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I will take as many delays as they have (any game manufacturer) so long as they put out a good solid game. 6 month, or 6 years, just do it and do it right so I get my $60 worth.
The beginning of June, we saw the E3 trailer, which confirmed that damage was finally coming to the series. Specifically, deformation was shown.Why don't you back that up, and just what you thought it meant doens't cut it.
No, you don't understand how it works. Yes, if you keep repeating obviously incorrect information, you're a liar, but it's not up to us to provide contrary data. It's up to you to provide supporting data.I don't think you understand how that works, to be a liar I have to be wrong, put up some proof.
You seem to have confused me with you.… the only thing I have is a reasonable and bleiveable theory and you have a completely ridiculous half baked mess.
Except now we know the original translation was spot on.One only needs to read how that translation thread played out to see your theory falling apart.
lol Irony FTW!Sorry... done with you, I feed way too many trolls as it is.
The beginning of June, we saw the E3 trailer, which confirmed that damage was finally coming to the series. Specifically, deformation was shown.
Two months later, in August, the leaked feature list appeared. This told us that damage would be part of the game engine, with no caveats about which cars to which it would apply.
It also told us that premium cars would have interior design which corresponded to damage, but we weren't sure exactly what that meant.
Because most people assumed "interior design" referred to cockpits in some way, it made deciphering the scraps of information we did have all the more difficult. Some assumed it meant the cockpits of these premium cars would somehow reflect damage, but all cars would have cockpits and be subject to some form of damage. Others assumed it meant only certain cars would have cockpits at all and/or be damageable.
But now we know that if a hood pops open on a premium car, a corresponding model of the engine bay will be seen, and if a door is ripped off, a corresponding model of the cockpit will be seen, but since the glove compartment doesn't come open, there is no corresponding model of its interior.
We also know that standard cards aren't subject to this type of damage at all, and consequently have no corresponding interior design. The standard cars will only be subject to deformation.
At TGS, IGN interviewed Kaz, who told them the damage modeling would be dynamic. What does that mean? It means that rather than modeling both a pristine body panel and a damaged body panel, PD taught the physics model how to deform the pristine panels itself. This bit is particularly important.
Why is it so important? Because of how dynamic modeling works. Once you teach the engine how to crinkle the hood of a WRC WRX, it's equally easy for it to crinkle the hood of a WRX production car. It requires no extra work from the developer. In fact, it would require extra work from the developer to prevent the production car from being deformed. Specifically, they would need to add a statement to the effect of "IF raceCar() THEN performDeformationModeling();" instead of simply calling "performDeformationModeling();"
Since a developer would need to be insane to add such a clause to their code, thereby intentionally gimping their game for no apparent reason, we must assume they didn't unless we're presented with evidence that they did. More to the point, even if they had included such a clause, as you're asserting, and they decided to remove it at the last minute due to nerd rage, as you're asserting, the process of removing said clause would not take six months, as you're asserting.
In short, your assertions don't even stand up to even the most casual of scrutiny, and more to the point, all of the evidence we have is against you.
No, you don't understand how it works. Yes, if you keep repeating obviously incorrect information, you're a liar, but it's not up to us to provide contrary data. It's up to you to provide supporting data.
For example, I can say, "God has purple hair." If someone questions the accuracy of that statement, the onus isn't then on them to prove He actually has blue hair. Rather, the onus is on me to prove He does indeed have purple hair.
So if you're going to run around claiming that the original release date was pushed back six months due to nerd rage over the fact that 83% of the cars couldn't be damaged, contrary to the evidence we have, then you need to be able to show where someone at PD or Sony actually said this.
Except now we know the original translation was spot on.
I think you're wanting there to be more there than there actually is. I'm sorry that it's not the case, but most of what you're posting is solid speculation. All cars have cockpit views? All cars featuring exterior damage? I agree that these are things that SHOULD be in the game, but at the moment there is no evidence one way or the other.
I think we should just defer to new news on the subject, seeing as the game isn't going gold any time soon.Like I said before....all this arguing for a list that spent all of 5 minutes online....
