Milestone 27

<tabber>
Roadmap=
==Milestone 27 - Monday, 21ˢᵗ July 2008==
Summary:
*Pre-Alpha
Game Design (Multiplayer):
*Dantoine Preview – Assault
*Desolation Station / Death Star Construction Preview - Assault
*Kashyyyk Preview – Assault
*Dathomir Preview - Assault
Game Design (Story):
*Tatooine Preview
*Dantooine Preview
*Desolation Station Preview
*Hoth Preview
*Coruscant Preview
Gameplay Features:
*BF Basics – Ragdoll Improvements
**Rework that was needed for Havok physics
**Necessary for ragdoll to appear more realistic and weighty
*BF Basics – Lock-on - New Lock-On Cycling Behaviour
**Verify on infantry.
**When chase lock-on is held, the player can select another target by pushing the right stick in its direction, provided the new target is in range.
**If a target dies, the player can automatically acquire a new target without having to reapply the chase lock-on mechanic, provided a new target is in range.
*BF Basics - Ground Vehicles (Walking) – Strafing
**Already viewable in MS26.
*BF Basics - Ground Vehicles (Walking) – Camera Improvements
*BF Basics - Jedi Melee - Melee Combat – Further General Improvements
**Blaster Fire Deflection:
***Directional (can't block from the back)
***Deflects based on the reticule position
***Placeholder sounds
***Blends between 4 animations to give the impression of deflecting the blaster back
**Controls:
***Moved block to be a hold on R3
***Reticule is now faded out when wielding a lightsaber
***Reticule will fade in when blocking.
***Changed combos to be more dynamic
***Better blending of the upper body animations for melee
***Added controls aftertouch to spin attack.
***You can turn whilst attacking now
***First work on the melee camera.
***Disabled the auto-turn when swinging and not having a lock-on.
***Auto-chooses your swing when not locked on to allow you to run past enemies and slice them up.
*BF Basics - Force Powers - Complementary Effects - Delivery 2
**Force Repulse
**Will feature in-game and also Cutscene 4
*BF Basics - Jedi – Force Powers Functional
**All Force Powers in, working, causing damage and interfacing with the combat system
***To be demonstrated on the respective characters below:
****Darth Vader: Force Push/Choke
****Darth Sidious: Force Lightning/Storm
****Obi-Wan Kenobi: Force Stun
****Mace Windu: Force Repulse/Pull
*BF Basics - Player Feedback - Hit Audio
**Audio accompanying animation deliverable
**To be verified on Clone Trooper
*BF Basics - AI - Soldier AI - AI Actions – General Fixing
**Characters now react to grenades more consistently - they will either run or dive out of the way, depending on type.
***Note that intentional fallibility exists so that it is still possible to kill NPC's with grenades occasionally.
**Characters now jump out of the way of vehicles that try to run them over.
**Designers now have greater control over specifying restricted movement zones for AI. This will make staged battles easier to create and less likely to have bugs.
**Infantry character sight ranges made more consistent
***All characters use the same range except sniper characters who have longer-range vision.
**Characters in vehicles now use the sight range of the vehicle.
*BF Basics - AI - Driver AI – Initial Implementation of Vehicle AI Behaviours
**Designers can use exactly the same objectives and same commands on a driving NPC as they would on a walking NPC since the fact that NPCs are using a vehicle is completely hidden from them.
*General Gameplay – Weapon that fires multiple shots from a single button press 
**Verify on Han Solo's blaster.
*General Gameplay – Bowcaster fires spread of bullets across horizontal plane
*General Gameplay – Spawn timer camera in singleplayer and multiplayer (instant action)
**This uses the 3rd Person Player camera over the right shoulder and will attempt to follow a character nearest to the players spawn point.
