So as some of you know Rage was recently released, it was admitted by Carmack quite sometime ago the development had been focused more towards consoles however he said that he regretted it… or something like that anyway but either way people were pissed off anyway, and so Carmack did a 180 turn and responded in quite a general way I must say was almost insulting, also where’s this “id studio” tool-set we were going to see at release? Where is it still!? Something else I’d like to know, if the engines development was focused on using 6 year old technology (it’s not even using the latest version of OpenGL) then why did you require Nvidia and ATI to release new drivers for the PC platform? I’ve heard Carmack talk numerous times on how hard it is to develop for PC’s due to all the differences in hardware etc (remember that this game isn’t taking advantage of that many new features, it was developed with consoles in mind which means in other words 6 year old technology and even GLQuake or Quake 2 can still run fine on modern hardware even today). Shit like this just blows my mind really. Obviously the engine is far more complex than the id tech 4/Doom 3 engine was but I’m pretty sure hardware differences today shouldn’t be a problem, especially when you consider that today we only have Nvidia and ATI developing graphics hardware and about %70 of people are using an Intel CPU. If there was a worry about drivers on different machines then why require Nvidia and ATI to release new ones? Why not use what’s already available!?
I’m probably wrong about a lot of this but overall developing for PC’s is not only cheaper but should be far FAR more easier than trying to take a modern engine and trying to get it working but looking great on seriously limited 6 year old hardware, if you have a problem with supporting older hardware on the PC platform then you shouldn’t even bother.
Tag Archive: 2011
Just so you know the title has nothing to do with the contents of this post. Lately work on OpenKatana has been slow and bothersome, I recently felt like scrapping our current planned deathmatch level for the game for something a bit more closer to Daikatana’s style but found myself almost grabbing a pillow and screaming into it whenever I look at these older maps, I have to wonder what John Romero must’ve been thinking for most of Daikatana’s development…
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Anyone who thinks that people are too harsh on John Romero for this game should seriously reconsider what they’re saying, he fully knew what the game was like during development and he obviously didn’t care too much (or was too full of himself to care). Both me and Eukos were recently given access to a hard drive which contains just about everything from Daikatana’s development, at first seeing all this made me respect John Romero more but it seems the deeper you go into it the more retarded it gets. They seriously could’ve released the game in 1998 yet they seemed to have spent time fucking around for the majority of their time only to LITERALLY cut things out of the game at the “end” of the games development, it baffles me really, there’s some bugs present in the 1998 build which still exist in the final retail version of the game. Something else that baffles me is that a lot of the major stuff they were adding into the game (procedural textures and a hierarchy system similar to Quake 3 are just two examples) in 1998 were just dropped, the problems with the hierarchy system were never even fixed as they can be seen present in the various screenshots from 1998 to the start of 1999 and well I have no idea why the procedural texturing stuff was dropped but that said I can’t even understand why they started working on it in the first place.
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