Milestone 21

<tabber>
Milestone Schedule=
== Milestone 21 - Monday, 21ˢᵗ January 2008 - Online Test ==
Running on Console:
NOTE: Online Test subject to exhausting internal online stress testing
*Network Test
**Capacity for 50 human players per game (not verified at FRD)
**AI used to fill available slots
**Able to be run in Performance Modes to cheapen Rendering
**Simulate lag, packet loss, and other real world network conditions
*All Online Matchmaking features functioning on PS3 dependant on Middleware Solution
*Multiplayer Online. Capacity for 49 AI-controlled. Uncapped max players.
*Dedicated, standalone WinOS server 
*Dedicated Linux-based server
*Turrets on all vehicles
**(Droid Gunship, Clone Hover Tank, AAC-1, IFT-T, MTT, ATTE, HTT, ATAT, ARC-170, Rebel Dropship, Imperial Shuttle, Republic Starfighter, V-Wing) 
*Anti-starfighter turrets, all versions
*AI doing Assault objectives (for all 4 assault maps)
*Galactic Conquest Bonuses implemented
*Galactic Conquest Phase 2 Multiplayer (Splitscreen, Coop & Competitive)
*Galactic Conquest (All scenarios setup)
*PS3 debug build running at 20fps or better
*Investigation of Rim Lighting Complete
*Challenge 5 - Phase 2
*Challenge 6 - Phase 2
*Challenge 7 - Phase 2
*Challenge 8 - Phase 2
*Challenge 9 - Phase 0
*Challenge 9 - Phase 1
*Challenge 10 - Phase 0
*Challenge 10 - Phase 1
*Challenge 11 - Phase 0
*Challenge 11 - Phase 1
*Challenge 12 - Phase 0
*Challenge 12 - Phase 1
Battlefront Basics:
*Balancing / tuning / improvements of:
**Controls
***Jedi
Art:
*Dantooine - Phase 2
*Dantooine - Splitscreen VBF version
*Endor - Phase 2
*Endor - Splitscreen VBF version
*Bespin - Phase 3
*Coruscant - Phase 3
*Mustafar - Splitscreen VBF version
Animations:
* MS21 Traversals
* Republic / Rebellion & Imperial Weapons - All 1ˢᵗ-Person
* Imperial- All 3ʳᵈ-Person
* Scout Vehicles/Bikes
* Bombers
* Hero Force Powers
* Villain Force Powers
* Melee Hit Reacts
* Force Power Hit Reacts
* Bespoke Weapons – All 1ˢᵗ-Person
* Bespoke Weapons – All 3ʳᵈ-Person
* Misc Lightsaber Dueling + Infantry Attacks
* Non-Lightsaber Dueling + Infantry Attacks
* Grenade Throws & Melee Attacks
Audio (where duplicating Animation list, will compliment animation):
NOTE: Audio will lead on PC. Declared here to show tie in with Animations.
*Coruscant Planet Ambient
*Bespin Planet Ambient
*Mustafar Planet Ambient
*Hoth Planet Ambient
*Desolation Station / Death Star Construction Ambient 
*Endor Planet Ambient
*Yavin 4 Planet Ambient
*Kashyyyk Planet Ambient 
*Cato Neimoidia Planet Ambient
*MS19 Traversals
*MS20 Traversals
*MS21 Traversals
*All Imperial / Rebellion / CIS Weapons (Melee weapons to accompany anims)
*Hero Force Powers
*Villain Force Powers
*Anti-Starfighter turrets
*Bespoke Weapons
*Scout Vehicles/Bikes Delivery 2
*Bombers
*Hero Vehicles
*Jawa Chatter
*Tusken Raider Chatter
*Turrets on all vehicles
*Misc. Lightsaber Dueling + Infantry Attacks
*Non-Lightsaber Dueling + Infantry Attacks
*Grenade Throws & Melee Attacks
*Medium Attack Vehicles Delivery 2
*Scout Fighters Delivery 2
*Multi-Purpose Fighters
*Normal Hit Reacts Delivery 2
*Melee Hit Reacts
*Force Power Hit Reacts
Setup (Multiplayer)
*Dantooine - Phase 1
Setup (Story)
*Tatooine - Phase 3
*Desolation Station / Death Star Construction - Phase 3
*Dantoine - Phase 2
*Dathomir - Phase 2
*Endor - Phase 3
*Yavin 4 - Phase 3
*Kashyyyk - Phase 3
*Cato Nemoidia - Phase 3
*Mustafar - Phase 3
|-|Roadmap=
==Milestone 21 - Monday, 21ˢᵗ January 2008==
Summary:
*Network Test
*Galactic Conquest - All scenarios set up
*PS3 debug build running at 20fps or better
*Investigation of Rim Lighting complete
Content Detail:
*All challenges to at least Phase 1
*Turrets on all vehicles
*Multiplayer Online - Capacity for 49 AI-controlled. Uncapped max players.
