Milestone 24

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Roadmap=
==Milestone 24 - Monday, 21ˢᵗ April 2008==
Summary:
*Bug Crunch
*First Delivery of Level Art Phase 4
Content Detail:
*BF Basics - Starfighter General - Flight Physics - Lock on warning
*BF Basics - Jedi Melee - Melee vs Melee – Jump attack
*BF Basics - Soldier AI - AI Actions - Cover
*BF Basics - Soldier AI - AI Actions - Breaking AI patterns into states
*General Gameplay – Spawn Screen
Game Design (Multiplayer):
*Bespin Phase 3 – Conquest
**25 vs. 25 (of which a max of 16 per side are playable) is the largest number of characters we will support.
**All setups will be delivered equally to Phase 3 standard.
*Bespin Phase 3 - Hunt
**We will implement Ugnaughts and weapons functionality as per the game design.
*Bespin Phase 3 - Heroes vs. Villains
**We are aiming to get all 29 characters in, but not with all final behaviours.
*Yavin 4 Phase 3 – Conquest
**Will include currently agreed hero allocation
*Desolation Station / Death Star Construction Phase 3 – Conquest
*Dantooine Phase 3 – Conquest
*Dathomir Phase 3 – Conquest
*Kashyyyk Phase 3 – Conquest
*Dantooine Phase 3 – Hunt
**Gungan Booma and Disruptor Pistol will be implemented.
Gameplay Features (PC-only):
*BF Basics - Shooting - PC Vibration
**When the player shoots or gets hit - infantry, starfighters, ground vehicles and turrets
**When Jedi hit/swipe
**Slight vibe when sprinting or boosting in a vehicle
**1st-pass implementation, tweaked upon feedback.
*BF Basics - Starfighter General - Flight Physics - Lock on warning
**Lock-on indicator will be present as shown in mock-ups
**We are turning all heat-seaking missiles into homing missiles for simplicity as the distinction wasn't previously clear.
**Regarding a double lock-on, depending on the proximity of the second missile, the player will either avoid both or a second lock-on warning will kick in after the initial missile has been avoided.
**The communication that a missile has been avoided will be that the lock-on indicator disengages and depending on the orientation of the player, they will see the missile go past.
***Note - Currently when in splitscreen mode there is an overlap of the lock-on warning.
*BF Basics - Jedi Melee - Melee vs Melee – Jump attack
**Feels powerful and can be used effectively
**Can be blocked
**Can be used in a double-jump
**Final damage dealt will be decided via playtesting
*BF Basics - Jedi Melee - Melee vs Infantry
**Player can attack single infantry without needing to be locked on, i.e. reduces forward momentum when attacking.
**Damage from lightsaber will extend beyond visual effect.
**Damage to Stormtroopers should be 1-swipe kill.
** We will experiment with longer combos.
*BF Basics - Soldier AI - AI Actions - Cover
**Further refinement
**Class-specific actions - verified in Yavin Conquest
**Animation Variety - verified in Yavin Conquest
***NOTE: Melee, Jedi, Heavy weapons classes across all factions will not take cover.
**Option to display cover volumes/props will be added to debug menu.
**Squads will use cover as much as possible, AI will use it according to threat assessment.
**AI can be flushed from cover.
**AI will remain in cover when no enemy is in sight if in ambush mode - triggered by designers.
*BF Basics - Soldier AI - AI Actions - Breaking AI patterns into states
**Further class-specific patterns, including Super Battle Droids, Snipers, etc.
**To validate, each of the classes will be on Tatooine as enemy and ally.
*General Gameplay – Jump Pack
**Dark Trooper will have jump pack behaviour
***This is a player-related deliverable and will be similar to the jump pack functionality in BF2.
**AI jetpack usage is a separate deliverable.
*General Gameplay – Cluster Grenades
**• Hero throws 1 grenade that splits into 3 upon first bounce.
*General Gameplay – Zam Wessell's Pistol
**Pistol will have "High Damage" and an "Exploding Shot"
*General Gameplay – Gungan uses Boomers
**Gungans can throw a Booma grenade which will explode with a modified ion canon effect.
**Will include animation, tracer and explosion FX/SFX
*General Gameplay – Instant Action – Stats
**Further stats to be added to previous implementation.
*General Gameplay – Spawn Screen
**Will reflect work done in mock-ups (excluding Hologram shader)
**Will include Spawn Screens for Conquest, Hunt, Heroes vs. Villains and Galactic Conquest(will be the same as the regular Conquest spawn screen).
*General Gameplay – Improvements to evasive moves
**Control will return to player before move finished
**U-turn will incorporate 720° turn for starfighters
**Controls for triggering it will be further investigated.
*General Gameplay – Improved bailing from flying vehicles
**Player should leap from vehicle instead of simply falling out.
**Will investigate the player inheriting some of the vehicle's velocity.
*General Gameplay – Turret improvements
**Will be easier for the player to take out starfighters
Art (Planet Levels):
*Endor - Phase 3
*Death Star (Tributary Beam part) - Phase 3
*Cato Neimoidia - Phase 3
*Dathomir - Phase 3
*Yavin 4 - Phase 3
*Old Imperial Shipyard - Phase 3
*Tatooine - Phase 4
**Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
*Hoth - Phase 4
**Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
*Coruscant - Phase 4
**Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
*Bespin - Phase 4
**Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
*Desolation Station / Death Star Construction - Phase 4
**Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
*Droid Control Ship - Phase 4
**Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
*Star Destroyer - Phase 4
**Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
*Nebulon-B - Phase 4
**Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
*Interdictor - Phase 4
**Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
Art (Weapons):
*Ugnaught Mini-Arc Cutter
*Republic Rocket Launcher
Production:
*Distributed automated load testing of the nightly build with screenshots
*Deliver Xbox 360 Builds
**NTSC
**PAL
*Deliver PS3 Builds
**NTSC
**PAL
*Bug Crunch
**Aim for closure of 800 bugs prioritising As and B1s
|-|Roadmap/PC=
==Milestone 12 - Monday, 21ˢᵗ April 2008==
Summary:
*Focus on Bug Fixing
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 15 - Monday, 21ˢᵗ April 2008==
Summary:
*Additional Levels Running at 20fps
*First Pass At Jedi Combat
Gameplay Features (Miscellaneous):
*BF Basics - Wii-Specific Controls - Turrets
**revisions based on playtesting
*First-pass at jedi combat
*Ships rolling on Nunchuk or Wii Remote
**based on playtesting
Art:
*Tatooine - Phase 3 Preview
*Coruscant - Phase 3 Preview
*Bespin - Phase 3 Preview
*Star Destroyer - Phase 3 Preview
*Interdictor - Phase 3 Preview
*Nebulon B - Phase 3 Preview
Technical (General):
*Additional levels running @ 20fps
**Desolation, Hoth, Dathomir, Bespin + all capital ship-only levels.
**Stretch Goals - Dantooine, Kashyyyk
*Detail Geoms demonstrated on Endor trees
*Artificial horizon added to reticule in space
Production:
*Deliver Wii Build
|-|Release Notes=
==BF3: April MS24 Release Notes==
Hardware Prerequisites
XBOX 360
FLASH 6683
XDK 6534.4
This is unchanged from the previous milestone.
Note: In order to play the game on XBOX360, each player now needs to sign in with separate profile to be able to play in splitscreen.
PLAYSTATION 3
SDK 2.1.0
Target Manager 2.10.1.8.0
 
This is unchanged from the previous milestone.
Note: It is not possible to downgrade back to 1.9.0 once the update has been applied.
Note: All SDK related programs/firmware should be at 2.1.0 for the February 08 Milestone. It may be necessary after the upgrade to re-apply the settings in target manager to give the executable its custom stack size.
WII
Firmware 33.4.16
SDK 3.1 Patch 4
Note: This is an upgrade 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)
Can play through Story mode from beginning to end
Tatooine
Art – (Phase 4) – NEW
Reflects changes discussed in recent Story Scrub and Phase 4 Art meetings.
Story – Phase 3
Training (Phase 3)
Assault (Phase 3)
Heroes vs. Villains (Phase 3)
Hunt (Phase 3)
Conquest (Phase 3)
Wii art conversion (Phase 4) – NEW
Coruscant
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Story (Phase 3)
Conquest (Phase 3)
Heroes vs. Villains (Phase 3)
Wii art conversion (Phase 4) – NEW
Bespin
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Splitscreen VBF
Conquest (Phase 3) – NEW
25 vs. 25 (of which a max of 16 per side are playable) is the largest number of characters supported
All setups delivered equally to Phase 3 standard.
Story (Phase 3)
Hunt (Phase 3) – NEW
Ugnaughts and weapons functionality implemented as per the game design.
