Milestone 26

<tabber>
Roadmap=
==Milestone 26 - Monday, 16ᵗʰ June 2008==
Summary:
*Focus on Battlefront Basics
Game Design (Multiplayer):
*Coruscant Preview – Assault
*Coruscant Preview - Heroes vs. Villains
*Bespin Preview – Assault
*Bespin Preview - Hunt
*Bespin Preview - Heroes vs. Villains
*Cato Neimoidia Preview – Assault
*Mustafar Preview - Heroes vs. Villains
*Yavin 4 Preview – Assault
Game Design (Story):
*Tatooine Training Ground Preview
Gameplay Features:
*BF Basics – Shooting – PS3 Vibration
*BF Basics – Shooting – 360 Vibration
*BF Basics – 3rd-person camera improvements
**Ability to switch between 1st person, over-shoulder cam, and BF2-style cam
**3rd person camera can be angled downwards (for BF2 style cam)
**Camera needs to make sure it never gets right behind characters head (e.g., when strafing and turning in opposite directions, or character close to background geometry)
**Switch sides on button press and rolls
**Engineer camera improvements
**Sprint camera improvements
*BF Basics - Ground Vehicles (Walking) – Slope Handling
**Walkers can only climb up low gradient slopes
**Improvement to character controllers to allow larger walkers to collide and handle slopes properly.
**Please verify in Hoth Walkers Test Room.
*BF Basics - Ground Vehicles (Walking) – IK on lowest bones
**Feet will align with terrain on slopes
**Camera will be tied into feet movement to give better feedback to player.
**Please verify in Hoth Walkers Test Room.
*BF Basics - Ground Vehicles – Firing
**Barrels have recoil
**Shotgun firing for the Snail Tank, as in BF2
**Lasers in flight have some variation in relative position
**Camera will have subtle recoil
**Muzzle flash lighting will be correct for all vehicles
**Smoke from non-laser cannons
*BF Basics - Jedi Melee - Melee vs. Melee – General (Further Work)
**Combo moved to an upper body 4-part, consisting of:
***Swing Right->Left
***Swing Left->Right
***Swing Under Right->Left
*** Swing Under Left->Right
**Charge spin attack on the right trigger
**Anti-clockwise Spin only
**Lose right stick
**Overhead at the end of sprint (Full body animation)
***NOTE - There will be a placeholder animation for charge.
*BF Basics - Force Powers - Complementary Effects - Delivery 1
**Force Pull
**Force Push
**Force Storm
**Force Lightning
**Force Stun
*BF Basics - AI - Soldier AI - AI Actions – Patrol State
**This is already visible in MS25.
**Verify on Tatooine Training
**Ferroda, X1 and X2
*BF Basics - Soldier AI – Squad Specifics – Group Movement and Combat Patterns
**Further combat pattern improvement
**Gesture animations implemented
** Squad leader should be evident via gestures given and formation position when not in combat.
**Demonstrable on Tatooine story.
*BF Basics - AI – Soldier AI – Squad Specifics – Gesture Animation Integration
**This can be seen on human skeleton squad leader.
**Gestures = "Move To", "On Leader", "Target Spotted" and "Take Cover".
*BF Basics - AI – Soldier AI – Heavy Weapons-specific AI Behaviours
*BF Basics - AI - Soldier AI - Sniper-specific AI Behaviours
*General Gameplay – Landing ship explosions
**CIS Landing Ship - Please verify on Tatooine Story.
**Hoth Transport
*General Gameplay – Animated ship explosions
**Munificent
**CIS Cruiser
**Star Destroyer
**Interdictor
**Acclamator
**Nebulon-B
**Tibanna Gas Platform hitting Star Destroyer
*General Gameplay – Falcon - AI turrets always fire, easier for player to get missile locks
**AI Turrets will fire when there is a target within range
*General Gameplay – Command Post Capturing
**Base CPs will be harder to capture
**HUD POI will disappear when player is close by
**HUD will have capturing bar as shown in mock-ups
*General Gameplay – VBF - Escape Pods - Escape Pod After touch
**Should be able to re-orientate escape pod within a cone to land within playable area.
*General Gameplay – VBF - Escape Pod replenishes ammo
*Art – HUD – Reticule + Lock-on Icons
**As in mock-ups
*Art – HUD - Weapon Swapping
**As in mock-ups
*Art – In-game menu, Main menu, and Play menu
**As in mock-ups
*Art – Controls menu
**As in mock-ups
*Art – Scoreboard (during / post games)
**As in mock-ups
*Art – Frontend – Attract mode
**Will play a video after a designated amount of time on the Press Start screen
*Art – Frontend – FRD and LucasArts Logos In-game
Art (Weapons):
*Republic Electro-Lance
Art (Animations):
*Heavy Assault Walkers
**AT-ST
**AT-XR
*Bespoke Weapons – All 3rd Person
**Han Solo
**Leia
**Jango Fett Wrist
**This does not contain throwing of health/ammo and detpack (basically anything thrown that is NOT a grenade) throws.
*Human #1 Projectile Hit Reacts - 2nd Pass
**Please verify on Clone Trooper
**Front Torso
**Back Torso
**L. Arm 1
**L. Arm 2
**R. Arm 1
**R. Arm 2
**L. Leg
**R. Leg
*Force Sprints - Delivery 1
**Asajj Ventress
**Darth Maul
Narration:
*First Text Drop ~30,000 words
Audio:
NOTE: Audio will lead on PC. Declared here to show tie-in with Animations etc.
*Heavy Assault Walkers/Vehicles
*Frontend Menu
*Soldier Gestures
Technical (General):
*XBL/XLSP Functionality
*X360 running at improved framerate
Production:
*Distributed automated load testing of the nightly build with screenshots
*Deliver Xbox 360 Builds
**NTSC
**PAL
*Deliver PS3 Builds
**NTSC
**PAL
|-|Roadmap/PC=
==Milestone 14 - Monday, 16ˢᵗ June 2008==
Summary:
*Focus on Battlefront Basics
Gameplay Features (Miscallaneous):
*Focus on Battlefront Basics – See Main Schedule
Technical (General):
*Performance improvements
*All levels from other SKUs running on PC
Production:
*Deliver PC Build
|-|Roadmap/Wii=
==Milestone 16 - Monday, 16ᵗʰ June 2008==
Summary:
*Focus on Battlefront Basics
Art:
*Hoth - Phase 3 Preview
*Damaged Star Destroyer - Phase 3 Preview
*Kashyyyk - Phase 3 Preview
*Death Star (Tributary Beam part) - Phase 3 Preview
*Death Star 2 (End of Endor) - Phase 3 Preview
*Mustafar - Phase 3 Preview
*Banking Clan Communications Frigate (Munificient Class) - Phase 3 Preview
Technical (Rendering):
*Additional effect during cloud layer transitions
Technical (General):
*Split-screen functionality
Production:
*Deliver Wii Build
|-|Release Notes=
==BF3: June MS26 - Release Notes==
Hardware Prerequisites
XBOX 360
FLASH 6690
XDK 6995.1
This is unchanged from the previous milestone.
Note: In order to play the game on XBOX360, each player now needs to sign in with separate profile to be able to play in splitscreen.
PLAYSTATION 3
SDK 2.2.0
Target Manager 220.2.23.0
This is unchanged from the previous milestone.
WII
Firmware 33.4.16
SDK 3.1 Patch 4
Note: This is unchanged from the previous milestone.
PC
1GB RAM, 3GHz P4 CPU, 256MB video card (shader 2.0)
This remains the same as the previous milestone.
Setup / Art (ALL PLATFORMS)
Note: Base CPs are larger CPs which take longer to capture than regular CPs. Initial implementations of these can be found on
Coruscant
Bespin
Only a small number of levels feature these as the concept has yet to be evaluated extensively and the added gameplay value requires assessment. We’d greatly appreciate feedback from LucasArts in this area.
Also note that these Base CPs are using placeholder graphics – a scaled-up version of the regular CP graphics.