*Galactic Conquest Phase 2 Multiplayer
*Dedicated, standalone WinOS server
*Dedicated Linux-based server
Game Design (Multiplayer):
*Dantooine - Phase 1
Game Design (Story):
*Tatooine - Phase 3
*Desolation Station / Death Star Construction - Phase 3
*Dantooine - Phase 2
*Dathomir - Phase 2
*Endor - Phase 3
*Yavin 4 - Phase 3
*Kashyyyk - Phase 3
*Cato Neimoidia - Phase 3
*Mustafar - Phase 3
Game Design (Challenges):
*Challenge 5 - The Kessel Run - Phase 2
*Challenge 6 - Infantry Survival School – Phase 2
*Challenge 7 - Han Solo Covering Fire – Phase 2
*Challenge 8 - Anakin Starfighter – Phase 2
*Challenge 9 - MSE Droid Racing – Phase 0
*Challenge 9 - MSE Droid Racing – Phase 1
*Challenge 10 - Bounty Hunting – Phase 0
*Challenge 10 - Bounty Hunting – Phase 1
*Challenge 11 - AT-AT Fall Down – Phase 0
*Challenge 11 - AT-AT Fall Down – Phase 1
*Challenge 12 - Rebel Marksman – Phase 0
*Challenge 12 - Rebel Marksman – Phase 1
Game Design (Miscellaneous):
*Trailer setup to ensure AI have best chance of being in front of the player
**Wanted for the trailer
Gameplay Features:
*Turrets on all vehicles
**Stretch for Droid Gunship, Clone Hover Tank, AAC-1, IFT-T, MTT, AT-TE, HTT, AT-AT, ARC-170, Imperial Shuttle
**ARC-170, although a 3 person ship, is a bomber and all other bombers are operating as single occupancy.
**Turrets with approriate audio/visual effects
**Multi-person setup where appropriate
**This will include tracers, explosion FX and possibly muzzle flash
*Anti-starfighter turrets
**Generic version & Cato Nemoidian version
**Player and AI controlled
*Battlefront Basics - Controls
**Jedi (this will include lightsaber attacks, defense, and force powers)
*Battlefront Basics - Others
**Accessibility (we can manage this with flash mockups/static screens)
**Tutorial (same as December MS - still under revisit.)
**AI (still under revisit from December MS)
**Combat Density (still under revisit from December MS)
**Melee/Jedi combat
**Flying combat
**Overall VBF execution (Nothing specific being done in this MS)
**Gamemodes (Nothing specific being done in this MS)
Gameplay Features (Miscellaneous):
*Galactic Conquest Bonuses implemented
**Exact content to be agreed in a Design Call
*Galactic Conquest Phase 2 Multiplayer
**Splitscreen, Co-op & Competitive
**Able to play through GC from start to finish per design
*Galactic Conquest
**All scenarios setup, including all win/lose conditions attached to each scenario
*Camera / Animation smooth when transitioning into hangars
**Wanted for the trailer
Art (Characters):
*Heroes - Padme (Episode II)
*Humanoid Creatures - Tusken Raider
*Derivatives - Luke Skywalker (Stormtrooper)
*Derivatives - Han Solo (Stormtrooper)
*Old Obi-Wan Revisit
Art (Planet Level):
*Dantoine - Phase 2
*Dantoine - Splitscreen VBF version
*Endor - Phase 2
*Endor - Splitscreen VBF version
*Bespin - Phase 3
*Coruscant - Phase 3
*Mustafar - Splitscreen VBF version
Art (Weapons):
*Jawas
*Princess Leia (Ep.IV)
*Anakin (Ep. 3) Lightsaber
*Yoda Lightsaber
*Obi-Wan Kenobi Lightsaber
*Mace Windu Lightsaber
*Aayla Secura Lightsaber
*Darth Vader Lightsaber
*Darth Sidious / Emperor Lightsaber
*Asajj Ventress Lightsaber
*Luke Skywalker Lightsaber
Art (Vehicles):
*Generic Anti-Air Turret
Art (Animations):
*MS21 Traversals
**Lance Trooper (Walk, Run, Idle, Crouch, Crouch+Walk, Roll and Jump)
*Republic Weapons
**All 1st-person (No specific animations, but will zoom in.)
*Rebellion Weapons
**All 1st-person (No specific animations, but will zoom in.)
*Imperial Weapons
**All 1st-person and 3rd-person (No specific animations for 1st-person, but will zoom in.)
*CIS Weapons
**All 3rd-person
*Scout Vehicles/Bikes
**Sith Speeder
**AT-RT
*Bombers
**ARC-170
**Confederacy Strike Bomber
*Melee Hit Reacts
**Clone Trooper
**Spoiled Stormtrooper Clone
**Spoiled Wookie Clone
**Magnaguard
**Ewok
**Droideka
**Battle Droid
**Gungan
**Super Battle Droid
Art (Miscellaneous):
*Improved Starfighter explosion effects
**Wanted for the trailer
**Interim feedback will be requested
Audio:
NOTE: Audio will lead on PC. Declared here to show tie-in with Animations etc.
