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Official UMK3:TE Changelog and Discussion Thread

So I've been fooling around with the blood spatter and Scorpion's screams when being hit with a spear.
I concluded and verified by testing a long time ago that turning the blood off allows scorpion's scream to be finished. You hear the entirety of GET OVER HERE and COME HERE. I was playing the other night, blood on, full screen spear vs Sheeva to end the round. Blood ON, still even heard the blood spatter, and the full GET OVER HERE was heard! So I was messing with it today - I can only get it to happen vs Sheeva, and usually closer to 3/4 or full screen. I also found that depending on what "pattern" of blood spatter occurs when the spear hits, determines how long his scream lasts. Sometimes it's just GET, not GET OV--.
I wonder - @Konqrr blood spatter is only heard when special moves trigger blood. Spears, Kitana's fan, Stryker's gun, etc. Combos, even those involving "weapons", like Kabal's hookswords or the ninjas axes, do NOT trigger the sound.
I can only get it to work vs. Sheeva. Maybe her scream on hit causes in some cases blood or GET OVER HERE to be forced to another sound channel? Odd thing is it isn't 100% every time. Sometimes it happens, sometimes it doesn't.
Can you force scorpion's spear to NOT trigger blood spatter sound? Or is it tied to a specific spatter pattern, or special moves in general?
 

Mgo

Noob
Another cool add in my opinion would be to count wins from both sides like on mkt and not reset the wins count of loosing player.
 
I was looking through the source code and found this:
Code:
BYTE round_1_tunes[]=
{
   TRK_SUBWAY,         // 0 -
   TRK_STREET,         // 1 -
   TRK_BANK,         // 2 -
   TRK_ROOF,         // 3 -
   TRK_PIT,         // 4 -
   TRK_BRIDGE,         // 5 -
   TRK_SOUL,         // 6 -
   TRK_ROOF,         // 7 -
   TRK_CHURCH,         // 8 -
   TRK_GRAVE,         // 9 -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
};

BYTE round_23_tunes[]=
{
   TRK_SUBWAY,         // 0 -
   TRK_STREET,         // 1 -
   TRK_BANK,         // 2 -
   TRK_ROOF,         // 3 -
   TRK_PIT,         // 4 -
   TRK_BRIDGE,         // 5 -
   TRK_SOUL,         // 6 -
   TRK_ROOF,         // 7 -
   TRK_CHURCH,         // 8 -
   TRK_GRAVE,         // 9 -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
   TRK_PIT,         // A -
};
So yeah, it's got different tracks or at least starting points depending on the round.

This looks interesting, looks like MK3 source.
 
There are separate tracks on the chips for round 2-3 vs round 1 for most stages.

There are also a TON of unused voice tracks. a few shao kahn laughs, some grunts, sounds almost like another male voice sound set, and Shao Kahn saying "Frosty".
 
Alright, I don't know if its me or not, but I can't activate Human Smoke and i'm putting in the input as Robo Smoke just like in UMK3.
Am I missing something?
 
* Changed Relaunch Infinite fix to check for >= 9 hits instead of 8 so it can be used by Kabal starting with the 5-hit

with scorpion,it still at 8 hit limit...

* Revert the launch part of Jax Elbow Combo HP,HP,Blk,D+LP (rev 2.040)

are you sure?

the relaunch is infinite with this combo..
 

Shock

Administrator
Premium Supporter
* Changed Relaunch Infinite fix to check for >= 9 hits instead of 8 so it can be used by Kabal starting with the 5-hit

with scorpion,it still at 8 hit limit...