Add NASCAR, rollover, better collisin physics, and deformation
Add NASCAR, rollover, better collisin physics, and deformation
At TGS, IGN interviewed Kaz, who told them the damage modeling would be dynamic. What does that mean? It means that rather than modeling both a pristine body panel and a damaged body panel, PD taught the physics model how to deform the pristine panels itself. This bit is particularly important.
Why is it so important? Because of how dynamic modeling works. Once you teach the engine how to crinkle the hood of a WRC WRX, it's equally easy for it to crinkle the hood of a WRX production car. It requires no extra work from the developer. In fact, it would require extra work from the developer to prevent the production car from being deformed. Specifically, they would need to add a statement to the effect of "IF raceCar() THEN performDeformationModeling();" instead of simply calling "performDeformationModeling();"
Wait, there was a list? What was it?!?!?!Like I said before....all this arguing for a list that spent all of 5 minutes online....
Yes, exactly. Specifically, we saw deformation on that car. We now know deformation is dynamic, and therefore, will be applied to all cars. Therefore, we know the plan was to apply deformation to all cars as recently as E3, and obviously, a bit before that as well, since they had at least a rudimentary model ready to go so they could make the trailer.We saw damage to one car, specifically the Subaru, a race car.
Yes, I already knew why you came to the wrong conclusion, but thanks for explaining it again.This is the main crux of the issue, we had a leaked list which say damage would be on 170 cars. It did NOT say damage would be on the other cars. I am well aware this does not EXCLUDE the possibility explicitly, but again, we have no proof of anything, the best we can go for is the most reasonable explanation.
If I say "I have 100 cars on my lot with Corinthean leather interior and a CD player, and I have 800 basic cars on my lot". What is the most likely meaning? I am pretty sure if the basic cars had corinthean leather but no CD players, I would still mention the leather wouldn't I?
I understand that, and now we know that Angela's translation was the lesser of the two. While not "inaccurate," it didn't explain things as accurately as we now know the original translation did. Her translation didn't contradict what we now know to be the facts, but it also didn't mesh as well with them as the original translation of "interior modeling, which corresponds to damage" did.And the crux of THIS particular disagreement is whether it really meant absolutely literally corresponds or whether the translation has enough wiggle room in it that there is another more likely meaning.
You will notice from Angels translation (as I pointed out before) it comes across as this
-170 premium models (with interiors and damage support)
-830 standard models (compatible models taken from GT4)
And means together or essentially correlates.
Actually, let's go ahead and forget this, because it doesn't make any sense, which is why I said at the time I didn't understand exactly what "interior design which corresponds to damage" was actually referring to.But let's not forget, the specific example you that if a door flapped open you would be able to see out as the meaning. This makes no sense!
At TGS, they showed production cars being damaged as well. A Merc, and IIRC, a Ferrari.If you look at every video up until and inculding TGS, only the subaru had damage and the other cars were invincible.
Becuase it's an early build, and they wanted to keep performance up to acceptable levels? Because they wanted to highlight the damage by only applying it to a single car? Because the AI sucks and they didn't want to show exactly how often it hit the walls?Your argument is they were always going to all have some level of damage, then explain why they only have damage to one car at the GC/TGS demo, it would make no sense for them to force damage off on all but one car.
Actually, they said what was shown at TGS was an old damage build.Exactly, which is why it is the far more reasonable thing to believe that the GC and TGS demos accurately displayed the current build at the time …
No, they turned it on for those demos. Again, code branches.(ie they didn't turn off damage just for those demos)
Definitely not, and I've just explained to you again how we know this is not the case.… and so the addition of damage to the remaining 830ish cars is indeed a recent thing …
Now, that is entirely possible, and even likely. Specifically, I'm referring to the possibility that the bulk of the next six months will be spent improving the damage modeling. In fact, Kaz even hinted that was going to be their main focus between now and the release.… and is indeed contributing to the march 2010 release date.
No, that's not what I said at all. I said that you need to prove your theory is right, but you've been unable to do so. The fact that I've already shown another explanation to be true simply serves to make your theory look all the more ridiculous.You keep saying that if I can't prove your idea is wrong then mine must be wrong.
Indeed. I'm sorry to inform you that when your theory is shown to be wrong, and you insist on repeating it in multiple threads, that does make you a liar.Yes, you questioned my accuracy, you called me a liar …
lol Again, that's not how it works. If you go around making completely unfounded claims, and someone points out that they're unfounded, you don't get to say, "Well, then prove they're unfounded." You have to prove they are founded in reality, or wear the label of Scheißter.… as th the onus is on YOU to prove I am a liar as you are making the claim...