*Coruscant Planet Ambient
**external_flybys - this is a subtle loop of hovercar flybys in the distant that we can probably play all through the level
**fire_crackleswithsteam - smoke and fire for debris
**fire_metallic - smoke and fire from crashed laats
**neonsign_holobuzz - for neon scrollers
**neonsign_buzzy - for neon building signs
**neonsign_stutter - as above
*Bespin Planet Ambient
**carbonfreezingroom
**corridors (all white corridors)
**courtyard (sheltered external area)
**landing_platform (all extrernal landing platforms)
**lighttunnel (cylindrical tunnel of light between machine room and carbon freezing chamber)
**metalroom (industrial looking room with conveyor belt)
**reactorroom (large open room with walkways and two large reactors)
*Mustafar Planet Ambient
**clonechamber - distant lava and wind
**crashed_destroyer - fizzing computer and clanks for the crashed star destroyer section
**external - heavy lava rumble for all external areas
**pipeandlava - ambience for entrace way to internal area
**electrostorm_cloningroom - large electro shield at end of cloning room
**projector in controlroom
**lava
**lava_pipe - for any thick pipe that lava travels through
**shoresplash - triggerable sound of spalshing lava to add to lava flow noise
*Hoth Planet Ambient
**cave - sheltered wind noise and room tone for cave and any other reverbant semi-external areas
**controlroom - echo base control room
**corridors - echo base corridors
**hangar - echo base hangar
**snowscape_light, snowscape_medium, snowscape_heavy - 3 levels of external wind and snow, covering areas at different height and distance from base
*Desolation Station / Death Star Construction Ambient
**gentle_electro_hum - this is a low level ambience to be used throughout the top level room areas
**hamstertunnel - low level ambience for connecting tunnel areas
**bigdrill - grinding drill pad for start of drilling sector
**conveyorbelt
**firstroom generators - the large cyclindrical generators in the first room after the landing area
**mediumgenerator
**cavewithdrills - Wookiee detention area
**hangar
**tunnel_drill2cave - ambience with distant drills for sloping tunnel area to the cave section
*Endor Planet Ambient
**basecorridor - beginning of bunker area
**ewokvillage - wind and swinging rope bridge noises
**forest
**airconunit - pad for beginning of bunker
**deathstar_shield - pad for large shield dish (to be heard when flying over)
**interal console beeps for bunker
**electric snap for power coils (in sequence) in bunker
*Yavin 4 Planet Ambient
*Kashyyyk Planet Ambient
**main_chamber - distant water, wind etc for main chamber through waterfall
**nightforest - cicadas, distant waves etc
**smallhuts_int - sheltered wind 7 forest noises for small tree huts
**insects for small range focused areas to give the ambience interest
**landing_radio - comms sounds for device on landing pad
**streams
**waterfall_heavy
*Cato Neimoidia Planet Ambient
**control_room - slightly alien sounding console ambience for control room
**ext - slow strained metal creaks with wind and wind chimes
**gallery - atmospheric ambience for high roofed gallery area
**gunray_entrance - gentle ambience for gunray's palace
**gunray_mainroom - heavier temple style ambience
**waterfeature
**windytree - localized rustling tree sound
*MS19 Traversals
**Spoiled Wookie Clone
**Spoiled Stormtrooper Clone
**Magnaguard
**Ewok
**Yoda
**General Grievous
**Super Battledroid
**Gungan
**Wookiee
*MS20 Traversals
**Durge
**IG-88
*MS21 Traversals
**Lance Trooper
**Darth Maul
*All Imperial Weapons
**Melee weapons to accompany animations
*All Rebellion Weapons
**Melee weapons to accompany animations
*All CIS Weapons
**Melee weapons to accompany animations
*Anti-Starfighter turrets
*Scout Vehicles/Bikes Delivery 2
** STAP
** Speeder Bike
** BARC Speeder
** Sith Speeder
*Bombers
**ARC 170
**Confederacy Strike Bomber
**Y-Wing
**TIE Bomber
*Hero Vehicles
**Sith Infiltrator
**Millennium Falcon
**Jedi Starfighter
**Slave I
*Jawa Chatter
*Tusken Raider Chatter
*Turrets on all vehicles
*Medium Attack Vehicles
*Scout Fighters Delivery 2
**IFT-T
**Snail Tank
**AAC-1
*Multi-Purpose Fighters Delivery 2
**Droid Starfighter
**X-Wing
**TIE Fighter
**V-Wing
*Normal Hit Reacts Delivery 2
**Spoiled Stormtrooper Clone
**Spoiled Wookiee Clone
**Magnaguard
**Ewok
**Droideka
**Super Battle Droid
**Gungan
*Melee Hit Reacts
**Spoiled Stormtrooper Clone
**Spoiled Stormtrooper Clone
**Clone Trooper
**Magnaguard
**Ewok
**Droideka
**Battle Droid
**Gungan
**Super Battledroid
Technical Design (Rendering):
*Investigation of Rim Lighting Complete
Technical Design (General):
*XLSP functionality
**Pending Microsoft Playing Ball
**We are not delivering an Xbox 360 dedicated server, but we will be hosting one behind XLSP for Lucasarts to test with
*Network Test
**Capacity for 50 human players per game (not verified at FRD)
**AI used to fill available slots
**Able to be run in Performance Modes to cheapen Rendering, Simulate lag, packet loss, and other real world network conditions
