Change: M1A1 texture change - Change: M1A1 turret turn speed increased - Change: M4A1 model changed - Change: M72/RPG-18 firing volume increased - Change: M72/RPG-18 rocket speed/damage increased slightly - Change: M72/RPG-18 rounds reduced to 1 - Change: Medikit and Ammo bag affect radius reduced - Change: Mod made more compatible with Linux servers - Change: MRH-90 rotor blur mesh raised - Change: New AK sounds - Change: New Browning HP sounds - Change: New Carl Gustav sounds - Change: New M4A1 sounds - Change: New Steyr F88 sounds - Change: New USP sounds - Change: Recoil on Minimi F89 reduced - Change: Recoil on Steyr F88 reduced - Change: Steyr F88 sounds consolidated to conserve memory - Change: Stinger/SA-7 rounds reduced to 1 - Change: Tiger-ARH rotor volume decreased - Change: Vehicle drop added to Gulf Of Oman - Change: Vehicle drop added to Kubra Dam - Change: Vehicle drop added to Mashtuur_City - Change: Vehicle drop added to Operation_Clean_Sweep - Change: Vehicle drop added to Road_To_Jalalabad - Change: Vehicles removed from Kubaysah Cement Factory map - Change: Weapon damage increased by approximately 25% - Change: Zoom readded to M72/RPG18 - Fix: ATV reverse speed lowered - Fix: Carl Gustav 3P reload sound - Fix: Change to M1A1 driver camera and HUD - Fix: F-111 Pilot 1P cockpit appeared black on low settings - Fix: Installer now creates shortcut on desktop - Fix: Resolved EnvMap issue with Al Asad Night - Fix: Resolved issue where Tiger-ARH deploy sound heard globally - Fix: Resolved issue with Civilian Pickup appearing with 3 wheels - Fix: Resolved player exit issue on F-111 - Fix: Resolved player exit issue on MEC Technical - Fix: Resolved right rear wheel LOD displacement on Civilian pickup - Fix: Stock map files recompressed - Fix: Ticket bleed on Al Asad Airfield 32 player - Fix: Tiger-ARH cannon projectile now exits from cannon not camera position - Fix: Vehicle drop crash on Kubaysah Cement Factory - Fix: Vehicle drop crash on Salh Al Abbah - Fix: Wrong wreck texture on Civilian pickup Friday Night Social Game - 3rd August From 8PM EST » July 30th, 2007 8:00 pm A bit short notice, but the Australian Forces development team will be holding a social game of Australian Forces this Friday as a part of our semi-regular mod night. The social games start from around 8pm until late. When: Friday, 3rd August From 8PM EST Server: Internode AusForces #1 IP: 203.26.94.12:16567 Players: 64 We hope to see as many of you as possible come out to support the mod. BF2AUS Rant in E-Minor » July 30th, 2007 7:00 pm The mod is still progressing, don't let the lack of updates fool you. We aren't in any rush to pump out update after update, we really want to take our time at the moment with 1.1 and make sure we can produce something solid. It's the old dilemma of mod development - we need to put something out to keep people interested, but we don't want to rush it. People are leaving BF2 in droves for new games like ET:QW, but we have a faithful, albeit small, player base who will still be interested in 1.1. If anything, some of the new content in 1.1 should hopefully get a few more players interested. We have our good days when we are motivated to continue the mod, we have our bad days when we couldn't give a rat's arse. We learnt a long time ago what we could, and could not do with the BF2 engine. We had to scrap a lot of the mod due to limitations, and just general lack of manpower. Now we gotta make the best of it, improvise, adapt to the environment, Darwin, shit happens, I Ching, whatever man, we gotta roll with it. What keeps us motivated? Mainly comments from the players, especially when we hear from ADF playing and enjoying the mod off in some far-flung warzone like Afghanistan. It keeps our dick up. Motivation is key, especially after 2 years of development. Speaking of development, here are some awesome screenshots from Beex. A few more work in progress (WIP) images from possible upcoming 1.1 maps set in Australia. We don't have any word on exact locations, or the scenarios just yet, but they look incredible. Wait until they are finished!
![]() While we are at it, there has been considerable discussion over the last few months about making the mod a little more realistic. We have recently taken some of this discussion to the public on the forums, and the general consensus seems to be in favour of some changes. We aren't talking wholesale changes that will ruin the fast-paced gameplay of BF2AUS, just something to cater for people who like a little more realism. Anyway, stay tuned for 1.1. When it is done. Highway Tampa Map Pack Released » July 1st, 2007 3:00 pm A new financial year and a new release for Australian Forces! Sadly it's not 1.1, but we are proud to release a BF2AUS compatible version of the map Highway Tampa for use with the mod. The map is compatible only with Australian Forces 1.0, and will not touch your vanilla BF2 version of Highway Tampa files. The installer will detect your BF2 directory and install the map to your mods\bf2aus\levels folder. The map pack is available from: http://games.internode.on.net/filelist.php?filedetails=9661 Other mirrors may be available in the coming days. Australian Sneak Peek? » May 19th, 2007 11:00 am The Australian Forces team have been working hard on developing content for the 1.1 release of Australian Forces. The 1.0 release was all about getting the bulk of the Australian content into the mod, but release 1.1 will be about polishing this content and adding specialised content which will give the mod some longevity. Below are some artistic renders posted on the forums by Beex, which display some of the concepts we have in mind for Australian Forces 1.1.
