Mortal Kombat 9 Modding Universe

Discussion in 'Mortal Kombat' started by Grim Doe, Oct 14, 2014.

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    Grim Doe

    Grim Doe Game Mod Developer Developer

    Joined:
    Oct 14, 2014
    Messages:
    142
    Likes Received:
    108
    Trophy Points:
    72
    Gender:
    Male
    Occupation:
    Having Fun
    Location:
    Purgatory
    Home Page:
    [​IMG]
    Welcome to MORTAL KOMBAT 9 Modding Universe
    SELECT YOUR DESTINY !


        • NVIDIA Texture Tools for Adobe Photoshop:
        NVIDIA Web Page Link: For Both 32-bit/64-bit plug-ins
        Code:
        https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
        • MK9 Texture Tool Version.3
        Allows you to extract the Textrure2D files within the chracter.XXX files. The tools convert them to .dds files,
        and using photoshop (with the .dds filter installed from the Nvidia website)
        will allow you to edit the color, shirts, etc for all characters.
        The tools will allow you to put them back into Texture2D format, then recompile the .XXX file.
        Code:
        mega.nz/#!1PwRDbiB!em7yyyU5jNzxQXb56XvGLGuiRGSBYItyljtBFoJ35R8
        • Tetzrep all in one compiled exe:
        All credit go's to Digitaloverdose (for figuring out the TExture2D format)
        Scorpion2k7 (for MkPs3TextureBeta3.exe & MkXXXReb01Beta.exe)
        Gildor (for Decompress.exe & Extract.exe, Ross MacGregor (for ssr.exe)
        Luigi Auriemma (for Offzip.exe)
        Code:
        mega.nz/#!NKRiEC6I!Xwnl0pSAdcmyfqoj7-OLgUfzgzRU4YowS24l32bx3Do
        • Gildor's:UE Viewer
        Feature Highlights:
        Code:
        http://www.gildor.org/en/projects/umodel


        DOWNLOAD LINK:
        Code:
        http://www.gildor.org/downloads

        • frikkiefrikkie :Mesh Text List Extracter
        Use for seeing list of mesh on a Text File
        Mesh Text List Extracter
        Code:
        mega.nz/#!hfZ0wZwK!OEJQCRF45XVO1_zMTyEv5H1qato0T61fDNPGm-k0is4

        • oubgrdevvbuyn: Sound Mod Tool+Tutorial
        Code:
        mega.nz/#!EPQgFAAB!bBVtO5DFjpUCxwP3R77t73exGFJljpbr-XAhZMijrzE

        • digitaloverdose Tool's
        BloodColor Extractor 0.1 beta
        Code:
        mega.nz/#!BahnDQDI!rL25u3bM-GrDInh0UKHKK-QWmCSaDfa6u2FBr7bEIus

        MKScriptBinary Extractor 0.1
        Code:
        mega.nz/#!kWYh3A5L!NUlJcWV1j7h_Iv2FZ042MpLQ_jqGrDdzCbl_zTpmOnA
        MKScriptBinary Extractor 0.2
        Code:
        mega.nz/#!dDZ2nZxY!pnBiRsSe-ls0hyRKHM1m4zuO7PXsq-tgjeLCooJXJpQ
        PS3 Tweak vars String ref
        Code:
        mega.nz/#!lKIWyBYJ!1pPErv-Zc2ZphNP0B9Q7-NppABRCJO3jjqOSBVL4eIo



      • [​IMG]
        Updated High-Def Boss ICON Fix
        [​IMG] [​IMG]
        There is a BOSS-MOD Fix for MK9 update versions over 1.01
        (+) A Manually MK9 v1.02-5 HD Boss Fix Game File's
        Just Read the Readme for all other versions.

        Code:
        mega.nz/#!YOhVHYiL!zebjTRExwfgH1DfvCipB0QQJBvdwNw8e4fQT77fN520
        Bone Pack
        [​IMG]
        Tetzrep Bone Pack for PS3
        Code:
        mega.nz/#!NGRlwKjB!I5HznB2o5RsR0irJHHUX2kpMxMoKiW_1ZAci61SzbD8
        [​IMG] [​IMG] [​IMG]

        Ultimate Mortal Kombat 9 (Komplete MOD Edtion Pack+Challenge Tower Mods)[​IMG] All Skins and Challenge Tower Mods For Both BELS & BLUS are Pack Together
        Code:
        mega.nz/#!1agBTY6a!1VRo7ue4yQ8SQdtMF210pIWEiRwoizl5o_ve5-LZF8Q

        Download all 4 Pack's It contains 2 in each pack
        Pack 1
        Code:
        mediafire.com/?z2ld0s0vq98udwc

        PACK 2
        Code:
        mediafire.com/?w58t8eztjye5rzh

        PACK 3
        Code:
        mediafire.com/?jtrv3duiihzsjgb

        Pack 4
        Code:
        mediafire.com/?udmda408b0dqqnx
        Quan Chi Flesh Mod
        [​IMG]
        Code:
        mega.nz/#!MKY2TZpJ!tpZbK7yuvCjwqfhWScGWoAWSKy-UUJ3emeK2nbFXrW8
        Classic Retro Ninja Mod Pack
        [​IMG]
        Code:
        mega.nz/#!1L4jzB4b!XgdKjmGl4uw03c6GzkJ8RndWiFwa2wIHLCXTS4qEOPo
        Chameleon
        [​IMG]
        Code:
        mega.nz/#!JTwnwLaZ!0wN75N6UQ6xRAfPow0-IQrGFu0vBZxb6v_sHtV0WpQU
        RAIN Alternate Costume Pack
        [​IMG] [​IMG] [​IMG] [​IMG]
        Code:
        https://mega.nz/#!7MhBwACa!4iaVBtipVx2yt3bQTbiLNmODs7QpGiLb-qS0rH08tZw

        [​IMG]
        Unmask Rain
        [​IMG] [​IMG]
        Code:
        mega.nz/#!lO4yERqa!eDRswjtOwCFgdiFCtNFcQHRhsgszr4LsuFfJvLqr-iA
        Skarlets Sonya Skin
        [​IMG] [​IMG]

