Milestone 25

<tabber>
Roadmap=
==Milestone 25 - Monday, 19ᵗʰ May 2008==
Summary:
*Focus on Battlefront Basics
Content Detail:
*BF Basics - Jedi Melee - Melee vs Melee - General
*BF Basics - Player Feedback - Hit React Animations
*BF Basics - Lock-on – Infantry vs, Infantry
*BF Basics - Lock-on – Infantry vs. Vehicles
*Cutscenes To Phase 3
Game Design (Multiplayer):
*Hoth Preview - Assault
*Tatooine Preview - Assault
*Tatooine Preview – Hunt
*Tatooine Preview - Heroes vs. Villains
*Mustafar Preview – Assault
*Endor Preview - Assault
*Endor Preview – Hunt
*Endor Preview - Heroes vs. Villains
Game Design (Story):
*Tatooine Training Ground Phase 3
*Dantooine Phase 3
*Dathomir Phase 3
Gameplay Features:
*BF Basics – Shooting – 3rd-Person Posed Hands
**Demonstrated on Clone Trooper using each Republic weapon + grenade, apart from melee
**Demonstrable in Weapons test room
**Please verify on Republic Classes
*BF Basics – Shooting – Audio
**We will provide a list of shooting audio implemented
*BF Basics - Lock-on – Infantry vs Infantry
**Easier to fine-tune aim when locked on
**Should always be locked onto part of character unless fine-tuning
**Should always aim at the chest area as default for each character type
*BF Basics - Lock-on – Infantry vs Vehicles
**Should be easier to lock onto moving targets when using the rocket launcher
**Should be possible to take down a flying vehicle with standard blast fire with a "lucky shot" - probability of which to be tuned.
**Blaster fire damage for vehicle to be made higher.
*BF Basics - Ground Vehicles (Walking) – Turning
**AT-AT, ATTE, AT-RT, AT-XR - all animated
**Turning should be less sensitive on AT-ST
*BF Basics - Ground Vehicles - Track Physics
**Snail Tank, T-5B
**Turning and movement should be more responsive
*BF Basics - Ground Vehicles – Corkscrew Firing
**Verify on Hailfire Droid
*BF Basics - Jedi Melee - Melee vs Melee - General
**1-handed (X1 Act 3)
**2-handed
**Dual Lightsaber
**Darth Vader
**Darth Maul
**Yoda
**Grievous
**Magnaguard
**Wookiee
**Clone Trooper (based on 2-handed lightsaber)
*BF Basics - Player Feedback - Hit Effect Feedback
**HUD icon appears around crosshair when player has hit a target.
*BF Basics - Player Feedback - Hit Effect Feedback Particles
**Particles when hitting a target
**Character type-specific (Human non-armoured, human armoured and droid)
*BF Basics - Player Feedback - Hit React Animations
**AI plays hit reacts when hit
**Demonstrated on human skeleton
**Projectile, shotgun and explosions
*BF Basics - AI - Soldier AI - AI Actions - Additional Build-In AI actions (crouching, melee etc)
**Crouch (part of idle)
**Follow Prop (part of movement)
**Generic Anim Action (play an animation on an NPC)
**Idle
**Look Around
**Weapon Strike
**Movement
**Shoot
***NOTE: Please verify this in the AI Actions Testroom from the Freeplay menu.
*BF Basics - AI - Soldier AI - Soldier-specific AI Behaviours
**Weapon selection - The weapon selection is based purely on range and armor penetration. So the AI are quite happy using the shotgun to attack infantry or turrets at close range.
**Thermal detonators - The AI will never throw thermal detonators at short range. At medium/long range, they will throw them at groups of enemies or vehicles.
*General Gameplay – Skytrooper Wings
**Will animate upon take off / landing
**Behaviour will be the same as regular jumppack trooper
*General Gameplay – VBF Interaction – Ion Cannon (Aftertouch)
**Will be able to steer charged fire within a certain range.
*General Gameplay – VBF Interaction – Ion Cannon (mid-air detonation)
**There will be a button press to activate this.
*General Gameplay – Player Awareness - Point of interest arrow
**Navigation arrow that is activated on a button to cycle through destinations
***NOTE: This will be debug graphics, possibly just a line on the ground for this build, as the important part is the functionality and getting that right.
*General Gameplay – Player Awareness - Compass
**This will be as shown on the mock-ups and will replace the mini-map.
Art (Animations):
*MS25 Traversals (Walk, Run, Idle, Crouch, Crouching Walk, Roll, Jump, Sprint, Strafe, Turn)
**Jawa
**Vader
**Tusken Raider
**Dark Trooper
**Darth Maul
**General Female
**Darth Sidious
**Ugnaught
**Asajj Ventress
*CIS Weapons - All 1st-Person
**This does not contain throwing of health/ammo and detpack (basically anything thrown that is NOT a grenade) throws.
*Bespoke Weapons – All 1st-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.
*Lightsaber Combat - (Upper L, Under R, R->L, L->R, Ovehead, Jump Attack, standing)
**1-handed (X1 Act 3)
**2-handed
**Dual Lightsaber
**Darth Vader
**Darth Maul
**Yoda
**Grievous
*Melee Weapon Combat - (Upper L, Under R, R->L, L->R, Ovehead, Jump Attack, standing)
**Magnaguard
**Wookie
**Clone Trooper (based on 2-handed lightsaber)
*Grenade Throws & Weapon Strikes
**Wookiee
**Clone Trooper
**Gungan
**Battle Droid
**Ewok (main spear attack)
Narration:
*Cutscenes To Phase 3
**All props in place and correctly animated, but not final
**All sound effects / ambient effects / music in place, but not final
**This will not include Scene 15 and 16 which are undergoing revision, or any newly agreed cutscenes (Hoth encounter, Mustafar boss fight etc.)
*Final Draft Voice script (following hired scriptwriter input) delivered to FRD
**by LucasArts
Audio:
NOTE: Audio will lead on PC. Declared here to show tie-in with Animations etc.
