Milestone 20

<tabber>
Milestone Schedule=
== Milestone 20 - Monday, 17ᵗʰ December 2007 ==
Running on X360 and PS3, NTSC & PAL:
* Spawn Menus 2ⁿᵈ pass
* XLSP functionality
* Balancing tools
* Automated load test
* Session Unlock Content - Tier 5
* Vehicle lock-on implemented
* Anti-vehicle turret, all versions
* Objective HUD behaviour
* Concussion missiles (from vehicles)
* Energy Torpedoes (Droid Starfighter)
* Vehicle Weapons implemented – correct art and functionality
**Blasters and Lasers
**Homing missiles with lock-on 
**Bombs 
**Heat-seeking missiles
*Challenge 2 - Phase 2
*Challenge 3 - Phase 2
*Challenge 4 - Phase 2
*Challenge 5 - Phase 0
*Challenge 5 - Phase 1
*Challenge 6 - Phase 0
*Challenge 6 - Phase 1
*Challenge 7 - Phase 0
*Challenge 7 - Phase 1
*Challenge 8 - Phase 0
*Challenge 8 - Phase 1
*All cutscenes in where appropriate, no lip-sync
Battlefront Basics:
*Balancing / tuning / improvements of:
**Controls
***Player (Infantry controls must be easy to use)
***Vehicle (Ground vehicle controls and Space vehicle controls - lockon, special moves)
*Attributes / Handling (including health)
**Character Classes
**Vehicles
*Cameras
**Characters
**Vehicles
*Signposting (including VBF and minimap)
**Conquest
**Story
*Weapons/Fire Rates
**Characters
**Vehicles
*Code work on:
**Combat density
***Improved player centricity on ground, space, and capital ship
***Enemy gunships should attack infantry untis around player
***Capital ships should bombard ground near player (priority is vehicles, then groups, then single AI)
***AI should use turrets against appropriate targets
***Capital ships should fire on each other and enemy starfighters
***Bombers attacking capital ships
***Starfighters should engage bombers and dogfight each other
***Enemy gunships should land and assault player's capital ship
*AI
**Attack state tweaked
**Information presented during gameplay should be clear and legible (ie tidying up HUD messages and prompts)
**Spawn screen, including how VBF map will work
**Player collisions improved
**Camera collisions improved
Art:
*Tatooine - Phase 3
*Hoth - Phase 2
*Hoth - Splitscreen VBF version
*Cato Neimoida - Phase 2
*Cato Neimoida - Splitscreen VBF version
*Bespin - Phase 2
*Bespin - Splitscreen VBF version
*Republic Cruiser (Venator-Class) - Exterior only
*Desolation Station / Death Star Construction - Phase 2
*Death Star 2 (End of Endor) - Phase 2
*Republic Frigate - Acclamator II - Phase 2
*Interdictor (Imperial Medium Ship) – Phase 2
Animations:
*MS20 Traversals
*CIS Weapons - All 3ʳᵈ Person
*Multi-Purpose Fighters
*Rancor
Audio (where duplicating Animation list, will compliment animation):
NOTE: Audio will lead on PC. Declared here to show tie in with Animations.
*Tatooine Planet Ambient (All Planet, Frigate and Capital Ship)
*MS18 Traversals
*All Republic Weapons (Melee weapons to accompany anims) 
*Normal Hit Reacts Delivery 1
*Tauntaun
*Krayt Dragon
*Rancor 
*Anti-vehicle turrets
*Frigate destruction
*Medium Attack Vehicles Delivery 1
*Scout Fighters Delivery 1
*Scout Vehicles/Bikes Delivery 1
*Secondary Weapons - Cloaking Device
Setup (Multiplayer):
*Kashyyyk - Phase 1
*Tatooine - Phase 3 – Conquest
*Tatooine - Phase 3 – Assault
*Tatooine - Phase 3 - Heroes vs. Villains
*Tatooine - Phase 3 – Hunt
*Kashyyyk - Phase 2 – Conquest
*Kashyyyk - Phase 2 – Hunt
*Bespin - Phase 2 - Hunt
Setup (Multiplayer):
*Coruscant - Phase 3
*Bespin - Phase 3
*Hoth - Phase 3
*Yavin 4 - Phase 2
*Dathomir - Phase 1
*Kashyyyk - Phase 2
*Can play through story mode from beginning to end. Obviously 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.