**Using Gamespy this month
**Stretch for NAT support, but not guaranteed.
*Multiplayer Online
**Capacity for 49 AI-controlled. Uncapped max players.
*Dedicated, standalone WinOS server for PC, PS3 and 360
**Should run on any Win O/S, but has only been tested on XP and Vista
**Documentation to include:
*** Command line execution details - inc how to setup and admin the dedicated server
***Limited Log output at the moment
**Online only, NOT 360 or PS3 LAN/System Link
**Only PS3 clients will be able to join PS3 dedicated servers. The same will apply for the other platforms.
**Stretch to host 2 Win and/or Linux servers on a single hardware instance?
*Dedicated Linux-based server for PC, PS3 and 360
**Has only been tested on Fedora Core Linux O/S
**Documentation to include:
***Command line execution details - inc how to setup and admin the dedicated server
***Limited Log output at the moment
**Online only, NOT 360 or PS3 LAN/System Link
**Only PS3 clients will be able to join PS3 dedicated servers. The same will apply for the other platforms.
**Stretch to host 2 Win and/or Linux servers on a single hardware instance?
*PS3 debug build running at 20fps or better
*Fly cam controllable by second joy-pad
**Wanted for the trailer
*Revolve 360' around player or props
**Wanted for the trailer
Technical Design (General):
*Deliver Xbox 360 Builds
**NTSC
**PAL
*Deliver PS3 Builds
**NTSC
**PAL
|-|Release Notes=
==BF3: January MS21 - Release Notes==
Hardware Prerequisites
XBOX 360
FLASH 6683 
XDK 6534.4
This is different 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 2.0.0
Target Manager 1.7.11.8
This is different from the previous milestone.
NOTE: It is not possible to downgrade back to 1.9.0 once the update has been applied.
WII
Firmware 21.2.2
SDK 2.4 Patch 6
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)
Can play through Story mode from beginning to end
NOTE - as some levels are yet to be setup, some areas may have placeholder objectives. Some crashes will likely occur, but play through will be possible, but not necessarily in one session.
Note – For all levels featuring trees (Endor, Dantooine, Yavin, Kashyyyk) – there have been some issues in terms of balancing the lighting of trees against characters/props and as such has resulted in the latter looking a little flat. This is a known issue and will be resolved in next month’s delivery, but should not prevent the assessment of new level art phases for this month.
Tatooine
Art – Phase 3 
Story – Phase 3 - NEW
Training (Phase 2)
Assault (Phase 3) 
Heroes vs. Villains (Phase 3) 
Hunt (Phase 3) 
Conquest (Phase 3) 
Coruscant
Art (Phase 3) - NEW
Story (Phase 3)
Conquest
Bespin
Art (Phase 3) – NEW
Splitscreen VBF
Conquest
Story (Phase 3)
Hunt (Phase 2)
Endor 
Art (Phase 2) – NEW
Story (Phase 3) – NEW
Splitscreen VBF - NEW 
Conquest
Assault (Phase 2)
Kashyyyk
Art (Phase 1)
Story (Phase 3) – NEW
Multiplayer (Phase 1)
Conquest (Phase 2)
Hunt (Phase 2)
CIS Munificent (frigate) – (in Tatooine Conquest)
Art (Phase 2) 
Dathomir
Story (Phase 2) – NEW
Currently, there is an issue whereby if the player dies and restarts from the Sith With encounter, all objectives are wiped and the player faces an endless army of Sith Witches. It is either best to play with God mode for checking objective triggers or simply restart the level from the beginning.
Inside of the old Imperial Shipyard there are two targets the player must destroy; the coms array and the central reactor. In the current set-up the player should be shooting directly at the objective markers to complete this section of the level.
Art (Phase 1) 
Shipyard (Art Phase 1) 
Multiplayer (Phase 1)
Yavin IV
Story (Phase 3) – NEW
Asteroids will be replaced with Death Star debris, but are representative of gameplay in the final section of the level.
Conquest (Phase 2) 
Reb Nebulon exterior
Hoth
Art – (Phase 2)
Splitscreen VBF
Story (Phase 3)
Conquest
Assault
Wii art conversion - NEW
Mustafar
Story (Phase 3) – NEW
Splitscreen VBF – NEW
CIS Cruiser
Conquest
Cato Neimodia
Art (Phase 2)
Splitscreen VBF 
Story (Phase 3) – NEW
Wii art conversion - NEW
Desolation Station / Death Star Construction
Art (Phase 2)
Story (Phase 3) – NEW
Dantooine
Art (Phase 2) – NEW
- It is understood that the turrets placed by the bridge in the middle of the map do not currently sit flush with the environment. We will be working towards adjusting the terrain to marry the two properly.
Splitscreen VBF - NEW
Story (Phase 2) - NEW
Multiplayer (Phase 1) – NEW
Droid Control Ship
Art (Phase 2) – Interior and Exterior
Death Star 2 (End of Endor)
Art (Phase 2) 
Reb. Mon Calamari Cruiser
Art - Fully modelled exterior
Nebulon B Frigate
Art (Phase 2)
Republic Frigate – Acclamator II
Art (Phase 2)
Interdictor (Imperial Medium Ship) 
Art (Phase 2)
Republic Cruiser (Venator Class) 
Art – Fully modelled exterior
Can be seen in Coruscant Trailer (Freeplay)
Exterior only
Death Star 2
Wii art conversion - NEW
Challenge 5 – The Kessel Run (Phase 2) – NEW
Challenge 6 – Infantry Survival School (Phase 2) – NEW
Challenge 7 – Han Solo Covering Fire (Phase 2) – NEW
Challenge 8 – Anakin Starfighter (Phase 2) – NEW
Challenge 9 – MSE Droid Racing (Phase 1) – NEW
 - Droid can occasionally overturn and/or get stuck on the environment. We are aware of this and will be addressed for Phase 3
Challenge 10 – Bounty Hunting (Phase 1) – NEW
Challenge 11 – AT-AT Fall Down (Phase 1) – NEW
- In the current setup, it can take a while for more AT-ATs to be delivered. In the meantime, rebel gun turrets can be destroyed to accrue points and trigger the end screen/scoring. 