        Code:
        mega.nz/#!0DJTlCxA!Ab6A3DO6bV4ELx7DxLuVcL7TlssyVTDEDaD2tIV1WK8

        [​IMG]
        Code:
        mega.nz/#!AEdFmJ5A!ThZpLsigVfs1Jp1kZXP-tbGXjl9chgnRMeIkzpsy3h4
        Go inside the Optional WIP Improved Netcode files folder.
        Here you'll find two folders: Variable 0x08 and 0x108.
        Each one is split into two folders: Max and Null. Each one contains a startup file that contains the specific mod
        (for example, Variable 0x08 Max contains that specific var maxed out)
        In order to install the modified netcode, just grab one of the 4 startup files and replace the one in the Asset
        folder of your MK9 copy. Obviously, you can only test one at a time.
        FIRST WARNING: MAKE SURE THE OTHER USER OR USERS YOU ARE GOING TO PLAY WITH HAVE THE EXACT SAME STARTUP FILE AS YOU DO.
        For example, if you pick Variable 0x108 Null, make sure they have that same file as you do.
        This is to avoid any potential desyncs or glitches/crashes that could happen. If you still want to test with
        mismatched startups, go right ahead, but YOU HAVE BEEN WARNED.
        SECOND WARNING: RESULTS CAN BE VASTLY DIFFERENT DEPENDING ON WHAT FILE YOU USE AND WHAT CONNECTION YOU HAVE
        TO THE OTHER USER/USERS AS WELL AS WHAT MODE YOU PLAY IN.
        This is NO joke. There's a reason I'm calling this WIP. Results I've obtained from testing have been extremely mixed:
        I've got people saying it was close to MKX's enhanced netcode, others saying it was a slight improvement, others saying
        not much changed, others said it was WORSE, and I've got several cases where the game outright crashed when trying to do a private match
        but not a public one, for some odd reason.
        It seems like with worse connections, the Null files, particularly 108, work better while the opposite
        happens with Max files (and vice versa) but this still needs more data to be fully confirmed.
        I've still chose to release this as an optional addon as a result. If you can help test these files and send
        feedback, that would really help to clear up some of the confusion regarding what causes these files to tick for some
        and not for others. Just comment on the TE 1.85 video on Youtube or send me a PM there or on TYM.
        ANY feedback on the modified netcode is greatly appreciated.
        Current version: 1.85 (Released on 04/23/2017)
        Misc. changes:
        Custom title screen has been added.
        Medium in Training mode has been changed to Overh. to avoid confusion with mids (it's labelled Overh. due to character limit)
        HighOrLow (as stated in the coalesced.eng file) has been changed to Mid. Keep in mind that some attacks that are High will show up as Mid
        (For example, Smoke's 21, defined to be a mid attack but because of the small hitbox, it behaves like a high)
        Some info on the boot up screen has been changed to credit people who helped with the mod. (Thanks guys!)
        Gameplay/System Mechanics changes:
        OLD
        Attackers recover slower from using Air Breakers, in order to reduce the frame advantage obtained by using them. (from speed value of 1.00x to 0.40x for males, and 1.00x to 0.20x for females, due to the shorter kick animation)
        NEW
        Wonky precision drops have been mostly fixed. Input bug mostly fixed (still present but rare)
        OPTIONAL WIP IMPROVED NETCODE files have been included: by default, the netcode is unmodded due to how widly hit and miss these files can be.
        If you want to test the netcode, please refer to the HOWTOUSEMODIFIEDNETCODE.txt file in the rar.
        Character specific changes:
        (WARNING: characters who don't have OLD and NEW sections are unchanged from the previous patch.
        ONLY CHARACTERS WHO HAVE OLD AND NEW SECTIONS have been updated for this patch)
        Kenshi
        He now uses the normal version of his 2nd fatality on Kratos.
        Regular Telecharge is now a High, and can be ducked without the need to block while crouching.
        EX Telecharge's recovery frames have been slightly reduced, it should now be neutral on block.
        EX Rising Karma's recovery frames on block have been increased (-15 aprox. on block)
        Noob Saibot
        OLD
        Recovery frames on EX Shadow Charge have been reduced.
        He now uses the normal version of his 2nd fatality on Kratos.
        Ghostball (both versions) startups slightly faster and recovers faster.
        XRay has more armored frames.
        D1 is slightly faster. CHANGED, READ BELOW
        B1 is slightly faster now.
        Recovery frames for both versions of Shadow Slide were slightly decreased.
        NEW
        D1 has been readjusted so that only the startup animation is faster (no hit/whiff/block change should happen), it should be
        6 frames of startup animation now.
        Kabal
        OLD
        EX Nomad Dash armor removed.
        Regular Gas Blast, on both ground and air, now does 3% damage on hit, and 1% on block.
        2 has been slightly slowed down, to decrease the cancel advantage obtained by Nomad Dash Cancelling from this attack.
        2's recovery frames on hit have been reduced to prevent the above change from hurting him too much.
        F4 no longer restands an airborne opponent. REVERTED
        NEW
        Nothing new.
        Sub-Zero
        OLD
        F4 is faster, and recovery frames (on hit, whiff and block) on 1+2 have been reduced, thus allowing new combos to be made in the corner. CHANGED, READ BELOW
        Slide's hitbox was adjusted: Occasionally, SZ would whiff from full screen (has happened to me a few times while testing Costume 1), now this should no longer occur.
        Slide (both versions) speed has been slightly increased. Endframe data was adjusted to prevent a bug where Sub-Zero's slide didn't register.
        As a result, Slide's recovery frames on whiff have also been slightly reduced.
        Ice Puddle (both versions) is faster, it should now be a viable tool to use in a match.
        New intro for Costume 2. It uses (previously) unused audio. This is to correct an inconsistency in the intro (Bi-Han originally SPOKE WITH HIS BROTHER'S VOICE. Apparently, NRS had recorded a separate intro for Bi-Han...but chose not to use it in the final game. The voice file still remains in the game, for some odd reason)
        However, said intro cuts a few seconds short, if you are playing from P1's side. P2 Sub will play it fully.
        S/F2's hitbox was increased, and it is now a true Mid attack.
        NEW
        Recovery frames on hit, whiff and block have been increased on F412, but should be lesser than unmodified version.
        (Aprox. +7 on hit, -12 on whiff and block)
        Ice Puddle duration increased from 12 frames to 15 frames (both versions)
        Removed 10 windup frames (it's a part of the startup animation) of EX Ice Puddle.
        Cyrax
        Regular bombs now do 1% of damage.
        D4's recovery frames on hit have been slightly increased (should be at least +10 or +11 on hit)
        Opponent's reaction to 2nd air net is now the same as the ground one. While it looks weird, it gets rid of the net reset by
        (depending on the timing) either shielding the victim from the bomb or juggling him/her but it still counts as part of the same combo.
        Opponent recovers much faster (0.50x faster) from getting hit by B121, thus preventing a safe jump on hit.
        Kano
        Choke's hitbox has been further increased, and it is now a true Mid attack.
        B112's speed has been increased, thus removing the gap between hits.
        B112's recovery frames on whiff,hit and block were increased to prevent the speed upgrade making it too powerful. (whiff/hit/block adv. should be the same as unmodded MK9 Kano)
        B12's recovery frames on hit have been reduced, thus allowing a safe jump on hit.
        EX Knife Throw's recovery frames have been reduced. (+1 approx. on block, for example)
        XRay's hitbox has been increased to prevent low profiling from other characters.
        F4 is faster.
        B2 is a bit faster now.
        Opponent recovers a bit slower from being hit with B12, change was done to ensure a safe jump on hit for Kano as there seems to be some
        sort of "limit" for the variable (AKA shitty programming)
        Reaction to B12 has been changed to be the same as F12. Now, B12 should definitely grant a safe jump on hit.
        Sonya
        Dive Kick's recovery frames on block have been increased, and Sonya comes out of the move a little slower (seems to be slower for the EX version of the move).
        EX Kartwheel's armor has been removed.
        Military Stance's F1 is now - on block (-1 to -2 approx.): it's recovery frames on block were slightly increased.
        Nightwolf
        F3 now hits Low.
        F2 is now an Overhead attack.
        F2's hitbox was also increased so that it doesn't whiff on crouching opponents.
        234's recovery frames on block have been slightly reduced (should be +5 approx)
        D1's recovery frames on hit were reduced, it should be + on hit now.
        EX Axe Swing's 2nd hit is an Overhead attack now, and it's recovery frames have been slightly reduced.
        Freddy Krueger
        He now uses the normal version of his fatalities on Kratos. (normal costume only)
        EX Ground Spikes' damage scaling increased (originally, it's damage multiplier was set at 0.80, it is now set at 0.60)
        Ground Spikes (all versions, including EX) does 1% of damage on block.
        Kung Lao
        Armor duration cut by half on EX Teleport, as a result, this also removes the bug where Lao could get extra armor by delaying EX Teleport's 1 attack/throw.
        He now uses the normal version of his 2nd fatality on Kratos.
        Teleport 2's hitbox has been increased to prevent low profiling from other characters.
        Teleport 3 is now a Special High and can be ducked without blocking.
        Jax
        OLD
        EX Ground Pound recovery frames on hit increased, this effectively removes Jax's resets in the corner
        and greatly nerfs his corner damage. REVERTED
        F41's hitbox has been increased to prevent whiffing on specific crouching opponents.
        2F2B1's recovery frames on hit have been reduced, thus allowing new combos to be made.
        2F2B1's last hit had it's speed very slightly increased to further help this.
        F413's recovery frames on block have been increased (it should be -5 approx.)
        F414's recovery frames on block were reduced, it should now be neutral on block.
        NEW
        EX GP now no longer pops the opponent up after an OTG. The reset is gone as a result.
        Jade
        EX Shadow Flash no longer takes additional damage.
        U3's hitbox has been increased, and it is now a true Mid attack.
        All boomerangs have significantly better recovery now.
        The second hit of EX Up Boomerang now hits Overhead on the way down.
        Opponent recovers from 23 on hit a bit slower, thus allowing Jade to special cancel 23 and combo off Overhead Staff Slam on hit.
        Reaction to 12 has been changed to 3, that way it allows Jade to special cancel 12 and combo off Overhead Staff Slam on hit.
        To prevent the above change from granting Jade a safe jump on hit, recovery frames on hit for 12 have been increased.
        Stryker
        232 is now special cancellable.
        He now uses the normal version of his 2nd fatality on Kratos.
        Low Grenade Toss and High Grenade Toss have significantly better recovery now, this applies to the EX Double Grenade Toss as well.
        Quan Chi
        OLD
        D1 is faster. CHANGED, READ BELOW
        21U3 now allows to perform a special move after connecting the last hit. You can now connect it with Trance, for example.
        Non EX Ground Burst now hits Low.
        EX Burst does 3% damage now.
        You can now use Skeletal Boost during Trance.
        NEW
        D1 has been readjusted so that only the startup animation is faster (no hit/whiff/block change should happen), it should be
        6 frames of startup animation now.
        Smoke
        F4 is no longer special cancellable: this removes the EX Smoke Bomb reset.
        Sheeva
        The hitbox of 212F1's last hit was made bigger so that it hits all crouching characters.
        EX Teleport Stomp's armor duration has been doubly increased: it should now last through the entire animation.
        B1 is faster.
        B2 is faster.
        F2 is faster.
        F3 is faster.
        F4's recovery frames on block have been slightly reduced (It should still be - on block, though)
        1B2F1's recovery frames on block have been reduced (approx +1)
        B121+2's recovery frames on block have been reduced.
        Shang Tsung
        F3 is slightly faster.
        New intro for Costume 2: Previously, the game used the young voice for Old Tsung, this is despite NRS recording a separate voice file for Old Shang, and said voice file is still in the game, just unused, oddly enough.
        Soul Steal's 2nd hit is now unblockable.
        Soul Steal's damage has been reduced to 4% per hit, for a total of 8% damage.
        Sindel
        Levitate's backdash is a bit quicker and more closely matches the forwarddash speed.
        U4 is faster and has an improved hitbox.
        Hair Whip (both versions) now hits Mid.
        Cyber Sub-Zero
        OLD
        EX Dive Kick's final hit's speed has been increased: this makes the move have far more advantage on hit, as well as have lesser recovery frames.
        Slide's speed (both versions) has been increased.
        He now uses the normal version of his 2nd fatality on Kratos.
        D4's recovery frames on hit have been reduced (It is now +8 aprox. on hit)
        Dive Kick (both versions) now has lesser recovery frames on whiff. (4 frames less)
        Ice Ball (both versions) hits Mid now. CHANGED, READ BELOW
        NEW
        Ice bomb (all versions) recovers faster.
        Ice Beam change has been reverted, only Regular Ice Ball hits Mid now.
        Baraka
        Second hit of 221+2's hitbox has been increased so it doesn't whiff on crouching opponents.
        EX and non EX Blade Slice's hitboxes have been increased so that they don't whiff on crouching opponents.
        122's last hit is an Overhead.
        B31F1's recovery frames on block have been reduced (it should be now +1 approx.)
        U4 now does 12% damage on hit.
        Kitana
        F21's recovery frames on block have been slightly increased. (should be -5 aprox.)
        Second hit of EX Pretty Kick's Hitbox has been increased, thus turning it into a true Mid attack.
        EX Fans (On ground and on air) damage scaling has been increased.
        Regular Ground fans damage scaling has been increased.
        Regular Air fan damage scaling has been increased.
        Regular Cutter's reaction has been changed to the Regular Pretty Kick one in order to prevent a safe jump on hit from this move.
        Regular Pretty Kick's reaction has been changed to what previously was Regular Cutter's. It should now grant a safe jump on hit.
        Mileena
        Standing 2 is faster.
        F2 is faster.
        F3 is faster.
        Her normal version of her 1st fatality is now used on Kratos.
        Telekick input is now DD3. (Move list has been updated to show the new input)
        D1's recovery frames on hit have been reduced.
        Johnny Cage
        He now uses the normal version of his 2nd fatality on Kratos.
        F3's recovery frames on block have been increased (approx. -4)
        F33B3's recovery frames on block have been increased (approx. -4)
        Non EX Nut Punch's recovery frames on hit have been increased, thus preventing it from granting a safe jump.
        Low EX Forceball's recovery frames have been slightly increased.
        Opponent recovers a bit faster (3 frames aprox.) from Regular nut punch in order to prevent Cage from getting a safe jump on hit.
        Done for the same reason as Kano's B12, there seems to be a limit of sorts for recovery frames on hit (AKA, shitty programming)
        (should be mentioned that because of shared coding, despite the fact that there are other reaction variables for EX nut, modding
        regular also affects EX nut punch recovery for victim. That being said, EX Nut Punch still grants a safe jump on hit and the change is hardly noticeable here.)
        Ermac
        He now uses the normal version of his 2nd fatality on Kratos. (normal costume only)
        D3's recovery frames on hit were slightly decreased. (should be + on hit now)
        U4's recovery frames on hit were slightly reduced, in order to allow it to connect with a special like the Telelift or Telepush. (This was done due to a lack of a special cancellable variable for this attack)
        Reptile
        Dash speed (forward, backwards, into duck, both from forward and backwards dashes) has been increased.
        Recovery frames for Regular Elbow Dash on block have been slightly increased.
        Sektor
        12's hitbox has been expanded to make whiffing after connecting with 1 happen less often.
        D1's recovery frames on hit were reduced, it should be advantage on hit (+1 or +2 approx.)
        1's reaction has been changed in order to complement the 12 hitbox change. Now, 12 will never whiff after connecting with 1.
        Kratos
        212's last hit is a bit faster, this is in order to make the gap smaller in the string.
        B12 is faster.
        F14's recovery frames on hit were reduced: This was done to prevent Kratos from being punished easily.
        F2 is faster.
        D1's recovery frames on block and on hit have been reduced.
        D3 is faster.
        D3's recovery frames on block, whiff and hit have been slightly reduced.
        Skarlet
        She uses the normal version of her 1st fatality on Kratos now.
        Teleport Drop (both versions) has a slightly bigger hitbox, thus allowing it to connect against an opponent more consistently.
        Raiden
        The hitbox of EX Vicinity Blast has been adjusted so it does not whiff on crouching opponents, and
        EX Vicinity Blast is now a true Mid attack.
        Rain
        He uses the normal version of his 1st fatality on Kratos now.
        D3's recovery frames on hit were reduced, while on block and whiff have only been slightly reduced.
        Regular Water bubble hits Mid now.
        Rain can now block after using either version of the H2O Buff, but damage bonus has been slightly reduced for the EX version to
        prevent it from being too powerful. (reduced by 1.5% damage per attack)
        Liu Kang
        B312's recovery frames on block have been slightly increased (approx -3)
        Dragon Stance + 2's recovery frames on block have been reduced. It should now be neutral on block.
        Scorpion
        OLD
        F214's last hit is now special cancellable.
        To further complement the change above, F214's last hit is slightly faster.
        Spear (both versions) recovery frames on block have been reduced. CHANGED, READ BELOW
        D3 and D4's recovery frames on hit were reduced and should now be + on hit. (+8 aprox for D4, +2 aprox. for D3)
        D1's recovery frames on hit were reduced, it should now be + on hit. (+3 aprox. for standing opponent, +1 aprox. for crouching opponent)
        2,1+2's recovery frames on block were reduced. (should be -5 aprox.)
        NEW
        Spear's recovery frames on block have been slightly increased.
        Spear's recovery frames on whiff have been slightly reduced.