He said the video was not CG, and therefore it showed a functional deformation model. (Though it's quite likely it was only barely functional at that point.)The only evidence you have that any damage was always there was the E3 video which was labled as a concept video …
AFAIK, no one ever asked him why only the player-controlled cars were getting damaged. Possibly because only a retarded person would think the answer could be anything other than, "Well, we only enabled it for the player-controlled car; it's just a demo, you know," and the gaming press did not want to appear retarded.Damage was turned off for GC/TGS and when the weak damage was constantly brought up PD and KY never said "oh that's because we turned it off for all cars but the subaru"
Again, I fear you may have the two of us mixed up in your head.You have chosen a theory and you have forced everything that comes along to match it, or slyly changed and dodged your original stance to match it as time went on.
Ironic that you chose to highlight the part of the conversation where SIM was telling me I'd be eating crow come TGS when it would be confirmed that only the premium cars would be damageable, when it turned out that I was right all along.Again anyone can go back through that big ol translation thread and watch you hang yourself, going for super cocky "I am right ha!" to claiming things mean the opposite of what they do so you can still be right (at one point one of the translators basically said, nope looks like no damage on the majority of cars and you said "Looks like I was right all along" even though it totally negates what you were saying) going to a meek, kiss a** to the translators showing how little you really knew about the big picture and how things were shaping up outside of that one translation thread.
It's really not as complicated as you think. Sure, there are a half-dozen materials that can go in to a car, but once you teach the engine how to bend metal and shatter carbon fiber, it's just a matter of tagging each part as the appropriate material. There's really no "integration" to be done beyond going through the parts and tagging them, "metal, metal, rubber, metal, carbon, metal…," and for all we know, they did the tagging when they did the initial modeling. (That's when I would've done it, at least. Let the physics nerds figure out what to do with the tags later.… but that would require extensive work to integrate it into 1000 cars, each with at LEAST half a dozen different damageable materials.
I'm going to make this as short as I can, because it's becoming clear that Deve is a lost cause and will continue making false assertions in spite of the fact that all of the evidence is against him.
Yes, exactly. Specifically, we saw deformation on that car. We now know deformation is dynamic, and therefore, will be applied to all cars. Therefore, we know the plan was to apply deformation to all cars as recently as E3, and obviously, a bit before that as well, since they had at least a rudimentary model ready to go so they could make the trailer.
In case that wasn't clear to you… We know, for a fact, that no later than June 2009, they had planned to make to make all cars damageable.
Yes, I already knew why you came to the wrong conclusion, but thanks for explaining it again.
What I'm failing to understand is why you continue to cling to the notion your wrongness was somehow right.
I understand that, and now we know that Angela's translation was the lesser of the two. While not "inaccurate," it didn't explain things as accurately as we now know the original translation did. Her translation didn't contradict what we now know to be the facts, but it also didn't mesh as well with them as the original translation of "interior modeling, which corresponds to damage" did.
Yes, "correlates" could be used without being inaccurate, but "corresponds" is a better fit, as it perfectly describes what we know to be the case. Clearly, "corresponds" was the accurate translation, and "correlates" is a word you pulled out of your ass in a desperate attempt to bolster your "83% without damage" assertions, because the accurate translation—"corresponds"—didn't support your argument.
Also, keep in mind that the word "correlates" doesn't even appear in what you're trying to present as the proper translation. (More to the point, it's clearly not the proper translation, so I'm not sure why you'd bring it up at all…Angela said, "support for damage," and said she thought the two phrases were basically unrelated to each other, but we now know the two phrases are intimately related. But again, I don't understand why you continue to belabor this point, when it's clear that the leaked list was telling us premium cars would have interior design which corresponded to damage, while standard cars would not have interior design which corresponded to damage. The difference has always been in the presence of interior design, not the presence of damage.
