Is idStudio still coming?

Post » Fri May 04, 2012 9:57 am

Just wondering. Or has it been canned?
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Averielle Garcia
 
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Post » Fri May 04, 2012 5:56 pm

@RAGEgame responded to me yesterday. They stated news was coming soon.
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krystal sowten
 
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Post » Fri May 04, 2012 6:41 pm

@RAGEgame responded to me yesterday. They stated news was coming soon.

And cue PenGun...
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Jessica Thomson
 
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Post » Fri May 04, 2012 6:41 am

Waiting for Wuliheron's political comparison, and PenGun's inevitable hate filled comment.



In before Gstaff:

We're working as hard as we can to deliver you guys the best possible experience with the Id Studio tool. It's coming out really soon - as in really really soon.
And we mean it this time :cool:


Also, haven't seen Stewox in a while.. and it seems like it was ages ago that Zephol was on here (that guy from Paraguay)
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Jade Muggeridge
 
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Post » Fri May 04, 2012 3:25 am

seems like it was ages ago that Zephol was on here (that guy from Paraguay)
Zephol was very excited for Rage, then he was very disappointed, I think it was all the problems the game brought along, and that's understandable as many, many people felt the same.

Stewox lastly was providing tech info for doom4 tech... i guess since Rage is out and quite old, there's not much point in looking for tech preview info, lol.

-----

I hope idStudio arrives within a month now, it's becoming less and less sensible to use the word "soon." Still, I'm not that impatient... yet, I'm still quite happy :)
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Samantha Pattison
 
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Post » Fri May 04, 2012 12:36 pm

Man, I hope so...

I absolutely love Rage....at least the FPS parts of the game. Rage with user-created content would be amazing.
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Jenna Fields
 
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Post » Fri May 04, 2012 4:04 pm

Hi ,
We were told that EDITNG RAGE will be limited by the need of megatexture compression, which was done by 1 milion$ worth computing power of ID'd computers.

BUT - is it the only limitation?
Can I create my simple level (say of Doom's E1M1 complexity)?
Can I use really low res textures so they do not need to be compressed?
If I want to make just small levels maybe I can use uncompressed textures? If I want to remake Doom1 episode 1 on RAGE engine all Doom1 textures were abot 8 MB so I do not need to compress?

ID, give us some tools for modding!!! dont limit what we can do, maybe I am willing to wait 1 week until my computer compresses for me some simple level with basic geometry.

PS if anyone knows answers to my question please explain it to me.
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Britta Gronkowski
 
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Post » Fri May 04, 2012 12:57 pm

I want the single player game to have the difficulty of playing Wasteland Legends solo.

And more of Loosum Hagar...
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Louise Lowe
 
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Post » Fri May 04, 2012 4:11 pm

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.
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mollypop
 
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Post » Fri May 04, 2012 10:30 am

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.

I don't think you need to use mega texture with id tech 5. Rage uses a lot of textures that do not use mega texture. All the plants in rage don't use mega texture. You can also get displacment mapping with out mega texture. Id tech 5 also has HDR, mostion blur, and depth of field. I hope this will come with id studio.
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Solène We
 
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Post » Fri May 04, 2012 12:54 pm

I am afraid that weWILL BE SEVERELY LIMITED. John Carmack himself said that choices they made developind ID tech5 will practically prohibit making levels from scratch.

He sai that modding is rather to be limited to modifying existing contens.

What I didn’t get is really why. One reason, as far as I know I this megatexture issue, which I mentioned above. That’s why I am asking about smlall simpliefied levels where texture shocud be relatively small and either wont require compressing or should compress without supercomputer power.

I HOPE I AM RIGHT and we can make small levels from scratch.
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Bellismydesi
 
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Post » Fri May 04, 2012 12:04 pm

Zephol was very excited for Rage, then he was very disappointed, I think it was all the problems the game brought along, and that's understandable as many, many people felt the same.

Stewox lastly was providing tech info for doom4 tech... i guess since Rage is out and quite old, there's not much point in looking for tech preview info, lol.

