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XCOMUFO & Xenocide

360?


Guest Guest_soreros_*

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Independent developers are one thing... Open Source developers are entirely another. Given Microsoft's position in regard to Open Source, I would guess that they would laugh in our face before they spit in it and throw us out the door.

 

Developing this software over platforms is limited only by the willingness of people to join the project and undertake such a task (and by the hardware compatibility of the xbox 360 to the PC, something I know nothing about). At the moment, as you can imagine, that our resources are very limited in the regard, but who knows what the future might bring.

 

edit: Check out the news item on http://www.ogre3d.org for Sunday, 08 January 2006 entitled: Official support for game consoles?. It's like the 4th one down or something. It has a little blurb about the state of OS/MS relations.

Edited by fux0r666
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  • 4 months later...
Guest Azrael
The original UFO was also ported to PSX, I don't see any reason why Xenocide couldn't be ported to other platforms, should we get developers for it.
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I'm just a nobody here, but I have to speak my mind here. I love the idea of proting the game to a console. While I've played Xcom1 on both PC and PSX, I had the most fun playing impromtu hotseat games with friends, each of us having control of one soldier in the squad, handing off the controller when you ran out of TU's.....aaahhhh, those were the days.... :yarr:
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Well, Linux developers could port PX to linux, PS2 developers to ps2 etc etc etc. This has nothing to do with other developers. 1 platform is never enough :P

 

But, Xenocide is still Alpha, and we have to reach V1 for Windows first. After that, we are free to do whatever we want ;)

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Xenocide is faaaar from being in the alpha stage. If xenocide was ported to any console, it would be a first for a *free* game. This would require a publisher and charging money for distribution, which would imply profits, which would imply some scheme to share the proceeds... I don't think this is a pool xenocide wants to swim in.
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yeah, we could probably charge people for downloading it, but how are we to share the profits? Fux put it correctly, we don't want to meddle with that, it'd be far too complicated and iffy...
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  • 1 year later...
Here's my two cents on it: For those who have that XNA Express subscription, whatever it's called, the one that allows you to write your own games and upload them to your 360, would it be possible for one to compile it for 360 with that? Don't really know myself since my codage sucks (spent 2 semesters trying to take C++ and almost went nuts), but except maybe for some control difficulties (Keyboard works fine but I'm not sure how a mouse might work via 360), would it run?
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As it currently is, NO because we are using FMOD as our sound manager and that is a native library. When XNA guys give support to MP3 or Ogg Vorbis we may consider move that so at least it can compile (cannot say anything about running it cause I doubt anyone here has a XBox 360). For instance the XBox360 is not even selled in Argentina (as an example).

 

Greetings

Red Knight

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I have a 360...

 

 

FMOD Ex supports the following platforms:

 

Windows (32bit and 64bit)

Macintosh (PPC and x86)

Linux (32bit and 64bit)

Sony PS2, PS3 and P3P

Microsoft Xbox and Xbox 360

Nintendo Gamecube and Wii

True, but I think the FMOD library for the 360 isn't free.

That said, sound is only a small problem. I intentionally split sound into it's own library, so it should be only a matter of a couple of hours/day to replace it with one wrapping the XNA sound library. Which will work on the 360, but produces bloated audio files (so you'd probably not fit many of the music files.)

 

The big problem is the CeGUI# library. It's built on the fully .Net framework, whereas the 360 only has the compact .Net framework.

So, we would need to either replace CeGUI# or update the library to use the compact framework. (Not a small undertaking)

And, the final issue, because we've been developing on windows, there are places in the Xenocide codebase where we've used classes that are exclusive to the full .Net framework. For example, for load/save game, we're using the binary serializer, because it's easier to use than the XML serializer in the compact framework. (That said, it probably would not be that difficult to fix.)

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As David noted, CeGui# is a problem in itself doing the work required to make it work could be too much for something that we are using only a small functionality. SupSuper has been researching some alternatives like Neoforce and Xna Windows System that are already Native XNA Libraries but that would involve take out CeGui# and redo the entire UI (we dont have much windowing code but nonetheless is something that we have to think properly). He may have more comments on that.

 

About FMOD, yes they may have an XBox 360 version however that is bounded to the XBox SDK something that we dont have ;) ... not posible with XNA unless they reimplement it in XNA.

 

Greetings

Red Knight

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Wow, thanks for explaining it guys. That's really interesting! :)

 

- Zombie

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