*MS25 Traversals
*Heavy Assault Transports
**AT-TE
**AT-AT
**HTT
**MTT
*Ground Vehicle Dropships
**Republic LAAT/c Carrier Gunship
**Rebellion Medium Transport
**CIS Landing Ship
**Theta AT-AT Barge
*Special Vehicles
**T-47 Snowspeeder
*Escape Pod
*Health/Ammo Pick-ups
*Bespoke Weapons
**Han Solo
**Leia
**Jango Fett Wrist
*Lightsaber Combat
*Melee Weapon Combat
*Grenade Throws & Weapon Strikes
Technical (General):
*X360 Leaderboard Functionality
**Leaderboards present will be
***Deaths
***Kills
***Kill to Death Ratio
**All stats will be Cumulative
**Leaderboard will match mock-up in functionality
**Ability to Players Stats -> Leaderboards to see the stats achieved so far, for all games run over PartnerNet
**Note - This deliverable is for functionality, HUD elements are NOT final.
*Level Optimisations
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 13 - Monday, 19ᵗʰ May 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 15a - Monday, 19ᵗʰ May 2008==
Summary:
*Focus on Battlefront Basics
Gameplay Features (Miscellaneous):
*BF Basics - Wii Specific controls – Jedi / Melee
**Interactive Idle anim on Wii Remote whilst in melee combat
**General improvement in responsiveness of attack anims
*BF Basics - Wii Specific controls – Flying
**Absolute roll of starships on Wii Remote and/or Nunchuk
**Special manoeuvres on the Nunchuk+Analog Stick
Art:
*Endor - Phase 3 Preview
*Dathomir - Phase 3 Preview
*Cato Neimoidia - Phase 3 Preview
*Yavin 4 - Phase 3 Preview
*Old Imperial Shipyard - Phase 3 Preview
*CIS Cruiser - Phase 3 Preview
*Desolation Station / Death Star Construction - Phase 3 Preview
*Droid Control Ship - Phase 3 Preview
Technical (General):
*All levels running at 20fps
Production:
*Deliver Wii Build
|-|Release Notes=
==BF3: May MS25 - Release Notes==
Hardware Prerequisites
XBOX 360
FLASH 6690
XDK 6995.1
This has changed 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 has changed from the previous milestone.
Note: There will be an extra executable which has no golddebug menu and has no qaasserts, so as to avoid non-gameplay elements dropping the frame rate. The normal executable will still have qaasserts and the debug menu
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: Please see Appendix C: MS25 Art Release Notes at the end of this document for detailed information on this milestone’s art changes.
Tatooine
Art – (Preview)
Story – Phase 3
Training (Phase 3) – NEW
Assault (Phase 3)
Heroes vs. Villains (Preview) – NEW
Hunt (Preview) – NEW
Conquest (Preview) – NEW
Wii art conversion (Preview)
Coruscant
Art – (Preview)
Story (Phase 3)
Conquest (Phase 3)
Heroes vs. Villains (Phase 3)
Wii art conversion (Preview)
Bespin
Art – (Preview)
Splitscreen VBF
Conquest (Phase 3)
Story (Phase 3)
Hunt (Phase 3)
Heroes vs. Villains (Phase 3)
Wii art conversion (Preview)
Endor
Art (Preview) – NEW
Story (Phase 3)
Splitscreen VBF
Conquest (Preview) – NEW
Heroes vs. Villains (Preview) – NEW
Hunt (Preview) – NEW
Assault (Phase 2)
Wii art conversion (Preview) – NEW
Kashyyyk
Art (Preview) – NEW
Splitscreen VBF
Story (Phase 3)
Multiplayer (Phase 1)
Conquest (Phase 3)
Hunt (Phase 2)
Wii art conversion
CIS Munificent (frigate) – (in Tatooine Conquest)
Art (Phase 2)
Wii art conversion
Dathomir
Story (Phase 3) – NEW
Art (Preview) – NEW
Shipyard (Preview) – NEW
Multiplayer (Phase 1)
Conquest (Phase 3)
Wii art conversion (Preview) – NEW
Splitscreen VBF
Shipyard Wii art conversion (Preview) – NEW
Please note: Severe rendering issues are evident on the Wii version of Dathomir (planet level). This is being investigated.
Yavin IV
Art (Preview) – NEW
Splitscreen VBF
Story (Phase 3)
Conquest (Phase 3)
Reb Nebulon exterior
Wii art conversion (Preview) – NEW
Hoth
Art – (Preview)
Splitscreen VBF
Story (Phase 3)
Conquest (Preview) – NEW
Assault
Wii art conversion
Mustafar
Art (Phase 3)
Damaged Star Destroyer Art (Preview) – NEW
Story (Phase 3)
Splitscreen VBF
Conquest (Preview) – NEW
Wii art conversion
Heroes vs. Villains (Phase 3)
CIS Cruiser
Art (Preview) – NEW
Conquest
Wii art conversion (Preview) – NEW
Cato Neimodia
Art (Preview) – NEW
Splitscreen VBF
Story (Phase 3)
Conquest (Phase 3)
Wii art conversion (Preview) – NEW
Desolation Station / Death Star Construction
Art – (Preview)
Story (Phase 3)
Conquest (Phase 3)
Wii art conversion (Preview) – NEW
Death Star (Tributary Beam part)
Art (Preview) – NEW
Wii art conversion
Dantooine
Art (Phase 3)
Splitscreen VBF
Story (Phase 3) – NEW
Multiplayer (Phase 1)
Conquest (Phase 3)
Hunt (Phase 3)
Wii art conversion
Droid Control Ship
Art – (Preview)
Wii art conversion (Preview) – NEW
Death Star 2 (End of Endor)
Art (Phase 3)
Wii art conversion
Reb. Mon Calamari Cruiser
Art - Fully modelled exterior
Nebulon B Frigate
Art – (Preview)
Wii art conversion (Preview)
Republic Frigate – Acclamator II
Art (Preview) – NEW
Wii art conversion
Interdictor (Imperial Medium Ship)
Art – (Preview)
Wii art conversion (Preview)
Republic Cruiser (Venator Class)
Art – Fully modelled exterior
Star Destroyer
Wii art conversion (Preview)
Art – (Preview)
Code
BF BASICS
Shooting – 3rd-Person Posed Hands
Demonstrated on Clone Trooper using each Republic weapon & grenade, apart from melee
Load “testroom/testroom_weapons.res”
Select the Republic Clone Trooper
Press F9 and select the cheats menu
At the bottom of the menu highlight “name of weapon” and select a weapon
Select “spawn weapon” then leave the menu and use the D-pad to select the weapon in the level.
This applies to:
Rep. Blaster Rifle
Rep. Sniper Rifle
Rep. Shotgun
Rep. Diffusion Blaster
Rep. Sonic Charge Launcher
Rep. Rocket Launcher
Rep. Minigun
Note: Pressing ALT-X until the HUD disappears will allow the player to move freely from the camera.
Please note that the other troops in the menu do not have posed hands, this deliverable should only be verified on the soldier class.
