Which features are you looking forward to?

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The new swoop isn't 3.7x the original speed... if anything it's the same. Not quite sure when he said that but that amount of speed would be totally unheard of. You are talking about more than double krillin's speed for every character.

-Correction, I figured out what you meant. Yeah, you're right, but the way you said it sounds wrong.
 
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Ya misunderstood Joe. He said that originally, swoop was 5x the character's normal movement speed. In 1.2, the swoop is 3.7x the character's normal movement speed.

So apparently it's a bit slower...
 
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Pcjoe said:
The speed was reduced. In beta 1.0-1.1 the swoop speed was x5 the players base speed. Now it's x3.7 base speed + init boost (which is x4.7 base speed). The new swoop actually starts really fast and slows down the further you swoop.
dun dun dun...
 
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umm, the new cell day/night map...
and adv. melee...
but im sure the first thing im gonna do is swoop all around :D
 
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If anything it sounds freaky. o_O

I also wanted to mention the bug fixes, they should be in this poll really :eek:
 
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of course i voted all of the above. but im the most eager to see the animations in action. the smooth transition from one to another is something i want to see. Darktooth is definintely good at what he does.
 
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MP said:
of course i voted all of the above. but im the most eager to see the animations in action. the smooth transition from one to another is something i want to see. Darktooth is definintely good at what he does.
Quite actually... The smooth transitions between animations are done via code by interpolating them with SLERP (spherical linear interpolation).
...But yeah, Dt's anims pwn ^_^
 
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Pcjoe said:
Quite actually... The smooth transitions between animations are done via code by interpolating them with SLERP (spherical linear interpolation).
...But yeah, Dt's anims pwn ^_^
lol thats so funny you sound so professional. and the fact i have no clue what you said. what does that mean?
 
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Me loves Adv. Melee and After image :p

But i voted all above cause i wanna see everything else as well.
 
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I'm interested in the after images... its gonna be so hard tracking people because of that.. I gotta depend on my listening skills for that... even though I did before, they made it even harder.. but that also gives me advantages.. :]
 
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The new stuff u can pull off with the advanced melee and after images ofcourse
 
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do i realy have to pick one?
the overall idea of mine is to: slect a new map, take frieza with new attack, teleport around, and melee the **** out of my bro. then ill try the new piccolo model
and again, melee the **** out of some1 or a bot.
but first, i wil try getting steam to work right.
 
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Fire Phoenix said:
lol thats so funny you sound so professional. and the fact i have no clue what you said. what does that mean?
Lol, I'm 5 years too young to be sounding "professional."
When you change animations it saves the frame/sequence in a seperate data structure. It uses that frame + sequence to retreive the quaternion data (fancy way of storing the origin and rotation of a bone). At that time it spends about 0.2 seconds using spherical linear interpolation (SLERP) to interpolate (blend) from the last animation to the current one...
See, not that tough :p
 
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I think Joe is pulling your leg with that explaination, Phoenix.

And no, I don't get it either :(
 
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He's not, that's a good way of explaining it, . . . provided your talking to people who understand the terms.
 
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Pcjoe said:
Dont EVER call me that again -_-
hahahahahahah... i had a feeling that you would object to that. but hey there's nothing wrong with a little jizzle every now and then o_O. well, kinda...sick, nvm. O_O

is i just me or do the prepunches look so...hmmmm, fierce... i think im just going to spend 10 mins prepunching everybody so i can stop drooling over them so much. the combos are ok too.


PS can i call you JoJo? :yes:
 
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Cucumba said:
He's not, that's a good way of explaining it, . . . provided your talking to people who understand the terms.
Meh, I tried to make it so people who didnt understand the terms would understand -_-
Lemme try again...
When the player switches to a new animation (walk to run, idle to charging kamehameha, strong melee kick to weak punch, etc), it saves the PREVIOUS frame/sequence in a seperate data structure (thing that stores information -_-).
So for example, lets say you're on frame 20 of the "Kamehameha" animation and then you switch to idle. It will obtain the skeleton data of the Kamehameha on frame 20.
At that time it spends about 0.2 seconds using spherical linear interpolation (SLERP, fancy way of blending stuff with l33t skillz) to smoothly blend the previous and current animation.

Is that any better?
 

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