Heroes vs. Villains (Phase 3) – NEW
All characters are included in the character select screen with the correct loadouts but no additional work has been done specifically on their special weapon behaviours
Wii art conversion (Phase 4) – NEW
Endor
Art (Phase 3) – NEW
Story (Phase 3)
Splitscreen VBF
Conquest (Phase 3)
Heroes vs. Villains (Phase 3)
Hunt (Phase 3)
Assault (Phase 2)
Wii art conversion
Kashyyyk
Art (Phase 2)
Splitscreen VBF
Story (Phase 3)
Multiplayer (Phase 1)
Conquest (Phase 3) – NEW
Hunt (Phase 2)
Wii art conversion
CIS Munificent (frigate) – (in Tatooine Conquest)
Art (Phase 2)
Wii art conversion
Dathomir
Story (Phase 3)
Art (Phase 3) – NEW
Shipyard (Phase 3) – NEW
Multiplayer (Phase 1)
Conquest (Phase 3) – NEW
Wii art conversion
Splitscreen VBF
Shipyard Wii art conversion
Yavin IV
Art (Phase 3) – NEW
Splitscreen VBF
Story (Phase 3)
Conquest (Phase 3) – NEW
Includes currently agreed hero allocation:
Republic – Anakin Skywalker, Tarfful
CIS – Asajj Ventress, Zam Wessel
Rebellion – Luke (Pilot), Leia
Empire – Sith Witch, Red Guard
Reb Nebulon exterior
Wii art conversion
Hoth
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Splitscreen VBF
Story (Phase 3)
Conquest (Phase 3)
Assault
Wii art conversion
Mustafar
Art (Phase 3)
Story (Phase 3)
Splitscreen VBF
Conquest (Phase 3)
Wii art conversion
Heroes vs. Villains (Phase 3)
CIS Cruiser
Art (Phase 3)
Conquest
Wii art conversion
Cato Neimodia
Art (Phase 3) – NEW
Splitscreen VBF
Story (Phase 3)
Conquest (Phase 3)
Wii art conversion
Note: The “Clear the area of all enemies” objective may sometimes appear to not complete after you have taken out all infantry units. This can be due to an infantry AI piloting a tank. It is necessary to locate the tank and destroy it and its pilot to clear the objective. This will be addressed in future builds.
Desolation Station / Death Star Construction
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Story (Phase 3)
Conquest (Phase 3) – NEW
Wii art conversion
Death Star (Tributary Beam part)
Art (Phase 3) – NEW
Wii art conversion
Dantooine
Art (Phase 3)
Splitscreen VBF
Story (Phase 3)
Multiplayer (Phase 1)
Conquest (Phase 3) – NEW
Hunt (Phase 3) – NEW
Gungan Boobmba and arc-cutter implemented
Wii art conversion
Droid Control Ship
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Wii art conversion
Death Star 2 (End of Endor)
Art (Phase 3)
Wii art conversion
Reb. Mon Calamari Cruiser
Art - Fully modelled exterior
Nebulon B Frigate
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Wii art conversion (Phase 4) – NEW
Republic Frigate – Acclamator II
Art (Phase 2)
Wii art conversion
Interdictor (Imperial Medium Ship)
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Wii art conversion (Phase 4) – NEW
Republic Cruiser (Venator Class)
Art – Fully modelled exterior
Star Destroyer
Wii art conversion (Phase 4) – NEW
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Code
BF BASICS
Shooting – PC Vibration
When the player shoots or gets hit - infantry, starfighters, ground vehicles and turrets
When Jedi hit/swipe
Slight vibe when sprinting or boosting in a vehicle
1st-pass implementation, tweaked upon feedback
Starfighter General – Flight Physics – Lock On Warning
Lock-on indicator present as shown in mock-ups
We have turned all heat-seeking missiles into homing missiles for simplicity as the distinction wasn't previously clear
Missile avoidance is communicated by the lock-on indicator disengaging and, depending on the orientation of the player, the missile going past
Jedi Melee – Melee vs Melee – Jump Attack
Feels powerful and can be used effectively
Can be blocked
Can be used in a double-jump
Jedi Melee – Melee vs Infantry
Player can attack single infantry without needing to be locked on, i.e. reduces forward momentum when attacking
Damage from lightsaber will extend beyond visual effect
Damage to stormtroopers should be 1 swipe kill
Soldier AI – AI Actions – Cover
Further refinement
Class-specific actions
Details of behaviours at the end of this document.
Animation Variety
To be demonstrated on testroom_AI
Option to display cover volumes/props has been added to debug menu
Soldier AI – AI Actions – Breaking AI patterns into states
Further class-specific patterns, incl. Super Battledroids, Snipers, etc.
Details of behaviours at the end of this document.
To validate, each of the classes will be on Tatooine as enemy and ally
General Gameplay
Jump Pack
Dark Trooper has jump pack behaviour
This is a player-related deliverable and will be similar to the jump pack functionality in BF2
AI jetpack usage is a separate deliverable
Cluster Grenades
Hero throws 1 grenade that splits into 3 upon first bounce
Zam Wessel’s pistol shot
Pistol now features high damage and an results in an exploding shot
Gungans use a Boomba
Gungans throw a Boomba grenade which explodes with a modified ion canon effect
Includes animation, tracer and explosion FX/SFX
Instant Action – Stats
Further stats to be added to previous implementation.
Complete list:
Kill
Deaths
Suicides
Headshots
Time Spent Alive
Shortest Time Alive
Longest Time Alive
Time Spent Crouching
Time Spent At Turret
Time Spent Walking
Time Spent In Vehicle
Distance Walked
Distance Driven
Escape Pod Trips
Total Star Points
Best Score
Capital Ships Destroyed
Vehicle Destroyed
Fighters Destroyed
Command Posts Captured
Frigate Components Destroyed
Consoles Destroyed
Escape Pods Destroyed
Turret Kills
Games Played
Times played as CIS
Times played as Republic
Times played as Empire
Times played as Rebel
Best Kill Streak
Wins
Losses
Draws
Best Team Score – NEW
Biggest Win Margin – NEW
Worst Defeat Margin – NEW
Evasive Manouvers Performed – NEW
Favourite Map – NEW
Favourite Class – NEW
Spawn Screen
Reflects work done in mock-ups
Includes Spawn Screens for Conquest, Hunt, Heroes vs. Villains and Galactic Conquest (are the same as the regular Conquest spawn screen)
Improvements to evasive moves
Control returns to player before move finished
U-turn incorporates 720° turn for starfighters
Improved bailing from flying vehicles
Player leaps from vehicle instead of simply falling out
Player inherits some of the movement velocity of the vehicle when bailing.
Turret improvements
Easier for the player to take out starfighters
XBOX 360
Bug fixing
PLAYSTATION 3
Several memory optimizations allowing for fewer out of memory crashes
Split screen and LAN working with minimal testing
More levels load in Galactic Conquest mode
WII
Wii Specific controls for turrets
Aim – Analogue stick
Zoom – Rotate remote L/R
Fire - B
First pass at Jedi combat
Ships rolling on Nunchuk / Wii Remote
Additional levels running @ 20fps
Desolation
Hoth
Dathomir
Bespin
All capital ship-only levels
Dantooine
Kashyyyk
Detail Geoms demonstrated on Endor trees
Artificial horizon added to reticule in space
Note: Benchmark settings for Wii FPS validation are
Select Level, Conquest, Clone wars era (if available), Medium map size
Bring up conquest game settings and increase NPCs to 16 per side
Launch game
PC
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 (ep3)
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 - NEW
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 – NEW
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
Some story cut scenes don't play properly (eg Tatooine), but this won’t interfere with the playing of the level itself
There is a problem with Kashyyyk involving inappropriate display of textures
An issue with cube map conversion which makes some of the skies look somewhat gradiated
The physics can be 'slippery' - characters have a little trouble going up steep slopes if they are walking slowly
XBOX 360
Skinned characters are missing in cutscenes
Memory is still tight – Loading / playing several levels will result in running out of memory. We are investigating if it's a memory leak or just memory fragmentation
Famerate is generally low (5 fps)
HDR is too intense
Texture streaming is slow and not loading all high res textures
Splitscreen shadows are broken
When going from in-game to frontend, streaming out level textures isn't done early enough which affects the frontend’s loading of the titlescreen background textures.
The rumbling/pad vibration doesn't work on Xbox 360 in this milestone.
WII
Removed "Large"/"50 players" map size as there are never more than 32 players on Wii
Removed environmental mapping from backgrounds until it can be done more accurately
When offscreen NPCs now float along on the nav mesh (as part of some offscreen movement otimisation). Because this doesn't always hug the ground, sometimes NPCs are floating in the air when they come back on screen
Most story levels fail at some point due of a lack of memory
You spawn under Kashyyyk because of design changes not reflected in Wii assets
PC
Optimisations / Fixes / General Commits Completed:
General
Made changes so the current sub objective is cleared when the level is restarted from the menu.
Made profile stats save every time a new objective is set.
Added an event for teams winning a game to the game modes.
Adjusted levels to the updated AI system.
Added fade from black to cutscene to the starts of the levels.
Changed Galactic Conquest: ending a match now results on a loss.
Space Only gamemode can be selected for Yavin, Coruscant and Desolation Station.
Cutscenes are now streamed, and physics is properly paused during cutscenes.
Changed the atmosphere. It now fades out at the horizon as viewer's altitude increases, and the atmosphere is added to the outer terrain instead. (BugID 1566)
Fixed the objectives failing repeatedly in Story mode thus getting the game stuck.
Fixed several issues on checkpoint loading.
