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Yep, so when I called to complain, the person replied "I already know about this, you're preaching to the squire".
"the debugger doesn't tell me anything because this code compiles just fine" - random QA comment
"Facebook is where you tell lies to your friends. Twitter is where you tell the truth to strangers." - chriselst
"I don't drink any more... then again, I don't drink any less." - Mike Mullikins uncle
Years ago I bought a PS4 on sale so I could play Fallout 4 - I'm a sucker for the fallout franchise. Shut up and take my money.
And yet, now I've finally decided to game some more, and so I went to download some new games and my poor hard drive is out of space. I have I think 3 games installed right now.
It's only 120GB but still, that's like almost 40GB installed per game!
I mean, I get it. Games these days have huge budgets and the textures and worldmap size to match. Still, I have to wonder why Sony even sold a 120GB PS4 system in the first place, with HDDs being so cheap and knowing the probable size of the games - which I'm sure sony did at release time.
Man, I remember when games were on proper cartridges and you didn't need to fiddle with any of this.
That would be nice. I've been bored spitless for the past few days waiting for my new 1TB HDD to come so I can slap it in and download the rest of the yakuza franchise.
But why? How complicated can first person shooters be? I mean, you can only shoot people in so many different locales before it all starts kind of running together. Then again, maybe I'm not the one to ask, since I stopped playing FPS games after that repeat of Doom, Quake. I can't tell them apart.
What Slacker said. Also some of these games are uncompressed to speed up loading times. I haven't seriously played an FPS since BF2142 but I know a lot of the modern ones have interactive/destructible environments which I imagine is more complex than textures slapped on a wall.
In my final year at Uni, I wrote a set of games (admittedly text based) including MasterMind, 3D Noughts and Crosses, Lunar Lander that each ran in under 2K written in Coral66 (mainly because it had macros for all of the machine language instructions so you were effectively writing assembler). The limit of 2K was because that was all that the Uni. allowed for student programs.
Last Visit: 25-Sep-20 17:14 Last Update: 25-Sep-20 17:14