*General Gameplay – VBF - Ion Canon Improvements (Targeting Hoops)
**Implementation of mock-up up previously sent.
*General Gameplay – VBF - Spawn special vehicle type if Landing Ship gets to ground
**Verify on Coruscant with Republic LAAT/c dropping off AT-TE
***An LAAT/c will fly into the level on a spline with an AT-TE attached to it's underside
***There will be no troops visible in either vehicle
***The AT-TE will detach and the LAAT/c will fly out the level on a spline and then be deleted
*Art - Personal Shield
**Small, bubble shield
**Should fit no more than 3 characters
**Based on gungan shield
*Art - Props Interacting With Shields
**Hoth Shield
***AT-ATs and AT-STs can pass through
***Bullets, rockets, ships etc are blocked
**Personal Shield
***Characters can walk through it but bullets will collide
***The protected player can shoot out
*Art – Weapon Switching
**As seen in mock-up
**Same functionality as last month, but with updated artwork.
*Art – HUD - Objective Signposts
**As in mock-up
*Art – End-game awards menu
**As in mock-up
*Art – Choose Battle, Instant Play, Campaign Select menus
**As in mock-up
*Art – Controls menu
**As in mock-ups
*Art – Match settings menu
**As in mock-up
*Art – Weapon Rose
**As seen in mock-up
**Human characters only
*Art - Remote HUD
**As seen in mock-up
Art (Planet Levels):
*Cato Neimoidia - Phase 3
*Dathomir – Phase 3
*Old Imperial Shipyard - Phase 3
*Mustafar – Phase 3
Art (Animations):
*All Force Powers
**To be demonstrated with X2, Yoda & Grievous
*Force Power Hit Reacts
**To be demonstrated on human skeleton
*Remaining Projectile Hit Reacts
**Human #2
**Human Death
**Battle Droid
**Battle Droid Death
**Super Battle Droid
**Gungan
**Magnaguard
**Yoda
**Grievous
**Droideka
*Explosion Reacts - (1st-Pass)
**Human
*Melee Hit Reacts - (1st-Pass)
**Human
***Uppercut/Back
***Downward
***Left
***Right
*Shotgun Hit Reacts - (1st-Pass)
**Human
*Running Hit Reacts/Deaths - (1st-Pass)
**Human
*Lightsaber Downward Thrust - (1st-Pass)
**2-handed style
*Spin Charge Pose - (1st-Pass)
**2-hand style
*Detpack Throwing + Mine Throwing - (1st-Pass)
**Human
Narration:
*Voice Recording (and delivery to FRD)
**by LucasArts
*Second Text Drop ~10,000 words
**by LucasArts
Audio:
NOTE: Audio will lead on PC. Declared here to show tie-in with Animations etc.
*Force Power Hit Reacts
*All Force Powers
Technical (General):
*X360 achievements
**Demonstratable by achieving 10 points in an Instant Action game to complete the 'Rank Up' achievement.
*PS3 Online Matchmaking features functionality
*PS3 Network Functionality
*Client Independent Dedicated Server
**Linux & WinOS
***PS3
**WinOS
***X360
*Will have minimum content files necessary
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 15 - Monday, 21ˢᵗ July 2008==
Summary:
*Pre-Alpha
Technical (General):
*Frontend - Loadscreen Preview
**Basic Implementation of hyperspace screen between levels
*All levels from other SKUs running on PC
*Client Independent Dedicated Server
**Linux & WinOS
**PC
**Will have minimum content files necessary
Production:
*Deliver PC Build
|-|Roadmap/Wii=
==Milestone 17 - Monday, 21ˢᵗ July 2008==
Summary:
*Pre-Alpha
Gameplay Features (Miscallaneous):
*Alternate Jedi control schemes
**Three Controller schemes will be in place, switchable through the debug menu. Scheme 3 will be the default.
**1. Press Button to continually cycle through melee anims and until enemy character is nearly dead. Player will then be prompted to swipe left/right, right/left, up/down, or down/up with the remote to initiate a final blow (which will be an overhead strike at the moment).
**2. All attack controls on Nunchuk controller.
**3. Movement on Nunchuk, Attack button on Remote (cycling through anims as per other platforms). Lock-On to an enemy allows the remote to be used with motion sensing.