Challenge 12 – Rebel Marksman (Phase 1) – NEW
Miscellaneous
Trailer setup to ensure AI have the best chance of being in front of the player
Code
GAME
Galactic Conquest Bonuses implemented
Galactic Conquest Phase 2 Multiplayer
Splitscreen, Coop & Competitive
Able to play through GC from start to finish per design
All scenarios setup
Including all win/lose conditions attached to each scenario
<a name="_Player"></a>
Player
Anti-starfighter turrets
Generic version and Cato Nemoidian version
Generic Turrets available on Dantooine
Generic Turrets will be player-controlled and Cato turrets will be controlled by AI
Battlefront Basics
Controls
Jedi (includes lightsaber attacks, defense, and force powers)
R2 attacks with a combo, in 'infantry mode' or in 'duel mode' 
In 'duel lock' there are also extra controls. Hold L1 and move the right stick:
Up for block
Down for overhead attack
Right for left-to-right attack
Left for right-to-left attack 
Accessibility
Discussed separately
AI (still under revisit from December MS)
AI Steering improved, AI better demonstrated through fixed animation (ie: taking cover), improved pathfinding
Combat Density (still under revisit from December MS)
AI is more contextually aware. For example, AI on foot shouldn’t consider themselves vehicle pilots.
Flying combat
Evasive moves have been tweaked
Camera / Animation smooth when transitioning into hangers
AI
Anti-starfighter turrets
See Player section above
Vehicles
Turrets on vehicles
IFT
Droid gunship 
ATTE 
Clone Hover Tank 
HTT 
AAC 
Imperial Shuttle 
Y-Wing 
ARC-170 
Turrets with approriate audio/visual effects
Multi-person setup where appropriate
ARC-170, although a 3 person ship, is a bomber and all other bombers are operating as single occupancy. This will too 
Animations
Traversals (Walk, Run, Crouch, Crouch+Walk, Roll and Jump unless specified) – See Anim Test Room
Lance Trooper
Prone has been removed from all characters as agreed with LEC
Republic Weapons
All 1st Person
Rebellion Weapons
All 1st Person
Imperial Weapons
All 1st Person
CIS Weapons
All 3rd Person
Scout Vehicles / Bikes Delivery 1 – See Anim Test Room
Sith Speeder
AT-RT
Bombers – See Anim Test Room
ARC-170
Confederacy Strike Bomber
Melee Hit Reacts
All Melee Hit Reacts are viewable from the Character Stage, use [ and ] to cycle.
Spoiled Clone Wookie and Trooper Melee Hit Reacts were deemed not applicable, since they already have quite strong and expressive projectile hit reacts which should suffice for both.
Clonetrooper
Magnaguard
Ewok
Droideka
Battledroid
Gungan
Super Battledroid
Miscellaneous
Improved Starfighter explosion effects
Note – As discussed during FRD visit to Lucas Arts (week beginning 14th Jan), due to the prioritisation of code work for the implementation of the new Jedi control scheme, it has not been possible to implement the following animations in-game;
Hero Force Powers
Villain Force Powers - Delivery 1
Force Power Hit Reacts
The actual animation work has been completed and these anims will be implemented in MS22.
