Drawn In Quarters - Sprite Width Correction

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Drawn In Quarters - Sprite Width Correction

Postby Pixel Eater » Thu Aug 10, 2017 8:27 am

DrawnInQuarters.png

Drawn in Quarters has been superseded by the Autochthonic Widescreen mode in ScreeM
DrawnQuart2.zip
This is a mod for those who like the look of monsters, etc. in the forced aspect of 16:10 but don't like how it flattens the field of view. I personally think this mod captures the most natural look and represents the way the game was intended by both the artists and it's mappers. I explain more in depth here: https://forum.zdoom.org/viewtopic.php?f=18&t=57513

You may need to experiment with the 'Force Aspect Ratio' setting in the 'Set Video Mode' menu for your particular display but I suspect 'Off' will be the most common choice.

Here is an example of some Imp's balls:
ImpBalls.jpg
You can see how much thinner they were in vanilla Doom. This mod's widening effect works for all objects in the game except the on-screen weapon (which is already aspect correct) and the sky. The sky I will be releasing later as an optional add-on because I think there will be some who would want it left alone.

As this is my first mod I'm sure there'll be something I've missed so please keep me informed 8-)
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Last edited by Pixel Eater on Tue Mar 20, 2018 6:49 pm, edited 2 times in total.
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Pixel Eater
I sense evil I fear it here today, Like a bad dream that never goes away -MBerry
 
 
 
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Re: Drawn In Quarters - Sprite Width Correction

Postby Pixel Eater » Sun Aug 13, 2017 12:23 am

In the first post is release 2 of “Drawn In Quarters”. It now has three scaled options- 120%, 110% and 100%. All you have to do is pick which file to load, either DIQ120, DIQ110 or DIQ100.pk3.

120% is the same as what the first release did- maintained the height of the sprites but increased their width and area.

100% forces sprites to use the same area as vanilla Doom but sacrifices some height. They are widened less than the previous option.

110% is a happy medium, demonstrated here:
Pinky2.gif
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Last edited by Pixel Eater on Fri Aug 18, 2017 12:48 am, edited 1 time in total.
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Pixel Eater
I sense evil I fear it here today, Like a bad dream that never goes away -MBerry
 
 
 
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Re: Drawn In Quarters - Sprite Width Correction

Postby Pixel Eater » Thu Aug 17, 2017 11:36 pm

I’ve decided to go back on my word about releasing a wider sky mod- not from lack of trying though. The release would have been cumbersome to load with separate files for each version of Doom (Lump filters weren’t working with texture defs.) and stitched skies wouldn’t stretch horizontally, only shrink vertically making for an inconsistent experience. And after I finally got it to work under these limitations I began to realise that vanilla Doom actually stretches most of the sky naturally. The top starts to narrow only as it fades out and the bottom pixels are actually wider than square, so on average it’s already correct!

So instead I’m offering a remastered version of episode one’s sky:

Newer version here.

NuClearSky.pk3
Spoiler:
It’s now in 24bit colour so it loses that grainy look but sadly custom palettes will no longer have an affect on it.

Having it as a loadable *.pk3 is a convenient way to add it to other Dooms as well:
Spoiler:
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