|-|Roadmap=
==Milestone 20 - Monday, 17ᵗʰ December 2007==
Summary:
*Battlefront Basics
*Play through story mode from beginning to end
*PAL + NTSC Builds Delivered
*All cutscenes in where appropriate
Content Detail:
*Frontend - Approved concept screen in Flash
*Challenges 5-8 - Phase 1
*Challenge 2-4 - Phase 2
*All Online Matchmaking features functioning on PS3
*XLSP functionality
*Focus on Battlefront Basics
Game Design (Multiplayer):
*Kashyyyk Phase 1
*Tatooine Phase 3 – Conquest
*Tatooine Phase 3 – Assault
*Tatooine Phase 3 - Heroes vs. Villains
*Tatooine Phase 3 – Hunt
*Kashyyyk Phase 2 – Conquest
*Kashyyyk Phase 2 – Hunt
*Bespin Phase 2 – Hunt
Game Design (Story):
*Coruscant Phase 3
*Bespin Phase 3
*Hoth Phase 3
*Yavin 4 Phase 2
*Dathomir Phase 1
*Kashyyyk Phase 2
Game Design (Challenges):
*Challenge 2 - Phase 2
*Challenge 3 - Phase 2
*Challenge 4 - Phase 2
*Challenge 5 - Phase 0
*Challenge 5 - Phase 1
*Challenge 6 - Phase 0
*Challenge 6 - Phase 1
*Challenge 7 - Phase 0
*Challenge 7 - Phase 1
*Challenge 8 - Phase 0
*Challenge 8 - Phase 1
Game Design (Miscellaneous):
*Can play through story mode from beginning to end
**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.
**The latest objectives from FRD's Objective Document will come in at Story Phase 3 for associated levels.
**Missions won't end on the current conquest score screen.
Gameplay Features (Battlefront Basics - Balancing / tuning / improvements):
*Controls
**Player; Character movement and physics improved
**Vehicle (Ground vehicle controls and Space vehicle controls - lockon, special moves)
**Revision of controls
**The sticky auto-lock will be fixed.
**Revision of controls will be a default that we all agree on.
**No separate alternative control schemes will be included
*Attributes / Handling (including health)
**Character Classes
**Infantry will use BF2 auto-aim handling
**Vehicles
**Clone Hover Tank as test case
***More responsive, collision less bouncy
***It will be have as expected, and consistantly
*Cameras
**Characters; Separate camera for melee
**Shaky-cam
**Blends between cameras improved
**Vehicles; Better positions
**Remote Guns
*Signposting (including VBF and minimap)
**Conquest
**Story
**Capital Ship health on HUD
**Objectives on mini-map
**Objectives direction indicator
**PiP will be included in Conquest, as will Capital Ship Health on HUD
**Objectives on the mini-map and direction markers will improve signposting in campaign.
*Weapons / Fire Rates
**We will make sure that weapons and fire rates are correct for all characters and vehicles.
Gameplay Features (Battlefront Basics - Combat Density):
*Improved player centricity on ground, space, and capital ship
**Improved teleportation
**Less obvious to player
**When player is in a frigate, spawning of AI in space in gunships, bombers and starfighters.
*Enemy gunships should attack infantry units around player
*Capital ships should bombard ground near player
**Priority is vehicles, then groups, then single AI
**There will be improved impact FX
**AI won't always hit.
*AI should use turrets against appropriate targets
**New anti-vehicle turrets
*Capital ships should fire on each other and enemy starfighters
**Health of Capital Ships will be bumped up
**They are currently still shooting into empty space. We're looking into this.
*Bombers attacking capital ships
*Starfighters should engage bombers and dogfight each other
**Exact priority to be discussed
**Probably not as rigid as "Priority should be defending starfighters engage bombers first - then enemy starfighters and attacking starfighters will go after enemy starfighters first - then any enemy bombers."