Please be aware that these images have been highly stylised to appear like oil paintings - there's nothing wrong with your graphics card. :) Friday Night Social Game - 11th May From 7PM » May 8th, 2007 7:00 pm A bit short notice, but the Australian Forces development team will be holding a social game of Australian Forces this Friday as a part of our semi-regular mod night. The social games start from around 7pm until late. When: Friday, 11th May From 7PM Server: Internode AusForces #1 IP: 203.26.94.12:16567 Players: 64 We hope to see as many of you as possible come out to support the mod on the 11th. 1.0 Promo Screenshot Pack » April 28th, 2007 4:00 pm If your site is interested in promoting the mod, we have put together a pack containing screenshots of various 1.0 content. The file will be temporarily made available as a 4MB zip file - Download Here. ANZAC Day » April 25th, 2007 11:00 pm Thousands of Australian and New Zealand (ANZAC) troops have served and died for this country over the last century. Lest we forget. Pre-ANZAC Day Social Game Round-up » April 25th, 2007 11:00 pm The Australian Forces development team would like to thank everyone who supported the Pre-ANZAC Day social game on Tuesday night. The turn-out was far better than we had anticipated, with an average crowd between 35 to 40 players for most of the night. The great response last night has resolved our efforts in continuing the development of Australian Forces, and looking at dedicating a night every week or fortnight where we can all play the mod. We may even look at creating a small social ladder at some point, depending on how much work is involved. We get the impression people want to play the mod, but it’s just a matter of organising to get a group of people into the one server at the same time - although next time we’ll try and get some RCON/BF2CC access to be able to change maps. The highlight of the night would certainly have to have been the rounds on the Al Asad Airfield map. Without a doubt it was one of the most intense, crazy, and totally balls-out games of Battlefield 2 that we have every had the pleasure of playing. Plus that crazy guy singing about riding a quad bike at 100 decibels probably came in as a close second. For Internode customers, you can download any of the Battle Recorder games from last night from: http://mirror.internode.on.net/pub/ign_bf2_recorder/af-1/ We certainly wouldn’t complain if someone wanted to help make some promo videos or trailers from the gameplay footage last night. ;) Thanks again for the support, and we hope to hold a few more of the social games in the coming months. Watch out for Australian Forces 1.1! Player Numbers Picking-Up / Update Info » April 10th, 2007 11:00 pm It's great to see player numbers picking-up a little over the last week, it gives hope for the future of the mod. We seem to have a small core of players who play the mod on a fairly regular basis, so that is something to be thankful for. It also helps that we have just the one main server now provided by Internode which now funnels all of the players that used to be scattered over multiple servers into the one location. As far as updates go, our interest has been really energised by the supportive emails and PM's that we have received from serving ADF soldiers telling us how much they enjoy playing the mod at LAN's, regardless of where they are stationed around the world. These emails really put a smile on our faces when things were looking pretty grim - subsequently we have picked up development after a three month break and decided to put our effort into a new release. The list of issues identified in 1.0 has rapidly declined with a bit of hard work, and we may even have time to add a few new items to the next release. Once the next release comes out, we may even look at ending public releases, and being developing a more realistic version of the mod exclusively for ADF players. Either way, more releases can't be a bad thing. Content Sharing » April 10th, 2007 11:00 pm The development team have made it clear to particular mod teams and individuals that we will not be sharing or giving away content, nor do we active actively seek to use any content created by other mod teams. Please respect the effort that has gone into creating this content, as we would respect your content. We have already noted at least one mod that has attempted to use our content without permission, and we will be waiting to take action if necessary. Pre-ANZAC Day Social Game - 24th April @ 7PM » April 8th, 2007 11:00 am Due to community interest, the Australian Forces development team will be holding a social game of Australian Forces on the night before ANZAC Day at 7PM. When: Tuesday, 24 April @ 7PM Server: Internode AusForces #1 IP: 203.26.94.12:16567 Players: 64 Thanks to Internode for continuing to support the Australian Forces mod when other hosts have fallen by the wayside. We hope to see as many of you as possible come out to support the mod on the 24th, and I hope we all can take some time on ANZAC Day to reflect on the sacrifices that Australian men and women have made for this great country. Quit Jivin' Me Turkey. You Got To Sass It. » March 8th, 2007 9:00 pm A "turkey" is a bad person. Just a quick mention that Australian Forces will be a part of the ModJive system which will be going live in a couple of days.
"Discover a whole new way to
play Battlefield. Try the latest
releases of new mods with ease.
Keep your existing mods updated
with the latest content.
Experience new battles on custom
maps from the Battlefield
community." -
ModJive
It's a very interesting concept from Sir. Elxx of the Sir. Community, and will hopefully gain a little extra exposure for smaller mods like Australian Forces, as well as keeping all your favorite mods up to date. Think of it like Steam for Half Life... but not crap. Australian
Forces v1.0 on PCPP April Coverdisc |