Shooting – Audio
Improvements following LEC feedback
Lock-on – Infantry vs Infantry
It is now easier to fine-tune aim when locked on
Player is always locked on to part of character unless fine-tuning
Should always aim at the chest area as default for each character type
Lock-on – Infantry vs Vehicles
Easier to lock onto moving targets when using the rocket launcher
Possible to inflict increased damage to a flying vehicle with standard blast fire with a "lucky shot" - probability of which is one shot in ten.
Blaster fire damage for vehicle made higher.
Ground Vehicles (Walking) – Turning
Animated:
AT-AT
AT-TE
AT-RT
AT-XR
Turning less sensitive on AT-ST
Ground Vehicles – Track Physics
Turning and movement more responsive for Snailtank and T-5B
Snailtank on Cato Nemoidia
T-5B on Yavin (in the main hanger)
Ground Vehicles – Corkscrew Firing
Verifiable with the Hailfire droid
Jedi Melee – Melee vs Melee
1-handed (X1 Act 3)
2-handed
Dual Lightsaber
Darth Vader
Darth Maul
Yoda
Grievous
Magnaguard
Wookie
Clone (based on 2-handed lightsaber)
Player Feedback – Hit Effect Feedback
HUD icon appears around crosshair when player has hit a target.
Player Feedback – Hit Effect Feedback Particles
Particles when hitting a target
Character type-specific
Player Feedback – Hit React Animations
AI plays hit reacts when hit
Demonstrated on human skeleton
Soldier AI - AI Actions - Additional Built-In AI actions
Crouch (part of idle)
Follow Prop (part of movement)
Generic Anim Action (play an animation on an NPC)
Idle
Look Around
Weapon Strike
Movement
Shoot
Note: Some of these already existed, but are now implemented as "Actions", which are demonstrable in the "Soldier specific AI behaviours". These can be viewed in the new AI Actions Test Room.
Soldier AI - Soldier-specific AI Behaviours
Will prioritize their blaster rifle to:
attack infantry
attack nearby overhead fighters
attack turrets
Should prioritise their shotgun if attacking:
groups of enemies
vehicles
Should consider throwing Thermal Detonators if attacking:
groups of enemies
vehicles
If attacking from a distance
Will not throw Thermal Detonators
near to friendly units
Will consider laying spider mines in:
near doorways
near ally command posts (for defensive purposes)
May attempt to weapon strike an enemy if standing near to them
Additional notes about the Soldier AI:
Weapon selection
The weapon selection is based purely on range and armor penetration. So the AI are quite happy using the shotgun to attack infantry or turrets at close range.
Thermal detonators
The AI will never throw thermal detonators at short range. At medium/long range, they will throw them at groups of enemies or vehicles.
Note: Soldiers will crouch when they are idling. When AI soldiers look around, this has a specific animation associated with it which differs from the normal looking around animation.
General Gameplay
Skytrooper Wings
Animate upon take off / landing
Behaviour the same as regular jetpack trooper
VBF Interaction – ION Cannon (Aftertouch)
Able to steer charged fire within a certain range.
Verifiable on Tatooine
VBF Interaction – ION Cannon (mid-air detonation)
Use the X button press to activate this
Verifiable on Tatooine
Player Awareness - Point of interest arrow
Navigation arrow that is activated on LB button to cycle through destinations
Note: This will be debug graphics, possibly just a line on the ground for this build, as the important part is the functionality.
Player Awareness – Compass
As shown on the mock-ups and will replace the mini-map.
Animation
MS25 Traversals
Walk, Run, Idle, Crouch, Crouching Walk, Roll, Jump, Sprint, Strafe, Turn
Jawa
Vader
Tusken Raider
Dark Trooper
Darth Maul
General Female
Darth Sidious
Ugnaught
Assaj Ventress
CIS Weapons - All 1st-Person
This does not contain throwing of health/ammo and detpack throws
Bespoke Weapons – All 1st-person
Han Solo
Leia
Jango Fett wrist blaster
Lightsaber Combat
Upper L, Under R, R to L, L to R, Overhead, Jump Attack, 4-way block, 4-way block w/hit react, Block-ready, Strafe, 4-way parry, standing
1-handed (X1 Act 3)
2-handed
Dual Lightsaber
Darth Vader
Darth Maul
Yoda
Grievous
Melee Weapon Combat
Upper L, Under R, R to L, L to R, Overhead, Jump Attack, 4-way block, 4-way block w/hit react, Block-ready, Strafe, 4-way parry, standing
Magnaguard
Wookiee
Clone (based on 2-handed lightsaber)
Grenade Throws & Weapon Strikes
Wookiee
Clone
Gungan
Battledriod
Ewok (main spear attack)
Cutscenes To Phase 3
Note: Cutscene review should be conducted by accessing the cutscenes from the “Extras” menu from the BF3 front-end menu rather than by playing through the single play campaign.
All props in place and correctly animated
All sound effects / ambient effects / music in place, but not final
Note: This will not include Scene 15, which is undergoing revision, or any newly agreed cutscenes (i.e. Hoth mini, Mustafar boss fight, etc).
Audio
Known issues
HTT turret makes a movement sound, but has no firing sound. This is a code issue that seems to cover all vehicle and ground based turrets/gun emplacements
NPC steady sounds for all vehicles have issues. These NPC engine sound issues cover the ground vehicle dropships, MTT, HTT and Snowspeeder
Some lightsaber moves will need to have their sounds revised to tie in with new animations.
Non-PC builds will lack fully correct audio for melee FX on Darth Maul, Darth Vader, Asajj Ventress, X1, X2, Magnaguard, Yoda, Ewok spear and Tarrful
Note: All sound IDs can be identified by using the in-game sound profiler (press F4). These sound IDs should also match up to the .WAV files for all the month’s sound effects that have been uploaded to the FTP.