        [​IMG]
        Coming Soon

        [​IMG]

        UNDEAD CAGE V.01
        [​IMG] [​IMG]
        Code:
        mega.nz/#!lKYW0CBJ!jHXdfhx-MHYe_nBkElWqxtkqjm01NhLNkIGwrNBndZA

        UNDEAD CAGE V.1.2
        [​IMG] [​IMG]
        Code:
        mega.nz/#!dPwilQhS!rSuU0Y9fZkVd1wH7o3NeljF2qp_9rZ4gXed5S82VlGI
        UNDEAD CAGE V.2
        [​IMG] [​IMG]
        Code:
        mega.nz/#!5ehFmQqL!UElQsZHrY5krsc7Bd58dtptEeEl2EawhT0MKq8jJNaE
        RED DEADPOOL V.1
        [​IMG]
        Code:
        mega.nz/#!cHoXHbpC!-wu-qMAYq3HZ5EyHg1I61iFgFEM7puzGRLuR4KiPAUA
        BLUE DEADPOOL V.1.2
        [​IMG]
        Code:
        mega.nz/#!EKACRKDb!428Tago3S1TmgJF2t9DMpc7Ns_i4RKBUsa7b5w9nM-s
      • Modding Tips'
        -When using photoshop Keep in mind delete the alpha channel so it can create a new channel to be edited on.
        -When in UE Viewer here some useful CMD Commands:
        umodel -ps3 -noanim -nomesh :Use for viewing files to be edit latter.
        umodel.exe -ps3 -list :Use for seeing list of mesh inside of the cmd.