Tatooine
Art – (Phase 3) – NEW – due to follow in an interim build
Story – Phase 3
Training (Preview) – NEW
Assault (Phase 3)
Heroes vs. Villains (Preview)
Hunt (Preview)
Wii art conversion (Preview)
Coruscant
Art – (Phase 3) – NEW – due in June 16th build
Story (Phase 3)
Assault (Phase 3)
Heroes vs. Villains (Preview) – NEW
Assault (Preview) – NEW
Wii art conversion (Preview)
Bespin
Art – (Phase 3) – NEW – due to follow in an interim build
Splitscreen VBF
Story (Phase 3)
Hunt (Preview) – NEW
Heroes vs. Villains (Preview) – NEW
Assault (Preview) – NEW
Wii art conversion (Preview)
Endor
Art (Preview)
Story (Phase 3)
Splitscreen VBF
Assault (Preview)
Heroes vs. Villains (Preview)
Hunt (Preview)
Wii art conversion (Preview)
Kashyyyk
Art (Preview)
Splitscreen VBF
Story (Phase 3)
Multiplayer (Phase 1)
Assault (Phase 3)
Hunt (Phase 2)
Wii art conversion (Pre-Phase 3) - NEW
CIS Munificent (frigate) – (in Tatooine Conquest)
Art (Phase 2)
Wii art conversion (Pre-Phase 3) - NEW
Dathomir
Story (Phase 3)
Art (Preview)
Shipyard (Preview)
Multiplayer (Phase 1)
Assault (Phase 3)
Wii art conversion (Preview)
Splitscreen VBF
Shipyard Wii art conversion (Preview)
Yavin IV
Art (Preview)
Splitscreen VBF
Story (Phase 3)
Assault (Preview) – NEW
Reb Nebulon exterior
Wii art conversion (Preview)
Hoth
Art – (Phase 3) – NEW – due in June 16th build
Splitscreen VBF
Story (Phase 3)
Assault (Preview)
Wii art conversion (Pre-Phase 3) - NEW
Mustafar
Art (Phase 3)
Damaged Star Destroyer Art (Preview)
Damaged Star Destroyer Wii art conversion (Pre-Phase 3) - NEW
Story (Phase 3)
Splitscreen VBF
Assault (Preview)
Wii art conversion (Pre-Phase 3) - NEW
Heroes vs. Villains (Preview) – NEW
CIS Cruiser
Art (Preview)
Assault
Wii art conversion (Preview)
Cato Neimodia
Art (Preview)
Splitscreen VBF
Story (Phase 3)
Assault (Preview) – NEW
Wii art conversion (Preview)
Desolation Station / Death Star Construction
Art – (Phase 3) – NEW – due to follow in an interim build
Story (Phase 3)
Assault (Phase 3)
Wii art conversion (Preview)
Death Star (Tributary Beam part)
Art (Preview)
Wii art conversion (Pre-Phase 3) - NEW
Dantooine
Art (Phase 3)
Splitscreen VBF
Story (Phase 3)
Assault (Phase 3)
Hunt (Phase 3)
Wii art conversion
Droid Control Ship
Art – (Phase 3) – NEW – due to follow in an interim build
Wii art conversion (Preview)
Death Star 2 (End of Endor)
Art (Phase 3)
Wii art conversion (Pre-Phase 3) - NEW
Reb. Mon Calamari Cruiser
Art - Fully modelled exterior
Nebulon B Frigate
Art – (Phase 3) – NEW – due in June 16th build
Wii art conversion (Preview)
Republic Frigate – Acclamator II
Art (Preview)
Wii art conversion
Interdictor (Imperial Medium Ship)
Art – (Phase 3) – NEW – due in June 16th build
Wii art conversion (Preview)
Republic Cruiser (Venator Class)
Art – Fully modelled exterior
Star Destroyer
Wii art conversion (Preview)
Art – (Phase 3) – NEW – due to follow in an interim build
Note: The following issues affect multiplayer modes and are under investigation
Navmesh issues result in AI getting stuck in places
Issues with capital ship turrets prevent them from working reliably
Some POI's want re-labelling (Republic Frigate to Republic Acclamator for example)
Some environmental audio in capital ships or on ground isn't playing
Bug with auto-land on Coruscant causes vehicle to crash into scenery
Stability issues with Space-only assault maps
Stability issues on frigate destructions
Code
BF BASICS
Shooting - PS3 Vibration
All player firearms have a vibration function associated with them
Shooting - 360 Vibration
All player firearms have a vibration function associated with them
3rd-person camera improvements
Ability to switch between
1st person cam
Over-shoulder cam
BF2-style cam
3rd person camera can be angled downwards (for BF2 style cam)
Note that the crosshair positioning differs from BF2 stylings
Camera ensures it never gets right behind characters head
Switch sides on button press and rolls
Engineer camera improvements
Camera drops away when using jetpack and returns upon landing
Sprint camera improvements
Note: The Droideka intentionally does not turn transparent when obstructing the camera. This is due to rendering issues.
Ground Vehicles (Walking) - Slope Handling
Walkers can only climb up low gradient slopes
Improvement to character controllers allows larger walkers to collide and handle slopes properly
Verifiable in Hoth Walkers test room
Note: AT-TE requires re-rigging as the front legs are lacking IK to meet terrain
Ground Vehicles (Walking) - IK on lowest bones
Feet align with terrain on slopes
Camera tied into feet movement to give better feedback to player
Verifiable in Walkers test room
Ground Vehicles – Firing
Barrels have recoil
Shotgun firing for the Snailtank, as in BF2
Lasers in flight have some variation in relative position
This means that, as the lasers travel down their path, bolts are not always paired but fired at staggered intervals
Camera has subtle recoil
Recoil-enabled vehicles
Rep Clone Hover Tank
Reb T5B
Rep ATTE
CIS AAT
Rep IFT
Rep IFT
Reb AAC
Reb T5B
CIS Snail tank
Muzzle flash lighting correct for all appropriate vehicles:
IFT Tank Green
Clone Tank Blue
AAC Red
AAT Orange
Snail Tank Red
Hailfire Orange
AT-XR Blue
AT-ST Red
STAP Yellow
Rebel Speeder Red
AT-RT Red
BARC Red
Sith Speeder Red
Imperial Speederbike Red
MTT Green
HTT Red
AT-TE Green
AT-AT Red
Smoke from non-laser cannons
Jedi Melee - Melee vs. Melee - General (Further Work)
Combo moved to an upper body 4-part, consisting of:
Swing Right to Left,
Swing Left to Right,
Swing Under Right to Left,
Swing Under Left to Right
Charge spin attack on the right trigger
Anti-clockwise Spin only
Right stick functionality dropped
Overhead attack is executed by attacking as you release sprint
Note - There is a placeholder animation for charge moves
Force Powers - Complementary Effects - Delivery 1
Force Pull
Force Push
Force Storm
Force Lightening
Force Stun
Soldier AI - AI Actions – Patrol State
Verifiable on Tatooine Training
Ferroda
X1
X2
Soldier AI - Squad Specifics - Group Movement and Combat Patterns
AI Following improvements
Better movement planning, syncronised movement for squads only
Note: Squads move between points in formation but these formations will be less apparent during firefights rather than point-to-point movement. Squads prioritise self preservation over shadowing the player
Further combat pattern improvements
Current improvements come from general AI improvements and fixes in AI Actions, combat states and weapon usage. Squad-specific improvements should be noticeable in cover usage.
Note: Cover usage is highly dependent on level setup and, in current form, demonstrable behaviour will vary from level to the next
Gesture anims implemented
This will be demonstrated in testroom_patrol.res (accessed by the game launcher) by a squad leader performing the following gestures in sequence:
On Leader
Move To
Take Cover
Target Spotted
Squad leader evident via gestures given and formation position when not in combat
Note: Gestures are implemented in the context of current level situation and triggered automatically by squads. So, the squad leader plays these anims when context commands/allows for such thing.