MS25 Traversals
Walk, Run, Idle, Crouch, Crouching Walk, Roll, Jump, Sprint, Strafe, Turn
Jawa and Ugnaught
mvt_small_dirt_crawl1
mvt_small_dirt_crawl2
mvt_small_dirt_getup
mvt_small_dirt_jump
mvt_small_dirt_land
mvt_small_dirt_lie
mvt_small_dirt_roll
mvt_small_dirt_run1
mvt_small_dirt_run2
mvt_small_dirt_run3
mvt_small_dirt_run4
mvt_small_dirt_run5
mvt_small_dirt_run6
mvt_small_dirt_stop
mvt_small_dirt_stumble
mvt_small_dirt_walk1
mvt_small_dirt_walk2
mvt_small_dirt_walk3
mvt_small_dirt_walk4
mvt_small_dirt_walk5
mvt_small_dirt_walk6
Vader
mvt_trooper_dirt_crawl1
mvt_trooper_dirt_crawl2
mvt_trooper_dirt_getup
mvt_trooper_dirt_jump
mvt_trooper_dirt_land
mvt_trooper_dirt_lie
mvt_trooper_dirt_roll
mvt_trooper_dirt_run1
mvt_trooper_dirt_run2
mvt_trooper_dirt_run3
mvt_trooper_dirt_run4
mvt_trooper_dirt_run5
mvt_trooper_dirt_stop
mvt_trooper_dirt_stumble
mvt_trooper_dirt_walk1
mvt_trooper_dirt_walk2
mvt_trooper_dirt_walk3
mvt_trooper_dirt_walk4
mvt_trooper_dirt_walk5
mvt_trooper_dirt_walk6
Tusken Raider, Darth Maul, Darth Sidious, Assaj Ventress
mvt_jedi_dirt_crawl1
mvt_jedi_dirt_crawl2
mvt_jedi_dirt_getup
mvt_jedi_dirt_jump
mvt_jedi_dirt_land
mvt_jedi_dirt_lie
mvt_jedi_dirt_roll
mvt_jedi_dirt_run1
mvt_jedi_dirt_run2
mvt_jedi_dirt_run3
mvt_jedi_dirt_run4
mvt_jedi_dirt_run5
mvt_jedi_dirt_run6
mvt_jedi_dirt_stop
mvt_jedi_dirt_stumble
mvt_jedi_dirt_walk1
mvt_jedi_dirt_walk2
mvt_jedi_dirt_walk3
mvt_jedi_dirt_walk4
mvt_jedi_dirt_walk5
mvt_jedi_dirt_walk6
Dark Trooper
mvt_superbattledroid_dirt_crawl1
mvt_superbattledroid_dirt_crawl2
mvt_superbattledroid_dirt_getup
mvt_superbattledroid_dirt_jump
mvt_superbattledroid_dirt_land
mvt_superbattledroid_dirt_lie
mvt_superbattledroid_dirt_roll
mvt_superbattledroid_dirt_run1
mvt_superbattledroid_dirt_run2
mvt_superbattledroid_dirt_run3
mvt_superbattledroid_dirt_run4
mvt_superbattledroid_dirt_run5
mvt_superbattledroid_dirt_run6
mvt_superbattledroid_dirt_stop
mvt_superbattledroid_dirt_stumble
mvt_superbattledroid_dirt_walk1
mvt_superbattledroid_dirt_walk2
mvt_superbattledroid_dirt_walk3
mvt_superbattledroid_dirt_walk4
mvt_superbattledroid_dirt_walk5
mvt_superbattledroid_dirt_walk6
General Female
mvt_officer_dirt_crawl
mvt_officer_dirt_crawl2
mvt_officer_dirt_getup
mvt_officer_dirt_jump
mvt_officer_dirt_land
mvt_officer_dirt_lie
mvt_officer_dirt_roll
mvt_officer_dirt_run1
mvt_officer_dirt_run2
mvt_officer_dirt_run3
mvt_officer_dirt_run4
mvt_officer_dirt_run5
mvt_officer_dirt_run6
mvt_officer_dirt_stop
mvt_officer_dirt_stumble
mvt_officer_dirt_walk1
mvt_officer_dirt_walk2
mvt_officer_dirt_walk3
mvt_officer_dirt_walk4
mvt_officer_dirt_walk5
mvt_officer_dirt_walk6
Heavy Assault Transports
Different craft can be spawned by:
Selecting the “Vehicle Test Environment” test room from the Freeplay menu
Once loaded use the F9 menu and go to the “BF Debug Menu” section
Highlight the “Vehicle Name” line and use the cursor keys to select a vehicle
Highlight the “Spawn Vehicle!” line and press enter
AT-TE
atte_legwithpiston
atte_frontblaster_fire
wpn_turret_republic
AT-AT
at_at_footstep_snow
at_at_atmos_ext_step
at_at_chin_laser
HTT
htt_start
htt_stop
htt_steady
htt_idle
iftt_laser
iftt_missile
MTT
mtt_start
mtt_stop
mtt_steady
mtt_idle
iftt_laser
iftt_missile
Ground Vehicle Dropships
Different craft can be spawned by:
Selecting the “Vehicle Test Environment” test room from the Freeplay menu
Once loaded use the F9 menu and go to the “BF Debug Menu” section
Highlight the “Vehicle Name” line and use the cursor keys to select a vehicle
Highlight the “Spawn Vehicle!” line and press enter
Republic LAAT/c Carrier Gunship
laatc_start
laatc_stop
laatc_steady
laatc_idle
laatc_atte_release_servo
Rebellion Medium Transport
vehicle_gr75_start
vehicle_gr75_shutdown
vehicle_gr75_run_mono
vehicle_gr75_brake
vehicle_gr75_boost
vehicle_gr75_run_npc
CIS Landing Ship
cis_landingcraft_start
cis_landingcraft_stop
cis_landingcraft_steady
cis_landingcraft_idle
Theta AT-AT Barge
y85_start
y85_stop
y85_steady
atatbarge_idle
atatbarge_drop
Special Vehicles
T47 Snowspeeder
vehicle_snowspeeder_startup
vehicle_snowspeeder_shutdown
vehicle_snowspeeder_run
vehicle_snowspeeder_brake
vehicle_snowspeeder_boost
snowspeeder_npc_steady
vehicle_snowspeeder_fire_laser
vehicle_snowspeeder_fire_grapple
Escape pod
escapepod_launch
escapepod_loop
escapepod_explosion
Health/Ammo Pick-ups
pickup_ammo
pickup_ammo_dispense
pickup_ammo_idle
pickup_health
pickup_health_dispense
pickup_health_idle
Bespoke Weapons
Han Solo
han_solo_fire_npc
solo_reload_mono
han_solo_fire_player
Leia
leia_fire_mono
solo_reload_mono
leia_fire_stereo
Jango Fett wrist blaster
cis_rocketlauncher_fire_stereo
cis_rocketlauncher_fire_mono
rocket_ground2
Lightsaber Combat
melee_block_ls_1
melee_block_ls_2
melee_block_ls_3
melee_impact_ls_1
melee_impact_ls_2
melee_impact_ls_3
melee_impact_ls_4
melee_impact_ls_5
melee_ls_assajj_leftright
melee_ls_assajj_ohead
melee_ls_assajj_rightleft
melee_ls_assajj_uleft
melee_ls_assajj_uright
melee_ls_dmaul_leftright
melee_ls_dmaul_ohead
melee_ls_dmaul_rightleft
melee_ls_dmaul_uleft
melee_ls_dmaul_uright
melee_ls_generic_longswing1
melee_ls_generic_longswing2
melee_ls_generic_shortswing_1
melee_ls_generic_shortswing_2
