Droplets - Updated 01/04/2017

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Re: Droplets - Updated 12/28/2016

Postby SidDoyle » Mon Jan 02, 2017 11:47 pm

Unfortunately, I don't think it's feasible. There is not a way that I know of to make translations out of CVars; but if there is, I'd be glad to add the feature with nifty little RGB sliders. The best hack I can imagine would involve re-drawing all blood graphics in the Doom palette's green range and somehow translating blood to the player's color (player 1's color), but I don't know if that's possible. Then you would also have to play as the same color of blood you wanted.

Perhaps that's an experiment for another day, but it would be impossible to add the feature "properly."
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Re: Droplets - Updated 01/04/2017

Postby SidDoyle » Wed Jan 04, 2017 10:01 am

Bugfix update today! One of the ceiling droplet variants did not fade out over time, causing massive buildup of blood underneath some ceiling splatters.

In addition to that bugfix, I also have an experiment in graphics for you all to try out: droplets_spattered.pk3 can be loaded after droplets_v15.pk3 or droplets_v15_red.pk3 to modify blood splat artwork. The original droplet shapes now have lots of smaller flecks and spots of blood around them, giving it a more spattered, misted appearance. I don't know whether this is something people would like me to replace the default artwork with or not, so for now it is an optional "plugin."
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Re: Droplets - Updated 01/04/2017

Postby Lud » Sat Jan 21, 2017 6:33 pm

After getting more and more pissed at Ketchup for screwing up my frame rate and messing with the garbage collector, thus causing crashes, I've started looking for alternatives. I knew about Droplets and decided to give it a try since I like my gameplay like I like my slaughter wads: FREAKING BLOODY!

Well, I have this to say: ...you win. You just win. Gotta love how each drop blends in perfectly with others, unlike Ketchup, which causes one heck of a z-fighting mess. 11/10.

Just one question. What seems to be the difference between the red version and the standard one? I can't seem to find any difference, or is there one only when playing games like Hexen or Heretic?

BTW, moved your thread to Graphic/Sound Patches since it's technically a graphic patch.
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Re: Droplets - Updated 01/04/2017

Postby Someone64 » Wed Jan 25, 2017 7:13 am

Red edition makes all blood red. By default droplets gives appropriate blood colors to enemies with different blood colors. Try playing colorful hell and watch as rainbow puke floods the level.
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Re: Droplets - Updated 01/04/2017

Postby ramon.dexter » Mon Jan 30, 2017 9:47 am

Yep, translation works only for platted images. And I think only for images marked as "doom graphics" in slade.
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Re: Droplets - Updated 01/04/2017

Postby Skellington25_ » Sun Feb 05, 2017 5:21 pm

I'm currently having an issue here. I was hoping you'd be able to help me with.. I've used droplets for quite some time without issue (save for the occasional performance drop) but now the mod doesn't seem to be working properly. Blood is showing up on the walls, but not the floors and ceilings. Blood pools from dead enemies do show up, but the droplets themselves are non-existent. I've tried using droplets even entirely by itself with no other mods and nothing has changed. I've tried changing between mild, excessive, and normal as well as fiddling with other settings to no avail... Any tips?

EDIT: Figured it out. Silly mess up on my part. On another note, is there a chance we could get a smooth doom compatibility patch? Unfortunately if you load both only droplets menu will show up in options. I know there was a patch before, but it's vanished :(
Last edited by Skellington25_ on Sat Feb 11, 2017 11:54 am, edited 1 time in total.
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Re: Droplets - Updated 01/04/2017

Postby Slax » Sat Feb 11, 2017 3:42 am

Played v15 with Square.
It was a silly experience.
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Re: Droplets - Updated 01/04/2017

Postby Rozy » Wed Feb 15, 2017 5:40 am

I've been getting ever so slightly confused by the most recent version of this for a while. Is there some kinda feature that makes hits above a certain threshold fire out a few giblets? Because I notice that happening from time to time whenever I use this mod and I just poked around trying to see if there was code that caused that. I couldn't find anything but I know it definitely happened a fair bit when I hit low HP enemies with high damage weapons. Or just low hp enemies with anything like the various nonenemy npcs in Project Einherjar.

Just what does that? It's weird.

Edit: I found out what causes it with a fresh look. That's a pretty clever way to handle it.
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Re: Droplets - Updated 01/04/2017

Postby BigBox141 » Sat Mar 18, 2017 10:34 am

What happened to the files? Deleted? In dev.? I'm fairly interested in seeing what this is like, and seeing how Nash's Camera Tilt++ addon also showed Droplets in action, I want to see how the blood pool looks by default. The addon looks kickass, don't let it go!
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Re: Droplets - Updated 01/04/2017

Postby wildweasel » Sat Mar 18, 2017 10:53 pm

BigBox141 wrote:What happened to the files? Deleted?

No, just Dropbox ending public folder support. The links will have to get recreated, but the files aren't necessarily "gone."
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Re: Droplets - Updated 01/04/2017

Postby wolfman » Sun Mar 19, 2017 5:32 pm

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Re: Droplets - Updated 01/04/2017

Postby BigBox141 » Mon Mar 20, 2017 4:48 pm

wildweasel wrote:
BigBox141 wrote:What happened to the files? Deleted?

No, just Dropbox ending public folder support. The links will have to get recreated, but the files aren't necessarily "gone."


Aight.
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Re: Droplets - Updated 01/04/2017

Postby BigBox141 » Mon Mar 20, 2017 4:53 pm



Thanks mate!
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Re: Droplets - Updated 01/04/2017

Postby Hexereticdoom » Wed Mar 29, 2017 7:53 pm

Here's another external temporary mirror which contains v15 files and some older ones:

http://www.mediafire.com/file/xa5dj773ce6671f/Droplets+-+Simulated+Blood.7z
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Re: Droplets - Updated 01/04/2017

Postby Glaice » Tue Apr 18, 2017 1:59 pm

Thanks, the original Dropbox links on the first post are broken, at least the original one is. OP should update them.

I can run this with my RDND mod with one minor issue: Gibbing the spectre produces uncloaked gibs, what could I alter (or the OP) to make partially invisible enemies that gib to produce partially invisible gibs?
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