Art:
*Acclamator II - Phase 3 Preview
*Dantooine - Phase 3 Preview
Technical (Rendering):
*Improvements to particle system
**Implementation of local space particles
**Examples of this working will be muzzle flash and engine glows which are currently missing in the Wii build.
*Cloaking effect
**Will appear as per other platforms.
*Cloaking effect
**Will appear as per other platforms.
Production:
*Deliver Wii Build
|-|Release Notes=
Further detail to be added or verified
Current known issue. May be removed from notes later if fixed in build
General comment for the benefit of other PMs
Intended for deletion
BF3: July MS27 Release Notes
Hardware Prerequisites
XBOX 360
FLASH 6690
XDK 7645.0
This has changed since 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: When building 360 ISO images it is necessary to rename “bf_gold.xenon.xex” to “default.xex”
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 on art status of Hoth, Coruscant, Bespin, Droid Control Ship, CIS Cruiser, Star Destroyer, Deathstar 2, Acclamator and Interdictor:
These levels have had scene volumes set up. These control filter setting as the player navigates around the environment. Filter settings include HDR, bloom, ambient lighting and camera blur
These levels have prop lights set up. These are dynamic lights that affect the player, NPCs and props. Walking next to obvious light sources will light the character much more brightly and directly than CML
These levels have had improvements made to their environment and specular maps. Shaders now have matte and shiny components giving a more detailed look and feel
Tatooine
Art – (Phase 3)
Story – (Preview) – NEW
Training (Preview)
Assault (Phase 3)
Heroes vs. Villains (Preview)
Hunt (Preview)
Wii art conversion (Preview)
Coruscant
Art – (Phase 3)
Story – (Preview) – NEW
Assault (Phase 3)
Heroes vs. Villains (Preview)
Assault (Preview)
Wii art conversion (Preview)
Bespin
Art – (Phase 3)
Splitscreen VBF
Story (Phase 3)
Hunt (Preview)
Heroes vs. Villains (Preview)
Assault (Preview)
Wii art conversion (Preview)
Endor
Art (Phase 3) – NEW
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)
Assault (Preview) – NEW
Hunt (Phase 2)
Wii art conversion (Pre-Phase 3)
CIS Munificent (frigate) – (in Tatooine Conquest)
Art (Phase 2)
Wii art conversion (Pre-Phase 3)
Dathomir
Story (Phase 3)
Art (Phase 3) – NEW
Shipyard (Phase 3) – NEW
Assault (Preview) – NEW
Wii art conversion (Preview)
Splitscreen VBF
Shipyard Wii art conversion (Preview)
Yavin IV
Art (Preview)
Splitscreen VBF
Story (Phase 3)
Assault (Preview)
Reb Nebulon exterior
Wii art conversion (Preview)
Hoth
Art – (Phase 3)
Splitscreen VBF
Story – (Preview) – NEW
Assault (Preview)
Wii art conversion (Pre-Phase 3)
Mustafar
Art (Phase 3) – NEW
Damaged Star Destroyer Art (Preview)
Damaged Star Destroyer Wii art conversion (Pre-Phase 3)
Story (Phase 3)
Splitscreen VBF
Assault (Preview)
Wii art conversion (Pre-Phase 3)
Heroes vs. Villains (Preview)
CIS Cruiser
Art (Preview)
Assault
Wii art conversion (Preview)
Cato Neimodia
Art (Phase 3) – NEW
Splitscreen VBF
Story (Phase 3)
Assault (Preview)
Wii art conversion (Preview)
Desolation Station / Death Star Construction
Art – (Phase 3)
Story – (Preview) – NEW
Assault (Preview) – NEW
Wii art conversion (Preview)
Death Star (Tributary Beam part)
Art (Preview)
Wii art conversion (Pre-Phase 3)
Dantooine
Art (Phase 3)
Splitscreen VBF
Story – (Preview) – NEW
Assault (Preview) – NEW
Hunt (Phase 3)
Wii art conversion (Phase 3 Preview) – NEW
Droid Control Ship
Art – (Phase 3)
Wii art conversion (Preview)
Known Art Issues
We will be improving the prominence of some red glows along the interior walls
We will be adding some more damage decals to the exit route on walls and floors and around the fires
We may turn down the smoke and fog effects right before the exit depending on fill-rate issues (frame-rate)
Death Star 2 (End of Endor)
Art (Phase 3)
Wii art conversion (Pre-Phase 3)
Reb. Mon Calamari Cruiser
Art - Fully modelled exterior
Nebulon B Frigate
Art – (Phase 3)
Wii art conversion (Preview)
Republic Frigate – Acclamator II
Art (Preview)
Wii art conversion (Phase 3 Preview) – NEW
Known Art Issues
The hologram of the ship will be replaced with a ship model rendered using the hologarm shader
There are some additional light glows to go in some rooms (limit is 30 on screen)
Some of the animated UV screens are z-fighting. this will be fixed. There will be another pass on some of the UV screen anims
The blue shield for the main generator is not the correct finished effect
There is a bug with character reflection in the floor in the generator room on the metal gantry bridge. This is being fixed
Interdictor (Imperial Medium Ship)
Art – (Phase 3)
Wii art conversion (Preview)
Known Art Issues
Main very large generator room is currently too dark due to scene volume changes. This room will be made brighter
The horizontal blue 'laser' shield on the reactor in the smaller reactor room is not the correct finished effect
Republic Cruiser (Venator Class)
Art – Fully modelled exterior
Star Destroyer
Wii art conversion (Preview)
Art – (Phase 3)
Code
BF BASICS
Ragdoll Improvements
Rework that was needed for Havok physics
Ragdoll appears more realistic and weighty
Grenades/Secondary Weapons
Grenades
All grenades (cluster, thermal, concussion) have a flashing red light which starts off slowly and speeds up as the grenade’s timer ticks down.