melee_ls_vader_leftright
melee_ls_vader_ohead
melee_ls_vader_rightleft
melee_ls_vader_uleft
melee_ls_vader_uright
melee_ls_x1_left
melee_ls_x1_leftright
melee_ls_x1_ohead
melee_ls_x1_rightleft
melee_ls_x1_uleft
melee_ls_x1_uright
melee_ls_yoda_air
melee_ls_yoda_leftright
melee_ls_yoda_ohead
melee_ls_yoda_rightleft
melee_ls_yoda_spinleft
melee_ls_yoda_spinright
melee_ls_yoda_uleft
melee_ls_yoda_uright
Melee Weapon Combat
melee_block_ewok_1
melee_block_ewok_2
melee_block_ewok_3
melee_block_lance_1
melee_block_lance_2
melee_block_tuscan_1
melee_block_tuscan_2
melee_block_tuscan_3
melee_block_wookie_1
melee_block_wookie_2
melee_block_wookie_3
melee_estaff_leftright
melee_estaff_ohead
melee_estaff_rightleft
melee_estaff_uleft
melee_estaff_uright
melee_ewok_spearthrust_1
melee_ewok_spearthrust_2
melee_ewok_spearthrust_3
melee_fpike_leftright
melee_fpike_ohead
melee_fpike_rightleft
melee_fpike_uleft
melee_fpike_uright
melee_impact_estaff_1
melee_impact_estaff_2
melee_impact_estaff_3
melee_impact_ewok_1
melee_impact_ewok_2
melee_impact_ewok_3
melee_impact_fpike_1
melee_impact_fpike_2
melee_impact_fpike_3
melee_impact_lance_1
melee_impact_lance_2
melee_impact_tuscan_1
melee_impact_tuscan_2
melee_impact_tuscan_3
melee_impact_wookie_1
melee_impact_wookie_2
melee_impact_wookie_3
melee_vibrolance_impact_1
melee_vibrolance_impact_2
melee_vibrolance_impact_3
melee_vibrolance_impact_4
melee_wookie_leftright
melee_wookie_ohead
melee_wookie_rightleft
melee_wookie_uleft
melee_wookie_uright
Grenade Throws & Weapon Strikes
grunt_melee_droid1
grunt_melee_droid2
grunt_melee_droid3
grunt_melee_ewok1
grunt_melee_ewok2
grunt_melee_ewok3
grunt_melee_human1
grunt_melee_human2
grunt_melee_human3
grunt_melee_trooper1
grunt_melee_trooper2
grunt_melee_trooper3
grunt_melee_tusken1
grunt_melee_tusken2
grunt_melee_tusken3
grunt_melee_wookie1
grunt_melee_wookie2
grunt_melee_wookie3
grunt_throw_droid1
grunt_throw_droid2
grunt_throw_droid3
grunt_throw_ewok1
grunt_throw_ewok2
grunt_throw_ewok3
grunt_throw_human1
grunt_throw_human2
grunt_throw_human3
grunt_throw_trooper1
grunt_throw_trooper2
grunt_throw_trooper3
grunt_throw_tusken
grunt_throw_wookie1
grunt_throw_wookie2
grunt_throw_wookie3
XBOX 360
X360 Leaderboard Functionality
Leaderboards will be
Deaths
Kills
Kill to Death Ratio
All stats will be cumulative
Leaderboard will match mock-up in functionality
Ability to go from Player Stats to Leaderboards to see the stats achieved so far, for all games run over PartnerNet Details
PLAYSTATION 3
Note: There will be an extra executable which has no golddebug menu and has no qaasserts, so as to avoid non-gameplay elements dropping the frame rate. The normal executable will still have qaasserts and the debug menu
The engine upgrade to 220 SDK has improved CELL build considerably as there is more memory available. Allowing for sound fully enabled with its planned memory usage and levels able to fit better in the target memory. While we still have memory issues this has given quite a boost to our PS3 build
Shader code being considerably faster
Many framework optimizations particularly to the AI
Physics also has had speed improvements (particularly in limiting random drops in framerate)
Physics contact point data on the PS3 has been fixed. This problem was what was causing the characters to slide down slopes, or occasionally get stuck in the level
PLAYSTATION 3 Performance Optimisations
Here are the optimisation figures for PS3 running on Test Kits which have exceeded projections:
Yavin IV
FPS
Previous%
Target%
       New %
30
30
50
75
28
50
75
76
26
50
75
78
26
50
75
78
24
70
95
99
22
80
95
99
20
90
95
99
Endor
FPS
Previous%
Target%
       New %
30
5
50
99
28
10
70
100
26
50
70
100
24
60
80
100
22
70
90
100
20
80
90
100
Star Destroyer Conquest (single layer) with 50 AI, 300 points
FPS
Previous%
Target%
       New %
30
7
15
43
28
23
25
65
26
40
40
84
24
55
65
93
22
68
80
98
20
93
95
99
Hoth Conquest (VBF) with 50 AI, 300 points
FPS
Previous%
Target%
       New %
30
0.8
5
7
28
0.8
5
14
26
0.8
5
18
24
0.8
5
25
22
0.8
5
43
20
0.86
25
46
WII
Wii Specific controls – Jedi / Melee finalised
Interactive Idle anim on Wii Remote whilst in melee combat
General improvement of attack animations
Please see Appendix A for full control details
Wii Specific controls – Flying finalised
Absolute roll of starships on Wii Remote and/or Nunchuk
Special manoeuvres on the Nunchuk+Analog Stick
Please see Appendix A for full control details
Running at 20fps
Running at 20fps across all Wii levels.
Note: This was changed from the proposed 25fps on designated levels due to the diminishing returns of platform specific optimisations over cored framework optimisations.
Other
Improved Wii Particles partially incorporated from main SKUs – Coruscant and Tatooine best examples.
Skydomes are implemented into this months build, scene effects remain the same as earlier builds.
Stage (PC only)
No new Stage deliverables for MS25
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
Props
Laser Beam Turret
Concussion Cannon Turret
Generic Anti-Air Turret
Generic Anti-Infantry Turret
Known Issues:
Please refer to the BF3 Bug Database for additional information.