Soldier AI - Squad Specifics - Gesture Animation Integration
This can be seen on human skeleton squad leaders
Demonstrable shortly after starting Desolation Station Story and in testroom_patrol.res
Soldier AI - Heavy Weapons-specific AI Behaviours
Please refer to Appendix B: Class-Specific Behaviour Patterns for details
Soldier AI - Sniper-specific AI Behaviours
Please refer to Appendix B: Class-Specific Behaviour Patterns for details
General Gameplay
Landing ship explosions
CIS Landing Ship - verifiable on Tatooine Story
Hoth Transport
Animated ship explosions
Munificent
CIS Cruiser
Star Destroyer
Interdictor
Acclamator
Nebulon B
Tibanna Gas Platform hitting Star Destroyer
Falcon - AI turrets always fire, easier for player to get missile locks
AI Turrets will fire when there is a target within range
Command Post Capturing
Base CPs are harder to capture
HUD POI disappears when player is close by
HUD has capturing bar as shown in mock-ups
VBF - Escape Pods - Escape Pod After touch and replenishes ammo
Able to re-orientate escape pod within a cone to land within playable area
Verifiable on Hoth and Tatooine, Clone Era
Art
HUD - Reticule & Lock-on Icons
As in mock-ups
HUD - Weapon Swapping
As in mock-ups
In-game menu, Main menu, and Play menu
As in mock-ups
Note: The ticker-tape text below the main menu will not be present in this build
Controls menu
As in mock-ups
Scoreboard (during / post games)
As in mock-ups
Frontend – Attract mode
Plays a video after a designated amount of time on the “Press Start” screen
Frontend – FRD and Lucas Logos In-game
Displayed ahead of the initial “Press Start” screen
Animation
Heavy Assault Walkers
AT-ST
AT-XT
Bespoke Weapons – All 3rd Person
Han Solo
Leia
Jango Fett wrist blaster
Human #1 Projectile Hit Reacts - 2nd Pass
Verifiable on Republic Trooper
Front Torso
Back Torso
L. Arm 1
L. Arm 2
R. Arm 1
R. Arm 2
L. Leg
R. Leg
Crouch Front
Crouch Back
Cover L
Cover R
Cover Crouch L
Cover Crouch R
Force Sprints - Delivery 1
Assaj Ventress
Darth Maul
Audio
Heavy Assault Walkers/Vehicles
AT-AT
atat_start
atat_stop
atat_steadyloop
at_at_footstep_snow
at_at_atmos_ext_step
at_at_movement
reb_jetpack_stop_mono
at_at_chin_laser
infiltrator_missile_mono
vehicle_explosion
AT-ST
atst_leg
atte_smallleg_piston
reb_jetpack_stop_mono
wpn_atrt_chinlaser
laat_missile
hovertank_explosion
T5-B
vehicle_t4b_startup
vehicle_t4b_shutdown
vehicle_t4b_run_mono
vehicle_t4b_idle_mono
ioncannon_shortzap
iftt_missile
turmove_t4b_mono
vehicle_t4b_cannon
hovertank_explosion
vehicle_t4b_brake
vehicle_t4b_boost
AT-XR
atxr_footstep
atxr_piston
reb_jetpack_stop_mono
wpn_atrt_chinlaser
laat_missile
vehicle_explosion
Hailfire Droid
hailfiredroid_rolltostart
hailfiredroid_rolltostop
Hailfiredroid_engine_steady
Hailfiredroid_idle
Hailfiredroid_wheel_loop
hailfiredroid_steadyrumble
hailfiredroid_laser
hailfiredroid_missile
vehicle_explosion
AT-RT
atrt_movement
atrt_piston
reb_jetpack_stop_mono
wpn_atrt_chinlaser
laat_missile
vehicle_explosion
AT-TE
atat_steadyloop
atte_legwithpiston
atte_bigleg_piston
reb_jetpack_stop_mono
atte_frontblaster_fire
repstarfighter_missile
turnmove_aat_mono
wpn_turret_republic
vehicle_explosion
Tauntaun
tauntaun_mount1
tauntaun_dismount1
Tauntaunidle
tauntaun_footsteps
tauntaun_reactleft
Front End Menu
gui_updown
gui_select
gui_start
gui_back
gui_barred
Soldier Gestures
Beckon, Don't go, Give weapon, Go left, Go right, Hold on me, Point back, Point down, Point left, Point right, Point up, Push up, Retreat, Stand idle, Run, Aim pistol
Rebels
GEBE_XXX_REBEL
GEDG_XXX_REBEL
GEGW_XXX_REBEL
GEGL_XXX_REBEL
GEGR_XXX_REBEL
GEHM_XXX_REBEL
GEPB_XXX_REBEL
GEPD_XXX_REBEL
GEPL_XXX_REBEL
GEPR_XXX_REBEL
GEPU_XXX_REBEL
GEUP_XXX_REBEL
GERE_XXX_REBEL
GESI_XXX_REBEL
GERU_XXX_REBEL
AIMP_XXX_REBEL
Empire
GEBE_XXX_EMPIR
GEDG_XXX_EMPIR
GEGW_XXX_EMPIR
GEGL_XXX_EMPIR
GEGR_XXX_EMPIR
GEHM_XXX_EMPIR
GEPB_XXX_EMPIR
GEPD_XXX_EMPIR
GEPL_XXX_EMPIR
GEPR_XXX_EMPIR
GEPU_XXX_EMPIR
GEUP_XXX_EMPIR
GERE_XXX_EMPIR
GESI_XXX_EMPIR
GERU_XXX_EMPIR
AIMP_XXX_EMPIR
CIS
GEBE_XXX_CIS
GEDG_XXX_CIS
GEGW_XXX_CIS
GEGL_XXX_CIS
GEGR_XXX_CIS
GEHM_XXX_CIS
GEPB_XXX_CIS
GEPD_XXX_CIS
GEPL_XXX_CIS
GEPR_XXX_CIS
GEPU_XXX_CIS
GEUP_XXX_CIS
GERE_XXX_CIS
GESI_XXX_CIS
GERU_XXX_CIS
AIMP_XXX_CIS
Republic
GEBE_XXX_REPUB
GEDG_XXX_REPUB
GEGW_XXX_REPUB
GEGL_XXX_REPUB
GEGR_XXX_REPUB
GEHM_XXX_REPUB
GEPB_XXX_REPUB
GEPD_XXX_REPUB
GEPL_XXX_REPUB
GEPR_XXX_REPUB
GEPU_XXX_REPUB
GEUP_XXX_REPUB
GERE_XXX_REPUB
GESI_XXX_REPUB
GERU_XXX_REPUB
AIMP_XXX_REPUB
XBOX 360
XBL/XLSP Functionality
This will follow in an interim build
Improved framerate
Multithreading optimisations: more processing spread across all xbox360 cores, slightly improved tasks scheduling/overhead
Skinning processing latency reduced
Some low level optimization when setting renderstates
Performance of memory defragmentation improved
PLAYSTATION 3
Improvements to memory management
Vibration implemented
FRD’s automated testing now takes place within PS3 target memory limits
WII
Additional effect during cloud layer transition
More detailed planet texture
Improved fog for space/ground
3D clouds Details
Split screen functionality
Includes character select screen and talking heads
Improved skinning
Characters should no longer have gaps. Most evident in Rebels
Cutscene characters are now fully articulated
Art (Pre-phase 3)
Hoth
Damaged Star Destroyer
Kashyyyk
Death Star (Tributary Beam)
Death Star 2
Mustafar
Banking Clan Communications Frigate
Debug items
GOLD debug menu present in this build
Crash logs will be working again
On screen crash information states if the crash is in the CPU or GPU
Stage (PC only)
Heroes & Villains
Darth Vader
Mace Windu
Jango Fett
Princess Leia
Princess Leia (Post Episode VI)
Lando Calrissian
Zam Wessel
Droideka
IG88
Rep. Clone Skytrooper
Palpatine
Darth Sidious / Emperor
Darth Tyrannus / Count Dooku
Darth Maul
Chewbacca
Tarrful
Kota (blind)
General Grievous
Lobot
Sith Witch 1
Aayla Secura
Anakin (Episode III)
Yoda
Han Solo (new head)
Young Obi-Wan
Old Obi-Wan
X1 (Act 1)
X1 (Act 2)
X1 (Act 3)
X2 (Act 1)
X2 (Act 2)
X2 (Act 3)
Luke Skywalker (Episode VI)
Luke Skywalker (Pilot)
Shara
Falon Grey (Act 2)
Ferroda
Wedge
Tortured Imperial Officer
Ryder (Zev)
Durge
Padme (Episode II)
Boba Fett
Asajj Ventress
Imperials
Imp. Officer
Imp. Stormtrooper
Imp. Scout trooper
Imp. Dark Trooper
Imp. Shock Trooper
Imp. Snow Trooper
Imp. Pilot (Engineer)
Imp. Guard
Imp. Remnant (Alt. Stormtrooper) #1
Imp. Remnant (Alt. Stormtrooper) #2 
Imp. Remnant (Alt. Stormtrooper) #3
Rebels
Rebel Marksman
Rebel Soldier
Rebel Soldier (Hoth)
New Republic Soldier (Alt Rebel)
Rebel Wookiee Warrior #1
Rebel Wookiee Warrior #2
Rebel Wookiee Warrior #3
Rebel Vanguard
Republic
Rep. Clone Commander
Rep. Clone Trooper
Clone Sharpshooter
Rep. Clone Jet Trooper (engineer)
Rep. Clone Heavy Trooper
CIS
MagnaGuard
Battle Droid
Super Battle Droid
Assassin Droid
Pilot Droid
Droids
C-3PO
R2-D2
Medical Droid
Ammo / power droid
Imperial Probe Droid
Beasts / Humanoids
Rancor
Ewok
Ewok Variant #1
Ewok Variant #2
Ewok Variant #3
Militiamen of Dantooine #1
Militiamen of Dantooine #2
Militiamen of Dantooine #3
Gungan
Tauntaun
Jawa
Kaminoan
Dathomir Rebel #1
Dathomir Rebel #2
Tusken Raider
Spoiled Clone Stormtrooper
Spoiled Clone Wookiee
Desolation Station Slave #1
Desolation Station Slave #2
Desolation Station Slave #3
Ugnaught 
Space Vehicles
Millenium Falcon
Imp. TIE Interceptor
Reb. X-Wing