The grenades timer reduces at half the speed while held in the hand.
Detpacks
Display a steady red or blue light dependant on the team.
The light is steady and not flashing as it doesn't impose an immediate danger unless the player is close.
Detpacks self destruct if owner dies.
Proximity mines
Steady blue light if friendly, steady red light if unfriendly and too far away to be a danger
Flashes red when almost within detonation range
Auto-Turret
Steady blue light if friendly, steady red light if unfriendly and too far away to be a danger
Flashes red when within targeting range.
The turret shows muzzle flash and recoil when firing and bobs in place when not firing.
Self destructs if owner dies
Health Packs
Bounce off of walls and inclines over 30 degrees but land upright on floors
Spider Mines
Legs fold up when attached to ground, and unfold when it launches towarda target.
The spider mine jumps straight up from position initially and then followsa curved trajectory toward the target.
If it misses it reattaches to ground and will attempt to chase the same target if within a wider range quickly for the first three jumps, andthen will wait longer before attempting another launch after these three jumps.
If it manages to attach it will stick to the back of the head
In first person view the legs are visible
The light is a steady blue if it is friendly and steady red if it is attached to the ground and unfriendly
Once launched it flashes red if unfriendly and when attached to aplayer the flashing rate increases as the detonate timer decreases
All characters use the appropriate mine throw instead of a normal grenade throw for the alternative secondary weapons
It is not be possible to cook anything that isn't a grenade
Implementation of health/ammopack and proximity mine delivery anims 
Verify on Clone Trooper
Lock-on - New Lock-On Cycling Behaviour
When chase lock-on is held, the player can select another target by pushing the right stick in its direction, provided the new target is in range
If a target dies, the player can automatically acquire a new target without having to reapply the chase lock-on mechanic, provided a new target is in range
Verify on infantry
Ground Vehicles (Walking) – Strafing
Already viewable in MS26
Ground Vehicles (Walking) – Camera Improvements
Already viewable in MS27
Details…
Jedi Melee Combat – Further General Improvements
NOTE: These are the original plans for the focus meeting that is occuring over the next two weeks between Neil Walker, Damon Tasker, Mat Carpenter and Emil Drozdza. These are not to be taken as literal deliverables but as the direction the focus group is moving in.
Blocking
Priority
Implement blended blocking animations Give blocking a more dynamic feel and visual improvement
Move camera closer to player. Will feel more intense. Visual feedback that you're blocking. Player has a better view of the lasers reflecting
Increase size of reflect reticule. Make it easier to rebound blaster fire. More visual feedback
Additional/Future Ideas
Reflecting blaster fire during normal attacks: It won't rebound at enemies. It'll protect the player and look cool
Charge
Priority
Implement 'back-out' anim instead of spin attack: Reduces the accidental execution of the spin animation
Have larger 'area-of-damage': We need a force effect to give the attack a greater radius
'Throbbing-super-bright' Sabre: To act as visual feedback when fully charged
Rumbling, Force SFX : To act as audio feedback
Greater 'Swoosh' SFX: To give attack greater impact
Additional/Future Ideas
Whole screen 'pulse' effect: To act as visual feedback when fully charged
Darken/Lighting effects: To act as addition feedback
Light-Sabre to give off light: Like a muzzle flash. Improve character lighting
Quieten ambient SFX: To give impression that the Jedi are blocking out the world around them. Audio feedback
Bruce-Lee style 'charged' anim: Player idle anim whilst charged
Lock-On Mode
Bring camera closer with slight offset: Improve visual quality of combat. Force Powers - Complementary Effects - Delivery 2
NOTE: Here’s Mat’s last ‘big’ commit log that may be helpful in orgnising this area of the release notes.