PLAYSTATION 3
Intermittent random crash in any area of the game
Cato in conquest is running out of memory because cato_bg asset is about 10-15mb bigger than it should be
Memory fragmentation is causing out of memory issues
XBOX 360
Missing/broken cloth on characters – suspected to be a multi-threading issue
Clouds are far too expensive and too many and are causing Cato to be hardly playable
Cato in conquest is running out of memory because cato_bg asset is about 10-15mb bigger than it should be
Texture streaming issue
Particle/cloud shader issue
SFX, ambient effects and music present if accessed via Cinematics menu but not if accessed through regular gameplay
WII
Art
Suns for each level appear low-res
Foilage appears on all areas
Pools of light and other vertex lighting on exterior cannot be seen as ship exterior lighting is prop lighting
Incorrect floor texture forming the basis of terrain floor on Yavin
Severe rendering issues are evident on the Wii version of Dathomir (planet level). This is being investigated
Optimisations / Fixes / General Commits Completed:
Cutscenes
Updated cutscene setup files and timelines.
Updated to use new lightsaber setup, added dead guys to cutscene 6, and fixed some particle effects.
Updated lighting in cutscene 12 and 14.
Fixed lighting in cutscenes 10 and 11.
Changed Arc-Cutter path in cutscene 10.
General
Hunt: Proximity mines added, removed upgraded weapons, custom inventory for imperial snipers.
Ion Cannons added to the Stage.
Conquest Galactic Civil War era: The player no longer gets the asked if he wants to play as Jango Fett, but Boba Fett instead. (BugID 7331)
Fixed physics related restart crash.
Fixed player killed bug that affected all levels.
Fixed a problem where a string caused low framerates.
Bespin
Story: Fixed a bug where the AI/NPCs tried to run through a locked door. (BugID 6228)
Story: Removed objective marker from Lobot. (BugID 7025)
Story: Adding an extra door unlock to let Lobot into computer room.
Story: Fixed an opening door fix that caused an Imperial to get stuck at the top of the level. This made it impossible to complete the objective to kill all remaining Imperials. (BugID 7268)
Small changes to nav mesh and re-sized funnel to fix bug around the Acclamator.
Cato Neimoidia
Story: Fixed spawners on the "Secure the landing pad" objective.
Coruscant
Trailer: Updated to run with new script format. Ion Cannon changed to new model for final shot.
Dantooine
Story: Intro cutscene will now play correctly.
Story: Will no longer fail with villager death.
Fix to level not working.
New ion cannon. Fix for windmills.
Updated and fixed the Ion Cannon.
Dathomir
Story: Fixed QA assert when in the Nightsister cloning room. (BugID 7085)
Story: Door in control room remains closed until needed.
Story: Sith Witch is being released on a timer. Shara guides player. Enemy ships in shipyard.
Doors are the right way round now.
Desolation Station
Story: Fixed a crash when activating the Ion Cannon controls. Removed the Ion Cannon altogether. (BugID 6181)
Story: Stolen Tie Fighters are no longer invincible, instead warnings/failure messages have been introduced for destroying them.
Story: Fixed Wookiee idle animations.
Instant Action: Fixed a bug where spawning on the CIS Frigate would automatically set the camera to the fly cam. (Bug ID 5859)
Droid Control Ship
Changed vehicle spawners to actual vehicle props to allow vehicles to appear in Freeplay mode.
Endor
Changes to nav mesh, 16 player map, funnel, bombing splines, patrol zones etc.
Changed spawner locations, funnel size, bombing and landing splines; Taken out strafing splines.
Added strafing splines and tweaked landing splines and vehicles in the Death Star.
Hoth
Fixed non-capturable control points. (BugID 7593)
Updates and bugfixes including auto-land splines and volumes. Also been balancing flying vehicles.
Fixed Rebel transport going out of the battlefront. (BugID 7067)
Story: Added teamkill functionality. Added fail condition to first bonus objective. Tweaked turret damage.
Fixed a bug where turret guns had no cross-hairs. (Bug ID 6741)
Stopped player from being able to steer the Ion Cannon.
Mustafar
New Ion Cannons. Moved Ion Cannon consoles to a more neutral junction.
Heroes VS Villains: Added ammo and health droids. (BugID 7037)
Story: Re-enabled teamkills.
Tatooine
Fixed spawning on base issue, ATRT, X-Wing, Imperial flying ships spawning issues. (BugID 7461, 7536, 7592)
Lighting turned on.
Added billboards, lod ships and moving ships to the background.
New Ion Cannon.
Tatooine Training
Some general bug fixes, Rancor fades out correctly now, speeder bike destruction is reset.
Fix for spawners not deleting properly causing a bad framerate.
Added intro cutscene. Data change only.
Latest setup.
New speeder bikes.
Yavin
Changed Ion Cannon. Moved some control points.
Conquest: Updated splines. (BugID 7133)
Story: Fix for losing the crosshair graphic when using turrets.
Weapons
Fix for Ferroda's lightsaber
Weapon strike attacks no longer affect vehicles. This will stop players being able to blow up ships just by using their melee attack. (BugID 6782)
Ugnaught disruptor pistol guninfo manager entry renamed. Resolves crash bug loading Cloud City Hunt. (BugID 7029)
Fixed position of Boba and Jango's first person rocket.
Fixed bug: "When the player jump and spins and then tries to lock onto an enemy, gets their crosshair forced away from the enemy." (BugID 5491)
Fixed bug: "If the player rapidly turns while shooting, (s)he will not be able to aim at enemies." (BugID 4950)
Fixed bug: "Can't fire weapons properly after using fixed guns." (BugID 245)
Changed muzzle flash of Rebel minigun from blue to red to fix a bug.
Fixed Rebel minigun overheating issue. (BugID 6939)
Added dual lightsabers for Grievous, Sith Witch and Asajj Ventress.
Removed a bug that prevented Grievous from toggling his lightsaber.
Added the Ewok Rock to the character and enabled the Ewok to have both primary and secondary weapons.
Ewok characters now melee attack with their spears when you press fire, and throw stones which will apply damage on first contact only and disappear after a set period of time.
Added third person Sorosuub fusion cutter.
Lots of damage balancing changes.
Vehicles/Turrets
Added randomness to the Hailfire spiraling rockets.
Fixed incorrect steering of ion beams for the Ion Cannons.
Fixed Ion Cannon running out of ammo for player.
Made flying vehicles spiral if hit by a lucky shot.
Fix for a crash when a vehicle, with a remote prop attached, is destroyed as the remote gun is firing.
Further updates to walking vehicle handling and cameras.
