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I've been chilling w/ the 'Succubus' on PlayStation 4, recently. The game's a continuation of the 'Agony' mentioned before: https://pravda.education/posts/... .
The PlayStation 4 port is more of a professional curiosity to me, instead of an actual fun. I own the PC version && a decent enough PC to run it on highest settings.
So... the port is a bloody, bug-ridden, fucking mess. It boggles my mind how the game passed the submission. But... probably can be played from start to finish so that may be a redeeming, baseline quality that allowed it to pass.
Apart from the mandatory censorship... so no looking at the female fun bits, /* Which, let's be honest, is the main selling point of this game... */ the game is just drowning in _serious_ problems.
0. Right after starting the game, I was presented w/ the Gamma setting, which I adjusted to my preferences so that I would be able to actually see things, instead of looking at too dark things. The setting is nowhere to be found in the Options Menu, but it looks like, after rebooting the game, it has _conveniently_ forgotten my preference, therefore I am now looking at the game that's too dark for comfort.
1. Sound settings don't get saved, for whatever retarded reason, so rebooting the game resets them to their original values... fun. /s
2. The game suffers from random crashes.
3. Whoever was the fucking retard that thought "Hmm... the game runs too smoothly. Let's add a special ability that spawns a lot of minions that will drop the game's performance to a slither." should be fucking flogged, then sent to hell where his perception of reality is _at best_ 5 FPS.
4. There's a 100% reproducible crash if you're the kind of person that wants to just have fun && kill a bunch of NPCs in a distance... for the heck of it.
Fuck me... these are just a few examples of the things that I've noticed thus far. I'd be fucking ashamed if this was my project.
So... if you _ever_ want to play this game... do yourself a favor && just get the PC version, unless PC gaming is !an option for you, for whatever reason. The PlayStation 4 port is a vastly inferior product that should be played solely by those desperate to play the game, while having no good PC to run its PC version.1 -
On this 365-day anniversary of my previous post - Part 0: https://devrant.com/rants/19193978/... , I provide you this follow-up. /* Just shows you how lazy I can be when it comes to writing things down... */ Enjoy.
##########
# Part 1 #
##########
The other reason the project had troubled development: _incorrect assumptions_.
Imagine you're developing a game w/ certain specs of the hardware in mind... only later to find out that your assumptions had been spectacularly wrong.
The project's development was going forward, as best as it could w/ the staff we had, && the problems coming down from the publisher. I was tasked w/ checking the project's compliance w/ the platform's requirements. One of the things that caught my attention was the amount of RAM the game assumed it had available. The game had been using _twice_ as much as there actually was available on the retail version of the console.
I can't say for certain what the reason was for that. It could've been that the devkits had twice the amount of RAM for development purposes... or because the later model of the console had that amount of RAM. So... either someone failed to read the documentation to learn that the retail hardware has _much_ less memory than they assumed or the idiots in charge though they could release the game by targeting the upgraded version of the console, only. /* Now, guess whether this was possible... come on, guess... */
Initially, when I brought up the problem, people dismissed it && told me to !worry about it. /* Yeah, sure. Whatever you say. */ I had a report for it, so my hands were clean. In fact, once the console creator provided feedback for the game during their periodical check-ins, they mentioned this as a problem, too. Laughed my ass off. Just imagine... you're somewhere around half-way into the game's development && you learn that you actually have only _half_ of the RAM you thought you had. To meet the requirement, a lot of work had to be put into reshaping the game. Assets had to be redone or just recompressed, depending on what was feasible. Physics engine was one of the things that had been hit the most due to the change. Where in the initial builds you had the ability to interact w/ objects very far away from you, the change had to be so drastic, that the objects would get activated for interaction in a radius around 4 or 3 meters away from the player's character. It made things way worse for the gameplay, but at that stage of development this was the only way forward.
Lessons learned:
0. Read the fucking documentation,
1. Don't ever assume that your studio can get an exemption from the rules,
2. Plan for the worst, hope for the best. -
Oh yeah I wrote a book. No I didn't fully write it by hand, its 2026, are you some kind of luddite!?
The ghost writing company wrote everything but I only see it as a tool that helped me. Everybody does that nowadays, it makes me a 10x author
Now please praise me for the book I wrote2 -
There are a few things in programming that just universally suck and any filesystem code is definitely among that
Trying to write a "reactive" processing pipeline where changes to input files automatically trigger
rebuilding of derivative files, and my god, do I not like this ;_;
At EVERY step you need to think "what is the worst possible race condition that could happen here and how can I prevent that from fucking everything up"
I think the pattern I came to is to be as conservative as possible: Don't ever forget/skip any change events but just accept that we will get multiple events for any change. And not just because the file was written to multiple times per change (which happens a lot!), but also because changes might happen *while* we are updating the derivative resource.
So if you only acknowledge the changed timestamps before running the rebuild and never skip events, then you should at least never have a stale resource, even if you need to potentially do a bunch of unnecessary rebuilds... oh well ¯\_(ツ)_/¯4 -
Bảng giá bạt xanh lá (xanh rêu), cập nhật 2026
Bạt xanh lá (hay còn gọi là bạt xanh rêu, bạt xanh lục) là dòng bạt che nắng mưa thế hệ mới đang rất được ưa chuộng hiện nay. Khác biệt với tông màu sắc sỡ của dòng bạt xanh cam truyền thống, bạt xanh lá sở hữu tông màu rêu trầm ấm, nhã nhặn, mang lại vẻ đẹp thẩm mỹ cao và sự mát mẻ cho mọi không gian sử dụng.
Để giúp quý khách hàng, nhà thầu và bà con dễ dàng lên dự toán ngân sách,Hàn Việt xin chia sẻ thông tin kỹ thuật chi tiết và công khai bảng báo giá sỉ lẻ bạt xanh lá trực tiếp xuất xưởng, hoàn toàn không qua trung gian thương mại.
Xem thêm tại: http s : / / bat nh uaha nviet . com. vn/ -
