Hello, friends of MODDB
I'm the creator of the DZB2 mod,I'm not an proficient English user, so this content is generated by translation software. If there are any errors, please excuse me.
Now, the complete version of the mod file is available for download. If you already have the old version of the mod file, you can download the separate update package.
Click READ MORE on the right for more information.》》》》》
If you need to run the game at maximum graphics quality, refer to the DXVK Plugin section at the end of this introduction.
sv.internet in Settings\serversettings.con has been removed. This will make COOP mode unavailable.No matter whether I set this value to 0 or 1, other players always had inconsistent settings, which prevented the MOD from working properly in SinglePlayer mode.This command only takes effect in COOP mode.Players who need it can manually add this line back into Settings\serversettings.con and set the value to 1 to enable COOP Mode.At this stage, I do not recommend playing this MOD in COOP mode.
Many features of this MOD have not undergone online testing. If you need to play online with friends, I cannot guarantee that the MOD will work properly. This MOD was originally created for single-player gameplay; if I have time in the future, I may attempt to make this MOD compatible with online play.
I removed the `sv.internet` line from **Settings\serversettings.con**. Regardless of whether this value was set to 0 or 1, inconsistencies with other players’ settings would render the MOD unplayable. This code only takes effect in COOP mode. Players who need this feature may manually add the line to Settings\serversettings.con and set the value as desired.
If you want to display enemy and ally health bars at close range in the game, place the `RendDX9.dll` file from the `插件` (Plugins) folder into the root directory of the game where `bf2.exe` is located, replacing the existing file (remember to back up the original file). If you have already installed the nametag rendering patch for other mods, you can ignore this step.
If the dynamic kill notification plugin does not work correctly in the game, try copying the `stats` folder from the `插件` (Plugins) folder to the `mods` directory (the same level as other mods and the BF2 core mod). If you have already installed the stats for the AIX2 mod, you can ignore this step.
This plugin converts BF2's rendering mode from DX9 to Vulkan and uses video memory to share part of the memory pressure. After using this plugin, you can play this mod at maximum graphics quality.
Using the DXVK plugin requires a graphics card with at least 4GB of video memory. The actual performance depends on the graphics card's capabilities.
Usage Method
Copy `d3d9.dll` from the `插件` (Plugins) folder to the directory where `bf2.exe` is located, i.e., the root directory of the BF2 game, and everything done.
If you use the Reshade graphics patch, the existing configuration files and renderers can still be used. You only need to use the Reshade installer to re-specify the rendering mode of `bf2.exe` to Vulkan. The Reshade installer is also included in the Plugins folder.
The DXVK plugin is incompatible with the ENB graphics patch!
After opening the game with the DXVK plugin, a pop-up may prompt you to update the graphics card driver. Ignore it for now and try loading a map to see if it runs normally. If it works, there's no need to update the driver.
DXVK Plugin Feature Description
In BF2, for some large maps that consume a lot of memory, you may need to load a small map first to preheat part of the memory before you can normally load and play the large map.

If you encounter a pop-up error as shown in the image below when loading some maps (you need to start the game in windowed mode to see the error pop-up), it means the map cannot be loaded directly after opening the game. You need to load a small map first, join the game on the small map, then exit immediately, and then load the large map.
The first map `aberdeen` in the mod's map list is a small map that can be used for preheating.
Tests have shown that most maps can be loaded directly in DXVK mode without preheating. However, DXVK performance depends on the graphics card, and some low-performance graphics cards may still require preloading a small map.
Tests have found that DXVK is also affected by the MSI Afterburner software. You may need to close this software.
Removing the DXVK Plugin:
Delete `D3D9.dll` copied to the BF2 root directory, delete the `BF2.dxvk-cache` file in the BF2 root directory, and clear the BF2 game's shader files. This will restore BF2's rendering mode to DX9.
As shown in the images below, you need to additionally bind a convenient shortcut key for the **FLY BY** of ground vehicles and fighter jets. Of course, you can use the default F12 key. Personally, I recommend the G key.
This key will be used to switch the third-person view of the turret for ground vehicles with turrets (e.g., tanks) and the view for guided ground-attack munitions of fighter jets.
In any vehicle, press the Q key to bring up the options menu. You will see obvious green text options for selecting the style of the third-person crosshair for the vehicle. The "None" option disables the third-person crosshair display, while other options correspond to different crosshairs and HUDs.