    • [​IMG]
      HowardC
      [​IMG]
      Code:
      mediafire.com/?66poypxcjvxv3np

      [​IMG]
      futuretime23
      Code:
      https://mega.nz/#!wEEEATpK!VHzlr6YIAJn80OSNT8P_b97jdfa2j6R-IIaXClSuGr0
      Go inside the Optional WIP Improved Netcode files folder.
      Here you'll find two folders: Variable 0x08 and 0x108.
      Each one is split into two folders: Max and Null. Each one contains a startup file that contains the specific mod
      (for example, Variable 0x08 Max contains that specific var maxed out)
      In order to install the modified netcode, just grab one of the 4 startup files and replace the one in the Asset
      folder of your MK9 copy. Obviously, you can only test one at a time.
      FIRST WARNING: MAKE SURE THE OTHER USER OR USERS YOU ARE GOING TO PLAY WITH HAVE THE EXACT SAME STARTUP FILE AS YOU DO.
      For example, if you pick Variable 0x108 Null, make sure they have that same file as you do.
      This is to avoid any potential desyncs or glitches/crashes that could happen. If you still want to test with
      mismatched startups, go right ahead, but YOU HAVE BEEN WARNED.
      SECOND WARNING: RESULTS CAN BE VASTLY DIFFERENT DEPENDING ON WHAT FILE YOU USE AND WHAT CONNECTION YOU HAVE
      TO THE OTHER USER/USERS AS WELL AS WHAT MODE YOU PLAY IN.
      This is NO joke. There's a reason I'm calling this WIP. Results I've obtained from testing have been extremely mixed:
      I've got people saying it was close to MKX's enhanced netcode, others saying it was a slight improvement, others saying
      not much changed, others said it was WORSE, and I've got several cases where the game outright crashed when trying to do a private match
      but not a public one, for some odd reason.
      It seems like with worse connections, the Null files, particularly 108, work better while the opposite
      happens with Max files (and vice versa) but this still needs more data to be fully confirmed.
      I've still chose to release this as an optional addon as a result. If you can help test these files and send
      feedback, that would really help to clear up some of the confusion regarding what causes these files to tick for some
      and not for others. Just comment on the TE 1.85 video on Youtube or send me a PM there or on TYM.
      ANY feedback on the modified netcode is greatly appreciated.
      Current version: 1.85 (Released on 04/23/2017)
      Misc. changes:
      Custom title screen has been added.
      Medium in Training mode has been changed to Overh. to avoid confusion with mids (it's labelled Overh. due to character limit)
      HighOrLow (as stated in the coalesced.eng file) has been changed to Mid. Keep in mind that some attacks that are High will show up as Mid
      (For example, Smoke's 21, defined to be a mid attack but because of the small hitbox, it behaves like a high)
      Some info on the boot up screen has been changed to credit people who helped with the mod. (Thanks guys!)
      Gameplay/System Mechanics changes:
      OLD
      Attackers recover slower from using Air Breakers, in order to reduce the frame advantage obtained by using them. (from speed value of 1.00x to 0.40x for males, and 1.00x to 0.20x for females, due to the shorter kick animation)
      NEW
      Wonky precision drops have been mostly fixed. Input bug mostly fixed (still present but rare)
      OPTIONAL WIP IMPROVED NETCODE files have been included: by default, the netcode is unmodded due to how widly hit and miss these files can be.
      If you want to test the netcode, please refer to the HOWTOUSEMODIFIEDNETCODE.txt file in the rar.
      Character specific changes:
      (WARNING: characters who don't have OLD and NEW sections are unchanged from the previous patch.
      ONLY CHARACTERS WHO HAVE OLD AND NEW SECTIONS have been updated for this patch)
      Kenshi
      He now uses the normal version of his 2nd fatality on Kratos.
      Regular Telecharge is now a High, and can be ducked without the need to block while crouching.
      EX Telecharge's recovery frames have been slightly reduced, it should now be neutral on block.
      EX Rising Karma's recovery frames on block have been increased (-15 aprox. on block)
      Noob Saibot
      OLD
      Recovery frames on EX Shadow Charge have been reduced.
      He now uses the normal version of his 2nd fatality on Kratos.
      Ghostball (both versions) startups slightly faster and recovers faster.
      XRay has more armored frames.
      D1 is slightly faster. CHANGED, READ BELOW
      B1 is slightly faster now.
      Recovery frames for both versions of Shadow Slide were slightly decreased.
      NEW
      D1 has been readjusted so that only the startup animation is faster (no hit/whiff/block change should happen), it should be
      6 frames of startup animation now.
      Kabal
      OLD
      EX Nomad Dash armor removed.
      Regular Gas Blast, on both ground and air, now does 3% damage on hit, and 1% on block.
      2 has been slightly slowed down, to decrease the cancel advantage obtained by Nomad Dash Cancelling from this attack.
      2's recovery frames on hit have been reduced to prevent the above change from hurting him too much.
      F4 no longer restands an airborne opponent. REVERTED
      NEW
      Nothing new.
      Sub-Zero
      OLD
      F4 is faster, and recovery frames (on hit, whiff and block) on 1+2 have been reduced, thus allowing new combos to be made in the corner. CHANGED, READ BELOW
      Slide's hitbox was adjusted: Occasionally, SZ would whiff from full screen (has happened to me a few times while testing Costume 1), now this should no longer occur.
      Slide (both versions) speed has been slightly increased. Endframe data was adjusted to prevent a bug where Sub-Zero's slide didn't register.
      As a result, Slide's recovery frames on whiff have also been slightly reduced.
      Ice Puddle (both versions) is faster, it should now be a viable tool to use in a match.
      New intro for Costume 2. It uses (previously) unused audio. This is to correct an inconsistency in the intro (Bi-Han originally SPOKE WITH HIS BROTHER'S VOICE. Apparently, NRS had recorded a separate intro for Bi-Han...but chose not to use it in the final game. The voice file still remains in the game, for some odd reason)
      However, said intro cuts a few seconds short, if you are playing from P1's side. P2 Sub will play it fully.
      S/F2's hitbox was increased, and it is now a true Mid attack.
      NEW
      Recovery frames on hit, whiff and block have been increased on F412, but should be lesser than unmodified version.
      (Aprox. +7 on hit, -12 on whiff and block)
      Ice Puddle duration increased from 12 frames to 15 frames (both versions)
      Removed 10 windup frames (it's a part of the startup animation) of EX Ice Puddle.
      Cyrax
      Regular bombs now do 1% of damage.
      D4's recovery frames on hit have been slightly increased (should be at least +10 or +11 on hit)
      Opponent's reaction to 2nd air net is now the same as the ground one. While it looks weird, it gets rid of the net reset by
      (depending on the timing) either shielding the victim from the bomb or juggling him/her but it still counts as part of the same combo.
      Opponent recovers much faster (0.50x faster) from getting hit by B121, thus preventing a safe jump on hit.
      Kano
      Choke's hitbox has been further increased, and it is now a true Mid attack.
      B112's speed has been increased, thus removing the gap between hits.
      B112's recovery frames on whiff,hit and block were increased to prevent the speed upgrade making it too powerful. (whiff/hit/block adv. should be the same as unmodded MK9 Kano)
      B12's recovery frames on hit have been reduced, thus allowing a safe jump on hit.
      EX Knife Throw's recovery frames have been reduced. (+1 approx. on block, for example)
      XRay's hitbox has been increased to prevent low profiling from other characters.
      F4 is faster.
      B2 is a bit faster now.
      Opponent recovers a bit slower from being hit with B12, change was done to ensure a safe jump on hit for Kano as there seems to be some
      sort of "limit" for the variable (AKA shitty programming)
      Reaction to B12 has been changed to be the same as F12. Now, B12 should definitely grant a safe jump on hit.
      Sonya
      Dive Kick's recovery frames on block have been increased, and Sonya comes out of the move a little slower (seems to be slower for the EX version of the move).
      EX Kartwheel's armor has been removed.
      Military Stance's F1 is now - on block (-1 to -2 approx.): it's recovery frames on block were slightly increased.
      Nightwolf
      F3 now hits Low.
      F2 is now an Overhead attack.
      F2's hitbox was also increased so that it doesn't whiff on crouching opponents.
      234's recovery frames on block have been slightly reduced (should be +5 approx)
      D1's recovery frames on hit were reduced, it should be + on hit now.
      EX Axe Swing's 2nd hit is an Overhead attack now, and it's recovery frames have been slightly reduced.
      Freddy Krueger
      He now uses the normal version of his fatalities on Kratos. (normal costume only)
      EX Ground Spikes' damage scaling increased (originally, it's damage multiplier was set at 0.80, it is now set at 0.60)
      Ground Spikes (all versions, including EX) does 1% of damage on block.
      Kung Lao
      Armor duration cut by half on EX Teleport, as a result, this also removes the bug where Lao could get extra armor by delaying EX Teleport's 1 attack/throw.
      He now uses the normal version of his 2nd fatality on Kratos.
      Teleport 2's hitbox has been increased to prevent low profiling from other characters.
      Teleport 3 is now a Special High and can be ducked without blocking.
      Jax
      OLD
      EX Ground Pound recovery frames on hit increased, this effectively removes Jax's resets in the corner
