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XCOM for iOS & android


stanno

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Within the files for the XCOM demo there are a few references to inteface and display settings for iOS and android devices (more so for iOS). these references seem to suggest that a mobile version of XCOM: Enemy Unknown may be in the works and, as these references are found in the game engine files, that the mobile version may feature the same battle system as the console and pc version, but with lower graphics and a reworked interface for obvious reasons. These files can be seen by navigating to C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown-Demo\Engine\Config and reading the configuration settings files within. One in particular, 'BaseEngine.ini', mentions:

 

*****

 

; Settings for iPhone 3GS only

[systemSettingsIPhone3GS]

BasedOn=SystemSettingsMobileTextureBias

MobileEnableMSAA=True

 

; Settings for iPhone 4 only

[systemSettingsIPhone4]

BasedOn=SystemSettingsMobile

MobileContentScaleFactor=2.0

 

; Settings for iPod Touch 4 only

[systemSettingsIPodTouch4]

BasedOn=SystemSettingsMobileTextureBias

MobileContentScaleFactor=2.0

 

; Settings for iPad only

[systemSettingsIPad]

BasedOn=SystemSettingsMobileTextureBias

;Force iPad to turn off select features that are too expensive for ipad (fog, bump, environment mapping, rim lighting, spec, texture blending)

MobileFeatureLevel=1

MobileFog=False

MobileSpecular=False

MobileBumpOffset=False

MobileNormalMapping=False

MobileEnvMapping=False

MobileRimLighting=False

 

; Scale down on iPad

; Saves noticable frame time and smooths out aliasing somewhat due to filtering in the upsample

MobileContentScaleFactor=0.9375

 

; Settings for iPad2 only

[systemSettingsIPad2]

BasedOn=SystemSettingsMobile

MobileEnableMSAA=True

MobileAllowSecondaryDisplays=True

; Bloom (which needs DoF to run the UberPP) works on iOS but is slow

;Bloom=TRUE

;DepthOfField=TRUE

; Lightshafts don't work on ES2

;bAllowLightShafts=TRUE

 

[systemSettingsAndroid]

BasedOn=SystemSettingsMobileTextureBias

 

*****

 

Feel free to check this out for yourself if you've downloaded the demo.

 

Stanno.

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I suspect that this won't be the case - I decided to Google one of the config descriptions and it turns up in a lot of games using the Unreal Engine: https://www.google.co.uk/search?q=SystemSettingsIPodTouch4&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a

 

Confirmed it here: https://facepunch.com/showthread.php?t=1113511&page=168

and here: https://uk.gamespot.com/forums/topic/29292297/tony-hawk-pc-config-has-grx-settings-for-mobile

 

I've also heard that the game will require a lot of hard disk space so even with today's mobile tech and the resolutions scaled down, I've yet to hear of a game that reaches even a few gig on a portable device.

 

Sorry to burst that bubble :( I wish it was coming to mobile as well :)

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I suspect that this won't be the case - I decided to Google one of the config descriptions and it turns up in a lot of games using the Unreal Engine: https://www.google.c...lient=firefox-a

 

Confirmed it here: https://facepunch.com...113511&page=168

and here: https://uk.gamespot.c...ings-for-mobile

 

I've also heard that the game will require a lot of hard disk space so even with today's mobile tech and the resolutions scaled down, I've yet to hear of a game that reaches even a few gig on a portable device.

 

Sorry to burst that bubble sad.png I wish it was coming to mobile as well smile.png

 

Aah, good thinking, apologies then for the misinformation via over-eagerness! Still, there's some interesting stuff in the xcom specific files, like DLC references and the number of multiplayer maps: :)

 

*****

 

; DLC Script Packages (if needed in editor)

;+Package=DLC_PreOrder

;+Package=DLC_PackIn

;+Package=SeasonPass

;+Package=DLC_Day060

;+Package=DLC_Day090

;+Package=DLC_Day120

 

*****

;--------------------------------------------------------------------------------------------------

; MP maps

;--------------------------------------------------------------------------------------------------

.Map=URB_Bar

.Package=UICollection_MP

 

.Map=URB_CemeteryGrand

.Package=UICollection_MP

 

.Map=URB_PoliceStation

.Package=UICollection_MP

 

.Map=URB_Trainyard

.Package=UICollection_MP

 

.Map=URB_Boulevard

.Package=UICollection_MP

 

.Map=CB2_MP_Blank

.Package=UICollection_MP

 

*****

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I suspect that this won't be the case - I decided to Google one of the config descriptions and it turns up in a lot of games using the Unreal Engine: https://www.google.c...lient=firefox-a

 

Confirmed it here: https://facepunch.com...113511&page=168

and here: https://uk.gamespot.c...ings-for-mobile

 

I've also heard that the game will require a lot of hard disk space so even with today's mobile tech and the resolutions scaled down, I've yet to hear of a game that reaches even a few gig on a portable device.

 

Sorry to burst that bubble sad.png I wish it was coming to mobile as well smile.png

 

It's still too soon to discard anything, anyway. The port would not be as huge as the PC version, but it could still be possible; remember they released a Civilization for mobile devices not too long ago.

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Hi guys. Back when I got my iPhone, I couldn't find a suitable X-Com clone. So we wrote one ourselves. Our first version essentially was 25 terror missions in a row that followed a story line. No geoscape, no research, no bases but still a pretty good touch-based port of X-Com.

 

But, next week, with "Aliens versus Humans 2.0: The Onslaught", we added geoscape, bases, research, manufacturing. If you buy the current version in the AppStore, you'll get the update for free.

 

https://itunes.apple.com/us/app/aliens-versus-humans/id471665058?mt=8

 

If you're still undecided, wait a week. You can check out our trailer on YouTube here:

 

Thanks...

 

Al(ien)

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