*Enemy gunships should land and assault player's capital ship
**Turrets on gunships will fire regardless of whether they are physically manned.
Gameplay Features (Battlefront Basics - AI):
*Attack state tweaked, less fidgety
**Less changing of guns
**Grenade dives less effective
**Less rolling
Gameplay Features (Battlefront Basics - Miscellaneous):
*Information presented during gameplay should be clear and legible
**Tidying up HUD messages and prompts
**This is not a new HUD, the button prompts will be made neater and messages won't overlap.
*Spawn screen, including how VBF map will work
**Concepts in discussion
*Player collisions improved
**1st iteration of new system for binding animation and physics
**Movement around the world should be less problematic and the animation should be smoother.
*Camera collisions improved
**Use sphere test to make sure that camera doesn't lose sight of target
Gameplay Features (Miscellaneous):
*Spawn menus 2nd pass
**Flash deliveries of UI and spawn menus agreed
*Session Unlock content
**Tier 5
*Vehicle lock-ons implemented
**If player holds the crosshair over a vehicle when they have a rocket launcher, they can lock-on to fire a homing missile.
*Anti-vehicle turret, all versions
*Objective HUD behaviour
**Objectives markers showing up in the HUD
*Concussion missiles
*Energy Torpedoes
**Droid Starfighter using these direct-fire, non-homing missiles and they will have differentiating GFX
*Vehicle Weapons implemented – correct art and functionality
**Blasters and Lasers
**Homing missiles with lock-on (can be broken with special moves)
**Bombs
**Heat-seeking missiles
**The inclusion of homing vs. heatseaking missile is TBD.
**No bomb AFX currently planned.
Art (Characters):
*New Republic Soldier (Alt. Rebel)
*Luke Skywalker (Pilot)
*Humanoid Creature - Kaminoan
*Wedge
*Dathomir Rebel #1
*Dathomir Rebel #2
*Tortured Imperial Officer
*Ryder (Zev)
*Villains - Durge
Art (Planet Levels):
*Tatooine - Phase 3
*Hoth - Phase 2
*Hoth - Splitscreen VBF version
*Cato Neimoidia - Phase 2
*Cato Neimoidia - Splitscreen VBF version
*Bespin - Phase 2
*Bespin - Splitscreen VBF version
*Republic Cruiser (Venator-Class)
**exterior-only
**will be placed in Coruscant
**damage effects if destroyed to be investigated
*Desolation Station / Death Star Construction - Phase 2
*Death Star 2 (End of Endor) - Phase 2
Art (Frigates):
*Republic Frigate - Acclamator II - Phase 2
**will be placed in Coruscant
*Interdictor (Imperial Medium Ship) – Phase 2
Art (Weapons):
*Empire -> Support Class -> Arc Cutter
*Empire -> Sniper Class -> Modified BlasTech E-11s Sniper Rifle
*Empire -> Heavy Weapons Class -> MiniMag PTL Rocket Launcher
*Empire -> Support Class -> BlasTech SE-14r Blaster Pistol
*Dantooine Militiaman Rifle
Art (Vehicles):
*MTT
*ARC-170
**will be playable in Coruscant
*Generic Anti-Vehicle
Art (Animations):
*MS20 Traversals
**Durge
**IG-88
***For these and previously included characters, they will all be migrating to the new blending system, but no new animations will be added.
*Multi-Purpose Fighters
**X-Wing
**V-Wing
*Rancor in-game
**in Dathomir and Anim Test Room
Narration:
*All cutscenes in where appropriate
**All levels w/ Phase 2 set-up will have their non lip-synced cutscenes.
Audio:
*Tatooine Planet Ambient (All Planet, Frigate and Capital Ship)
*MS18 Traversals
**Clone Trooper / Male Humanoid
**Battle Droid
*All Republic Weapons (Melee weapons to accompany anims)
*Normal Hit Reacts Delivery 1
**Clone Trooper
**Battle Droid
***NOTE: For each shot landed, there will be the appropriate body material impact sound ocasionally accompanied by vocal effects.