Audio (Leading on PC)
Coruscant Planet Ambience
external_flybys - this is a subtle loop of hovercar flybys in the distant that we can probably play all through the level
fire_crackleswithsteam - smoke and fire for debris
fire_metallic - smoke and fire from crashed laats
neonsign_holobuzz - for neon scrollers
neonsign_buzzy - for neon building signs
neonsign_stutter - as above
Bespin Planet Ambience
carbonfreezingroom
corridors (all white corridors)
courtyard (sheltered external area)
landing_platform (all extrernal landing platforms)
lighttunnel (cylindrical tunnel of light between machine room and carbon freezing chamber)
metalroom (industrial looking room with conveyor belt)
reactorroom (large open room with walkways and two large reactors)
Mustafar Planet Ambience
clonechamber - distant lava and wind
crashed_destroyer - fizzing computer and clanks for the crashed star destroyer section
external - heavy lava rumble for all external areas
pipeandlava - ambience for entrace way to internal area
electrostorm_cloningroom - large electro shield at end of cloning room
projector in controlroom
lava
shoresplash - triggerable sound of spalshing lava to add to lava flow noise
Hoth Planet Ambience
cave - sheltered wind noise and room tone for cave and any other reverbant semi-external areas
controlroom - echo base control room
corridors - echo base corridors
hangar - echo base hangar
snowscape_light, snowscape_medium, snowscape_heavy - 3 levels of external wind and snow, covering areas at different height & distance from base
Desolation Station / Death Star Construction Ambience
gentle_electro_hum - this is a low level ambience to be used throughout the top level room areas
hamstertunnel - low level ambience for connecting tunnel areas
bigdrill - grinding drill pad for start of drilling sector
conveyorbelt
firstroom generators - the large cyclindrical generators in the first room after the landing area
mediumgenerator
cavewithdrills - wookie detention area
hangar
tunnel_drill2cave - ambience with distant drills for sloping tunnel area to the cave section
Endor Planet Ambience
basecorridor - beginning of bunker area
ewokvillage - wind and swinging rope bridge noises
forest
airconunit - pad for beginning of bunker
internal console beeps for bunker
electric snap for power coils (in sequence) in bunker
Kashyyyk Planet Ambience
main_chamber - distant water, wind etc for main chamber through waterfall
nightforest - cicadas, distant waves etc
smallhuts_int - sheltered wind 7 forest noises for small tree huts
insects for small range focused areas to give the ambience interest
landing_radio - comms sounds for device on landing pad
streams
waterfall_heavy
Cato Neimoidia Planet Ambience
control_room - slightly alien sounding console ambience for control room
ext - slow strained metal creaks with wind and wind chimes
gallery - atmospheric ambience for high roofed gallery area
gunray_entrance - gentle ambience for gunray's palace
gunray_mainroom - heavier temple style ambience
waterfeature
windytree - localized rustling tree sound
Traversals
MS19 Traversals
Spoiled Wookie Clone 
Spoiled Stormtrooper Clone
Magnaguard
Ewok
Yoda
General Grievous
Super Battledroid
Gungan
Wookiee
MS20 Traversals
Durge
IG-88
MS21 Traversals
Lance Trooper
Darth Maul
All Imperial Weapons 
All Rebellion Weapons 
All CIS Weapons 
Anti-Starfighter turrets 
Scout Vehicles/Bikes Delivery 2
Stap
Speeder Bike
BARC Speeder
Sith Speeder
Bombers
ARC 170
Confederacy Strike Bomber
Y-Wing
TIE Bomber
Hero Vehicles
SITH Infiltrator
Millennium Falcon
Jedi Starfighter
Slave I
Jawa Chatter
Tusken Raider Chatter
Turrets on all vehicles
Medium Attack Vehicles
Snail Tank
IFT-T
AAC-1
Multi-Purpose Fighters Delivery 2
Droid Starfighter
X-Wing
TIE Fighter
V-Wing
Scout Fighters Delivery 2
A-Wing
Tie-Intercepter
Tri-Fighter
Normal Hit Reacts Delivery 2
Spoiled Stormtrooper Clone
Spoiled Stormtrooper Clone
Droideka 
Gungan
Melee Hit Reacts
Spoiled Stormtrooper Clone
Spoiled Stormtrooper Clone
Clonetrooper
Droideka 
Battledroid
Gungan 
PC
Installer fully integrated and functional
Installshield - 2008 Premier Edition 
360 
Preliminary Gamespy functionality 
PS3
All Online Matchmaking features functioning on PS3
PS3 debug build optimised – improved frame rate 
Wii
Hoth - Converted to Wii
Cato Neimoida - Converted to Wii
Death Star 2 (End of Endor) - Converted to Wii
Story Missions implemented, all story levels with Phase 2 setup 
Network
Network Test
Capacity for 50 human players per game (not verified at FRD)
AI used to fill available slots
Able to be run in Performance Modes to cheapen Rendering, Simulate lag, packet loss, and other real world network conditions
Using Gamespy this month
Prelminary NAT negotiation
Multiplayer Online
Capacity for 49 AI controlled. Uncapped Max players 
Other
Dedicated, standalone WinOS server for PC
Should run on any Win O/S, but has only been tested on XP
Limited Log output at the moment 
Dedicated Linux-based server for PC
Has only been tested on Fedora Core Linux O/S
Limited Log output at the moment 
Applet and documentation located at:
\bfnetgame\publisher\game\BF3RemoteAdmin\
Fly cam controllable by second joy-pad
Revolve 360' around player or props