Sith Infiltrator
Rep. Gunship (LAAT)
CIS Gunship
CIS Droid Starfighter
Rebel V-Wing
Rebel A-Wing
Rebel Y-Wing
Rep. Starfighter
Rep. Jedi Starfighter
Rep. ARC-170
CIS Tri-fighter
Imperial shuttle
CIS Landing ship
CIS Escape Pod
Imp. Escape Pod
Imp. Tie Fighter
Imp. Slave 1
CIS Strike Bomber
Tie Bomber
Rebel Dropship
Ground Vehicles
CIS Hailfire droid
CIS AAT
Rep. Clone Hovertank
Snail Tank
AAC-3
Sith Speeder
Imp. Speeder Bike
CIS STAP
Rep. BARC Speeder
Rep. AT-RT
Imp. AT-ST
ATTE
HTT
T47 Snowspeeder
Spider Droid
Reb Medium Transport
Imp. AT-AT
Theta AT-AT Barge
CIS MTT
Combat Landspeeder
AT-XR
T5-B
Rep. IFT
Imp. IFT
Weapons
CIS Electrostaff
Rep. Vibrolance (Power Lance)
Reb. Reinforced Combat Staff
Imp. Force Pike
Rep. DC-15 Blaster
Imp. E11 Blaster Rifle
CIS E-5 Blaster Rifle
Reb DH-17 Blaster Rifle
E-3 Blaster Rifle
Rep. Minigun
Reb. Minigun
Imp. Minigun
Westar-34 Blaster
Han Solo’s Blaster
Reb E17d Sniper Rifle
Rep. DC15x Sniper Rifle
Imp. Modified BlasTech E-11s Sniper Rifle
Zam Wessel Sniper rifle
CIS Sniper Rifle
Rep. DC17 Pistol
Rep. Disruptor Pistol
CIS Disruptor Pistol
Reb. Disruptor Pistol
Imp. Disruptor Pistol
Imp. BlasTech SE-14r Blaster Pistol
Zam Wessel Pistol
Rep. Shotgun
Reb. Shotgun
Imp. Blast Cannon
CIS Shotgun
Rep. Grenade Launcher
CIS Sonic Charge Launcher
Reb Sonic Charge Launcher
Imp Sonic Charge Launcher
Rep. Rocket Launcher
Reb HH15 Rocket Launcher
Imp. MiniMag PTL Rocket Launcher
Rep. Sorosuub Fusion Cutter
CIS Arc Cutter
Reb. Arc Cutter
Imp. Art Cutter
Rep. Fusion Cutter
Rep. Thermal Detonator
Barium Core Thermal Det
Merrson Thermal Det
Rep. Det Pack
Rep. Mine (HX2)
Golan Arms KE-6b Mine
3HX3 Mine
Chewbacca’s weapon
Sith Witch Lightsaber
Kota Lightsaber
X1 Lightsaber
X2 Lightsaber
Falon Grey Lightsaber
Ferroda Lightsaber
Dantooine Militiamen Rifle
Jawas
Princess Leia (Ep. IV)
Anakin Lightsaber
Yoda Lightsaber
Obi-Wan Kenobi Lightsaber
Mace Windu Lightsaber
Grievous Lightsaber
Aayla Secura Lightsaber
Count Dooku Lightsaber
Darth Vader Lightsaber
Darth Sidious / Emperor Lightsaber
Asajj Ventress Lightsaber
Luke Skywalker Lightsaber
Darth Maul Lightsaber
Tarrful Weapon
A280 Blaster Rifle
Ugnaught Mini-Arc Cutter
Rep. Electro Lance / Static Pike – NEW
Note: To view the Static Pike use the Game Launcher to select the model to load directly into the Stage. The model is located at:
game\assets\bf\ob_gl_v188\weapon\rep\rep_vibrolance_cutscene
This can be seen in game – Instant Action, Clone Era, Republic Melee Trooper
Props
Laser Beam Turret
Concussion Cannon Turret
Generic Anti-Air Turret
Generic Anti-Infantry Turret
Known Issues:
The following is a summary of non platform-specific issues mentioned throughout these release notes:
Jedi Melee - Charge spin attack on the right trigger
Anti-clockwise Spin only
Note - There is a placeholder animation for charge moves
3rd-person camera improvements
Note: The Droideka intentionally does not turn transparent when obstructing the camera. This is due to rendering issues.
Ground Vehicles (Walking) - Slope Handling
Note: AT-TE requires re-rigging as the front legs are lacking IK to meet terrain
Soldier AI - AI Following improvements
Note: Squads move between points in formation but these formations will be less apparent during firefights rather than point-to-point movement. Squads prioritise self preservation over shadowing the player
Soldier AI - Further combat pattern improvements
Note: Cover usage is highly dependent on level setup and, in current form, demonstrable behaviour will vary from level to the next
Soldier AI - Squad leader evident via gestures given and formation position when not in combat
Note: Gestures are implemented in the context of current level situation and triggered automatically by squads. So, the squad leader plays these anims when context commands/allows for such thing
Front End, Main Menu - As in mock-ups
Note: The ticker-tape text below the main menu will not be present in this build
The Stage - Rep. Electro Lance / Static Pike – NEW
Note: To view the Static Pike use the Game Launcher to select the model to load directly into the Stage. The model is located at:game\assets\bf\ob_gl_v188\weapon\rep\rep_vibrolance_cutsceneThis can be seen in game – Instant Action, Clone Era, Republic Melee Trooper
Note: The following issues affect multiplayer modes and are under investigation
Navmesh issues result in AI getting stuck in places
Issues with capital ship turrets prevent them from working reliably
Some POI's want re-labelling (Republic Frigate to Republic Acclamator for example)
Some environmental audio in capital ships or on ground isn't playing
Bug with auto-land on Coruscant causes vehicle to crash into scenery
Stability issues with Space-only assault maps
Stability issues on frigate destructions
Please also refer to the BF3 Bug Database for additional information on known issues
PLAYSTATION 3
Numerous memory issues persist. These are the cause of most crashes. These are being investigated
Checkpoint saving doesn’t work. This is being investigated.
Cato Conquest runs is presently exceeding memory limits
XBOX 360
The video player is bugged and colours appear on the green side. A new player is being prepared and will feature in future builds once available
Hologram effect on the character select screen is broken but will be fixed for next milestone.
LAN/System Link is not working correctly – clients can’t join. This will be fixed for the next milestone.
Cato Conquest runs is presently exceeding memory limits
WII
Splitscreen issues
Player 1’s pointer appears twice when using the GUI
Player 2’s faction choice always results in matching Player 1’s faction
Splitscreen shaders are simpler to allow the GPU to render two scenes. As a result specular and other rendering effects are switched off in splitscreen
Capital ships have not been split up into destructible parts yet. This may cause some of them to move strangely on destruction
Framerate has dropped slightly from previous build
Part streaming memory gets fragmented over time intermittently causing objects not to appear. This is under investigation.
On-screen keyboard isn’t functioning
Some reticules are missing
Frontend background sometimes fails to appear
Optimisations / Fixes / General Commits Completed:
Levels
General
Fix for restart crash
Set default era for Freeplay mode. This will stop Freeplay levels from running out of memory because of loading all possible frigates
Fixed a bug with the ammo droids not giving ammo back to every gun in the inventory
Fixed a crash on Hoth (and possibly other levels) due to random spawners being set up incorrectly
Fix to crash on checkpoint restart as targeting component was ticking when not everything had been serialised in
Fixed an issue where a Heroes VS Villains match did not correctly restart. (BugID 11870)
Fixed a crash when leaving Hunt mode
Removed extra Ugnaught health to aid balancing in Hunt mode
Fix for crashes in Galactic Conquest mode. And story mode
Level settings: Default to 25 AI per side, longer hero spawn duration
Fixed a bug where restarting a level or reloading a checkpoint while in a vehicle would cause the player to be unable to move when on foot again
Attract mode enabled by default for June Milestone
Republic Acclamator: Moved player spawner so NPCs will not spawn inside of the AT-TE. (BugID 12225)
Added Patrol testroom for milestone, showing gestures, working in perfect loop.