Fixed vehicle slot layout on most levels.
Fixed players and NPCs becoming invisible after cutscenes.
Fixed a number of cutscene crashes related to lighting, sound, fade-from-black.
Fixed a problem where moving from a level to the next caused a crash when the first had a lightsaber in a cutscene.
Fixed a crash that may occur when applying the Cato planetary bonus in Galactic Conquest.
Fixed zones on several levels to avoid crashes.
Fixed sky artifacts. (BugID 3513)
Fixed an issue where a checkpoint restart failed when the save was done when using the ion cannon.
Fixed checkpoint save while no objective indicators were visible.
Fixed bugs. (BugID 4177, 4176, 4134.)
Fixes horizontal portal for capital ships. (BugID 2177, 3920 )
Bespin
New scene descriptors.
Added sentry guns and controls to clone era frigates.
Set frigate backgrounds to appear in Conquest only.
Fixed Lobot running to points problem.
Fixed placement of 16-player mode spawners.
Fixed landing splines and death volumes.
Fixed AI orders to work with the new system.
Fixed character list.
Fixed Darktrooper spawns.
Fixed strings and objectives.
Fixed broken leaving area trigger.
Fixed playable area triggers.
Fixed spawner locations.
Fixed nav in lower corridor.
Fixed leaving playable area trigger on gas platform.
Fixed archway spawners problem.
Fixed the way that the death count of the dark troopers is done so it doesn't end too early.
Fixed cutscene offset.
Cato Neimoidia
Turrets can now explode so mission can be completed.
Fixed strings and objectives.
Bug fixes.
Coruscant
New scene descriptors.
Security turrets operational.
Death triggers around the city expanded.
Changed small death triggers to one giant one under the city - should prevent gaps being exploited.
New AI functionality used.
AI killing staggered to be less intensive at final ground objective.
Fixed vehicle slot layout.
Fixed strings and objectives.
Physics blockers added - stop vehicles driving up ramps/indoors.
Grievous removed due to broken animation.
Updated signposting for cruiser missions.
Fix for Yoda not having a lightsaber in Story mode.
Dantooine
Use the new AI system.
Updated vehicle slots to new style.
Talking heads updated.
Fixed strings and objectives.
Updated nav, triggers, spawners, prop positions. (BugID 4177, 4176)
Fixed cutscene related bug. (BugID 3877)
Added death trigger to solve issus. (BugID 1584)
Fixed Venator naming problem. (BugID 4097)
Dathomir
Added new props to Shipyard.
Cutscene now works.
Added slow door closing mechanism.
Door grinding added.
Moved spawn points out of props.
Fixed cover collision bug.
Fixed Y-Wing bug.
Fixed running into wall bug.
Desolation Station
New scene descriptor.
Using new vehicle slot layout.
Endor
Altered command post and player spawner positions.
Using new vehicle slots.
Added Jet Pack jump splines.
New AI implemented to hold snipers in trees (fix bonus objective) and try to stop the Ewoks/guards charging off.
Hunt now has more selectable Ewoks from the menu.
Pulled nav out round Ewok village.
Changed Endor Conquest Setup.
Fixed Interdictor remote turrets.
Fixed strings and objectives.
Fixed detail geoms.
Frigates
Taken escape pod buttons out of space maps.
Added code for having interior guns on cruiser controlled form a console. (and the turret itself)
Added continuous spark special effect for Shipyard doors.
Added blockers to frigate hangars to stop characters from exiting the ship.
Star Destroyer: Added health and HUD to reactor.
Hoth
Removed skybox artifacts (BugID 3513)
Hoth infantry turret using redone model with gibs.
Added open rear hangar doors.
New ion cannon in right place, adding vistables to turrets and adding atst grouping prop for use in script.
Making pickups visible.
Made ties invisible at level end to prevent confusion.
Added HUD icon for reactor core.
Adding X1, snow troopers, and Shara to Story mode.
Made the turret more powerful.
Added vehicle blockers and making space flight funnel bigger in Story mode.
Hoth LDR cubemap is now compressed.
Removed door triggers.
Fixed team numbering.
Fixes to strings and objectives.
Fixed ion cannon .
Fix to Hoth not going onto the next level on completion.
Fixed crash at level completion.
Fixed vehicle slot layout.
Fixed debris position.
Kashyyyk
Latest setup, new terrain and background.
Changed Kashyyyk setup to fit new terrain.
Added ground vehicles to Galactic Civil War Era.
Tied in command posts with vehicle spawners.
Changed escape pod splines.
Changed cannon and turret positions.
Added damage triggers.
Fixed vehicle slot layout.
Fixed navmesh on Kashyyyk.
Mustafar
Changed spawner positions.
Changed escape pod splines.
Changed cannon positions.
Added cover props to level.
Removed death trigger on bridge.
Fixed vehicle slot layout.
Fixed Ion Cannon.
Tatooine
Droid army added to the start of Story mode.
Reduced funnel size.
Fixed the naming of the shield generator console.
Fixed a cutscene related crash.
Added sniper points to Conquest mode.
Made the Acclamator reactor use the correct shield prop.
Fixed for the era flags not being present on the frigate interiors.
Latest NPC setup for Story.
Marching droid AI.
Tatooine Training
Fixed X1 take off at the beginning of training not working correctly. Ships now take off straight away.
Fixed bug swapping weapons.
Yavin
Fixed using the wrong X2 in Story mode.
Fixed leaving playable area triggers inside the temple.
Fix landing pad leaving area trigger.
Fixed bonus obj: killing tie fighters on Story mode.
Changed heroes as they were the wrong way around (would prompt for tier 2 hero when it should prompt for tier 1 and vice versa).
Fixed cutscene props in Yavin intro cutscene.
Frigate interior game/mapmodes to save memory on Conquest mode.
Fixed vehicle slot layout.
Disabled bailing/exiting from X-wings for Story mode.
Turrets
Added manual zoom to remotes.
Fixed the muzzle flashes of the four barrel remote turret to be shown correctly now.
Made zoom modifications to auto turrets.
Updated Munificent wing turret movement.
Modified security turrets.
Added the new damageable/repairable turrets.
Slowed and widened CIS Cruiser guns.
Prevented the character animation component from playing the animation when a laser is fired from a remote. This fixes the problem where Leia was playing her fire animation every time the hover turret fired it's laser. (BugID 3819)
Weapons
Various Rebel weapon bullet/fx fix.
Added an clip size upgrade to all soldier blasters.
Made the default rifle more accurate.
Prevented weapon switches when the player is in a remote. (BugID 3634)
New Tusken Raider Rifle and allocated to the character.
New Ungnaught Arc Cutter and allocated to the character.
Added new Magnaguard weapon. (with new animmaps)
Added Ugnaught Hunt weapons.
Added new Gungan specific disruptor pistol template. (BugID 2845)
Added new animmaps for Han Solo and Leia's blasters.
Made the lightsaber/melee weapon collision test much more frame-rate-safe.
Fixed Yoda's lightsaber, it now also is smaller.
Fixed Kota's lightsaber's colour.
Changed default lightsaber length down to 1.0m. (to match Lucasarts official figures)
Extended the damage from the lightsaber beyond what is drawn.
Changed Kota and Sith Witch saber models in the stage.
Tweaked cluster grenades.
Added Durge and Dark Trooper cluster grenades.
Altered cluster grenades to fragment in air if timer runs out before colliding.
Cluster grenades timer tweaks.
Added green trail for boomba grenade.
Added new grenade explosion.
Made changes to prevent flicking to bind pose on first grenade throw.
Updated animation maps and gun state templates for melee weapons. Now uses appropriate grenade throwing animations. (BugID 2471 & 3461)
Fixed detpacks to not stick to people. (only vehicles or ground)
Reduced detpack throw distance.
Fixed a crash caused when detonating a detpack.
The CIS have inherited all the Rebel explosive weapon models. This includes the thermal detonators and proximity mines.
Durge minigun now has infinite ammo. (BugID 3320)
Added experimental mini-gun firing model. (Republic)
Fixed minigun overheat particle effect to update position correctly until killed, and effect is killed if the gun is deleted.
Re-added laser sliding to the miniguns.
Fixed cloaking sniper for the CIS.
Fixed cloaking in 3rd person for the Rebel sniper rifle.
The gun of the Assassin Droid now cloaks.
Tweaked the anti-vehicle gun.
Flak bullets must now reach a certain distance (and height) from a launch point before 'arming' - they will still do laser impact.
Rocket launcher reload speed increase.
Rocket launcher double rocket firing added.
Tweaked the single rocket: faster rate, tighter controls, only locks onto ground vehicles.
Added damage to all concussion missiles.
Tweaked sonic charge launcher.
Fix for CIS shotgun - first person.
Fix for CIS shotgun upgrade template.
Fix for CIS e5blaster - first person.
Fix for CIS e5blaster upgrade template.
Fix for CIS sniper rifle - first person.
Fix for Republic disruptor - first person.
Fix for Tusken rifle - third person
Fixed Durge Pistol - first person
Fixed CIS Arc Cutter - first person
Fixed cloaking of the rebel sniper in 1st person
Fixed gun cloaking of the Assassination droid in 3rd person
Fixed E3 blaster first and third person position.
