I made some decent progress in porting TE4 to PlayStation for the past month.
First, I made the World Tour saved games work on PS ; it went smoothly enough, although I had to handle the PS user data system, which is a tad complicated due to cloud save.
After, I checked Mod.io & the Mods. So for the anims, they are working after the same kind of small patching I did for the Xbox version. For the Mod installation, I had 2 bad surprises :
- the Mod drive is case-sensitive for the file names ; this forced me to put everything in lowercase when installing the Mod and when looking for their files
- it cannot have more than 8 subfolders in total, which made the XKT Mod cannot install ; I had to tweak the Mod.io system to use fewer subfolders so I managed to give 6 subfolders for the Mods (including the Mod folder ; eg: "MySuperMod\Ini\Image.ini uses 2 subfolders)
All that was a bit cumbersome, but doable ; I still lost 1 week with all that, though.

Another good news : the PlayStation version will also have 2GB of space for the Mods, like the Xbox version.

Then came the Online mode : it's working as it is, so full Cross-Play for TE4 should likely come true (TE4 will have to pass Sony Certification 1st, though, to be 100% sure

The biggest issue here has been setting up the online identification from PSN, once again because the Sony docs aren't the greatest in the world...

When TE4 will be released on PlayStation ?
... is a question I hear very often lately...

So I still hope for October, as so far everything is ok-ish : most of the port is done, and out of the 30 Sony requirements I noted down, only 10 left are still not done, half of them being checking stuff is working when everything will be done.
Here's the (almost) complete list of my porting tasks, in addition to the 10 requirements :
• Invitations for online games
• Trophies
• Default Video settings for PS4, PS4 Pro, PS5
• Update ModIO before Sony Certification (the Mod.io plugin had a few issues preventing to pass the certification)
• Dynamic image loading for the Menus, to help lower the uses of GPU RAM for the HUD Mod(s)
• CPU vs GPU Memory Management without & with Mods
The last point is a delicate one : on Xbox, the memory is fully shared between the CPU & GPU so the share percentage can vary and I don't have to worry about it.
On PlayStation, I have however to decide once and for all what percentages of memory I give to the CPU & GPU. For an unmodded game, it can already be painful, but for a game very open to Modding, it's really complicated to anticipate all the different memory usages. There, the Dynamic image loading for the Menus should help as well, to keep the GPU memory use more stable.
Anyway, I hope all that will be done by the end of September. I'm not sure how long time I'll need to pass the Sony Cert. It'll likely have issues like for the Xbox version, and require some back & forth, so maybe the release will be in November instead of October. We'll see...

Ending on a personal note
Right now, I'm quite tired for the same reason as 1 year ago : during the summer holidays, I have my 2 sons at home most of the time, which means that most of the time they run, scream, hurt themselves or hurt each other, and ask me 1 thousand questions per hour.
So school time will be welcome, although I dread the millions of "hurry up or else we'll be late for school" I'll have to shoot every morning.

And I'm still in dire need of some holidays... I took 1 week off with my wife & the kids in the mountains, but I spent a too big part of it doing the police after the boys or doing activities for them and not for me, so it didn't feel like a holiday...
Anyway, that's all for today, cu next time for more game-dev adventures..!

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