Fix for a crash when the player dies in a spaceship
Added LucasArts logo and BF3 trailer movie
Bespin
General
Changed Frigate cannons and moved shield generator console
Added AI only cloud car
Fixed bugs with droids, doors and the Rebel dropship
Fixed spawn points to help stop embedding
Added Planetary Cannon Console
Linked ships to CPs, Capital Ship LODS and AA guns
Added Base Command Posts
Story
Fixed a bug where the objective to eliminate the remaining Imperials wasn't able to complete. (BugID 7528)
Fixed Lando not typing bug
Improved Lando's AI
Fixed nav mesh problem that made AI look bad. (BugID 7159)
Fixed the mission from not failing properly if you kill Lobot. Mission will fail is you kill the Lando in the beginning of the level. The Lando at the end of the level is invincible for AI, but if the player kills him, the mission will fail as well. (BugID 6223)
Fixed the mission from not failing properly if you destroy your X-Wing. (BugID 7278)
Added new gas platform destruction animation
Cato Neimoidia
Updated setup
Added cover props and the new shield
Also fixed some bugs
Coruscant
General
Fixed Freeplay, frigate bounding boxes, floating glasses
Changed LOD ships in orbit, fixed frigate CPs
Added moving ships, cover and LOD ships
Added Base Command Posts
Fixed Hailfire droids in space bug
Story
X1 mocap animations added to start
X1 animations added to the jet room (too dark to work with at the moment)
X1 and General Grievous animations added. (needs code fix for world space animation)
Killing friendly no longer completes objectives. Killing X1 fails objectives
Added Planetary Consoles and changed some flying vehicle spawners to ground vehicle spawners
Trailer
Updated setup, camera and Ion Cannon
Scripted Ion Cannon to fire on troopers playing animations
Scripted droids to get on guns
Changed Ion Cannon camera for better view of bullet
Reverted bullet size to get rid of massive Ion Cannon rocket
Changed movement on capital ship Ion Cannon to avoid camera going upside down
Spawned legions for Ion Cannon to target
Implemented new functions that clamp Ion Cannon to a certain radius and fire ratio
Changed the remote guns on capital ships, they now fire at other capital ships
Tweaked nav mesh for ground
Dantooine
Removed some capital ship flying vehicles from spawning on Acclamator. (BugID 7709)
Moved nav mesh and CP because their position was too low. (BugID 10515, 10411)
Fixed hanging issues
Animations added
Story: drop ships added
Changed names on ground-to-space cannon controls
Desolation Station
General
Fixed space funnel bugs.
Tweaks and bug fixes.
New glass and hangar doors.
Fix for AI only being able to fly the A-Wing fighters. (BugID 9357)
Story
Door slides correctly now
Tie fighters escort you to the hangar, included objective indicators
More asteroid defense turrets
Re-jigged starting speech so you don't get overwhelmed by on-screen-essays
Pointed the "transport flying to the Death Star", at the Death Star
Redid the start section so you have a nice panorama of the key sections of the level. (transport, Death Star etc)
Gave your squad some actual real life orders
Wookiee guns are visible when they are freed
When ambient ships are deleted, their drivers are now deleted too, so you don't occasionally get a dead Imperial engineer bounce off your bonnet
Introduced walking AT-ATs at the start of the level
Disabled guns on imperial shuttle
Dathomir
Made setup changes so Dathomir can be completed.
Endor
Story
Updated the story, objectives and setup
Fixed the Ewok guide
Implemented the new AI
Mission now fails when killing Shara
Hoth
General
Added moving LOD ships, LOD ships, third ATAT and changed billboards
Scaled down shield dome slightly as it was intersecting vehicle spawners
Removed shield and billboards, disabled loading of landing splines in Echo Base, stopped A.I flying ships in the ground hangars
Changed the nav mesh, added Star Destroyers and Mon Calamari, added X-Wings, fixed escape pod splines on Interdictor
Updated and tidied up. (spawners, triggers, splines)
Fixed shield size
Fixed offset for Hoth anti-infantry turret camera
Fixed remote turret consoles, rotated Interdictor, splines and landing volume
Fixed strings on Shield Generator Consoles
Removed tauntans and moving Star Destroyer
Altered bottom funnel size to stop leaving battle front message appearing when using escape pod
Removed shuttles from Interdictor hangar
Story
Fixed intersecting Rebel prisoners
Added Shara coming into Star Destroyer. (although she doesn't do anything yet)
Fixed the Ion Cannon to point at the Star Destroyer
Fix to checkpoint related crashes
Mustafar
Added props to block off campaign only area and added damage trigger to kill off players in a lava spout. (BugID 10914, 11054)
Made a few tweaks to CPs and spawners
Setup updated to fix bugs (BugID 11536, 11141, 11343, 11347, 11448)
Removed some props. (in bugreport described as crate like objects) (BugID 10630)
Added death trigger for landing pad spawn point and named spawner. This is a fix for the player not dying when he jumps into the lava wells. (BugID 11898)
Fixed console team numbers. (BugID 12224)
Changed names on ground-to-space cannon controls.
Munificent
Fixed CIS Droidfighters in CIS Munificent to not clip through floor.
Tatooine
General
Spider droid remote guns don't disappear when it dies. This fixes the aiming on player issue
Conquest: Clone era escape pods can now be steered by the player
Improved escape pod splines for the steering ability on clone era
Hunt: Fixed the Jawas from getting stuck running up against a wall.(BugID 11516)
Story
Added lots of speech
Added new player squad
Made improvements to the squad movement.
Made surviving Cantina troops join player squad.
Reduced ship speed around the Control Ship to make space combat easier
Instant Action: Removed flying vehicles in small map size. (BugID 9530)
Training
Latest setup, should work all they way through
Fix to landing problem
Yavin
Instant Action: Fixed the Ion Cannon console not showing up on medium map size. (BugID 9687)
No Frigates: Moved some spawners to fix bugs. (BugID 9777, 10291)
New setup. Added more medical/ammo droids
Cutscenes
Fixed a bug where first person guns were appearing floating in cutscenes. (BugID 8154, 7054)
Cutscene sound will now stop when a cutscene is skipped. (BugID 6189)
Fix to stop Story levels hanging when cutscene starts due to sound not being preloaded
Cutscene lightsabers draw the swing
Fixed the background for cutscene 07 in Dantooine Story
Updated buildfiles with scene 16 animations and specific compression for cutscene 06
Updated the DarkTrooper model and added a cutscene specific version of X1 in act 3 with facial and finger animation
Updated background for several cutscenes, implemented cutscene 16, and added the Imperial Shipyard to cutscenes 14 and 14a
Updated cutscenes 04, 06 and 08. Added new versions of scene 15 and 16a
Added cutscene for Tatooine Training
Weapons/Turrets
Spider Mines, Hover Turrets and DetPacks now self destruct when the owner character dies. Also tweaked the hover turret bobbing
Fix to turrets auto firing when player has got out of a vehicle firing
Added support for collision for double-ended melee weapons
Sniper rifle damage now works, although graphic effect still won't always display
Fixed remote guns on board of the Acclamator
Auto turrets now rotate while looking for a target and will track them as they move around. They also have a bobbing motion and recoil when firing
Spidermines now have a variable target search rate dependent on the number of jumps performed, and have an extended targeting range for their previous target only
Fixed grenade throw when holding rocket launcher in third person
Made Bespin turrets do less damage and fire more often
Fixed the first person position for the Imperial sonic launcher and Imperial shotgun
Homing missiles will now spiral towards target when locked on.
Fix for logic bug with remote turrets; they can now hit people!
Unlocked the minigun weapon on all heavy class infantry at the start of the game
Health Packs will now stick to ground on first contact, but still bounce off of walls and steep slopes
Revised bullet length and speeds on both the shotgun and minigun so that they have better visual feedback when firing
Fixed Republic minigun unlock
Spidermine target prediction is now limited of tries, if they fail to find an attachment point, they will detonate
Disruptor/Diffusion Pistols now charge fire
Spidermines will now appear in first person when attached to player, this is not yet supported over the net. Also mines will self destruct if the attached player dies and just disappear if they accept a hero prompt
Added a check in the grenade cycle so that it will only switch to it if you have one or more remaining in your inventory. (BugID 11656, 11679, 11654, more)
Fixed weapon position for Imperial blaster
Fixed weapon position for sonic charge launcher
Fixed gun position for Imperial SE14 pistol
Fixed gun position for Rebel sniper pistol
Fixed the Ugnaught mini Arc-Cutter
Fixed AAT sidegun barrels rotating around a different point to the guns they're attached to
Implemented 'Shotgun firing for the Snailtank, as in BF2'
Changed the minimum burst fire time for the miniguns from 1 to 3 seconds
Resolved Ion cannon view Z-fighting issues. Added an extreme zoom for the trailer level
Added new homing settings for infantry homing launcher. Solves problem of rockets spiralling straight into the ground
Fixed some pathfinding issue, enhanced sniper vision
Vehicles
Fixed AAT side guns not firing
Fixed the T5B missile fire so it fires from both sides
Reduced rope fire time for grapple gun on Snowspeeder
Improved looking recoil for tanks
Fixed the LAAT so that passengers do not fall through the floor when exiting
Tweaks to ATRT & T5B handling
Bug fix to limit downward turret movement on T5B to prevent it damaging itself
Turrets on vehicles now auto fire when the player is in them
Hero vehicles auto fire when anybody is in them
Turrets on the Millennium Falcon have been separated and the setup has been added (guninfo, remote descriptions) so AI can fire when anybody is inside
Fixed a crash on load when serialising vehicles without secondary weapons
Escape pod replenishes ammo when landing
Fixed tracked vehicles going crazy in build version
Auto-landing and Imperial Shuttle landing fixes: Auto-land button and HUD prompt will not override each other incorrectly now. Also make the Imperial Shuttle close its wings when entering an auto-land
Made bailed out vehicles take damage and explode
Made shots fired from vehicles not damage the vehicle itself if they accidentally hit them
Fixed a bug where the CIS AAT was line-testing down, hitting it's turret, thinking it was embedded in the ground, and floating rapidly upwards.
