Milestone 25

* Roadmap
* Roadmap/PC
* Roadmap/Wii
* Release Notes

## 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

## 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

## 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

# 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

## 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)

## 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.

### 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)

### 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

* Endor

* Star Destroyer Conquest (single layer) with 50 AI, 300 points

* Hoth Conquest (VBF) with 50 AI, 300 points

## 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.

## 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.

## 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.

## Ship controls:

Note: The control revision has affected the FLY cheat controls slightly:

# 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).

# Appendix B: Class-Specific Behaviour Patterns

***Soldier Class***

**Overview:**

The soldier class is a general purpose class.  They are fast, efficient, and specialize in infantry combat.

### Characteristics:

* Will prioritize their blaster rifle when:

	+ attacking infantry
* May attempt to weapon strike an enemy if standing near to them

***Heavy Weapons Class***

**Overview:**

The heavy weapons trooper is essentially the anti-vehicle class.  He specializes in taking on both ground vehicles and overhead fighters.  He is heavily armored but slow moving.

### Characteristics:

* Slower moving class
* Should never take cover (this is especially true of the Super Battledroid)
* May switch to their minigun if:

	+ if attacking enemies within corridors / at a closer range
* Will try not to fire their rocket launcher if:

	+ near obstacles / friendly characters
* May attempt to weapon strike an enemy if standing near to them

***Sniper Class***

**Overview:**

The Sniper class is one of the fastest units on the battlefront and specializes in attacking from great distance.  A cloaking device allows him to navigate past enemies unnoticed.

### Characteristics:

* Fast
* Generally doesn't rush into combat - tries to keep at a distance as he isn't as useful up close
* Runs to and crouches at dedicated sniper points to pick enemies off at a distance
* May prioritize using the Sniper Rifle when:

	+ attacking a distant enemy
* May choose to switch to the Disrupter Pistol weapon when:

	+ attacking enemies at close-medium range
	+ attacking within confined interiors (corridors etc)
* May attempt to weapon strike an enemy if standing near to them

***Support Class***

**Overview:**

Essentially a mobile supply unit.  The Support Class can heal friendly units and also provide additional ammo through dropped supply packs.  He is equipped with a jetpack to aid navigation.

### Characteristics:

* They should consider using their ARC Cutter to:

	+ attack enemies at close range (after they've run up close to them)
* They should be using their jetpack to:

	+ traverse from lower levels onto higher levels / higher levels to lower levels / leap over tall objects
* They should switch to their Sonic Charge Launcher when:

	+ wanting to attack an enemy at medium / long range (due to the limited range of their ARC Cutter)
* May attempt to weapon strike an enemy if standing near to them

***Melee Class***

**Overview:**

The fastest and most powerful unit (with the exception of Jedi).  The limiting range of their primary weapon is their only weakness

### Characteristics:

* The fastest unit - will run frequently to get within range of enemies
* Their primary form of attack is their melee weapon.  They'll need to get close to enemies for this to be effective.
* Will never take cover

***Jedi Class***

**Overview:**

The ultimate class in BFIII.  They’re fast, powerful and great at any range.

### Characteristics:

* The fastest unit
* They should never take cover
* Their primary form of attack is their lightsaber.  They'll need to get close to enemies for this to be effective.

**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