*Tauntaun
*Krayt Dragon
*Rancor
*Anti-vehicle turrets
*Frigate destruction
*Medium Attack Vehicles Delivery 1
**AAT
**Hailfire Droid
*Scout Fighters Delivery 1
**Republic Starfighter
*Scout Vehicles/Bikes Delivery 1
**AT-RT
*Secondary Weapons - Cloaking Device
Technical (General):
*Balancing tools
**Same as the QA tool in the PC Match analysis tool
*Automated Load Test
**This allows us to quickly check whether a build loads without manually having to run every level. For internal purposes only at this stage.
Production:
*Deliver Xbox 360 Builds
**NTSC
**PAL
*Deliver PS3 Builds
**NTSC
**PAL
|-|Roadmap/Wii=
==Milestone 11 - Monday, 17ᵗʰ December 2007==
Summary:
*Galactic Conquest implemented
Game Design:
*Galactic Conquest implemented
**same content as on PC
*7 Challenges converted from main SKUs
**Wii-specific Controls
**Gameplay will be the same
**Visuals will be same as normal Wii gameplay
Art:
*Tatooine Converted to Wii
**Just lowering poly count and and texture work
**No level setup is being altered
**Art Phase 2 is the goal, but we'll keep you informed
*Improved shadows on Corruscant
**Work done with Filters and resolution consistency and consistent texturing
**Screenshots to be sent mid milestone
Audio:
*Audio presented in build
** Audio will be present as in all other SKUs
Technical (General):
*Improved aliasing
**As it's a full-screen effect, there will be globally less jaggy edges.
*Running at 15fps
**Running on Tatooine, 32 AI
**Tatooine game play should be functionally the same as other SKUs
**15fps will certainly be an average. That said, there will almost certainly be ways for it to artificially increase (say, only fly around, stand in the capital ship) or decrease (look at expensive rooms, fire rockets all the time),
*Use GameCube pad for debug usage, including AI camera (no keyboard support on Wii)
Production:
*Deliver Wii Build
|-|Roadmap/PC=
==Milestone 8 - Monday, 17ᵗʰ December 2007==
Summary:
*Profiles and Profile Saving
Technical (General):
*Tools to assist Q.A.
*Profiles and profile saving
**Saving of Progress through Campaign Mode
**When a checkpoiint is complete it will save automatically
**This can then be resumed from Single Player Campaign menu
**Session unlocks, awards, control configurations, and options settings are automatically saved
Production:
*Deliver PC Build
|-|Release Notes=
==BF3 - December MS20 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 - NEW
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.
All 16 cutscenes in the build and individually selectable from the front end menu in the Extras section or from the game launcher.
Tatooine
Art – Phase 3 - NEW
Training (Phase 2)
Assault (Phase 3) – NEW
There is a random crash when playing as the CIS faction.
Heroes vs Villains (Phase 3) - NEW
Hunt (Phase 3) - NEW
Conquest (Phase 3) - NEW
Coruscant
Story (Phase 3) - NEW
Conquest
Bespin
Art (Phase 2) – NEW
Splitscreen VBF - NEW
Conquest
Story (Phase 3) – NEW
Hunt (Phase 2) - NEW
Endor 
Story (Phase 2) 
Conquest
Assault (Phase 2)
Kashyyyk
Art (Phase 1)
Story (Phase 2) – NEW
Multiplayer (Phase 1) - NEW
Conquest (Phase 2) - NEW
Hunt (Phase 2) - NEW
CIS Munificent (frigate) – (in Tatooine Conquest)
Art (Phase 2) 
Dathomir
Story (Phase 1) – NEW
Use the DEBUG EXE to play through Dathomir Story
To enter the shipyard fly straight towards the objective marker
Art (Phase 1) 
Shipyard (Art Phase 1) 
Multiplayer (Phase 1)
Yavin IV
Story (Phase 2) – NEW
Conquest (Phase 2) 
Reb Nebulon exterior
Hoth
Art – (Phase 2) – NEW
Splitscreen VBF - NEW
Story (Phase 3) – NEW
The AT-ATs have to be destroyed using the snowspeeder and rope to continue.
Conquest
Assault
CIS Cruiser
Conquest
Cato Neimodia
Art (Phase 2) – NEW
Splitscreen VBF - NEW
Story
Desolation Station / Death Star Construction
Art (Phase 2) - NEW
Dantooine
Story (Phase 1)
Droid Control Ship
Art (Phase 2) – Interior and Exterior
Death Star 2 (End of Endor)
Art (Phase 2) – 
Improved texturing, reflective surfaces, some optimisation.