Changed T5-B to say T5-B instead of T4-B
Fixed the snowspeeder grapple rope. It should work again
Physics collision fix with walker capsule
Fix for shaky grapple gun on the back of the snowspeeder.
Fixed some tauntaun handling and collision bugs
Upped ATAT health, as explosions look particularly bad
Fix to stop ships exploding when people land them
Fixed bug with Snailtank wheels constantly spinning
Animated deaths for walkers. (ATAT and ATST)
Characters
Fixed IG88 weapon position
Fix for Darth Maul's lightsaber not being held properly
Fix for hand positioning of Darth Maul's lightsaber
Increased Jedi running (not sprinting) speed to reflect the new animation; stops them from looking like they are hobbling
Fixed third person position for Gungan and Rebel sniper
Fixed Darktrooper first person position
Fixed Droideka gun assert and fixed a crash due to assuming all characters have secondary weapons
Fix to crash when characters don't have grenades
Fixed a problem with the CIS character grenade throws
Fixed the Rancor using the default death animation instead of ragdoll
Fixed the Imperial Royal Guard so he actually has a melee component
The jetpack no longer takes collision damage like a simple physics prop, so the sky trooper no longer takes damage when rolling
Fix for Sky Trooper jetpack appearing in first person
Fixed Darktrooper Arc-cutter first person position
Fix for super-speed (hero characters run) run being stopped by small slopes
Player/Camera
Updated walking vehicle cameras
Camera tweaks to first person cameras for vehicles
Fixed a bug with saber lock. Now you can start a roll whilst sprinting
Implemented shaking camera recoil for ground vehicle turrets and secondary ground vehicle weapons
Changed weapon switching to only switch players' currently active weapon with players active weapon
Tweaks to cameras of several vehicles including bug fix for T5B
When grenades are cooked in first person the grenade is now visible in the player's hand
Added new cameras, and camera switching dependent on rolling
Fix for crash when taking a disruptor pistol from a Republic sniper
Fixed a bug where you would constantly switch grenades when you are on a remote
Don't allow the player to swap weapons with Ewoks
Fixed some bugs with the player auto-land when in a flying vehicle
Made the debug fly-camera persist on the player entering and leaving vehicles
Small tweaks to camera positions for standard infantry cam and also BF2-style cam
Altered Snow Speeder camera
Fix for the sprint camera not knowing when player is sprinting
Fixes to all character cameras following code changes
Note: Will need tweaking on an individual basis but this will stop the camera going under the floor etc. with certain characters
Added missing camera shake to the Rebel HTT secondary weapon
Camera shakes should now work for all droids, Grievous, Droidekas and Gungans
Controls
Combo attack changed to be upper body four-part, by a tap of the right trigger, comprising of:
Right -> Left;
Left -> Right;
Upper Right -> Left;
Upper Left -> Right
Overhead (full body) triggered by pressing attack button whilst sprinting
Charge-Release-Spin mechanic introduced on the right trigger: Breaks out of charge/charged state when sprinting/rolling/jumping; Release of the trigger when charged produces a spin
Removed the use of the right stick so that when you're not locked on, but are holding the lock-on button, you can turn
First pass at 4-way blocking with attacker's animation being interrupted on impact (returning to idle state)
Changed block to a toggle on 'X'
Sprinting now results in block turning off
Fixed the engine debug menu. Controls: backspace (pc) and select (360 pad)
Fixed character not firing with PS2 pads on PC
AI
Flying AI don't wait for passengers for a long time when all passenger spaces are full
Fix to flying AI checkpoints reload issue
Stop AI from fighting when fleeing ships
Attacking AI will now break off their fight easier to avoid so many collisions from occurring. Also, breaking off now does special manoeuvres
Dynamic patrol zones are now based in front of the dynamic prop to make AI fly into of the player more
Basic implementation of "flee to escape pods"
Changes to AI handling of jetpacks. Also, NPCs can now run out of fuel
Added support for AI to spawn in crashing escape pods
Tweaked Rancor behaviour
Fixed bugs for AI teleporting
Flying vehicle AI improvements
Fix for the game crashing if NPCs in vehicles get assigned to squads
Prevent NPCs from mining areas when inside a vehicle
Increased search distance for snipe pads/cover pads especially for Hoth
Fixes to flying AI spline following so they come off the splines less
Follow mode added, for squads and scripted movement
Fixed the setAIInvisible bug. Also prevents people from targeting other "invisible" people
Reduced likelihood of AI requesting ammo to 5%
HUD/GUI
General
General code improvements on the GUI handling
Winner banner at End Game Page shows the correct colour
Added new BF Slider for the menus
Improved Scoreboard Page
Weapon switch panel with some basic functionality. Press right on D-pad to activate
Works for grenade switching and all weapons. Displays the weapon name of the weapon you have selected. Visible on Republic Rocket Launcher, rest still needs to be setup by a designer
HUD elements are no longer visible when the game ends
Fixed the missing compass images for the HUD
Fixed a crash with Scorebar when game was ended and the player was not in the game
Fixed a crash with Debug Option "Let me win" when the player was not in the game
Fixed Scorebar size when displaying Scoreboard
Frontend
New Main Menu
Single and Multiplayer options have been organised in the PLAY menu
Use of new font "RETROSTYLE" and textures
PC Gold: "Go to Main Menu" option on the splash screen now loads the new Main Menu
"Cinematics" is now placed under Progress menu. (temporary, until a clear design has been agreed on)
Button prompts are moved to overlaid on top of the console
Pause Menu
Updated layout: The new menu will only contain these 5 options:
Back to game;
Respawn/Load check point;
Options;
Restart;
End Game.
Ingame Menu
Fixed a crash that happens when loading the video option menu
Added 2 textures for the pause menu
Re-Added "End Game" button to End Game page
Control Configuration Menu
Added new configuration menu for game pad controller. Two presets have been added for testing purposes only
Reticules
It is now faster to get lock on in the Millennium Falcon
Hero vehicles now have their own lock-on radius, made bigger to get lock on easier
Added new reticules for each gun type, including animations
Changed reticule behaviour so that it will now fade in and out by an adjustable amount of time
Changed reticule behaviour so that the reticule will only turn blue if if is directly over that player and isn't auto aiming at the enemy
Sorted flying vehicle reticule
New reticule scale values. (BugID 10962)
Added the reticules to the ships to look like the concept art. This includes the reticule, chase lockon, missile lockon, new brackets, a new target lead, and a new ship horizon
Fixed a bug where the reticule of players entering vehicles/remotes would disappear if the player was sprinting
Fixed the player auto-aiming to stop them locking onto the wrong things.
