Doesn't Half-Life count? ![]()
Wolfenstein Returns?
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Quote from SpronyvanJohnson
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Quote from [HP]
No one in the past has done a GOOD idtech game before, other than id itself (imo anyway) so here's hoping this is it! Shame we'll have to wait one more year.

Really HP?
Rise of the Triad?
Hexen?
Heretic?
Half Life?
Hexen 2?
Sin?
Kingpin?
Soldier of Fortune?
Return to Castle Wolfenstein?
Star Trek: Elite Force?
Jedi Outcast?
Medal of Honor?
Call of Duty?
Alice?
None of them good?
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LOL now THAT is a game list. HP just got schooled.
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Sometimes I wonder if HP is another peris troll account
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lmao
It'd be about right if HP meant idTech 4 and 5 though. It's really weird that developers haven't latched onto those technological wonders. Is it the tools or just a symptom of Unreal Engine's OTT domination of this generation?
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Waiting for a statement from the Ministry Of Helder Pinto in response to that 4th degree BURN...
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Well I think he probably meant the latest engines and simply forgot to mention that little detail. Atleast I hope so

When I was researching Id Software for the article I wrote I came acros several interviews in which Carmack clearly stated that they never wanted to go into the lincensing business in the first place. People kept pushing and they made up a bunch of stuff and were surprised that everybody actually went along.
That and the fact that the Unreal engine was heavily promoted by Epic with great support. Something Id was continously cutting down on. Just look at the modding scenes of their last games (developed both internally and externally). Now that Bethesda owns them no outside developer will be able to license it. But internally it's already used for the new Wolf and The Evil Within.
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ahah, lmao I meant idtech5 you faggots, I know my id software history! Anyway, Rage is out for almost 3 years now and afaik there's only two studios other than id using it. And like Sprony said, I would bet that that engine is property of Bethesda/ZeniMax now, even if you wanted to, I doubt you could license the engine unless you're under the umbrella of Zenimax.
Although I gotta say, even idtech4 didn't see nearly as many releases as previous, top of my head I remember Prey, Quake 4, Quake Wars and Brink)
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Dear old Wolfie was running on Idtech 4 too. Two studios outside of Id are using the new tech btw.
Somehow I missed the video below. It isn't posted yet so here you go:
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.I'm a bit disappointed to be honest. Visually appealing but very scripted, even poorly at some points (like with the robodog). Enemy animation and AI seem to be a bit off as well (gun emplacement and enemy on the stairs). Nothing they can't fix though and probably one of the reasons it got postponed.
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I wonder if we'll see austin powers anywhere
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I remember it was clearly said, after id's acquisition, that id Tech 5 would not be licensed outside Zenimax-partners studios. Even if not, I'm not sure how many companies would embrace this kind of tech, seems too demanding/slow to work with compared to others. I mean, 20 mins to load a map/environment? (By the info id released with the SDK for modders.)
Btw, last I heard Prey 2 is still in development with a heavy-modified Tech 4 engine.
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Quote from blackdog
I remember it was clearly said, after id's acquisition, that id Tech 5 would not be licensed outside Zenimax-partners studios. Even if not, I'm not sure how many companies would embrace this kind of tech, seems too demanding/slow to work with compared to others. I mean, 20 mins to load a map/environment? (By the info id released with the SDK for modders.)
That's not really true. It's clunky yes, it's kind of a weird engine to get into (just look at the normal maps
), there are a lot of layers of crap to deal with and it *can* be slow if you have a wrong setup but it's not that bad overall.Starting a map takes 20-30s for me after the initial run (which can take maybe 5 min the first time to build the virtual materials) and baking also *can* take a long time but with a proper cloud setup, it usually takes 20min to 1h depending on the size of the maps. When it comes to scripting, a lot can be done at run time -- and if it needs a triggers compile, it doesn't take more than a few seconds.
But I wouldn't advise using that engine to make a mod if you're alone in your apartment
QuoteVisually appealing but very scripted, even poorly at some points (like with the robodog)
That, I agree totally and I've been fighting for aaages to get rid of that. I hope this level suffered from the 'demo syndrome' and that we'll get rid of it eventually

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So, how about them megatextures?

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http://www.gametrailers.com/videos/rg6wc2/…s-from-quakecon
Why does it try to play it straight on the forum? Can I add a link without the integrated player? -
You should be able to just make a regular link like this. It only intercepts when the address is in the post itself.

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Quote from Evert
http://www.gametrailers.com/videos/rg6wc2/…s-from-quakecon
Why does it try to play it straight on the forum? Can I add a link without the integrated player?
Holy fuck! That's fucking brutal! Want.
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Quote from Thrik
So, how about them megatextures?

Both a blessing and a curse

Blessing is that everything's unique, you can use how many textures or materials you want with the size you want and stamping is shit loads of buckets of fun (no more decals!!)
The curse part is that it takes a while to bake them (you pretty much need a cloud), the materials are all the same (metal=wood with more spec), they're ginormous and still lacking resolution

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Yeap, exactly.
dkm, I hope you guys manage to make the detail textures look better than that Rage patch did! That noise texture being used in every surface is literally a photoshop noise filter, it's so obvious it hurts. It kinda helps getting rid of the blurry look and I also like how it sharpened everything a bit but it's a shame it's spreaded even by every single surface, but again, it's part of the "curse" of megatextures, everything IS one texture.
Is specularity still being baked down in the megatexture as well? That's what really killed it for me, all the surfaces looked like the same material, no matter if it's wood or metal. I'm asking because since Carmack talked so much about physically based materials during this year talk, I hope he manages to pull both spec and gloss out of the mega texture so you as an artist have more control over the readability of the surface.
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Yeah, I hope we'll have a better texture fidelity than Rage (especially on nextgen since there is so much more disk space). We've already done a lot of things with the engine, but yeah, materials are a bit of a bitch

The spec isn't baked in the mega (it has its own) except on some cases when the environments are huge (ie. wasteland in Rage). We don't have gloss, and the way different materials differ from each others pretty much only relies on the strength of the spec and the strength of the cubemaps.
But I sure hope that's something Carmack (or someone) is going to work on in the future, because it's my personal biggest gripe with megatextures

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