The crosshair style is as shown in the image below. Some fighter jets' HUDs do not have the small red cross in the center, but the function is the same.

In this view, hold down the left Ctrl key to release control of the fighter jet and look around freely. Press the left mouse button to mark the target and release the bomb. A red circle HUD marker as shown in the image above will appear, indicating the approximate impact point of the bomb within the circle. Before the bomb hits the ground, you can continue clicking the left mouse button to change the impact point. Remember to hold down the left Ctrl key to observe unless you want to directly control the aircraft's attitude to change the field of view. After marking the target, you can switch back to the cockpit view; there is no need to continuously guide the bomb, as it will automatically fly to the marked target.
Due to inertia in the game, the aircraft's attitude and bomb release position will affect the bomb's flight. Therefore, try to select targets in front of the aircraft when releasing bombs. Of course, these are essentially guided bombs, and as long as the flight attitude is not particularly odd, the bombs will hit the marked position. The camera's field of view direction will not automatically reset, so after releasing the bomb, you can align the camera's view direction with the nose of the aircraft for convenience in the next operation.
The crosshair is as shown in the image below. These missiles require continuous guidance until they hit the target. Similarly, hold down the left Ctrl key to release control of the aircraft, then press the left mouse button to fire while keeping the left Ctrl key held down, and guide the missile until it hits the target. Remember to align the camera's view direction with the nose of the aircraft after the operation for convenience in the next operation.

Operated the same way as the classic TV missiles for helicopter co-pilots in BF2. Similarly, hold down the left Ctrl key when launching and guiding to release control of the aircraft, so that the aircraft's attitude will not be affected when you select the target. During the flight of the TV missile, you can judge the current aircraft attitude based on the green indicator lines, speed value, and altitude value displayed on the HUD.

Sniper Rifles
Most sniper rifles allow you to press the Q key in aiming mode to switch the magnification of the scope. Some semi-automatic sniper rifles have an added full-auto firing mode.
When in any vehicle, press the Q key. When the mouse pointer is on the circular "Spot Enemy" button in the center of the menu, press the right mouse button to bring up the map tone modification menu. You can switch to your preferred map color style as needed. This function can quickly change the map environment to night. If there are no vehicles in the map you are playing, use the assault soldier's radio beacon, press the E key to enter the radio beacon, and then perform the above operation.
Unfortunately, the direction of the shadows of static buildings on the map cannot be modified (they can only be re-rendered in the editor). However, different map environments and atmospheres can still bring more fun.


This system allows you to customize weapon combinations in real-time in the game. Weapon packs for different factions and classes are independent of each other and do not interfere with one another.
The underlying framework of this system was built by AGM114 Hellfire (Bilibili ID: 众筹收购蠢驴), and supplemented and improved by myself.
Due to the large number of option branches, the game may stutter for approximately half a second when pressing the weapon selection button. This does not affect game operation.
Select any soldier class first, and weapon icons will appear below—click the icons to choose your weapons.