Reorganised/optimised the workings of the Combat System
Includes stripping down a lot of the unused animation information 
Added blaster fire deflection
Directional (can't block from the back now)
Deflects based on the reticule position
Placeholder sounds
Blends between four animations to give the impression of delecting the blaster back 
Fixed bug where the laser trail went through the Jedi 
Code for placeholder particle effects (commented out currently)
Moved block to be a hold on R3
Changed CMeleeComponentBF/CJediComponentBF to handle ticking whilst having a gun (unsupported before)
Moved ticking of the Special Action Component to the PreTick of CPlayerProp 
Stopped weapon switching whilst 
Faded out reticule whilst you have a lightsaber 
Faded in reticule when holding block 
Changed combos to be more dynamic (works them out based on your current move) 
Added support in the melee component to blend between upper body animations 
Full body animations are now played when you are not moving 
Scales full body animation when locked on to a target and attacking so that you don't run into them 
Upper body animations are now player when you are moving or locked on 
Added controls aftertouch to spin attack 
Synchronised the turning with the aim matrix whilst playing full body animations (you can turn whilst attacking now!) 
Began work on the melee camera (started work on blending between various camera states) 
Disabled the auto-turn when swinging and not locked on 
Auto-chooses your swing when not locked on to allow you run past enemies and slice 'em up
Force Powers – Complementary Effects – Delivery 2
Repulse
Verifiable in game and also when viewing Cutscene 4
Jedi – Force Powers Functional
All Force Powers in, working, causing damage and interfacing with the combat system
To be demonstrated with
Darth Vader
Force Push
Force Choke
Darth Sidious
Force Lightening
Force Storm
Master Obi Wan Kenobi
Force Stun
Mace Windu
Force Repulse
Force Pull
Player Feedback - Hit Audio
Audio accompanying anim deliverable
To be verified on Clone Trooper
Sound ID (variants)
bdroid_death (3)
bdroid_react (3)
clone_death (9)
clone_hitreact (6)
gen_female_die (5)
gen_female_hitreact (5)
rebeldie (10)
rebelhit (10)
AI - Soldier AI - AI Actions – General Fixing
Characters now react to grenades more consistently - they will either run or dive out of the way, depending on type. 
Note that intentional fallibility exists so that it is still possible to kill NPC's with grenades occasionally
Characters now jump out of the way of vehicles that try to run them over
Designers now have greater control over specifying restricted movement zones for AI. This will make staged battles easier to create and less likely to have bugs
Infantry character sight ranges made more consistent
All characters use the same range except sniper characters who have longer-range vision. 
The values have not yet been balanced
Characters in vehicles now use the sight range of the vehicle. 
The values have not yet been balanced
Still work in progress:
Infantry character targetting prioritisation improved 
They favour the player more often
This is still WIP
Characters in armies (e.g. Droids on Tatooine) can now be alerted by a range of stims and thus will not simply ignore all stims until they are scripted to break out of the army. 
This code can be applied to a wide range of situations where we want characters to perform a scripted action but still be able to react to a range of stims (e.g. getting shot) 
This is still WIP
Improved AI awareness
Characters now react more consistently to things like bullets landing near them or flying past them
This is still WIP
AI navmesh usage is being made more intelligent so that designers do not have to rework their navmeshes to allow vehicles to traverse them. 
This is still WIP
AI - Driver AI – Initial Implementation of Vehicle AI Behaviours
Designers can use exactly the same objectives and same commands on a driving NPC as they would on a walking NPC since the fact that NPC are using a vehicle are completely hidden from them
Hover vehicles will be being implemented in the near future for this MS
General Gameplay
Weapon that fires multiple shots from a single button press
Verify on Han Solo’s blaster
Bowcaster fires spread of bullets across horizontal plane
Verify with Tarrful or Chewbacca’s Bowcaster
Spawn timer camera in singleplayer and multiplayer (instant action)
This uses the 3rd Person Player camera over the right shoulder and will attempt to follow a character nearest to the players spawn point
NOTE: There may not always be character near the players chosen spawn point.