-----

I hope idStudio arrives within a month now, it's becoming less and less sensible to use the word "soon." Still, I'm not that impatient... yet, I'm still quite happy :smile:

So much hope... SO disappointed! The problem is not only RAGE, the problem is id software! They are old and ... you know ... rockets and space. And this partnership with beth/zenimax is NOT good. I just don't like bethesda
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Jennifer Munroe
 
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Post » Fri May 04, 2012 3:44 pm

Reverse engineer the problem and you'll realize the lack of a rendering farm isn't the issue. If fans wanted they could distribute the files online for rendering to thousands of computers, but you'd first need a computer powerful to run the textures and lighting and everything separately and uncompressed. Even at low resolutions the files sizes would be huge requiring outrageous amounts of memory and bandwidth that just don't exist on desktops today. What did you think? That Carmack put the pieces together on a laptop?
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glot
 
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Post » Fri May 04, 2012 5:01 am

As I understand it, the megatexture technology can quite easily do traditional tiling textures too. There are a few places - not many, one or two - in the game where this is evident - the developer graffiti room being one good example that everyone will know.

So, if you were prepared to live within that limitation, then there's probably no reason why you couldn't take a bunch of traditional tiled textures and use them to build a map. I also suspect that something like one of the smaller sewer maps would be in shooting distance for many people if a full unique texturing implementation were used.

Most mods I expect to see initially happening would involve gameplay changes. Upping the difficulty, making races optional, adding another giant mutant at the end, that kind of thing. I also expect that at some point in time somebody's going to do a traditional deathmatch mode for it - I think the sewers or some of the smaller bandit hideouts have the makings of decent deathmatch arenas.

Full-on TCs are unlikely to happen though. Maybe in 2 years time when we've all got 24 core CPUs with a terabyte of RAM on our phones or something, but not in the short/medium term.
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Jesus Lopez
 
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Post » Fri May 04, 2012 10:22 am

Sorry I should be paying more attention, hunts > for hate filled stuff to say:

I can troll you lot without even posting ... it seems.
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Lucy
 
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Post » Fri May 04, 2012 4:56 pm

I thoght we were getting id studio soon. Its been way past soon. Give us an update.
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Hayley O'Gara
 
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Post » Fri May 04, 2012 9:59 am

So much hope... SO disappointed! The problem is not only RAGE, the problem is id software! They are old and ... you know ... rockets and space. And this partnership with beth/zenimax is NOT good. I just don't like bethesda
And who would you rather have publishing the game then? That's all Bethesda is doing. How are they harming id exactly? Rage is not a bad game, it just doesn't meet some peoples expectations. They tried something new and the whole product got distracted by day one driver issues.
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Eliza Potter
 
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Post » Fri May 04, 2012 12:30 pm


And who would you rather have publishing the game then? That's all Bethesda is doing. How are they harming id exactly? Rage is not a bad game, it just doesn't meet some peoples expectations. They tried something new and the whole product got distracted by day one driver issues.

They might get cooties or something. EA is already skanky, so let them have the cooties.
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le GraiN
 
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Post » Fri May 04, 2012 3:00 am

My hope is that we can create small levels (the tools look easy enough to use, based on what I saw in the developer diary) with a PC that can run Rage...but that it just might take a few days to compress it.

If the whole game uncompressed is 1 - 2 terabytes, then I can't imagine that a single E1M1-sized level would be more than 100 gig uncompressed. Maybe I'm just too optimistic, but the idea of a level-creating community around Rage has too much potential to not hold out some kind hope. Doom .wads can still manage to feel fun and fresh today, even with extremely simple AI. Just think about what people could do with Rage's AI.
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Haley Merkley
 
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Post » Fri May 04, 2012 12:20 pm

More enemies, higher difficulty.
Outdoor combat.
I think a 'horde mode' or coop levels along the lines of L4D would rock w/ this game, AI & graphics.

And if someone could recreate the ending of MadMax 2 - Road Warrior I'd be very grateful!
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Sarah Unwin
 
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Post » Fri May 04, 2012 12:50 pm

Some one from id please respond. Whats the hold up?
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Mark
 
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Post » Fri May 04, 2012 12:40 pm

Some one from id please respond. Whats the hold up?

Are we there yet? Huh, huh, huh? Are we there yet? I have to go to the bathroom. Billy pulled my hair.

Id already said its on the way and they'll tell us more when they have something meaningful to say.
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Adam Porter
 
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Post » Fri May 04, 2012 2:46 pm

And more of Loosum Hagar...
Lol I see what you did there ;)

But seriously, she had no reall reason to exist, to they'd better have her actually talking or something in DLC or sequel. All she ever did in the game was stand in the 1 exact spot and then later disappear for good. It's like she was a waste of an artists' time.
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abi
 
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Post » Fri May 04, 2012 11:29 am

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.
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Lily Something
 
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Post » Fri May 04, 2012 3:29 pm

Is "soon" already here or is it already over an I missed it?
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Shianne Donato
 
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