Fixed SBD rocket&blaster first person position.
Fixed Imperial E11 Sniper rifle third person position.
Fixed Zam Wessel Sniper Rifle first person position.
Fixed Zam Wessel Pistol first person position.
Fixed Han Solo Blaster first person position.
Fix for Magnaguard's staff.
Magnaguard pistol - corrected muzzle flash.
Magnaguard pistol - correct bullets.
Magnaguard pistol - new gun position and rotation third person.
Fixed Tusken Raider rifle - first person.
Bowcaster - fixed.
Gaffistick - fixed and assigned to Tusken Melee.
Wookie Combat Staff - fixed. (now third person)
Imperial Forcepike - fixed to new scale.
Fixed Republic DC15 blaster rifle - third person.
Imperial forcepike fix.
Rebel shotgun fix.
Durge pistol fix.
Zam Wessel Sniper rifle zoom fix.
Rebel Shotgun fix.
Characters
Allowed the Gungan to throw grenades without having a primary weapon.
Improved jump pack behaviour.
Fixed problem of Magnaguard not playing ubiks.
Fixed Leia's legs appearing in first person view. (BugID 3616, 3620 & 2639)
Corrected Padme's load-out to bring this in-line with LEC design doc.
Implemented new 6 stage jump animations in first person. (BugID 3136, 3147 & 3102)
Fixed general Grievous's lightsaber position.
Fixed Padme's secondary weapon - allocated DC17.
Fixed Jango Fett's 3rd person posistion fix - new scale.
Assigned Jawa weapons. (Arc cutter/Jawa Blaster)
Fix for lod calculation for skinned characters now the same as for un-skinned, specifically related to zoom amount. (BugID 1311)
Fix for Droideka ragdoll crash.
Jedi can now be healed by health droids in Hero vs Villain.
NPC's that are shot in the head won't die anymore playing the death animation, but they will explode.
Fixed sniper characters becoming invisible when exiting a vehicle.
Updated in-game switch character (class) so that characters which are not loaded in the current level don't cause the current player character to disappear.
Included a reload/firing override. Previously we had a feature where the reload anim would be overridden by a fire command 43% through the animation and this was across the board for all weapons. This has now been reset.
Vehicles
Changed flying vehicle lerps.
Fixed fake rolls on Strike Bomber, X-Wing and Tie Interceptor.
Added a setting for vehicles to set a minimum distance from gun that bullets will funnel towards. This should help with restricting the aiming on vehicles such as the Rebel landspeeder from being able to shoot themselves where they currently can easily.
Fixed the aiming from its own turret, as has been happening on some of the tanks.
Added the Rebel Landspeeder to the debug menu.
Changed the behaviour of hover vehicles in their unsalvageable state (i.e. after they've flipped over beyond sensible bounds); Instead of the vehicle health being drained slowly (or not at all in godmode) with the rider stuck on it, the driver will fall out of the speeder and the speeder will explode after a set amount of seconds.
Fixed escape pod references for the various eras.
Fixed some bad behaviour of ships following landing splines (including player auto-land).
Fixed LAAT gun getting stuck.
Fixed Tauntaun and ATXR.
Changed deletion of abandoned vehicles: now does damage over time instead of deleting it right away.
Fixed vehicle dismount for Republic AT-RT.
Bug fix for invincible dead ships.
Made a spiral death with a random 15% chance of nicer particles.
Fixed the CIS Stap being able to climb all over buildings.
Stopped vehicles driving up ramps/indoors.
Stopped the vehicles from moving when the player switches to a hero, since the player was being dismounted and immediately run over by the still moving vehicle. (BugID 1454)
Updated flying vehicle damage state effects.
Player
Melee combat improvements.
Auto turning to face an opponent when you begin an attack.
Lock on code - will keep the same target unless you release the lock button. (before it would search for targets even if you had one)
Scaled the traversal derived from melee character animations.
Damage scaling results in Stormtroopers hit with a lightsaber to be killed in one swipe.
Improved Jump Attack.
Fixed shooting through the walls/characters problem.
Fixed bug with the logic for selecting which player/npc should be offered to be a hero vehicle.
Camera
Character camera collision now ignores other characters.
Test for terrain when searching for the room that the camera is in. (BugID 1408)
Changed manual zoom.
Change the camera so that when characters collide with each other it doesn't zoom forward.
Added new up down evade camera.
Fixed third person cloak and when the player is driving a vehicle.
Fixed coordinates in terrain height calculation for camera room lookup. (BugID 1408)
Turned off hover vehicles fading out when the camera gets too close, instead: improved the camera collision detection so it gets pushed into a position above the vehicle instead of right in the middle of it.
HUD
Altered the HUD element standard message class so that it doesn't cause the icons in the team score messages to appear huge.
Added clipping to the texture for the incoming missile HUD so that it is clipped to the correct screen in split screen mode.
Made sure texture clipping works for both screens, not just the top one in splitscreen.
Stopped the ship HUD/remote HUD from disappearing if you do a check point load (i.e. die in Story mode) whilst in a ship or on a remote.
Fixed the get out prompt for the Rebel landspeeder (BugID 3518)
Fixed a glitch with the command post capture on the point of interest HUD which causes it to display coloured for a frame when it is first being captured.
Amended the command post icons on the point of interest display so that they display the faction icon when they have been captured.
Fixed the respawn prompts, so that it will only try to add them for players. (it was trying to add them for NPCs which was causing crashes) (BugID 2911)
Sorted out the respawn in message to make sure that they only appear in the relevant modes, and if there is a delay until respawn. (BugID 3595)
Made sure the death respawn prompt is removed at the right time to make sure that the respawn in message displays correctly.
Made sure the objective indicators serialise upon check point reload to stop them from disappearing. (BugID 3591 and others)
Modified the stats gather functionality so that star points are only added in Instant Action and score display HUD so that it will only appear in Instant Action.
Changed the implementation for various sections of the hero manager; Heroes spawn directly, rather than going through a menu.
Fixed so that objectives and objective indicator work now on a checkpoint load.
Changed the health component so that it will only apply the health multiplier if it is doing a non-runtime load. This fixes problems in Story mode whereby the player was ending up with huge amounts of health after doing a few checkpoints. (BugID 3667, 3006)
Fixed the bonus objectives so that they will be immediately be displayed as new objectives.
Made sure that players and NPCs have consistent flags. Disabled the flags which allow players to appear as points of interest in single player mode.
Made a few corrections relating to the prop team colours and prop font colours, especially for the distances of objective indicators and command posts.
Fixed a bug with the overcharge health bar display which was causing it to draw too long in certain conditions.
Fixed the objective indicators not appearing for a specific type of remote turret. (BugID 3566)
Added HUD icons for:
CIS Disruptor Pistol;
CIS Static Charge Launcher;
Rebel Wookiee Combat Staff;
Healthpack.
Menu
Improved general menu handling.
Added level rotation feature. (only working now in single player)Fixed a problem with GameMode Options not being stored. Added some more faction related stats.
Fixed an issue with the dialog box where the name of the menu event callback function was not safely copied to the string buffer.
When the player activate the pause menu, all potentially active menus will be removed from the screen.
Resolved an issue where selecting "Back" option in the end of match score page incorrectly triggered the "Restart" event.
Now page back events will only trigger when there is a page to go back to.
Changed the stats functionality, so that the score will be displayed in any Instant Action mode (i.e. Conquest, Hunt, and Heroes vs Villains), however they will only affect session unlocks in Conquest mode. (BugID 4113)
Removed all unused menu items.
Rectified issues where some textures have not been freed when its menu is removed from screen.
Map Size is now selected when you choose a level, and only in Conquest Mode.
Spawn Menu
Auto-assign button is added to the faction select page.
When teams are imbalanced, the player will be automatically allocated to the team with less players if auto-assign is selected.
When teams are balanced, a random team will be assigned to the player.
Character screen
The class inventory panel now correctly retrieves all available weapons from the selected class template.
Made changes so an idle animation is being played back on the Character Select menu.
The character screen now display detailed character info including:
player overall rank (currently this is fixed to rookie, as overall rank is yet implemented);
class progress;
class attributes;
inventory item.
Galactic Conquest
Fixed an issue where the selected narrative was not correctly loaded when a scenario was previously selected.
Planet Manager now correctly resets all planet states when the player resign from a scenario.
Menu items for selecting scenario are now created on page load. This addresses the issue where menu items were not created when going back to the scenario page.
AI
Made bots able to die.
Added rule: only deflect blaster fire when trying to block. (Jedi)
Added a timer to the flying AI pilot state so they wait a period of time before doing subsequent evasive moves from missiles.
Don't do AI teleporting on 16 player maps.
Stopped AI getting stuck in this state.
The look around action can now take the base direction from the next nav waypoint.
Added check to review if target is dead.
Fixed "runnning" bug when told to walk.
Fixed the landing code so AI and autolanding should work.