Fixed the lead position on the flying vehicle reticule
Health bars now display for a short time after the reticule moves off them and then fade out
Stopped the reticule fading out for ships when they move fast
Awareness Arrows
Now using different colours for different awareness arrows
Setup VBF arrows so they are more in-line with the original concepts
Resized the awareness arrows so that they are more in proportion and closer to the original concepts
Changed scales of various player awareness arrows
Fixed player awareness arrows HUD messages
The text colour of the guide mode now matches the colour of the arrow selected
Text is removed after reaching the target or when the player leaves the arrow
Messaging and objective indicators
Added the HUD messages for the guide mode, as per concept art
Fixed a bug with the HUD prompts so that the "land in the hangar" prompt will only be set if the ship is flying to prevent it from overwriting the "take off" prompt. (BugID 6003)
Implemented different warning messages when reaching max altitude with flying vehicles having one (basically for snow speeders)
Stopped the objective indicators displaying when you are on a vehicle or remote. (BugID 9824)
Made the alpha for objective indicators always 1
Added the new capture bars, as per concept art
Added Team Score Bar HUD element
Re-worked the team score messages so they no longer display the command post icons but the faction icon instead
Changed the command post icons on the point of interest so that they fade out when the player gets close
Fixed the moving spawn point indicator. Also possible fix for other similar issues. (BugID 10513)
Disabled brackets around ground vehicles when the player is in a Starfighter. Also, removed the position lead and horizon reticule for ground vehicles
Added code support for HUD display for the guns that can charge fire (e.g. the Disruptor pistol)
Added weapon names for Republic heavy trooper's weapons needed for the weapon switch HUD display
Removed some noise and friendly fire radio messages because there is only one sound effect for it which gets repetitive
Particles/Effects
Re-enabled laser-sliding on all laser weapons from vehicles for deliverable 'Lasers in flight have some variation in relative position'
Force lightning tweaked. Force power push now won't be drawn for every target
Fixed a bug where the swing trail was drawn by default before the first swing of the melee weapon was performed
Added lightning based force power
Added push and pull force power shaders
Fixed the glows so they don't crash when you load a level after a level which had glows in it
Shadow fixes for terrain and light beams
Holograms applied to talking heads and the character selection screen
First pass at making the laser fire look good
Weather and dust effects now use shaders
Fixed shadow angle clamping. Shadows will no longer stretch from shallow angle sun direction
Last ground position is taken into account when rendering Droideka shield ground effect. (BugID 6637)
Atmosphere shader now supports alpha blended objects
Made improvements on force stun effects
Snow particles update: Improved wind, snowflakes hitting the camera
Fixed animated exploding capital ships
Fixed snow, heat haze and black&white effect
Fixed the ground vehicle muzzle flashes
New stun effects and new updated version of force effects
Fixes to alpha rendering glitches
Made the players particle effect on ships high priority when a player is driving it
Falling snow effect for Hoth
Vehicle turrets: recoil for T5B tank, new AAT setup, recoil for Snailtank, better recoil speeds for IFT, new muzzle flashes for AAT, T5B, CHT, AAC, Snailtank.
Added 'smoke from non-laser cannons' to ground vehicle remotes
Added proper light values to all the muzzle flashes
Improved hologram overlapping, fixes character select bug
Fixed animated walking vehicles (including tauntaun) not casting shadows
Fix for cloaking failing to work. This also should improve framerate when playing as a sniper as it avoids a load of expensive grenade cycle code
Network
Fixed a crash on network games, when NPC spawns using a melee character
Sound
Added sound effects for BF3 specific frontend and in-game menus
Pause menu: Added sound effects
Fixed the sound maps leaking memory
Soundmap fix for Ugnaught arc cutter. (BugID 8969)
Adding lots of new sounds, fixed sounds, optimised sound handling
Added sound to Imperial arc cutter
Added gesture sounds
Fix to a crash in the sound code. (BugID 11605)
Fixed some wrongly mapped soundmaps. (lightsaber should have been jedi. Pilot Luke was also affected)
Implemented gesture speech
Added ATAT walker footstep and ambience sounds
Added scene 16b. Also added Tatooine Training pre-rancor cutscene
Miscellaneous
New gamelauncher with gold version option
Optimisations Planned:
…
Appendix A: Controls
Note: The controls have changed since the last milestone:
PC Control Scheme (Default)
Note: PC vibration should work on any controller than registers itself as a force feedback controller.
Forward
W
Back
S
Strafe Left
A
Strafe Right
D
Reload / Activate
E
Crouch
X
Block (Jedi / Melee only)
C
Jump (Take off / Land)
SPACE
Melee
Q
Lock-on
LEFT CTRL
Sprint
LEFT SHIFT
Primary Fire
MOUSE 1
Secondary Fire
MOUSE 2
Switch Primary / Switch Position
1
Switch Secondary / Switch Position
2
Map / Scoreboard
TAB
Pause
ESCAPE
Accept Hero
F1
Decline Hero
F2
Change View
V
Chat (all players)
T (feature not yet implemented)
Team Chat (with same faction only)
Y (feature not yet implemented)
Xbox 360 & PS3 Controller:
The details below represent the Xbox 360 controller. The PlayStation 3 control layout will be identical.
Note: The PS3 SIXAXIS controls for flying are disabled by default. They can be enabled via the menu.
Note: Some special characters from the Wingdings font are used in the tables below. Wingdings is a TrueType dingbat font included in all versions of Microsoft Windows starting with version 3.1.
Debug menu access (360):
Hold “BACK” (“Select” on PS3) for two seconds to enter the menu.
Press momentarily to exit the menu.
Infantry controls:
LT
Hold for lock-on (with zoom)
RT
Fire primary, hold down for auto fire (primary)
RB
Fire secondary, hold to cook grenade
LB
Player awareness
LS ñ
Walk/run, click down stick to sprint (toggle)
LS ò
Walk backwards
LS ï
Strafe left
LS ð
Strafe right
RS ñ
Look up
RS ò
Look down
RS ï
Turn Left
RS ð
Turn right
X
Weapon Strike
Y
Reload weapon, hold down to use/exit/enter
A
Jump, hold down to vault
B
Crouch/Stand (Toggle)
Hold B+ LS ñ
Roll forwards
Hold B+ LS ò
Roll back
Hold B+ LS ï
Roll left
Hold B+ LS ð
Roll right
D-pad ñ
Accept (Hero offer)
D-pad ò
Change camera
D-pad ï
Cycle secondary weapon
D-pad ð
Cycle primary weapon
Back
Map, hold down for Scoreboard
Start
Pause, hold down for Menu
Melee controls:
LT
Hold for lock-on (with zoom)
RT
Fire (Pistol), Melee (Combo)
Hold RT + RS ñ
Overhead
Hold RT + RS òï
Spin Left
Hold RT + RS òð
Spin Right
Hold RT + RS ö
Slash Right
Hold RT + RS õ
Slash Left
Hold RT + RS ø
Upper Left
Hold RT + RS ÷
Upper Right
RB
fire secondary, hold to cook grenade
LB
Player awareness
LS ñ
Walk/run, click down stick to sprint (toggle)
LS ò
Walk backwards
LS ï
Strafe left
LS ð
Strafe right
Hold RS in
Zoom
RS ñ
Look up
RS ò
Look down
RS ï
Turn Left
RS ð
Turn right
X
Block (Toggle)
Y
Reload weapon, hold down to use/exit/enter
A
Jump
Hold A + RS ñ
Jump Attack
B
Crouch/Stand (Toggle)
Hold B+ LS ñ
Roll forwards
Hold B+ LS ò
Roll back
Hold B+ LS ï
Roll left
Hold B+ LS ð
Roll right
D-pad ñ
Accept (Hero offer)
D-pad ò
Change camera
D-pad ï
Cycle secondary weapon
D-pad ð
Cycle primary weapon
Back
Map, hold down for Scoreboard
Start
Pause, hold down for Menu
Jedi controls:
Revised in MS26
LT
Hold for lock-on (with zoom)
RT
Melee (Combo)
Repeated presses perform the next swipe in the combo
Release Sprint, RT
Overhead
Hold RT, release RT
Charge up and perform anti-clockwise spin
RB
Use Force
LB
Player awareness
LS ñ
Walk/run, click down stick to sprint (toggle)
LS ò
Walk backwards
LS ï
Strafe left
LS ð
Strafe right
Hold RS in
Zoom
RS ñ
Look up
RS ò
Look down
RS ï
Turn Left
RS ð
Turn right
X
Block (Toggle)
Y
Use/Activate
A
Jump
Hold A + RS ñ
Jump Attack
B
Crouch/Stand (Toggle)
Hold B+ LS ñ
Roll forwards
Hold B+ LS ò
Roll back
Hold B+ LS ï
Roll left
Hold B+ LS ð
Roll right
D-pad ñ
Saber (On/Off)
D-pad ò
Change camera
D-pad ï
Cycle Force Powers
D-pad ð
None
Back
Map, hold down for Scoreboard
Start
Pause, hold down for Menu
Vehicle controls:
LT
Hold for lock-on (with zoom)
RT
Fire (Primary), Hold for auto-fire
RB
Fire (Secondary)
LB
Player awareness
LS ñ
Accelerate
LS ò
Brake/Reverse
LS ï
Strafe left
LS ð
Strafe right
Hold RS in
Look Behind
RS ñ
Look up
RS ò
Look down
RS ï
Turn Left
RS ð
Turn right
X
Not used
Y
Enter/Exit
A
Switch seats
B
Not used
D-pad ñ
None
D-pad ò
Change camera
D-pad ï
None
D-pad ð
None
Back
Map, hold down for Scoreboard
Start
Pause, hold down for Menu
Ship controls:
LT
Hold for lock-on (with zoom)
RT
Fire (Primary), Hold for auto-fire
RB
Fire Secondary
LB
Player awareness
LS ñ
Increase throttle
LS ò
Decrease throttle
LS ï
Yaw left
LS ð
Yaw right
Hold RS in
Look behind
RS ñ
Dive / Pitch forward
RS ò
Pull up / Pitch up
RS ï
Roll left
RS ð
Roll right
X
Bail out
Y
Enter/Exit/Auto-Land
A
Switch seats
Hold B+ LS ñ
Immelman
Hold B+ LS ò
Split-S
Hold B+ LS ï
Barrel Roll
Hold B+ LS ð
Barrel Roll
D-pad ñ
Accept (Hero offer)
D-pad ò
Change camera
D-pad ï
None
D-pad ð
None
Back
Map, hold down for Scoreboard
Start
Pause, hold down for Menu
Note: The control revision has affected the FLY cheat controls slightly:
RB
Ascend
RT
Descend
Wii controls
Note: The controls are unchanged from the previous milestone.