This mod uses direct object-level linking of vehicle codes to automatically replace vehicles spawned on maps. This eliminates the need to modify map files, and ensures strong compatibility with the original game and extended maps of AIX2. Therefore, the vehicle codes spawned on the map do not represent the actual vehicles spawned. For specific links, refer to the code in `XObjects_Server.zip`. The actual vehicle parameters are in `Vehicles_Server.zip`. If you need to modify them, make sure to find the correct vehicle entity. Additionally, if you modify the code for shared linking parts, you need to modify the linked vehicles together (e.g., adding/removing mounted weapons or modifying vehicle health requires changing the linking part, while modifying data for existing weapons does not require changing the linking code).
For example, the code `aix_mig19` actually spawns the `air_j10c` vehicle.
In some maps, when you turn on the thermal imaging/IRNV filter for the first time, there may be a strong flood of light. You can simply turn off the filter and then turn it on again to resolve this. If you end a game without turning off the thermal imaging/IRNV filter, the in-game colors will become incorrect at the start of the next game. In such a case, you just need to turn the thermal imaging/IRNV filter on and off once more to restore the colors to normal.
If you keep switching between different maps to play, a memory error will occur during the loading process when you switch to a new map at some point. This is because BF2 does not release the previous memory, which is determined by the game mechanism and cannot be fixed. Therefore, after playing several rounds, close the game and take a break.
Some weapons integrate an experimental real-time ammunition switching function. Tests have shown that weapons with real-time ammunition switching will cause the game to crash if used by AI BOTs. This is because BOTs read ammunition data in real-time and calculate ballistics when using weapons, and real-time ammunition switching interrupts this process, leading to a crash. However, it is safe to have these weapons in the inventory and only use them as a player. The following are the weapon codes; do not assign them to AI:
BF4_PLD
EMZPJ_Phantom_Bow
m32_mgl
javelin
bf4_xm25_player
If you need to add new maps, Add the following code to the Init.con of the map:
run ../../common/Scripts/AGMCustomization/function/loader.con team1_kits_split team2_kits_split
For example, a map of CH vs US
run ../../common/Scripts/AGMCustomization/function/loader.con ch_kits_split us_kits_split
Note: The three original factions' variables in this mod correspond to the original names, while the UN faction uses the EU's container variable name.
So, for maps with team1 UN VS team2 MEC, it should be:
run ../../Scripts/AGMCustomization/function/loader.con eu_kits_split mec_kits_split
Otherwise, the newly added maps cannot use the custom kit system. Adapting new maps is simple, requiring only one line of code.
I've added spawn points to some transport helicopters. In certain cases, if a helicopter pilot abandons a helicopter with a spawn point, and the helicopter crashes without exploding, landing in areas without AI paths, then if a bot respawns on that helicopter, it will cause the game to crash. I don't plan to fix this known issue for now because the probability of it occurring is very low. By contrast, having more mobile spawn points is more beneficial to the gaming experience. I think it's worth it. If you're really unlucky and frequently experience game crashes due to this issue, you can manually remove the spawn points on those transport helicopters.
Vehicles
`bf3_f35` and `bf3_f35vtol` have no sound when the engine afterburner is activated.
`j35` and `j35b` sometimes have incorrect perspective relationships for engine exhaust flames in third-person view.
Maps
The `AIX_Trident32` map has unknown random crash issues.
For TNG2 series maps, due to BF2 engine limitations and loading setting issues, the faction voices in some maps are incorrect.
Check out our breakdown of the top modding headlines from July to September 2025!
Guidance on modifying weapons, Kit, and adding maps for DZB2 MOD
Fixed the crash issue that occurs when the main pilot of the AH1Z helicopter uses the mouse wheel to select weapons. 修复AH1Z直升机主驾驶使用鼠标滚轮选择武器时游戏崩溃的问题。...
Classic HUD effect from the original BF2:"hudBuilder.addNodeBlendEffect 7 2"
优化版的MOD,文件已包含地图 Optimized version of the MOD, maps included in the zip files
修复EC635直升机HUD的文件。同时修复一张地图中错误的Kit系统设置。直接替换原文件即可。 The file that fixes the HUD of...
这个地图包主要包含以步战为主的小型地图。 This map pack mainly contains some small-sized maps, most of which focus on infantry combat.
这个地图包包含大规模全面战斗为主的地图。 This map pack contains maps that focus on large-scale all-out battles.
Hi,
I'd like to know,
Do you intend to add the classic Battlefield 2 maps, specifically the size 16 ones?