I realize you're desperately clinging to the whole corresponds/correlates thing because it's the only thing left that gives even the vaguest appearance you ever had any idea what you were talking about, but even your revised assertion is tenuous at best. You're now claiming there is a correlation between interior design and damage because the presence of interior design indicates the possibility of damage. While technically true, this statement is almost entirely meaningless, because the presence of tires also indicates the possibility of damage. Similarly, we can say there is a correlation between windshields and damage, or between transmissions and damage, etc.
"Corresponds" is clearly the logical/best translation, because it actually imparted useful information to us. "These cars can be damaged in a way that allows you to see inside of them and look at bits you wouldn't normally see." Unfortunately, at the time, no one realized that's what it was saying.
Actually, let's go ahead and forget this, because it doesn't make any sense, which is why I said at the time I didn't understand exactly what "interior design which corresponds to damage" was actually referring to.
So I'm going to concede that I guessed wrong about this aspect of the translation, thereby taking away your little strawman which I have chosen to ignore until now.![]()
At TGS, they showed production cars being damaged as well. A Merc, and IIRC, a Ferrari.
Becuase it's an early build, and they wanted to keep performance up to acceptable levels? Because they wanted to highlight the damage by only applying it to a single car? Because the AI sucks and they didn't want to show exactly how often it hit the walls?
I certainly hope you're not trying to present that as some sort of evidence that they only intend to allow one car per race to be damaged.
Actually, they said what was shown at TGS was an old damage build.
No, they turned it on for those demos. Again, code branches.
Definitely not, and I've just explained to you again how we know this is not the case.
Now, that is entirely possible, and even likely. Specifically, I'm referring to the possibility that the bulk of the next six months will be spent improving the damage modeling. In fact, Kaz even hinted that was going to be their main focus between now and the release.
But to be perfectly clear, this does not mean they're "adding it to the other 830 cars," because as I've already explained, the type of modeling they're doing applies equally to all cars.
No, that's not what I said at all. I said that you need to prove your theory is right, but you've been unable to do so. The fact that I've already shown another explanation to be true simply serves to make your theory look all the more ridiculous.
Indeed. I'm sorry to inform you that when your theory is shown to be wrong, and you insist on repeating it in multiple threads, that does make you a liar.
lol Again, that's not how it works. If you go around making completely unfounded claims, and someone points out that they're unfounded, you don't get to say, "Well, then prove they're unfounded." You have to prove they are founded in reality, or wear the label of Scheißter.
For example, you've asked me to show how we know that damage was always going to be included for all cars, and I've done exactly that, more than once.![]()
He said the video was not CG, and therefore it showed a functional deformation model. (Though it's quite likely it was only barely functional at that point.)
AFAIK, no one ever asked him why only the player-controlled cars were getting damaged. Possibly because only a retarded person would think the answer could be anything other than, "Well, we only enabled it for the player-controlled car; it's just a demo, you know," and the gaming press did not want to appear retarded.
They did ask him why the damage shown was a bit "underwhelming," to put it nicely, and he explained that what was shown was merely a "first step," and not even the current implementation. It was just a taste of what was to come, so to speak.
Again, I fear you may have the two of us mixed up in your head.
My stance has always been all cars would be damageable, and that premium cars would have "interior modeling*" that was somehow reflective of the damage the car had suffered. We now know this has always been the case, and my stance hasn't changed at all.
Your original stance was that only the premium cars could be damaged. When it was verified that in fact, all cars would be subject to damage, you then decided to claim that you were right about 83% of the cars being invulnerable at the time, and are now asserting that Kaz felt your rage and decided to go ahead and spend the time to model damage on that 83%. You continue desperately cling to this false notion, despite the fact that I have explained, both clearly and repeatedly, how we know that damage across the board was "always" the plan.
Ironic that you chose to highlight the part of the conversation where SIM was telling me I'd be eating crow come TGS when it would be confirmed that only the premium cars would be damageable, when it turned out that I was right all along.![]()
Look, dude, it all comes down to this. I looked at the original translation and said, "Well, as I understand it, it's saying XYZ, though I'm not really clear what Z is supposed to mean." Then you came along and said, "No, no… were supposed to change it around until it says ABC!" And now that we've learned that XYZ really was accurate, you're now saying, "But, but they changed it after the fact!!!" even though there is no evidence they changed it, plenty of evidence they didn't, and it said XYZ and we are in fact getting XYZ.