Debug controls are mapped to the 4th Gamecube controller, navigated with the + pad and brought up with Start/X. A is select and B is back.
The controls menu now includes separate sensitivity for X and Y axes (through experimentation it has be found it is best to use a lower sensitivity on the Y axis, and maximum Y sensitivity may be reduced for this reason) and the ability to resize the elliptical dead zone. There is also a toggle to switch the functions of the A and B buttons (this document assumes the toggle to be disabled).
Pause
Plus
Common walking:
Forward/Backward
Analogue Up/Down
Strafe Left/Right
Analogue Left/Right
Turn Left/Right
Pointer Left/Right
Look Up/Down
Pointer Up/Down
Jump
A (Quick press and release)
Sprint
A (Hold)
Crouch/Stand
Minus
Use
D-pad down
Roll left
Left on analog + tilt nunchuck left
Roll right
Right on analog + tilt nunchuck right
Roll forward
Forward on analog + flick nunchuck forward
Roll back
Back on analog + flick nunchuck back
Infantry:
Fire
B
Lock-on target under cursor
Z (Press and Hold)
Secondary mode/lock grenade
Hold C
Throw grenade
C and perform throwing motion with nunchuck
Drop item/turret
C and perform flicking motion with nunchuck
Cycle primary weapon
D-pad right
Cycle secondary weapon
D-pad left
Reload
D-pad down
Melee
D-pad up
Jedi:
Swing Lightsaber
B
Swing Left
Z + swipe wiimote left
Swing Right
Z + swipe wiimote right
Swing Overhead
Z + swipe wiimote down
Swing Uppercut
Z + swipe wiimote up
Clockwise spin
Z + flick nunchuck left
Counter-clockwise spin
Z + flick nunchuck right
Cycle Force powers
D-pad left
Force power mode
C
Lock Target
Press and hold Z
Block
D-pad down
Saber on/off
D-pad up
Break saber lock
Wave wiimote as fast as possible
Flying:
Turn
Pointer
Aim
Pointer
Fire Primary
B
Fire Secondary
A
Execute Evasive
Analogue L/R + Move Nunchuk L/R
Execute Corkscrew
Analogue U/D + Move Nunchuk U/D
Land
D-pad Down
Bail
D-pad Up
Change seat
1
Accelerate/ Decelerate
Analogue up/down
Roll (absolute)
Wiimote rotation
Target (with turn assist)
Press and hold Z
Vehicle:
Move forward/back
Analog U/D
Turn left/right
Pointer L/R
Move left/right
Analog L/R
Aim
Pointer
Exit Vehicle
D-pad Down
Change seat
1
Fire
B
Lock Target
Press and hold Z
Turret:
Aim
Analogue stick
Zoom
Rotate remote left / right
Fire
B
Ion Cannon:
Exit
D-pad Down
Fire
B
Charge Fire
A
Appendix B: Class-Specific Behaviour Patterns
Soldier ClassOverview:
The soldier class is a general purpose class.  They are fast, efficient, and specialize in infantry combat.
Characteristics:
Will prioritize their blaster rifle when:
attacking infantry
May attempt to weapon strike an enemy if standing near to them
Heavy Weapons ClassOverview:
The heavy weapons trooper is essentially the anti-vehicle class.  He specializes in taking on both ground vehicles and overhead fighters.  He is heavily armored but slow moving.
Characteristics:
Slower moving class
Should never take cover (this is especially true of the Super Battledroid)
May switch to their minigun if:
if attacking enemies within corridors / at a closer range
Will try not to fire their rocket launcher if:
near obstacles / friendly characters
May attempt to weapon strike an enemy if standing near to them
Sniper ClassOverview:
The Sniper class is one of the fastest units on the battlefront and specializes in attacking from great distance.  A cloaking device allows him to navigate past enemies unnoticed.
Characteristics:
Fast
Generally doesn't rush into combat - tries to keep at a distance as he isn't as useful up close
Runs to and crouches at dedicated sniper points to pick enemies off at a distance
May prioritize using the Sniper Rifle when:
attacking a distant enemy
May choose to switch to the Disrupter Pistol weapon when:
attacking enemies at close-medium range
attacking within confined interiors (corridors etc)
May attempt to weapon strike an enemy if standing near to them
Support ClassOverview:
Essentially a mobile supply unit.  The Support Class can heal friendly units and also provide additional ammo through dropped supply packs.  He is equipped with a jetpack to aid navigation.
Characteristics:
They should consider using their ARC Cutter to:
attack enemies at close range (after they've run up close to them)
They should be using their jetpack to:
traverse from lower levels onto higher levels / higher levels to lower levels / leap over tall objects
They should switch to their Sonic Charge Launcher when:
wanting to attack an enemy at medium / long range (due to the limited range of their ARC Cutter)
May attempt to weapon strike an enemy if standing near to them
Melee ClassOverview:
The fastest and most powerful unit (with the exception of Jedi).  The limiting range of their primary weapon is their only weakness
Characteristics:
The fastest unit - will run frequently to get within range of enemies
Their primary form of attack is their melee weapon.  They'll need to get close to enemies for this to be effective.
Will never take cover
Jedi ClassOverview:
The ultimate class in BFIII.  They’re fast, powerful and great at any range.
Characteristics:
The fastest unit
They should never take cover
Their primary form of attack is their lightsaber.  They'll need to get close to enemies for this to be effective.
|-|Release Notes/X360=
==BF3: June MS26 – XBOX 360 Addendum==
Hardware Prerequisites
XBOX 360
FLASH 6690
XDK 6995.1
This is unchanged from the previous milestone.
Note: In order to play the game on XBOX360, each player now needs to sign in with separate profile to be able to play in splitscreen.
Note: If creating your own 360 ISO's then “bf_gold.xenon.xex” should be renamed to
“default.xex”.
Note: For best stability all levels should be run following a hardware reset.
Cato Neimoida
Preview – Assault
Clone ERA
Large = Does not load. Will follow in next build.
Yavin IV
Preview - Assault
Clone ERA
Medium = Loads Successfully – Low frame rate for the first 15-20 seconds of game play
Large = Loads Successfully – Intermittent crashes. For further information please refer to the bug database.
Multiplayer
After approximately 5-10 minutes of game play players are unable to respawn after death.
XLSP (New)
To access the XLSP server through the front-end:
PLAY->MULTIPLAYER->XBOXLIVE->JOIN XLSP GAME
The server name is 'BF3DedicatedXLSPServer'
At this time the server can only be restarted manually. We will leave this server running, however all testing should be carried out between the times of 08:00-10:00 so that it can be restarted if necessary during our working hours.
|-|Release Notes/Hoth Build=
==BF3: June MS26 Hoth Build Release Notes==
Real-time shadows on characters pop in and out due to code issue – currently being addressed
Beam shader in one of the corridors in Echo Base (corridor leading off the left-hand bunker) is currently being rendered behind a vertex alpha’d wall – this will be addressed
There is a vertex alpha problem just outside the main echo base hanger door, on the terrain to the right of the door. This is an easy fix, but at this stage would have meant a whole new Lightmap. Will be fixed for next delivery
Initialisation bug on the hill by the ATAT. Only happens once when the player first spawns. This is being addressed
Beam shaders are currently receiving shadows from the player, which they should not. This will be addressed
Top framework of Echo Base main door will have mechanical runners added to the texture instead of it being black
Lightmap anomalies on the outside of the outpost on the far side of the map. These will be amended
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Category:I&T - Milestones