New AI implemented to hold snipers in trees (fix bonus objective) and try to stop the Ewoks/guards charging off (easier to complete main objective 1 on Endor Story)
Last AI setup changes (used in Tatooine Story)
Changes to AI gun handling:
The fire mode is now configured per weapon, rather than per character;
The accuracy mode set by the AI state now overrides the character configuration, rather than vice versa;
The weapon selection now selects a weapon if none is held;
Setup sensible ranges for the BF sniper rifle template.
Network
Fixed a vehicle bug caused by swapping around in the seats before exiting in a net game.
Fixed Jedi force power crash over network.
Dedicated server will now auto-restart the game after 5 seconds.
Added a message sent by the server to invalidate a spawn when the command post you are spawning to is lost, otherwise the client won't be able to spawn in this scenario.
Fixed networked clients not dieing on a capital ship when it is destroyed.
Moved the session advertising to the end of the loading process so the server will only be displayed once it is ingame.
Fixed vehicles not firing over the network.
Fixed dealing damage before the game mode component has been created.
Fixed dedicated server crash when trying to use the camera's view when creating the HUD manager.
Fixed objects attached to default room always being drawn.(BugID1081)
Evasive moves in ships now break the lock on of AA guns.
Fixed a bug with the how the GUI registers your team.
Level Rotation now working in LAN games.
Selected maps are cleared when entering the Level Selection Menu.
Gamespy login leads to Create Game/Join game page.
Fix for deleting all the props on a network game when the game has ended.
Sound
Fixed NPCs not making sounds.
Fixed sound on cutscenes.
Optimisations Completed:
Bug crunching
Optimisations Planned:
Appendix A: Controls
Note: The controls have changed since the last milestone:
PC Control Scheme (Default)
Note: PC vibration should work on any controller than registers itself as a force feedback controller.
Forward
W
Back
S
Strafe Left
A
Strafe Right
D
Reload / Activate
E
Crouch
X
Block (Jedi / Melee only)
C
Jump (Take off / Land)
SPACE
Melee
Q
Lock-on
LEFT CTRL
Sprint
LEFT SHIFT
Primary Fire
MOUSE 1
Secondary Fire
MOUSE 2
Switch Primary / Switch Position
1
Switch Secondary / Switch Position
2
Map / Scoreboard
TAB
Pause
ESCAPE
Accept Hero
F1
Decline Hero
F2
Change View
V
Chat (all players)
T (feature not yet implemented)
Team Chat (with same faction only)
Y (feature not yet implemented)
Xbox 360 & PS3 Controller:
The details below represent the Xbox 360 controller. The PlayStation 3 control layout will be identical.
Note: The PS3 SIXAXIS controls for flying are disabled by default. They can be enabled via the menu.
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
RB
fire secondary, hold to throw further
LS
toggle sprint on/off - or stop pushing forwards (with LS not held) to auto-toggle off
X
weapon melee
Y
tap for reload, hold to enter vehicle / turret / activate, use
A
Jump
B
crouch, (+direction to roll)
D-pad down
change camera
D-pad left
Switch secondary weapon, accept hero
D-pad right
Switch primary weapon
The major modifications are the B button to roll, primary weapon switch, the vehicle entry and the roll.
Melee / Jedi (when melee weapon equipped):
As infantry, but
X
block using melee weapon
LT + RS direction
Specific attack
D-Pad up
Toggle lightsaber on / off
Vehicle controls:
LT
lock-on
RT
fire primary
RB
fire secondary
Y
tap to exit
B
switch seats
D-pad up
change camera
D-pad left
accept hero
D-pad down
rear view
Ship controls:
LT
lock-on
B
special move (+direction on left stick)
RT
primary weapon
RB
secondary weapon
A
Switch seats
X
bail
Y
tap to land and exit (when flying or hovering)
D-Pad up
change camera
D-Pad down
rear view (in vehicles)
D-Pad left
accept hero
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
Look
N/A
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:
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
Zoom
Z
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
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
Z+B
Saber on/off
D-pad down
Break saber lock
Wave wiimote as fast as possible
Note: B actually just blocks swipe motions when Z is also held, preventing accidental left swipes when meaning to block.
Flying:
Turn
Pointer
Aim
Pointer
Fire Primary
B
Fire Secondary
A
Motion Toggle
C
Execute Evasive
Analogue L/R + Move Nunchuk L/R
Execute Corkscrew
Analogue U/D + Move Nunchuk U/D
Land
D-pad Down
Change seat
1
Accelerate/ Decelerate
Analogue up/down
Roll (absolute)
Wiimote rotation
Target (with turn assist)
Press and hold Z
Vehicle:
Move forward/back
Analog U/D
Turn left/right
Pointer L/R
Move left/right
Analog L/R
Aim
Pointer
Exit Vehicle
D-pad Down
Change seat
1
Fire
B
Lock Target
Press and hold Z
Turret:
Aim
Analogue stick
Zoom
Rotate remote left / right
Fire
B
Ion Cannon:
Exit
D-pad Down
Fire
B
Charge Fire
A
 
Appendix B: Class-Specific Behaviour Patterns 
Soldier ClassOverview:
The soldier class is a general purpose class.  They are fast, efficient, and specialize in infantry combat.
Characteristics:
Will prioritize their blaster rifle when:
attacking infantry
May attempt to weapon strike an enemy if standing near to them
Heavy Weapons ClassOverview:
The heavy weapons trooper is essentially the anti-vehicle class.  He specializes in taking on both ground vehicles and overhead fighters.  He is heavily armored but slow moving.
Characteristics:
Slower moving class
Should never take cover (this is especially true of the Super Battledroid)
May switch to their minigun if:
if attacking enemies within corridors / at a closer range
Will try not to fire their rocket launcher if:
near obstacles / friendly characters
May attempt to weapon strike an enemy if standing near to them
Sniper ClassOverview:
The Sniper class is one of the fastest units on the battlefront and specializes in attacking from great distance.  A cloaking device allows him to navigate past enemies unnoticed.
Characteristics:
Fast
Generally doesn't rush into combat - tries to keep at a distance as he isn't as useful up close
Runs to and crouches at dedicated sniper points to pick enemies off at a distance
May prioritize using the Sniper Rifle when:
attacking a distant enemy
May choose to switch to the Disrupter Pistol weapon when:
attacking enemies at close-medium range
attacking within confined interiors (corridors etc)
May attempt to weapon strike an enemy if standing near to them
 
Support ClassOverview:
Essentially a mobile supply unit.  The Support Class can heal friendly units and also provide additional ammo through dropped supply packs.  He is equipped with a jetpack to aid navigation.
Characteristics:
They should consider using their ARC Cutter to:
attack enemies at close range (after they've run up close to them)
They should be using their jetpack to:
traverse from lower levels onto higher levels / higher levels to lower levels / leap over tall objects
They should switch to their Sonic Charge Launcher when:
wanting to attack an enemy at medium / long range (due to the limited range of their ARC Cutter)
May attempt to weapon strike an enemy if standing near to them
 
Melee ClassOverview:
The fastest and most powerful unit (with the exception of Jedi).  The limiting range of their primary weapon is their only weakness
Characteristics:
The fastest unit - will run frequently to get within range of enemies
Their primary form of attack is their melee weapon.  They'll need to get close to enemies for this to be effective.
Will never take cover
 
Jedi ClassOverview:
The ultimate class in BFIII.  They’re fast, powerful and great at any range.
Characteristics:
The fastest unit
They should never take cover
Their primary form of attack is their lightsaber.  They'll need to get close to enemies for this to be effective.
 
 
|-|Release Notes/PC=
==BF3: April MS24 PC - Release Notes==
Hardware Prerequisites
PC
1GB RAM, 3GHz P4 CPU, 256MB video card (shader 2.0)
This remains the same as the previous milestone.
Setup / Art (ALL PLATFORMS)
Can play through Story mode from beginning to end
Tatooine
Art – (Phase 4) – NEW
Reflects changes discussed in recent Story Scrub and Phase 4 Art meetings.
Story – Phase 3
Training (Phase 3)
Assault (Phase 3)
Heroes vs. Villains (Phase 3)
Hunt (Phase 3)
Conquest (Phase 3)
Coruscant
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Story (Phase 3)
Conquest (Phase 3)
Heroes vs. Villains (Phase 3)
Bespin
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Splitscreen VBF
Conquest (Phase 3) – NEW
25 vs. 25 (of which a max of 16 per side are playable) is the largest number of characters supported
All setups delivered equally to Phase 3 standard.
Story (Phase 3)
Hunt (Phase 3) – NEW
Ugnaughts and weapons functionality implemented as per the game design.