Sorry, that wasn't very short at all. Deve sure does blather on. It's almost like he hopes to simply bury his opponent in meaningless drivel.
It's really not as complicated as you think. Sure, there are a half-dozen materials that can go in to a car, but once you teach the engine how to bend metal and shatter carbon fiber, it's just a matter of tagging each part as the appropriate material. There's really no "integration" to be done beyond going through the parts and tagging them, "metal, metal, rubber, metal, carbon, metal…," and for all we know, they did the tagging when they did the initial modeling. (That's when I would've done it, at least. Let the physics nerds figure out what to do with the tags later.)
I haven't ever done anything as complicated as GT, but having programmed a fair number of rather complex functions and worked with many who have programmed some rather impressive bits, I can say it really isn't that easy... you have to deal with a lot of things going on the least of which is how it all looks when it's done.
Wrong. It's not an assumption. Asked, answered, and verified. The trailer was generated by the game engine. Conveniently, this both shoots down the bulk of your subsequent arguments, and verifies that my assertions were correct. We may finally be getting somewhere.Yes we saw deformation on that car, but it is an ASSUMPTION that that was not a one off render and was actually indicative of the game engine.
True enough. Since there are only two "sets" of cars, race cars and production cars (or if you prefer, premium cars and standard cars), it doesn't make much sense that they were still determining which of the two sets would be damageable, but they did know for sure that at least one of the two (premium) would be damageable and they also knew that one of the two (standard) would not be damageable, does it? It seems that either, it had been determined despite the fact he stated it hadn't, or there was a possibility of both or neither being damageable despite the fact he stated 1-99% would be, or "sets" refers to something else entirely. Clearly, it would seem either Kaz is a liar and/or brain damaged, or we misunderstood his meaning of "sets," just as we misunderstood PD's meaning of "interior design." The latter seems the safer assumption, wouldn't you say?Again, it was specified at one point (after E3) that some cars would not have damage and the sets were being decided on still.
lol No, that's your new conclusion. Your original conclusion was that only the cars with fully modeled interiors would have any damage at all. When you were finally proven wrong about that, you flipped it around changed it up a bit so you could continue to claim it's possible to wedge "correlates" in there somewhere.The conclusion that only cars with the better class of damage would have fully modeled interiors?
That's not what I said at all. Originally, we had the translation the GTPers came up with collectively; the one that was deemed accurate enough to be posted on the front page. This is the one that said, "interior design which corresponds to damage," just to be clear. I was saying that since we had no reason to assume that was an inaccurate translation, there was no reason for you to come along and say, "Clearly, they're telling us that 830 cars will be invulnerable, and if you change the word 'corresponds' to 'correlates'—which sound sorta similar in English, so it's obvious that's what we must do—then the translation clearly backs up my assertion." Then Angela came along and said, "AFAICT, it doesn't say 'corresponds' or 'correlates.' It just says they have 'interior design' and it also says they have 'support for damage.' I have a hard time believing that's what they're actually going to do, but that's how I'm reading it."Wait... so suddenly a translation can be discounted because it doesn't make sense with the big picture? Whoa there's a 180 from your original "must be literal" stance... guess that works when it suites you huh?
I've already agreed that it can be fit in to what we now know to be the truth, but as I pointed out, it doesn't fit nearly as well as "corresponds," because "correlates" doesn't really tell us anything. Again, tires correlate equally to damage, so the statement effectively tells us nothing, but "interior design which corresponds to damage" tells us that you can see the car's internals when the externals are ripped away. Hey! That's useful and interesting information there! We should be sure to include that phrasing on our feature list!So please explain to me how correlates with damage isn't accurate.
Except they're not similar in meaning and usage. They just happen to start with the same few letters in English, and the two words in Japanese may be entirely different from one another. Furthermore, the translation you're presenting as The Truth said "supports damage," which isn't anything like "damage is a correlate of an interior design," either in meaning, usage, or even pronunciation.I keep on it becuase at the time I said corresponds where correlates is the real meaning is an easy mistake to make in translation, the words are similar enough in meaning and useage it could easily happen.