      and greatly nerfs his corner damage. REVERTED
      F41's hitbox has been increased to prevent whiffing on specific crouching opponents.
      2F2B1's recovery frames on hit have been reduced, thus allowing new combos to be made.
      2F2B1's last hit had it's speed very slightly increased to further help this.
      F413's recovery frames on block have been increased (it should be -5 approx.)
      F414's recovery frames on block were reduced, it should now be neutral on block.
      NEW
      EX GP now no longer pops the opponent up after an OTG. The reset is gone as a result.
      Jade
      EX Shadow Flash no longer takes additional damage.
      U3's hitbox has been increased, and it is now a true Mid attack.
      All boomerangs have significantly better recovery now.
      The second hit of EX Up Boomerang now hits Overhead on the way down.
      Opponent recovers from 23 on hit a bit slower, thus allowing Jade to special cancel 23 and combo off Overhead Staff Slam on hit.
      Reaction to 12 has been changed to 3, that way it allows Jade to special cancel 12 and combo off Overhead Staff Slam on hit.
      To prevent the above change from granting Jade a safe jump on hit, recovery frames on hit for 12 have been increased.
      Stryker
      232 is now special cancellable.
      He now uses the normal version of his 2nd fatality on Kratos.
      Low Grenade Toss and High Grenade Toss have significantly better recovery now, this applies to the EX Double Grenade Toss as well.
      Quan Chi
      OLD
      D1 is faster. CHANGED, READ BELOW
      21U3 now allows to perform a special move after connecting the last hit. You can now connect it with Trance, for example.
      Non EX Ground Burst now hits Low.
      EX Burst does 3% damage now.
      You can now use Skeletal Boost during Trance.
      NEW
      D1 has been readjusted so that only the startup animation is faster (no hit/whiff/block change should happen), it should be
      6 frames of startup animation now.
      Smoke
      F4 is no longer special cancellable: this removes the EX Smoke Bomb reset.
      Sheeva
      The hitbox of 212F1's last hit was made bigger so that it hits all crouching characters.
      EX Teleport Stomp's armor duration has been doubly increased: it should now last through the entire animation.
      B1 is faster.
      B2 is faster.
      F2 is faster.
      F3 is faster.
      F4's recovery frames on block have been slightly reduced (It should still be - on block, though)
      1B2F1's recovery frames on block have been reduced (approx +1)
      B121+2's recovery frames on block have been reduced.
      Shang Tsung
      F3 is slightly faster.
      New intro for Costume 2: Previously, the game used the young voice for Old Tsung, this is despite NRS recording a separate voice file for Old Shang, and said voice file is still in the game, just unused, oddly enough.
      Soul Steal's 2nd hit is now unblockable.
      Soul Steal's damage has been reduced to 4% per hit, for a total of 8% damage.
      Sindel
      Levitate's backdash is a bit quicker and more closely matches the forwarddash speed.
      U4 is faster and has an improved hitbox.
      Hair Whip (both versions) now hits Mid.
      Cyber Sub-Zero
      OLD
      EX Dive Kick's final hit's speed has been increased: this makes the move have far more advantage on hit, as well as have lesser recovery frames.
      Slide's speed (both versions) has been increased.
      He now uses the normal version of his 2nd fatality on Kratos.
      D4's recovery frames on hit have been reduced (It is now +8 aprox. on hit)
      Dive Kick (both versions) now has lesser recovery frames on whiff. (4 frames less)
      Ice Ball (both versions) hits Mid now. CHANGED, READ BELOW
      NEW
      Ice bomb (all versions) recovers faster.
      Ice Beam change has been reverted, only Regular Ice Ball hits Mid now.
      Baraka
      Second hit of 221+2's hitbox has been increased so it doesn't whiff on crouching opponents.
      EX and non EX Blade Slice's hitboxes have been increased so that they don't whiff on crouching opponents.
      122's last hit is an Overhead.
      B31F1's recovery frames on block have been reduced (it should be now +1 approx.)
      U4 now does 12% damage on hit.
      Kitana
      F21's recovery frames on block have been slightly increased. (should be -5 aprox.)
      Second hit of EX Pretty Kick's Hitbox has been increased, thus turning it into a true Mid attack.
      EX Fans (On ground and on air) damage scaling has been increased.
      Regular Ground fans damage scaling has been increased.
      Regular Air fan damage scaling has been increased.
      Regular Cutter's reaction has been changed to the Regular Pretty Kick one in order to prevent a safe jump on hit from this move.
      Regular Pretty Kick's reaction has been changed to what previously was Regular Cutter's. It should now grant a safe jump on hit.
      Mileena
      Standing 2 is faster.
      F2 is faster.
      F3 is faster.
      Her normal version of her 1st fatality is now used on Kratos.
      Telekick input is now DD3. (Move list has been updated to show the new input)
      D1's recovery frames on hit have been reduced.
      Johnny Cage
      He now uses the normal version of his 2nd fatality on Kratos.
      F3's recovery frames on block have been increased (approx. -4)
      F33B3's recovery frames on block have been increased (approx. -4)
      Non EX Nut Punch's recovery frames on hit have been increased, thus preventing it from granting a safe jump.
      Low EX Forceball's recovery frames have been slightly increased.
      Opponent recovers a bit faster (3 frames aprox.) from Regular nut punch in order to prevent Cage from getting a safe jump on hit.
      Done for the same reason as Kano's B12, there seems to be a limit of sorts for recovery frames on hit (AKA, shitty programming)
      (should be mentioned that because of shared coding, despite the fact that there are other reaction variables for EX nut, modding
      regular also affects EX nut punch recovery for victim. That being said, EX Nut Punch still grants a safe jump on hit and the change is hardly noticeable here.)
      Ermac
      He now uses the normal version of his 2nd fatality on Kratos. (normal costume only)
      D3's recovery frames on hit were slightly decreased. (should be + on hit now)
      U4's recovery frames on hit were slightly reduced, in order to allow it to connect with a special like the Telelift or Telepush. (This was done due to a lack of a special cancellable variable for this attack)
      Reptile
      Dash speed (forward, backwards, into duck, both from forward and backwards dashes) has been increased.
      Recovery frames for Regular Elbow Dash on block have been slightly increased.
      Sektor
      12's hitbox has been expanded to make whiffing after connecting with 1 happen less often.
      D1's recovery frames on hit were reduced, it should be advantage on hit (+1 or +2 approx.)
      1's reaction has been changed in order to complement the 12 hitbox change. Now, 12 will never whiff after connecting with 1.
      Kratos
      212's last hit is a bit faster, this is in order to make the gap smaller in the string.
      B12 is faster.
      F14's recovery frames on hit were reduced: This was done to prevent Kratos from being punished easily.
      F2 is faster.
      D1's recovery frames on block and on hit have been reduced.
      D3 is faster.
      D3's recovery frames on block, whiff and hit have been slightly reduced.
      Skarlet
      She uses the normal version of her 1st fatality on Kratos now.
      Teleport Drop (both versions) has a slightly bigger hitbox, thus allowing it to connect against an opponent more consistently.
      Raiden
      The hitbox of EX Vicinity Blast has been adjusted so it does not whiff on crouching opponents, and
      EX Vicinity Blast is now a true Mid attack.
      Rain
      He uses the normal version of his 1st fatality on Kratos now.
      D3's recovery frames on hit were reduced, while on block and whiff have only been slightly reduced.
      Regular Water bubble hits Mid now.
      Rain can now block after using either version of the H2O Buff, but damage bonus has been slightly reduced for the EX version to
      prevent it from being too powerful. (reduced by 1.5% damage per attack)
      Liu Kang
      B312's recovery frames on block have been slightly increased (approx -3)
      Dragon Stance + 2's recovery frames on block have been reduced. It should now be neutral on block.
      Scorpion
      OLD
      F214's last hit is now special cancellable.
      To further complement the change above, F214's last hit is slightly faster.
      Spear (both versions) recovery frames on block have been reduced. CHANGED, READ BELOW
      D3 and D4's recovery frames on hit were reduced and should now be + on hit. (+8 aprox for D4, +2 aprox. for D3)
      D1's recovery frames on hit were reduced, it should now be + on hit. (+3 aprox. for standing opponent, +1 aprox. for crouching opponent)
      2,1+2's recovery frames on block were reduced. (should be -5 aprox.)
      NEW
      Spear's recovery frames on block have been slightly increased.
      Spear's recovery frames on whiff have been slightly reduced.
    • Xbox 360 XexTool v6.3
      Code:
      mega.nz/#!pOZ2AKbD!rbxJanXUa8_wN_nkZZ4RQI83Jm5d0sWYfQHarIJVLPo
      Xbox360 MKTrainer
      Code:
      mega.nz/#!tOI3zRjQ!gQemZ5yrpKYKxZeEup6j6v0KfJPBxgEuYjY5qr3RQBQ
    • Scorpion2k7, Tetzrep, Gildor, tekken57, piraten, Ross,MacGregor,
      Luigi Auriemma, oubgrdevvbuyn, digitaloverdose a.k.a (darksoul), futuretime23,
      rstabbs71, LilGrim a.k.a (Grim Doe), frikkiefrikkie, TimeRevolver0314, AlexDC22, DJBUDA,
      HowardC, Rich246, unclefestor, zepterrian, And to The Mortal Kombat Community/Scene
     