Reb. Mon Calamari Cruiser
Art - Fully modelled exterior
Nebulon B Frigate
Art (Phase 2)
Republic Frigate – Acclamator II - NEW
Art (Phase 2)
Accessible through the Freeplay menu
Interdictor (Imperial Medium Ship) 
Art (Phase 2) – NEW
Accessible through the Freeplay menu
Republic Cruiser (Venator Class) - NEW
Art – Fully modelled exterior
Can be seen in Coruscant Trailer (Freeplay)
Exterior only
Challenge 1 – R2D2 vs Buzz Droids
Challenge 2 – Tatooine Speeder Race (Phase 2) - NEW
Challenge 3 – SW Story Classic (Phase 2) - NEW
Challenge 4 – Tank Buster (Phase 2) - NEW
Challenge 5 – The Kessel Run (Phase 1) – NEW
Challenge 6 – Infantry Survival School (Phase 1) – NEW
Challenge 7 – Han Solo Covering Fire (Phase 1) – NEW
Challenge 8 – Anakin Starfighter (Phase 1) – NEW
Code
HUD 
Tidied up HUD messages and prompts
This is not a new HUD, the button prompts will be made neater and messages won’t overlap
Objectives direction indicator
Signposting (VBF and minimap)
Conquest
Command posts (owned, neutral, enemy) are shown on the game screen with their distance from the player. Command posts shown on the minimap also convey ownership status.
Story
Off-screen objectives are represented by a coloured arrow at the border of the screen. Objectives (main and bonus) are represented by a star icon. Objectives show on the minimap.
Capital Ship health on HUD
Can be seen in Coruscant Conquest
Picture-in-Picture will be included on Conquest as will Capital Ship Health on HUD.
Can be seen in Tatooine Conquest as Capital Ships take increasing amounts of damage
Player
Player Character movement and physics improved
Revision of controls 
Detailed controls are at the end of this document.
Handling and health tied to character classes
Infantry using BF2 style auto-aim handling
Separate camera for melee combat
Shaky cam (animated 3rd person player camera.) 
Camera collisions improved
Improved blends between different camera types
Heavy-weapon lock-on (homing missles)
If an infantry player holds the crosshair over a vehicle when they have a rocket launcher they can lock-on and fire a homing missile. 
This can be seen on Coruscant Trailer – swap weapons with a Heavy Trooper (get close and press RB on a 360 pad) then proceed to the “Take out the approaching AATs” objective and target a moving AAT.
In Tatooine Assault, play as Republic and select the Heavy Trooper class. Proceed to the second objective and land on Tatooine. A pair of CIS Bomber will make repeated strafing runs. Use this behaviour to assess lock-on/homing missiles on flying craft.
Weapons and fire rates appropriate for all characters 
Improved player centricity on ground, space and capital ship 
When player is in a frigate AI will spawn in gunships, bombers and starfighters.
Player collisions improved
1st iteration of new system for binding animation and physics
Environment navigation should be less problematic and with smoother animation
Session Unlock Content
Tier 5
A total of 5 additional weapons can be unlocked by the player, one for each of the character classes:
Solider Class – Han Solo’s DL-44 Blaster
Heavy Weapons Class – Boba Fett E-3 Blaster
Sniper Class – Zam Wessel’s Sniper Rifle
Support Class – Jango Fett Blaster
Melee Class – Gaffi Stick
The allocation and content of these unlocks is intended to demonstrate the system working only. Both will likely change as a result of ongoing discussions.
