Posted: Thu Jun 12, 2008 10:30 am Post subject: Rebuilt Source Engine
I was planning on making an engine that can play Source engine maps on the Xbox and still be easily modable. Is anyone willing to help?
Positions:
Project leader (temporarly filled: D1Hazel)
Someone who knows the engine's limits, strengths, weaknesses
Someone used to developing homebrew Xbox apps
Secondary developer
Resource gatherer (Filled: D1Hazel)
Someone with the Source Source Development Kit (for additional reference)
Someone who knows how the file for
I'm a pretty good programmer, but I'm not strong in C/C++. I really want someone to do this, and want to be part of the team. I don't care if I'm not the leader. I'd be more than happy to just tell people any info I know that they don't.
BTW, whenever we release our engine, we should only release the engine part, not any resources, as our engine would be ours, but the maps would be Valve and friends'.
And yes, I know it's not going to be easy. I my not be a C++ programmer, but I am a programmer.
If you wanna discuss:
AIM: d1hazelaim
Yahoo: ydonehazel
EDIT: Wow, about negative 12 hours without anyone calling me a stupid n00b. W00t!
I'm at -5, so I'm 15 hours off. That could be a little confusing.
wes213 Administrator
Joined: Feb 04, 2007 Posts: 10520 Location: Harrisonburg V.A.
Posted: Thu Jun 12, 2008 2:27 pm Post subject:
I'm not a programmer at all i just had to hit the thread to let you know this is not X-S you wont get any one calling you stupid or a noob since that goes against what the site stands for.
Good luck with your project bro.
D1Hazel Xbox-HQ Enthusiast
Xbox Version: D1.00.5960.01 Modded:
Joined: Jun 11, 2008 Posts: 22
Posted: Thu Jun 12, 2008 4:56 pm Post subject:
Thanks. And I'm sure that if an admin is taking me seriously, then I'm going to have good luck.
crackface47 Xbox-HQ Elite Member
Joined: Jan 30, 2007 Posts: 344 Location: GA, United States
Posted: Thu Jun 12, 2008 8:05 pm Post subject:
so what exactly use this going to be used for
D1Hazel Xbox-HQ Enthusiast
Xbox Version: D1.00.5960.01 Modded:
Joined: Jun 11, 2008 Posts: 22
Posted: Fri Jun 13, 2008 12:47 am Post subject:
Well, just because we can't make the box doesn't mean we can't make what's in the box. Think about it (all this is assuming that the Xbox version of Half Life 2 isn't easily modable. I haven't gotten a chance to look at the files yet): You want HL2? Okay, just put in the files. Bam, you've got HL2: Xbox. Want to make a mod? Well, just download the OpenSource SDK and build an Xbox executable using an XDK (Either MSXDK or OpenXDK). Want to play online? No need for LIVE, just go online (I'm not 100% sure how LIVE works; could someone tell me weather it's possible to play a homebrew -- not wared, homebrew -- game over the internet?). Again, it woun't be easy, but it isn't impossible, except maybe the LIVE thing.
Oh, and we might need to reprogram some things. But with the Source SDK, we have something to study. We could start out using code from the Valve Source engine, but we'd eventually have to replace it with our own code.
BTW, I know that by the time we're done with it, we'll most likely be in the next generation of games (or later). But we're already be 1 generation behind, so what.
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