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)
Lobot 
Sith Witch 1
Aayla Secura
Anakin (ep3)
Yoda
Han Solo (new head)
Han Solo (Stormtrooper) (original head) - NEW
Young Obi-Wan
Old Obi-Wan - REVISIT
X1 (Act 1)
X1 (Act 2) 
X1 (Act 3)
X2 (Act 1) 
X2 (Act 2) 
X2 (Act 3)
Luke Skywalker (Episode VI) (new head)
Luke Skywalker (Pilot)
Luke Skywalker (Stormtrooper) (original head) - NEW
Shara
Falon Grey (Act 2) 
Ferroda
Wedge
Tortured Imperial Officer
Ryder (Zev)
Durge
Padme (Episode II) - NEW
Imperials
Imp. Officer
Imp. Stormtrooper
Imp. Scout trooper
Imp. Dark Trooper
Imp. Shock Trooper
Imp. Snow Trooper 
Imp. Pilot (Engineer)
Imp. Guard 
Rebels
Rebel Marksman 
Rebel Soldier
Rebel Soldier (Hoth) 
New Republic Soldier (Alt Rebel)
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
MSE-6 (Box) Droid
Medical Droid
Dwarf Spider Droid
Tri-Droid
Ammo / power droid
R4G9
Buzz Droid
Imperial Probe Droid
Beasts / Humanoids
Rancor
Krayt Dragon
Ewok
Militiamen of Dantooine (x3)
Gungan
Tauntaun
Jawa
Kaminoan
Dathomir Rebel #1
Dathomir Rebel #2
Tusken Raider - NEW
Space Vehicles
Millenium Falcon
Imp. TIE Interceptor 
Rep. X-Wing
Sith Infiltrator
Rep. Gunship (LAAT)
CIS Gunship
CIS Droid Starfighter
Rep. Carrier Gunship (LAAT/c)
Rebel B-Wing
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. Tie Fighter
(Imp) Slave 1
CIS Strike Bomber
Geo Starfighter
Ground Vehicles
CIS Hailfire droid
CIS AAT
Rep. Clone Hovertank
Snail Tank
AAC-3
T4B
Sith Speeder
Imp. Speeder Bike
CIS STAP
Rep. BARC Speeder
Rep. AT-RT 
Imp. AT-ST
ATTE 
HTT 
Tie Bomber
T47 Snowspeeder
Spider Droid 
SPHA-T 
Reb Medium Transport 
Theta AT-AT Barge
CIS MTT
Weapons
CIS Electrostaff
Rep. Vibrolance (Power Lance)
Reb. Reinforced Combat Staff
Imp. Force Pike
Westar-34 Blaster
Rep. DC-15 Blaster
Rep. DC-15a Blaster Rifle
Imp. E11 Blaster Rifle
CIS E-5 Blaster Rifle
Reb DH-17 Blaster Rifle
E-3 Blaster Rifle
Rep. Minigun
CIS Minigun
Reb. Minigun 
Imp. Minigun
Reb E17d Sniper Rifle
Imp. Modified BlasTech E-11s Sniper Rifle
Zam Wessel Sniper rifle
Rep. DC15s Pistol
CIS Blaster Pistol
Rep. Disruptor Pistol
CIS Disruptor Pistol
Reb. Disruptor Pistol
Imp Disruptor Pistol
Imp. BlasTech SE-14r Blaster Pistol
Reb. DL-44 Blaster Pistol
Zam Wessel Pistol
Rep. Shotgun
Reb. Shotgun
Imp. Blast Cannon
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 – NEW
Princess Leia (Ep. IV) – NEW
Anakin Lightsaber – NEW
Yoda Lightsaber – NEW
Obi-Wan Kenobi Lightsaber – NEW
Mace Windu Lightsaber – NEW
Aayla Secura Lightsaber – NEW
Darth Vader Lightsaber – NEW
Darth Sidious / Emperor Lightsaber – NEW
Asajj Ventress Lightsaber – NEW
Luke Skywalker Lightsaber - NEW
Props
Rebel Turret (Desert)
Laser Beam Turret 
Concussion Cannon Turret
Generic Anti-Air Turret - NEW
Known Issues:
GENERAL
Currently, the player can move around between the two initial cutscenes at the start of Tatooine Story. If you do this, it may break the setup - you may not be able to activate the button on the antenna, and hence be unable to complete the first objective and, subsequently, the level.
Optimisations
DONE
Havok Welding : currently turned off, data to be cached/stored
Particle Strips : interpolated data
Doors : only update physics when moving 
Points Of Interest : distance reduced, culling changed. 
CML : timesliced 
Texture Streaming : timeslicing increased 
Vistable : checks improved 
Terrain Tick : moved to thread 
Ship Props : streamlined with no driver 
Vehicle Props : removed unused code 
Particle System Handles : turned into pointers 
Particle optimizations : CML cached 
Removed cover maintainer components from remote props 
Sphere tree node splitting branches removed 
CTriggerIteratorChrs optimized 
AI Flying Vehicles Reticulating Splines using binary search 
Only tick objectives in story and assault modes 
Dispenser droids used cached positions instead of prop->GetCentrePos 
NPC Aiming only finds head and chest bones when inserted into world 
Command post range testing timesliced 
Cloth vertices calculation sped up 
Gun Actions For NPCs + Remotes (candoaction) no longer linetests 
AI Grenades (a) tick less often and (b) do fewer linetests 
Timesliced proximity power ticking for NPCs 
Cache result of CNPCGunHandlerComponent::FriendliesNearby 
Timesliced gun cloaking/uncloaking test 
Vehicle prop obstacle components are disabled when the flying vehicles are flying …
Wii – specific information
Bloom filter can be seen only on Tatooine
Other filters
There is a vignette and a slight depth of field effect (distance based blur/desaturate) on all levels
Per Vertex Parallax (Alpha Punch) - Statue in "Testroom Ambient" 
Per Pixel Parallax - Statue in "Testroom Ambient". 
There is no correction for different texture sizes. You may see popping as textures stream in. 
"Moving Specular" . Moving the principle specular direction proved problematic at run time. A better solution was to work out the average light direction at convert time and store the pre-reflected vector. This has the benefit of being more efficient and more accurately reproducing the local light conditions (what the moving specular was meant to achieve). 
Is in use on all Wii converted levels aside from Tatooine.