VBF - ION Canon Improvements (Targeting Hoops)
Implementation of mock-up up previously sent.
VBF - Spawn special vehicle type if Landing Ship gets to ground
Verify on Coruscant with Republic LAAT/c dropping off AT-TE
An LAAT will fly into the level on a spline with an AT-TE attached to it's underside
There will be no troops visible in either vehicle
The AT-TE will detach and the LAAT will fly out the level on a spline and then be deleted
Art
Personal Shield
Small, bubble shield
Fits no more than 3 characters
Based on Gungan shield
Props Interacting With Shields
Hoth Shield
AT-ATs and AT-STs can pass through 
Bullets, rockets, ships etc are blocked
Personal Shield
Characters can walk through it but bullets will collide
The protected player can shoot out
Weapon Switching
As seen in mock-up
The same functionality as last months GP_26.21, but with updated artwork
HUD - Objective Signposts
As seen in mock-up
Endgame awards menu
As seen in mock-up
Choose Battle, Instant Play, Campaign Select menus
As seen in mock-ups
Match settings menu
As seen in mock-up
Galactic Conquest map
As seen in mock-up
Weapon Rose
As seen in mock-up
Human characters only
Remote HUD
As seen in mock-up
Frontend – Load screen preview (PC only)
Basic Implementation of hyperspace screen between levels
Animation
All Force Powers
To be demonstrated with X2, Yoda & Grievous
Force Power Hit Reacts
To be demonstrated on human skeleton, character TBD
Remaining Projectile Hit Reacts
Human #2
Human Death
Battledroid
Battledroid Death
Super Battledroid
Gungan
Magnaguard
Yoda
Grievous
Droideka
Explosion Reacts - (1st-Pass)
Human
Melee Hit Reacts - (1st-Pass)
Human
Uppercut/Back
Downward
Left
Right
Shotgun Hit Reacts - (1st-Pass)
Human
Running Hit Reacts/Deaths - (1st-Pass)
Human
Lightsaber Downward Thrust - (1st-Pass)
2-handed style
Spin Charge Pose - (1st-Pass)
2-handed style
Detpack Throwing + Mine Throwing - (1st-Pass)
Human
Audio
Force Power Hit Reacts
Sound ID (number of variants)
Force Choke
forcereact_choke_clone (2)
forcereact_choke_droid (3)
forcereact_choke_emperor (1)
forcereact_choke_humanfem (2)
forcereact_choke_humanmale (3)
forcereact_choke_sithfem (1)
forcereact_choke_vader (1)
forcereact_choke_wookie (1)
forcereact_choke_yoda (1)
Force Lightning & Force Storm
forcereact_lightning_clone (2)
forcereact_lightning_droid (2)
forcereact_lightning_emperor (1)
forcereact_lightning_humanfem (2)
forcereact_lightning_humanmale (2)
forcereact_lightning_sithfem (1)
forcereact_lightning_vader (1)
forcereact_lightning_wookie (1)
forcereact_lightning_yoda (1)
Force Push, Force Pull and Force Repulse
vox_thrown_clone (5)
vox_thrown_droid (5)
vox_thrown_emperor (3)
vox_thrown_humanfem (4)
vox_thrown_humanmale (5)
vox_thrown_sithfem (4)
vox_thrown_vader (4)
vox_thrown_wookie (4)
vox_thrown_yoda (3)
Force Stun
forcereact_stun_clone (2)
forcereact_stun_droid (2)
forcereact_stun_emperor (2)
forcereact_stun_humanfem (2)
forcereact_stun_humanmale (2)
forcereact_stun_sithfem (2)
forcereact_stun_vader (2)
forcereact_stun_wookie (1)
forcereact_stun_yoda (1)
Saber Throw
bdroid_react (3)
clone_hitreact (6)
droid_hitreact (5)
gen_female_hitreact (5)
impsupporthit (4)
rebelhit (10)
tarrful_hit (5)
wookie_hit (5)
yoda_hit (8)
All Force Powers
Sound ID (number of variants)
Force Push
forcepower_push_mono (3)
Force Pull
forcepower_pull_mono (3)
Force Choke
forcepower_choke_mono (1)
forcepower_choke_loop (1)
forcepower_choke_end (1)
Force Lightning
forcepower_lightning_fire_mono (3)
forcepower_lightning_loop (1)
forcepower_lightning_end_mono (1)
Force Storm
forcepower_storm_fire_mono (3)
forcepower_storm_loop_mono (1)
forcepower_lightning_end_mono (1)
