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Mortal Kombat 9 Trilogy Edition Mod Discussion (CURRENTLY ON VERSION 2.50)

Would you want classic/legacy music to play by default instead of the modern music?

  • Yes

    Votes: 9 90.0%
  • No

    Votes: 1 10.0%

  • Total voters
    10
  • Poll closed .

RVB

twitch.tv/rvblacktail
@NSR don't worry I got plenty of time to test out anything you need, I've taken a month off streaming and hosting events... somewhat.
Simply add me on steam and link me to the new update when it's done and I'll try and help you out as much as I can.
 

NSR

Also known as Futuretime23
I also want to let people know, testing for the netcode variables will begin shortly, possibly either tomorrow or Monday.
Shoot me up with a PM in case you want to volunteer.
Remember to download TE 1.75 beforehand as it will be tested with that version's startup file (which is where the air breaker info is held as well as the netcode variables, hence the testing on that specific version)
 

SaSSolino

Soul Stealing Loyalist
@NSR would it technically be possible to add so much hit stun to Shang Tsung's ex soul steal that it allows for a combo afterwards? I know that he doesn't need it, but consider how cool it would be.
 

NSR

Also known as Futuretime23
No, at least, not via tweakvars, I don't think it's doable.
Even with reaction editing. At the very least, from what I've looked, even if it were possible, it would affect both versions. There's only 2 breakframes that affect both versions (1 for 1st hit and another for 2nd)
 

SaSSolino

Soul Stealing Loyalist
No, at least, not via tweakvars, I don't think it's doable.
Even with reaction editing. At the very least, from what I've looked, even if it were possible, it would affect both versions. There's only 2 breakframes that affect both versions (1 for 1st hit and another for 2nd)
too bad
 

NSR

Also known as Futuretime23
Ok, testing for netcode variables has begun.
Send me a PM here and I'll send you a PM back with instructions and a link to the files for the testing.
 

NSR

Also known as Futuretime23
One thing I wanted to add:
I had stated in the past that making Tsung's soul steal's 2nd hit unblockable was impossible.
It is...if you rely only on tweakvars modding.
I was able to edit one of the files of his data2 folder, namely, r_soul_steal_props (means reaction to soul steal's 1st hit) to point to another tweakvar (you can't change the coding of var, but you can change it takes it's data from, if that makes any sense) which was 122's blockreq (same one as the first hit of SS, it's type 0B which stands for Mids)
while I edited the tweakvars so that the soul steal blockreq was unblockable (it is now only used by the 2nd hit)
In other words, I was able to fight shared coding...by sharing coding with another variable.
Unfortunately, Tsung was a very specific case, and I haven't been able to achieve it again with other characters that suffer from the same issue (Tsung worked namely because the blockreq for soul steal gets called twice: first in r_soul_steal_props and then in r_soul_steal_out_props, which is the 2nd hit. Most other characters just call a specific variable once and that's it.)
At least, it was something I guess.
 

NSR

Also known as Futuretime23
Yoooo i'm back! I decided to make an another video about Trilogy Mod. Now about how to play it online. Btw i read last couple pages of this thread. Any good news about the glitches (meterdrain etc)?
no, nothing regarding glitches so far.
As for online, well, you can still play it like you used to, but if you mean in regards to the online netcode tests.
Well, online netcode changes have been mixed so far. lowering/nulling a specific variable seems to improve specific connection types (provided connection is stable) namely bad/average connections while worsening good connections. In theory, the opposite should happen by maxing the value, but I need more data to be sure of this last part. I can send you the files if you want to test.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
I need to build a neo-potato so I can actually play this damn mod without problems lmao.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Didn't the config fix work for you previously? or was it not full 60fps?
It made it better. But it was still choppy from what I remember. I'll have to download the new version and see if it's good to play when I get home. The changes I'm seeing so far look good.
 
Reactions: NSR

NSR

Also known as Futuretime23
Oh ok, good luck, have a good time when you get around to playing it!
 

NSR

Also known as Futuretime23
MAJOR ANNOUNCEMENT:
Development on MK9 TE will be considered finished by June or July 2017 (unless something really troublesome happens that forces a delay)

Further patches are still a possibility, but they will most likely by minor polish patches, nothing huge (unless a big discovery is made)
 

NSR

Also known as Futuretime23
MK9 TE 1.85 IS OUT!
@THTB
@Scott The Scot
@SaSSolino
@BoromiRofGeo
@Youphemism
@SHAOLIN
@RVB
@Fight-Now
(probably more people I forgot to tag lol)

Search on google or youtube and you'll find the mod easily (shoot me up a PM if you encounter any issues)

Biggest improvement of this mod is the input bug/precision drops fix. It doesn't fully fix the issue, sadly, but it's something at least. Let me know how well the fix is working.

As an optional addon, there are the netcode files, in case you want to test them.
 

SHAOLIN

内部冲突
What was you looking for as far as fixing the input bug & how you go about reducing the input bug?

If you can go somewhat in detail, PM me if needed.
 

NSR

Also known as Futuretime23
Well, digging around the fightingart folder of the startup file I found the FightEngineScript
After unpacking it, I found this file in it's data2 folder called plyr_back_to_normal_from_button_press
Inside it, there's a 4 byte float near the end, seemingly, a variable. By default, this is set to 0.20x
Currently, it's set to 0.05x
From the testing data I've received, setting it higher (say, 1.00x) makes inputs register less (in fact, setting it to max, aka FF FF FF FF causes a game crash after letting go of an input) while the opposite happens if you set it lower.
The issue obviously is that one would normally think of setting it to 0. But if you do that, the inputs get way too floaty, and a different type of input bug takes place: you could have pressed forward like a second ago, and it still acts like you are pressing IIRC.
Floaty and laggy is what happens if you set it absolute zero.

From the testing, 0.05x seemed to give off the best results (0.01x starts to get a little too floaty)

It doesn't affect negative edge apparently.
 

NSR

Also known as Futuretime23
Keep in mind, this is based off testing from 1 guy, and myself.

Let me know how much this input mod fixes stuff.