Heroes vs. Villains (Phase 3) – NEW
All characters are included in the character select screen with the correct loadouts but no additional work has been done specifically on their special weapon behaviours
Endor
Art (Phase 3) – NEW
Story (Phase 3)
Splitscreen VBF
Conquest (Phase 3)
Heroes vs. Villains (Phase 3)
Hunt (Phase 3)
Assault (Phase 2)
Kashyyyk
Art (Phase 2)
Splitscreen VBF
Story (Phase 3)
Multiplayer (Phase 1)
Conquest (Phase 3) – NEW
Hunt (Phase 2)
CIS Munificent (frigate) – (in Tatooine Conquest)
Art (Phase 2)
Dathomir
Story (Phase 3)
Art (Phase 3) – NEW
Shipyard (Phase 3) – NEW
Multiplayer (Phase 1)
Conquest (Phase 3) – NEW
Splitscreen VBF
Shipyard Wii art conversion
Yavin IV
Art (Phase 3) – NEW
Splitscreen VBF
Story (Phase 3)
Conquest (Phase 3) – NEW
Includes currently agreed hero allocation:
Republic – Anakin Skywalker, Tarfful
CIS – Asajj Ventress, Zam Wessel
Rebellion – Luke (Pilot), Leia
Empire – Sith Witch, Red Guard
Reb Nebulon exterior
Hoth
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Splitscreen VBF
Story (Phase 3)
Conquest (Phase 3)
Assault
Mustafar
Art (Phase 3)
Story (Phase 3)
Splitscreen VBF
Conquest (Phase 3)
Heroes vs. Villains (Phase 3)
CIS Cruiser
Art (Phase 3)
Conquest
Cato Neimodia
Art (Phase 3) – NEW
Splitscreen VBF
Story (Phase 3)
Conquest (Phase 3)
Note: The “Clear the area of all enemies” objective may sometimes appear to not complete after you have taken out all infantry units. This can be due to an infantry AI piloting a tank. It is necessary to locate the tank and destroy it and its pilot to clear the objective. This will be addressed in future builds.
Desolation Station / Death Star Construction
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Story (Phase 3)
Conquest (Phase 3) – NEW
Death Star (Tributary Beam part)
Art (Phase 3) – NEW
Dantooine
Art (Phase 3)
Splitscreen VBF
Story (Phase 3)
Multiplayer (Phase 1)
Conquest (Phase 3) – NEW
Hunt (Phase 3) – NEW
Gungan Boobmba and arc-cutter implemented
Droid Control Ship
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Death Star 2 (End of Endor)
Art (Phase 3)
Reb. Mon Calamari Cruiser
Art - Fully modelled exterior
Nebulon B Frigate
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Republic Frigate – Acclamator II
Art (Phase 2)
Interdictor (Imperial Medium Ship)
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Republic Cruiser (Venator Class)
Art – Fully modelled exterior
Star Destroyer
Art – (Phase 4) – NEW
Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
Code
BF BASICS
Shooting – PC Vibration
When the player shoots or gets hit - infantry, starfighters, ground vehicles and turrets
When Jedi hit/swipe
Slight vibe when sprinting or boosting in a vehicle
1st-pass implementation, tweaked upon feedback
Starfighter General – Flight Physics – Lock On Warning
Lock-on indicator present as shown in mock-ups
We have turned all heat-seeking missiles into homing missiles for simplicity as the distinction wasn't previously clear
Missile avoidance is communicated by the lock-on indicator disengaging and, depending on the orientation of the player, the missile going past
Jedi Melee – Melee vs Melee – Jump Attack
Feels powerful and can be used effectively
Can be blocked
Can be used in a double-jump
Jedi Melee – Melee vs Infantry
Player can attack single infantry without needing to be locked on, i.e. reduces forward momentum when attacking
Damage from lightsaber will extend beyond visual effect
Damage to stormtroopers should be 1 swipe kill
Soldier AI – AI Actions – Cover
Further refinement
Class-specific actions
Details of behaviours at the end of this document.
Animation Variety
To be demonstrated on testroom_AI
Option to display cover volumes/props has been added to debug menu
Soldier AI – AI Actions – Breaking AI patterns into states
Further class-specific patterns, incl. Super Battledroids, Snipers, etc.
Details of behaviours at the end of this document.
To validate, each of the classes will be on Tatooine as enemy and ally
General Gameplay
Jump Pack
Dark Trooper has jump pack behaviour
This is a player-related deliverable and will be similar to the jump pack functionality in BF2
AI jetpack usage is a separate deliverable
Cluster Grenades
Hero throws 1 grenade that splits into 3 upon first bounce
Zam Wessel’s pistol shot
Pistol now features high damage and an results in an exploding shot
Gungans use a Boomba
Gungans throw a Boomba grenade which explodes with a modified ion canon effect
Includes animation, tracer and explosion FX/SFX
Instant Action – Stats
Further stats to be added to previous implementation.
Complete list:
Kill
Deaths
Suicides
Headshots
Time Spent Alive
Shortest Time Alive
Longest Time Alive
Time Spent Crouching
Time Spent At Turret
Time Spent Walking
Time Spent In Vehicle
Distance Walked
Distance Driven
Escape Pod Trips
Total Star Points
Best Score
Capital Ships Destroyed
Vehicle Destroyed
Fighters Destroyed
Command Posts Captured
Frigate Components Destroyed
Consoles Destroyed
Escape Pods Destroyed
Turret Kills
Games Played
Times played as CIS
Times played as Republic
Times played as Empire
Times played as Rebel
Best Kill Streak
Wins
Losses
Draws
Best Team Score – NEW
Biggest Win Margin – NEW
Worst Defeat Margin – NEW
Evasive Manouvers Performed – NEW
Favourite Map – NEW
Favourite Class – NEW
Spawn Screen
Reflects work done in mock-ups
Includes Spawn Screens for Conquest, Hunt, Heroes vs. Villains and Galactic Conquest (are the same as the regular Conquest spawn screen)
Improvements to evasive moves
Control returns to player before move finished
U-turn incorporates 720° turn for starfighters
Improved bailing from flying vehicles
Player leaps from vehicle instead of simply falling out
Player inherits some of the movement velocity of the vehicle when bailing.
Turret improvements
Easier for the player to take out starfighters
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 (ep3)
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 - NEW
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 – NEW
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 this information.
Optimisations / Fixes / General Commits Completed:
General
Made changes so the current sub objective is cleared when the level is restarted from the menu.
Made profile stats save every time a new objective is set.
Added an event for teams winning a game to the game modes.
Adjusted levels to the updated AI system.
Added fade from black to cutscene to the starts of the levels.
Changed Galactic Conquest: ending a match now results on a loss.
Space Only gamemode can be selected for Yavin, Coruscant and Desolation Station.
Cutscenes are now streamed, and physics is properly paused during cutscenes.
Changed the atmosphere. It now fades out at the horizon as viewer's altitude increases, and the atmosphere is added to the outer terrain instead. (BugID 1566)
Fixed the objectives failing repeatedly in Story mode thus getting the game stuck.
Fixed several issues on checkpoint loading.
Fixed vehicle slot layout on most levels.
Fixed players and NPCs becoming invisible after cutscenes.
Fixed a number of cutscene crashes related to lighting, sound, fade-from-black.
Fixed a problem where moving from a level to the next caused a crash when the first had a lightsaber in a cutscene.
Fixed a crash that may occur when applying the Cato planetary bonus in Galactic Conquest.
Fixed zones on several levels to avoid crashes.
Fixed sky artifacts. (BugID 3513)
Fixed an issue where a checkpoint restart failed when the save was done when using the ion cannon.
Fixed checkpoint save while no objective indicators were visible.
Fixed bugs. (BugID 4177, 4176, 4134.)
Fixes horizontal portal for capital ships. (BugID 2177, 3920 )
Bespin
New scene descriptors.
Added sentry guns and controls to clone era frigates.
Set frigate backgrounds to appear in Conquest only.
Fixed Lobot running to points problem.
Fixed placement of 16-player mode spawners.
Fixed landing splines and death volumes.
Fixed AI orders to work with the new system.
Fixed character list.
Fixed Darktrooper spawns.
Fixed strings and objectives.
Fixed broken leaving area trigger.
Fixed playable area triggers.
Fixed spawner locations.
Fixed nav in lower corridor.
Fixed leaving playable area trigger on gas platform.
Fixed archway spawners problem.
Fixed the way that the death count of the dark troopers is done so it doesn't end too early.
Fixed cutscene offset.
Cato Neimoidia
Turrets can now explode so mission can be completed.
Fixed strings and objectives.
Bug fixes.
Coruscant
New scene descriptors.
Security turrets operational.
Death triggers around the city expanded.
Changed small death triggers to one giant one under the city - should prevent gaps being exploited.
New AI functionality used.
AI killing staggered to be less intensive at final ground objective.
Fixed vehicle slot layout.
Fixed strings and objectives.
Physics blockers added - stop vehicles driving up ramps/indoors.
Grievous removed due to broken animation.
Updated signposting for cruiser missions.
Fix for Yoda not having a lightsaber in Story mode.
Dantooine
Use the new AI system.
Updated vehicle slots to new style.
Talking heads updated.
Fixed strings and objectives.
Updated nav, triggers, spawners, prop positions. (BugID 4177, 4176)
Fixed cutscene related bug. (BugID 3877)
Added death trigger to solve issus. (BugID 1584)
Fixed Venator naming problem. (BugID 4097)
Dathomir
Added new props to Shipyard.
Cutscene now works.
Added slow door closing mechanism.
Door grinding added.
Moved spawn points out of props.
Fixed cover collision bug.
Fixed Y-Wing bug.
Fixed running into wall bug.
Desolation Station
New scene descriptor.
Using new vehicle slot layout.
Endor
Altered command post and player spawner positions.