Fixed remote guns shooting themselves.
AI
Fixes for the speeds of Ugnaughts, Ewoks and Jawas.
Made NPCs occasionally throw grenades at single characters, if they are at great enough range.
Walk/RunToPointAndAlign fixed.
Gestures supported - squads only. Four gestures included - MoveTo, OnLeader, HasTarget, TakeCover.
Fixed a crash where AI landing caused the landing pad to be destroyed.
Fixed an issue so that on a checkpoint restart flying AI on scripted splines don't fall from the sky.
Player/Camera
Player can no longer break out of reload to throw a grenade. Fixes problems with placement of gun and reloading ammo without playing reload anim. (BugID 7433, 6746, 4628)
Fixed passenger invisible cams on LAAT.
Further updates to walking vehicle handling and cameras.
Changed unlock button to add all possible map, game mode, era, map size combinations to the level rotation list to R3.
Altered code to stop hitreacts constantly triggering.
Fixed a problem when on a checkpoint load the player lost control of a vehicle if he was inside one.
Targeting range is now based upon an exact distance from prop bounding sphere as opposed to the distance to target scaled.
HUD/Menu
Fixed the capital ships showing their health bars in the ship hangars. (BugID 6669)
Fixed a bug with the distances displayed on the command post which was causing them to display with the incorrect colour.
Fixed the corrupted Single Player Menu.
Iron sight lock-on will now counteract the player's turn inputs instead of allowing free movement.
Changed the default reticule (unrelated to the revised reticules for the next milestone)
Awareness arrows now use artist-made arrows in addition to debug lines.
Improved player awareness arrows by better looking up turrets, VBF weapons and flying vehicles.
Stopped camera oddities with the player view when using the gun on a LAAT and the laser not being aligned with the reticle. (BugID 4907 and 2562)
Network
Clients no longer crash when the host selects a character and spawns into the game. (BugID 6710)
Clients will now be told they are leaving the battlefield and will ultimately kill them if they don't return after the allotted time. Previously client users had no Battlefront limit on ground maps. (BugID 6086)
Clients will no longer default to Freeplay game mode when joining a game. This caused a crash on the server due to them not being assigned to a team. (BugID 6708, 7318, 7319)
Fixed problem when searching for servers in the lobby.
Sound
Updated sound resfiles and events including walkers and gun sounds. (assets included in next build)
Added sounds for e.g. grenades landing on the ground and hover turrets deploying.
Optimisations Completed:
Some PS3 specific and some generic shader optimisations made
Some unneccessary branches/function calls removed from inner rendering loop
Cached some rendering flags and variables
Some physics optimisations
Replaced our internal sleep system with Havok-based one
Tuned some physics parameters
Fix for constant mutex lock/unlock problem with physics thread waiting for next task (next frame)
Cache the body's gameprop instead of getting it repeatedly
Some gameplay optimisations
Store part and offset indices in vehicles instead of looking them up
AI selecting a vehicle was doing some expensive route finding it didn't need to do
Timesliced AI teleporting
Removed lots of unneccessary component lookups
Removed NavMeshObstacleComponent as it has been replaced
Cached spawner position in loop
Cache values to avoid expensive calls in ::onContact
CDispenserProp Timeslicing now functions correctly
Removed unneccesary check on both props for checking vis in the vistablemgr
Linetest length for aiming reduced to 0.5km from 1.0km
Optimisations Planned:
GUI page manager to tick active pages only when necessary
Investigate restructuring foliage
Investigate changing to better terrain algorithm
Further work on physics optimisations
HUD shader caching
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 
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
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 
Roll forwards
Hold B+ LS 
Roll back
Hold B+ LS 
Roll left
Hold B+ LS 
Roll right
D-pad 
Accept (Hero offer)
D-pad 
Change camera
D-pad 
Cycle secondary weapon
D-pad 
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 
Overhead
Hold RT + RS 
Spin Left
Hold RT + RS 
Spin Right
Hold RT + RS 
Slash Right
Hold RT + RS 
Slash Left
Hold RT + RS 
Upper Left
Hold RT + RS 
Upper Right
RB
fire secondary, hold to cook grenade
LB
Player awareness
LS 
Walk/run, click down stick to sprint (toggle)
LS 
Walk backwards
LS 
Strafe left
LS 
Strafe right
Hold RS in
Zoom
RS 
Look up
RS 
Look down
RS 
Turn Left
RS 
Turn right
X
Block (Toggle)
Y
Reload weapon, hold down to use/exit/enter
A
Jump
Hold A + RS 
Jump Attack
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 
Change camera
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)
Hold RT + RS 
Overhead
Hold RT + RS 
Spin Left
Hold RT + RS 
Spin Right
Hold RT + RS 
Slash Right
Hold RT + RS 
Slash Left
Hold RT + RS 
Upper Left
Hold RT + RS 
Upper Right
RB
Use Force
LB
Player awareness
LS 
Walk/run, click down stick to sprint (toggle)
LS 
Walk backwards
LS 
Strafe left
LS 
Strafe right
Hold RS in
Zoom
RS 
Look up
RS 
Look down
RS 
Turn Left
RS 
Turn right
X
Block (Toggle)
Y
Use/Activate
A
Jump
Hold A + RS 
Jump Attack
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 
Change camera
D-pad 
Cycle Force Powers
D-pad 
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 
Accelerate
LS 
Brake/Reverse
LS 
Strafe left
LS 
Strafe right
Hold RS in
Look Behind
RS 
Look up
RS 
Look down
RS 
Turn Left
RS 
Turn right
X
Not used
Y
Enter/Exit
A
Switch seats
B
Not used
D-pad 
None
D-pad 
Change camera
D-pad 
None
D-pad 
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 
Increase throttle
LS 
Decrease throttle
LS 
Yaw left
LS 
Yaw right
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)
D-pad 
Change camera
D-pad 
None
D-pad 
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 have been revised since 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.
Appendix C: MS25 Art Release Notes
Acclamator
Priority A Tasks
Removed consoles along the wall of upper desk of escape pod room.
Enabled Red, Green colour change around escape pod doors.
Checked ceiling height above stairs throughout so player will avoid hitting head when jumping
Created hanging prop and gantry + ability to hold AT-TE.
Added observation room on opposite wall with ability for characters to walk back and forth.
Added more props in the AT-TE room.
Added electricity to generator equipment.
Animated control panels through the ship
Priority B Tasks
Added contrast to hanger walls, more materials; break up with repeated pillar structure from far wall.
Added AT-TE to escape pod room background, remove one leg, add particles.