    Last edited: Feb 20, 2018
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    futuretime23

    futuretime23 Developer

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    nice work grim.
    btw,i'm aware of the situation on psx-scene,just to let you know,so,if things turn south,well,you might see me post stuff here,who knows.
     
    Last edited: Jan 3, 2015
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    Grim Doe

    Grim Doe Game Mod Developer Developer

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    Always Having more then one Back up is always a good Ideal. :D
     
    Last edited: Jan 28, 2016
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    shengoro86

    shengoro86 Forum Noob

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    Would it be possible for someone to reupload the classic MK3/MKT announcer mod for MK9? All links from past years are dead.
     
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    Grim Doe

    Grim Doe Game Mod Developer Developer

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    Here is some Good old fashioned Glitches from (marlene steinberg) on youtube
    That I have re-dun in 4K :)
    If anyone would like to give her a like and some more Mortal Kombat Videos
    Check out Her Youtube Page it's in the Description along with the original video that I got the Glitches from


    [video=youtube;iuDQAZOhUj0]https://www.youtube.com/watch?v=iuDQAZOhUj0[/video]

    Here is Part.2

    [video=youtube;XFfBDJGMsc0]https://www.youtube.com/watch?v=XFfBDJGMsc0[/video]
     
    Last edited: Sep 16, 2015
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    Grim Doe

    Grim Doe Game Mod Developer Developer

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    -Happy New Year 2016- WELCOME TO (INFERNO HELL)

    [​IMG]

    [video=youtube;ohsK-5CNDNk]https://www.youtube.com/watch?v=ohsK-5CNDNk[/video]
     
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    futuretime23

    futuretime23 Developer

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    MK9 Trilogy Edition Version 1.00 has been released!
    It's intended to be used on the Komplete Edition, unmodded, (regardless of region) and it rebalances the entire cast of characters (excluding bosses)
    https://mega.nz/#!dM0nzbrC!W2oFzKXqIHfNHPujybyfcHISD92MeQ_z6J-03JpfHK0
    Inside the rar file, are the installation instructions and the entire list of changes (far too many to mention here)
    Have fun!
     
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    Tranced

    Tranced Programmer Super Moderator

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    Hey futuretime23, thanks for the share man. I would like to post this on the front page but I have a very small cap limit of 10GB a month and unable to down the 900MB to get the info I need. I usually run out of interweb near the end of the month. Need to upgrade but not a option for me right now LOL. Can you send me the install instructions/changes somehow. Would be a shame to overlook this great mod. (A pic or two would be great too lol) :)
     
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    tthousand

    tthousand The One Moderator

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    [MENTION=8]Tranced[/MENTION]

    MK9TE.png

    README:

    PATCH CHANGES:

     
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    futuretime23

    futuretime23 Developer

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    tthousand

    tthousand The One Moderator

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    No worries [MENTION=932]futuretime23[/MENTION], it's what I do :D

    Thanks for that video though, that is awesome!

    Also, great to see you over here buddy. Welcome to the site!
     
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    futuretime23

    futuretime23 Developer

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    Hoping to see the article soon :D
     
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    Tranced

    Tranced Programmer Super Moderator

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    It will be up soon. I live in South Africa so when I go to sleep all the devs release stuff and it usually gets reported before I'm awake again. Your post above was at 12:29 AM in my timezone, was in dream land already lol.
     
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    Grim Doe

    Grim Doe Game Mod Developer Developer

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    Thanks futuretime23
    Great Work Bro ! :)
    Added [PS3] MK9 Trilogy Edition Modpack in Latest Info & UPDATES
    To the 1st page


    All Modded Character's in PS3 Link + Pics UP TO DATE
     
    Last edited: Jan 30, 2016
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    futuretime23

    futuretime23 Developer

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    Tranced

    Tranced Programmer Super Moderator

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    @futuretime23 As mentioned in post 9, I cannot download such a big file to get the changes :) Unless somebody can give me $60 a month for uncapped:peekaboogift:
     
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    zepterrian

    zepterrian Forum Noob

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    hi there! is this the new look for psx-scene or psx-place? cause i really like it :)
     
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    Tranced

    Tranced Programmer Super Moderator

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    We are not part of PSX-Scene by the way. This is the new look for PSX-Place, we ditched VBulletin because it was not safe to use anymore. Even Gamesonic's website was repeatedly hacked and they too are looking to buy Xenforo. Xenforo is the new forum software we are running now. There is a PSX link bottom left of the site with a paintbrush next to it. You can change site colours there but remember that we are still in the process of getting everything ironed out so the default one is best to use right now.
     
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    futuretime23

    futuretime23 Developer

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    @Tranced
    sorry, here are the changes!
    Current version: 1.25 (Released on 04/06/2016)

    Charater specific changes:

    Kenshi
    Armor removed for EX Telecharge and EX Teleflurry.
    Armor duration reduced for EX Rising Karma.
    Recovery frames increased for EX Telecharge and EX Rising Karma on block. (particularly for Rising Karma)
    Startup speed slightly decreased for Telecharge (both versions).
    He now uses the normal version of his 2nd fatality on Kratos.

    Noob Saibot
    B1 is faster.
    F3 is faster.
    B121's recovery frames on hit were reduced, thus allowing new combos to be made.
    B1214's recovery frames on hit were reduced.
    Recovery frames (on hit, whiff and block) on EX shadow charge have been reduced.
    Recovery frames (on hit, whiff and block) on non EX and EX shadow slide have been reduced.
    He now uses the normal version of his 2nd fatality on Kratos.

    Kabal
    OLD
    Nomad Dash Cancelling removed. REVERTED
    EX Nomad Dash armor removed.
    Gas Blast (on ground) damage has been reduced by 4%. It does 5% now. CHANGED, READ BELOW
    EX Gas Blast (on ground) damage has been reduced by 4%, it does 9% now. REVERTED
    NEW
    Non EX Gas Blast, on both ground and air, now does 3% damage on hit, and 1% on block.
    2 has been slightly slowed down, to decrease the cancel advantage obtained by Nomad Dash Cancelling from this attack.
    2's recovery frames on hit have been reduced to prevent the above change from hurting him too much.