Force Stun
forcepower_stun_mono (1)
Force Repulse
forcepower_repulse_mono (2)
Saber Throw
forcepower_saberthrow_mono (3)
forcepower_saberthrow_spin (1)
forcepower_saberthrow_catch (1)
forcepower_saberthrow_flyby (1)
Force Sprint
forcepower_run_start_mono (1)
forcepower_run_loop (1)
forcepower_run_end (1)
forcepower_run_passby (1)
Force Jump
forcepower_jump (1)
forcepower_jumpagain (1)
Force Orb
forcepower_orb_into_mono (1)
forcepower_orb_loop_mono (1)
forcepower_orb_fire_mono (1)
forcepower_orb_flyby (1)
Technical
Client Independent Dedicated Server
Linux & WinOS
PS3
PC
WinOS
X360
Will have minimum content files necessary
Details
Performance improvements on PC
Details
XBOX 360
Achievements
The “Rank Up” achievement is implemented to demonstrate achievement functionality in the game
Rank Up: Earn 10 star points
PLAYSTATION 3
PS3 Online Matchmaking features functionality
Details
PS3 Network Functionality
Details
WII
Improvements to particle system
Implementation of local space particles
Examples of this working will be muzzle flash and engine glows which are currently missing in the Wii build
Wii Art Improvements
Acclamator
General
Physics Meshes have been added to enable the following improvements to the Acclamator
Stairways throughout the Acclamator have been adjusted for more head room
Added ATTE prop to Construction room, added extra consoles and background props
dded Animated UV maps (moving screens) to Construction Room
Red incandescence and red vertex lighting has been removed from Escape Pod doors
Texture re-visit on walls in the ATTE room
Hangar
Added landing and flashing lights to both floor and ceiling
Added walk ways and LAATC racks to the ceiling
New Control room added to back of the Hangar
Added Landing pads to Hangar floor
Texture re-work on Hangar ceiling
Added open bays in Hangar walls
Textures added to floor space in front of doors to make more visable to player
Added a raised platform to the Hangar
Exterior
Generated Wii Specific exterior for the Acclamator from other SKU’s geometry
Dantooine
General
Cloaking effect
Will appear as per other platforms
Hologram effect
Will appear as per other platforms
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
Props
Laser Beam Turret
Concussion Cannon Turret
Generic Anti-Air Turret
Generic Anti-Infantry Turret
Known Issues:
Please also refer to the BF3 Bug Database for additional information on known issues
PLAYSTATION 3
XBOX 360
WII
Optimisations / Fixes / General Commits Completed:
Will be supplied from Petra’s awesome SVN lines reports
Optimisations Planned:
Appendix A: Controls (as in r80818b)
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
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
D-pad 
Player awareness
LS 
Walk/run, click down stick to sprint (toggle)
LS 
Walk backwards
LS 
Strafe left
LS 
Strafe right
RS 
Look up
RS 
Look down
RS 
Turn Left
RS 
Turn right
LB
Weapon Strike
Y
Reload weapon, hold down to use/exit/enter
A
Jump, hold down to vault
B
Crouch/Stand (Toggle)
Hold B+ LS 
Roll forwards
Hold B+ LS 
Roll back
Hold B+ LS 
Roll left
Hold B+ LS 
Roll right
D-pad 
Accept (Hero offer)
D-pad 
Cycle secondary weapon
D-pad 
Cycle primary weapon
Back
Map, hold down for Scoreboard
Start
Pause, hold down for Menu
Jedi controls:
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
D-pad 
Player awareness
LS 
Walk/run, click down stick to sprint (toggle)
LS 
Walk backwards
LS 
Strafe left
LS 
Strafe right
RS 
Look up
RS 
Look down
RS 
Turn Left
RS 
Turn right
Hold LB
Block (Toggle)
Y
Use/Activate
A
Jump
B
Crouch/Stand (Toggle)
Hold B+ LS 
Roll forwards
Hold B+ LS 
Roll back
Hold B+ LS 
Roll left
