No Blood???

Noob Saibot 2011

New member
I will still buy this game even if there isnt blood. But from all vids i have seen. it looks blood free. I thought boon confirmed injustice to have blood. Has he scrapped the idea?.
 
There WILL be blood. Just not MK amounts of it. Just reasonably sized spurts every time your character is hit.
 
Who cares about the blood :/ it adds lag on line -- keep it simple, there is enough going on with the stage already.
 
No Blood code does reduce lag online. Not by a massive amount, but anything helps for this abomination of a netcode
 
But putting kombat codes in online increases lag. Apparently. So I read.

I think the honest answer no one really knows for sure.

It's like been a kid smashing the start button thinking it will make the game load faster when it does feck all.

Well i used to do that anyway.
 
Care to write an essay PROVING that blood contributes to online lag? Blood is nothing more than graphics-related.

Not going to lie - I thought about being an asshole here. However, it seems that others are in the dark about this so here it goes.

The build of the game is set by many If, and, or script writing, as in for every action there is a reaction. First your input - If player 1 press (1) then character motion (jab) is set in motion - If hit the small blood graphic is set in motion - also player 2 is set to motion (jab reaction) or if player 2 block then player 1 reacts to (blocked jab).

In addition to this you have stage motions in the background as well as stance motions (which are neutral) this is always running script as we have no control over this. This also includes prompts as well as time clock.

As you can see there is a lot of moving pieces to the puzzle and a lot of calculations that are running through the processor as well as the graphics chip (which most unreal engine games use because its less work that the processor have to do)

By removing blood you minimize the math that needs to be processed between the game as well as the fatality prompt that is stored on hold until the winner is determined thus giving you less lag.

So the logic of its just graphic related is invalid as the graphic itself has active frames as well as inactive frames and are command prompted by code. Net code is just sending the information that was calculated from the system to the server back to the systems. Nothing is instant, just minimized.
 
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Not going to lie - I thought about being an asshole here. However, it seems that others are in the dark about this so here it goes.

The build of the game is set by many If, and, or script writing, as in for every action there is a reaction. First your input - If player 1 press (1) then character motion (jab) is set in motion - If hit the small blood graphic is set in motion - also player 2 is set to motion (jab reaction) or if player 2 block then player 1 reacts to (blocked jab).

In addition to this you have stage motions in the background as well as stance motions (which are neutral) this is always running script as we have no control over this. This also includes prompts as well as time clock.

As you can see there is a lot of moving pieces to the puzzle and a lot of calculations that are running through the processor as well as the graphics chip (which most unreal engine games use because its less work that the processor have to do)

By removing blood you minimize the math that needs to be processed between the game as well as the fatality prompt that is stored on hold until the winner is determined thus giving you less lag.

So the logic of its just graphic related is invalid as the graphic itself has active frames as well as inactive frames and are command prompted by code. Net code is just sending the information that was calculated from the system to the server back to the systems. Nothing is instant, just minimized.

While we don't have access the the source files (at least I don't), we can only make assumptions on how the code work in this game. However, I will keep in mind that some people may have looked into this much further.

Although there may be a lot of calculations going on that dictate how much blood is is dispersed and where it falls, this does not necessarily need to occur over the network. For example, the act of an uppercut making contact with the opponent may access a function that animates the blood locally. Since the code for triggering blood is stored on disc, the only code that needs to travel back and forth is that a hit occurred and where on the screen it happened. Thus the animation of the blood is happening locally and doesn't necessarily contribute to "lag".

Again, I have no idea whether they took this approach, but technically, you shouldn't be passing full functions back and forth across the network, that wouldn't be very efficient.
 
There's nothing wrong with blood in the game. I want there to be blood in the game :D.

Just not too much where it looks like MK.
 
Not going to lie - I thought about being an asshole here. However, it seems that others are in the dark about this so here it goes.

The build of the game is set by many If, and, or script writing, as in for every action there is a reaction. First your input - If player 1 press (1) then character motion (jab) is set in motion - If hit the small blood graphic is set in motion - also player 2 is set to motion (jab reaction) or if player 2 block then player 1 reacts to (blocked jab).

In addition to this you have stage motions in the background as well as stance motions (which are neutral) this is always running script as we have no control over this. This also includes prompts as well as time clock.

As you can see there is a lot of moving pieces to the puzzle and a lot of calculations that are running through the processor as well as the graphics chip (which most unreal engine games use because its less work that the processor have to do)

By removing blood you minimize the math that needs to be processed between the game as well as the fatality prompt that is stored on hold until the winner is determined thus giving you less lag.

So the logic of its just graphic related is invalid as the graphic itself has active frames as well as inactive frames and are command prompted by code. Net code is just sending the information that was calculated from the system to the server back to the systems. Nothing is instant, just minimized.

But it's not the same game without blood, gore, and fatalities...
 
Thats true its not efficient but thats why they said that they revampt the net code -

FYI I main kintaro :)

Wait, you're not the douchebag on themortalkombat.com who said "my main non-playable = I pirate. sorry NRS", are you?! You know, the dude who threatened to pirate MK9 on the account of his main being a non-playable BOSS...
 
Wait, you're not the douchebag on themortalkombat.com who said "my main non-playable = I pirate. sorry NRS", are you?! You know, the dude who threatened to pirate MK9 on the account of his main being a non-playable BOSS...


Haha no I have a carbon copy of tony-t's build (tetzrep). You are thinking skorpion2k
 
Haha no I have a carbon copy of tony-t's build (tetzrep). You are thinking skorpion2k

No, it's some dude who uses the name of "Sablicious" on various message boards, and even YouTube. I swear, this dude makes all kinds of excuses to justify piracy (eg, "my main's non-playable, I'll pirate the game", or "my main's been relegated to DLC I have to pay extra for, so I'll pirate", or "why support developers who don't give you what you want when you can pirate their games for free instead", etc).
 
hmmm I don't know that guy... I hack things to learn as a student, game development is what I want to get into - Thats why I don't share the files or the know how... just pure knowledge based development. Too bad all I know is how to reverse and not build - those guys are brilliant.
 
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