Using new vehicle slots.
Added Jet Pack jump splines.
New AI implemented to hold snipers in trees (fix bonus objective) and try to stop the Ewoks/guards charging off.
Hunt now has more selectable Ewoks from the menu.
Pulled nav out round Ewok village.
Changed Endor Conquest Setup.
Fixed Interdictor remote turrets.
Fixed strings and objectives.
Fixed detail geoms.
Frigates
Taken escape pod buttons out of space maps.
Added code for having interior guns on cruiser controlled form a console. (and the turret itself)
Added continuous spark special effect for Shipyard doors.
Added blockers to frigate hangars to stop characters from exiting the ship.
Star Destroyer: Added health and HUD to reactor.
Hoth
Removed skybox artifacts (BugID 3513)
Hoth infantry turret using redone model with gibs.
Added open rear hangar doors.
New ion cannon in right place, adding vistables to turrets and adding atst grouping prop for use in script.
Making pickups visible.
Made ties invisible at level end to prevent confusion.
Added HUD icon for reactor core.
Adding X1, snow troopers, and Shara to Story mode.
Made the turret more powerful.
Added vehicle blockers and making space flight funnel bigger in Story mode.
Hoth LDR cubemap is now compressed.
Removed door triggers.
Fixed team numbering.
Fixes to strings and objectives.
Fixed ion cannon .
Fix to Hoth not going onto the next level on completion.
Fixed crash at level completion.
Fixed vehicle slot layout.
Fixed debris position.
Kashyyyk
Latest setup, new terrain and background.
Changed Kashyyyk setup to fit new terrain.
Added ground vehicles to Galactic Civil War Era.
Tied in command posts with vehicle spawners.
Changed escape pod splines.
Changed cannon and turret positions.
Added damage triggers.
Fixed vehicle slot layout.
Fixed navmesh on Kashyyyk.
Mustafar
Changed spawner positions.
Changed escape pod splines.
Changed cannon positions.
Added cover props to level.
Removed death trigger on bridge.
Fixed vehicle slot layout.
Fixed Ion Cannon.
Tatooine
Droid army added to the start of Story mode.
Reduced funnel size.
Fixed the naming of the shield generator console.
Fixed a cutscene related crash.
Added sniper points to Conquest mode.
Made the Acclamator reactor use the correct shield prop.
Fixed for the era flags not being present on the frigate interiors.
Latest NPC setup for Story.
Marching droid AI.
Tatooine Training
Fixed X1 take off at the beginning of training not working correctly. Ships now take off straight away.
Fixed bug swapping weapons.
Yavin
Fixed using the wrong X2 in Story mode.
Fixed leaving playable area triggers inside the temple.
Fix landing pad leaving area trigger.
Fixed bonus obj: killing tie fighters on Story mode.
Changed heroes as they were the wrong way around (would prompt for tier 2 hero when it should prompt for tier 1 and vice versa).
Fixed cutscene props in Yavin intro cutscene.
Frigate interior game/mapmodes to save memory on Conquest mode.
Fixed vehicle slot layout.
Disabled bailing/exiting from X-wings for Story mode.
Turrets
Added manual zoom to remotes.
Fixed the muzzle flashes of the four barrel remote turret to be shown correctly now.
Made zoom modifications to auto turrets.
Updated Munificent wing turret movement.
Modified security turrets.
Added the new damageable/repairable turrets.
Slowed and widened CIS Cruiser guns.
Prevented the character animation component from playing the animation when a laser is fired from a remote. This fixes the problem where Leia was playing her fire animation every time the hover turret fired it's laser. (BugID 3819)
Weapons
Various Rebel weapon bullet/fx fix.
Added an clip size upgrade to all soldier blasters.
Made the default rifle more accurate.
Prevented weapon switches when the player is in a remote. (BugID 3634)
New Tusken Raider Rifle and allocated to the character.
New Ungnaught Arc Cutter and allocated to the character.
Added new Magnaguard weapon. (with new animmaps)
Added Ugnaught Hunt weapons.
Added new Gungan specific disruptor pistol template. (BugID 2845)
Added new animmaps for Han Solo and Leia's blasters.
Made the lightsaber/melee weapon collision test much more frame-rate-safe.
Fixed Yoda's lightsaber, it now also is smaller.
Fixed Kota's lightsaber's colour.
Changed default lightsaber length down to 1.0m. (to match Lucasarts official figures)
Extended the damage from the lightsaber beyond what is drawn.
Changed Kota and Sith Witch saber models in the stage.
Tweaked cluster grenades.
Added Durge and Dark Trooper cluster grenades.
Altered cluster grenades to fragment in air if timer runs out before colliding.
Cluster grenades timer tweaks.
Added green trail for boomba grenade.
Added new grenade explosion.
Made changes to prevent flicking to bind pose on first grenade throw.
Updated animation maps and gun state templates for melee weapons. Now uses appropriate grenade throwing animations. (BugID 2471 & 3461)
Fixed detpacks to not stick to people. (only vehicles or ground)
Reduced detpack throw distance.
Fixed a crash caused when detonating a detpack.
The CIS have inherited all the Rebel explosive weapon models. This includes the thermal detonators and proximity mines.
Durge minigun now has infinite ammo. (BugID 3320)
Added experimental mini-gun firing model. (Republic)
Fixed minigun overheat particle effect to update position correctly until killed, and effect is killed if the gun is deleted.
Re-added laser sliding to the miniguns.
Fixed cloaking sniper for the CIS.
Fixed cloaking in 3rd person for the Rebel sniper rifle.
The gun of the Assassin Droid now cloaks.
Tweaked the anti-vehicle gun.
Flak bullets must now reach a certain distance (and height) from a launch point before 'arming' - they will still do laser impact.
Rocket launcher reload speed increase.
Rocket launcher double rocket firing added.
Tweaked the single rocket: faster rate, tighter controls, only locks onto ground vehicles.
Added damage to all concussion missiles.
Tweaked sonic charge launcher.
Fix for CIS shotgun - first person.
Fix for CIS shotgun upgrade template.
Fix for CIS e5blaster - first person.
Fix for CIS e5blaster upgrade template.
Fix for CIS sniper rifle - first person.
Fix for Republic disruptor - first person.
Fix for Tusken rifle - third person
Fixed Durge Pistol - first person
Fixed CIS Arc Cutter - first person
Fixed cloaking of the rebel sniper in 1st person
Fixed gun cloaking of the Assassination droid in 3rd person
Fixed E3 blaster first and third person position.
Fixed SBD rocket&blaster first person position.
Fixed Imperial E11 Sniper rifle third person position.
Fixed Zam Wessel Sniper Rifle first person position.
Fixed Zam Wessel Pistol first person position.
Fixed Han Solo Blaster first person position.
Fix for Magnaguard's staff.
Magnaguard pistol - corrected muzzle flash.
Magnaguard pistol - correct bullets.
Magnaguard pistol - new gun position and rotation third person.
Fixed Tusken Raider rifle - first person.
Bowcaster - fixed.
Gaffistick - fixed and assigned to Tusken Melee.
Wookie Combat Staff - fixed. (now third person)
Imperial Forcepike - fixed to new scale.
Fixed Republic DC15 blaster rifle - third person.
Imperial forcepike fix.
Rebel shotgun fix.
Durge pistol fix.
Zam Wessel Sniper rifle zoom fix.
Rebel Shotgun fix.
Characters
Allowed the Gungan to throw grenades without having a primary weapon.
Improved jump pack behaviour.
Fixed problem of Magnaguard not playing ubiks.
Fixed Leia's legs appearing in first person view. (BugID 3616, 3620 & 2639)
Corrected Padme's load-out to bring this in-line with LEC design doc.
Implemented new 6 stage jump animations in first person. (BugID 3136, 3147 & 3102)
Fixed general Grievous's lightsaber position.
Fixed Padme's secondary weapon - allocated DC17.
Fixed Jango Fett's 3rd person posistion fix - new scale.
Assigned Jawa weapons. (Arc cutter/Jawa Blaster)
Fix for lod calculation for skinned characters now the same as for un-skinned, specifically related to zoom amount. (BugID 1311)
Fix for Droideka ragdoll crash.
Jedi can now be healed by health droids in Hero vs Villain.
NPC's that are shot in the head won't die anymore playing the death animation, but they will explode.
Fixed sniper characters becoming invisible when exiting a vehicle.
Updated in-game switch character (class) so that characters which are not loaded in the current level don't cause the current player character to disappear.
Included a reload/firing override. Previously we had a feature where the reload anim would be overridden by a fire command 43% through the animation and this was across the board for all weapons. This has now been reset.
Vehicles
Changed flying vehicle lerps.
Fixed fake rolls on Strike Bomber, X-Wing and Tie Interceptor.
Added a setting for vehicles to set a minimum distance from gun that bullets will funnel towards. This should help with restricting the aiming on vehicles such as the Rebel landspeeder from being able to shoot themselves where they currently can easily.
Fixed the aiming from its own turret, as has been happening on some of the tanks.
Added the Rebel Landspeeder to the debug menu.