    Sub-Zero
    OLD
    D4's recovery frames on whiff, hit and block have been reduced. REVERTED
    F4 is faster, and recovery frames (on hit, whiff and block) on 1+2 have been reduced, thus allowing new combos to be made in the corner.
    Standing 4 is slightly faster.
    Standing/F2 now is an Overhead attack. CHANGED, READ BELOW
    Slide's hitbox was adjusted: Occasionally, SZ would whiff from full screen (has happened to me a few times while testing Costume 1), now this should no longer occur.
    Slide (both versions) speed has been slightly increased. Endframe data was adjusted to prevent a bug where Sub-Zero's slide didn't register.
    As a result, Slide's recovery frames on whiff have also been slightly reduced.
    Ice Puddle (both versions) is much faster, it should now be a viable tool to use in a match. CHANGED, READ BELOW
    New intro for Costume 2. It uses (previously) unused audio. This is to correct an inconsistency in the intro (Bi-Han originally SPOKE WITH HIS BROTHER'S VOICE. Apparently, NRS had recorded a separate intro for Bi-Han...but chose not to use it in the final game. The voice file still remains in the game, for some odd reason)
    However, said intro cuts a few seconds short, if you are playing from P1's side. P2 Sub will play it fully.
    NEW
    S/F2's hitbox was increased, and it is now a true Mid attack, and no longer an Overhead.
    Slide's bug where the hitbox remained active has been fixed.
    Ice Puddle(both versions) is slower now.
    Ice Ball (both versions) hits Mid now.

    Cyrax
    Regular bombs now do 4% damage, instead of 8%.
    B2 now does 5% total if both hits connect (1st hit was reduced to 1%, while the bomb explosion/2nd hit was reduced to 4%)
    D4's recovery frames on whiff, hit and block have been increased.
    B1's recovery frames on hit have been increased.

    Kano
    OLD
    Slightly increased the duration of EX Ball's(Horizontal) armor.
    EX Ball is now unblockable from the get go, no need to hold it for a certain amount of time to make it unblockable. REVERTED
    B2 is faster. CHANGED, READ BELOW
    B2's recovery frames on hit, whiff and block have been reduced. This gives Kano a new popup hit, and allows new combos to be made. REVERTED
    F3 is faster.
    F3,3 has been given a slight damage buff: originally,first hit did 2% dmg, second hit did 7%, for a total of 9% dmg. Now, first hit does 3%, 2nd hit 8%, for a total of 11% dmg.
    B112's last hit is now special cancellable. REVERTED
    Knife Throw and it's EX counterpart, the Knife Toss have faster startup. REVERTED
    112 (specifically the last hit, 2) now hits Overhead. Hitbox has been slightly adjusted so it does not whiff on crouching opponents. REVERTED
    Choke and it's EX counterpart now hit Overhead. Hitbox has been altered so it does not whiff on crouching opponents. CHANGED, READ BELOW
    NEW
    Choke's hitbox has been further increased, and it is now a true Mid attack, and not an Overhead.
    B112's speed has been increased, thus removing the gap between hits.
    B112's recovery frames on whiff,hit and block were slightly increased to prevent the speed upgrade making it too powerful.
    B12's recovery frames on hit have been reduced, thus allowing a safe jump on hit.
    EX Knife Throw's recovery frames have been reduced.
    XRay's hitbox has been increased to prevent low profiling from other characters.
    F4 is faster.
    B2 is a bit slower now.

    Sonya
    OLD
    EX and non EX Kartwheel damage reduced by 25% approx. (Kartwheel does 6% damage, nearly 7% of damage, while EX does approx. 9% damage now, registered as 8%) REVERTED
    Block damage for both has also been adjusted. REVERTED
    EX and non EX Kartwheel recovery frames on block have been increased. Endframe data has been adjusted. REVERTED
    Kartwheel (both) is slightly slower. REVERTED
    Dive Kick's recovery frames on block have been increased, and Sonya comes out of the move a little slower (seems to be slower for the EX version of the move).
    NEW
    EX Kartwheel's armor has been removed.
    Military Stance's F1 is now - on block (-1 to -2 approx.), it's recovery frames on block were slightly increased.

    Nightwolf
    F3 now hits Low.
    B1 is faster.
    F312's recovery frames on hit reduced, thus allowing new combos to be made.
    EX Shoulder Tackle armor duration increased, it should now last through the entire animation.
    Walkspeed (both forwards and backwards) has been slightly increased.
    EX Shoulder Tackle's recovery frames on block have been slightly increased.
    EX and non EX Arrow Shot startup is faster. (same speed increase for both)

    Freddy Krueger
    Recovery frames on block increased on Hell Spike (EX and non EX versions)
    Damage of Freddy Fingers (EX and non EX) was reduced: non EX does 6%, while EX does 10%. Block damage has been left untouched.
    He now uses the normal version of his fatalities on Kratos. (normal costume only)

    Kung Lao
    OLD
    Armor duration cut by half on EX Teleport, as a result, this also removes the bug where Lao could get extra armor by delaying EX Teleport's 1 attack/throw.
    He now uses the normal version of his 2nd fatality on Kratos.
    NEW
    Teleport 2's hitbox has been increased to prevent low profiling from other characters.

    Jax
    EX Ground Pound recovery frames on hit increased, this effectively removes Jax's resets in the corner and greatly nerfs his corner damage.
    EX Ground Pound now does 14% damage.
    F41's hitbox has been increased to prevent whiffing on specific crouching opponents.
    F413's last hit is slower.
    2F2B1's recovery frames on hit have been reduced, thus allowing new combos to be made.
    2F2B1's last hit had it's speed very slightly increased to further help this.

    Jade
    OLD
    U3 now hits Overhead. CHANGED, READ BELOW
    Boomerang startup (for both EX and non EX versions, and for all directions) is slightly faster. REVERTED
    EX Shadow Flash no longer takes additional damage.
    342's last hit's recovery frames have been reduced, thus allowing for new combos to be made. REVERTED
    To further complement the above change (also due to MK9's coding) 342's last hit is much faster. REVERTED
    122's last hit does 8% damage, thus increasing the overall combo damage to 13%.
    B1F1's last hit does 10% damage now, thus increasing the overall combo damage to 18%.
    23F2's last hit does 10% damage now, thus increasing the overall combo damage to 16%.
    F212's last hit does 10% damage now, thus increasing the overall combo damage to 16%.
    B32's last hit does 10% damage now, thus increasing the overall combo damage to 14%.
    4F3's last does 12% damage now, thus increasing the overall combo damage to 16%.
    NEW
    U3's hitbox has been increased, and it is now a true Mid attack, and no longer an Overhead.
    All boomerangs have significantly better recovery now.
    The second hit of EX Up Boomerang now hits Overhead on the way down.

    Stryker
    OLD
    B3 is faster. CHANGED, READ BELOW
    B1 is faster.
    Roll Toss is now a Low attack. REVERTED
    Forward walkspeed has been slightly increased.
    1's recovery frames on hit have been reduced to allow easier juggles. REVERTED
    11's recovery frames on hit have been reduced to allow easier juggles. CHANGED, READ BELOW.
    12's recovery frames on hit have been reduced to allow easier juggles. CHANGED, READ BELOW.
    B32 is now special cancellable.
    232 is now special cancellable.
    He now uses the normal version of his 2nd fatality on Kratos.
    NEW
    B3 is slightly slower than before.
    11 and 12's recovery frames on hit have been increased, but they are still lesser recovery frames compared to KE Stryker.
    Low Grenade Toss and High Grenade Toss have significantly better recovery now, this applies to the EX Double Grenade Toss as well.

    Quan Chi
    OLD
    D1 is faster.
    U3 is faster. REVERTED
    Trance's(both versions) recovery frames on block have been reduced. REVERTED
    21U3 now allows to perform a special move after connecting the last hit. You can now connect it with Trance, for example.
    Non EX Ground Burst now hits Low.
    EX Ground Burst does 7% damage now. CHANGED, READ BELOW
    NEW
    EX Burst does 3% damage now.
    You can now use Skeletal Boost during Trance.

    Smoke
    Smoke can no longer do a special move after using F4: this removes the EX Smoke Bomb reset.