Enabled through “Unlock Everything” cheat on the BF debug menu
AI
Attack states tweaked. AI less fidgety
Less changing of guns
Grenade dives less effective
Less rolling
Enemy gunships attack infantry units around player
LAAT’s in Coruscant Conquest
Capital ships bombard ground near player
Priority is vehicles then groups then single AI
Improved impact FX will be present
AI won’t always hit
AI use turrets against appropriate target types
Anti-vehicle turrets 
Anti-infantry turrets 
These can be seen in Tatooine Conquest and Hoth Conquest
Capital Ships fire on each other and enemy starfighters
Capital Ship health is increased
Bombers attack enemy ships
Starfighters and bombers engage in dogfights
Enemy gunships will land and assault player’s capital ship
Unmanned gunship turrets will still fire
Can be seen in Tatooine Conquest as troops attempt to attack a capital ship reactor
Vehicles
Ground and Space Vehicle controls feature lock-on and special moves 
Clone Hover Tank
More responsive, collision less bouncy
Improved camera positioning (including remote guns)
Weapons and fire rates appropriate for all vehicles
Concussion Missiles from vehicles
Energy Torpedoes
Droid Starfighter use these direct-fire / non-homing missiles. 
They will have differentiating graphics
Tatooine Conquest, CIS Munificent Capital Ship 
Vehicle weapons implemented
Blasters and Lasers
Homing Missiles with lock-on
Bombs (no specific bombing GFX planned)
Heat Seeking Missiles
ARC-170 is be playable in Coruscant Trailer and Tatooine Conquest ( in the Acclamator Hangar)
Animations
Traversals (Walk, Run, Crouch, Crouch+Walk, Roll and Jump unless specified) – See Anim Test Room
Durge
IG-88
View in Anim Room MS20
Prone has been removed from all characters as agreed with LEC
Vehicle Anims can be tested in Anim Test Room
X- Wing
V-Wing
Rancor in-game
In Dathomir
Use the DEBUG EXE to run Dathomir Story to see the Rancor.
Audio (Leading on PC)
Tattooine Planet Ambience
Planet, Frigate, Capital Ship
Traversals
MS18 Traversals
Clone Trooper / Male Humanoid
Battledroid
Sound FX = dirt, grass, metal, snow, water, wood
All Republic Weapons (sfx for fire, reload (where appropriate) and melee (where appropriate))
See any Clone Era Instant Action
Infantry
dc15  blaster rifle 
shotgun 
Heavy 
PLX rocket launcher 
minigun
Sniper class 
dc15 sniper rifle 
disruptor pistol
Engineer 
Arccutter 
Sonic charge launcher
Normal Hit Reacts (Delivery 1) – See Test Room
Clone Trooper
Battledroid
NOTE: For each shot landed, there will be the appropriate body material impact sound occasionally accompanied by vocal effects
Tauntaun – See Hoth Instant Action / Test Room
Krayt Dragon – Seen in Tatooine Training
Rancor – Seen in Dathomir Campaign
Anti-vehicle turrets
Frigate Destructions – See any Instant Action
Medium Attack Vehicles (Delivery 1)
AAT
Hailfire Droid
Both can be found in the latter stages of the Tank Buster challenge
Scout Fighters (Delivery 1)
Republic Starfighter – See Tatooine Training
Scout Vehicles / Bike (Delivery 1)
AT-RT – See Clone Era Tatooine Instant Action
Scondary Weapons
Cloaking Device
PC
Frontend feature complete
Profiles and Profile saving
Saving of Progress through Campaign Mode
When a checkpoint is complete it will save automatically
This can then be resumed from Single Player Campaign menu
Session unlocks, awards, control configurations, and options settings are automatically saved
Wii
Galactic Conquest implenmented
Same content as PC
7 Challenges from the main SKUs
C1 - Artoo Hit the Buzz Droid
C3 - SW Story Classic
C5 - The Kessel Run
C6 - Infantry Survival School
C7 - Han Solo Covering Fire
C8 - Anakin Starfighter
C12 - Rebel Marksman
Wii Specific controls (detailed at the end of this document)
Same gameplay as main SKUs
Visuals will match normal Wii gameplay
Tatooine Art converted to Wii
Lowering poly count and and texture work
No level setup is being altered
Art Phase 2 
Improved Shadows in Coruscant
New lighting on the exterior rings
Audio will match other SKUs
Improved aliasing
Achieved by constantly moving the camera and applying a motion blur. The anti-aliasing effect of this should improve with a better framerate
Running at 15fps – Check via on-screen counter
Tatooine
32 AI
15fps as an average
Instant Action -> Tatooine -> Conquest -> Begin
Average time should include some time spent on the capital ship
Uses GameCube pad for debug usage including AI camera
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.