Changed the behaviour of hover vehicles in their unsalvageable state (i.e. after they've flipped over beyond sensible bounds); Instead of the vehicle health being drained slowly (or not at all in godmode) with the rider stuck on it, the driver will fall out of the speeder and the speeder will explode after a set amount of seconds.
Fixed escape pod references for the various eras.
Fixed some bad behaviour of ships following landing splines (including player auto-land).
Fixed LAAT gun getting stuck.
Fixed Tauntaun and ATXR.
Changed deletion of abandoned vehicles: now does damage over time instead of deleting it right away.
Fixed vehicle dismount for Republic AT-RT.
Bug fix for invincible dead ships.
Made a spiral death with a random 15% chance of nicer particles.
Fixed the CIS Stap being able to climb all over buildings.
Stopped vehicles driving up ramps/indoors.
Stopped the vehicles from moving when the player switches to a hero, since the player was being dismounted and immediately run over by the still moving vehicle. (BugID 1454)
Updated flying vehicle damage state effects.
Player
Melee combat improvements.
Auto turning to face an opponent when you begin an attack.
Lock on code - will keep the same target unless you release the lock button. (before it would search for targets even if you had one)
Scaled the traversal derived from melee character animations.
Damage scaling results in Stormtroopers hit with a lightsaber to be killed in one swipe.
Improved Jump Attack.
Fixed shooting through the walls/characters problem.
Fixed bug with the logic for selecting which player/npc should be offered to be a hero vehicle.
Camera
Character camera collision now ignores other characters.
Test for terrain when searching for the room that the camera is in. (BugID 1408)
Changed manual zoom.
Change the camera so that when characters collide with each other it doesn't zoom forward.
Added new up down evade camera.
Fixed third person cloak and when the player is driving a vehicle.
Fixed coordinates in terrain height calculation for camera room lookup. (BugID 1408)
Turned off hover vehicles fading out when the camera gets too close, instead: improved the camera collision detection so it gets pushed into a position above the vehicle instead of right in the middle of it.
HUD
Altered the HUD element standard message class so that it doesn't cause the icons in the team score messages to appear huge.
Added clipping to the texture for the incoming missile HUD so that it is clipped to the correct screen in split screen mode.
Made sure texture clipping works for both screens, not just the top one in splitscreen.
Stopped the ship HUD/remote HUD from disappearing if you do a check point load (i.e. die in Story mode) whilst in a ship or on a remote.
Fixed the get out prompt for the Rebel landspeeder (BugID 3518)
Fixed a glitch with the command post capture on the point of interest HUD which causes it to display coloured for a frame when it is first being captured.
Amended the command post icons on the point of interest display so that they display the faction icon when they have been captured.
Fixed the respawn prompts, so that it will only try to add them for players. (it was trying to add them for NPCs which was causing crashes) (BugID 2911)
Sorted out the respawn in message to make sure that they only appear in the relevant modes, and if there is a delay until respawn. (BugID 3595)
Made sure the death respawn prompt is removed at the right time to make sure that the respawn in message displays correctly.
Made sure the objective indicators serialise upon check point reload to stop them from disappearing. (BugID 3591 and others)
Modified the stats gather functionality so that star points are only added in Instant Action and score display HUD so that it will only appear in Instant Action.
Changed the implementation for various sections of the hero manager; Heroes spawn directly, rather than going through a menu.
Fixed so that objectives and objective indicator work now on a checkpoint load.
Changed the health component so that it will only apply the health multiplier if it is doing a non-runtime load. This fixes problems in Story mode whereby the player was ending up with huge amounts of health after doing a few checkpoints. (BugID 3667, 3006)
Fixed the bonus objectives so that they will be immediately be displayed as new objectives.
Made sure that players and NPCs have consistent flags. Disabled the flags which allow players to appear as points of interest in single player mode.
Made a few corrections relating to the prop team colours and prop font colours, especially for the distances of objective indicators and command posts.
Fixed a bug with the overcharge health bar display which was causing it to draw too long in certain conditions.
Fixed the objective indicators not appearing for a specific type of remote turret. (BugID 3566)
Added HUD icons for:
CIS Disruptor Pistol;
CIS Static Charge Launcher;
Rebel Wookiee Combat Staff;
Healthpack.
Menu
Improved general menu handling.
Added level rotation feature. (only working now in single player)Fixed a problem with GameMode Options not being stored.Added some more faction related stats.
Fixed an issue with the dialog box where the name of the menu event callback function was not safely copied to the string buffer.
When the player activate the pause menu, all potentially active menus will be removed from the screen.
Resolved an issue where selecting "Back" option in the end of match score page incorrectly triggered the "Restart" event.
Now page back events will only trigger when there is a page to go back to.
Changed the stats functionality, so that the score will be displayed in any Instant Action mode (i.e. Conquest, Hunt, and Heroes vs Villains), however they will only affect session unlocks in Conquest mode. (BugID 4113)
Removed all unused menu items.
Rectified issues where some textures have not been freed when its menu is removed from screen.
Map Size is now selected when you choose a level, and only in Conquest Mode.
Spawn Menu
Auto-assign button is added to the faction select page.
When teams are imbalanced, the player will be automatically allocated to the team with less players if auto-assign is selected.
When teams are balanced, a random team will be assigned to the player.
Character screen
The class inventory panel now correctly retrieves all available weapons from the selected class template.
Made changes so an idle animation is being played back on the Character Select menu.
The character screen now display detailed character info including:
player overall rank (currently this is fixed to rookie, as overall rank is yet implemented);
class progress;
class attributes;
inventory item.
Galactic Conquest
Fixed an issue where the selected narrative was not correctly loaded when a scenario was previously selected.
Planet Manager now correctly resets all planet states when the player resign from a scenario.
Menu items for selecting scenario are now created on page load. This addresses the issue where menu items were not created when going back to the scenario page.
AI
Made bots able to die.
Added rule: only deflect blaster fire when trying to block. (Jedi)
Added a timer to the flying AI pilot state so they wait a period of time before doing subsequent evasive moves from missiles.
Don't do AI teleporting on 16 player maps.
Stopped AI getting stuck in this state.
The look around action can now take the base direction from the next nav waypoint.
Added check to review if target is dead.
Fixed "runnning" bug when told to walk.
Fixed the landing code so AI and autolanding should work.
New AI implemented to hold snipers in trees (fix bonus objective) and try to stop the Ewoks/guards charging off (easier to complete main objective 1 on Endor Story)
Last AI setup changes (used in Tatooine Story)
Changes to AI gun handling:
The fire mode is now configured per weapon, rather than per character;
The accuracy mode set by the AI state now overrides the character configuration, rather than vice versa;
The weapon selection now selects a weapon if none is held;
Setup sensible ranges for the BF sniper rifle template.
Network
Fixed a vehicle bug caused by swapping around in the seats before exiting in a net game.
Fixed Jedi force power crash over network.
Dedicated server will now auto-restart the game after 5 seconds.
Added a message sent by the server to invalidate a spawn when the command post you are spawning to is lost, otherwise the client won't be able to spawn in this scenario.
Fixed networked clients not dieing on a capital ship when it is destroyed.
Moved the session advertising to the end of the loading process so the server will only be displayed once it is ingame.
Fixed vehicles not firing over the network.
Fixed dealing damage before the game mode component has been created.
Fixed dedicated server crash when trying to use the camera's view when creating the HUD manager.
Fixed objects attached to default room always being drawn.(BugID1081)
Evasive moves in ships now break the lock on of AA guns.
Fixed a bug with the how the GUI registers your team.
Level Rotation now working in LAN games.
Selected maps are cleared when entering the Level Selection Menu.
Gamespy login leads to Create Game/Join game page.
Fix for deleting all the props on a network game when the game has ended.
Sound
Fixed NPCs not making sounds.
Fixed sound on cutscenes.
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 Controller:
Infantry controls:
LT
hold for lock-on (with zoom)
RT
fire primary
RB
fire secondary, hold to throw further
LS
toggle sprint on/off - or stop pushing forwards (with LS not held) to auto-toggle off
X
weapon melee
Y
tap for reload, hold to enter vehicle / turret / activate, use
A
Jump
B
crouch, (+direction to roll)
D-pad down
change camera
D-pad left
Switch secondary weapon, accept hero
D-pad right
Switch primary weapon
The major modifications are the B button to roll, primary weapon switch, the vehicle entry and the roll.
Melee / Jedi (when melee weapon equipped):
As infantry, but
X
block using melee weapon
LT + RS direction
Specific attack
D-Pad up
Toggle lightsaber on / off
Vehicle controls:
LT
lock-on
RT
fire primary
RB
fire secondary
Y
tap to exit
B
switch seats
D-pad up
change camera
D-pad left
accept hero
D-pad down
rear view
Ship controls:
LT
lock-on
B
special move (+direction on left stick)
RT
primary weapon
RB
secondary weapon
A
Switch seats
X
bail
Y
tap to land and exit (when flying or hovering)
D-Pad up
change camera
D-Pad down
rear view (in vehicles)
D-Pad left
accept hero
Note: The control revision has affected the FLY cheat controls slightly:
RB
Ascend
RT
Descend
 
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.
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Category:I&T - Milestones