Rage forum id software


















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Your cart is empty. Remove Move to wishlist Wishlisted Owned. Try adjusting the terms of your search, you can search by game titles, publishers, and developers. TBA Owned Free. Menu Store New releases. Sign in Create account Sign in. The search term must be at least 3 characters long. General discussion archive Rage, from id Software 31 posts 31 posts.

SimonG SimonG Sorry, data for given user is currently unavailable. Please, try again later. I own rage, and want to play it, but not enough to download 21gb lol. Geosurface Diamond Member. Mar 22, 5, 4 0. I installed Scorchers, but how do I actually see the new content? Feb 8, 3, 0 0. The Scorcher's DLC feels to me like id playing around with how to do levels using the id tech 5, perhaps practice for Doom 4.

Lots of corridors and confined spaces so far because although megatextures are great for panoramic views, but it increases the download. With all the seriously crappy DLCs sold I have to say this is one of the best out there if you like the game.

Geosurface said:. It might help if you go to Dan Hagar's town, that's where the mission begins - looks like the DLC missions are designed to be mixed in with the game progression, not in an isolated area by itself.

Start with exploring the caves in the Hagar settlement after you get a shotgun and some decent ammo. You must log in or register to reply here. Post thread. CPUs and Overclocking. Graphics Cards. AnandTech is part of Future plc, an international media group and leading digital publisher. Visit our corporate site.

All rights reserved. The lines between good and evil are a little grey. There are settlers in this wasteland and an evil regime -- a veryvintage story. I think the key thing here is that everything we're doing has got to be fun.

No extras to show off some tech. It has to serve a purpose and make the game fun. With the big wastelands you can get out of your car, you can drive everywhere, go into little caves, talk to people, we have a better inventory system--it has some adventure elements, too -- but this isn't an RPG.

Beyond the graphic engine, beyond the story, the plans behind the gameplay, the one thing that popped out most in my mind is that id is making a "T"-rated game. It is still a first-person shooter, after all. But we're doing this for 14 years as a company. Does it make the game more fun to have body parts flying around?

Again, that goes back to our whole plan for what we want to do with Rage. If it doesn't add to the fun, we don't need it. I don't think we need to turn the streets red.

The name follows id's new naming scheme, which gives information about the generation of the engine for example the Doom 3 engine is now called "id Tech 4". This was done so people wouldn't build too strong an association with the in-house game anymore. The engine was shown to potential licensees at E3 , but not to the public. The first real public demonstration took place at QuakeCon during the annual keynote held by John Carmack. The game engine will be used in id's upcoming games, Doom 4 and Rage.

An interview with John Carmack, the lead graphics engine developer at id, indicated that like its predecessors, id Tech 5 will eventually be released as open source. This will likely be many years after id Tech 5 has been used in commercial games. At the QuakeCon , Carmack said to LinuxGames that he would integrate as little proprietary software as possible into id Tech 5, because "eventually id Tech 5 is going to be opensource also. This is still the law of the land at id, that the policy is that we're not going to integrate stuff that's going to make it impossible for us to do an eventual open source release.

The focus of id Tech 5's features are centered predominantly on development. Rendering features and performance will be competitive, but unlike the unveiling of previous id technologies, the demos of id Tech 5 have talked more about the advantages to developers as opposed to players.

The demonstration with which the new game engine was shown had 20 GB of texture data using a more advanced MegaTexture approach using textures with up to x pixel resolution and a completely dynamically changeable world. This means that developers do not have to concern themselves with memory constraints or texture limits, as the engine will stream textures into memory as needed.

This will simplify the creation of content and eliminate the need to adapt content for different platforms. One of the features the renderer will include is a penumbra in the shadowing, by using shadow maps.

This is unlike the shadowing of the id Tech 4 engine, which had very sharply defined shadows, with no penumbra. The engine is cross-platform, making it possible to render the same models on different platforms without the developer having to write different code for each platform.

This reduces the complexity of deploying a game on multiple systems. The engine comes with a new content-creation tools package called id Studio which is supposed to be much more user-friendly and polished than in earlier versions. Previously, content creation required artists to run various command line tools besides the level editor. Unlike the engine, id Studio works only on Windows. The engine will likely feature a number of other graphical effects such as various materials for lighting, high dynamic range rendering-centric effects, depth of field, and motion blur.

The engine will also support multi-threaded processing on the CPU for many of its tasks, including rendering, game logic, AI, physics, and sound processing. The engine will also work well outside the shooter genre: Steve Nix from Id Software "Not only do we think people can make games outside the action-shooter space with our technology, we encourage it.

We'd actually like to see those games made. This still seems to be the case, but id's defection from long-term publishing partner Activision towards Electronic Arts, which has released several mobile titles masterminded by John Carmack and developer Fountainhead in recent years, is notable. The announcement also notes development of Rage has not been affected by this new deal.

MegaTexture refers to a texture allocation technique facilitating the use of a single extremely large texture rather than repeating multiple smaller textures. MegaTexture employs a single large texture space for static terrain. The texture is stored on removable media or the hard drive and streamed as needed, allowing large amounts of detail and variation over a large area with comparatively little RAM usage.



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