* Revert the launch part of Jax Elbow Combo HP,HP,Blk,D+LP (rev 2.040)

are you sure?

the relaunch is infinite with this combo..
Scorpion's combo limits are different than the current relaunch infinite prevention concept. Relaunch limit was determined by allowing the fewest hits possible in order to still be able to launch at least once with a character taking into account the highest hit, non infinite, legit unblockable combo that results in a launcher, while also preventing full cross screen infinites with other characters that can launch say, with just a 2 hit pop up. There might be a better way to do this down the road, but for example, Smoke can currently do JPS, 2 hit pop up 3x, but the 4th will cause knock back, for 12 hits, 54%. Sonya can do a similar format of combos for 15 hits, 59%, they can also choose to end with other combos to get a little more damage. It allows for some variety but not oppressive game over-one touch scenarios.

What's up with the Jax elbow combo? The 4th hit reaction before the bounce was supposed to have been reverted to vanilla instead of knocking them up higher, as this was no longer necessary when adding a new reaction to an otherwise useless combo. Is it still the same as the previous version?
 
sorry,for jax ,i m talking about only for the bounce,seems not a good idea to make this with relaunch. and imo, it s too easy to juggle after bounce.

ok for scorpion,i m understand.
 

Konqrr

MK11 Kabal = MK9 Kitana
sorry,for jax ,i m talking about only for the bounce,seems not a good idea to make this with relaunch. and imo, it s too easy to juggle after bounce.

ok for scorpion,i m understand.
Scorpion data is separate.

Jax cannot relaunch unless there is a way to do it on Sheeva with instant SUJK to elbow launcher in the corner.
 

Konqrr

MK11 Kabal = MK9 Kitana
kabal:

ground saw:
  • Hit limit changed to allow use after any combo of up to 5 hits
now it s 3 hit!?
Yes, 3-hits is the limit now. This makes it so you cannot use the saw in a ground combo if you hit with spin first, and you cannot use the mid hitting knee starter launcher into saw, you have to use it by hitting or punishing something with the elbow starter popup which would get you a 37% combo midscreen and the knee starter combo without saw would be 31%.

Anti-air HP, spin, aaLP, saw, run in HPHP JK AFB is 37% also
 

Konqrr

MK11 Kabal = MK9 Kitana
UMK3:TE is now at Revision 2.1. What has changed since the last update?

Revision 2.0.043 Changes:
  • Added custom projectile for Noob. Currently using Sindel's fireball sprite, grayscale palette, and custom hitbox. Mostly copied Ermac Fireball data.
  • Fixed Shang Tsung Randper Kombat II bug *credit Tehdrewsus
    • NOTE: This was due to using custom code overwriting Kombat Kode #5 that Drew was not using in UMK3+
  • Started work on adding the empty graphics ROMs back in
MAJOR REVISION UPDATE - 2.1:
This revision and all others from now on require a custom version of MAME in order to utilize the new graphic ROMs.
  • Added 12 more graphic ROMs (matching the 12 empty EEPROM slots in arcade boards.
    • This will allow adding special moves for Noob, Rain (eventually), and for bringing back stages like The Bank.
  • Using newly ripped MKT PC Character Select Screen portrait for Noob Saibot
    • Looks much better than the blurry Juggernaut Hack version.

  • ROM Verification is working again.
    • MAME users and Arcade operators can rest assured knowing that the EEPROMs they have are official versions of this hack. This will also be helpful for developers and hardware testers to be certain that the EEPROMs are working properly.


What is being worked on next?

  • Test and verify the new graphic ROMs
  • Add in sprites for Noob for his projectile, Animality, and Friendship.
  • Get all Noob special moves working like MK Trilogy, fix the bugs, then balance them.
 
Last edited:

nwo

Noob
@KOHR's Ultimate Cup Edition is able to detect the custom version of MAME (with extra graphic space), and it's still compatible with the standard MAME builds, minus the extra graphics.
 

Konqrr

MK11 Kabal = MK9 Kitana
@KOHR's Ultimate Cup Edition is able to detect the custom version of MAME (with extra graphic space), and it's still compatible with the standard MAME builds, minus the extra graphics.
We are currently not looking at options to turn the TE changes on and off. However, this may be a feature at a later date.

Also, KOHR did some really amazing things with his hack.