    Sheeva
    The hitbox of 212F1's last hit was made bigger so that it hits all crouching characters.
    Anti-Air Grab's damage has been increased by 4%, while it's EX version has been increased by 3%.
    XRay damage has been increased to 41%.
    EX Teleport Stomp's armor duration has been doubly increased: it should now last through the entire animation.
    B1 is faster.
    B2 is faster.
    F2 is faster.
    F3 is faster.
    B2's recovery frames on block have been reduced.
    F4's recovery frames on block have been reduced.
    12B1's damage has been increased: 2's hit from this string does 5% damage now, while the last hit, B1, does 9% damage, for a total of 16% damage.

    Shang Tsung
    Startup speed of Fire Skull (both versions) is slightly quicker.
    Recovery frames of both versions of Fire Skull have been slightly reduced.
    F3 is slightly faster.
    New intro for Costume 2: Previously, the game used the young voice for Old Tsung, this is despite NRS recording a separate voice file for Old Shang, and said voice file is still in the game, just unused, oddly enough.

    Sindel
    OLD
    111's last hit's damage has been increased to 7% damage, full combo does 11% damage now. REVERTED
    11B2's last hit now does 7% damage. 11B2's combo does 11% now, while 11B24 does 16% now. REVERTED
    (The following are affected by damage scaling, thus, several of these last hits do more damage outside of a combo.) REVERTED
    B12's last hit now does 7% damage. Full combo does 7% now. REVERTED
    F124's last hit now does 9% damage. Full combo does 16% now. REVERTED
    212's last hit now does 7% damage. Full combo does 13% now. (14% if last hit is held) REVERTED
    21B3's last hit now does 9% damage. Full combo does 15% now. REVERTED
    B24's last hit does 6% damage. Full combo does 10% now. REVERTED
    311's last hit does 11% damage. Full combo does 17% now. REVERTED
    31B2's last hit does 11% damage. Full combo does 17% now. REVERTED
    B3F2's last hit does 8% damage. Full combo does 14% now. REVERTED
    44U3's last hit does 11% damage. Full combo does 17% now. REVERTED
    Levitate fireballs and Air Fireballs (EX and non EX, low and normal) do 10% dmg now. REVERTED
    31B2 now allows a special move to be performed after it (In other words, it's special cancellable) REVERTED
    B3 is slightly faster. REVERTED
    Levitate's backdash is a bit quicker and more closely matches the forwarddash speed.
    NEW
    U4 is faster and has an improved hitbox.
    Hair Whip (both versions) now hits Mid.

    Cyber Sub-Zero
    OLD
    Dive Kick's (both versions) damage increased by 2%. REVERTED
    EX Dive Kick's final hit's speed has been increased: this makes the move have far more advantage on hit, as well as have lesser recovery frames.
    Slide's speed (both versions) has been increased.
    He now uses the normal version of his 2nd fatality on Kratos.
    NEW
    D4's recovery frames on hit have been reduced (It is now + on hit)
    Dive Kick (both versions) now has lesser recovery frames on whiff.
    Ice Ball (both versions) hits Mid now.

    Baraka
    Second hit of 221+2's hitbox has been increased so it doesn't whiff on crouching opponents.
    EX and non EX Blade Slide's hitboxes have been increased so that they don't whiff on crouching opponents.
    F44's recovery on hit has been slightly reduced so it's easier for Baraka to combo from this.
    F44 is now special cancellable.

    Kitana
    EX and non EX Pretty Kicks now hit Mid.
    EX Square Boost speed is slightly quicker.

    Mileena
    OLD
    Standing 2 is faster.
    F2 is faster.
    F3 is faster.
    Leaping Neckbite (both versions) is slightly faster. REVERTED
    EX Neckbite's last hit does 11% now, thus the damage of the move itself has been increased to 18%. REVERTED
    Roll input changed to BF4. (Move list has been updated to show the new input) REVERTED
    D1's recovery frames on block, whiff and hit have been reduced. PARTIALLY REVERTED, READ BELOW
    Her normal version of her 1st fatality is now used on Kratos.
    NEW
    Telekick input is now DD3. (Move list has been updated to show the new input)
    D1's recovery frames on whiff and block have been reverted, while the recovery frames on hit have been increased.

    Johnny Cage
    21F2's recovery frames on hit have been reduced, thus allowing Cage to make combos from this string at midscreen much easier.
    F33's recovery frames on block have been increased.
    Non EX and EX Low and High Forceball's startup speed have been increased. (same speed increase for all)
    He now uses the normal version of his 2nd fatality on Kratos.

    Ermac
    OLD
    B1 now hits Low. REVERTED
    F1 is faster. REVERTED
    F4 is special cancellable now. REVERTED
    Fireball (both versions) is faster (Projectile velocity is not affected by this change.) REVERTED
    D3's recovery frames on whiff, hit and block have been reduced. PARTIALLY REVERTED, READ BELOW
    He now uses the normal version of his 2nd fatality on Kratos. (normal costume only)
    NEW
    D3's recovery frames on whiff and block have been reverted to it's original state, while D3's recovery frames on hit were slightly increased.
    U4's recovery frames on hit were slightly reduced, in order to allow it to connect with a special like the Telelift or Telepush. (This was done due to a lack of a special cancellable variable for this attack)

    Reptile
    D1 is slightly faster.
    Dash speed (forward, backwards, into duck, both from forward and backwards dashes) has been increased.
    Recovery frames for Non EX Elbow Dash on block have been slightly increased.

    Sektor
    OLD
    12's hitbox has been expanded to make whiffing after connecting with 1 happen less often.
    Flame Burner input changed to DB2. (Move list has been updated to show the new input) REVERTED
    NEW
    D1's recovery frames on hit were reduced, it should be advantage on hit (+1 or +2 approx.)

    Kratos
    OLD
    212's last hit is a bit faster, this is in order to make the gap smaller in the string.
    B12 is faster.
    F14's recovery frames on hit were reduced: This was done to prevent Kratos from being punished easily.
    F2 is faster.
    D1's recovery frames on block and on hit have been reduced.
    D3 is faster.
    D3's recovery frames on block, whiff and hit have been reduced. CHANGED, READ BELOW
    NEW
    D3's recovery frames on block, whiff and hit have been increased, to prevent it from being too powerful.

    Skarlet
    B24 can now be special cancelled.
    B24 is also faster, this is in order to remove the gap present in this string.
    F212,1+2's first four hits damage on block was reduced to exactly 1%. This reduces the overall chip damage to 6%, from 8%.
    F312's last two hits now hit Mid.
    Armor duration of EX Crimson Dash heavily reduced. As a result, it can no longer be extended by an Up/Down Slash or a Slide.
    Maximum XRay damage increased to 32% (if all hits connect), minimum XRay damage increased to 31%.
    Teleport (on ground, Non EX only) speed slightly increased.
    Teleport (on ground, Non EX only)'s recovery frames on block and whiff slightly increased.
    She uses the normal version of her 1st fatality on Kratos now.

    Raiden
    OLD
    EX Vicinity Blast now hits Overhead. CHANGED, READ BELOW
    The hitbox of EX Vicinity Blast has been adjusted so it does not whiff on crouching opponents.
    NEW
    EX Vicinity Blast is now a true Mid attack.

    Rain
    OLD
    Walkspeed is slightly faster (both forwards and backwards). REVERTED
    D3's recovery frames on whiff, block and hit have been reduced. CHANGED, READ BELOW
    He uses the normal version of his 1st fatality on Kratos now.
    NEW
    D3's recovery frames on whiff, block and hit were increased in order to prevent it from becoming a block infinite, still, it should be
    + on hit, and the recovery on whiff and block has been slightly reduced, but it is now - on block and whiff.

    Liu Kang
    EX and non EX Parry have faster startup.
    To counteract this and to prevent the Parry from being too spammable, both versions' recovery frames on whiff have been increased.

    Scorpion
    OLD
    D4's recovery frames on whiff, hit and block have been reduced. PARTIALLY REVERTED, READ BELOW
    D3's recovery frames on whiff, hit and block have been reduced. PARTIALLY REVERTED, READ BELOW
    F214's last hit is now special cancellable.
    To further complement the change above, F214's last hit is faster.
    4 is slightly quicker. REVERTED
    Spear (both versions) recovery frames on block have been reduced.
    NEW
    D3 and D4's recovery frames on whiff and block were reverted, while D4's recovery frames on hit were slightly increased.
    D1's recovery frames on hit were reduced, it should now be + on hit.
    2,1+2's recovery frames on block were reduced.
     
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    zepterrian

    zepterrian Forum Noob

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    so here is where we´ll be posting things related to mk9 modding from now on? sorry about the insistence
     
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