Im still here though genuinely less active because I don't have anything specific to do right now, all the news was hunted down, even though i fired up Rage many times and played, surprisingly i haven't found any sort of significant bugs ... so there goes the lack reports there, this is an extremely clean and bugless game. For comparrison, if Rage is a planet or a star ... then Battlefield 3 is an
asteroid field of bugs.
Currently I was burred with all the nintendo wiiu hype and news (road to E3 started

). I haven't abandoned that's for sure, this is usual for me to jump around the industry to the next tech-based debate / focus regularly.
The mod tools were confirmed as they always were but "for real this time", so all we need to do is wait.
Everything i was upset about is because they didn't told us before it would take that long ... while i don't accuse anyone to know everything in future ... i do think that a company does know pretty much 90% accurate schedule alteast a month ahead or more, unless some drastic things happend and we'll get an apology afterwards ? I wouldn't be making a big deal if they wouldn't said at launch ... they promised it, so it's not our fault at being grumpy now.
Hi , sorry for double posting but let me rephrase (poor englidh) and ask this again (since is precisely related to ID studio): RAGE is supposed to have limited possibility of modding mainly because of the need for megatexture compression (as far as I understood), this compression was done by 1 milion$ worth of computing power of ID'd computers. So I have several questions: 1) is it the only limitation? 2) Can I create my simple level (say of Doom's E1M1 complexity)? without texture compressing? 3) Can I use really low res textures for bigger levels so they do not need to be compressed? I was thinking that If I want to make just small levels maybe I can use uncompressed textures? Or this much smaller than RAGE's megatextre wont need so much computing power to compress? Since If for expample I want to remake Doom1 episode 1 on RAGE engine all Doom1 textures were abot 8 MB so I do not need to compress? if anyone knows answers to my question please explain it to me.
What Carmack said is that "it will be extremely hard for anyone to create a new megatexture, [a new level from scratch]" - no it won't be limited ... I remember somewhere i read that some Artists who applied job for Rage have said that they personally thanked John Carmack for giving them the opportunity of a lifetime just to work on the
most limit-less tools ever, so they could express their ART without any "texture size limit" or any other things when working with models and materials for the games assets.
The only limit what carmack said was the flexibility of the engine - and that is dev console commands, supposably it's less configurable than IDTech4. Something that i think can be easily patched in with a few engine hacks - depends on whether they're willing to provide specific flexibility - maybe in a situation when we mod and make new maps and we notice there should be a setting easily configurable on-fly without rebaking the map going to make another version of the map. That's about it, there is no information specifically for the mod tools and what will they feature - we don't even know if we would be able to edit game's scrpting as they said they relied most of the game on C++ and not the scripts so there goes the possiblity of not being able to do new DVARS because the codebase could be locked ... well i don't know they didn't said about the codebase, but the context of SDK is just
rage mod tools , currently, it is
not a free version of the engine like UDK or CryEngine SDK.