Search found 28 matches

by Trimint123
Wed Nov 11, 2020 11:12 pm
Forum: Graphic/Audio Patches
Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1
Replies: 397
Views: 90997

Re: WidePix v1.0 released with GZDoom 4.5!

Oh, I just realize something's missing! DOOM BFG support! I know it's a bit unnecessary, but DOOM 1 BFG doesn't load the graphics for Ultimate DOOM version and DOOM 2 BFG has its own title screen image but renamed into "DMENUPIC". I think this also applies Xbox version as well, but I'm not certainly ...
by Trimint123
Wed Nov 11, 2020 5:53 am
Forum: Closed Bugs [GZDoom]
Topic: [GZDoom] Retro HUD got stretched if over 16:9 ratio
Replies: 20
Views: 2540

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

Yarn366 wrote:I just now found that the "the end" text at the end of Doom's bunny scroller has a similar (and probably the same) problem: it looks right at 16:9 and narrower, but at any wider aspect ratio it gets stretched.
Did you tried it with the Widescreen graphics included in the latest GZDoom?
by Trimint123
Tue Nov 10, 2020 11:52 pm
Forum: Closed Bugs [GZDoom]
Topic: [GZDoom] Retro HUD got stretched if over 16:9 ratio
Replies: 20
Views: 2540

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

The wider the aspect ratio is beyond 16:9, the more the status bar is stretched. So, this issue is not caused by a simple lack of aspect ratio correction; rather, it seems that in this scenario, GZDoom lays out the status bar for 16:9 and then stretches that to "fit" the screen width. There you go ...
by Trimint123
Tue Nov 10, 2020 11:26 pm
Forum: Graphic/Audio Patches
Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1
Replies: 397
Views: 90997

Re: WidePix v1.0 released with GZDoom 4.5!

Add a doom.id.doom2.wadsmoosh filter folder to the WidePix repo with the appropriate files (eg TNTBOSS.lmp for TNT's BOSSBACK.lmp, etc). This would make it "just work" for WadSmoosh users, at the cost of bloating the file size of game_widescreen_gfx.pk3 with files that are already in other folders ...
by Trimint123
Sun Nov 08, 2020 5:37 am
Forum: Closed Bugs [GZDoom]
Topic: [GZDoom] Retro HUD got stretched if over 16:9 ratio
Replies: 20
Views: 2540

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

drfrag wrote:That status bar looks screwed even in the latest version @16:9. And even the original iwad graphic looks stretched like always did with the default scale.
Reasonable. It is up to you guys to fix it or not, anyway. Just my minor thing I bothered with.
by Trimint123
Sat Nov 07, 2020 5:24 pm
Forum: Closed Bugs [GZDoom]
Topic: [GZDoom] Retro HUD got stretched if over 16:9 ratio
Replies: 20
Views: 2540

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

Well, it's a slightly edited version of this custom HUD.
by Trimint123
Fri Nov 06, 2020 11:33 pm
Forum: Closed Bugs [GZDoom]
Topic: [GZDoom] Retro HUD got stretched if over 16:9 ratio
Replies: 20
Views: 2540

[GZDoom] Retro HUD got stretched if over 16:9 ratio

Title said it all. Also, these screenshots is using Custom 21:9 HUD.
by Trimint123
Fri Nov 06, 2020 10:51 pm
Forum: Graphic/Audio Patches
Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1
Replies: 397
Views: 90997

Re: WidePix v1.0 released with GZDoom 4.5!

I kind of disagree, since on the regular Doom status bar, the grey sidebars would be more of a better fit than the green mossy texture that somewhat clashes with the minimalist status bar. I think for mods that don't have a widescreen texture, it would be better to have them than to have only blank ...
by Trimint123
Sun Nov 01, 2020 6:43 am
Forum: Graphic/Audio Patches
Topic: IWAD Message Fixes and Improvements
Replies: 13
Views: 4359

Re: IWAD Message Fix

Because of the new update 4.5.0, Strife's exit sound now won't get cut out if ENDOOM was On as it will keeps playing as long as the window still active during ENDOOM!
by Trimint123
Sun Nov 01, 2020 6:13 am
Forum: ZDoom (and related) News
Topic: GZDoom 4.5.0 released
Replies: 44
Views: 64705

Re: GZDoom 4.5.0 released

Still no true support for 21:9 yet, but I'm impressed with this update so far. :D
I like the idea of an options to toggle the intermission screen to show how much it is instead of by percentage. I also like the support of ENDOOM too. Really nice touch.
by Trimint123
Wed Oct 28, 2020 2:56 am
Forum: Graphic/Audio Patches
Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1
Replies: 397
Views: 90997

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

That's good to heard! Though, I may used Scuba Steve's DOOM Widescreen one anyway.
Still nice to have all the WADs in Widescreen, though.
by Trimint123
Sat Oct 24, 2020 11:12 pm
Forum: Graphic/Audio Patches
Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1
Replies: 397
Views: 90997

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

ShockwaveS08 wrote:Might want to move the Doom 2 interpic, bossback, and titlepic lumps to a different filter, to avoid conflicts with WADSmoosh and other games/mods that use Doom 2 as a base.
Well, I did exactly just that. Works flawlessly as well with Final DOOM since it will replaced by other filters anyway.
by Trimint123
Fri Oct 23, 2020 9:37 pm
Forum: Graphic/Audio Patches
Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1
Replies: 397
Views: 90997

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

A checksum method would be nice for WADSmoosh implementation, possibly done with a ZScript that checks for the presence of "smooshed.txt" within the appropriate PK3 file. Actually, you can go even simpler than that as GZDoom was support WadSmoosh by default. Though, that also means a lot of copy ...
by Trimint123
Sat Oct 10, 2020 2:55 am
Forum: Graphic/Audio Patches
Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1
Replies: 397
Views: 90997

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

I wonder if it's possible to modified the HUD from Strife with the ones with Veteran Edition for widescreen.
by Trimint123
Tue Sep 29, 2020 3:43 am
Forum: Graphic/Audio Patches
Topic: WidePix v1.3 [complete/final] - GZDoom 4.7.1
Replies: 397
Views: 90997

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

I just got a response and it's pretty much what was expected - looks like a legal fuckup but it has to be cleared by Legal again, so for the time being these assets are off limits. I'm going to stick with Nash's work as it becomes available then. Well, that's sucks. Guess I'll keep it for myself ...

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