Hold B+ LS 
Roll right
D-pad 
Saber (On/Off)
D-pad 
Cycle Force Powers
Back
Map, hold down for Scoreboard
Start
Pause, hold down for Menu
Vehicle controls:
RT
Fire (Primary), Hold for auto-fire
RB
Fire (Secondary)
D-pad 
Player awareness
LS 
Accelerate
LS 
Brake/Reverse
LS 
Strafe left
LS 
Strafe right
RS 
Look up
RS 
Look down
RS 
Turn Left
RS 
Turn right
X
Not used
Y
Enter/Exit
A
Switch seats
B
Not used
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
D-pad 
Player awareness
LS 
Increase throttle
LS 
Decrease throttle
Hold RS in
Look behind
RS 
Dive / Pitch forward
RS 
Pull up / Pitch up
RS 
Roll left
RS 
Roll right
X
Bail out
Y
Enter/Exit/Auto-Land
A
Switch seats
Hold B+ LS 
Immelman
Hold B+ LS 
Split-S
Hold B+ LS 
Barrel Roll
Hold B+ LS 
Barrel Roll
D-pad 
Accept (Hero offer)
Back
Map, hold down for Scoreboard
Start
Pause, hold down for Menu
Wii controls (revised in MS27)
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  / 
Strafe Left/Right
Analogue  / 
Turn Left/Right
Pointer  / 
Look Up/Down
Pointer  / 
Jump
A (Quick press and release)
Sprint
A (Hold)
Crouch/Stand
Minus
Use
D-pad 
Roll left
 on analogue + tilt nunchuck left
Roll right
 on analogue + tilt nunchuck right
Roll forward
Forward on analogue + flick nunchuck forward
Roll back
Back on analogue + 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 
Cycle secondary weapon
D-pad 
Reload
D-pad 
Melee
D-pad 
Melee Weapon Combat
(Scheme 1 – Original Implementation)
Swing weapon
B
Swing Left
Z + Swipe wiimote 
Swing Right
Z + Swipe wiimote 
Swing Overhead
Z + Swipe wiimote 
Swing Uppercut
Z + Swipe wiimote 
Look
Pointer
(Scheme 2 – Quick-time-event finishing moves)
Swing weapon
B
Look
Pointer
If the opponent is close to death a QTE will begin, time will slow down and the player will be prompted to swing the remote in a specific direction. If they perform the move correctly they will deal a final blow.
Scheme 3 (Zelda style melee without automatic camera)
Movement
Player will turn to face and move in the direction the analogue stick is pressed relative to the screen
Look
Camera will automatically track the player, gradually moving behind his back so that the remote is free to perform motion-controlled swings
Snap camera behind player
Z
Swing weapon
Swipe remote in any direction (character will attack the closest enemy)
Common Jedi:
Cycle Force powers
D-pad left
Force power
C
Lock Target
Press and hold Z
Block
D-pad 
Saber on/off
D-pad 
Break saber lock
Wave wiimote as fast as possible
Flying:
Turn
Pointer
Aim
Pointer
Fire Primary
B
Fire Secondary
A
Execute Evasive
Analogue  /  + Move Nunchuk  / 
Execute Corkscrew
Analogue  /  + Move Nunchuk  / 
Land
D-pad 
Bail
D-pad 
Change seat
1
Accelerate/ Decelerate
Analogue  / 
Roll (absolute)
Wiimote rotation
Target (with turn assist)
Press and hold Z
Vehicle:
Move forward/back
Analog  / 
Turn left/right
Pointer  / 
Move left/right
Analog  / 
Aim
Pointer
Exit Vehicle
D-pad 
Change seat
1
Fire
B
Lock Target
Press and hold Z
Turret:
Aim
Analogue stick
Zoom
Rotate remote  / 
Fire
B
Ion Cannon:
Exit
D-pad 
Fire
B
Charge Fire
A
Appendix B: Class-Specific Behaviour Patterns
Soldier Class
Overview:
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 Class
Overview:
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 Class
Overview:
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 Class
Overview:
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 Class
Overview:
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 Class
Overview:
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.
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Category:I&T - Milestones