I've only seen the size 32 and 64 ones.
But my friends and I played quite a bit on some of the size 16 maps from the original BF2.
Do you plan to include these maps in the next update?
Or if you don't plan to add them, could you tell me how I could add the size 16 maps to play with my friends and family?
There’s a tutorial on adding maps at the very bottom of this webpage, hope it helps you. Moddb.com In fact, the early versions of this MOD already included a large number of 16 and 32 maps. However, in single-player mode, due to bot count issues, I had to add code to limit the bot number for each small map (it’s not fun having 63 bots crammed into a small map anyway). This, in turn, caused problems for some players who tried to adjust the bot count on their own. That’s why I removed all bot count control code from the map files in this version of the MOD.
It seems, though, that you want to play this MOD in COOP mode—if so, you’ll need to add the line sv.internet 1 to Settings\ServerSettings.con. I removed this line in this version because it was preventing some players from playing the single-player mode properly. I have no idea why this happens, but BF2 is a 20-year-old game, so it’s not surprising to encounter all sorts of weird bugs.
Additionally, some features of this MOD are not guaranteed to work properly in COOP mode—such as the KIT system and thermal vision. I have no idea how these features will function in COOP. But all in all, have fun playing!
Thank you for reporting the "sv.internet 1" command.
We haven't had time to test it yet... but we certainly will.
I don't know if I'll be able to add size 16 maps, but I'll try to do something.
Regarding the bots, we usually edit the "AIDefault" file, so on size 16 maps, we play with 24, 30, or 40 bots.
I heard another person commenting on the "kits" problem for playing Co-op. You mentioned at that time that you intend to update and perhaps solve the problem. Even if your update doesn't solve the problem, we're happy to see you trying.
And we will certainly await your new updates. Thank you.
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Do you know of any of adding new weapons to the mod or going back to the previous ones? I particularly liked some weapons I had before that have now been removed or changed in the last versionDo you know of any of adding new weapons to the mod or going back to the previous ones? I particularly liked some weapons I had before that have now been removed or changed in the last version.
Moddb.com
Your mod is the best I've ever played, do you know if there's any way to add new weapons?
Moddb.com
The mod is pretty amazing , but would say a few things :
-Thermal Vison for all kits seems unreasonable , maybe only to the spec ops
-the binocular with the Spec Ops kit is very very overpowered add to that it has infinite ammo , i wish it gets removed
-changing the the weapons in the cobra helicopter with the mouse wheel crashes the game instantly
-not an ugly thing in particular , but i wish Russia is added instead of the MEC , because the MEC having T90s seems like off
-F16 has crazy maneuverability and speed maybe it should be edited
-f22 also has the same thing , idk if it's intended because its the best jet in the world , but even for the f22 , it seems too much
Thank you so much for your feedback! The AH1Z helicopter crash issue has been fixed—you can either download the new files for replacement or fix it manually using the method I provided.
As for your other suggestions, many of the current settings in the MOD have already been adjusted based on feedback from other players before. Since people hold different opinions, I’ve opted to keep the MOD as it is, as everyone has their own needs. For example, regarding the thermal vision feature: some players like using it for long-range sniping with sniper rifles, while others only want it available for vehicles. That’s why I made it usable in all scenarios, so players can choose how to use it as they like.
The same logic applies to the performance design of the F22 and F16 fighter jets. Initially, the F22’s flight performance was set to be similar to the fighter jets in the original BF2, but a player once mentioned that he loved this aircraft and thought a jet equipped with a thrust vectoring engine should have better maneuverability. He also asked me to place this fighter on more maps. For such issues related to numerical performance balance, I’d suggest everyone tweak the values themselves—since opinions vary widely, it’s impossible for me to satisfy everyone.
Regarding the MEC faction: a player previously requested that I not alter the soldier appearances of the various factions, as he loved the classic BF2 looks. Considering there are already many other MODs that use BF3/BF4 Russian soldier models or other RU faction and soldier assets, I chose to retain the classic BF2 soldier designs for this MOD.
Thank you again for your suggestions!