Except that's not what you were saying. You were saying only the cars with fully modeled interiors could be damaged at all. Again, you are flipping your original assertion around and modifying it to fit with the explanation we were eventually given in a lame attempt to make it appear you were always right, when in fact, I was always right, and you were always wrong.… again Cars with premium damage will be the ones with fully modeled interiors and the others won't.
Indeed.Simple as that and look where we are today!
Right. I meant I didn't understand why you continue to bring up "corresponds Vs. correlates" as support for ignoring/altering translations that don't suit you because you've already been shown to be utterly and in every way wrong about the entire "corresponds Vs. correlates" debacle.I keep using it because it was the original issue at hand and you will recall that this whole second tirade of yours started when a few posts back I brough up translation inaccuracies and specifically mentioned corresponds vs correlates.
That's exactly what it is. From the link I provided you…Sorry, that's not a strawman...
Umm, you are aware that the "blurry marks" and "newer damage" are in fact from the same build? The build that was shown at TGS? The only difference is how clear the shaky-cam shots were.Some people spotted some blurry marks on certain cars they speculated were damage. But this was never confirmed, and it looked neither like the premimum damage we had seen at GC nor the newer lower level damage we have seen recently.
No, it's pretty clear the GC and TGS demos were different.It was widely accepted these were just oddities and we were just given the GC demo again.
Okay, maybe you really are broken. Are you seriously trying to claim that the existence of damage in a playable build is not proof of the existence of damage?I hope you aren't trying to provide that as some kind of evidence that damage was actually there.
It was from the MeriStation article. As translated by Tenacious D, "He also told us that the demo version that was installed on both the Tokyo Game Show and the booths present at the premises of the company lacked the latest damage build."Where did they say that? What was the exact wording? I mean we all know it was an old damage build as in it was the same one as at GC, but are you infering that they had a better one at TGS they just chose not to showcase? BS.
I suspect many things would seem more reasonable to you if you actually had some idea what you were talking about.Which passes the most reasonable test again?
Yes, code branches are real.BTW I honestly have never heard of this code branching thing... I get what you mean but is that really a term that is used?
They don't need to hand-write different code for every shape of panel. That's the whole point.Well by adding it to 830 cars, I don't necessarily mean one at a time, certainly they may be building the damage engine that will apply to all cars. And for a wide variety of cars with a variety of materials and different shaped (Even number) of panels this could be very complex code.
I have already shown how you're wrong.What would make me a liar is if you could actually show something that shows I am wrong, not just what you think is different.
Yes, and it's clear now that the damage model they're using will automatically apply to all cars, but that doesn't preclude specific sets of cars, such as the Volvos, from being explicitly exempted from damage modeling.No you have shown me why YOU think damage has always been included for all cars.
Lemme put this out there for you nice and simple straight from GT News:
“The next detail Kazunori touched on was regarding damage models. I can confirm that not every car in Gran Turismo 5 will sport damage models — it will only be select sets. "
So what you're saying is, despite not being fully informed, and not understanding a lick of Japanese, I still managed to nail the translation perfectly? Wow! Go, me!No it comes down to this, you looked at the translation and with little or no knowledge of the other events that make up the big picture (ie all the news and info from before the leaked list) went on to pick your own understanding. Which is fine and all consideirng a limited scope, but then you went on to call out others who knew more about what was going on and so had a better foundation on which to base their understanding of the lists meanings.
I'm an amateur programmer myself, and I have to say, if you've contributed to some "impressive bits," I'm kind of surprised you don't seem to know anything about code branches, procedural modeling, how trailers and demos are put together 6-9 months before the final product is scheduled to be ready, or how much things can change over those 6-9 months. (Hint: There's a reason most projects aren't given public showings until ~3 months before launch, and why apparent quality improves so dramatically between then and launch.)I haven't ever done anything as complicated as GT, but having programmed a fair number of rather complex functions and worked with many who have programmed some rather impressive bits, I can say it really isn't that easy... you have to deal with a lot of things going on the least of which is how it all looks when it's done.
To be fair, I can understand his need to attempt to salvage at least a little bit of credibility. After all, without that, how could he ever expect to effectively continue sowing FUD? That's really his whole purpose here, so I completely understand his desire to cling to it in the face of clearly insurmountable odds. Kinda admirable, in a sense.Oh dear God, no... just leave Deve alone, so he can crown himself in peace...