Altered thick, red lines on floor in escape pod room so that they only up to each set of stairs.
Adjusted floor panel in front of hanger to corridor doors.
Broke up ceiling with a repeatable pattern.
Enhanced hanger floor.
Cato Nemoidia
Priority A Tasks
Reduced layers of alpha texture and replace with volumetric fog.
Added two holes going into front trench at either end of the hammock.
Modified city turret positions to make sure they sit better with the textures.
Saved out small, thin antennae out as a prop, also make as destructible.
Removed bush outside back of citadel and add new “arty” statue outside back of citadel.
Added colour to squares and circles in the pattern on the large circular glass window.
Generally lowered resolution of textures on external environment.
Reduced height of wall feature beneath bridge to 1m.
Priority B Tasks
Lowered back wall of the landing pad behind citadel.
Removed ground texture circles cutting into wall of landing pad behind citadel.
Revisited brown, sandy texture of steps around landing pad + flat silver of step front.
Standardised all steps in Cato with lights on front, non-slip strip on top, boarder around floor.
Toned down specular on trees.
Balanced colours of red curtains in throne room.
Removed gravel effect from outside ground texture and reduce texture size.
Removed all flat-poly, red curtains from hall outside throne room.
Add gold trim to floor edge in bridge corridor.
Adjust bridge corridor wall panels.
CIS Cruiser
Priority A Tasks
Removed dome-like trash-cans from the main hanger.
Flashing UV lights on the hanger floor.
Revisited collisions.
Revisited floor texture in jetpack room.
Revisited floor texture in reactor room.
Retextured back wall of the bridge.
Cut out unnecessary, random machinery in the back wall of the bridge and replace with pipe work.
Addressed Z-fighting on arch door in escape pod room
Modelled some lights into ramp leading down to hanger plus add some piping to wall
Added big pipe with lighting along the wall of the curvy corridor
Priority B Tasks
Added girders into the recesses of the hanger ceiling.
Made a general adjustment to specular on corridor floors.
Finished all ceiling pipes properly into walls.
Removed display screen in escape pod rooms
Damaged Star Destroyer
Priority A Tasks
Reactor Bridge twisted in alternate directions.
Area on far side of the generator lit up with fire.
Widened gap in railing in room before generator.
For wall damage in the hanger; eliminated diagonal cuts, cut along the seam.
Added more wreckage in the hanger to deter the player from landing far from the door.
Priority B Tasks
Swapped out “trombone” texture from walls for real pipes in corridor leading up to bridge.
Removed floor panels along Reactor Bridge.
All lights in room before generator dirtied up.
Removed red/white light fixtures in main SD Phase 4, replace with flat red panel light.
Dathomir
Priority A Tasks
Added light-emitting props on landing pad.
Raised height of initial caves so that a trooper can jump.
Pond in the middles of Rancor cave has new shader applied.
General collision revisit.
Added slider polys around steam-emitting vents in control room.
On control room balcony, moved consoles to allow shooting down into room below.
Removed room that previously housed AT-ATs + scaffolding.
Priority B Tasks
Rock formations in cave before Rancor added to the initial battle cave.
Beam shader applied to cracks in cave roof + cracks need to look more like.
Added more bones to Rancor cave.
Added temporary-looking light props to the room at the end of Sith witch cave, before base entrance.
Material contrast throughout control room.
For main display in control room; scan lines made fainter, slower and less frequent.
For stairs leading up to control room balcony; scaled in pillars that obscure lights + adjust disappearing wall textures.
In the split-level room with turbine windows;
In the split-level room with turbine windows;
Lowered power crystal in clone room + thicken cables.
Broke up tiled textures in clone.
Added geometry around canopy + on-going work with terrain.
Added flashing lights to aerials on top of tower structure.
Endor
Priority A Tasks
When standing on bunker landing pad; removed trees to allow clear view of lake and dish.
Created orientation props.
Created cover points along bunker corridor by cutting into pipes.
Priority B Tasks
Added light blocker inside bunker door.
Added light source above steps in bunker, plus small lights on the front of each step.
Tiled the bunker corridor floor.
Adjustments made to door from bunker to generator.
Notes
There is currently an issue where foliage is growing in too late. This will be fixed with the scene volumes set-up. Foliage around tree bases will be revisited when the scene volumes are working to get maximum coverage of tree bases.
Lake edging on the rock face geometry has been replaced with terrain to enable a smoother join.
Imperial Shipyard
Priority A Tasks
Removed the grating between second to last and final floor at the top of the core.
Addressed Z-fighting on exterior.
Animated UV running along inside of initial corridor.
Cleared entrance of debris to make a clear hole.
Removed first two vertical beams and first horizontal beam + move back next large horizontal beam.
Removed dead-end of initial corridor, add a curved corner and signpost with lights.
Added shield to prevent player form flying upwards initially when entering the core.
Priority B Tasks
Red/Blue lights on external antennae are now blinking.
Revisited lighting on exterior Art Rob Steptoe Pending.
Established playable area with designer and remove geometry/textures in unseen area.
Added more colour contrast on pipes of initial corridor.
Tributary Beam
Priority A Tasks
Fixed ship exterior intersecting with
Added barriers to red frame in lower hanger level to prevent the player from entering
Removed giant screw from containers in lower hanger, roughen up and check Aurebesh
Curved corridor away from holo room; took away panelling, added pipework and removed console
Dulled down green step lighting in generator room
New console for Trib Beam firing
Priority B Tasks
Hanger walls, modified the pillars with standard imperial slanted bases
Added strip lighting running the entire length of the hanger – guiding player to lower level
Strengthened spotlights casting on hanger floor
Continued hanger strip lights on the lower level and down the corridor to the holo room
Lowered hanger section; add fluorescent lighters around the top of the surrounding wall
Holo room; illuminated projector units on the walls
Holo room; cut the detail on the front of the pillars further into them
Added smoke and dry ice coming from vents – burst release
Added a few more polys to the corridor leading the firing control room
In the corridor leading to he firing control room, replaced riveted panels with typical Death Star-style insets
Yavin
Priority A Tasks
New space skybox
Restricted mud ground texture to riverbed/side and get more moss/green texture throughout the level
Investigated alternate bark textures
Scaled up cover logs
Added statues
Added fallen head statues
Priority B Tasks
Broke up hanger floor with slabs, add Hoth-style gratings to add depth
Changed ceiling lights to “Death Star”-style hanger lights
Added some thick based trees
Priority C/Other Tasks
LCD in hanger – changed to death star debris reference
Revisited front of temple damage
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Category:I&T - Milestones