WidePix v1.0 released with GZDoom 4.5!

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

Postby dmslr » Wed Oct 28, 2020 12:33 pm

My sincere congratulations on this and also on becoming a "GZDoom developer"!
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby GratefulName » Thu Oct 29, 2020 3:02 pm

Can these graphics be put in a Source Port like PRBoom+, Crispy DOOM, etc.?
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Postby Nash » Thu Oct 29, 2020 7:09 pm

dmslr: Thank you!

GratefulName: if the engine supports drawing widescreen graphics properly, then sure. I have released these images under a permissive license that allows other source ports to bundle my graphics into their engine distribution.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Nash » Sat Oct 31, 2020 6:07 am

WidePix v1.0 is now shipped with GZDoom 4.5!

Image
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Image


These are released under a permissive license. Enjoy!
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby NightFright » Sat Oct 31, 2020 9:26 am

Does the bunny scroller work flawlessly now?
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Nash » Sat Oct 31, 2020 9:45 am

Yup!
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Graf Zahl » Sat Oct 31, 2020 10:06 am

Yes and no. There's still one problem: It's the ending position of the scrolling that needs to be provided as a full widescreen image.
The reason for this is the "THE END" screen, which is just a normal fullscreen image with some graphics on top of it.

Doing this properly on the composite image from the scroller is a bit tricky.

For Raze I have written a far better intermission system and my plans are to combine this with GZDoom's - but there's one very time consuming obstacle to be solved first: In order to export Raze's intermissions to scripting I need to reorganize all gamestate in a container object - for all games - so that these do not clash on the script side. This is going to take a bit of time to sort out and the bunny scroller will have to wait until that task is complete so that I won't have to deal with half baked stopgap solutions later.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby SanyaWaffles » Sat Oct 31, 2020 10:32 pm

Graf Zahl wrote:For Raze I have written a far better intermission system and my plans are to combine this with GZDoom's - but there's one very time consuming obstacle to be solved first: In order to export Raze's intermissions to scripting I need to reorganize all gamestate in a container object - for all games - so that these do not clash on the script side. This is going to take a bit of time to sort out and the bunny scroller will have to wait until that task is complete so that I won't have to deal with half baked stopgap solutions later.


I am excited. Right now GZDoom's intermission system is kind of bleh, so anything to improve it will be a great help.

Also congrats Nash on becoming a dev! Good work on the widescreen stuff. I especially like the E3 intermission.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby NightFright » Mon Nov 02, 2020 9:02 am

Was a widescreen STBAR lump omitted on purpose? I thought it was supposed to be part of the package (like widescreen weapon sprites for Heretic/Hexen later on).
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Nash » Mon Nov 02, 2020 9:09 am

Yes, I didn't make a widescreen Doom status bar as I felt extending it would be pointless as it's just empty space on the sides with no actual HUD information placed on them. To my eyes, the vanilla Doom status bar ends "cleanly" enough, with clear borders.

Hexen, Heretic and Strife, on the other hand, have obviously visible cuts that clearly convey incomplete artwork. Those will be extended.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby NightFright » Mon Nov 02, 2020 1:20 pm

You got a point there. After all, any extended Doom statusbar doesn't add anything visually interesting, it's just two empty fields on both sides. Whether you have the background image there or some bar extensions is the same thing in the end.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby cubebert » Fri Nov 06, 2020 8:03 pm

NightFright wrote:You got a point there. After all, any extended Doom statusbar doesn't add anything visually interesting, it's just two empty fields on both sides. Whether you have the background image there or some bar extensions is the same thing in the end.


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 space, but for Doom specifically, I think it should have extensions for the STBAR graphic.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Trimint123 » Fri Nov 06, 2020 10:51 pm

cubebert wrote: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 space, but for Doom specifically, I think it should have extensions for the STBAR graphic.


Well, it depends by preference if you liked it or not. That's up to us to decide either way.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby NightFright » Sat Nov 07, 2020 2:39 pm

There are enough custom widescreen statusbar mods out there. If you really want it, you got a choice. Personally I switched to the split statusbar (not since it's my own project, but it's simply a neat way of going fullscreen without losing original STBAR graphics) and never looked back.
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Re: WidePix v1.0 released with GZDoom 4.5!

Postby Scuba Steve » Sat Nov 07, 2020 2:45 pm

The split status bar is so good it should be official.
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