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

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

Postby NightFright » Sat Oct 10, 2020 2:02 am

Btw, are the Doom 1 intermission screens fixed now? In GZD 4.4.2, the animated patches are not where they are supposed to be when using widescreen backgrounds.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby ShockwaveS08 » Sat Oct 10, 2020 2:18 am

I'm using GZDoom v4.5pre, the version currently available in Delta Touch, and they render without issues. Screen resolution on my end is 2340x1080.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby Trimint123 » Sat Oct 10, 2020 2:55 am

I wonder if it's possible to modified the HUD from Strife with the ones with Veteran Edition for widescreen.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby NightFright » Sat Oct 10, 2020 3:00 am

Nash would do his own version, he wouldn't reuse any existing assets. And it's the correct approach.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby Nash » Sat Oct 10, 2020 3:45 am

NightFright wrote:Btw, are the Doom 1 intermission screens fixed now? In GZD 4.4.2, the animated patches are not where they are supposed to be when using widescreen backgrounds.


The glitchy animated patches are fixed in the latest devbuilds. Speaking of animated patches, I just had an idea, and the blood river, as well as the fire in my version of the Episode 3 intermission will be animated. :D

[EDIT] Done for the blood and clouds. Look awesome! I'll deal with the fire later, that one's a little more complicated to animate.

Trimint123 wrote:I wonder if it's possible to modified the HUD from Strife with the ones with Veteran Edition for widescreen.


I will cover all of the base IWAD games, that includes Strife, and as NightFright said, I will produce my own version. However you are of course free to swap the graphics out with the VE version if that is your preference (I can't tell you what mods you load into your game, now, can I?).

ShockwaveS08 wrote:I will note that the Chex Quest 3 graphics weren't working at first


Thanks for the report; fixed now.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby ShockwaveS08 » Sat Oct 10, 2020 10:56 am

Will both No Rest For The Living and Sigil intermission screens and endpics be included in the project, given their "official" status in the grand scheme of things? Will other games like Freedoom (both phases), HACX, and Harmony also be covered?
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby NightFright » Sat Oct 10, 2020 3:21 pm

Right now there is no lump filtering that would separate Sigil from Doom 1 or NRFTL from Doom 2. It would need to be implemented first. Maybe it can also be done via ZScript, though, but just putting files into subdirs would be a lot easier.
Last edited by NightFright on Sat Oct 17, 2020 10:07 am, edited 1 time in total.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby Graf Zahl » Sat Oct 10, 2020 4:04 pm

I'd rather add a checksum filter, like the Build .def files have. That'd allow putting screens for multiple mods in, should someone create such a pack.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby Zenon » Sat Oct 10, 2020 7:04 pm

A widescreen status bar would be perfect for something like this

A good friend of mine put together a few status bar variations (STBAR(Edit), STBAR2-6) using Scuba's wide screen status bar (STBAR.PNG) and some wall textures and such.
They're free for anyone to use (especially since they use the widescreen status bar Scuba Steve made, lol).
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby Superdave938 » Sat Oct 17, 2020 8:46 am

are you going to do hacx next?
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby Scuba Steve » Sat Oct 17, 2020 9:54 am

If a checksum method was added, it would be fun to work with a small team to create a community widescreen pack that adds support for many prominent projects.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby Graf Zahl » Sat Oct 17, 2020 10:03 am

Agreed. I can assure you that such a checksum is not a matter of 'if', but 'when'.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby NightFright » Sat Oct 17, 2020 10:13 am

Feel free to incorporate anything I made for the widescreen statusbar project, provided the entries meet your quality standards.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby Nash » Sat Oct 17, 2020 11:05 am

I'll look into mod support after I finish the base games (Doom, Heretic, Hexen, Strife, Chex).
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby ShockwaveS08 » Sat Oct 17, 2020 11:58 am

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.
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