Environment Mapping - All objects with environment mapping set. 
For example on Tatooine, Jango Fett etc. 
Controls
Now defaults to the "alternative scheme".
Jedi controls are temporary while the other SKUs are being revised
Framerate now never goes above 30fps. This is to provide a more stable frame rate on some of the cheaper levels such as Death Star.
Revised Controls (introduced in MS20)
The details below represent the Xbox 360 controller. The PlayStation 3 control layout will be identical.
Infantry controls:
LT
hold for lockon (with zoom)
LB
tap for reload, hold to enter vehicle / turret / activate
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
RS
weapon melee
X
switch secondary
Y
switch primary
A
jump
B
crouch, (+direction to roll)
D-pad up
change camera
D-pad left
accept hero
The two major modifications are the sprint and weapon-zoom:
Sprint now functions as a toggle, which can be switched on/off while the player is running forward. It will be automatically switch off when the player stops the forward movement.
Weapon zoom now requires the player to hold down the LT button, when it is released the camera goes back to normal view.
Melee / Jedi (when melee weapon equipped):
As infantry, but
LB
if not near activatable object / vehicle, block using melee weapon
Vehicle controls:
LT
lockon
LB
tap to exit
RT
fire primary
RB
fire secondary
Y
switch seats
D-pad up
change camera
D-pad left
accept hero
D-pad down
rear view
Ship controls:
LT
lockon
LB
tap to land and exit (when flying or hovering)
RT
primary weapon
RB
secondary weapon
B
special move (+direction on left stick)
X
bail
Y
switch seats
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 slighty:
RB
Ascend
RT
Descend
Revised Controls (Cont.)
MS21 Important note: The default Wii control scheme has now been changed to what was previously the alternate scheme
Wii controls
Minus
Pause
Debug controls are now mapped to the 4th Gamecube controller, navigated with the + pad and brought up with Start/X. A is select and B is back.
To select the alternate control scheme:Pause > Controls >Controller config.
The alternate scheme is type B, this will likely be highlighted but it is necessary to move forward or back a scheme and return it to type B in order to register.
Press ZSelect Yes oncePress minus
Common walking:
Scheme 1
Scheme 2
Forward/Backward
Analogue Up/Down 
Analogue Up/Down 
Turn Left/Right
Analogue Left/Right 
Pointer Left/Right 
Strafe Left/Right
Analogue Left/Right
Hold Z + Analogue Left/Right 
Look Up/Down
Pointer Up/Down
N/A 
Look
N/A
C, pointer to turn
Jump 
A (Quick press and release)
A (Quick press and release)
Sprint
A (Hold)
A (Hold)
Crouch/Stand 
D-pad down 
D-pad down 
Use
D-pad up
D-pad up
Roll left
Left on analogue + tilt nunchuk left
Z + left on analogue + tilt left
Roll right
Right on analogue + tilt nunchuk right
Z + left on analogue + tilt right
Roll forward
Forward on analogue + flick nunchuk forward
Forward on analogue + flick nunchuk forward
Roll back
Back on analogue + flick nunchuk back
Back on analogue + flick nunchuk back
Infantry:
Same for both configurations
Lock-on target under cursor:
Z (Press and Hold)
Secondary weapon
Hold C and perform throwing motion with nunchuk
Cycle primary weapon
D-pad right
Cycle secondary weapon
D-pad left
Roll
D-pad down
Reload
1
Zoom
Z
Melee
Swipe wiimote left
Jedi:
Scheme 1
Scheme 2
Swing Lightsaber
B
N/A
Swing Left 
Z + swipe wiimote left
Swipe wiimote left
Swing Right 
Z + swipe wiimote right
Swipe wiimote right
Swing Overhead
Z + swipe wiimote down
Swipe wiimote down
Force power mode 
Hold C 
Hold C
Push/ Throw lightsabre 
Hold wiimote+nunchuk vertically and push 
As scheme 1
Pull
Hold wiimote+nunchuk vertically and pull
As scheme 1
Lightening
Hold wiimote+nunchuk horizontally and raise
As scheme 1
Repulse
Hold wiimote+nunchuk horizontally and lower
As scheme 1
Choke 
Press and hold B, move nunchuk and wiimote to vertical
Lock Target in front of player
Press and hold Z 
Press and hold Z 
Block 
Z+B 
B 
Flying:
Same for both configurations
Turn
Pointer
Aim
Pointer
Fire Primary
B
Fire Secondary
A
Motion Toggle
C
Execute Evasive
Motion Toggle+Swipe Wiimote L/R
Execute Corkscrew
Motion Toggle+Swipe Wiimote U/D
Land
D-pad Up
Accelerate/ Decelerate
Analogue up/down
Roll (absolute)
Wiimote rotation
Target (with turn assist)
Press and hold Z
Vehicle:
Scheme 1
Scheme 2
Move forward/back
Analogue U/D
Analogue forward/back
Turn left/right
Pointer L/R
Analogue left/right
Move left/right
Analogue L/R 
Z + Analogue L/R
Aim
Pointer
Pointer
Exit Vehicle
+ Up
+ Up
Fire
B
B
Lock Target
Press and hold Z
Press and hold Z
Turret:
Same for both configurations
Aim
Pointer
Fire
B
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