Other
Balancing tools
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
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) - NEW
Shara
Falon Grey (Act 2) 
Ferroda
Wedge – NEW
Tortured Imperial Officer – NEW
Ryder (Zev) – NEW
Durge - 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) - NEW
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 – NEW
Dathomir Rebel #1 – NEW
Dathomir Rebel #2 – 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 - NEW
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 - NEW
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 - NEW
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 - NEW
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 - NEW
Rep. Sorosuub Fusion Cutter
CIS Arc Cutter
Reb. Arc Cutter
Imp. Art Cutter - NEW
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 - NEW
Props
Rebel Turret (Desert)
Laser Beam Turret 
Concussion Cannon Turret
Known Issues:
PLAYSTATION 3
The Krayt Dragon breaks the skinning code. It doesn't seem to crash, but does cause graphical corruption.
WII
The “wait” bar doesn't appear Galactic Conquest
Some of the longer audio samples are missing from the Wii build due to memory concerns
Corrupt profiles in the NAND can cause crashes. This has been observed occurring on loading the front end and when selecting the challenge menu. If this occurs please delete the contents of the test kits NAND memory using the Save Data Utility.
PC
Transition from Yavin to Hoth doesn't load (memory issue)
Transition from Hoth to Endor doesn't load (memory issue)
Checkpoint restarts crash relatively frequently (about 1/2 the time).
Dathomir Campaign level crashes in release build (by the Rancor) but works in debug.
GENERAL
Not present due to the new animation system:
Guns, gun positions, aiming/reloads etc; (all using same hold pose)
Some of the audio triggers for delivery are reliant on these animations (e.g. reload audio won’t play without reload animations)
Grenade throws
Jumps/rolls not final
Hit reacts (inc audio) not all present
Physics effects on NPC's from Force Powers.
Force push and pull will not work on any props.
Some assets are absent from the initial upload and will follow immediately:
Durge animations (stage, anim test room)
Imp. Arc Cutter (stage)
Dantooine Militiamen Rifle (stage)
Generic Anti Vehicle turret (stage)
Interdictor level (freeplay)
Optimisations
DONE
LODs for Hoth, Cato Neimodia, and Bespin
Texture defragmentation done on GPU rather than CPU (360 only)
PLANNED
Low poly collisions on Coruscant & Tatooine
Switching to Havok character controller
Engine optimisations
Revised Controls
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.)
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
Hold Z + Analogue Left/Right
Analogue Left/Right 
Look Up/Down
N/A
Pointer Up/Down 
Look
C, pointer to turn
N/A
Jump 
A (Quick press and release)
A (press and release)
Sprint
A (Hold)
A (Hold)
Crouch/Stand 
D-pad down 
D-pad down 
Use
D-pad up
D-pad up
Infantry:
Same for both configurations
 
Lock-on target under cursor:
Z (Press and Hold)
Secondary weapon
Throwing motion with nunchuk
Cycle primary weapon
D-pad right
Cycle secondary weapon
D-pad left
Roll
D-pad down
Reload
1
Zoom
C
Melee
Swipe wiimote left or right
Jedi:
Same for both configurations
 
Push/ Throw lightsabre
Flick nunchuk left (away from player)
Pull
Flick nunchuk right (toward player)
Lightening
Flick nunchuk up
Repulse
Flick nunchuk down
Choke
Press and hold B, move nunchuk and wiimote to vertical
Block
Press and hold B, hold wiimote only vertically
Lock Target in front of player
Press and hold Z
Swing Lightsaber
Whilst Jedi are being revised any swipe motion results in the same motion on either control scheme. In the alternate control scheme B is used to swipe the lightsaber unless Z is held (in which case it defaults to motion controls).
Wii controls (Cont.)
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:
Same for both configurations
 
 
Scheme 1
Scheme 2
Move forward/back
Analogue forward/back
Analogue U/D
Turn left/right
Analogue left/right
Pointer L/R
Move left/right
Z + Analogue L/R 
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
|-|Milestone Feedback=
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Category:I&T - Milestones