PSK 3.1.5 Deployment to the Xbox
by John Bura · in Torque X 2D · 08/24/2010 (5:16 pm) · 5 replies
Im sure this is a really silly question but I can't seem to get the PSK to deploy to the xbox.
For regular projects all you have to do is make a copy of the Game. But with PSK what do you have to do to get it to Run on your XBox? Ive tried making copies of the torque core and torque2d as well as the Platform framework. I have also played around with the refrences but nothing seems to work.
Has anybody got the new 3.1.5 to run on their xbox?
For regular projects all you have to do is make a copy of the Game. But with PSK what do you have to do to get it to Run on your XBox? Ive tried making copies of the torque core and torque2d as well as the Platform framework. I have also played around with the refrences but nothing seems to work.
Has anybody got the new 3.1.5 to run on their xbox?
#2
08/25/2010 (1:48 am)
If you could type it up that would be great. I tried for a good 45 minutes and I was actually farther away from having a game on the XBox than when I started :P
#3
1. Rename the PlatformerFramework project to PlatFramework in the solution explorer. BTW these first steps are because the 360 won't accept file names over 40 characters--you'll end up with GarageGames.TorqueX.PlatformerFramework.dll(43 characters) if you don't do these steps, and it will build but won't deploy.
2. Right click on the PlatFramework project, click on Properties, and change the end of the "Assembly Name" and "Default Namespace" fields from ".PlatformerFramework" to ".PlatFramework". Save the changes.
3. Go to "Edit" -> "Find and Replace" and do a "Replace in files". Under "Find what:" put "PlatformerFramework", and under "Replace with:" put "PlatFramework". I personally like replace in files as opposed to quick replace, because I don't have to save each and every file it edits.
4. Right click on Game, then click on Create Copy of Project for Xbox 360(should automatically create & reference Xbox Copy of PlatFramework).
5. For both the Xbox Copy of Game and Xbox Copy of PlatFramework projects, you will now have to add a reference to c:/windows/microsoft.net/framework/v2.0.50727/System.Data.dll(right click on the project name, click on add reference, click on the browse tab, then navigate to the file). System.Data will have already been there if you click the minus next to the project name then the minus by "References", but after doing this it will have went from having a yellow warning sign next to it to normal.
6. Add the Xbox360Torque2D project(located in your solution folder/Torque2d/Xbox360Torque2d.csproj) to the solution by right clicking on the solution at the top of the solution explorer and click on add->existing project.
7. Add the Xbox360TorqueCore project(located in your solution folder/TorqueCore/Xbox360TorqueCore.csproj) to the solution
8. Right click on Xbox Copy of Game in the solution explorer, click on Add Reference... and under the Projects tab select Xbox360Torque2D, then click OK.
9. Repeat the above step to reference Xbox360TorqueCore in the Xbox Copy of Game project.
10. Repeat steps 8 and 9 for Xbox Copy of PlatFramework.
11. To be safe, right click on Xbox Copy of Game in the solution explorer, click on Project Dependencies, then in the drop down box make sure your Xbox projects' dependencies match the originals' setup(so Xbox Copy of Game would depend on Xbox Copy of PlatFramework, XBox360Torque2D and XBox360TorqueCore, etc.).
12. Build & Deploy!
*edit: slashes weren't showing up so I flipped em around. changed some wording.
08/25/2010 (5:01 am)
OK, double checked this with a new project from the "torque x platformer demo (3.1.5) pro" template and it worked, so here goes(I'll start with a new project from the template here to make sure we start on a level playing field):1. Rename the PlatformerFramework project to PlatFramework in the solution explorer. BTW these first steps are because the 360 won't accept file names over 40 characters--you'll end up with GarageGames.TorqueX.PlatformerFramework.dll(43 characters) if you don't do these steps, and it will build but won't deploy.
2. Right click on the PlatFramework project, click on Properties, and change the end of the "Assembly Name" and "Default Namespace" fields from ".PlatformerFramework" to ".PlatFramework". Save the changes.
3. Go to "Edit" -> "Find and Replace" and do a "Replace in files". Under "Find what:" put "PlatformerFramework", and under "Replace with:" put "PlatFramework". I personally like replace in files as opposed to quick replace, because I don't have to save each and every file it edits.
4. Right click on Game, then click on Create Copy of Project for Xbox 360(should automatically create & reference Xbox Copy of PlatFramework).
5. For both the Xbox Copy of Game and Xbox Copy of PlatFramework projects, you will now have to add a reference to c:/windows/microsoft.net/framework/v2.0.50727/System.Data.dll(right click on the project name, click on add reference, click on the browse tab, then navigate to the file). System.Data will have already been there if you click the minus next to the project name then the minus by "References", but after doing this it will have went from having a yellow warning sign next to it to normal.
6. Add the Xbox360Torque2D project(located in your solution folder/Torque2d/Xbox360Torque2d.csproj) to the solution by right clicking on the solution at the top of the solution explorer and click on add->existing project.
7. Add the Xbox360TorqueCore project(located in your solution folder/TorqueCore/Xbox360TorqueCore.csproj) to the solution
8. Right click on Xbox Copy of Game in the solution explorer, click on Add Reference... and under the Projects tab select Xbox360Torque2D, then click OK.
9. Repeat the above step to reference Xbox360TorqueCore in the Xbox Copy of Game project.
10. Repeat steps 8 and 9 for Xbox Copy of PlatFramework.
11. To be safe, right click on Xbox Copy of Game in the solution explorer, click on Project Dependencies, then in the drop down box make sure your Xbox projects' dependencies match the originals' setup(so Xbox Copy of Game would depend on Xbox Copy of PlatFramework, XBox360Torque2D and XBox360TorqueCore, etc.).
12. Build & Deploy!
*edit: slashes weren't showing up so I flipped em around. changed some wording.
#4
There were some steps in there that I haven't considered. I got it to deploy on the xbox.
Although the refresh rate on my game is not running fast enough. As in I see skips. I have a feeling this has to change. But I don't know what it has to change to
08/25/2010 (2:13 pm)
Wow, Thanks so much,There were some steps in there that I haven't considered. I got it to deploy on the xbox.
Although the refresh rate on my game is not running fast enough. As in I see skips. I have a feeling this has to change. But I don't know what it has to change to
<XboxGraphicsManagerSettings> <PreferMultiSampling>false</PreferMultiSampling> <UseDisplaySizeForBackbuffer>false</UseDisplaySizeForBackbuffer> </XboxGraphicsManagerSettings>
#5
08/26/2010 (12:32 am)
John I always set the backbuffer size on the xbox:<XboxGraphicsManagerSettings>
<PreferMultiSampling>false</PreferMultiSampling>
<UseDisplaySizeForBackbuffer>false</UseDisplaySizeForBackbuffer>
<PreferredBackBufferHeight>720</PreferredBackBufferHeight>
<PreferredBackBufferWidth>1280</PreferredBackBufferWidth>
</XboxGraphicsManagerSettings>The engine will take care of everything then, Otherwise you could end up in the dreaded 1080p which causes hassles with the xbox.
Torque Owner Rickardo Cleaver
Anyway, it'll take me a while to get it all typed up--but just in case you're actively digging around/checking here for answers I wanted you to know that you weren't alone! Should have it some time tonight :)